Regions: Difference between revisions
| Line 15: | Line 15: | ||
! Characteristic !! Icon !! Effects | ! Characteristic !! Icon !! Effects | ||
|- | |- | ||
| Capital Region || {{icon|capital}} || | | Capital Region || {{icon|capital|bgcolor=DarkSlateGray}} || | ||
* Councilor [[Missions]] targeting the nation as a whole or its control points will usually take place here. | * Councilor [[Missions]] targeting the nation as a whole or its control points will usually take place here. | ||
* Conquering the capital of a nation in wartime will trigger regime change and annexation of any claimed territory by its enemies. | * Conquering the capital of a nation in wartime will trigger regime change and annexation of any claimed territory by its enemies. | ||
|- | |- | ||
| Colony Region || {{icon|colony}} || | | Colony Region || {{icon|colony|bgcolor=DarkSlateGray}} || | ||
* [[Nations#GDP_Per_Region|Gets only half of its fair share of the nation's GDP.]] | * [[Nations#GDP_Per_Region|Gets only half of its fair share of the nation's GDP.]] | ||
* Cannot have its own [[Nations#Armies|Armies]]. | * Cannot have its own [[Nations#Armies|Armies]]. | ||
|- | |- | ||
| Core Oil Region || {{icon|oil}} || | | Core Oil Region || {{icon|oil|bgcolor=DarkSlateGray}} || | ||
* [[Nations#GDP_Per_Region|Gets 125% of its fair share of the nation's GDP.]] | * [[Nations#GDP_Per_Region|Gets 125% of its fair share of the nation's GDP.]] | ||
* Increases [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Monthly Pollution]] for its Nation. | * Increases [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Monthly Pollution]] for its Nation. | ||
| Line 29: | Line 29: | ||
* Increases {{icon|spoils}} [[Nations#List_of_Priorities|Spoils priority's effects]] on [[Nations#Sustainability|Sustainability]] and [[Nations#Inequality|Inequality]], but also increases the {{icon|money}} money produced. | * Increases {{icon|spoils}} [[Nations#List_of_Priorities|Spoils priority's effects]] on [[Nations#Sustainability|Sustainability]] and [[Nations#Inequality|Inequality]], but also increases the {{icon|money}} money produced. | ||
|- | |- | ||
| Core Mining Region || {{icon|resource region}} || | | Core Mining Region || {{icon|resource region|bgcolor=DarkSlateGray}} || | ||
* [[Nations#GDP_Per_Region|Gets 125% of its fair share of the nation's GDP.]] | * [[Nations#GDP_Per_Region|Gets 125% of its fair share of the nation's GDP.]] | ||
* Increases {{icon|economy}} [[Nations#List_of_Priorities|Economy priority's effects]] on [[Nations#Per_Capita_GDP|GDPPC]] and [[Nations#Inequality|Inequality]]. | * Increases {{icon|economy}} [[Nations#List_of_Priorities|Economy priority's effects]] on [[Nations#Per_Capita_GDP|GDPPC]] and [[Nations#Inequality|Inequality]]. | ||
| Line 35: | Line 35: | ||
* Give +5% Priority Bonus to the {{icon|build army}} Build Army and {{icon|build navy}} Build Navy National Priorities. | * Give +5% Priority Bonus to the {{icon|build army}} Build Army and {{icon|build navy}} Build Navy National Priorities. | ||
|- | |- | ||
| Core Economic Region || {{icon|core economic region}} || | | Core Economic Region || {{icon|core economic region|bgcolor=DarkSlateGray}} || | ||
* [[Nations#GDP_Per_Region|Gets 125% of its fair share of the nation's GDP.]] | * [[Nations#GDP_Per_Region|Gets 125% of its fair share of the nation's GDP.]] | ||
* Increases {{icon|economy}} [[Nations#List_of_Priorities|Economy priority's effect]] on [[Nations#Per_Capita_GDP|GDPPC]]. | * Increases {{icon|economy}} [[Nations#List_of_Priorities|Economy priority's effect]] on [[Nations#Per_Capita_GDP|GDPPC]]. | ||
| Line 41: | Line 41: | ||
* Give +0.125 Effective Miltech to armies whose factions have researched [[Urban Warfare Doctrine]]. | * Give +0.125 Effective Miltech to armies whose factions have researched [[Urban Warfare Doctrine]]. | ||
|- | |- | ||
| Rugged Region || {{icon|rugged}} || | | Rugged Region || {{icon|rugged|bgcolor=DarkSlateGray}} || | ||
* Give +0.2 Effective Miltech to defending armies (including the region defense forces). | * Give +0.2 Effective Miltech to defending armies (including the region defense forces). | ||
* Give +0.125 Effective Miltech to armies whose factions have researched [[Mountain Warfare Doctrine]]. | * Give +0.125 Effective Miltech to armies whose factions have researched [[Mountain Warfare Doctrine]]. | ||
| Line 49: | Line 49: | ||
* Halve the Daily [[Aliens#Alien_Xenoforming|Xenoflora]] Growth cap in region. | * Halve the Daily [[Aliens#Alien_Xenoforming|Xenoflora]] Growth cap in region. | ||
|- | |- | ||
