Factions: Difference between revisions

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* Targets New York region (No control needed)
* Targets New York region (No control needed)
* Aliens control regions containing at least 65% of Earth's population.
* Aliens control regions containing at least 65% of Earth's population.
* The combined fleet power of the Aliens and pro-alien factions must be at least 80% of the total fleet power among all factions in the Solar System.
* The combined {{icon|combat value|bgcolor=DarkSlateGray}}fleet power of the Aliens and pro-alien factions must be at least 80% of the total {{icon|combat value|bgcolor=DarkSlateGray}}fleet power among all factions in the Solar System.
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| [[File:FAC ResistCouncil 128.png|40px]] Close The Gate
| [[File:FAC ResistCouncil 128.png|40px]] Close The Gate
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* Aliens control 0% of Earth's regions.
* Aliens control 0% of Earth's regions.
* The combined fleet power of the Aliens and pro-alien factions must be no more than 25% of the total fleet power among all factions in the Solar System.
* The combined {{icon|combat value|bgcolor=DarkSlateGray}}fleet power of the Aliens and pro-alien factions must be no more than 25% of the total {{icon|combat value|bgcolor=DarkSlateGray}}fleet power among all factions in the Solar System.
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| [[File:FAC ExploitCouncil 128.png|40px]] Earth Is Not Enough
| [[File:FAC ExploitCouncil 128.png|40px]] Earth Is Not Enough
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* Faction controls regions with 50% of Earth's population.
* Faction controls regions with 50% of Earth's population.
* Faction controls 65% of all control point values on Earth.
* Faction controls 65% of all {{icon|cp}}control point values on Earth.
* The combined fleet power of all enemy factions must be no more than 25% of the total fleet power among all factions in the Solar System.
* The combined {{icon|combat value|bgcolor=DarkSlateGray}}fleet power of all enemy factions must be no more than 25% of the total {{icon|combat value|bgcolor=DarkSlateGray}}fleet power among all factions in the Solar System.
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| [[File:FAC DestroyCouncil 128.png|40px]] Kill Them All
| [[File:FAC DestroyCouncil 128.png|40px]] Kill Them All
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* The aliens must control no more than 0% of Earth's regions.
* The aliens must control no more than 0% of Earth's regions.
* The combined fleet power of the Aliens and pro-alien factions must be no more than 20% of the total fleet power among all factions in the Solar System.
* The combined {{icon|combat value|bgcolor=DarkSlateGray}}fleet power of the Aliens and pro-alien factions must be no more than 20% of the total {{icon|combat value|bgcolor=DarkSlateGray}}fleet power among all factions in the Solar System.
* Aliens and pro-aliens must control no more than 20% of Earth's regions.
* Aliens and pro-aliens must control no more than 20% of Earth's regions.
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* 10 Sentinel Complex modules
* 10 Sentinel Complex modules
* Faction controls regions with 50% of Earth's population.
* Faction controls regions with 50% of Earth's population.
* Faction controls 65% of all control point values on Earth.
* Faction controls 65% of all {{icon|cp}}control point values on Earth.
* The combined fleet power of the Aliens and pro-alien factions must be at least 70% of the total fleet power among all factions in the Solar System.
* The combined {{icon|combat value|bgcolor=DarkSlateGray}}fleet power of the Aliens and pro-alien factions must be at least 70% of the total {{icon|combat value|bgcolor=DarkSlateGray}}fleet power among all factions in the Solar System.
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| [[File:FAC CooperateCouncil 128.png|40px]] Send Out Envoys Through The Wormhole
| [[File:FAC CooperateCouncil 128.png|40px]] Send Out Envoys Through The Wormhole
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* Faction controls regions with 75% of the Earth's population.
* Faction controls regions with 75% of the Earth's population.
* Faction controls 75% of all control point values on Earth.
* Faction controls 75% of all {{icon|cp}}control point values on Earth.
* The combined fleet power of all enemy factions must be no more than 25% of the total fleet power among all factions in the Solar System.
* The combined {{icon|combat value|bgcolor=DarkSlateGray}}fleet power of all enemy factions must be no more than 25% of the total {{icon|combat value|bgcolor=DarkSlateGray}}fleet power among all factions in the Solar System.
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Revision as of 17:30, 30 May 2025

Goals and starting relations of all factions

With the nations of Earth unable to reach consensus on how to approach the alien arrival on their own, covert transnational factions of like-minded people have become the dominant players in world affairs. Each is driven by an ideology on how to address alien activities on Earth. These factions will seek to invest in and control the governments of Earth to advance their goals. You are leading one of these factions.

