Aliens: Difference between revisions
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=== Exotics === | === Exotics === | ||
The Alien Faction is the only faction that has {{TV|exotics}} income. This income is determined by Campaign Difficulty (inverted when playing {{icon|submit}}[[The Servants]]), and multiplied by the [[Aliens#Alien_Progression_Rate|Alien Progression Rate]] Campaign Setting. | The Alien Faction is the only faction that has {{TV|exotics}} income. This income is determined by Campaign [[Difficulty]] (inverted when playing {{icon|submit}}[[The Servants]]), and multiplied by the [[Aliens#Alien_Progression_Rate|Alien Progression Rate]] Campaign Setting. | ||
At the 100% [[Aliens#Alien_Progression_Rate|Alien Progression Rate]] of the default Long Campaign Mode: | At the 100% [[Aliens#Alien_Progression_Rate|Alien Progression Rate]] of the default Long Campaign Mode: | ||
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| rowspan=6 | Councilor [[Missions]] || | | rowspan=6 | Councilor [[Missions]] || | ||
{{MissionIcon|Xenoform}}[[Xenoform]] | {{MissionIcon|Xenoform}}[[Xenoform]] | ||
|| Gain attack modifier bonus of region abductions × Difficulty Scaling. | || Gain attack modifier bonus of region abductions × [[Difficulty]] Scaling. | ||
|- | |- | ||
| | | | ||
| Line 402: | Line 402: | ||
{{MissionIcon|Abductions}}[[Abductions]] | {{MissionIcon|Abductions}}[[Abductions]] | ||
<br> {{MissionIcon|Turn}}[[Turn Councilor]]<ref name=servant>This bonus also affects [[Missions]] done by {{icon|submit}}[[The Servants]].</ref> | <br> {{MissionIcon|Turn}}[[Turn Councilor]]<ref name=servant>This bonus also affects [[Missions]] done by {{icon|submit}}[[The Servants]].</ref> | ||
|| Gain attack modifier bonus of region xenoflora growth level / 20 × [[ | || Gain attack modifier bonus of region xenoflora growth level / 20 × [[Difficulty]]. | ||
|- | |- | ||
| | | | ||
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<br> {{MissionIcon|Public Campaign}}[[Public Campaign]]<ref name=servant /> | <br> {{MissionIcon|Public Campaign}}[[Public Campaign]]<ref name=servant /> | ||
<br> {{MissionIcon|Unrest}}[[Increase Unrest]]<ref name=servant /> | <br> {{MissionIcon|Unrest}}[[Increase Unrest]]<ref name=servant /> | ||
|| Gain attack modifier bonus of average xenoflora growth level in nation / 20 × [[ | || Gain attack modifier bonus of average xenoflora growth level in nation / 20 × [[Difficulty]]. | ||
|- | |- | ||
| [[Councilors#Detection|Mission Detection]] || Alien Councilor || Reduce noise by region xenoflora growth level / 5 | | [[Councilors#Detection|Mission Detection]] || Alien Councilor || Reduce noise by region xenoflora growth level / 5 | ||
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{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
! Difficulty | ! [[Difficulty]] | ||
| Cinematic || Normal || Veteran || Brutal | | Cinematic || Normal || Veteran || Brutal | ||
|- | |- | ||
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The Aliens begin the game with one fully built t3 ground hab. This ground hab contains their wormhole module, which produces {{TV|volatiles|200}}, {{TV|metals|200}}, {{TV|nobles|50}}, {{TV|fissiles|10}}, {{TV|antimatter|0.01}}, and {{TV|exotics|10}} every month, as well as provides {{TV|mc|100}}. | The Aliens begin the game with one fully built t3 ground hab. This ground hab contains their wormhole module, which produces {{TV|volatiles|200}}, {{TV|metals|200}}, {{TV|nobles|50}}, {{TV|fissiles|10}}, {{TV|antimatter|0.01}}, and {{TV|exotics|10}} every month, as well as provides {{TV|mc|100}}. | ||
Note: The {{TV|exotics}} income is multiplied by campaign difficulty (1 for Cinematic, 2 for Normal, 3 for Veteran, and 4 for Brutal), and by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode. | Note: The {{TV|exotics}} income is multiplied by campaign [[difficulty]] (1 for Cinematic, 2 for Normal, 3 for Veteran, and 4 for Brutal), and by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode. | ||
The location of this Alien Primary Hab is always set to a Dwarf Planet beyond the orbit of Neptune, on a hab site that produces all 5 basic resources. The specific selection process is as follows: | The location of this Alien Primary Hab is always set to a Dwarf Planet beyond the orbit of Neptune, on a hab site that produces all 5 basic resources. The specific selection process is as follows: | ||
| Line 1,094: | Line 1,094: | ||
|+ Years before Aliens get T3 Tech | |+ Years before Aliens get T3 Tech | ||
|- | |- | ||
! Difficulty | ! [[Difficulty]] | ||
| Cinematic || Normal || Veteran || Brutal | | Cinematic || Normal || Veteran || Brutal | ||
|- | |- | ||
Revision as of 04:40, 16 September 2026
This page describes mechanics of Alien faction in game. For story spoilers, see Aliens/Lore

The Aliens, or Hydra as they're sometimes referred after the first autopsy, are a non-playable faction. They have their own set of missions separate from human factions.
Aliens usually start on a Kuiper Belt asteroid (such as Haumea, Makemake, Orcus, or Quaoar) with a tier 3 Base and a tier 3 Habitat. They have 1 councilor on Earth and 5 more on Gunships that will soon crash land on Earth. They also start with a Destroyer that will arrive in early 2024. Aliens will expand from the edge towards the core of the solar system but will generally avoid attacking human fleets or habs until they are provoked.
Alien ships bringing councilors to Earth will create an UFO Crashdown Site visible to everyone. Other alien phenomena are created by alien councilor missions and have to be surveyed. Investigating an alien phenomena site will increase Xenology research by 1%.
Alien Threat Level

This panel represents our intelligence section's best estimate about the degree to which the aliens regard our faction as a threat. It is based on our monitoring of pro-alien groups and visible alien activity in the Solar System.
We believe hostile actions against the aliens or their proxies on Earth, and/or a large visible space presence, increases their concern about us, and we may expect the aliens to attack our interests on Earth and in space should the alert monitor reach the maximum level. We also suspect they may launch one-off retaliations in response to direct action by our operatives against them, but they may also lose interest if we avoid opposing them or their proxies on Earth directly for a time.
Our analysts emphasize this is an imperfect estimate. We will correct our estimates when the aliens take direct action against us or by speaking with one of them directly.
The estimate will turn entirely red if we conclude the aliens are in a total war footing against our interests.
~ Terra Invicta Codex, 0.4.85.
Alien Threat meter becomes visible in the Intel panel once the Alien Operations council engineering project has been completed. Alien threat is scored from 0 upwards, with every 10 points increasing the threat level by 1. Alien Threat Level caps at 5, at which point the aliens will start attacking a faction's habs and fleets. The points can go above 50, making it harder to lower it. Gaining threat via hostile actions will worsen relations with
The Servants and
The Protectorate as well.
See Diplomacy for more details on how threat is gained, reduced, and estimated.
Alien Resources
The Alien Faction has the exact same set of resource types as the Human Factions. However, there are several notable differences in how they interact with each resource type:
Control Point Capacity
Although the Alien Faction technically has a
Control Point Capacity like any other faction, nothing can ever cause them to use any of it. Even the Control Points of the Alien Nation do not use any
Control Point Capacity.
So while Human Factions suffer increased vulnerability to
Crackdown and
Purge missions from exceeding their
Control Point Capacity, as well as incur an annual
Influence upkeep equal to the excess amount squared, the Alien Faction can never suffer any of these penalties.