| Ecologically Protected Region || {{icon|ecologically protected region}} || | | Ecologically Protected Region || {{icon|ecologically protected region|bgcolor=DarkSlateGray}} || | ||
* Will not (directly) suffer economic loss from [[Climate_Change#Nation_Effects|Climate Change]]. | * Will not (directly) suffer economic loss from [[Climate_Change#Nation_Effects|Climate Change]]. | ||
* Will suffer only half the [[Nations#Population_Growth|population growth]] penalty from extreme climate temperatures. | * Will suffer only half the [[Nations#Population_Growth|population growth]] penalty from extreme climate temperatures. | ||
|- | |- | ||
| Ecologically Vulnerable Region || {{icon|ecologically vulnerable region}} || | | Ecologically Vulnerable Region || {{icon|ecologically vulnerable region|bgcolor=DarkSlateGray}} || | ||
* Will suffer twice the economic loss from [[Climate_Change#Nation_Effects|Climate Change]]. | * Will suffer twice the economic loss from [[Climate_Change#Nation_Effects|Climate Change]]. | ||
* Will suffer twice the [[Nations#Population_Growth|population growth]] penalty from extreme climate temperatures. | * Will suffer twice the [[Nations#Population_Growth|population growth]] penalty from extreme climate temperatures. | ||
|- | |- | ||
| Alien Activity || {{icon|alien activity}} || | | Alien Activity || {{icon|alien activity|bgcolor=DarkSlateGray}} || | ||
* Indicates that some form of alien activity has been detected in this region. | * Indicates that some form of alien activity has been detected in this region. | ||
* No real effects. | * No real effects. | ||
|- | |- | ||
| Fallout || {{icon|fallout}} || | | Fallout || {{icon|fallout|bgcolor=DarkSlateGray}} || | ||
* Prevents certain region improvements. | * Prevents certain region improvements. | ||
* Reduces {{icon|environment}} [[Nations#List_of_Priorities|Environment priority's effect]] on [[Nations#Sustainability|Sustainability]]. | * Reduces {{icon|environment|bgcolor=DarkSlateGray}} [[Nations#List_of_Priorities|Environment priority's effect]] on [[Nations#Sustainability|Sustainability]]. | ||
* -4% [[Nations#Population_Growth|population growth]] penalty per layer of fallout. | * -4% [[Nations#Population_Growth|population growth]] penalty per layer of fallout. | ||
|- | |- | ||
Revision as of 08:59, 3 July 2025
This page mainly discusses the game mechanics for regions. For a list of all regions in Terra Invicta, as well as their initial stats, see Region List instead.
Regions are geographic areas that make up a nation.
The tab also includes information about the Boost and Mission Control resources that are based in each region.
The claims column lists other nations that may annex a territory.
Events, combat, councilor activity location and the presence of launch facilities or other installations all occur in a particular region rather than nationwide.
Characteristics
Regions may have the following characteristics:
| Characteristic | Icon | Effects |
|---|---|---|
| Capital Region |
| |
| Colony Region |
| |
| Core Oil Region |
| |
| Core Mining Region |
| |
| Core Economic Region |
| |
| Rugged Region |
| |
| Ecologically Protected Region |
| |
| Ecologically Vulnerable Region |
| |
| Alien Activity |
| |
| Fallout |
|
Improving Regions
| Improvement | Conditions | Nation Priority | Number of Completions Needed |
|---|---|---|---|
| Set to |
|
500 | |
| Set to |
|
750 | |
| Set to |
|
1200 | |
| Remove |
None | 1000 | |
| Remove one layer of Fallout | None | 100 |
Note: If multiple regions are valid targets for an improvement type, the one with the highest Region GDP is usually improved first.
- ↑ Always prioritizes making Core Oil, then Core Mining, then finally Core Economic Regions
- ↑ Removes Core Oil and Core Mining Statuses.
- ↑ Can also be removed (or regained) through Region Transfers between Nations.
World Ocean Access
Some regions may allow armies in them to access the world oceans. The game template files include a variable for each region indicating when they allow such access:
- Some regions never allow armies in them to access the world oceans. These regions are typically inland regions.
- Some regions always allow armies in them to access the world oceans. These regions are typically island or coastal regions that are near the equator.
- Some regions only allow armies in them seasonal access to the world oceans. These regions are typically island or coastal regions that are near the poles.
In the case of seasonal access, regions in the northern hemisphere allow access only from April to September, whereas regions in the southern hemisphere allow access only from October to March.