The inner leadership circle of each faction is its council. Councilors will go on missions to help you gain power over Earth's nations and discover the aliens' goals on Earth. Factions also may gain control over armies, and as the story progresses, they may build habitats and fleets in space.

Factions cannot be entirely eliminated in Terra Invicta. They have emerged from the beliefs of the people of Earth. People can be swayed and organizational structures removed, but ideas can't fully die. What matters is how much power the people holding those ideologies possess.

During the campaign, each faction will have one or more objectives to fulfill at any given time. Completing objectives will lead to uncovering information about the aliens and their true purpose in our Solar System. Objectives can also unlock special research projects and orgs for a faction.

By using the Contact mission on a councilor from another faction, a councilor may initiate trade discussions with the leader of that faction. Successful trades can serve to lower hostility between factions.

Human Factions

There are seven human factions in Terra Invicta. Each faction has an ideology that determines how hostile it will be to other factions and how much they will be affected by a nation's population having different beliefs. Factions with ideology supportive to the aliens will eventually be able to transfer territory to the alien nation.

Faction Leader Agenda Ideology Default names Ship color
Humanity Aliens
The Resistance Commander Fiona Ayouade Protect humanity by resisting the alien invasion Realist Hostile Small ships after heroes
Medium ships after qualities
Large ships after battles
Habs after commanders
White
The Servants Superior Judith Howell Support the aliens by any means necessary Idealist Very supportive Small ships after mythical beasts
Medium ships after phenomena
Large ships after mythologies
Habs after monuments
Black
The Initiative Chairman Soren Van Wyk Exploit the alien arrival to gain power Cynical Neutral Small ships after fish
Medium ships after rivers
Large ships after water bodies
Habs after explorers
Orange
Project Exodus Director Khalid Al-Ashgar Escape the aliens by sending humans to other stars Idealist Somewhat hostile Small ships after birds
Medium ships after astronomy objects
Large ships after famous ships
Habs after astronauts
Brown
The Academy Chancellor Li Qingzhao Convince the aliens that we are equal Idealist Somewhat supportive Small ships after land animals
Medium ships after scientists
Large ships after explorations
Habs after exemplars
Olive
Humanity First Colonel Hanse Castillo Eradicate the aliens and all who support them Somewhat cynical Very hostile Small ships after weapons
Medium ships after warriors
Large ships after scary things
Habs after mountains
Red
The Protectorate Commissioner Kiran Banerjee Protect humanity by appeasing the aliens Somewhat cynical Supportive Small ships after cities
Medium ships after regions
Large ships after landmasses
Habs after leaders
Blue

Trade Negotiations

Trade interface

Factions can begin trade negotiations with each other by using the Contact mission. They may trade resources, orgs, habs, or council engineering projects. They can also form non-aggression pacts, which prevents two factions from using hostile missions or the declare war policy against each other's councilors and nations.

Factions on the same side of the anti-alien / pro-alien divide can go one step further, forming an intel sharing agreement that allows both factions to see everything that the other faction sees. Idealistic moderate factions (Project Exodus and The Academy) may also agree to share intel with factions on the opposite side of the divide.

On the other hand, in some very rare situations, even factions that are at war with each other can trade a truce, pausing their war for up to 12 months (currently bugged to immediately expire).

Trade negotiations can never be held between the more extreme factions on opposite sides of the divide:

Trade options may be limited by the following factors:

  • Faction hate: Factions that hate each other will offer less and demand more.
  • Starvation:
    • Factions will refuse to sell any resources that they believe they lack.
    • Factions will refuse to buy any habs whose upkeeps they cannot afford.
  • Active use:
    • Factions cannot trade habs that currently have ships docked to them.
    • Factions cannot trade any orgs that are currently being used for the missions they grant.
    • Factions cannot trade any orgs that grant administration if said administration is currently used to equip other orgs.
  • Threat: Factions will not offer a non-aggression pact if either party is the most threatening human faction.
  • Envy: Factions will not offer a non-aggression pact or a truce to a faction that they currently envy. Human factions are usually envied if they have unlocked their victory objective or if they possess the highest fractional ownership of humanity.

In practice, it does not take long for players to become the most threatening human faction. Therefore any non-aggression pacts and intel sharing agreements that the player desires should be made early in the game and the player should try to avoid ever breaking them.