Mission Control Capacity
The Alien Faction has a
Mission Control Capacity like any other faction, but never actually benefits or suffers because of it:
- For Human Factions, each Unused
Mission Control Capacity turns into a daily income of 0.075
Research and 0.2
Money. But for the Alien Faction, there is no such benefit. - On the other hand, when Human Factions exceed their
Mission Control Capacity, they become unable to build new Habs, as well as suffer an attack/defense penalty equal to the excess on all hab capture Missions. In contrast, the Alien Faction does not suffer any of these penalties.
Nevertheless, the Alien Faction does still have a limit on the number of Habs they can build. See Aliens#Alien_Total_War for details. The AI will also stop building ships once the
Mission Control Capacity is reached, despite there being no penalty for exceeding it.
Notably, all
Mission Control produced by the Alien Nation is automatically given to
The Servants. But any
Mission Control produced by Orgs equipped by Alien Councilors will be given to the Alien Faction as normal.
Research
The Alien Faction can produce
Research, but never actually uses it for their own development. In a sense, the Alien's research progress is simply modelled by their Abductions, instead of a tree of research projects.
- All
Research produced by the Alien Nation is automatically given to
The Servants. - All
Research produced by Alien Councilors through equipped Orgs simply vanishes.
Projects
The Alien Faction does not seem to have any interaction with
Projects. It is not even given to
The Servants.
Money
The Alien Faction has a
Money resource type like any other faction, but this represents Human currencies. So alien Habs and Spaceships have zero
Money upkeep, since they are not paid in human currencies.
Nevertheless,
Money is still a very useful resource for the Alien Faction, having various uses in their interactions with human society such as:
- Buying Human Orgs, which can usually be equipped and used by Alien Councilors.
- Trading with Pro-Alien Human Factions, who could usually use the
Money. - Performing the
Build Facility mission, which costs 500
Money. Presumably this money is paid to the local humans in exchange for the local supplies and/or manpower for the construction of an Alien Facility in the target region.
Notably, since the Alien Faction does not have access to any Nations the early stages of the game, they cannot use the
Spoils Priority to rapidly accumulate human
Money in early stages of the game. So this is one area where Human Factions can build up a significant lead, and it may be worth stealing any
Money producing Orgs from the Aliens to starve them of human currencies for as long as possible.
After the Alien Nation is built, the Alien Faction will never invest its
IP into the
Spoils Priority or the
Funding Priority, but any Funding that was built in the nations that were annexed by the Alien Nation is taken by the Alien Nation. So the
Alien Faction will be able to earn
Money from the Alien Nation.
Influence
The Alien Faction has a
Influence resource type like any other faction, but this represents influence among Human societies. So alien Councilors cost zero
Influence to hire, meaning you can never stop the aliens from hiring councilors just by starving them of
Influence.
Notably, while Human Factions passively earn an annual
Influence income of 0.5 per million
Population supporting their ideology, human populations cannot directly support the
Alien ideology.
Instead, the Alien Faction passively earns the same amount of
Influence that
The Servants gain from their supporters in each Nation, but multiplied by Min(Total Abductions in Nation / 100, 0.5).
Influence is one of the more dangerous resources for the Aliens to possess, because the Alien Enthrall Missions can all spend
Influence to get Bonus Attack. So it may be worth actively reducing global public support for
The Servants as much as possible, to reduce the
Alien Faction's
Influence income.
Operations
The Alien Faction has a
Ops resource type like any other faction, and their interaction with this resource type is practically identical to any human faction. But notably:
Terrorize Missions can spend
Ops to get Bonus Attack.- Human Marine Hab Modules produce
Ops, but no Alien Hab Module produces
Ops.
Boost
The Alien Faction has a
Boost resource type like any other faction, but can never use it to build Habs or Spaceships. Nevertheless, the Aliens can still trade any
Boost they produce to the Pro-Alien Human Factions.
Notably, all
Boost produced by the Alien Nation is automatically given to
The Servants. But any
Boost produced by Orgs equipped by Alien Councilors will be given to the Alien Faction as normal.
Exotics
The Alien Faction is the only faction that has
Exotics income. This income is determined by Campaign Difficulty (inverted when playing
The Servants), and multiplied by the Alien Progression Rate Campaign Setting.
At the 100% Alien Progression Rate of the default Long Campaign Mode:
| Difficulty | Cinematic | Normal | Veteran | Brutal |
|---|---|---|---|---|
| Monthly |
10 | 20 | 30 | 40 |
Notably, the Alien Faction never builds Habs in Earth Interface Orbit, so they cannot sell
Exotics to Earth in exchange for
Money. They can trade it to Pro-Alien Human Factions though. Furthermore, the
Pass Technology and
Grant Alien Control missions both transfer
Exotics from the alien faction to a pro-alien human faction.
The alien faction also gains 5000
Exotics when their T3 technology unlocks.
Antimatter
The Alien Faction has an
Antimatter resource type like any other faction, but do not have any Habs or Spaceships that cost
Antimatter.
Nevertheless, the Aliens do produce
Antimatter in their Nanofactory hab modules.
Notably, the Alien Faction never builds Habs in Earth Interface Orbit, so they cannot sell
Antimatter to Earth in exchange for
Money. They can trade it to Pro-Alien Human Factions though.
Basic Space Resources
The Alien Faction has the same five basic resources types as any other faction:
Water,
Volatiles,
Base Metals,
Noble Metals, and
Fissiles. These basic resources are used in the construction of Habs and Spaceships just like for any other faction.
On the other hand, the technologically superior and highly automated Alien hab modules consume very little space resources compared to their Human counterparts.
One significant difference is that the Alien Faction does not receive any
Mining bonuses from equipped Orgs. Instead, these
Mining bonuses simply disappear, until
The Servants research Hydra Diplomacy, at which point
The Servants gain all of the
Mining bonuses from Orgs that are equipped by Alien Councilors.
Consequently, it is not too difficult for the player to mine far more space resources than the Alien Faction, simply by collecting these
Mining bonuses that the Alien Faction does not have access to.
Notably, the Alien Faction never builds Habs in Earth Interface Orbit, so they cannot sell these basic space resources to Earth in exchange for
Money. They can trade it to Pro-Alien Human Factions though.
Alien Agents
Alien councilors always have 25
Loyalty, high
Security, respectable
Espionage and a set of unique missions. While powerful, these alien agents are usually unable to board a plane, forcing them to travel on foot, only moving between adjacent provinces. As the game progresses, regions that are owned or subverted by pro-alien groups may open up their airports, allowing alien councilors to fly between these regions.
Alien councilors are dangerous, and are notoriously difficult to deal with. Killing and detaining them is required to unlock certain research options, and to prevent the devastating outcomes of their activity. Alien councilors are also immune to natural death mechanics, and almost always have the Survivor trait, which prevents nukes from killing them.
| Profession Key Stats Total |
Stats | Missions | Scientist Traits | Other Notable Traits | Faction Affinities |
|---|---|---|---|---|---|
| Hydra 40-71 |
7-12 2-5 10-15 5-10 4-8 2-8 10-13 25-25 |
Surv: 50% |
Note: Alien missions not shown.
Flight
At the start of the game, Alien Councilors cannot get on planes. They can only travel between adjacent regions, or pairs of regions that are so close that there exists a project that would connect the pair.
An alien councilor can fly from any valid source region to any valid destination region:
| Condition | Makes Region a Valid Source | Makes Region a Valid Destination |
|---|---|---|
| Region contains a UFO Landing | Yes | No |
| Region contains an Alien Facility | Yes | Yes |
| Region is part of the Alien Nation | Yes | Yes |
| Region's Nation is allied to the Alien Nation | Yes | Yes |
| Region's Nation's executive is controlled by a faction that has researched Hydra Diplomacy | Yes | Yes |
In addition, an alien councilor can also fly to any region within the Alien Nation from any region on Earth.
