Terrestrial Warfare: Difference between revisions
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== Nuclear Warfare == | == Nuclear Warfare == | ||
Some nations have a number of {{icon|nuke}}nuclear attacks available to them. These represent launching multiple strategic nuclear weapons at a target region. Launching nuclear strikes will devastate the economy of a region and the enemy armies within it, although the damage will be somewhat mitigated if a nation is launching strikes on its own or an ally's territory. Launching factions will be charged with committing one or more [[Factions#Atrocity|atrocities]]. Detonating a sufficient number of nuclear weapons may also have disastrous global effects. | Some nations have a number of {{icon|nuke}}nuclear attacks available to them. These represent launching multiple strategic nuclear weapons at a target region. Launching nuclear strikes will devastate the economy of a region and the enemy armies within it, although the damage will be somewhat mitigated if a nation is launching strikes on its own or an ally's territory. Launching factions will be charged with committing one or more [[Factions#Atrocity|atrocities]]. Detonating a sufficient number of nuclear weapons may also have disastrous global effects. A region with {{icon|sto defense}}space defenses cannot be attacked with {{icon|nuke}}. | ||
Nations can develop nuclear weapon with {{icon|develop atomic bomb}}develop atomic bomb priority, which grants a {{icon|nuke}}strategic nuclear barrage too. A nation with nuclear weapon program can build more with {{icon|nuclear weapons}}nuclear weapons priority. | Nations can develop nuclear weapon with {{icon|develop atomic bomb}}develop atomic bomb priority, which grants a {{icon|nuke}}strategic nuclear barrage too. A nation with nuclear weapon program can build more with {{icon|nuclear weapons}}nuclear weapons priority. | ||
Revision as of 17:58, 31 May 2025
Wars begin when a councilor for the executive faction of one of two rivals selects the War policy against the rival. All war-capable allies of the defending rival (with an army or nuclear weapons) join the war. All war-capable allies of the attacker are given the option to join on the attacker's side.
To win a war, an army must occupy the enemy's capital region. At that moment, the war ends, triggering a regime change event. Claimed regions change hands to the occupier and its allies. If any of the invaded nation remains, its control point owners are replaced with those of the victor. Some of the nation's stats change when a new regime is installed, sometimes in unpredictable ways, but the new ruling faction will be able to fund Direct Investments into the nation at greatly reduced influence cost for a period of one year. Unoccupied regions and surviving enemy armies will contribute to greater unrest following a regime change.
Wars may also end with a simple peace where both sides return to the prewar status quo.
Armies
Armies represent multiple modern divisions that are capable of gaining and holding territory in other nations. Control of an army is gained after councilors gain at least partial control of a nation. Most nations don't have armies at the campaign start, but nations with sufficient population can build new ones with enough
investment. While powerful, armies are a drag on a nation's economic development and remain subject to the international relations of their home countries, which too can be managed with sufficient control of a nation.
Armies have a
headquarters region in their home nation. If located there, they incur a smaller cost to the nation's economic development.
Armies rely on two key values: its parent nation's
Miltech level and its strength. The strength value measures how much damage the army has taken. Armies repair themselves when not fighting in a friendly region.
Some armies have a
Navy upgrade that allows them to transit oceans. During wartime, a nation's navies can only cross the water if the nation has naval superiority over its foes. Only larger or wealthier nations have the capability to build and project power with navies.
Army Battle
Combat Rules
If at least two enemy armies are in the same region, they will fight. Mechanically, each army takes a shot once a day. Its chance of successfully damaging an enemy army is based on its
miltech level, strength, whether any
councilors are lending their
command attribute to the army's nation via the Advise mission, and whether it on defense and the region has the
rugged flag set.
If an army is in an enemy region and no enemy armies are present, it begins occupying the region, battling the local defense forces (who use the nation's tech level and act more or less as an additional army) and taking damage from them. Badly damaged armies will attempt to flee to a safe place without you doing anything, but they can also be destroyed entirely when their strength reaches zero.
If a region is fully occupied it ceases fighting, but it can't change hands until the war is concluded. Regional economies and space facilities can take significant damage during fighting, although the rate of damage goes down as miltech goes up (representing more precise weaponry). Sufficient damage will count as an atrocity by the army's owning faction.
Formulas
Hit Chance Calculation:
| Condition | Formula |
|---|---|
| Defense ≥ Attack | 50% × 2^(-0.55*(Defense-Attack))
|
| Attack > Defense | 100% − (50% × 2^(-0.55*(Attack-Defense)))
|
Attack/Defense Value:
(Miltech + Bonus) × (0.5 + 0.5 × Army Health)
Bonus:
- +0.2 base in allied territory
- +0.2 if allied territory is a rugged terrain
- +0.125 if allied/enemy territory is a rugged terrain and Mountain Warfare Doctrine is researched
- +0.1 if allied territory is a core economic region
- +0.125 if allied/enemy territory is a core economic region and Urban Warfare Doctrine is researched
- -0.2 if army CP is crackdown
- Maximum of +0.3 from Military lab modules in Low Earth Orbit
- Councilor advise bonus
Damage taken:
If an army is hit, it loses 0.1*Attack% of its life. This damage can be multiplied by 3 if it's a crit. The chance of crit is N^2/100 where N is the number of armies (allied or enemy) in the region.