Best Possible Player Relations with AI Factions
Player Faction Humanity First The Resistance Project Exodus The Initiative The Academy The Protectorate The Servants
Humanity First AI Intel Share Intel Share NAP NAP No Trade No Trade
The Resistance AI Intel Share Intel Share NAP NAP NAP No Trade
Project Exodus AI Intel Share Intel Share Intel Share Intel Share Intel Share Trade
The Initiative AI NAP NAP NAP NAP NAP NAP
The Academy AI Trade Intel Share Intel Share Intel Share Intel Share Intel Share
The Protectorate AI No Trade NAP NAP NAP Intel Share Intel Share
The Servants AI No Trade No Trade NAP NAP Intel Share Intel Share
Aliens AI No Trade No Trade No Trade No Trade Trade Intel Share Intel Share

Resource Trade Limits

For each tradeable resource type R:

  • Let S be the current amount of that resource R that the AI faction has.
  • Let M be the monthly income amount of that resource R that the AI faction has.
  • Let B be the number of ground habs that the AI faction has.
  • Let H be the amount of hate that the AI faction has for its trading partner.

Then the AI faction is only willing to trade up to X units of R, where X is the minimum of all of the following:

  • If R is boost, then S × (0.2 + 0.1 × B).
  • S × ((0.4 - H / 300), capped between 0.05 and 0.3).
  • M × 3.
  • S - T, where T is based on R:
Resource Type R Threshold T
Money money 40000
Influence influence 400
Operations ops 200
Boost boost 80
Water water 20000
Volatiles volatiles
Metals base metals
Nobles noble metals 4000
Fissiles fissiles 400
Exotics exotics
Antimatter antimatter 4

Furthermore, if the AI faction feels that it is deficient on a resource type, then it is completely unwilling to trade away that resource type.

Breaking Non-Aggression Pacts

An AI faction will immediately break its non-aggression pact (and intel sharing agreement) with the player if any of the following become true:

  • The AI faction has more hate for the player faction today than it did yesterday. See Diplomacy for details on how faction hate may increase.
  • The AI faction's war threshold towards the player has decreased to the point where the AI would declare war on the player faction because of its current hate value.
  • The Player has monopolized every good nation on earth.
  • The Player has unlocked their Victory Objective.

The Player is always free to break any non-aggression pacts and intel sharing agreements from their end, without needing to generate any hate or contact the other faction. Simply open up the intel window, go to the faction page, click the relations tab of the faction you wish to break the pact with, and then click the break pact button.

Atrocity

A random event that usually gives an atrocity.

Atrocities are actions that cause mass death or suffering, and responsible factions suffer the loss of supporters as a result. Atrocities are cumulative; as a faction commits more, the public opinion penalty increases dramatically. Councilors with the Ethical and Pacifist traits also lose loyalty whenever their faction commits an atrocity.

The following actions will create atrocities:

  • Completing a Nuclear Weapons priority for the first time in a nation.
  • Using a Strategic Nuclear Barrage: this generates an atrocity for every 100k people killed in the resulting nuclear blast, with a cap of 20 atrocities committed per nuclear barrage launched.
  • Razing a region with an army: this generates 5 atrocities and another for every 100k people killed, with a cap of 25 atrocities committed per raze operation.
  • Bombarding a region.
  • Destroying civilian hab modules.
  • Critically failing Increase Unrest missions.
  • Killing a councilor with the Beloved trait.
  • Various random events.

The Total War Framing project, when researched, will halve the negative propaganda strength of all atrocities committed by the faction. This project is only available to Humanity First, The Initiative, and The Servants.

Campaign Objectives

Initial objectives are the same for every faction. However as more objectives are completed the story will start to diverge.