Note: The only factions that can research Hydra Diplomacy are the three pro-alien human factions, namely
The Servants,
The Protectorate, and
The Academy.
Recruitment
At the start of the game, alien councilors can only be recruited at the alien's starting ground base. So any replacement councilors have to board an alien Transport ship and travel all the way from their starting ground
base to Earth, after which the transport ship crashes down on earth to deliver its occupant.
Alien councilors can be recruited on Earth under two conditions:
- An Assault Carrier has landed at any point in the past.
- There is a region on earth for which at least one of the following is true:
- The region is part of the Alien Nation.
- The region contains an Alien Facility.
- The region contains a UFO Landing.
If both conditions are true, then new alien councilors can be recruited directly on earth, with a strong initial location preference for the Alien Nation over Alien Facilities over UFO Landings.
Note: This mechanism works by making the starting location of every alien councilor in the recruit list be somewhere on Earth. So even if the second condition is no longer valid, any recruits still sitting in the recruit list for the alien faction will still have their starting location be somewhere on Earth. This means that even after destroying all alien facilities, you may still have to kill up to 16 alien councilors before the earth is free of alien councilors.
Crashed UFOs
Alien Councilors that are not recruited on Earth have to board an alien Transport ship and travel all the way from their starting ground
base to Earth. When this Transport ship arrives in an Earth Interface Orbit[1], it then performs a Rapid Landing operation that takes only 0.75 days.
This Rapid Landing operation can target any Region of Earth that meets any of the following conditions:
- The region does not have
Space Defenses. - The region's nation's executive control point is owned by
The Servants,
The Protectorate, or
The Academy. - The region belongs to the Alien Nation.
When the Rapid Landing operation completes, the following effects happen:
- The Alien Councilor that was on board the Transport ship is moved to the target region.
- The Transport ship is destroyed. (But any other ships in the fleet are not affected.)
- The target region gains 0.001 Xenoflora Growth Levels.
- A crashed UFO marker is created in the region, allowing human Factions to perform
Investigate Alien Activity Missions on it.
- ↑ The Earth Interface Orbits are Tiangong Orbit, ISS Orbit, Low Earth Orbit 1, and Low Earth Orbit 2.
Retaliation
Whenever an alien councilor is killed by a human faction that the alien faction is not at open war with, the alien faction will randomly select up to 3 space assets or space facilities belonging to that human faction, and mark them for death. Once a target is marked for death, the aliens will keep trying to destroy it for the next 5 years, even if they have vented all their hate against the human faction.
Note: A space facility can only be marked for death if it is in a nation where the human faction owns a control point, but
The Servants do not.
| Kill Method | Will Retaliate? |
|---|---|
| Destroy Ship that contains Councilor | Only if Councilor dies. |
| Destroy Hab that contains Councilor | Only if Councilor dies. |
| Only if Councilor dies. | |
| Hard Target Councilor Trait | Only if Councilor dies. |
| Only if Normal Success. | |
| Never |
Alien Activity Investigation
Whenever a faction detects a mission that is performed by an alien councilor, the game places an Alien Activity site in the region where the mission occurred. The faction can then investigate this Alien Activity site by having one of their councilors perform the
Investigate Alien Activity mission on it. Crashed UFO sites are also valid targets for Alien Activity investigations.
Effects
Investigating Alien Activities provides several beneficial effects for the faction:
| Category | Conditions | Effect |
|---|---|---|
| None | +1% | |
| Alien Councilor Detection | Faction is performing |
+1 Strength per Alien Activity Investigation, capped between 1 and 12. |
| Xenoforming Auto-Detection Threshold | None | 65 Xenoflora Growth Levels - 1 per Alien Activity Investigation, capped between 0 and 65. |
| The Town That Stood Still Event | Picked Option 3 | Higher Chance for the Good Outcome. |
Increases
The number of Alien Activity Investigations done by a faction is increased by:
- +1 each time one of the faction's councilors performs the
Investigate Alien Activity mission. - +2 each time one of the faction's councilors successfully performs the
Assassinate mission on an alien councilor. - +3 each time one of the faction's councilors successfully performs the
Detain mission on an alien councilor. - +10 when the faction gets the Device Demystified event.
Alien Abductions
Our councilor has investigated some of these reported abductions, interviewing residents and local authorities. The local government continues to deny that anything has happened, and in fact has done its best to actively hinder us. Though we have no proof as yet, we suspect that other organizations are pulling strings to block our investigations.
Despite the obstacles, our councilor has confirmed that a small but statistically significant number of people and animals have gone missing in the area since the alien crash-landing. This is disturbing news – many among our faction had clung to the hope that despite their secrecy, the intentions of the aliens towards our species might be benevolent, or at least neutral. These apparent abductions leave little chance of that. But what is their purpose?
~ Investigate Alien Abductions Objective (The Resistance Variant), Terra Invicta, 0.4.86.
Effects
Abductions provide several beneficial effects for the Aliens:
| Category | Conditions | Effect |
|---|---|---|
| Councilor Missions | Gain attack modifier bonus of region abductions × Difficulty Scaling. | |
|
|
Gain attack modifier bonus of average abductions per region in nation × Difficulty Scaling. | |
| Gain propaganda strength bonus of region abductions × Difficulty Scaling × 4 × region population fraction of nation / number of turns per month. | ||
| Enabled only if >15 Region Abductions. | ||
|
|
Enabled for Alien Councilors only if Global Abductions > 6. | |
| Enabled for Alien Councilors only if Global Abductions > 500 or the Alien Nation exists. | ||
| Megafauna |
None | 2 + Global Abductions / 100, capped at 6 |
| Invader Army |
None | 6.75 + Global Abductions / 5000, capped at 9 |
| Enable Random Event | >0 Abductions | Cults enabled. |
| Localized Panic enabled. | ||
| Sudden Flowering enabled. | ||
| >1 Abduction | Vigilantes enabled. | |
| Mysterious Obelisk enabled. | ||
| Terror from the Depths enabled. | ||
| >2 Abductions | Haunted Forest enabled. |
The Difficulty Scaling for Abductions is:
| Difficulty | Cinematic | Normal | Veteran | Brutal |
|---|---|---|---|---|
| Difficulty Scaling | 0.05 | 0.15 | 0.35 | 0.5 |
These numbers are also multiplied by the Alien Progression Speed. This is a slider you can adjust in Custom Campaign Settings. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.
Furthermore, the Abduction bonuses to councilor missions are capped at 60 Abductions per region. While the aliens can continue to conduct more abductions in the region, the excess abductions do not provide any bonuses to any councilor missions.
Increases
Abductions are increased in the following ways:
| Source | Conditions | Added Abductions |
|---|---|---|
| Normal Success | 2 / (Turns Per Month), rounded up to nearest integer. | |
| Critical Success | 4 / (Turns Per Month), rounded up to nearest integer. | |
| Alien Nation | Each Month Each Region inside the Alien Nation |
1 |
| Surveillance Hab Modules | Each Month Each Region outside of the Alien Nation (2 × Sum of Module Tiers)% Chance |
1 |
| Invader Army | Occupying Enemy Region Each day it increases occupation |
1 |
| Surveillance Fleet | Each Surveillance Operation Each Region (Region Population / 10 million) chance |
Number of Ships with Functional Surveillance Module |
| The Town that Stood Still event | Alien Councilor Nearby At most once every 6 months |
0 to 6 |
| Haunted Forest event | >2 Abductions Once Per Faction |
0 to 4 |
| Terror from the Depths event | >1 Abductions >25 Xenoflora Growth Levels Region has access to oceans At most once every 6 months |
0 to 2 |
Removal
Abductions can be removed in the following ways:
| Source | Conditions | Removed Abductions |
|---|---|---|
| Retire Alien Councilor | None | Months Since Recruited / 3, randomly spread over all regions. |
| Destroy Alien Facility |
|
20% of Abductions in region, rounded down to nearest integer. |
|
40% of Abductions in region, rounded down to nearest integer. | |
| Assault Xenoflora |
|
1 |
Note: 'Retire Alien Councilor' means make the Alien Councilor stop being an Alien Councilor, by any means.
