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Regions are geographic areas that make up a nation.
<i>This page mainly discusses the game mechanics for regions. For a list of all regions in Terra Invicta, as well as their initial stats, see [[Region List]] instead.</i>


The tab also includes information about the Boost and Mission Control resources that are based in each region.
Regions are geographic areas that make up a [[Nations|nation]].


The claims column lists other nations that may annex a territory.
The tab also includes information about the {{TV|boost}} and {{TV|mc}} resources that are based in each region.


Events, combat, councilor activity location and the presence of launch facilities or other installations all occur in a particular region rather than nationwide.
The claims column lists other [[Nations]] that may annex a territory.
 
[[Events]], [[Terrestrial_Warfare|combat]], [[Councilors|councilor]] [[Missions|activity]] location and the presence of launch facilities or other installations all occur in a particular region rather than nationwide.


== Characteristics ==
== Characteristics ==
Regions may have the following characteristics:
Regions may have the following characteristics:
* '''Capital Region:''' Missions targeting the nation as a whole or its control points will take place here. Conquering the capital of a nation in wartime will trigger regime change and annexation of any claimed territory by its enemies.
{| class="wikitable"
* '''Colony Region:''' Colony regions carry a lesser status within their nation, typically due to past imperial behavior by that nation. They contribute less to the national GDP and cannot support armies. Colonial status is lost if the region becomes an independent nation or joins a nation with a similar GDP. A colony region cannot support any mission control.  
|-
* '''Core Economic Region:''' Core economic regions grant a bonus to the Economy policy. A core economic region can support a maximum of 8 mission control.
! Characteristic !! Icon !! Effects
* '''Resource Region:''' Resource regions grant a bonus to the nation's Economy priority, but also cause greater increases in inequality and environmental damage.
|-
* '''Rugged:''' Rugged regions take twice as long for an army to travel through, and offer significant combat bonuses for defending armies.
| Capital Region || {{icon|capital|bgcolor=DarkSlateGray}} ||
* '''Ecologically Protected Region:''' These regions, typically in high latitudes in the northern hemisphere, will not suffer economic loss due to global environmental damage.
* Councilor [[Missions]] targeting the nation as a whole or its control points will usually take place here.
* '''Ecologically Vulnerable Region:''' Vulnerable regions suffer twice as much economic harm from global environmental damage as normal regions.
* Conquering the capital of a nation in a [[Foreign_Relations#Wars|War]] will trigger regime change and annexation of any [[Foreign_Relations#Claims|Claimed]] territory by its enemies.
* '''Alien Activity:''' Some form of alien activity has been detected in this region.
|-
* '''Fallout:''' This area has been struck by nuclear barrages. Regions damaged in this way suffer a significant loss in population growth due to radiation and contaminated food and water supply. This can only be removed via a massive investment in the Environment priority.
| Colony Region || {{icon|colony|bgcolor=DarkSlateGray}} ||
* [[Nations#GDP_Per_Region|Gets only half of its fair share of the nation's GDP.]]
* Cannot have its own [[Nations#Armies|Armies]].
|-
| Core Oil Region || {{icon|oil|bgcolor=DarkSlateGray}} ||
* [[Nations#GDP_Per_Region|Gets 125% of its fair share of the nation's GDP.]]
* Increases [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Monthly Pollution]] for its Nation.
* Increases the {{TV|economy}}'s effects on {{TV|gdppc}} and {{TV|inequality}}.
* Increases the {{TV|spoils}}'s effects on {{TV|sustainability}} and {{TV|inequality}}, but also increases the {{TV|money}} produced.
|-
| Core Mining Region || {{icon|resource region|bgcolor=DarkSlateGray}} ||
* [[Nations#GDP_Per_Region|Gets 125% of its fair share of the nation's GDP.]]
* Increases the {{TV|economy}}'s effects on {{TV|gdppc}} and {{TV|inequality}}.
* Increases the {{TV|spoils}}'s effects on {{TV|sustainability}} and {{TV|inequality}}, but also increases the {{TV|money}} produced.
* Give {{TV|build army|+5%}} and {{TV|build navy|+5%}}
|-
| Core Economic Region || {{icon|core economic region|bgcolor=DarkSlateGray}} ||
* [[Nations#GDP_Per_Region|Gets 125% of its fair share of the nation's GDP.]]
* Increases the {{TV|economy}}'s effects on {{TV|gdppc}}.
* Give {{TV|miltech|0.1}} to defending armies (including the region defense forces).
* Give {{TV|miltech|0.125}} to armies whose factions have researched [[Urban Warfare Doctrine]].
|-
| Rugged Region || {{icon|rugged|bgcolor=DarkSlateGray}} ||
* Give {{TV|miltech|0.2}} to defending armies (including the region defense forces).  
* Give {{TV|miltech|0.125}} to armies whose factions have researched [[Mountain Warfare Doctrine]].
* Increase Annex Region operation duration by 25%.
* Increases [[Terrestrial_Warfare#Army_Movement|Army travel duration]] to and from region.
* Increase defenses of non-[[Aliens#Alien_Xenoforming|Xenoflora]] Alien Assets in region against Army Assault operations.
* Halve the Daily [[Aliens#Alien_Xenoforming|Xenoflora]] Growth cap in region.
|-
| Ecologically Protected Region || {{icon|ecologically protected region|bgcolor=DarkSlateGray}} ||
* Will not (directly) suffer economic loss from [[Climate_Change#Nation_Effects|Climate Change]].
* Will suffer only half the {{icon|pop}}[[Nations#Population_Growth|population growth]] penalty from extreme climate temperatures.
|-
| Ecologically Vulnerable Region || {{icon|ecologically vulnerable region|bgcolor=DarkSlateGray}} ||
* Will suffer twice the economic loss from [[Climate_Change#Nation_Effects|Climate Change]].
* Will suffer twice the {{icon|pop}}[[Nations#Population_Growth|population growth]] penalty from extreme climate temperatures.
|-
| Alien Activity || {{icon|alien activity|bgcolor=DarkSlateGray}} ||
* Indicates that some form of alien activity has been detected in this region.
* No real effects.
|-
| Fallout || {{icon|fallout|bgcolor=DarkSlateGray}} ||
* Prevents certain region improvements.
* Reduces the {{TV|environment}}'s effect on {{TV|sustainability}}.
* -4% {{icon|pop}}[[Nations#Population_Growth|population growth]] penalty per layer of fallout.
|-
|}
 
