Control Point Capacity: Difference between revisions
From Terra Invicta Official Wiki
No edit summary |
|||
| Line 7: | Line 7: | ||
== Councilors == | == Councilors == | ||
Every point of {{icon|administration}}[[Administration]], {{icon|persuasion}}[[Persuasion]], or {{icon|command}}[[Command]] on a [[Councilors|Councilor]] that is not {{MissionIcon| | Every point of {{icon|administration}}[[Administration]], {{icon|persuasion}}[[Persuasion]], or {{icon|command}}[[Command]] on a [[Councilors|Councilor]] that is not {{MissionIcon|Detain}}[[Detain|Detained]] adds 1 point of Control Point Capacity. | ||
== Orgs == | == Orgs == | ||
Revision as of 09:54, 15 December 2025
This page provides a list of all sources of Control Point Capacity. For information on the mechanics, see Nations or Resources instead
Campaign Settings
See Game_Options for details on how the initial Control Point Capacity for each Faction is calculated.
Councilors
Every point of
Administration,
Persuasion, or
Command on a Councilor that is not
Detained adds 1 point of Control Point Capacity.
Orgs
Orgs do not add Control Point Capacity directly. They only help by improving Councilor attributes.
Hab Modules
TODO


