Foreign Relations: Difference between revisions
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In the first two cases, when this national policy is passed, every region of Y will be transferred to X. In addition, the following effects also occur after the regions are transferred: | In the first two cases, when this national policy is passed, every region of Y will be transferred to X. In addition, the following effects also occur after the regions are transferred: | ||
# If X has completed a nuclear weapons program, then all of Y's {{TV|nukes}} are given to X. Otherwise the {{TV|nukes}} of Y simply disappear. | # If X has completed a nuclear weapons program, then all of Y's {{TV|nukes}} are given to X. Otherwise the {{TV|nukes}} of Y simply disappear. | ||
# If neither X nor Y have completed a nuclear weapons program, then 50% of Y's {{TV|develop atomic bomb}} progress is added to X's {{TV|develop atomic bomb}} | # If neither X nor Y have completed a nuclear weapons program, then 50% of Y's {{TV|develop atomic bomb}} progress is added to X's {{TV|develop atomic bomb}} progress, but the total sum is capped at {{TV|ip|1}} less than the cost of the {{TV|develop atomic bomb}}. | ||
# If Y has completed a spaceflight program but X has not, then X completes a spaceflight program. | # If Y has completed a spaceflight program but X has not, then X completes a spaceflight program. | ||
# If neither X nor Y have completed a spaceflight program, then 50% of Y's {{TV|found space program}} progress is added to X's {{TV|found space program}} progress, but the total sum is capped at {{TV|ip|1}} less than the cost of the {{TV|found space program}}. | # If neither X nor Y have completed a spaceflight program, then 50% of Y's {{TV|found space program}} progress is added to X's {{TV|found space program}} progress, but the total sum is capped at {{TV|ip|1}} less than the cost of the {{TV|found space program}}. | ||
Revision as of 08:38, 17 January 2026
This page covers diplomatic actions available to Nations. For interactions between the global Factions, see Diplomacy.
Foreign relations encompass all actions a Nation may take to advance its political interests or of the Faction controlling it, ranging from peaceful diplomacy to open warfare.
Policies
Policies are actions the executive faction of a nation can take to dramatically alter the course of the nation. A councilor can use the Set Policy mission to enact policies.
~ Policies, Terra Invicta Codex, 0.4.90.
In order for a faction to enact a policy in a nation, they must own the executive control point, it must not be disabled, and they must use a councilor to perform a
Set National Policy mission in the nation. Many policies require consolidated executive control. Many policies require another nation to agree.
This section loosely summarizes the list of policies, and gives links to sections that discuss the more complex policies in more detail.
| Policy | Needs Consolidated Exec? | Can be Rejected? | Ignores Diplomatic Cooldown? | Main Effect |
|---|---|---|---|---|
| Declare War | No | No | Yes | Allows Terrestrial_Warfare. |
| Join War | No | No | Yes | Allows Terrestrial_Warfare. |
| Seek Peace | No | Yes | Yes | Ends the war. |
| Grant Independence to a New Nation | Yes | No | Yes | Release Regions to form their own Nation. |
| Grant Independence to a Breakaway Nation | Yes | No | Yes | The Breakaway Nation is no longer a Breakaway. |
| Declare Independence | No | No | Yes | Nation is no longer a Breakaway and former parent nation declares war. |
| Demand Territory | Yes | Yes | No | Nation receives target Region. |
| Leave Federation | Yes | No | Yes | Leaves the Federation. |
| Federation | Yes | Yes | No | Federates with Target. |
| Unification | Yes | Yes | No | Merge Nations. |
| Disband Army | Yes | No | Yes | Disbands a human army that is: |
| Disband Warheads | Yes | No | Yes | Remove up to 5 |
The Policies tab of the Nation intel window shows the available national policies. Here one can also find the diplomatic cooldown periods for countries, with whom certain diplomatic actions may become available after the timer expires.
This is also where a player can choose to abandon their control points in the nation, which does not require a
Set National Policy mission or any
Influence cost.
Gaining Regions
One of the fastest ways to improve a nation is to simply gain control over more Regions, taking them from whatever nations previously controlled these Regions. However, Terra Invicta takes place in an era where it is no longer acceptable for nations to arbitrarily expand their territories through mere military might.
Claims
Instead, a nation can only take a region if it has a claim on it. This claim represents a sufficient set of justifications (typically via a combination of historical, ethnic, geographical, and other factors) that the nation can use to argue that its control over a region is acceptable.
Notably, the set of claims that a nation has can grow throughout the course of a campaign. There are several social science projects that add new claims and even new nations. Additional claims can also be acquired via peaceful unifications.
For a list of all claims, see Claim List.
Hostile Claims
The people of this region generally do not wish to be a part of this nation. This causes lower cohesion rest states in democracies and higher unrest rest states in authoritarian states. After the region is annexed, sufficient investment in the Government or Unity priorities can remove this status.
~ Nation UI Tooltip for Hostile Claims, Terra Invicta, Version RC6.
Claims can be hostile for two reasons:
- Historical: Because of certain historical events, the claim is simply innately hostile. Some of these historically hostile claims simply begin this way, but these hostile claims can also be generated in various ways, such as when acquiring new claims via peaceful unifications.
- Democratic: If the claiming nation's
Government is at least 1.5 points lower than the region's current nation's
Government score, then the claim becomes hostile.
Claims that are hostile are typically more difficult to annex, and even after annexing, they give penalties to
Base Cohesion and/or
Base Unrest that is proportional to the fraction of the nation's
Population that currently lives in a hostile region.