== Improving Regions ==
 
{| class="wikitable sortable"
|-
! Improvement !! Conditions !! Nation Priority !! Completions Needed<br>{{TV|2022}}/{{TV|2026}}/{{TV|2070}}/{{TV|2003}} !! Completions Needed<br>{{TV|Broken Earth}}
|-
| Set to {{icon|oil}} Oil Region
|
* Cannot be {{icon|core economic region|bgcolor=DarkSlateGray}} Core Economic Region or {{icon|resource region}} Core Mining Region.
* Cannot have Fallout.
* Marked as Oil Capable in [[Region List|the game template files]].
| rowspan=3|{{icon|economy}} Economy<ref>Always prioritizes making {{icon|oil}} Core Oil, then {{icon|resource region}} Core Mining, then finally {{icon|core economic region|bgcolor=DarkSlateGray}} Core Economic Regions</ref>
| 500
| 325
|-
| Set to {{icon|resource region}} Core Mining Region
|
* Cannot be {{icon|core economic region|bgcolor=DarkSlateGray}} Core Economic Region or {{icon|oil region}} Core Oil Region.
* Cannot have Fallout.
* Marked as Mining Capable in [[Region List|the game template files]].
| 750
| 500
|-
| Set to {{icon|core economic region|bgcolor=DarkSlateGray}} Core Economic Region<ref>Removes Core Oil and Core Mining Statuses.</ref>
|
* Cannot be {{icon|colony|bgcolor=DarkSlateGray}} Colony Region.
* Cannot have Fallout.
* Has >500 Billion [[Nations#GDP_Per_Region|Region GDP]]
| 1200
| 900
|-
| Remove {{icon|colony|bgcolor=DarkSlateGray}} Colony Status<ref>Can also be removed (or regained) through [[Foreign Relations#Effects_of_Transferring_Regions|Region Transfers]] between Nations.</ref>
| None
| {{icon|welfare}} Welfare
| colspan='2' | 1000
|-
| Remove one layer of Fallout
| None
| {{icon|environment}} Environment
| colspan='2' | 100
|-
|}
 
Note: If multiple regions are valid targets for an improvement type, the one with the highest [[Nations#GDP_Per_Region|Region GDP]] is usually improved first.
 
