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== Contested missions ==
== 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.
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. See [[Roll]] for details. 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% inclusive is generated and rounded down to the nearest 0.1%; 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.
When a contested mission resolves, a random number between 0% and 100% inclusive is generated and rounded down to the nearest 0.1%; 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.

Revision as of 20:10, 4 June 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.

Each mission type has a resolution order between 0 and 4 inclusive, denoted by the number of small clock symbols visible in the mission description. Between mission phases, missions resolve in sequence from smallest resolution order to largest. In the case of ties, uncontested missions resolve first in some random order, then the contested missions resolve in order from highest mission success chance to lowest. The sequence of mission resolutions is determined immediately after the missions are assigned, so any mid-phase changes to the mission success chances have no effect on the sequence order.

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. See Roll for details. 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% inclusive is generated and rounded down to the nearest 0.1%; 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.

Each mission name is a link to a more detailed mission page. Noise, Hate, and XP values in the table assume the mission outcome is a normal success.

Mission Name Icon Cost Hate Noise Attack Stat Defense Stat Base Difficulty Resolution Order XP
Assassinate ops 10 0 Espionage Security 12 1 3
Assault Alien Asset ops 10 4 Command Command 4 3 3 (2 if flora)
Control Space Asset influence 7 0 Persuasion Loyalty, Security 12 3 2
Coup d'Etat ops 5 2 Command Command 8 2 2
Crackdown influence 2 0 Investigation Administration 2 2
Detain Councilor ops 2 0 Investigation Security 8 1 2
Extract Councilor ops 1 0 Command Security 8 1 2
Control Nation influence 0 0 Persuasion 4 2
Hostile Takeover money 2 0 Administration Administration 10 1 2
Inspire influence 0 -4 Persuasion 8 0 2
Investigate Councilor ops 0 -2 Investigation Espionage 1 2
Public Campaign money 0 0 Persuasion 2 2
Purge influence 5 0 Espionage Administration 3 4 2
Sabotage Facilities ops 3 0 Espionage Security 12 2 2
Sabotage Hab Module ops 0 0 Espionage Security 4 2 2
Sabotage Project ops 3 0 Espionage Security 6 1 2
Assault Enemy Space Asset ops 10 2 Command Command 3 2
Stabilize Nation ops 0 0 Command Command 2 2
Steal Project ops 3 0 Espionage Security 6 1 2
Turn Councilor influence 0 0 Persuasion Loyalty, Security 15 1 2
Increase Unrest ops 0 0 Command Command 2 2

Alien-Related Missions

SPOILERS INSIDE!  

The Enthrall Org, Terrorize Region, Enthrall Elites, Enthrall Public, and Enthrall Unaligned Elites missions are only available to alien councilors.

The Xenoform and Abductions missions are initially only available to alien councilors, but The Servants are also granted access to these missions from their 2nd and 3rd faction orgs.

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

Mission Name Icon Cost Hate Noise Attack Stat Defense Stat Base Difficulty Resolution Order XP
Xenoform ops 0 2 Espionage 4 0 1
Dominate Nation influence 5 30 Persuasion 6 4 2
Enthrall Org influence 3 0 Persuasion Science, Security 10 1 2
Terrorize Region ops 0 30 Command Command 3 1
Abductions ops 0 2 Espionage Command -2 3 2
Enthrall Elites influence 5 0 Persuasion Science 2 4 2
Enthrall Public influence 0 0 Persuasion 6 2 2
Enthrall Unaligned Elites influence 0 0 Persuasion 4 2

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 Name Icon Cost Hate Noise Resolution Order XP
Advise 10 influence 0 0 0 1
Contact 10 influence 0 0 0 1
Defend Interests 20 influence 0 0 0 1
Deorbit 0 0 3 1
Surveil Location 0 -4 0 1
Go To Ground 0 -8 0 1
Investigate Alien Activity 5 ops 0 -2 4 2
Orbit 0.1 boost 0 0 3 1
Protect Target 0 0 0 1
Set National Policy 10 influence 0 10 3 1
Transfer 0 0 3 1

Alien-Related Missions

SPOILERS INSIDE!  

The Build Facility mission is initially only available to alien councilors, but The Servants are also granted access to this mission from their 2nd faction org.

The Grant Alien Control mission is only available to The Servants, granted by their 2nd faction org.

The Pass Technology mission is only available to alien councilors.

Mission Name Icon Cost Hate Noise Resolution Order XP
Grant Alien Control 100 influence 0 0 4 1
Build Facility 500 money 0 0 4 1
Pass Technology 10 influence 0 0 1 1

Ending Missions

Ending missions will result in the victory of the councilor's faction. Those missions are granted by the faction's victory org. To conduct the ending mission, the faction has to meet their victory objectives.

All ending missions have resolution order 0, so they will activate before any Assassinate or Detain missions.

SPOILERS INSIDE!  
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.