Specifically, the penalties are:
Base Cohesion Penalty = -1.6 × Hostile Population Fraction × Government
Base Unrest Penalty = 1.6 × Hostile Population Fraction × (10 - Government)
After a hostile claim is annexed, the claim can be made non-hostile after sufficient investment in the
Government Priority or the
Unity Priority. Specifically, every 200 completions of either priority (added together) will make one hostile claim on an already annexed region into a non-hostile claim. If there are multiple candidates, then one is selected as follows:
- Remove all candidates that are not adjacent to any non-hostile region that also belongs to the nation, unless this would remove all candidates.
- Pick the candidate with the highest population.
Note: In this context, adjacency includes even connections that are only open to friendly armies.
| Alien-Related SPOILERS INSIDE! |
|---|
|
The Alien Nation always has a non-hostile claim on every region of earth. |
Methods for Transferring Regions
The following subsections discuss each of the possible methods by which a nation can gain control over more regions.
Grant Independence
Once a faction has consolidated executive control over a nation X, it may perform a
Set National Policy councilor mission in the
capital region of X to grant independence to a human nation Y with no regions if the following are true:
- Y has a claim on its desired
capital region. - The desired
capital region of Y is not currently the
capital region of X. - X currently controls the desired
capital region of Y.
When this national policy is passed, the desired
capital region of Y will be transferred from X to Y. In addition, the following effects also occur after the region is transferred:
- If X has
founded a military, then Y also
founds a military, if it hadn't already. - If X has a complete
spaceflight program, then Y also completes a
spaceflight program, if it hadn't already. - The
Government and
Cohesion of Y is set to those of X. - The public opinion of Y is randomized via repeated applications of Propaganda towards random ideological coordinates. The strength and number applied decreases with the
Cohesion of Y, with 10
Cohesion having no randomization at all. - If X has less than 5
Cohesion, then reduce
Unrest in X by (0 to 3) × Fraction of Population that X gave to Y. - If X has less than 5
Cohesion, then reduce
Unrest in Y by 0 to 3. - Increase
Cohesion in X by (0 to 2) × Fraction of Population that X gave to Y. - Increase
Cohesion in Y by 1 to 3. - Every rival of X also becomes a rival of Y.
- Every ally of X also becomes an ally of Y.
- X and Y become allies.
- X and Y are put on a diplomatic cooldown of 180 days with each other.
Note: It is also possible to grant independence to Breakaway nations, but no regions are transferred when this happens, so that is not discussed in this subsection. That is instead discussed in Foreign_Relations#Granting_Independence.
Cede Territory
This mechanic has been removed. It has been replaced by the Demand Territory policy.
| OBSOLETE INFO INSIDE! |
|---|
|
Once a faction has consolidated executive control over a nation X, it may perform a
When this national policy is passed, every non-capital region of X that Y has a claim on will be transferred to Y. In addition, X and Y will be put on a diplomatic cooldown of 90 days. |
Demand Territory
Once a faction has consolidated executive control over a nation X, it may perform a
Set National Policy councilor mission in the capital region of X to demand a region R from another nation Y if the following are true:
- X has a non-hostile claim on R.
- R is not the
capital region of Y. - Y is not in any war.
- X and Y can improve their relations (they are not on a diplomatic cooldown).
- X and Y are either not Rivals or can end their rivalry.
When this national policy is passed:
- The region R is transferred from Y to X.
- If X and Y were Rivals, then they end their rivalry.
- X and Y are put on a diplomatic cooldown of 90 days.
Peaceful Unification
Once a faction has consolidated executive control over a nation X, it may perform a
Set National Policy councilor mission in the capital region of X to peacefully unify with a human nation Y if one of the following sets of conditions are true:
-
- X and Y are in the same Federation.
Note: X does not need to be the federation leader or have the federation named after it. - X has a non-hostile claim on the desired capital region of Y.
- X and Y can improve their relations (they are not on a diplomatic cooldown).
- The faction has consolidated executive control over Y.
- The faction owns all control points of Y.
- X and Y are in the same Federation.
-
- Y is a Breakaway nation of X.
- X is not at war with Y.
- The faction owns all control points of Y.
-
- X is a Breakaway nation of Y.
- X is not at war with Y.
- The faction owns all control points of X.
- The faction owns the executive control point of Y.
The third case functions pretty much identically to the second case, except that the faction is setting the policy in the other nation.
In the first two cases, when this national policy is passed, every region of Y will be transferred to X. In addition, the following effects also occur after the regions are transferred:
- If X has completed a nuclear weapons program, then all of Y's
Nuclear Weapons are given to X. Otherwise the
Nuclear Weapons of Y simply disappear. - If neither X nor Y have completed a nuclear weapons program, then 50% of Y's
Develop Atomic Bomb Priority progress is added to X's
Develop Atomic Bomb Priority progress, but the total sum is capped at 1
IP less than the cost of the
Develop Atomic Bomb Priority. - If Y has completed a spaceflight program but X has not, then X completes a spaceflight program.
- If neither X nor Y have completed a spaceflight program, then 50% of Y's
Found Space Program Priority progress is added to X's
Found Space Program Priority progress, but the total sum is capped at 1
IP less than the cost of the
Found Space Program Priority. - If Y has founded a military but X has not, then X founds a military.
- If neither X nor Y have founded a military, then 50% of Y's
Found Military Priority progress is added to X's
Found Military Priority progress, but the total sum is capped at 1
IP less than the cost of the
Found Military Priority. - For each other national priority, 50% of Y's priority progress is added to X's priority progress.