<references />
 
== World Ocean Access ==
 
Some regions may allow armies in them to access the world oceans. The [[Region List|game template files]] include a variable for each region indicating when they allow such access:
* Some regions never allow armies in them to access the world oceans. These regions are typically inland regions.
* Some regions always allow armies in them to access the world oceans. These regions are typically island or coastal regions that are near the equator.
* Some regions only allow armies in them seasonal access to the world oceans. These regions are typically island or coastal regions that are near the poles.
 
In the case of seasonal access, regions in the northern hemisphere allow access only from April to September, whereas regions in the southern hemisphere allow access only from October to March.
 
Notably, if the [[Climate Change|temperature anomaly]] exceeds 1.9C, the [[Arctic Melt Accelerates]] event can trigger. This event causes every region that has seasonal world ocean access to gain permanent world ocean access.
 
== Facilities ==


== Facilities and Alien Assets ==
Facilities are constructed in a nation's regions following certain priorities and can be attacked via the {{MissionIcon|Sabotage Facilities}}[[Sabotage Facilities]] councilor mission, Assault Space Facility army mission, or orbital bombardment.
Facilities are constructed in a nation's regions following certain priorities and can be attacked via the Sabotage Facilities mission or destroyed by orbital bombardment.
* [[Launch Complex]] produces {{TV|boost}}.
* '''Launch Complex''' produces Boost.
* [[Mission Control Facility]] produces {{TV|mc}}.
* '''Mission Control Facility''' produces Mission Control.
* {{icon|sto defense|bgcolor=DarkSlateGray}}[[Nations#Space_Defenses|'''Space Defense Array''']] prevents {{TV|nukes}} from being used in the region and will fire back if the region is being bombarded. It may also prevent {{icon|alien}}[[Aliens|Alien]] ships in orbit from executing certain operations. See [[Aliens]] for details.
* '''Space Defense Array''' prevents Strategic Nuclear Barrages from being used in the region and will fire back if the region is being bombarded.


== Alien Assets ==
== Alien Assets ==
Alien Assets are constructed by alien councilor missions in a targeted region and can be attacked via the Assault Alien Asset missions or destroyed by orbital bombardment.
Alien Assets in a targeted region and can be attacked via the [[Assault Alien Asset]] mission or destroyed by orbital bombardment. See [[Aliens]] for more details on the different types of Alien Assets.
* '''UFO Landing''' creates an Invader Army after 30 days.


=== Alien Life Forms ===
=== Alien Life Forms ===
Alien Life Forms, or Xenoforming as it is sometimes called, is an alien asset created by one of the alien councilors' missions. It has negative effects population growth and grants bonuses to Servant and Alien activities in a nation. It grows through 3 stages at a rate of 0.025%-0.065% each day.
Alien Life Forms, or Xenoforming as it is sometimes called, is an alien asset created by one of the alien councilors' missions. It has negative effects population growth and grants bonuses to Servant and Alien activities in a nation. It passively grows over time and spreads to adjacent regions.
* If the region has Rugged terrain, it grows 50% slower
 
* If the region is above latitude 50, it grows 50% slower
See [[Aliens#Alien_Xenoforming]] for more details.
* If the region has an alien facility, it grows 50% faster
 
* Scales with Atmospheric Carbon Dioxide (faster above 400 ppm, slower below)
{| class="wikitable"" style="text-align: center;"
* Scales with Atmospheric Methane (faster above 1.5 ppm, slower below)
|-
{| class="wikitable""
! Xenoflora Growth Levels
! Percentage !! Effects
| < 30 || Between 30 and 75 || > 75
|-
! Image
| [[File:Location XenoformingLow.png|200px]] || [[File:Location XenoformingMed.png|200px]] || [[File:Location XenoformingHigh.png|200px]]
|}
 
== Region Damage ==
 
Whether deliberately or by accident, regions in Terra Invicta can be heavily damaged through the actions of the different factions, especially when they wage wars over the Earth.
 
=== Effects of Region Damage ===
 
Note: Region damage almost always has strength between 0 and 1. If anything attempts to apply region damage of negative strength, nothing happens.
 
