Missions: Difference between revisions
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|| Mission Performer's Faction has at least 50% Intel on Target Councilor || 1 | || Mission Performer's Faction has at least 50% Intel on Target Councilor || 1 | ||
|- | |- | ||
| rowspan=2 | Hab Support Shortages || Target is a Ship || Max(0, Target Faction's Monthly Money Income / -10) if Target Faction has negative Money. | |||
| Target is a Hab or Hab Module | |||
| Sum of: | |||
* Max(0, Target Faction's Monthly Money Net Income / -10) if Target Faction has negative Money. | |||
* Max(0, Target Faction's Daily Space Resource Shortage - Target Faction's Boost) | |||
|- | |||
| Attacking Force Strength || None | |||
| Sum of: | |||
* Marine strength of ships in the fleet that the Mission Performing Councilor is on, if any. | |||
* Marine strength of the hab that the Mission Performing Councilor is on, if any, and only if the Mission Performer's Faction is not short on Mission Control, Boost, or Money. | |||
* Marine strength of ships of the Mission Performer's Faction that are docked to the hab that the Mission Performing Councilor is on, if any. | |||
|- | |||
| rowspan=2 | Defending Force Strength || Target is a Ship || Target Ship's Marine strength | |||
|- | |||
| Target is a Hab | |||
| Sum of: | |||
* Marine strength of the Target Hab. | |||
* Marine strength of ships of the Target's Faction that are docked to the Target Hab. | |||
* Sum of Tiers of Active Hab Defense Module on the Target Hab, if the Target Hab is a ground base. | |||
|- | |||
| Hab Size || None || Number of Complete Modules on Target Hab | |||
|- | |||
| (Attacker's) Legislature Control Point | |||
| | |||
* Target is the Executive control Point of a nation. | |||
* Mission Performer's Faction owns the Legislature Control Point in the nation. | |||
* The Legislature Control Point in the nation is not Disabled. || 3 | |||
|- | |||
| (Defender's) Legislature Control Point | |||
| | |||
* Target is the Executive control Point of a nation. | |||
* Target's Faction owns the Legislature Control Point in the nation. | |||
* The Legislature Control Point in the nation is not Disabled. || 3 | |||
|- | |||
| | |||
|} | |} | ||
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TIMissionModifier_AbductionsInRegion_AlienOnly.displayName=Local Abductions | TIMissionModifier_AbductionsInRegion_AlienOnly.displayName=Local Abductions | ||
TIMissionModifier_MeanAbductionsinNation_AlienOnly.displayName=Abductions in Nation | TIMissionModifier_MeanAbductionsinNation_AlienOnly.displayName=Abductions in Nation | ||
TIMissionModifier_TheParty_NonExecCP.displayName=Party Control Point | TIMissionModifier_TheParty_NonExecCP.displayName=Party Control Point | ||
TIMissionModifier_TheParty_NonExecCP_Defense.displayName=Party Control Point | TIMissionModifier_TheParty_NonExecCP_Defense.displayName=Party Control Point | ||
Revision as of 07:22, 18 May 2025
Periodically, the game will enter the mission phase, during which all factions will secretly assign their councilors to missions. These missions will be resolved in a sequence over the next few days or weeks. While some missions are automatically successful, most are contested and require a success roll. Missions typically target nations, regions, control points, space facilities, and other councilors.
Between mission phases, missions resolve in a partially predetermined order, denoted by the number of small clock symbols visible in the mission description. Uncontested and defensive missions trigger earlier than contested ones. When two councilors are attempting the same mission, the one with the higher mission success chance goes first.
Contested missions
For contested missions, the success chance is determined by adding all the relevant bonuses and maluses for a particular mission, and the faction conducting the mission may spend resources to improve its chance of success. If the bonuses and maluses add up to zero, the success chance is 50 percent; otherwise, each point in one direction has a decreasingly powerful impact on the outcome. Changing conditions on Earth can modify success chances between the mission assignment phase and the mission resolution.
When a contested mission resolves, a random number between 0 and 100 is generated; if it is less than or equal to the success chance, the mission is a success; otherwise it fails. Results that are less than 10% of the success chance mark a critical success, which typically offers bonuses over a normal success; results in the top 10% of the range of possible failure values are a critical failure and have worse consequences.
Contested missions have a variable cost.
The Dominate Nation mission is only available to
The Protectorate if it controls a Sentinel Complex module.
