Missions: Difference between revisions

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* Nation Population
* Nation Population
* Protect Mission: Command
* Protect Mission: Command
| Give a control point in the targeted nation to The Protectorate or The Servants.
| Give a control point in the targeted nation to [[The Protectorate]].
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Revision as of 19:22, 22 May 2025

Periodically, the game will enter the mission phase, during which all factions will secretly assign their councilors to missions. These missions will be resolved in a sequence over the next few days or weeks. While some missions are automatically successful, most are contested and require a success roll. Missions typically target nations, regions, control points, space facilities, and other councilors.

Between mission phases, missions resolve in a partially predetermined order, denoted by the number of small clock symbols visible in the mission description. Uncontested and defensive missions trigger earlier than contested ones. When two councilors are attempting the same mission, the one with the higher mission success chance goes first.

Contested missions

For contested missions, the success chance is determined by adding all the relevant bonuses and maluses for a particular mission, and the faction conducting the mission may spend resources to improve its chance of success. If the bonuses and maluses add up to zero, the success chance is 50 percent; otherwise, each point in one direction has a decreasingly powerful impact on the outcome. Changing conditions on Earth can modify success chances between the mission assignment phase and the mission resolution.

When a contested mission resolves, a random number between 0 and 100 is generated; if it is less than or equal to the success chance, the mission is a success; otherwise it fails. Results that are less than 10% of the success chance mark a critical success, which typically offers bonuses over a normal success; results in the top 10% of the range of possible failure values are a critical failure and have worse consequences.

Contested missions have a variable cost.

The Dominate Nation mission is only available to The Protectorate if it controls a Sentinel Complex module.