{| class="wikitable"
|+ Effects of an X Strength Non-Nuclear Attack on a Region (In Chronological Order)
|-
! Category !! Conditions !! Amount
|-
| Target [[Nations#GDP_Per_Region|Region GDP]] || None || X × (-7.5% to -12.5%)
|-
| Target [[Nations#Population|Region Population]] {{icon|pop}} || None || X × (-0.075% to -0.125%)
|-
| Target Nation [[Nations#Sustainability|Pollution Multiplier]] {{icon|sustainability|bgcolor=DarkSlateGray}} || None || X × (+0.0000075 to +0.0000125) × [[Nations#GDP_Per_Region|Region GDP]] / [[Nations#GDP|Nation GDP]]
|-
| Responsible Faction Commits [[Factions#Atrocity|Atrocities]] || [[Nations#Population|Population]] {{icon|pop}} killed >= 100k. || 1 per 100k [[Nations#Population|Population]] {{icon|pop}} killed, capped between 1 and 20.
|-
| rowspan=3 | Target Nation [[Nations#Priorities|Priorities]] || X >= 0.9 || Multiply IP invested by (1 - X) for all priorities except Spoils {{icon|spoils}}, Unity {{icon|unity}}, and Oppression {{icon|oppression}}.
|-
|
* X < 0.9.
* An X × 500% roll passes.
* Target Region is not a Colony Region {{icon|colony|bgcolor=DarkSlateGray}}.
| Multiply IP invested by (1 - X) for one random priority that is not Spoils {{icon|spoils}} or Unity {{icon|unity}}.
|-
|
* X < 0.9.
* An X × 500% roll passes.
* Target Region is a Colony Region {{icon|colony|bgcolor=DarkSlateGray}}.
| Multiply IP invested by (1 - 0.5X) for one random priority that is not Spoils {{icon|spoils}} or Unity {{icon|unity}}.
|-
| rowspan=2 | Target [[Nations#Boost|Boost]] {{icon|boost|bgcolor=DarkSlateGray}} Production ||
* Target Nation is NOT Responsible Nation.
* X >= 0.75.
| -100%
|-
| An X × 100% roll passes. || X × -100%
|-
| rowspan=2 | Target [[Nations#Mission_Control|Mission Control]] {{icon|mc|bgcolor=DarkSlateGray}} ||
* Target Nation is NOT Responsible Nation.
* X >= 0.75.
| -100%
|-
| An X × 100% roll passes. || -1
|-
| rowspan=2 | Target [[Nations#Space_Defenses|Space Defenses]] {{icon|sto defense|bgcolor=DarkSlateGray}} ||
* Target Nation is NOT Responsible Nation.
* X >= 0.75.
| Destroy
|-
| An X × 100% roll passes. || Destroy
|-
| Target Nation [[Nations#Funding|Funding]] {{icon|funding}} || Target Nation is NOT Responsible Nation. || -10% × X × [[Nations#GDP_Per_Region|Region GDP]] / [[Nations#GDP|Nation GDP]] 
|-
| Health of Each Army in Target Region || Army is not Ally of Region Damager || X × -100%
|-
| Target [[Aliens#Xenoforming|Alien Xenoforming]] || Responsible Faction is not [[Aliens]] or [[The Servants]] || -X × Xenoflora Growth Levels
|}
 
Note: An army is an ally of the region damager if any of the following are true:
* The army is owned by the responsible nation.
* The army is owned by an ally of the responsible nation.
* The army is owned by the responsible faction and not a [[Aliens#Megafauna|Megafauna]].
 
See [[Terrestrial_Warfare#Nuclear_Warfare|Nuclear Warfare]] for the effects of a nuclear attack on the region.
 
=== Sources of Region Damage ===
 
These include but are not limited to:
 
