Factions: Difference between revisions
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== | == Faction Ownership of Humanity == | ||
Humanity's total strength can be measured by four categories: | |||
* The sum of GDPs for all human nations. | |||
* The sum of Research outputs for all human factions. | |||
* The sum of Mission Control upkeeps for all human hab core modules. | |||
* The sum of Combat Power for all human ships. | |||
control points | A faction's fractional ownership of humanity can thus be measured by: | ||
* The fraction of Human nation GDPs under the faction's control points. | |||
* The fraction of Human Research that the faction outputs. | |||
* The fraction of Human Mission Control upkeeps that the faction's hab core modules incur. | |||
* The fraction of Human Combat Power that the faction's ships possess. | |||
As the game progresses, factions will envy the human faction with the highest fractional ownership of humanity, gaining passive hate for them and so slowly begin to target them. On difficulties below Brutal, AI factions cannot gain envy for the player's faction if they are ideologically close enough. | |||
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Revision as of 04:46, 6 May 2025

With the nations of Earth unable to reach consensus on how to approach the alien arrival on their own, covert transnational factions of like-minded people have become the dominant players in world affairs. Each is driven by an ideology on how to address alien activities on Earth. These factions will seek to invest in and control the governments of Earth to advance their goals. You are leading one of these factions.
The inner leadership circle of each faction is its council. Councilors will go on missions to help you gain power over Earth's nations and discover the aliens' goals on Earth. Factions also may gain control over armies, and as the story progresses, they may build habitats and fleets in space.
Factions cannot be entirely eliminated in Terra Invicta. They have emerged from the beliefs of the people of Earth. People can be swayed and organizational structures removed, but ideas can't fully die. What matters is how much power the people holding those ideologies possess.
During the campaign, each faction will have one or more objectives to fulfill at any given time. Completing objectives will lead to uncovering information about the aliens and their true purpose in our Solar System. Objectives can also unlock special research projects and orgs for a faction.
By using the Contact mission on a councilor from another faction, a councilor may initiate trade discussions with the leader of that faction. Successful trades can serve to lower hostility between factions.
Human Factions
There are seven human factions in Terra Invicta. Each faction has an ideology that determines how hostile it will be to other factions and how much they will be affected by a nation's population having different beliefs. Factions with ideology supportive to the aliens will eventually be able to transfer territory to the alien nation.
| Faction | Leader | Agenda | Ideology | Default names | Ship color | |
|---|---|---|---|---|---|---|
| Humanity | Aliens | |||||
| Protect humanity by resisting the alien invasion | Realist | Somewhat hostile | Small ships after heroes Medium ships after qualities Large ships after battles Habs after commanders |
White | ||
| Support the aliens by any means necessary | Idealist | Very supportive | Small ships after mythical beasts Medium ships after phenomena Large ships after mythologies Habs after monuments |
Black | ||
| Exploit the alien arrival to gain power | Cynical | Neutral | Small ships after fish Medium ships after rivers Large ships after water bodies Habs after explorers |
Orange | ||
| Escape the aliens by sending humans to other stars | Idealist | Hostile | Small ships after birds Medium ships after astronomy objects Large ships after famous ships Habs after astronauts |
Brown | ||
| Convince the aliens that we are equal | Idealist | Somewhat supportive | Small ships after land animals Medium ships after scientists Large ships after explorations Habs after exemplars |
Olive | ||
| Eradicate the aliens and all who support them | Somewhat cynical | Very hostile | Small ships after weapons Medium ships after warriors Large ships after scary things Habs after mountains |
Red | ||
| Protect humanity by appeasing the aliens | Somewhat cynical | Supportive | Small ships after cities Medium ships after regions Large ships after landmasses Habs after leaders |
Blue | ||
Trade Negotiations
Factions can begin trade negotiations with each other by using the Contact mission. They may trade resources, orgs, habs, or council engineering projects. They can also form non-aggression pacts, which prevents two factions from using hostile missions or the declare war policy against each other's councilors and nations.
Factions on the same side of the anti-alien / pro-alien divide can go one step further, forming an intel sharing agreement that allows both factions to see everything that the other faction sees. Idealistic moderate factions (Exodus and Academy) may also agree to share intel with factions on the opposite side of the divide.
Trade negotiations can never be held between the more extreme factions on opposite sides of the divide:
- Humanity First can never trade with the Servants or the Protectorate.
- The Servants can never trade with Humanity First or the Resistance.
Trade options may be limited by the following factors:
- Faction hate: Factions that hate each other will offer less and demand more.
- Starvation:
- Factions will refuse to sell any resources that they believe they lack.
- Factions will refuse to buy any habs whose upkeeps they cannot afford.
- Active use:
- Factions cannot trade habs that currently have ships docked to them.
- Factions cannot trade any orgs that are currently being used for the missions they grant.
- Factions cannot trade any orgs that grant administration if said administration is currently used to equip other orgs.
Atrocity
Atrocities are actions that cause mass death or suffering, and responsible factions suffer the loss of supporters as a result. Atrocities are cumulative; as a faction commits more, the public opinion penalty increases dramatically. Councilors with the Ethical and Pacifist traits also lose loyalty whenever their faction commits an atrocity.
The following actions will create atrocities:
- Completing a Nuclear Weapons priority for the first time in a nation.
- Using a Strategic Nuclear Barrage: this generates an atrocity for every 100k people killed in the resulting nuclear blast, with a cap of 20 atrocities per nuclear barrage launched.
- Razing a region with an army or fleet.
- Bombarding a region.
- Destroying civilian hab modules.
- Critically failing Increase Unrest missions.
- Killing a councilor with the Beloved trait.
- Various random events.
Campaign Objectives
Initial objectives are the same for every faction. However as more objectives are completed the story will start to diverge.
Victory Objectives
Once a faction completes all its campaign objectives it will gain a unique victory org and the Victory Objective will appear. The Victory Objective requires assigning the victory org to a councilor, completing all requirements for its mission and then undertaking the final mission.
Faction Ownership of Humanity
Humanity's total strength can be measured by four categories:
- The sum of GDPs for all human nations.
- The sum of Research outputs for all human factions.
- The sum of Mission Control upkeeps for all human hab core modules.
- The sum of Combat Power for all human ships.
A faction's fractional ownership of humanity can thus be measured by:
- The fraction of Human nation GDPs under the faction's control points.
- The fraction of Human Research that the faction outputs.
- The fraction of Human Mission Control upkeeps that the faction's hab core modules incur.
- The fraction of Human Combat Power that the faction's ships possess.
As the game progresses, factions will envy the human faction with the highest fractional ownership of humanity, gaining passive hate for them and so slowly begin to target them. On difficulties below Brutal, AI factions cannot gain envy for the player's faction if they are ideologically close enough.
| Terra Invicta mechanics | |
|---|---|
| Factions | |
| Council | |
| Earth | |
| Space | |
| Aliens | |
| Modding & Settings | |