Detain included.
Alien Xenoforming

Scattered and garbled reports of unusual plantlife have now given way to confirmed sightings of vegetation never before seen on Earth. Strange growths have erupted from the affected land, connected by a pulsing lattice of tendril-like roots. Although this unknown flora appears superficially plant-like, its connected nature is more analogous to fungal growth. Furthermore, small movements have been detected among and around these growths, suggesting that whatever has been done to the local environment has enabled other, as yet undocumented, forms of alien life to survive here on Earth.
While these changes remain localized for now, the ultimate purpose of this "xenoforming" is as yet unclear. Do our visitors similarly require it for their own survival, it is to gain some strategic foothold, are they growing something else within the affected environments — or do they seek to transform our entire world into a simulacrum of theirs?
~ Detect Xenoforming Milestone, Terra Invicta, 0.4.86.
Effects
Alien Xenoforming provides several beneficial effects for the Aliens, and also some beneficial effects for humanity:
| Category | Conditions | Effect |
|---|---|---|
| Megafauna Spawning | >100 levels of xenoflora growth | Spawn a Megafauna army and lose 50 growth levels. If there is already a Megafauna in the region, spend up to 0.5 growth levels to heal the Megafauna to full. |
| Megafauna Healing | >75 levels of xenoflora growth | Allow Megafauna to heal in region. |
| Invader Army Healing | >75 levels of xenoflora growth | Additional 0.5% HP regen per day for alien armies in the region. |
| Councilor Missions | Gain attack modifier bonus of region xenoflora growth level / 20 × Difficulty. | |
|
|
Gain attack modifier bonus of average xenoflora growth level in nation / 20 × Difficulty. | |
| Mission Detection | Alien Councilor | Reduce noise by region xenoflora growth level / 5 |
| Climate Change | Every Month | Remove 0.002875ppm CO2 × average xenoflora growth level. |
| Alien Nation | Reduce by average xenoflora growth level in nation / 20 | |
| Region Secession |
To Adjacent Alien Nation
|
Increase chance by region xenoflora growth level / 10000 |
| None | Reduce by region xenoflora growth level × 0.005%. | |
| Enable Random Events | >0.25 levels of xenoflora growth | Alien Friend enabled. |
| >25 levels of xenoflora growth | Hunters enabled. | |
| Terror from the Depths enabled. | ||
| Indigo Dreams enabled. | ||
| Pretenders enabled. | ||
| Visible to owning faction | Unfriendly Locals enabled. |
- ↑ 1.0 1.1 1.2 This bonus also affects Missions done by
The Servants.
Visibility
Region Xenoforming is hidden by default. But it automatically becomes visible to a Faction when there are at least 65 Xenoflora Growth Levels in the Region. This 65 level threshold is decreased by 1 for every Alien Activity Investigation done by the Faction.
Region Xenoforming can also be discovered by performing
Surveil Location Missions in the region or adjacent regions. As well as by gaining the intel from another faction who has discovered them.
Increases
Alien Xenoforming is increased by the following:
| Source | Can Create New | Can Add to Existing | Conditions | Added Xenoflora Growth Levels |
|---|---|---|---|---|
| UFO Crashdown | Yes | Yes | None | 0.001 |
| Yes | Yes | Critical Success | 11 to 20 | |
| Normal Success | 1 to 10 | |||
| Sudden Flowering event | Yes | Yes | >0 Abductions | 23.75 to 78.75 Depends on choice. |
| Hunters event | No | Yes | >25 Xenoflora Growth Levels, Pick the Pro-Alien option. |
23.75 to 26.25 |
| Mysterious Obelisk event | Yes | Yes | >1 Abductions, Pick Observe Obelisk option, 20% Chance |
47.5 to 52.5 |
| Pretenders event | No | Yes | >25 Xenoflora Growth Levels, <7 Cohesion, Pick Leave Alone option |
23.75 to 26.25 |
| Unfriendly Locals event | No | Yes | Xenoflora visible to owning faction, Region in Australia, Pick Xenofauna Harmony option |
100 |
| Daily Xenoflora Spread[1] | Yes | No |
>50 to 80 Xenoflora growth levels
|
0 to 1 |
| Daily Xenoflora Growth | No | Yes | None | Xenoflora Growth Levels (Up to a cap.) |
The amount of xenoflora growth levels needed for xenoflora to spread is scaled by region size and type. Specifically, it needs X levels, where X is calculated as follows:
- Set X = (region area in km2) ^ 0.7 / 250, but capped between 50 and 70.
- Round X down to the nearest integer.
- Add 10 to X if the Region is Rugged.
The passive Daily Xenoflora Growth in a region is capped at X levels, where X is calculated as follows:
- Set X to a random value between 0.025 and 0.065.
- Divide X by 2 if the Region is
Rugged. - Divide X by 2 if the Region has Latitude above 50 or below -50.
- Multiply X by 2 if the Region has an Alien Facility.
- Multiply X by the amount of atmospheric CH4 in ppm, then divide by 1.5.
- Multiply X by the amount of atmospheric CO2 in ppm, then divide by 400.
Reduction
Alien Xenoforming can be reduced in the following ways:
| Attacker | Mission | Bonuses | Conditions | Removed Xenoflora Growth Levels |
|---|---|---|---|---|
| None | No |
All Xenoflora Growth Levels | ||
| Region Damage | None | None | Xenoflora Growth Levels × Damage Strength | |
| Space Fleet | Bombard | None |
Green Lasers,
|
Depends on weapon. |
| Army | Assault Alien Asset | None | Normal Success | Xenoflora Growth Levels × Army |
| Critical Success | Also Halve Xenoflora Growth Levels. | |||
| Councilor | Assault Alien Asset | None | Normal Success | (20 to 40) / (Turns per Month) |
| Remove 1 Abduction | Critical Success | (40 to 80) / (Turns per Month) | ||
| Unfriendly Locals Event | Various Event Bonuses/Penalties | Xenoflora visible to owning faction, Region in Australia, Did not pick Xenofauna Harmony option |
100 | |
| Alien Friend Event | Various Event Bonuses/Penalties | >0.25 Xenoflora Growth Levels, Picked Terminate Friend option |
23.75 to 26.25 | |
| Pretenders Event | Various Event Bonuses/Penalties | Picked |
23.75 to 26.25 | |
| Indigo Dreams Event | ||||
| Haunted Forest Event | ||||
| Terror from the Depths Event | Various Event Bonuses/Penalties | >25 Xenoflora Growth Levels, Region can access oceans, Picked Naval Warfare option (Needs a navy) |
23.75 to 26.25 | |
| Hunters Event | Various Event Bonuses/Penalties | >25 Xenoflora Growth Levels, Picked Anti-Alien option |
23.75 to 26.25 | |
The Alien Flora, Xenoflora Defoliants, Xenological Culls, and Invasive Species Containment projects each multiply the damage done by Armies and Councilors against Xenoflora by 125%, compounding. So researching 3 will almost double the amount of xenoflora growth levels reduced by army and councilor Assault Alien Asset missions, and researching 4 gives a total damage multiplier of roughly 2.44×.