{| class="wikitable"
|-
! Category !! Conditions !! Strength !! Special Notes
|-
| Non-[[Aliens#Megafauna|Megafauna]] Enemy Army || Each Day Fighting in Region || Max(1, 12 - Effective {{TV|miltech}}) / 50000 × (1 to 100) || Cannot cause damage to armies through this region damage.
|-
| [[Aliens#Megafauna|Megafauna]] Enemy Army || Each Day Fighting in Region || {{TV|miltech}} × Health % / 2000 || Cannot cause damage to armies through this region damage.
|-
| Non-[[Aliens#Megafauna|Megafauna]] Army || Each Day Fighting Another Army in Region || (10 - Effective {{TV|miltech}}) / 50000 × (1 to 3) || Cannot cause damage to armies through this region damage.
|-
| [[Aliens#Megafauna|Megafauna]] Army || Each Day Fighting Another Army in Region || (10 - Effective {{TV|miltech}}) / 500 × (1 to 3) || Cannot cause damage to armies through this region damage.
|-
| rowspan=2 | Revolution || Region is the Capital {{icon|capital|bgcolor=DarkSlateGray}} || 0 to 0.5 || None
|-
| Region is not the Capital {{icon|capital|bgcolor=DarkSlateGray}} || 0 to 0.25 || None
|-
| rowspan=2 |
{{SpoilerBox}}
[[Aliens#Alien_Administration|Alien Nation]] Overthrown
{{SpoilerBoxEnd}}
| Region is the Capital {{icon|capital|bgcolor=DarkSlateGray}} || 0 to 0.5 || Cannot cause damage to armies through this region damage.
|-
| Region is not the Capital {{icon|capital|bgcolor=DarkSlateGray}} || 0 to 0.25 || Cannot cause damage to armies through this region damage.
|-
| Bombardment of Armies || Weapon Chip % Chance || Attack Damage / 500000, capped at 0.001 || Cannot cause damage to armies through this region damage.
|-
| Bombardment of Regions || Each Attack || Attack Damage / 10000, capped at 0.05 || Cannot cause damage to armies through this region damage.
|-
| Raze Region Army Operation || On Completion || Army Home Nation's {{TV|miltech}} / 10 × Army Health % || Automatically passes rolls against [[Nations#Boost|Boost]] {{icon|boost|bgcolor=DarkSlateGray}}, [[Nations#Mission_Control|Mission Control]] {{icon|mc|bgcolor=DarkSlateGray}}, and [[Nations#Space_Defenses|Space Defense]] {{icon|space defenses|bgcolor=DarkSlateGray}} Facilities.
|-
| rowspan=2 |
{{SpoilerBox}}
{{MissionIcon|Dominate Nation}}[[Dominate Nation]] Mission
{{SpoilerBoxEnd}}
| Normal Failure || 0.4 || Automatically passes rolls against [[Nations#Boost|Boost]] {{icon|boost|bgcolor=DarkSlateGray}}, [[Nations#Mission_Control|Mission Control]] {{icon|mc|bgcolor=DarkSlateGray}}, and [[Nations#Space_Defenses|Space Defense]] {{icon|space defenses|bgcolor=DarkSlateGray}} Facilities.
|-
| Critical Failure || 0.9 || Automatically passes rolls against [[Nations#Boost|Boost]] {{icon|boost|bgcolor=DarkSlateGray}}, [[Nations#Mission_Control|Mission Control]] {{icon|mc|bgcolor=DarkSlateGray}}, and [[Nations#Space_Defenses|Space Defense]] {{icon|space defenses|bgcolor=DarkSlateGray}} Facilities.
|-
|-
| align=center | '''1-33%'''<br>[[File:Location XenoformingLow.png|100px]] ||  
|
{{SpoilerBox}}
{{MissionIcon|Terrorize}}[[Terrorize Region]] Mission
{{SpoilerBoxEnd}}
| None || 0.01 to 0.07 || None
|-
|-
| align=center | '''34%-66%'''<br>[[File:Location XenoformingMed.png|100px]] ||  
| rowspan = 5 | Random [[Events]]
* 0.05% chance to spread to a neighboring region each day if above 50%
| "a small amount of damage" || 0.0095 to 0.0105 || rowspan = 5 | None
|-
|-
| align=center | '''67%-100%'''<br>[[File:Location XenoformingHigh.png|100px]] ||  
| "limited damage" || 0.0475 to 0.0525
* 0.1% chance to spread to a neighboring region each day
|-
* Once it reaches 100% it creates an Alien Megafauna army and reverts to 50%
| "major damage" || 0.09 to 0.11
|-
| "massive damage" || 0.1875 to 0.3125
|-
| "near-total destruction" || 0.675 to 0.825
|}
|}
<references />


{{Mechanics_Navbox}}
{{Mechanics_Navbox}}

Latest revision as of 04:16, 14 September 2026

This page mainly discusses the game mechanics for regions. For a list of all regions in Terra Invicta, as well as their initial stats, see Region List instead.

Regions are geographic areas that make up a nation.

The tab also includes information about the boostBoost and mission controlMission Control resources that are based in each region.

The claims column lists other Nations that may annex a territory.

Events, combat, councilor activity location and the presence of launch facilities or other installations all occur in a particular region rather than nationwide.

