Control Point Capacity: Difference between revisions
From Terra Invicta Official Wiki
m →Events |
m →Traits |
||
| Line 15: | Line 15: | ||
== Traits == | == Traits == | ||
Traits do not add Control Point Capacity directly. They only help by improving [[Councilors|Councilor]] attributes. | [[Councilors#Traits|Traits]] do not add Control Point Capacity directly. They only help by improving [[Councilors|Councilor]] attributes. | ||
== Hab Modules == | == Hab Modules == | ||
Revision as of 13:43, 21 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.
Traits
Traits do not add Control Point Capacity directly. They only help by improving Councilor attributes.
Hab Modules
Script error: The function "ListSpecific" does not exist.
Events
Events do not add Control Point Capacity.
Techs
Techs do not add Control Point Capacity.