- All of Y's Funding is transferred to X.
- If the
Government of X is less than (the
Government of Y - 1), then the
Unrest of X is increased by (the difference in their
Government / 2), but capped at 9.8 total
Unrest. - If Y had any Breakaway nations, then they are all peacefully granted independence from Y.
See Peaceful Unification List and Full Unification List for a more detailed analysis of how each nation can increase its claims through peaceful unifications.
Daily Check for Secession to Non-Extant Nations
Every day at 10:30am, every human nation Y that currently does not have any regions will attempt to create itself by breaking away from the nation X that controls the desired capital region of Y. But this attempt only succeeds if all of the following conditions are true:
- X has at most 3
Cohesion. - X has at least 6
Unrest. - The desired capital region of Y is not the current capital region of X.
- A P% chance roll is passed, where P is calculated as follows:
- Set P to (the
Unrest of X / 2 - the
Cohesion of X / 4 - the
Government of X). - If X's claim on the region is hostile, then multiply P by 3.
- If there are
Armies in the desired capital region of Y and X has less than 8
Government, then divide P by 20 × the number of
Armies in the desired capital region of Y. - Divide P by 75.
- Set P to (the
If the attempt succeeds, then the desired capital region of Y is transferred from X to Y. Furthermore, for each non-capital region of X that is non-hostile claimed by Y and has no
Armies, there is a Q% chance that the region will also be transferred to Y, where Q is (the
Unrest of X × 6 - the
Cohesion of X × 3 - the
Government of X × 3).
In addition, the following effects also occur after the regions are transferred:
- The
Government and
Cohesion of Y is set to those of X. - The armies of Y are disbanded.
- Y becomes a Breakaway nation of X if X is not a Breakaway of another nation.
- All of Y's control points are given to whichever faction raised the most unrest in X.
- Increase
Cohesion in Y by 0 to 3. - Set
Unrest in Y to a random value between 0 and 4 inclusive. - Increase
Government in Y by (-2 to 0 + the Education of Y / 2.25). - Reduce
Miltech in Y by 0 to 0.5. - Increase
Inequality in Y by -1 to 1. - Reduce
Unrest in X by (0 to 6) × Fraction of Population that X gave to Y. - Increase
Cohesion in X by (1 to 3) × Fraction of Population that X gave to Y. - X and Y become rivals if either the
Government of X is less than 7 or some faction raised unrest in X.
Periodic Check for Secession to Neighboring Nations
Every 4 days at 10:30am, every human nation X will check if it should undergo a revolution or an organic coup. If not, then each non-capital region R of X will make an attempt to secede for each adjacent non-allied nation Y that has a non-hostile claim on R. But R's attempt to secede to Y only succeeds if all of the following conditions are true:
- X has at most 3
Cohesion. - X has at least 6
Unrest. - If Y is the Alien Nation, then
The Servants have at least 50% public support in X. - A P% chance roll is passed, where P is calculated as follows:
- Set P to (the
Unrest of X - the
Cohesion of X / 2 - the
Government of X). - If X's claim on R is hostile, then multiply P by 3.
- If there are
Armies in R and X has less than 8
Government, then divide P by 20 × the number of
Armies in R. - Divide P by 75.
- If Y is the Alien Nation and R has at least 50 Xenoflora Growth Levels, then add (the Xenoflora Growth Levels in R / 100) to P.
- Set P to (the
If the attempt succeeds, then the region R is transferred from X to Y. In addition, the following effects also occur:
- Increase
Cohesion in Y by 0 to 2. - Reduce
Unrest in X by (0 to 6) × Fraction of Population that X gave to Y. - Increase
Cohesion in X by (1 to 3) × Fraction of Population that X gave to Y. - X and Y become rivals if either the
Government of X is less than 7 or some faction raised unrest in X via
Increase Unrest missions.
Note: If a region has multiple different nations that it can secede to, then it will make an attempt for each one of them in descending order of
Government.
Post-Unrest Secession Check
Every time a councilor from a faction F successfully performs an
Increase Unrest mission on a non-capital region R of a nation X, each human nation Y that currently does not have any regions and whose desired capital region is R will attempt to create itself by breaking away from X. This applies even if Y's claim on R is hostile. This attempt has a P% chance to succeed, where P is calculated as follows:
- Set P to 1000.
- If the mission was a critical success, then multiply P by 10.
- Divide P by the number of mission phases per month.
- If F has researched Freedom Fighters, then multiply P by 1.5.
- If F researched a project that gave Y its claim on R, then multiply P by 3.
- Multiply P by (the
Unrest of X - the
Cohesion of X / 2). - Subtract the
Government of X from P. - If X's claim on R is hostile, then multiply P by 3.
- If there are armies in R and the
Government of X is less than 8, then divide P by 20 × the number of armies in R. - Divide P by 300.
If the attempt succeeds, then the region R is transferred from X to Y. Furthermore, for each non-capital region of X that is non-hostile claimed by Y and has no armies, there is a Q% chance that the region will also be transferred to Y, where Q is calculated as follows:
- Set Q to 1000.
- If the mission was a critical success, then multiply Q by 10.
- If F has researched Freedom Fighters, then multiply Q by 1.5.
- Divide Q by the number of mission phases per month.
- If F researched a project that gave Y its claim on R, then multiply Q by 3.
- Multiply Q by (the
Unrest of X × 2 - the
Cohesion of X - the
Government of X). - If X's claim on this region is hostile, then set Q to 100.