No Objective
1 Investigate Alien Crash Have a councilor conduct the Investigate Alien Activity mission at the crash site.
2 Research Alien Signatures When it becomes available, reseach the Alien Signatures project.
3 Investigate Alien Abductions Conduct Surveil Location missions in regions near any alien crash sites. If abductions are detected, send a councilor on an Investigate Alien Activity mission to that location.
Research Alien Origin Research the Skywatch and Deep System Skywatch global technologies, and then the Alien Origin project when it becomes available.
Salvage Alien Technology Successfully engage one of the following alien assets: facility, landed UFO, habitat, warship, or army.
4 Research Alien Methods When it becomes available, reseach the Alien Methods project.
Research Alien Technology When it becomes available, reseach the Alien Technology project.
5 Investigate Returned Abductees Conduct Surveil Location missions in areas with a suspected alien presence. If evidence of alien influence on the populate or leaders is detected, send a councilor on an Investigate Alien Activity mission to that location.
Begin The Search Research the Advanced Neural Networks and Directed Space Research global technologies, and then the Deep Space Telescope project when it becomes available. Construct a Deep Space Telescope module at one of your habs.
6 Research Alien Operations When it becomes available, reseach the Alien Operations project.
7 Research Alien Movements When it becomes available, reseach the Alien Movements project.
Set Our Goal Research the faction's unique org project. For The Initiative additional objectives must be completed before the project appears.
Salvage Alien Warship Engage and defeat an alien warship, then research the Salvage Alien Warship project.
8 Acquire An Alien Corpus Detect an alien operative on Earth and conduct an Assassinate mission against it. It may also be possible to locate an Alien Facility in an Earth region and conduct an Assault Alien Asset mission against it or detect and capture an alien hab out in the Solar System.
Research Exotics When it becomes available, reseach the Exotic Materials project.
Contact The Aliens Detect an alien operative on Earth and conduct a Contact mission against it.
9 Research Hydra Biology When it becomes available, reseach the Hydra Biology project.
Exotic Hybrids Research the Quantum Computing global technology, and then the Exotic Hybrid Systems project when it becomes available.
Learn Their Language When it becomes available, reseach the Hydra Language project. For The Academy additional objectives must be completed before the project appears.
10 Research Hydra Pherocytes When it becomes available, reseach the Pherocytes project.
Conduct Diplomacy With The Aliens When it becomes available, reseach the Hydra Diplomacy project.
11 Research Hydra Containment When it becomes available, reseach the Alien Containment project.
Learn Their Demands When it becomes available, reseach the Their Demands project.
Prepare the Alien Nation When it becomes available, reseach the The Alien Nation project.
12 Capture A Live Hydra Detect an alien operative on Earth and conduct a Detain mission against it. It may also be possible to locate an Alien Facility in an Earth region and conduct an Assault Alien Asset mission against it or detect and capture an alien hab out in the Solar System.
Research The One True Path When it becomes available, reseach the The One True Path project.
Develop Coexistence Pact When it becomes available, reseach the Coexistence Pact project.
13 Communicate With Captured Hydra When it becomes available, reseach the Hydra Language project.
Build The Sentinels Construct 10 Sentinel Complex modules on stations in Low Earth Orbit.
14 Interrogate The Captive Hydra When it becomes available, reseach the Hydra Interrogation project.
15 Research Wormholes When it becomes available, reseach the Wormholes project.
Learn Their Weakness When it becomes available, reseach the Their Weakness project.
Research Pherocyte Resistance When it becomes available, reseach the Pherocyte Resistance project.
Determine Their Purpose When it becomes available, reseach the Their Purpose project.
A New Home When it becomes available, reseach the A New Home project.
16 Research The Choke Point When it becomes available, reseach the The Choke Point project.
Research Hydra Biowarfare When it becomes available, reseach the Hydra Biowarfare project.
Research Pherocyte Mastery When it becomes available, reseach the Pherocyte Mastery project.
Plot The Great Journey When it becomes available, reseach the The Great Journey project.
17 Prepare To Kill The Hive When it becomes available, reseach the Kill the Hive project.
Construct The Bifrost Construct an Interstellar Launch Facility module at one of your habs.
Research A Permanent Peace When it becomes available, reseach the A Permanent Peace project.
Prepare The Final Assault When it becomes available, reseach the The Final Assault project.
Prepare To Enslave The Masters When it becomes available, reseach the Enslave the Masters project.

Victory Objectives

Once a faction completes all its campaign objectives it will gain a unique victory org and the Victory Objective will appear. The Victory Objective requires assigning the victory org to a councilor, completing all requirements for its mission and then undertaking the final mission.