Characteristics

Regions may have the following characteristics:

Characteristic Icon Effects
Capital Region Capital region
  • Councilor Missions targeting the nation as a whole or its control points will usually take place here.
  • Conquering the capital of a nation in a War will trigger regime change and annexation of any Claimed territory by its enemies.
Colony Region Colony region
Core Oil Region Oil region
Core Mining Region Resource region
Core Economic Region Core economic region
Rugged Region Rugged region
  • Give 0.2 Military TechnologyMiltech to defending armies (including the region defense forces).
  • Give 0.125 Military TechnologyMiltech to armies whose factions have researched Mountain Warfare Doctrine.
  • Increase Annex Region operation duration by 25%.
  • Increases Army travel duration to and from region.
  • Increase defenses of non-Xenoflora Alien Assets in region against Army Assault operations.
  • Halve the Daily Xenoflora Growth cap in region.
Ecologically Protected Region Ecologically protected region
Ecologically Vulnerable Region Ecologically vulnerable region
Alien Activity Alien Activity
  • Indicates that some form of alien activity has been detected in this region.
  • No real effects.
Fallout Fallout

Improving Regions

Improvement Conditions Nation Priority Completions Needed
2022/2026/2070/DS2003
Completions Needed
DSBroken Earth
Set to Oil region Oil Region
  • Cannot be Core economic region Core Economic Region or Resource region Core Mining Region.
  • Cannot have Fallout.
  • Marked as Oil Capable in the game template files.
Economy priority Economy[1] 500 325
Set to Resource region Core Mining Region
  • Cannot be Core economic region Core Economic Region or Oil region Core Oil Region.
  • Cannot have Fallout.
  • Marked as Mining Capable in the game template files.
750 500
Set to Core economic region Core Economic Region[2]
  • Cannot be Colony region Colony Region.
  • Cannot have Fallout.
  • Has >500 Billion Region GDP
1200 900
Remove Colony region Colony Status[3] None Welfare priority Welfare 1000
Remove one layer of Fallout None Environment priority Environment 100

Note: If multiple regions are valid targets for an improvement type, the one with the highest Region GDP is usually improved first.

  1. ↑ Always prioritizes making Oil region Core Oil, then Resource region Core Mining, then finally Core economic region Core Economic Regions
  2. ↑ Removes Core Oil and Core Mining Statuses.
  3. ↑ Can also be removed (or regained) through Region Transfers between Nations.

World Ocean Access

Some regions may allow armies in them to access the world oceans. The game template files include a variable for each region indicating when they allow such access:

  • Some regions never allow armies in them to access the world oceans. These regions are typically inland regions.
  • Some regions always allow armies in them to access the world oceans. These regions are typically island or coastal regions that are near the equator.
  • Some regions only allow armies in them seasonal access to the world oceans. These regions are typically island or coastal regions that are near the poles.

In the case of seasonal access, regions in the northern hemisphere allow access only from April to September, whereas regions in the southern hemisphere allow access only from October to March.

Notably, if the temperature anomaly exceeds 1.9C, the Arctic Melt Accelerates event can trigger. This event causes every region that has seasonal world ocean access to gain permanent world ocean access.

Facilities

Facilities are constructed in a nation's regions following certain priorities and can be attacked via the Sabotage FacilitiesSabotage Facilities councilor mission, Assault Space Facility army mission, or orbital bombardment.

Alien Assets

Alien Assets in a targeted region and can be attacked via the Assault Alien Asset mission or destroyed by orbital bombardment. See Aliens for more details on the different types of Alien Assets.

Alien Life Forms

Alien Life Forms, or Xenoforming as it is sometimes called, is an alien asset created by one of the alien councilors' missions. It has negative effects population growth and grants bonuses to Servant and Alien activities in a nation. It passively grows over time and spreads to adjacent regions.

See Aliens#Alien_Xenoforming for more details.

Xenoflora Growth Levels < 30 Between 30 and 75 > 75
Image

Region Damage

Whether deliberately or by accident, regions in Terra Invicta can be heavily damaged through the actions of the different factions, especially when they wage wars over the Earth.

Effects of Region Damage

Note: Region damage almost always has strength between 0 and 1. If anything attempts to apply region damage of negative strength, nothing happens.