Mission Resource Success XP Difficulty Detection risk Attacking modifiers Defending modifiers Success effect
Assassinate Ops 3 12 -4 if critical success
0 if success
4 if failure
10 if critical failure
  • Espionage
  • Ops Spent
  • Security Apparatus Control Point
  • Detained Target
  • Intel on Target
  • Security
  • Local Control Points
  • Our Loyalty Monitor Implant
  • Protect Mission: Security
Kills the targeted councilor.
Assault Alien Asset Ops 2 if against xenoflora
3 otherwise
4 0 if critical success
4 if success
6 if failure
12 if critical failure
  • Command
  • Ops Spent
  • Alien Defenses
  • Protect Mission: Command
Lead a combat unit against the targeted alien asset.
Assault Enemy Space Asset Ops 2 0 4 if critical success
2 if success
6 if failure
12 if critical failure
  • Command
  • Ops Spent
  • Attacking Force Strength
  • Joint Council Command
  • Hab Support Shortages
  • Mission Control Shortage
  • Decommissioning Hab
  • Defending Force Strength
  • Protect Mission: Command
Attempt to capture the targeted hab. Requires Marines at the councilor's location. Fleets must dock with enemy habs to launch an assault. Station may drop troops to the surface, and bases may assault nearby hab sites. Requires spare Mission Control.
Control Nation Influence 2 0 -4 if critical success
0 if success
2 if failure
4 if critical failure
  • Persuasion
  • Influence Spent
  • Popular Support
  • Control in Larger Allies / Federations
  • Control Points in Neighbors
  • Bureaucracy Control Point
  • Size of National Economy
  • Control Points in Rivals
Gain an unowned control point in the targeted nation.
Control Space Asset Influence 2 12 -4 if critical success
0 if success
30 if failure
30 if critical failure
  • Persuasion
  • Influence Spent
  • Target has Negative Influence
  • Mission Control Shortage
  • Council Loyalty
  • Crew Size
  • Hab Size
  • Hab Support Shortages
  • Decommissioning Hab
  • Difference in Ideology
  • Defending Force Strength
  • Mission Control Shortage
  • Defend Interests
  • Protect Mission: Security
Targeted hab or ship joins the councilor's faction.
Coup d'Etat Ops 2 6 0 if critical success
2 if success
4 if failure
8 if critical failure
  • Command
  • Ops Spent
  • Popular Support
  • National Unrest
  • Elite Dissatisfaction
  • Oligarchs Control Point
  • Joint Council Command
  • National Cohesion
  • Elite Satisfaction
  • Size of National Economy
  • Defended Control Point
  • Oligarchs Control Point
  • Democracy
  • Pherocyte Resistance
Targeted nation's control points become unowned.
Crackdown Influence 2 0 -4 if critical success
0 if success
2 if failure
6 if critical failure
  • Investigation
  • Influence Spent
  • Popular Support
  • Security Apparatus Control Point
  • Target Over Control Point Cap
  • Council Administration
  • Size of National Economy
  • Popular Support
  • Defend Interests
Temporarily disables the benefits of the targeted control point, removes Defend Interests mission protection and increases the Purge mission success chance.
Detain Councilor Ops 2 8 -4 if critical success
0 if success
2 if failure
8 if critical failure
  • Investigation
  • Ops Spent
  • Security Apparatus Control Point
  • Detained Target
  • Intel on Target
  • Security
  • Local Control Points
  • Protect Mission: Security
Targeted councilor is detained for interrogation and their mission is canceled.
Extract Councilor Ops 2 8 -4 if critical success
0 if success
2 if failure
10 if critical failure
  • Command
  • Ops Spent
  • Local Control Points
  • Security Apparatus Control Point
  • Nearby Councilors' Security
  • Detaining Faction Joing Security
  • Security Apparatus Control Point
Targeted detained councilor becomes free.
Hostile Takeover Money 2 12 -4 if critical success
0 if success
2 if failure
8 if critical failure
  • Administration
  • Money Spent
  • National Industries Control Point
  • Intel on Target
  • Target has Negative Funds
  • Administration
  • National Industries Control Point
Seize an org from the targeted faction.
Increase Unrest Ops 2 0 -4 if critical success
0 if success
6 if failure
12 if critical failure
  • Command
  • Ops Spent
  • Popular Support
  • Identity Blocks Control Point
  • Warlords Control Point