Notably, with all 4 projects, an army theoretically only needs 4.1
Miltech to clear out a entire region full of xenoflora with every assault. However, armies actually take damage first then deal damage in assaults. This significantly increases the
Miltech required, because an army that assaults a xenoflora takes the following damage:
- On Critical Failure: (30% to 150%) / Base
Miltech - On Normal Failure: (15% to 112.5%) / Base
Miltech - On Normal Success: (0% to 75%) / Base
Miltech - On Critical Success: (0% to 15%) / Base
Miltech
Where the Base
Miltech is simply the army's home nation's
Miltech, with all modifiers ignored.
Megafauna

Where previously the land altered by the alien visitors was almost eerily still, now mountainous and monstrous silhouettes move through the unearthly vegetation. There were, until now, still those who refuted the presence of extraterrestrial beings on our world, but the startling footage of these immense new entities is something to demolish the convictions of even the most staunch unbeliever.
Their titanic bulk blots out the light; the land trembles at their step. Trees and buildings are pushed aside as if they were tissue paper, or are uprooted by vast tendrils as if they were mere seedlings, and, even miles away, the very air seems to bend at their deafening cry. All the world knows it now: giants are among us.
~ Alien Megafauna Spawns Milestone, Terra Invicta, 0.4.86.
A Megafauna is an army that can only fight other armies and cause damage to Regions. It cannot occupy Regions, or oppress
Unrest. Nor can megafaunas be attached to
Navies, or cost a nation any
IP to upkeep.
The base
Miltech level of a Megafauna army is 2 + Global Abductions / 100, but capped at 6
Miltech. So it only takes 400 total abductions (slightly more than 1 per region) to reach the 6
Miltech cap. However, multiple Megafaunas in the same region can merge together into one Megafauna army with an additional 0.1
Miltech for every Megafauna merged into it.
- When in battle with other armies, a megafauna behaves identically to any normal army.[1]
- When in battle with a region, a megafauna simply does its
Miltech × its health % / 2000 damage to the region every day. - Outside of battle, megafaunas can only heal in the Alien Nation or in regions with >75 Xenoflora Growth Levels.
- A megafauna heals by 100% / (60 * Number of currently healing Megafaunas in the region) per day.
In practice, megafaunas deal fairly negligible amounts of damage. Their inability to heal in most regions means that they usually quickly exhaust their health and die before causing too much destruction. That can change significantly after the Alien Nation is created, which gives megafaunas a safe harbor to recover in, and rampant xenoflora growth can lead to giant hordes of hundreds of megafaunas, which can then merge into one army with absurdly high
Miltech. When this happens, it can be helpful to remember the effects of a nuclear strike.
The following projects help to handle the megafauna threat:
- The Megafauna Necropsy and War Dog Necropsy projects each multiply damage done to megafaunas by 125%, compounding.
- The Urban Armoring project reduces the damage done by Megafaunas to your regions by 50%.
- The Xenofauna Harmony project, which is only available to
The Servants and
The Protectorate, completely eliminates all damage done by Megafaunas to Regions owned by Nations where you have executive control, and encourages them to move to Regions owned by other Nations.
All Human Factions complete the Alien Megafauna Spawns milestone when the first Megafauna spawns. Killing a Megafauna completes the Access Alien Megafauna milestone and unlocks the Destroy Megafauna Achievement.
- ↑ Though naturally, projects that give damage bonuses to specific types of armies will only apply their bonuses to those army types.
Alien Surveillance
Earth Surveillance Fleets
Survey human behavior from a close Earth orbit. Grants the equivalent of one abduction in every Earth region.
~ Earth Surveillance Fleet Operation Description, Terra Invicta, 0.4.86.
Conditions
An alien fleet can perform an Earth Surveillance operation under the following conditions:
| Category | Requirement |
|---|---|
| Location | The fleet must be in an Earth Interface Orbit |
| Not Busy | The fleet cannot be in combat or in transfer. |
| Ship Module | The fleet must contain at least one ship with a functional Alien Surveillance Module. |
The operation will take 192 days to complete. During this time, any combat would force the operation to abort. Progress is not saved, so the fleet would have to restart the operation from the beginning.
Effects
For each region on Earth, there is a (region
Population / 10 million) chance that the aliens will gain X Abductions in the region, where X is the number of ships in the alien fleet that have a functional Alien Surveillance Module.
Every ship in the alien fleet then exhausts their Alien Surveillance Module, which means they need to return to an alien space dock to restore its functionality.
Earth Surveillance Habs
As the Campaign progresses, the aliens will attempt to found a Surveillance Platform, Orbital, and Ring hab within the Earth-Luna planetary system. These habs serve the same role as their earth surveillance fleets.
Earliest Creation
The aliens are not allowed to found these Surveillance Habs until a certain number of years have passed. The exact number of years depends on the campaign settings:
| Hab | Cinematic | Normal | Veteran | Brutal |
|---|---|---|---|---|
| Surveillance Platform | 13 | 9 | 3 | 1 |
| Surveillance Orbital | 15 | 11 | 5 | 2 |
| Surveillance Ring | 17 | 13 | 7 | 3 |
These numbers are also divided by the Alien Progression Speed. This is a slider you can adjust in Custom Campaign Settings. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.
Effects
Every month, for each region on Earth, there is an X% chance that the aliens will gain 1 Abduction in the region, where X is twice the sum of alien surveillance hab module tiers. If the region is part of the Alien Nation, then X is set to 100 instead.
Alien surveillance habs have static designs, so X is easy to compute:
- The Alien Surveillance Platform has exactly one Alien Observation Post, so it adds 2 to X.
- The Alien Surveillance Orbital has exactly two Alien Surveillance Arrays, so it adds 8 to X.
- The Alien Surveillance Ring has exactly two Alien Watchtowers, so it adds 12 to X.
So if the aliens have built all three, then each region has a 22% chance each month to gain 1 Abduction. Unless it is part of the Alien Nation, in which case the region has a 100% chance each month to gain 1 Abduction.
Module Stats
| Hab Module | Build Cost | Monthly Upkeep | Monthly Income | Special |
|---|---|---|---|---|
Alien Observation Post
|
0.4 Mass: 50 tons |
15 |
4 |
|
Alien Watchtower
|
10 Mass: 1250 tons |
80 |
25 |
|
Alien Surveillance Array
|
2 Mass: 250 tons |
40 |
10 |
|
Alien Coordination
This group has determined the aliens are of divine origin and has declared itself their heralds ... and defenders.
~ Encountering
The Servants, Terra Invicta, 0.4.88.
As
The Servants progress through their storyline, they begin to provide the alien agents with more support for their alien missions on earth:
| Total Value of Attack Modifier | |
|---|---|
| Start of Campaign | 0 |
| Researched Alien Signatures | 1 |
| Researched Alien Methods | 2 |
| Researched Alien Operations | 3 |
| Researched Alien Movements | 4 |
| Completed Alien Diplomacy Milestone | 6 |
| Researched Hydra Diplomacy | 10 |
| Researched The Alien Nation | 14 |
Note: This bonus does not require
The Servants to own any control points anywhere.
Alien Enthrall
The situation is worse than we had feared.
All of the countries with high abduction rates are now showing aberrant political trends. We have tracked rapid swings toward pro-alien views in ways that are extremely concentrated by geography, spreading in ways that more closely resemble infectious disease vectors than communications networks. These changes are being accompanied by sharp shifts in policy, with key officials and leaders either being replaced with pro-alien figures or – more disturbingly still – abruptly changing their beliefs and publicly expressing conciliatory views toward the alien presence on our planet. Multiple independent reports have noted sudden and uncharacteristic behavioral changes in these individuals, describing them as aloof, phlegmatic, and disinterested in any issues other than human-alien relations. None of our sources were able to offer any explanation for these changes.