In addition, the following effects also occur:
- Y becomes a Breakaway nation of X if X is not a Breakaway of another nation.
- All of Y's control points are given to faction F.
- Increase
Cohesion in Y by 0 to 3. - Set
Unrest in Y to a random value between 0 and 4 inclusive. - Increase
Government in Y by (-2 to 0 + the
Education of Y / 2.25). - Reduce
Miltech in Y by 0 to 0.5. - Increase
Inequality in Y by -1 to 1. - Reduce
Unrest in X by (0 to 6) × Fraction of Population that X gave to Y. - Increase
Cohesion in X by (1 to 3) × Fraction of Population that X gave to Y. - X and Y become rivals.
War Annexation
A human Army can perform an Annex Region operation on a region R owned by a nation X if:
- The army is not in battle.
- The army has at least 80% health remaining.
- Region R is not already being annexed by a different army.
- The army's home nation is at war with X.
- R is not the capital
region of X. - R is fully occupied by a war alliance that includes the home nation of the army.
- One of the following is true:
- The home nation of the army has a (possibly hostile) claim on R.
- There is a human nation Y that currently does not have any regions and whose desired
capital region is R.
Note: Starting the Annex Region operation will usually result in the nation X (or a war ally) launching a nuke at the army, if they have any.
The duration of the Annex Region operation is D days, where D is calculated as follows:
- Set D to (the
Population of R / the average
Population per region at the start of the game) ^ 0.75. - Add (the area of R in km^2 / the median area of a region in km^2) ^ 0.5 to D.
- Multiply D by 45.
- If R is
rugged, then multiply D by 1.25. - Cap D between 45 and 270.
- Multiply D by the
Miltech of X. - Divide D by the
Miltech of the army's home nation.
If the home nation of the army has a claim on R, then the only thing that happens when the Annex Region operation completes is:
- Every human army whose home region is R is disbanded.
- R is transferred from X to the army's home nation.
Otherwise, when the Annex Region operation completes, R is transferred to the human nation Y that currently does not have any regions and whose desired
capital region is R. In addition, the following effects also occur:
- Y and the home nation of the annexing army become allies.
- Y becomes a Breakaway nation of X if X is not a Breakaway of another nation.
- All of Y's control points are given to the faction that owns the army that did the Annex Region operation.
- Increase
Cohesion in Y by 0 to 3. - Set
Unrest in Y to a random value between 0 and 4 inclusive. - Increase
Government in Y by (-2 to 0 + the
Education of Y / 2.25). - Reduce
Miltech in Y by 0 to 0.5. - Increase
Inequality in Y by -1 to 1. - Reduce
Unrest in X by (0 to 6) × Fraction of
Population that X gave to Y. - Increase
Cohesion in X by (1 to 3) × Fraction of
Population that X gave to Y. - X and Y become rivals if either the
Government of X is less than 7 or some faction raised unrest in X. - X declares war on Y, if able.
War Conquest
When an army completes the occupation of the
capital region of a human nation X, the game first checks which of the war alliances against X contributed the most to the occupation of the capital region of X. This war alliance is considered the occupying alliance, and the nation that leads this war alliance is considered the lead occupier.
The list of nations in the occupying alliance is then sorted such that:
- The Lead Occupier is set to go first.
- The other nations are sorted in descending order by how much they contributed to the occupation of the
capital region of X. - Nations that contributed the same amount are sorted in descending order by their Estimated Military Strength.
Then, one by one, each nation Y in the ordering will grab every remaining region R of X that Y has a claim on (even if it is hostile): every human army whose home region is R is disbanded, and then R is transferred from X to Y.
In the end, if X has no remaining regions, then the now zero-region X is unified into the nation that took the capital region of X.
Otherwise, if X has any remaining regions, then the control points of X are given to the human faction that owns the executive control point of the lead occupier. If no such human faction exists, then the control points of X are given to a faction F that is determined as follows:
- Each human faction starts with a score of 0.
- Look at the set of all human-faction-owned armies whose home nations were at war with X and are still within the remaining regions of X. For each such army:
- Look at its home nation's
Miltech, add in the Miltech bonuses from Councilors doing Advise missions on the home nation and from military habs in earth interface orbit. - Multiply the total Miltech by the remaining health % of the army.
- Add this value to the score of the human faction that owns this army.
- Look at its home nation's
- If no such army exists, then the faction F is the undecided faction, and the control points of X are simply emptied out.
- Otherwise, the human faction with the highest score is chosen to be the faction F that takes over the control points of X.
In addition, the following effects are applied:
- X is removed from all wars that it is involved in.
- X ends all alliances with nations that are at war with the lead occupier.
- X ends all rivalries with all members of the occupying alliance and all allies of the lead occupier.
- X initiates an alliance with all members of the occupying alliance.
- If any member of the occupying alliance is a Breakaway nation of X, it is peacefully granted independence from X.
- The
Unrest of X is increased by some amount U, calculated as follows:
- Set U to be the fraction of the remaining regions of X that were fully occupied when the capital region of X was conquered.
- Multiply U by -6.
- Add (4 + the number of remaining armies of X) to U.
- If the faction F that takes over the control points of X has researched Psyops, then subtract 3 from U.
- If the faction F that takes over the control points of X has researched Networked Psyops, then subtract 3 from U.
- If the faction that owned the executive control point of X before F took over has researched Guerrilla Warfare, then add 3 to U.
- If U is positive, then:
- If F is a human faction that owns the executive control point of the lead occupier, then multiply U by (1 - public support fraction for F in X).