  • Nation Population
  • National Cohesion
  • Popular Support
  • Protect Mission: Command
Increases unrest in the targeted region. Success in a region with an independence movement may trigger a secession.
Inspire Influence 2 8 -4 if critical success
-4 if success
-4 if failure
-2 if critical failure
  • Persuasion
  • Influence Spent
  • None
Improve the loyalty of another councilor. May also bring back a turned councilor, with chance min(LOY/15, 100%).
Investigate Councilor Ops 2 0 -4 if critical success
-2 if success
0 if failure
2 if critical failure
  • Investigation
  • Ops Spent
  • Local Control Points
  • Detained Target
  • Espionage
  • Local Control Points
  • Protect Mission: Security
If used on a councilor from a different faction enables targeting them with other councilor missions and discovers more about their faction. If used on a councilor from the same faction it discovers their real Loyalty.
Public Campaign Money 2 0 -4 if critical success
0 if success
2 if failure
8 if critical failure
  • Persuasion
  • Money Spent
  • Control in Larger Allies / Federations
  • Control Points in Neighbors
  • Mass Media Control Point
  • Nation Population
  • Censorship
Increase Public Opinion in the targeted nation towards the councilor's faction.
Purge Influence 2 6 -4 if critical success
0 if success
4 if failure
8 if critical failure
  • Espionage
  • Influence Spent
  • Popular Support
  • Control in Larger Allies / Federations
  • Control Points in Neighbors
  • Legislature Control Point
  • Party Control Point
  • Target Over Control Point Cap
  • Council Administration
  • Size on National Economy
  • Difference in Ideology
  • Crackdown
  • Defend Interests
  • Legislature Control Point
  • Party Control Point
  • Control Points in Rivals
Gain an owned control point in the targeted nation.
Sabotage Facilities Ops 2 12 -6 if critical success
0 if success
2 if failure
12 if critical failure
  • Espionage
  • Ops Spent
  • National Unrest
  • Joint Council Security
  • Military in Region
  • Protect Mission: Security
Sabotage the targeted space facility.
Sabotage Hab Module Ops 2 4 -6 if critical success
0 if success
2 if failure
12 if critical failure
  • Espionage
  • Ops Spent
  • Joint Council Security
  • Defend Interests
  • Hab Support Shortages
  • Mission Control Shortage
  • Protect Mission: Security
Sabotage the targeted non-core hab module in the current hab.
Sabotage Project Ops 2 6 -2 if critical success
0 if success
0 if failure
8 if critical failure
  • Espionage
  • Ops Spent
  • Security
  • Hab Support Shortages
  • Mission Control Shortage
  • Protect Mission: Security
Target a councilor or hab with an engineering module to remove progress on a project.
Stabilize Nation Ops 2 0 -4 if critical success
0 if success
3 if failure
6 if critical failure
  • Command
  • Ops Spent
  • Popular Support
  • National Cohesion
  • Regional Authorities Control Point
  • Nation Population
  • Control Points in Rivals
  • Protect Mission: Command
Reduces unrest in the targeted nation.
Steal Project Ops 2 6 -8 if critical success
0 if success
2 if failure
8 if critical failure
  • Espionage
  • Ops Spent
  • Detained Target
  • Intel on Target
  • Target has Negative Funds
  • Security
  • Hab Support Shortages
  • Mission Control Shortage
  • Protect Mission: Security
Steal an engineering project you have prerequisites for from a faction by targeting one of their councilors or habs with an engineering module. May also acquire research if the enemy faction is ahead in its research income.
Turn Councilor Influence 2 16 -4 if critical success
0 if success
6 if failure
12 if critical failure
  • Persuasion
  • Influence Spent
  • Intel on Target
  • Loyalty
  • Difference in Ideology
  • Pherocyte Resistance
  • Protect Mission: Security
Turns the selected councilor.
Dominate Nation Influence 2 6 30 if critical success
30 if success
30 if failure
30 if critical failure
  • Persuasion
  • Influence Spent
  • Popular Support
  • Control in Larger Allies / Federations
  • Control Points in Neighbors
  • Legislature Control Point
  • Mass Media Control Point
  • Party Control Point
  • Target Over Control Point Cap
  • Difference in Ideology
Gain an owned control point in the targeted nation.