~ Research Alien Operations Objective (
The Resistance Variant), Terra Invicta, 0.4.88.
The Abductions. The Xenoforming. The Surveillance. The Coordination.
Each of these actions, while providing some benefits of their own, serve one primary purpose: increasing the power of Alien Councilor Enthrall missions:
| Enthrall Mission | Human Analogue | Effect |
|---|---|---|
| Takes the target control point from another faction, giving it to | ||
| Increases public support for | ||
| Takes the target org from another faction. The org is not given to | ||
| Takes the target empty control point, giving it to |
- Alien Coordination buffs all enthrall missions.
- The average Abductions per region in a nation buffs all enthrall missions.
- The average Xenoforming per region in a nation buffs all enthrall missions except for
Enthrall Unaligned Elites.
See Missions#Alien-Related_Missions for more details.
Alien Terrorize
Alien forces are attacking civilians in the ■■■■■ region of ■■■■■, causing widespread damage. Authorities there are pledging to seek conciliation with the aliens to prevent further attacks.
~ Terrorize UI Notification, Terra Invicta, 0.4.88.
Note: This section assumes that
The Protectorate faction exists. If it does not exist in the chosen Campaign Settings, then
The Servants will be used instead of
The Protectorate.
Occasionally, an alien agent may choose to forgo subtlety and simply attempt to
terrorize a region into submission. When successful, the leftmost control point that is not already owned by
The Servants or
The Protectorate will be given to
The Protectorate. The executive can never be targeted unless it is the only control point in the nation.
If a faction's CP is taken away by the
Terrorize mission, then the faction completes the Targeted By Terror Mission Milestone.
Depending on the outcome of the
Terrorize mission, Propaganda for
The Protectorate may automatically be performed on the nation. The strength of the propaganda is:
- 40 on Critical Success
- 20 on Normal Success
- 0 (no propaganda) on Normal Failure
- -10 on Critical Failure
Regardless of the Mission outcome, the region will suffer damage of strength between 0.01 and 0.07.
This mission is only granted by a unique alien org:
| Org Stars |
Stats and Missions | Bonuses and Resource Incomes | Affinities and Requirements | Purchase Cost |
|---|---|---|---|---|
| 3 |
10% |
Affinity: Banned: Not on Market |
Alien Space Territory
The aliens consider everything in or beyond Jupiter's orbit as their territory. They also claim any system where they have a hab, except for Earth.
Any human space assets sent into alien territory will be attacked by the aliens, even if the aliens are not at war with the space assets' owners. The only exceptions are:
The Servants, who can never be attacked by the aliens in space.
The Protectorate, after they establish a non-aggression pact with the aliens.
Alien Habs
Apart from their Earth Surveillance Habs, Alien habs primarily serve two roles for the aliens: mining and building ships. Their nanofactories also produce
Antimatter, though this
Antimatter is not used for anything (except maybe trade).
Capturing Alien Habs
But for the human factions, the alien habs are full of goodies, just waiting to be cracked open and harvested. Bombarding an alien hab does not give anything. Destroying an alien hab just gives 10% of the resources used to build the hab as salvage and completes the Access Alien Tech milestone. But capturing an alien hab may give several rewards depending on the type of capture and mission outcome.
| Success Level | Capture Method | Can Happen to Alien Habs? |
|---|---|---|
| -1 | Normal Success on a |
Yes |
| 0 | Critical Success on a |
Yes |
| 1 | Normal Success on a Councilor |
Yes |
| 2 | Normal Success on a Councilor |
No |
| Hab defects to faction in a random event. | No | |
| 3 | Critical Success on a Councilor |
Yes |
| 4 | Critical Success on a Councilor |
No |
| 5 | Hab traded to faction. | No |
| Reward Category | Reward Amount | Minimum Success Level | Conditions |
|---|---|---|---|
| Reveal all Alien Councilors to Capturing Faction | -1 | None | |
| Complete Access Alien Tech milestone | -1 | None | |
| Complete Access Griffin Corpus milestone | -1 | None | |
| Reset Estimated Alien Hate Level | -1 | None | |
| Gain Salvage | Hab Build Cost × (2 + Success Level) / 10 | -1 | None |
| Gain Bonus |
Hab Tier × (1 + Success Level) × (2.4 to 3.6) | 0 | None |
| Gain Bonus |
Ship |
1 | Hab is currently building Ships |
| Gain Intel on |
5 × Hab Tier × (1 + Success Level) | 0 | None |
| Complete Access Hydra Corpus milestone | -1 | >1 Hab Tier | |
| Complete Access Live Griffin milestone | 3 | None | |
| -1 | Hab contains Space Dock or Point Defense module | ||
| Complete Access Live Hydra milestone | 3 | >1 Hab Tier | |
| -1 | No Alien Councilors on Earth | ||
| Complete Access Salamander Corpus milestone | -1 | None | |
| Complete Access Live Salamander milestone | -1 | None | |
| Complete Access War Dog Corpus milestone | -1 | Hab contains Barracks or T2+ Point Defense Module | |
| Complete Access Alien Ship milestone | -1 | Hab is currently building Ship(s) | |
Alien Mine Limit
| Difficulty | Cinematic | Normal | Veteran | Brutal |
|---|---|---|---|---|
| Original Mine Limit | 10 | 12 | 18 | - |
| Years before Mine Limit Increase | 25 | 20 | 10 | 0 |
| New Mine Limit | 10 | 15 | 25 | 35 |
These year values are divided by the Alien Progression Speed. This is a slider you can adjust in Custom Campaign Settings. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.
Note: In some situations, the Aliens may exceed their Mine Limit by up to 50%.
Alien Primary Hab
The Aliens begin the game with one fully built t3 ground hab. This ground hab contains their wormhole module, which produces 200
Volatiles, 200
Base Metals, 50
Noble Metals, 10
Fissiles, 0.01
Antimatter, and 10
Exotics every month, as well as provides 100
Mission Control.
Note: The
Exotics income is multiplied by campaign difficulty (1 for Cinematic, 2 for Normal, 3 for Veteran, and 4 for Brutal), and by the Alien Progression Speed. This is a slider you can adjust in Custom Campaign Settings. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.
The location of this Alien Primary Hab is always set to a Dwarf Planet beyond the orbit of Neptune, on a hab site that produces all 5 basic resources. The specific selection process is as follows:
- Consider all Dwarf Planet sites beyond the orbit of Neptune.
- Remove any that are missing one of the 5 basic resources.
- Let N be the highest
produced by any of the remaining sites. - Remove any site that does not produce at least 75% of N
. - Pick the remaining site whose total resource output sum is highest, but each of the 5 basic resources has the following weight multipliers:
Water = 10
Volatiles = 10
Base Metals = 20
Noble Metals = 60
Fissiles = 80
Alien Ships
Killing an Alien ship in combat completes the Access Alien Ship milestone if the battle is won.
Alien Assault Carrier
An alien transport has set down in the ■■■■■ region in ■■■■■. Reconnaissance imagery shows it disgorging what appear to be troops and war machines. We believe we only have 30 days to stop it.
Any attempt to assault the landing using armies will surely be regarded as a declaration of war upon the aliens and their interests on Earth.
~ UFO Landing UI Notification, Terra Invicta, 0.4.86.
An Alien Assault Carrier is a slow transport ship that carries 3 Invader Armies to Earth. This is usually the first serious threat that a player has to face:
- Shooting down the Assault Carrier generates roughly 31.5 alien hatred, lighting the spark for a long and grueling war in space.
- Yet that is usually preferable to letting it land, because the aliens gain significant benefits from landing assault carriers on earth.