- Otherwise, multiply U by (1 - public support fraction for (the most popular human faction in the lead occupier) in X).
- If F is a human faction, then subtract (0.25 × number of times F raised unrest in X) from U.
- Add a random value between -1 and 1 inclusive to U.
- The
Cohesion of X is decreased by 0 to 3. - The
Government of X is decreased by 0 to 0.5. - If the
Government of X is still at least 5 and the
Government of the lead occupier is less than the
Government of X, then the
Government of X is decreased by 25% to 75% of the difference between their
Government scores. - All records of which factions raised unrest in X are deleted.
Alien Related
| Alien Related SPOILERS INSIDE! |
|---|
|
Conquering Non-Capital Regions for the Alien Nation When an army whose home nation is the Alien Nation completes the occupation of a non-capital region R of a human nation X, the region R is simply transferred from X to the Alien Nation. If this results in the creation of the Alien Nation, then it can trigger a massive shift in inter-faction relationships, as humanity recognizes the growing threat that is now in their midst. Conquering Regions from the Alien Nation when it has more than one Region When an army completes the occupation of a region R of the Alien Nation such that R is not the only region of the Alien Nation, the region R will be transferred from the Alien Nation to a human nation Y that has a claim on R. To determine which human nation Y should receive R, the game first checks which of the war alliances against the Alien Nation contributed the most to the occupation of R. This war alliance is considered the occupying alliance, and the nation that leads this war alliance is considered the lead occupier. Each nation in the occupying alliance is then sorted in descending order by how much they contributed to the occupation of R, except the lead occupier is set to go first even if it didn't contribute anything. The first nation in this ordering that has a claim on R is chosen as the human nation Y that region R is transferred to. If no such nation exists, then a second ordering is created, consisting of every ally of the lead occupier, sorted in descending order by their estimated military strength. The first nation in this ordering that has a claim on R is chosen as the human nation Y that region R is transferred to. If no such nation exists, then the game creates a list of every human nation:
Then a random one is chosen as the human nation Y that region R is transferred to. If no such nation exists, then the game creates a list of every human nation:
Then a random one is chosen as the human nation Y that region R is transferred to. If no such nation exists, then the game creates a list of every human nation:
Then a random one is chosen as the human nation Y that region R is transferred to. If no such nation exists, then the game creates a list of every human nation:
Then a random one is chosen as the human nation Y that region R is transferred to. If no such nation exists, then the game creates a list of every human nation:
Then a random one is chosen as the human nation Y that region R is transferred to. Note that this time, the nation is guaranteed to exist, since every region in the game is claimed by at least one human nation. In addition to transferring the region R from the Alien Nation to Y, the following effects occur:
If R was the capital region of the Alien Nation before it was transferred to Y, then the following additional effects occur:
Conquering the Last Region from the Alien Nation When an army completes the occupation of the last region R of the Alien Nation, the game first checks which of the war alliances against the Alien Nation contributed the most to the occupation of R. This war alliance is considered the occupying alliance, and the nation that leads this war alliance is considered the lead occupier. Each nation in the occupying alliance is then sorted in descending order by how much they contributed to the occupation of R, except the lead occupier is set to go first even if it didn't contribute anything. Every human army whose home region is R is disbanded, and then R is transferred from the Alien Nation to the first nation in the ordering that has a claim on R, if any exist. Then the Alien Nation is overthrown. Causing Revolutions in the Alien Nation Each nation is periodically checked for whether it should undergo a revolution. When a revolution occurs in the Alien Nation, the following steps occur:
Overthrowing the Alien Nation When the Alien Nation is overthrown, the following steps occur:
|
Effects of Transferring Regions
Whenever a region R is transferred from a nation X to a nation Y by any method, the following steps occur:
- The region GDP of R is removed from X.
- If R is the
capital region of X and X has other regions, then the
capital of X moves to one of its remaining regions (whichever has the most
Population). - The region R is removed from X. (This removes the
Population of R from X.) - The
Miltech of nation Y is set to the weighted average of the
Miltechs of X and Y, where the weight of:
- The region R is added to Y. (This adds the
Population of R to Y.) - If R was a
colony region or a
mining region (note: not an
oil region), then the
Inequality of X decreases by 0.25 while the
Inequality of Y increases by 0.25. Both of these
Inequality changes are affected by the Population Scaling of their respective nations. - If R is the desired
capital region of Y, then the
capital of Y moves to R. - The GDP that was removed from X earlier is now added to Y.
- The Pollution Multiplier of Y is set to the weighted average of the Pollution Multipliers of X and Y, where the weight of:
- X is the GDP added to Y divided by the total GDP of Y including the addition.
- Y is (1 - the weight of X).
- The
Education of Y is set to the weighted average of the
Educations of X and Y, where the weight of:
- X is the
Population of R divided by the total
Population of Y including R's added
Population. - Y is (1 - the weight of X).
- X is the
- The
Unrest of Y is set to the weighted average of the
Unrests of X and Y, where the weight of:
- X is the
Population of R divided by the total
Population of Y including R's added
Population. - Y is (1 - the weight of X).
- X is the
- The
Cohesion of Y is set to the weighted average of the
Cohesions of X and Y, where the weight of:
- X is the
Population of R divided by the total
Population of Y including R's added
Population. - Y is (1 - the weight of X).