Facilities
Facilities are constructed in a nation's regions following certain priorities and can be attacked via the Sabotage Facility councilor mission, Assault Space Facility army mission, or orbital bombardment.
- Launch Complex produces Boost
. - Mission Control Facility produces Mission Control
. - Space Defense Array
prevents Strategic Nuclear Barrages
from being used in the region and will fire back if the region is being bombarded.
Alien Assets
Alien Assets in a targeted region and can be attacked via the Assault Alien Asset mission or destroyed by orbital bombardment. See Aliens for more details on the different types of Alien Assets.
Alien Life Forms
Alien Life Forms, or Xenoforming as it is sometimes called, is an alien asset created by one of the alien councilors' missions. It has negative effects population growth and grants bonuses to Servant and Alien activities in a nation. It passively grows over time and spreads to adjacent regions.
See Aliens#Alien_Xenoforming for more details.
| Xenoflora Growth Levels | < 30 | Between 30 and 75 | > 75 |
|---|---|---|---|
| Image |
Region Damage
Whether deliberately or by accident, regions in Terra Invicta can be heavily damaged through the actions of the different factions, especially when they wage wars over the Earth.
Effects of Region Damage
Note: Region damage almost always has strength between 0 and 1. If anything attempts to apply region damage of negative strength, nothing happens.
| Category | Conditions | Amount |
|---|---|---|
| Target Region GDP | None | X × (-7.5% to -12.5%) |
| Target Region Population |
None | X × (-0.075% to -0.125%) |
| Target Nation Pollution Multiplier |
None | X × (+0.0000075 to +0.0000125) × Region GDP / Nation GDP |
| Responsible Faction Commits Atrocities | Population |
1 per 100k Population |
| Target Nation Priorities | X >= 0.9 | Multiply IP invested by (1 - X) for all priorities except Spoils |
| Multiply IP invested by (1 - X) for one random priority that is not Spoils | ||
| Multiply IP invested by (1 - 0.5X) for one random priority that is not Spoils | ||
| Target Boost |
|
-100% |
| An X × 100% roll passes. | X × -100% | |
| Target Mission Control |
|
-100% |
| An X × 100% roll passes. | -1 | |
| Target Space Defenses |
|
Destroy |
| An X × 100% roll passes. | Destroy | |
| Target Nation Funding |
X < 0.75 | -10% × X × Region GDP / Nation GDP |
| Health of Each Army in Target Region | Army is not Ally of Region Damager | X × -100% |
| Target Alien Xenoforming | Responsible Faction is not Aliens or The Servants | -X × Xenoflora Growth Levels |
Note: An army is an ally of the region damager if any of the following are true:
- The army is owned by the responsible nation.
- The army is owned by an ally of the responsible nation.
- The army is owned by the responsible faction and not a Megafauna.
See Terrestrial_Warfare#Nuclear_Warfare for the effects of a nuclear attack on the region.
Sources of Region Damage
These include but are not limited to:
| Category | Conditions | Strength | Special Notes | ||
|---|---|---|---|---|---|
| Non-Megafauna Enemy Army | Each Day Fighting in Region | Max(1, 12 - Effective Miltech) / 50000 × (1 to 100) | Cannot cause damage to armies through this region damage. | ||
| Megafauna Enemy Army | Each Day Fighting in Region | Miltech × Health % / 2000 | Cannot cause damage to armies through this region damage. | ||
| Non-Megafauna Army | Each Day Fighting Another Army in Region | (10 - Effective Miltech) / 50000 × (1 to 3) | Cannot cause damage to armies through this region damage. | ||
| Megafauna Army | Each Day Fighting Another Army in Region | (10 - Effective Miltech) / 500 × (1 to 3) | Cannot cause damage to armies through this region damage. | ||
| Revolution | Region is the Capital |
0 to 0.5 | None | ||
| Region is not the Capital |
0 to 0.25 | None | |||
|
Region is the Capital |
0 to 0.5 | Cannot cause damage to armies through this region damage. | ||
| Region is not the Capital |
0 to 0.25 | Cannot cause damage to armies through this region damage. | |||
| Bombardment of Armies | Each Kinetic Attack has 20% Chance | Attack Damage / 500000, capped at 0.001 | None | ||
| Bombardment of Regions | Each Attack | Attack Damage / 10000, capped at 0.05 | Cannot cause damage to armies through this region damage. | ||
| Raze Region Army Operation | On Completion | Home Nation's Miltech / 10 × Army Health % | Automatically passes rolls against Boost | ||
|
Normal Failure | 0.4 | Automatically passes rolls against Boost | ||
| Critical Failure | 0.9 | Automatically passes rolls against Boost | |||
|
None | 0.01 to 0.07 | None |
| Terra Invicta mechanics | |
|---|---|
| Factions | |
| Council | |
| Earth | |
| Space | |
| Aliens | |
| Modding & Settings | |


