Control Point Capacity: Difference between revisions
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== Campaign Settings == | == Campaign Settings == | ||
See [[Game_Options]] for details on how the initial Control Point Capacity for each [[Factions|Faction]] is calculated. | See [[Game_Options]] for details on how the initial {{icon|cp}}Control Point Capacity for each [[Factions|Faction]] is calculated. | ||
== Councilors == | == Councilors == | ||
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. | 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 {{icon|cp}}Control Point Capacity. | ||
== Orgs == | == Orgs == | ||
[[Orgs]] do not add Control Point Capacity directly. They only help by improving [[Councilors|Councilor]] attributes. | [[Orgs]] do not add {{icon|cp}}Control Point Capacity directly. They only help by improving [[Councilors|Councilor]] attributes. | ||
== Traits == | == Traits == | ||
[[Councilors#Traits|Traits]] do not add Control Point Capacity directly. They only help by improving [[Councilors|Councilor]] attributes. | [[Councilors#Traits|Traits]] do not add {{icon|cp}}Control Point Capacity directly. They only help by improving [[Councilors|Councilor]] attributes. | ||
== Hab Modules == | == Hab Modules == | ||
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== Events == | == Events == | ||
[[Events]] do not add Control Point Capacity. | [[Events]] do not add {{icon|cp}}Control Point Capacity. | ||
== Techs == | == Techs == | ||
Techs do not add Control Point Capacity. | [[Technology|Techs]] do not add {{icon|cp}}Control Point Capacity. | ||
== Projects == | == Projects == | ||
{{#invoke:ProjectLister/CPCap|ListProjects}} | {{#invoke:ProjectLister/CPCap|ListProjects}} | ||
Revision as of 18:27, 1 January 2026
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.