Alien Missions

Alien missions are only available to alien councilors.

Mission Resource Success XP Difficulty Detection risk Attacking modifiers Defending modifiers Success effect
Abductions Ops 2 2 -4 if critical success
2 if success
4 if failure
8 if critical failure
  • National Unrest
  • Protect Mission: Command
Abducts humans.
Xenoform Ops 1 4 -4 if critical success
2 if success
4 if failure
8 if critical failure
  • Espionage
  • Ops Spent
  • Local Abductions
  • Control in Larger Allies / Federations
  • Military in Region
  • Region Population Density
Creates an Alien Life Forms asset.
Enthrall Elites Influence 2 18 -4 if critical success
2 if success
4 if failure
8 if critical failure
  • Persuasion
  • Influence Spent
  • Abductions in Nation
  • Target Over Control Point Cap
  • Control Points in Neighbors
  • Xenoforming in Nation
  • Control in Larger Allies / Federations
  • Council Science
  • Difference in Ideology
  • Crackdown
  • Nation Size
  • Defend Interests (After Pherocyte Resistance is researched)
Gain an owned control point in the targeted nation.
Enthrall Public Influence 2 12 -4 if critical success
0 if success
4 if failure
8 if critical failure
  • Persuasion
  • Influence Spent
  • Abductions in Nation
  • Control Points in Neighbors
  • Xenoforming in Nation
  • Control in Larger Allies / Federations
  • Nation Population
Increase Public Opinion in the targeted nation towards the councilor's faction.
Enthrall Unaligned Elites Influence 2 16 -4 if critical success
0 if success
4 if failure
8 if critical failure
  • Persuasion
  • Influence Spent
  • Abductions in Nation
  • Control Points in Neighbors
  • Control in Larger Allies / Federations
  • Difference in Ideology
  • Nation Size
Gain an unowned control point in the targeted nation.
Enthrall Org Influence 2 16 -4 if critical success
0 if success
2 if failure
4 if critical failure
  • Science
  • Protect Mission: Security
Seize an org from the targeted faction.
Terrorize Region Ops 1 0 16 if critical success
30 if success
16 if failure
16 if critical failure
  • Command
  • Ops Spent
  • Military in Region
  • Nation Population
  • Protect Mission: Command
Give a control point in the targeted nation to The Protectorate.