Alien Missions
Alien missions are only available to alien councilors.
Mission Modifiers
Note: This section is still being filled!
| Mission Modifier | Conditions | Value | ||
|---|---|---|---|---|
| Mission Difficulty | None | The Amount Specified | ||
| Size of National Economy | None | (Target Nation's GDP in Billions) ^ 0.33333334 | ||
| National Cohesion | None | Target Nation's Cohesion | ||
| Nation Population | None | (Target Nation's Population in Millions) ^ 0.4 | ||
| National Unrest | None | Target Nation's Unrest | ||
| National Stability | None | 10 - Target Nation's Unrest | ||
| Democracy | None | Target Nation's Government | ||
| Education | None | Target Nation's Education | ||
| Elite Dissatisfaction | Target Nation's Corruption % > Spoils % | 15 × (Target Nation's Corruption % - Spoils %) | ||
| Elite Satisfaction | Target Nation's Spoils % > Corruption % | 10 × (Target Nation's Spoils % - Corruption %) | ||
| Military in Region | Target Region is Fully Occupied | Number of Armies in Target Region that are:
| ||
| Otherwise | Sum of:
| |||
| (Attacker's) Popular Support | None | (10 + Target Nation's Government) × Fraction of Target Nation's Public Opinion that supports the Mission Performer's Faction. | ||
| (Defender's) Popular Support | Target is owned by some Faction | (10 + Target Nation's Government) × Fraction of Target Nation's Public Opinion that supports the Target's Faction. | ||
| Crackdown | Target Control Point is Disabled | -10 | ||
| (Attacker's) Local Control Points | Mission is Performed within a Nation | 6 × Fraction of Nation's Control Points that are owned by Mission Performer's Faction. | ||
| (Defender's) Local Control Points | Mission is Performed within a Nation | 6 × Fraction of Nation's Control Points that are owned by Target's Faction. (Bugged to be 0 if not fully owned.) | ||
| Council {stat} | Target is Not a Disabled Control Point | Sum of Non-Detained Councilor's {stat} for Target's Faction / 12 | ||
| Control Points in Neighbors | None | 6 × Fraction of Target Nation's Neighbors' Control Points that are owned by Mission Performer's Faction and not Disabled | ||
| Control in Larger Allies / Federation | None | 6 × Fraction of Target Nation's Allies' Control Points that are owned by Mission Performer's Faction and not Disabled and one of:
| ||
| Difference in Ideology | Target is owned by some Faction | 2 × Ideological Distance between Target's Faction and Mission Performer's Faction | ||
| Joint Council {stat} | Target is owned by some Faction | Sum of Non-Detained Councilor's {stat} for Target's Faction / 12 | ||
| Defend Interests | Target is Defended Control Point or Defended Hab | 10 | ||
| Alien Defenses | Target is UFO Landing | Sum of:
| ||
| Target is Alien Facility | Sum of:
| |||
| Target is Alien Xenoforming | Sum of:
| |||
| Detained Target | Target is Detained by Mission Performer's Faction | 8 | ||
| Target is Detained by anyone else | 4 | |||
| Defended Control Points | None | Number of Defended Control Points in Target Nation | ||
| Intel on Target | Mission Performer's Faction has 100% Intel on Target Councilor | 5 | ||
| Mission Performer's Faction has at least 75% Intel on Target Councilor | 3 | |||
| Mission Performer's Faction has at least 50% Intel on Target Councilor | 1 | |||
| Hab Support Shortages | Target is a Ship | Max(0, Target Faction's Monthly Money Income / -10) if Target Faction has negative Money. | Target is a Hab or Hab Module | Sum of:
|
| Attacking Force Strength | None | Sum of:
| ||
| Defending Force Strength | Target is a Ship | Target Ship's Marine strength | ||
| Target is a Hab | Sum of:
| |||
| Hab Size | None | Number of Complete Modules on Target Hab | ||
| (Attacker's) Legislature Control Point |
| |||
| (Defender's) Legislature Control Point |
| |||