Effects of an X Strength Non-Nuclear Attack on a Region (In Chronological Order)
Category Conditions Amount
Target Region GDP None X × (-7.5% to -12.5%)
Target Region Population Population None X × (-0.075% to -0.125%)
Target Nation Pollution Multiplier Sustainability None X × (+0.0000075 to +0.0000125) × Region GDP / Nation GDP
Responsible Faction Commits Atrocities Population Population killed >= 100k. 1 per 100k Population Population killed, capped between 1 and 20.
Target Nation Priorities X >= 0.9 Multiply IP invested by (1 - X) for all priorities except Spoils Spoils priority, Unity Unity priority, and Oppression Oppression priority.
  • X < 0.9.
  • An X × 500% roll passes.
  • Target Region is not a Colony Region Colony region.
Multiply IP invested by (1 - X) for one random priority that is not Spoils Spoils priority or Unity Unity priority.
  • X < 0.9.
  • An X × 500% roll passes.
  • Target Region is a Colony Region Colony region.
Multiply IP invested by (1 - 0.5X) for one random priority that is not Spoils Spoils priority or Unity Unity priority.
Target Boost boost Production
  • Target Nation is NOT Responsible Nation.
  • X >= 0.75.
-100%
An X × 100% roll passes. X × -100%
Target Mission Control mission control
  • Target Nation is NOT Responsible Nation.
  • X >= 0.75.
-100%
An X × 100% roll passes. -1
Target Space Defenses Surface-to-Orbit defenses
  • Target Nation is NOT Responsible Nation.
  • X >= 0.75.
Destroy
An X × 100% roll passes. Destroy
Target Nation Funding Funding priority Target Nation is NOT Responsible Nation. -10% × X × Region GDP / Nation GDP
Health of Each Army in Target Region Army is not Ally of Region Damager X × -100%
Target Alien Xenoforming Responsible Faction is not Aliens or The Servants -X × Xenoflora Growth Levels

Note: An army is an ally of the region damager if any of the following are true:

  • The army is owned by the responsible nation.
  • The army is owned by an ally of the responsible nation.
  • The army is owned by the responsible faction and not a Megafauna.

See Nuclear Warfare for the effects of a nuclear attack on the region.

Sources of Region Damage

These include but are not limited to:

Category Conditions Strength Special Notes
Non-Megafauna Enemy Army Each Day Fighting in Region Max(1, 12 - Effective Military TechnologyMiltech) / 50000 × (1 to 100) Cannot cause damage to armies through this region damage.
Megafauna Enemy Army Each Day Fighting in Region Military TechnologyMiltech × Health % / 2000 Cannot cause damage to armies through this region damage.
Non-Megafauna Army Each Day Fighting Another Army in Region (10 - Effective Military TechnologyMiltech) / 50000 × (1 to 3) Cannot cause damage to armies through this region damage.
Megafauna Army Each Day Fighting Another Army in Region (10 - Effective Military TechnologyMiltech) / 500 × (1 to 3) Cannot cause damage to armies through this region damage.
Revolution Region is the Capital Capital region 0 to 0.5 None
Region is not the Capital Capital region 0 to 0.25 None
SPOILERS INSIDE!  

Alien Nation Overthrown

Region is the Capital Capital region 0 to 0.5 Cannot cause damage to armies through this region damage.
Region is not the Capital Capital region 0 to 0.25 Cannot cause damage to armies through this region damage.
Bombardment of Armies Weapon Chip % Chance Attack Damage / 500000, capped at 0.001 Cannot cause damage to armies through this region damage.
Bombardment of Regions Each Attack Attack Damage / 10000, capped at 0.05 Cannot cause damage to armies through this region damage.
Raze Region Army Operation On Completion Army Home Nation's Military TechnologyMiltech / 10 × Army Health % Automatically passes rolls against Boost boost, Mission Control mission control, and Space Defense Space defenses priority Facilities.
SPOILERS INSIDE!  

Dominate NationDominate Nation Mission

Normal Failure 0.4 Automatically passes rolls against Boost boost, Mission Control mission control, and Space Defense Space defenses priority Facilities.
Critical Failure 0.9 Automatically passes rolls against Boost boost, Mission Control mission control, and Space Defense Space defenses priority Facilities.
SPOILERS INSIDE!  

Terrorize RegionTerrorize Region Mission

None 0.01 to 0.07 None
Random Events "a small amount of damage" 0.0095 to 0.0105 None
"limited damage" 0.0475 to 0.0525
"major damage" 0.09 to 0.11
"massive damage" 0.1875 to 0.3125
"near-total destruction" 0.675 to 0.825