Mission Modifiers

Mission Modifier Conditions Value
Mission Difficulty None The Amount Specified
Size of National Economy None (Target Nation's GDP in Billions) ^ 0.33333334
National Cohesion None Target Nation's Cohesion
Nation Population None (Target Nation's Population in Millions) ^ 0.4
National Unrest None Target Nation's Unrest
National Stability None 10 - Target Nation's Unrest
Democracy None Target Nation's Government
Censorship
  • Target Nation has less than 5 Government.
  • Mission Performer's Faction owns no control points in Target Nation.
  • Either Target Nation is not the Alien Nation or Mission Performer's Faction is not The Servants.
5 / Max(Target Nation's Government, 0.5)
Education None Target Nation's Education
Elite Dissatisfaction Target Nation's Corruption % > Spoils % 15 × (Target Nation's Corruption % - Spoils %)
Elite Satisfaction Target Nation's Spoils % > Corruption % 10 × (Target Nation's Spoils % - Corruption %)
Military in Region Target Region is Fully Occupied Number of Armies in Target Region that are:
  • Enemies of the Target Nation.
  • Not owned by the Mission Performer's Faction.
Otherwise Sum of:
  • 3 × Target Nation's Miltech.
  • Target Nation's Miltech × Number of Armies in Target Region that are:
    • Owned by Target Nation.
    • Not owned by the Mission Performer's Faction.
  • Number of Armies in Target Region that are:
    • Owned by national Allies of the Target Nation.
    • Not owned by the Mission Performer's Faction.
  • +2 if Target Region is the Capital of Target Nation.
  • -1 if Target Region is a Colony Region.
(Attacker's) Popular Support None (10 + Target Nation's Government) × Fraction of Target Nation's Public Opinion that supports the Mission Performer's Faction.
(Defender's) Popular Support Target is owned by some Faction (10 + Target Nation's Government) × Fraction of Target Nation's Public Opinion that supports the Target's Faction.
(Attacker's) Local Control Points Mission is Performed within a Nation 6 × Fraction of Nation's Control Points that are owned by Mission Performer's Faction.
(Defender's) Local Control Points Mission is Performed within a Nation 6 × Fraction of Nation's Control Points that are owned by Target's Faction. (Bugged to be 0 if not fully owned.)
Council {stat} Target is Not a Disabled Control Point Sum of {stat} of Non-Detained Councilor(s) for Target's Faction / 12
Joint Council {stat}
  • Target is owned by some Faction.
  • Target is not an Equipped Org.
Sum of {stat} of Non-Detained Councilor(s) for Target's Faction / 12
Protect Mission: {stat}
  • Target is being protected by Councilor(s).
  • Target's Faction is not Mission Performer's Faction.
Sum of {stat} of Protecting Councilor(s).
Nearby Councilors' {stat} Target is Detained Councilor Sum of {stat} of Detaining Faction's Councilor(s) that are in the same location as Target.
Detaining Faction Joint {stat} Target is Detained Councilor Sum of {stat} of Detaining Faction's Non-Detained Councilor(s) / 12.
Control Points in Neighbors None 6 × Fraction of Target Nation's Neighbors' Control Points that are owned by Mission Performer's Faction and not Disabled
Control in Larger Allies / Federation None 6 × Fraction of Target Nation's Allies' Control Points that are owned by Mission Performer's Faction and not Disabled and one of:
  • The Ally Nation has more GDP than the Target Nation
  • The Ally Nation is Federated to the Target Nation.
Control Points in Enemies Mission Performer's Faction has no Control Points in Target's Nation 0.33333334 × Number of Mission Performer's Faction's Control Points in Nations that are Rivals of the Target's Nation.
(Note: Will be getting changed soon... hopefully.)
Difference in Ideology Target is owned by some Faction 2 × Ideological Distance between Target's Faction and Mission Performer's Faction
Crackdown Target Control Point is Disabled -10
Defend Interests Target is Defended Control Point or Defended Hab 10
Defend Interests (Partial Defense) Target is Defended Control Point or Defended Hab 5
Defended Control Points None Number of Defended Control Points in Target Nation
Detained Target Target is Detained by Mission Performer's Faction 8
Target is Detained by anyone else 4
Intel on Target Mission Performer's Faction has 100% Intel on Target Councilor 5
Mission Performer's Faction has at least 75% Intel on Target Councilor 3
Mission Performer's Faction has at least 50% Intel on Target Councilor 1
Hab Support Shortages Target is a Ship Max(0, Target Faction's Monthly Money Income / -10) if Target Faction has negative Money.
Target is a Hab or Hab Module Sum of:
  • Max(0, Target Faction's Monthly Money Net Income / -10) if Target Faction has negative Money.
  • Max(0, Target Faction's Daily Space Resource Shortage - Target Faction's Boost)
Attacking Force Strength None Sum of:
  • Marine strength of ships in the fleet that the Mission Performing Councilor is on, if any.
  • Marine strength of the hab that the Mission Performing Councilor is on, if any, and only if the Mission Performer's Faction is not short on Mission Control, Boost, or Money.
  • Marine strength of ships of the Mission Performer's Faction that are docked to the hab that the Mission Performing Councilor is on, if any.
Defending Force Strength Target is a Ship Target Ship's Marine strength
Target is a Hab Sum of:
  • Marine strength of the Target Hab.
  • Marine strength of ships of the Target's Faction that are docked to the Target Hab.
  • Sum of Tiers of Active Hab Defense Module on the Target Hab, if the Target Hab is a ground base.
Hab Size None Number of Complete Modules on Target Hab
{X} Control Point
  • Faction owns the {X} Control Point in the nation.
  • The {X} Control Point in the nation is not Disabled.
  • The Conditions needed for the {X} Control Point Bonus to apply.
3 (but 6 if X = Warlords)
Target Has Negative Influence
  • Target Faction has 0 Influence.
  • Target Faction has negative Influence net income.
6
Target Has Negative Funds
  • Target Faction has negative Money.
  • Target Faction has negative Money net income.
6
Campaign Difficulty (Attack Modifier) Mission Performer is AI and Difficulty is Cinematic -2
Mission Performer is AI and Difficulty is Veteran 1
Mission Performer is AI and Difficulty is Brutal 2
Campaign Difficulty (Defense Modifier) Target is AI Faction and Difficulty is Cinematic -2
Target is AI Faction and Difficulty is Veteran 1
Target is AI Faction and Difficulty is Brutal 2
Crew Size Target is a Ship Target Ship Crew ^ 0.5
Target is a Hab that is not Decommissioning Target Hab Crew ^ 0.33
Region Population Density Target is a Region Target Region's Population ^ 0.33, then:
  • / 2 if Region is Rugged.
  • × 1.5 if Region is Core Economic.
Our Loyalty Monitor Implant
  • Target is Councilor.
  • Target's Faction is Mission Performer's Faction.
  • Target has Loyalty Monitor trait.
-50
Target Over Control Point Cap None Max(0, 0.33333334 × (Target Faction's CP Upkeep - Target Faction's CP Cap)), Averaged over the last 32 days.
Decommissioning Hab Target is a Decommissioning Hab -100
Recent Mission Control Shortage None Max(0, Faction's MC Upkeep - Faction's MC Cap), Averaged over the last 32 days.
Stability-Granting Modules Target is a Hab Sum of Stability Bonuses from Active Hab Modules on Target Hab
Org Size Target is an Org Target Org's Tier × 4
Org Administration Value Target is an Org Target Org's Administration × 2
Org Innate Takeover Defense Target is an Org The Amount Specified