Earliest Creation
The aliens are not allowed to build Assault Carriers until a certain number of years have passed. The exact number of years depends on the campaign settings:
| Difficulty | Cinematic | Normal | Veteran | Brutal |
|---|---|---|---|---|
| Years since Campaign Began | 16 | 12 | 6 | 0 |
These numbers are also divided by the Alien Progression Speed. This is a slider you can adjust in Custom Campaign Settings. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.
UFO Landing
When the Assault Carrier arrives in an Earth Interface Orbit[1], it will begin a Land Army operation that takes 3 days. If intercepted while performing this operation, the assault carrier's fleet must accept combat.
This Land army operation can target any Region of Earth that meets any of the following conditions:
- The region does not have
Space Defenses. - The region's nation's executive control point is owned by
The Servants and the nation is allied to the Alien Nation. - The region belongs to the Alien Nation.
But a region cannot contain two assault carriers at the same time. So each Land Army operation will land only one of the assault carriers in the fleet.
- ↑ The Earth Interface Orbits are Tiangong Orbit, ISS Orbit, Low Earth Orbit 1, and Low Earth Orbit 2.
Effects
The aliens appear to have moved to the next stage of their plan for Earth. This is no midnight visitation or surreptitious abduction: This is an open declaration that they are here, and they are powerful. We believe they are preparing to deploy an army of alien war machines -- our visitors having dispensed with all attempts at subterfuge, and arriving on Earth en masse, in plain sight and conspicuously well-armed. Whether this show of force is intended to be a deterrent or is but the vanguard of a full-scale invasion may well depend upon humanity's response to it.
~ Aliens Land Army Milestone, Terra Invicta, 0.4.86.
As soon as the first Assault Carrier touches the Earth, the Aliens Land Army milestone is completed for all human factions. Simultaneously, the ManyAliensOnEarth flag is permanently set to true. This flag is used for many purposes, but its primary role is serving as one of two conditions needed for the alien faction to recruit their councilors directly on earth. Consequently, any attempts to remove all alien councilors from Earth are henceforth significantly more difficult.
The region that the Assault Carrier landed in also becomes a valid source region for Alien Councilors to fly away from, since it contains a UFO landing marker. This UFO landing site can be attacked and destroyed by
Armies, Councilors, and Fleets.
If the ship is destroyed by an army or a councilor, then the responsible faction may complete the following campaign milestones:
| Needs Critical Success? | Milestone | Conditions |
|---|---|---|
| No | Access Alien Ship | None |
| Access Alien Tech | None | |
| Access Griffin Corpus | None | |
| Access Hydra Corpus | Faction can see Alien Councilors | |
| Yes | Access Live Griffin | None |
| Access Live Hydra | Faction can detain Alien Councilors |
If the ship is not destroyed within 32 days, then the UFO landing marker disappears and is replaced by 3 Invader Armies that start at 50% health but will quickly recover to full if not immediately engaged in combat.
Invader Armies
An Invader Army mainly differs from normal armies in the following ways:
- It does not cost any
Investment Points to upkeep. - Its
Miltech level is not attached to any nation. Instead, it is 6.75 + Global Abductions / 5000, but capped at 9. So it takes 11250 Global Abductions to reach the
Miltech cap of 9. - Whenever it occupies a region, the region is immediately annexed by Alien Nation.
- It takes far less splash damage from nukes. Though the nuke will still automatically kill the strongest army in the region.
- Whenever it increases its occupation of an enemy region, it also conducts 1 Abduction.
- It does not need to be in a friendly region to heal. But the other requirements still apply.
- When healing:
- If there is an active UFO landing in the same region, then the daily heal amount is set to 100%.
- Otherwise the daily heal amount is set to:
- 1% Base
- +0.5% if there are >75 Xenoflora Growth Levels in the region.
- +1% if there is an Alien Facility in the region.
- +1% if the region is owned by the Alien Nation.
- +0.5% if the region is owned by nation whose Executive Control Point is owned by
The Servants.
A nation that is being invaded by Invader Armies may find its Abductions increasing once per day per Invader Army. So even if the Invader Armies eventually fail to conquer the nation, the sheer number of Abductions generated may open the doors for the Alien Councilors to enthrall the nation's elites, handing it over to
The Servants.
Killing an Invader Army unlocks the Destroy Alien Army Achievement, and completes the following milestones:
- Access Alien Tech
- Access Salamander Corpus
- Access War Dog Corpus
- Alien Army Destroyed
- 40% Chance: Access Live Salamander
Alien Facility
The aliens are moving forward with whatever their plans are for Earth and are establishing fixed, defended installations in what they must consider their territory.
~ Alien Infrastructure Milestone, Terra Invicta, 0.4.86.
Effects
An Alien Facility provides several beneficial effects for the Aliens:
| Category | Effect |
|---|---|
| Mission Detection | -6 Mission noise for alien councilors in the region. |
| Flight | Allow alien councilors to fly to and from the region. |
| Alien Councilor Recruitment | Allow alien councilors to be recruited on earth, if an Assault Carrier has ever landed in the past. |
| Xenoflora | 2x cap on daily xenoflora growth in the region. |
| Invader Army Healing | Additional 1% HP regen per day for alien armies in the region. |
| Alien Nation | One of the requirements for |
Visibility
Alien Facilities are always visible to
aliens and
The Servants. Other factions can discover them by performing
Surveil Location Missions in the Region or adjacent Regions, or by gaining the intel from another faction who has discovered them.
Creation
An Alien Facility is built wherever and whenever the
Build Facility councilor mission is performed. All alien councilors can perform this mission.
The Servants unlock a special org that grants them this mission after researching The Alien Nation project.
The following conditions need to be true for the
Build Facility councilor mission to be used:
| Category | Requirement |
|---|---|
| Cost | 500 |
| Reach | The councilor must be able to travel to the target region. |
| Unique | The region cannot already have an alien facility. |
| Nation Control | |
| Abductions | The region must have at least 15 Abductions.[1] |
| Occupation | The region cannot be occupied or being occupied by war enemies. |
- ↑ These abductions are NOT used up when building the facility.
Destruction
An Alien Facility can be destroyed in the following ways:
| Attacker | Mission | Bonuses | Conditions |
|---|---|---|---|
| Space Fleet | Bombard | None | None |
| Remove 20% of Abductions in region (rounded down to nearest integer). | Normal Success | ||
| Remove 40% of Abductions in region (rounded down to nearest integer). | Critical Success | ||
| Gain 2.25 to 3.75 |
Normal Success | ||
| Gain 4.5 to 7.5 |
Critical Success | ||
| Complete Access Alien Tech Milestone. | None | ||
| Complete Access Salamander Corpus Milestone | An Assault Carrier has landed | ||
| Complete Access Live Salamander Milestone |
| ||
| Complete Access Hydra Corpus Milestone |
| ||
| Complete Access Live Hydra Milestone |
|
Alien Administration

The aliens have carved a nation out of the former territory of ■■■■■. Through human politicians there, the new alien nation is presenting itself to the world as a unifying force capable of solving Earth's problems.
With the aliens as the power behind the throne, the nation appears invulnerable to usual attempts to assume political control - crackdowns, purges and coups simply will not succeed. Only an internal rebellion or an outright invasion has a chance to remove the aliens from power.
~ Alien Nation Founded UI Notification (war variant), Terra Invicta, 0.4.86.