- X is the
- The
Cohesion of Y is reduced by 0.25. Note: If cohesion is reduced below zero,
Government and
Unrest values are changed. See Underflowing Cohesion for details. - The
Inequality of Y is set to the weighted average of the
Inequalities of X and Y, where the weight of:
- X is the
Population of R divided by the total
Population of Y including R's added
Population. - Y is (1 - the weight of X).
- X is the
- The Public Opinion of Y is set to the weighted average of the Public Opinions of X and Y, where the weight of:
- X is the
Population of R divided by the total
Population of Y including R's added
Population. - Y is (1 - the weight of X).
- X is the
- The human army whose home region is R (if any) is assigned to one of Y's control points.
- If the region R has
Space Defenses but the nation Y cannot build
Space Defenses, then the
Space Defenses of R are removed.
Whenever a set of regions are transferred from X to Y, the game simply transfers each region sequentially. In addition, the following effects are applied:
- If Y did not have any regions before the set of transfers, then all
colony regions transferred to Y are decolonized. - Otherwise, the game records the
GDPPC of Y before the set of transfers.
- For each
colony region R that is transferred from X to Y, if the
region GDPPC that R had before the transfer is higher than (0.667 × this recorded
GDPPC value), then R is decolonized. - For each non-
colony region R that is transferred from X to Y, if R was originally a
colony region of Y at the start of the game, R did not get decolonized by the
Welfare Priority, and the
region GDPPC that R had before the transfer is lower than (0.667 × this recorded
GDPPC value × 1.25 if R is a resource region), then R is recolonized.
- For each
- Y gains a claim on every region transferred to Y.
- If Y did not previously have a claim on this region, then the new claim is hostile.
- If Y had any regions before the set of transfers, and X had more than 1.5 more
Government than Y, then Y's claim on every transferred region becomes hostile. - X's claim on every transferred region becomes non-hostile.
- If X no longer has any regions after the set of transfers, then:
- All contributions by X to region occupations are removed.
- X is removed from all wars it is involved in.
- All alliances and rivalries with X are ended.
- All Breakaway nations of X are peacefully granted independence.
- X is removed from its federation, if it was in one.
- All records of which Factions raised unrest in X are deleted.
- All diplomatic cooldowns with X are removed.
Diplomatic Relations

Nation flags in the list of allies and rivals can be mouseover-ed to bring up a tooltip with details on possible policy actions and their requirements.
The Relations tab describes the relationships between this nation and other nations.
Allies are nations that will support this nation when attacked, and may hold a policy vote to join in a war started by this nation. Allies may host one another's armies, as well.
Rivals are nations with which this nation may go to war.
Changes in relations between nations are accomplished by policy votes, which may be initiated by a councilor or by the nation itself.
~ Nation UI Tooltip for Relations, Terra Invicta, 0.4.90.
Relations between a pair of nations can be in one of four states, which are from best to worst:
- Ally
- Neutral
- Rival
- War
A pair of nations can also be federated, which forces the ally relation between them.
A pair of nations can also have one be a Breakaway nation of the other, which forces the rival relation between them.
Changes in relations often trigger diplomatic cooldowns between nations that must be waited out before relations between them can be improved.
The faction responsible for the change in relation can reduce the diplomatic cooldown duration by researching the Corridor Diplomacy, Common Cause, and Crisis Diplomacy projects, which each multiply the duration by 0.8, compounding. If the faction responsible is the
Aliens, the diplomatic cooldown duration is multiplied by 0.25.
Alliances
Effects
- Being allied is one of the requirements for Federating.
- Certain councilor missions become easier to perform in allied nations.
- War-capable allies can join, deter, or prevent wars.
Proposing Alliances
Any nation X can propose an alliance with any other nation Y if all of the following conditions are true:
- Y has at least one region.
- X and Y are not at war.
- X and Y are not rivals.
- X and Y are not already allies.
- X and Y are not on diplomatic cooldown.
- X is not allied to any Breakaway nation of Y.
- Y is not allied to any Breakaway nation of X.
- X is not allied to a nation that Y is a Breakaway nation of.
- Y is not allied to a nation that X is a Breakaway nation of.
- One of the following is true:
- X has more than 2 control points.
- Y has more than 2 control points.
- X has a claim on some region of Y.
- Y has a claim on some region of X.
- X and Y are adjacent.
- X has a navy.
- Y has a navy.
The faction that controls the executive control point of X has to pay 10
Influence to propose an alliance with Y, but does not need to use a councilor to do so.
The faction that controls the executive control point of Y gets to decide whether to accept or reject the proposal:
- If the proposal is rejected, then X and Y are put on a diplomatic cooldown of 60 days.
- If the proposal is accepted, then X and Y are allied, and are put on a diplomatic cooldown of 90 days.
Ending Alliances
Any nation X can end an alliance with any other nation Y if all of the following conditions are true:
- X and Y are allies.
- X and Y are not in the same federation.
The faction that controls the executive control point of X has to pay 10
Influence to end an alliance with Y, but does not need to use a councilor to do so.
This ending of an alliance cannot be rejected by anyone.
X and Y are put on a diplomatic cooldown of 90 days after X ends its alliance with Y.
Rivals
Effects
- Being rivals is one of the requirements for Declaring War.
- Certain councilor missions become harder to perform in rival nations.
- May increase
Base Cohesion.
Initiating Rivalries
Any nation X can initiate a rivalry with any other nation Y if all of the following conditions are true:
- Y has at least one region.
- X and Y are not at war.
- X and Y are not already rivals.
- X and Y are not allies.
- One of the following is true:
- X has more than 2 control points.
- Y has more than 2 control points.
