Profession List: Difference between revisions
From Terra Invicta Official Wiki
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== Table of Councilor Professions == | == Table of Councilor Professions == | ||
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Revision as of 05:11, 16 August 2025
This page presents a list of all councilor professions in Terra Invicta, as well as their stats. For a discussion of the game mechanics for councilors see Councilors instead.
Table of Councilor Professions
Attributes
Missions
Faction Profession Affinities
| Profession | |||||||
|---|---|---|---|---|---|---|---|
| Rebel | Good | Bad | Bad | Good | |||
| Operative | Good | ||||||
| Fixer | Good | Good | |||||
| Spy | Good | ||||||
| Kingpin | Good | Good | Good | Bad | Bad | ||
| Activist | Bad | Good | Bad | Good | |||
| Inspector | Bad | Bad | Good | ||||
| Officer | Good | Bad | Bad | ||||
| Judge | Good | Bad | Good | ||||
| Politician | Good | Good | Good | ||||
| Executive | |||||||
| Journalist | Good | Bad | |||||
| Commando | Good | ||||||
| Evangelist | Good | Good | Bad | Good | |||
| Diplomat | Bad | Good | Good | Good | |||
| Hacker | Good | Good | |||||
| Investigator | |||||||
| Celebrity | |||||||
| Tech Mogul | Good | Good | Good | ||||
| Scientist | Good | Good | Good | Bad | |||
| Astronaut | Good | Good | Good | Bad | |||
| Professor | Bad | Bad | Good | Good | |||
| Tycoon | Good | Good | Good | ||||
| Attorney | |||||||
| Engineer | Good |
Human Faction Starting Professions
Every human Faction begins the campaign with two councilors. The professions that these councilors can have is actually restricted:
- The first Councilor for all human factions must have a Profession that grants the
Control Nation and
Investigate Alien Activity missions. - The second Councilor for
Humanity First must have a Profession that grants the
Control Nation and
Increase Unrest missions. - The second Councilor for
The Resistance must have a Profession that grants the
Control Nation and
Coup missions. - The second Councilor for
Project Exodus must have a Profession that grants the
Control Nation mission. - The second Councilor for
The Initiative must have a Profession that grants the
Control Nation and
Hostile Takeover missions. - The second Councilor for
The Academy must have a Profession that grants the
Control Nation and
Advise missions. - The second Councilor for
The Protectorate must have a Profession that grants the
Control Nation and
Defend Interests missions. - The second Councilor for
The Servants must have a Profession that grants the
Control Nation and
Public Campaign missions.
| Faction | Required Missions | Possible Professions |
|---|---|---|
| All Human | ||
Sources
This page is computed using data from TICouncilorTypeTemplate CSV.
| Auto-Updating Lists From Template Files | |||
|---|---|---|---|
Each of these pages are automatically updated using Terra Invicta's template files, found in \Terra Invicta\TerraInvicta_Data\StreamingAssets\Templates, whenever newer versions are uploaded to the wiki. Note: For efficiency, the JSONs have to be converted into CSVs before being uploaded. | |||
| Nation Related | Hab Related | Research and Event Related | Councilor Related |
| Ship Related | |||
| Weapons | Utilities | Other Ship Parts | Other |