Army Operations
The faction that controls an army can conduct operations with it. They are:
Nuclear Warfare
Some nations have a number of
nuclear attacks available to them. These represent launching multiple strategic nuclear weapons at a target region. Launching nuclear strikes will devastate the economy of a region and the enemy armies within it, although the damage will be somewhat mitigated if a nation is launching strikes on its own or an ally's territory. Launching factions will be charged with committing one or more atrocities. Detonating a sufficient number of nuclear weapons may also have disastrous global effects. A region with
space defenses cannot be attacked with
.
Nations can develop nuclear weapon with
develop atomic bomb priority, which grants a
strategic nuclear barrage too. A nation with nuclear weapon program can build more with
nuclear weapons priority.
Nations construct nuclear weapons as a deterrent to enemy invasion. Attempting to conquer a nuclear-armed nation will almost certainly lead to nuclear strikes in retaliation.
Launching nuclear weapons will do terrible and lasting damage to the targeted region, destroy any enemy armies and all space facilities, and surely be seen with horror around the globe.
| Category | Amount for Offensive Nukes | Amount for Defensive Nukes | Modifiers |
|---|---|---|---|
| Target Region GDP | -52.5% to -87.5% | -15% to -25% |
|
| Target Region Population | -18.75% to -31.25% | -1.875% to -3.125% | |
| Target Nation Pollution Multiplier | +0.075 to +0.125 | +0.00375 to +0.00625 | Multiplied by Region GDP / Nation GDP |
| Nuking Faction Commits Atrocities | 1 per 100k Population killed. |
| |
| All Human Nations' GDP | -25% × Region GDP / Global GDP + (0% to -2%) | -5% × Region GDP / Global GDP + (0% to -2%) | None |
| Family Ties Trait Effect | -10 Loyalty | Multiply by 2 if Councilor's Faction launched the nuke. | |
| Target Region is Core Economic | Remove Core Economic status | Nothing | None |
| All Human Nations' GDP | -2.5% + (0% to -2%) | N/A | If Target Region just lost Core Economic status. |
| Target Region is Resource | Remove Resource status | Nothing | None |
| All Human Nations' GDP | -1.5% + (0% to -2%) | N/A | If Target Region just lost Resource status. |
| Target Nation Priorities | Set to 0 | Except Spoils, Unity, and Oppression | |
| Destroy Space Assets in Target Region | All Boost, Mission Control, and Space Defenses | If Target Nation is NOT Nuke Launcher | |
| N/A | All Boost and Space Defenses, just 1 Mission Control | If Target Nation is Nuke Launcher | |
| Target Nation Funding | N/A | -50% × Region GDP / Nation GDP | If Target Nation is Nuke Launcher |
| Health of Each Army in Target Region | Instant Death | For the Strongest Army that is not Ally of Nuker. | |
| Min(0%, (-100% + (1% to 5%) × (Base MilTech - 3.79)) × 0.140625) | For each Alien Invader Army that is not Ally of Nuker. | ||
| Min(0%, -100% + (1% to 5%) × Max(0, Base MilTech - 3.79) × 0.75 if Nuclear Hardening researched × 0.140625 if working for Aliens) | 50% chance for each Human army that is not Ally of Nuker. | ||
| -100% × 0.75 if Nuclear Hardening researched × 0.140625 if working for Aliens | The other 50% chance for each Human army that is not Ally of Nuker. | ||
| Min(0%, -100% + (1% to 5%) × Max(0, Base MilTech - 3.79)) | 50% chance for each Megafauna army. | ||
| -100% | The other 50% chance for each Megafauna army. | ||
| -100% / (48 to 52) | For each army that is Ally of Nuker. | ||
| Each Councilor in Target Region | 50% Chance to die | Survivor trait gives immunity. | |
| Alien Xenoforming | Set to 0 Xenoflora Growth Levels | None | |
| Target Region Gains 1 Layer of Nuclear Fallout | |||
Note: An army is an ally of the nuker if any of the following are true:
- The army is owned by the nuking nation.
- The army is owned by an ally of the nuking nation.
- The army is owned by the nuking faction and not a Megafauna.
Orbital Bombardment
Spaceships with certain weapon modules can bombard hostile armies from orbit.
| Terra Invicta mechanics | |
|---|---|
| Factions | |
| Council | |
| Earth | |
| Space | |
| Aliens | |
| Modding & Settings | |