The Alien Administration is a nation that is created either when an Invader Army occupies a region or when
The Servants give a nation to the aliens via the
Grant Alien Control mission. The control points of the Alien Nation are always under the alien faction's control, and ordinary coups cannot succeed. The only ways to remove regions from the Alien Nation are:
- Secession
- Raising
Unrest and wrecking
Cohesion in the Alien Nation can cause non-
capital regions of the Alien Nation to randomly break off to form their own Nations or to join existing human nations that have claims on them. - Revolution
- The game periodically checks whether
Unrest in the Alien Nation is >9.9. - If so, a revolution occurs. But in contrast to revolutions in human nations, revolutions in the Alien Nation do not change who owns the control points.
- Instead, regions within the Alien Nation may randomly break off to form their own nations or to join existing human nations that have claims on them. See Foreign_Relations#Alien_Related for details.
- And then the aliens will gain 80 hatred, split up among the factions responsible for raising unrest in the Alien Nation.
- War
- Wars involving the Alien Nation differ from normal wars in that regions are never occupied.
- Instead, every time an alien nation's region is occupied, it breaks off to form its own nation or to join an existing human nation that has claims on it.
- If the
capital of the alien nation is occupied, then all regions within the Alien Nation may randomly break off to form their own Nations or to join existing human nations that have claims on them. See Foreign_Relations#Alien_Related for details. - And then the aliens will gain 80 hatred, split up among the factions responsible for conquering the Alien Nation.
The creation of the Alien Nation can trigger a massive shift in inter-faction relationships, as humanity recognizes the growing threat that is now in their midst.
If the Alien Nation has >6
Miltech, then killing Human
Armies that are under the control of the Alien Nation completes the following milestones:
- Access Alien Tech
- 50% Chance: Access Salamander Corpus
- 5% Chance: Access Live Salamander
Overthrowing the Alien Nation, via revolution or war, completes the following milestones:
- 65% Chance: Access Alien Tech
- 50% Chance: Access Hydra Corpus
- 40% Chance: Access War Dog Corpus
- 37.5% Chance: Access Salamander Corpus
- 25% Chance: Access Live Salamander
If more than one faction was responsible for overthrowing the alien nation, then each of these milestones are given to a random faction, weighted by how much they contributed to overthrowing the alien nation.
Alien Total War
See Diplomacy#Alien_Total_War.
Tier 3 Alien Technology
After enough time passes, the aliens unlock their third tier of ship technology. This new tier includes upgrades to their drive, power plant, lasers, magnetic guns, and missiles.
| Difficulty | Cinematic | Normal | Veteran | Brutal |
|---|---|---|---|---|
| Years | 35 | 25 | 16 | 10 |
These values are divided by the Alien Progression Speed. This is a slider you can adjust in Custom Campaign Settings. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.
Alien Progression Rate
Controls the general rate of alien progression in the campaign. Affects invasion speed and aggression towards human factions.
- Alien Progression Rate tooltip, Terra Invicta, 0.4.86
The actual effects of having X% Alien Progression Rate are:
Exotics Income for the
Alien Faction is multiplied by X%.
Exotics Salvage from battle is divided by X%.- Abduction Bonus to Alien Missions is multiplied by X%.
Research given by
Pass Technology councilor mission is multiplied by X%.- Increase in Alien Maximum Hate per Year is multiplied by X%.
- Alien Passive Hate Gain is multiplied by X%.
- Every "Years Before Aliens Can Do Something" timer has its duration divided by X%.
Banned Orgs
These orgs are somehow immune to alien takeover.
| Org Stars |
Stats and Missions | Bonuses and Resource Incomes | Affinities and Requirements | Purchase Cost |
|---|---|---|---|---|
| 5% |
Affinity: Banned: Not on Market |
|||
| 3 |
5% |
Affinity: Banned: Not on Market |
||
| Random NGO12 |
4% to 6% |
Banned: NOT Sociopath |
50 to 100 | |
| Random Engineering13 |
1 |
3 |
Banned: Cybernetics |
1000 to 1500 |
| 3 |
Affinity: Banned: Not on Market |
|||
| Random NGO41 |
2% to 4% |
Banned: Arrival Domestic Politics NOT Sociopath |
25 to 50 | |
| 5% |
Affinity: Banned: Not on Market |
|||
| 3 |
Affinity: Banned: Not on Market |
|||
| 50%: 1 to 2 |
1% |
Affinity: Banned: Cybernetics |
500 to 1000 | |
| 1 |
3% |
Affinity: Banned: Quantum Computing |
250 to 750 | |
| Random NGO22 |
4% to 6% |
Banned: NOT Sociopath |
50 to 100 | |
| 3 |
Affinity: Banned: Not on Market |
|||
| 3 |
Affinity: Banned: Not on Market |
|||
| Random NGO11 |
2% to 4% |
Banned: NOT Sociopath |
25 to 50 | |
| 5 |
5% |
Affinity: Banned: Not on Market |
||
| 25%: 1 |
1 to 4 |
Affinity: Banned: |
350 to 600 | |
| Random NGO21 |
2% to 4% |
Banned: NOT Sociopath |
25 to 50 | |
| Random Engineering12 |
50%: 1 |
2 |
Banned: Augmented Reality |
250 to 500 |
| 10 |
20% |
Affinity: Banned: Not on Market |
||
| 3 |
Affinity: Banned: Not on Market |
|||
| 5% |
Affinity: Banned: Not on Market |
|||
| 1 |
2% |
Affinity: Banned: |
500 to 750 | |
| 1 |
50%: 1 to 5 |
Affinity: Banned: |
50 to 100 | |
| Random NGO43 |
10%: 1 |
6% to 8% |
Banned: Arrival Governance NOT Sociopath |
100 to 200 |
| 15 |
20% |
Affinity: Banned: Not on Market |
||
| 5% |
Affinity: Banned: Not on Market |
|||
| Random NGO23 |
10%: 1 |
6% to 8% |
Banned: Arrival International Development NOT Sociopath |
100 to 200 |
| 1 to 2 |
1 to 2 |
Affinity: Banned: |
1000 to 1500 | |
| 3 |
Affinity: Banned: Not on Market |
|||
| 3 to 4 |
50%: 1 to 15 |
Affinity: Banned: Space Mining and Refining Dallas |
350 to 600 | |
| 5 |
5% |
Affinity: Banned: Not on Market |
||
| 3 |
5% |
Affinity: Banned: Not on Market |
||
| 5% |
Affinity: Banned: Not on Market |
|||
| Random NGO13 |
10%: 1 |
6% to 8% |
Banned: Arrival Economics NOT Sociopath |
100 to 200 |
| 2 |
2% |
Affinity: Banned: Terrestrial Military Science |
350 to 600 | |
| Random Vigilante11 |
50%: 1 to 2 |
2% to 7% |
Affinity: Banned: Not on Market |
20 to 40 |
| 3 |
10% |
Affinity: Banned: Not on Market |
||
| Random NGO42 |
4% to 6% |
Banned: Arrival Law NOT Sociopath |
50 to 100 | |
| Random NGO32 |
25%: 1 |
4% to 6% |
Banned: Biotechnology NOT Sociopath |
50 to 100 |
| Random NGO31 |
2% to 4% |
Banned: NOT Sociopath |
25 to 50 | |
| 3 |
3% |
Affinity: Banned: Ad Astra |
1500 to 2500 | |
| 3 |
10% |
Affinity: Banned: Not on Market |
||
| Random Engineering11 |
10%: 1 |
1 |
Banned: |
50 to 150 |
| 5% |
Affinity: Banned: Not on Market |
|||
| Random NGO33 |
10%: 1 |
6% to 8% |
Banned: Clean Energy NOT Sociopath |
100 to 200 |
| 5% |
Affinity: Banned: Not on Market |
|||
| 5 |
5% |
Affinity: Banned: Not on Market |
| Terra Invicta mechanics | |
|---|---|
| Factions | |
| Council | |
| Earth | |
| Space | |
| Aliens | |
| Modding & Settings | |