Remaining Modifiers to fill in: TIMissionModifier_AbductionsInRegion_AlienOnly.displayName=Local Abductions TIMissionModifier_MeanAbductionsinNation_AlienOnly.displayName=Abductions in Nation TIMissionModifier_TheParty_NonExecCP.displayName=Party Control Point TIMissionModifier_TheParty_NonExecCP_Defense.displayName=Party Control Point TIMissionModifier_Oligarchs.displayName=Oligarchs Control Point TIMissionModifier_Oligarchs_Defense.displayName=Oligarchs Control Point TIMissionModifier_NationalIndustries.displayName=National Industries Control Point TIMissionModifier_NationalIndustries_Def.displayName=National Industries Control Point TIMissionModifier_MassMedia.displayName=Mass Media Control Point TIMissionModifier_SecurityApparatus.displayName=Security Apparatus Control Point TIMissionModifier_Bureaucracy.displayName=Bureaucracy Control Point TIMissionModifier_RegionalAuthorities.displayName=Regional Authorities Control Point TIMissionModifier_IdentityBlocs.displayName=Identity Blocs Control Point TIMissionModifier_Warlords.displayName=Warlords Control Point TIMissionModifier_TargetNegativeInfluence.displayName=Target Has Negative Influence TIMissionModifier_TargetBroke.displayName=Target Has Negative Funds TIMissionModifier_CampaignDifficulty.displayName=Challenge TIMissionModifier_AlienNation.displayName=Alien Nation TIMissionModifier_ProtectionBonus.displayName=Protect Mission: {0} TIMissionModifier_RegionXenoforming_AlienOnly.displayName=Local Xenoforming TIMissionModifier_RegionXenoforming_AlienAndProxyOnly.displayName=Local Xenoforming TIMissionModifier_MeanNationXenoforming_AlienAndProxyOnly.displayName=Xenoforming in Nation TIMissionModifier_PherocyteResistance.displayName=Pherocyte Resistance TIMissionModifier_AliensRemoved.displayName=Aliens Captured or Killed TIMissionModifier_SpaceAssetPopulation.displayName=Crew Size TIMissionModifier_RegionalOccupation.displayName=Occupation Progress TIMissionModifier_RegionalOccupation_MyFaction.displayName=Occupation Progress TIMissionModifier_RegionalInvadingForcesStrength.displayName=Invading Forces Strength TIMissionModifier_RegionalInvadingForcesStrength_MyFaction.displayName=Invading Forces Strength TIMissionModifier_AttackerUnrestIdeology.displayName=Prior Unrest Efforts TIMissionModifier_RegionPopulationDensity.displayName=Region Population Density TIMissionModifier_Censorship.displayName=Censorship TIMissionModifier_ExtractionDefense_Councilor.displayName=Nearby Councilors' {0} TIMissionModifier_ExtractionDefenseSecurityApparatus.displayName=Security Apparatus Control Point TIMissionModifier_ExtractionDefense_JointCouncilStat.displayName=Detaining Faction Joint {0} TIMissionModifier_MyFactionLoyaltyMonitor.displayName=Our Loyalty Monitor Implant TIMissionModifier_AlienDetainDifficulty.displayName=Alien TIMissionModifier_NationalRivalries.displayName=Control Points in Enemies TIMissionModifier_InsufficientCPMaintenance_Attacker.displayName=Attacker Over Control Point Cap TIMissionModifier_InsufficientCPMaintenance_Defender.displayName=Target Over Control Point Cap TIMissionModifier_EnthrallScience.displayName=Council {0} from Xenology Research TIMissionModifier_DecommissioningHab.displayName=Decommissioning Hab TIMissionModifier_AlienCoordination.displayName=Proxy Support TIMissionModifier_NationSizeEnthrallDifficulty.displayName=Nation Size TIMissionModifier_ConditionalEnthrallDefendedPoint.displayName=Defend Interests (Partial Defense) TIMissionModifier_AttackerMissionControlShortage.displayName=Recent Mission Control Shortage TIMissionModifier_DefenderMissionControlShortage.displayName=Recent Mission Control Shortage TIMissionModifier_HabStability.displayName=Stability-Granting Modules TIMissionModifier_OrgDefenses.displayName=Org Size TIMissionModifier_OrgDefenses_Admin.displayName=Org Administration Value TIMissionModifier_OrgDefense.displayName=Org Innate Takeover Defense TIMissionModifier_OrgPoolDefense.displayName=Joint Faction {0}
Uncontested Missions
Uncontested missions are always successful.
Alien Missions
Ending Missions
Ending missions will result in the victory of the councilor's faction. They will only appear once a faction unlocks its final unique org.
| Terra Invicta mechanics | |
|---|---|
| Factions | |
| Council | |
| Earth | |
| Space | |
| Aliens | |
| Modding & Settings | |