Alien-Related Mission Modifiers

Mission Modifier Conditions Value
Alien Defenses Target is UFO Landing Sum of:
  • 36
  • Number of Armies owned by Aliens in Target Region
  • Number of Armies owned by The Servants in Target Region / 2
  • +6 if Target Region is part of the Alien Nation.
  • +3 if The Servants own either:
    • Target Region's Nation's Executive Control Point.
    • At least 25% of the Target Region's Nation's Control Points.
Target is Alien Facility Sum of:
  • 18
  • Number of Armies owned by Aliens in Target Region
  • Number of Armies owned by The Servants in Target Region / 2
  • +7 if Target Region is part of the Alien Nation.
  • +1 if The Servants own either:
    • Target Region's Nation's Executive Control Point.
    • At least 25% of the Target Region's Nation's Control Points.
Target is Alien Xenoforming Sum of:
  • Xenoflora Growth Levels in Target Region / 20
  • Number of Armies owned by Aliens in Target Region
  • Number of Armies owned by The Servants in Target Region / 2
  • +2 if Target Region is part of the Alien Nation.
  • +1 if The Servants own either:
    • Target Region's Nation's Executive Control Point.
    • At least 25% of the Target Region's Nation's Control Points.
Local Abductions Mission Performer's Faction is the Aliens Abductions in Target Region × Difficulty Scaling
Abductions in Nation Mission Performer's Faction is the Aliens Average Abductions per Region in Target Nation × Difficulty Scaling
Local Xenoforming Xenoflora Growth Levels in Target Region / 20 × Difficulty
Xenoflora Growth Levels in Target Region / 20 × Difficulty
Xenoforming in Nation Mission Performer's Faction is the Aliens or The Servants Average Xenoflora Growth Levels in Target Nation / 20 × Difficulty
Pherocyte Resistance Mission Performer's Faction is the Aliens 2 × Number of Following Projects researched by Target Faction:
Proxy Support The Servants have Researched Alien Signatures 1
The Servants have Researched Alien Methods 2
The Servants have Researched Alien Operations 3
The Servants have Researched Alien Movements 4
The Servants have Completed Alien Diplomacy Milestone 6
The Servants have Researched Hydra Diplomacy 10
The Servants have Researched The Alien Nation 14
Alien Nation Target Nation is the Alien Nation 6
Alien Mission is to Detain an Alien Councilor 6
Aliens Captured or Killed Target Faction is the Aliens 0.1 × Number of Alien Councilors that have been Assassinated or Detained by Mission Performer's Faction

Uncontested Missions

Uncontested missions are always successful.