- X has a claim on some region of Y.
- X and Y are adjacent.
- X has a navy.
The faction that controls the executive control point of X has to pay 10
Influence to initiate a rivalry with Y, but does not need to use a councilor to do so.
This initiation of a rivalry cannot be rejected by anyone.
X and Y are put on a diplomatic cooldown of 90 days after X initiates a rivalry with Y.
Ending Rivalries
Any nation X can propose ending a rivalry with any other nation Y if all of the following conditions are true:
- X and Y are rivals.
- X and Y are not at war.
- X is not a Breakaway nation of Y.
- Y is not a Breakaway nation of X.
- Y is not allied to a nation that X is a Breakaway nation of. (Not Mirrored??)
- Y is not allied to a Breakaway nation of X. (Not Mirrored??)
The faction that controls the executive control point of X has to pay 10
Influence to propose ending a rivalry with Y, but does not need to use a councilor to do so.
The faction that controls the executive control point of Y gets to decide whether to accept or reject the proposal:
- If the proposal is rejected, then X and Y are put on a diplomatic cooldown of 60 days.
- If the proposal is accepted, then X and Y end their rivalry, and are put on a diplomatic cooldown of 90 days.
Breakaway Nations
■■■■■ is a de facto autonomous state whose nationhood is not recognized by the nation that claims its territory, ■■■■■. It is in a permanent rivalry with that nation. It will function as an independent nation with some limitations: it cannot declare or join wars, or join federations. It may declare independence, ending its breakaway status but allowing the parent nation to declare war. Allies will have the option to participate in the war. Any allies of this nation will also enter into a rivalry with the parent nation.
~ Nation UI Tooltip for Breakaway Nations, Terra Invicta, 0.4.90.
When the game starts there are four breakaway nations - Taiwan, Palestine, South Yemen, and Somaliland. Additional breakaway nations can be created via secession movements, liberations in wars, and peaceful unifications into non-democratic nations.
Granting Independence
Any nation X can grant independence to any nation Y that is a breakaway nation of X.
The faction that has consolidated executive control of X must send a councilor to perform a
Set National Policy mission in X to grant independence to Y.
This granting of independence cannot be rejected by anyone.
When X grants independence to Y, Y will no longer be a Breakaway Nation of X, and X and Y will end their rivalry.
Declaring Independence
Any breakaway nation X can declare independence from its parent nation Y.
The faction that owns the executive control point of X must send a councilor to perform a
Set National Policy mission in X to declare independence from Y.
This declaration of independence cannot be rejected by anyone.
When X declares independence from Y, X will no longer be a breakaway nation of Y, and Y will be automatically forced to declare war on X.
Federations
Federations are groupings of closely aligned nations that are pledged to provide mutual defense and share space program funding and boost. Members also receive a bonus to investments in the Economy priority. They are led by the member nation with the most significant international ambitions (claims).
To join a federation, a nation must have claims on its territory by at least one of the federation's member nations, be allied with one of the members, and has secured normalized relations with all other members.
Nations may apply to join a federation using the Set Policy mission; the lead nation will approve or disapprove the request. The lead nation may also invite qualifying nations to join.
~ Nation UI Tooltip for Federations, Terra Invicta, 0.4.90.
Effects
- Being part of the same federation is one of the requirements for a peaceful unification.
- Federation members are all forcefully allied to one another.
- Federation members share
Boost and
Funding: each member's share is proportional to (the number of its control points) ^ 3. - Federation members can build
Mission Control if any member has completed a Spaceflight Program. - Certain councilor missions become easier to perform in other federation members.
- Federation members receive an
Economy Priority bonus of (total GDP of other federation members in billions ^ 0.25 / 2)%, rounded to the nearest 1%. This also affects the cost of Direct Investments into the
Economy Priority.
Joining Federations
Any nation X can propose joining in federation with any other nation Y if all of the following conditions are true:
- X has at least one region.
- X is not a Breakaway nation.
- X is not in a federation or X is the leader of its federation.
- Y has at least one region.
- Y is not a Breakaway nation.
- Y is not in a federation or Y is the leader of its federation.
- Note: If Y is not the leader of its federation, X can still federate with Y, but it has to ask the leader of Y's federation, not Y.
- If X is not in a federation but Y is the leader of a federation F, then:
- Some member of F is allied with X and not on diplomatic cooldown with X.
- No member of F has a rivalry with X.
- No member of F is at war with X.
- Some member of F has a claim on some region of X, or X has a claim on some region of some member of F.
- Every member of F that is not already allied with X is able to propose an alliance with X.
- If X is not in a federation and Y is not in a federation, then:
- X and Y are allies.
- X has a claim on some region of Y or Y has a claim on some region of X.
- X and Y are not on diplomatic cooldown.
- Some faction has consolidated executive control of Y.
- If X is the leader of a federation F, then:
- Y is not in a federation.
- Some faction has consolidated executive control of Y.
- Some member of F is allied with Y and not on diplomatic cooldown with Y.
- No member of F has a rivalry with Y.
- No member of F is at war with Y.
- Some member of F has a claim on some region of Y, or Y has a claim on some region of some member of F.
- Every member of F that is not already allied with Y is able to propose an alliance with Y.
The faction that has consolidated executive control of X must send a councilor to perform a
Set National Policy mission in X to propose joining in federation with Y.
The faction that controls the executive control point of Y gets to decide whether to accept or reject the proposal:
- If the proposal is rejected, then X and Y are put on a diplomatic cooldown of 60 days.