Objective Org Mission Requirements
Assert Alien Hegemony The Sword of the Devoted Herald Our Masters
  • Targets New York region (No control needed)
  • Aliens control regions containing at least 65% of Earth's population.
  • The combined Space combat valuefleet power of the Aliens and pro-alien factions must be at least 80% of the total Space combat valuefleet power among all factions in the Solar System.
Close The Gate Janus Section Close the Gate
  • Aliens control 0% of Earth's regions.
  • The combined Space combat valuefleet power of the Aliens and pro-alien factions must be no more than 25% of the total Space combat valuefleet power among all factions in the Solar System.
Earth Is Not Enough The Pherocyte Masters Tame the Enemy
  • Faction controls regions with 50% of Earth's population.
  • Faction controls 65% of all control pointscontrol point values on Earth.
  • The combined Space combat valuefleet power of all enemy factions must be no more than 25% of the total Space combat valuefleet power among all factions in the Solar System.
Kill Them All The Omega Solution Trigger the Weapon
  • The aliens must control no more than 0% of Earth's regions.
  • The combined Space combat valuefleet power of the Aliens and pro-alien factions must be no more than 20% of the total Space combat valuefleet power among all factions in the Solar System.
  • Aliens and pro-aliens must control no more than 20% of Earth's regions.
Launch Bifrost Command Staff Launch the Bifrost
  • Interstellar Launch Facility module
Pacify The Earth The Protectorate Authority Claim Hegemony
  • 10 Sentinel Complex modules
  • Faction controls regions with 50% of Earth's population.
  • Faction controls 65% of all control pointscontrol point values on Earth.
  • The combined Space combat valuefleet power of the Aliens and pro-alien factions must be at least 70% of the total Space combat valuefleet power among all factions in the Solar System.
Send Out Envoys Through The Wormhole Mission to the Hydra Forge an Alliance
  • Faction controls regions with 75% of the Earth's population.
  • Faction controls 75% of all control pointscontrol point values on Earth.
  • The combined Space combat valuefleet power of all enemy factions must be no more than 25% of the total Space combat valuefleet power among all factions in the Solar System.

Faction Ownership of Humanity

Humanity's total strength can be measured by four categories:

  • The sum of GDPs for all nations.
  • The sum of Research outputs for all human factions.
  • The sum of Mission Control upkeeps for all human hab core modules.
  • The sum of Combat Power for all human ships.

A human faction's fractional ownership of humanity can thus be measured by:

  • The fraction of nation GDPs under the faction's control points.
  • The fraction of Human Research that the faction outputs.
  • The fraction of Human Mission Control upkeeps that the faction's hab core modules incur.
  • The fraction of Human Combat Power that the faction's ships possess.

In the case of The Servants faction, their ownership scores are also affected by the Aliens' assets, especially those around earth.

As the game progresses, factions will envy the human faction with the highest fractional ownership of humanity, gaining passive hate for them and so slowly begin to target them. On difficulties below Brutal, AI factions cannot gain envy for the player's faction if they are ideologically close enough.

Note: In some cases, the game is only concerned with the fractional ownership of the two space categories, meaning the habs and ships, but not the nations and research. We will refer to this value as the Faction's Fractional Ownership of Space Humanity.

Human Faction Threat and Self-Assessment

Every human faction has a threat score, which represents how much of a danger it is to the other factions' goals. Because at the end of the day, all seven human factions have differing goals, and would love to take all the resources of the other human factions and use them to achieve their own goals.

This threat score is calculated as the sum of the following:

  • For each control point under the faction's control, add the number of CPs the nation would have if it was not capped at 6. This is equal to the nation's GDP in billions ^ 0.25 / 2, rounded to the nearest integer.
  • For each army under the faction's control, add the miltech level of the army times 0.5.
  • For each hab module under the faction's control, add the tier of the module times 0.3.
  • For each ship under the faction's control, add the structural integrity of the ship's hull times 0.3.
  • For each campaign objective completed by the faction, add 10.

Each human faction sets their most powerful human enemy to be the human faction with the highest threat score other than itself. Then it assesses itself based on its own threat score compared to this most powerful human enemy:

  • If it has at least 200% of the enemy's threat score, then it considers itself way ahead.
  • If it has at least 125% of the enemy's threat score, then it considers itself ahead.
  • If it has at most 80% of the enemy's threat score, then it considers itself losing.
  • If it has at most 50% of the enemy's threat score, then it considers itself losing big.
  • Otherwise, it considers itself to be on par.

Threat Scores and Self Assessments influence the behavior of human AI factions in various ways, including but not limited to:

  • Passively gaining hate for other factions.
  • Declaring open war on other factions.
  • Their evaluations of trade offers and what they are willing to trade.
  • Their willingness to take risks.
  • Their fear of nuclear retaliation.
  • Their desire to sabotage space facilities.

It even influences the Alien faction to an extent, because the aliens are more inclined to help The Servants and The Protectorate when they have lower self-assessments.