Mission Cost Success XP Detection risk Effect Councilor
Orbit 0.1 Boost 1 0 Move from the surface of Earth to any orbit in the Earth-Luna system, or from the surface of any space body to a station or ship in an interface orbit. Undercover trait required to travel to enemy outposts, platforms and ships.
  • All
Deorbit None 1 0 Move from a hab or ship in an interface orbit to the surface of a space body, or from any location in the Earth-Luna system to Earth's surface.
  • All
Transfer None 1 0 Relocate from one hab or fleet to another anywhere in space in the Earth-Luna system. Away from Earth, move to any hab or fleet in same orbit, or on the same space body. Undercover trait required to travel to enemy outposts, platforms and ships.
  • All
Contact 10 Influence 1 0 Contact an identified councilor from another faction to initiate a diplomatic exchange.
  • All
Go To Ground None 1 -8 Go into hiding in an Earth region to escape enemy detection and attacks.
  • All
Set National Policy 10 influence 1 10 Set a major policy for the targeted nation, such as initiating a war. You will select the policy when the mission resolves. Requires executive control.
  • All
Advise 10 Influence 1 0 Provide expertise to a nation or hab. The councilor's Science, Command and Administration attributes will improve the target's research output, combat capabilities, and financial performance. Additional advising councilors provide diminishing benefits.
  • Operative
  • Scientist
  • Tech Mogul
  • Evangelist
  • Diplomat
  • Professor
  • Inspector
  • Judge
  • Officer
  • Astronaut
  • Politician
  • Executive
Defend Interests 20 Influence 1 0 Fortify our control points in this nation against enemy Crackdowns, Purges and Coups. Duration decreases with the number of control points we are protecting.
  • Diplomat
  • Inspector
  • Judge
  • Officer
  • Politician
  • Executive
  • Fixer
  • Kingpin
  • Tycoon
Investigate Alien Activity 5 Ops 2 -2 Target a site of suspected alien activity to learn more about the aliens' methods and motives.
  • Diplomat
  • Inspector
  • Judge
  • Officer
  • Fixer
  • Operative
  • Scientist
  • Professor
  • Astronaut
  • Journalist
  • Spy
  • Rebel
  • Commando
  • Investigator
Protect Target None 1 0 Apply my Security or Command attribute to protect a targeted councilor, region, or hab against physical attacks or other operations. Will also prevent councilor from dying in failed assault missions.
  • Inspector
  • Officer
  • Fixer
  • Operative
  • Rebel
  • Commando
  • Kingpin
Surveil Location None 1 -4 Significantly increase the likelihood enemy councilors and aliens will be detected in the councilor's region and adjacent regions, or in a hab or fleet. May also detect hidden alien assets in nearby Earth regions.
  • Inspector
  • Officer
  • Fixer
  • Operative
  • Rebel
  • Kingpin
  • Diplomat
  • Professor
  • Journalist
  • Spy
  • Investigator
  • Tech Mogul
  • Hacker

Alien Missions

Mission Cost Success XP Detection risk Effect
Build Facility 500 Money 1 0 Constructs an Alien Facility in a region with at least 15 Abductions.
Grant Alien Control 100 Influence 1 0 Gives a nation that has an Alien Facility to the Alien Nation.
Pass Technology 10 Influence 1 0 Gives some technology to The Servants or The Protectorate. Can also give some exotics.

Ending Missions

Ending missions will result in the victory of the councilor's faction. They will only appear once a faction unlocks its final unique org.

Mission Required Org Description
Claim Hegemony The Protectorate Authority Activate our network of Sentinel stations to establish our dominance of world affairs, placating the aliens. All human nations will surrender to us. Requires we have met our victory objectives.
Close the Gate Janus Section Activate the device to shut down the alien wormhole. We must assault the alien base and land first. Requires we have met our victory objectives.
Forge an Alliance Mission to the Hydra Send our pherocyte-resistant diplomats through the wormhole to establish relations and end this conflict. We must assault the alien base and land first. Requires we have met our victory objectives.
Herald Our Masters The Sword of the Devoted Assert the aliens' dominance on Earth. Requires we have met our victory objectives.
Launch the Bifrost Bifrost Command Staff Issue the launch order to begin our interstellar journey.
Tame the Enemy The Pherocyte Masters Send the neopherocyte package through the wormhole. We must assault the alien base and land first. Requires we have met our victory objectives.
Trigger the Weapon The Omega Solution Send our biological weapon through the wormhole. We must assault the alien base and land first. Requires we have met our victory objectives.