- If the proposal is accepted, then X and Y are federated, and are put on a diplomatic cooldown of 360 days. Furthermore:
- If X joined a federation that Y was the leader of, then X is allied to and put on a diplomatic cooldown of 360 days with all other federation members.
- If Y joined a federation that X was the leader of, then Y is allied to and put on a diplomatic cooldown of 360 days with all other federation members.
Leaving Federations
Any nation X can leave a federation F if all of the following conditions are true:
- X has at least one region.
- X is in the federation F.
- X is not the leader of F.
The faction that has consolidated executive control of X must send a councilor to perform a
Set National Policy mission in X to leave the federation F.
This leaving of a federation can be rejected by the federation leader if that leader has less than 4
Government.
X is put on a diplomatic cooldown of 720 days with all other members of F after X leaves F.
Examples of Federations
2022 scenario start:
Eurasian Union: Russia (leader), Armenia, Belarus, Kazakhstan, Kyrgyzstan.
European Union: France (leader), Austria, Belgium-Luxembourg, Bulgaria, Croatia, Czechia, Denmark, Estonia. Finland, Germany, Greece, Hungary, Ireland, Italy, Latvia, Lithuania, Netherlands, Poland, Portugal, Romania, Sweden, Slovakia, Slovenia, Spain.
2070 scenario start:
European Union: European Union (leader), Nordic Federation, Slovakia.
Palestinian Federation Palestine (leader), Jordan.
Republic of the Southern Cross Australia (leader), New Zealand.
When a federation or unification is created, it will have the name and flag of its initial nation. However, certain nations will create federations or unifications with unique names and flags.
(work in progress, contributions are welcome)
Wars
A nation is considered war-capable if it is not a Breakaway nation and it has an army or a nuke.
Effects
- Allows Terrestrial_Warfare.
- Increases
Base Cohesion. - Slowly decreases
Government.
Declaring Wars
Any war-capable nation X can declare war on any other nation Y if all of the following conditions are true:
- X and Y are rivals.
- There is no war-capable nation that is allied to both X and Y.
- Y would be an accessible war enemy.
The faction that owns the executive control point of X must send a councilor to perform a
Set National Policy mission in X to declare war on Y.
This declaration of war cannot be rejected by anyone.
When X declares war on Y, the following steps occur:
- If it has been less than 90 days since X and Y became rivals, then the
Cohesion of X decreases by 0.5 × (1 - days since X and Y became rivals / 90) × the
Government of X. - X gains 1
Cohesion if all of the following conditions are true:
- X did not lose any
Cohesion in the previous step. - X was at peace.
- The
Unrest of X is less than 8. - The
Cohesion of X is more than 2. - Either the
Government of X is less than 7 or the
Government of Y is less than 7.
- X did not lose any
- Y gains 3
Cohesion if all of the following conditions are true:
- Each war-capable nation that is allied to Y is forced to join the war on the side of Y and gains 1
Cohesion if all of the following conditions are true:
- Each war-capable nation that is allied to X and not allied to anyone on the side of Y is asked if it wants to join the war on the side of X.
- The faction that owns the executive control point of the nation gets to decide whether to join. Saying yes is equivalent to performing the Join War policy.
- The faction that owns the executive control point of Y gains (3 × the number of control points Y has) hate for the faction that owns the executive control point of X.
- Every nation that joined this war is put on a diplomatic cooldown of 90 days with all nations on the other side of the war.
| SPOILERS INSIDE! |
|---|
|
If either X or Y is the Alien Administration, then the first step is skipped. |
Joining Wars
Any war-capable nation X can join any side S of any ongoing war W if all of the following conditions are true:
- X is allied to at least one member on side S of the war W.
- X is not allied to any member on the side of the war W that is not S.
The faction that owns the executive control point of X must send a councilor to perform a
Set National Policy mission in X to join war W.
This joining of war cannot be rejected by anyone.
X is put on a diplomatic cooldown of 90 days with every nation on the other side of war W after X joins war W.
If X was not previously at war, and X joined the attacking side of the war, then X gains 0.5
Cohesion.
Seeking Peace
Any nation X can seek peace from any war W it is part of.
The faction that owns the executive control point of X must send a councilor to perform a
Set National Policy mission in X to seek peace from war W.
The faction that controls the executive control point of the lead nation Y of the other side of the war gets to decide whether to accept or reject:
- If rejected, then X and Y are put on a diplomatic cooldown of 60 days.
- If accepted, then:
- If X was the leader of its side of the war W, then the war W is ended:
- Every nation involved in the war W is removed from the war.
- Every nation involved in the war W returns to rival relations with every nation on the other side of the war W, and is put on a diplomatic cooldown of 90 days with them.
- Otherwise, X is removed from the war W and returns to rival relations with every nation on the other side of the war W, and is put on a diplomatic cooldown of 90 days with them.
- If X was the leader of its side of the war W, then the war W is ended:
Note: Seeking Peace can result in
Cohesion penalties for any nations that gained
Cohesion from the war.
Other Sources
Wars can be started through various other means:
- Declaring Independence
See Foreign_Relations#Declaring_Independence.
| SPOILERS INSIDE! |
|---|
If the Alien Nation has at least one region, then using an army to begin an assault on an Alien Facility or Landed UFO will automatically force the Alien Nation to declare war on the army's home nation. |
| Terra Invicta mechanics | |
|---|---|
| Factions | |
| Council | |
| Earth | |
| Space | |
| Aliens | |
| Modding & Settings | |


