Aliens: Difference between revisions

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| Remove 1 Abduction || Critical Success || (40 to 80) / (Turns per Month)
| Remove 1 Abduction || Critical Success || (40 to 80) / (Turns per Month)
|-
|-
| colspan=2 | [[Unfriendly Locals]] Event || Various Event Bonuses/Penalties || Did not pick Pro-Alien option || 100  
| colspan=2 | [[Unfriendly Locals]] Event || Various Event Bonuses/Penalties || Xenoflora visible to owning faction,<br>Region in Australia,<br>Did not pick [[Xenofauna Harmony]] option|| 100  
|-
|-
| colspan=2 | [[Alien Friend]] Event || Various Event Bonuses/Penalties || Picked Terminate Friend option || 23.75 to 26.25
| colspan=2 | [[Alien Friend]] Event || Various Event Bonuses/Penalties || >0.25 Xenoflora Growth Levels,<br>Picked Terminate Friend option || 23.75 to 26.25
|-
|-
| colspan=2 | [[Pretenders]] Event || rowspan=3 | Various Event Bonuses/Penalties || rowspan=3 | Picked [[Humanity First]] unique option || rowspan=3 | 23.75 to 26.25
| colspan=2 | [[Pretenders]] Event || rowspan=3 | Various Event Bonuses/Penalties || rowspan=3 | Picked [[Humanity First]] unique option || rowspan=3 | 23.75 to 26.25
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| colspan=2 | [[Haunted Forest]] Event  
| colspan=2 | [[Haunted Forest]] Event  
|-
|-
| colspan=2 | [[Terror from the Depths]] Event || Various Event Bonuses/Penalties || Picked Naval Warfare option <br> (Needs a navy) || 23.75 to 26.25  
| colspan=2 | [[Terror from the Depths]] Event || Various Event Bonuses/Penalties || >25 Xenoflora Growth Levels,<br>Region can access oceans,<br>Picked Naval Warfare option <br> (Needs a navy) || 23.75 to 26.25  
|-
|-
| colspan=2 | [[Hunters]] Event || Various Event Bonuses/Penalties || Picked Anti-Alien option || 23.75 to 26.25  
| colspan=2 | [[Hunters]] Event || Various Event Bonuses/Penalties || >25 Xenoflora Growth Levels,<br>Picked Anti-Alien option || 23.75 to 26.25  
|}
|}



Revision as of 00:34, 10 May 2025

This page describes mechanics of Alien faction in game. For story spoilers, see Aliens/Lore

Logo of the alien faction

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 the be surveyed. Investigating an alien phenomena site will increase Xenology research by 1%.

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 Threat Level

Alien threat meter

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 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.
Megafauna Healing >75 levels of xenoflora growth Allow Megafauna to heal in region.
Alien Army Healing >75 levels of xenoflora growth Additional 0.5% HP regen per day for alien armies in the region.
Councilor Missions

Abductions
Turn Councilor

Gain attack modifier bonus of region xenoflora growth level / 20 × Difficulty.

Enthrall Elites
Enthrall Org
Enthrall Public
Public Campaign
Increase Unrest

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.
Unrest Rest Value Alien Nation Reduce by average xenoflora growth level in nation / 20
Region Secession

To Adjacent Alien Nation
Checked every 4 days

Increase chance by region xenoflora growth level / 10000
Annual Population Growth None Reduce by region xenoflora growth level × 0.005%.
Enable Random Event >0.25 levels of xenoflora growth Alien Friend enabled.
>25 levels of xenoflora growth Hunters enabled.
>25 levels of xenoflora growth Terror from the Depths enabled.
>25 levels of xenoflora growth Indigo Dreams enabled.
>25 levels of xenoflora growth Pretenders enabled.
Visible to owning faction Unfriendly Locals enabled.

Increase

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
Xenoform Councilor Mission 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 Yes No

>50 to 80 Xenoflora growth levels
(Xenoflora growth levels / 2000) chance

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:

  1. Set X = (region area in km2) ^ 0.7 / 250, but capped between 50 and 70.
  2. Round X down to the nearest integer.
  3. 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:

  1. Set X to a random value between 0.025 and 0.065.
  2. Divide X by 2 if the Region is Rugged.
  3. Divide X by 2 if the Region has Latitude above 50 or below -50.
  4. Multiply X by 2 if the Region has an Alien Facility.
  5. Multiply X by the amount of atmospheric CH4 in ppm, then divide by 1.5.
  6. 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 Reduction Amount
Nuke None No Space Defense Facility All Xenoflora Growth Levels
Region Damage None None Xenoflora Growth Levels × Damage Strength
Space Fleet Bombard None

Green Lasers,
Railguns,
or Coilguns.

Depends on weapon.
Army Assault Alien Asset None Normal Success Xenoflora Growth Levels × Army Militech / 10
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 Humanity First unique option 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 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 all three will almost double the amount of xenoflora growth levels reduced by army and councilor assault alien asset missions.

Notably, with all 3 projects, an army only needs 5.12 militech to clear out a entire region full of xenoflora with every assault.

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.

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.
Xenoflora 2x cap on daily xenoflora growth in the region.
Alien Army Healing Additional 1% HP regen per day for alien armies in the region.
The Alien Nation Allows The Servants to give the nation to the aliens via the Assume Control councilor mission.

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 Money must be paid by councilor's Faction.
Reach The councilor must be able to travel to the target region.
Unique The region cannot already have an alien facility.
Nation Control The Servants or Aliens must own every control point in the nation.
Abductions The region must have at least 15 Abductions.
Occupation The region cannot be occupied or being occupied by war enemies.

Destruction

An Alien Facility can be destroyed in the following ways:

Attacker Mission Bonuses Conditions
Space Fleet Bombard None

Green Lasers,
Railguns,
or Coilguns.

Army or Councilor Assault Alien Asset Remove 20% of abductions in region (rounded down to nearest integer). None
Gain 2.25 to 3.75 exotics. None
Complete Access Alien Tech Milestone. None
Complete Access Salamander Corpus Milestone An Assault Carrier has landed
Complete Access Hydra Corpus Milestone An Assault Carrier has landed
Faction can see Alien Councilors
50% Chance OR Mission Critical Success
Complete Access Live Salamander Milestone An Assault Carrier has landed
Mission Critical Success
Complete Access Live Hydra Milestone An Assault Carrier has landed
Faction can detain Alien Councilors
Mission Critical Success
50% Chance

Alien Administration

Flag of the Alien Administration

The Alien Administration is a nation that is created either when an Invader Army occupies a region or when The Servants transfer territory to the aliens. Through human politicians there, the new alien nation is presenting itself to the world as a unifying force capable of solving Earth's problems. The Alien Administration will accept alliance with Servants controlled nations.

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.

The Alien Administration will immediately annex any region conquered by an Invader Army.