Councilors: Difference between revisions

From Terra Invicta Official Wiki
Redwah (talk | contribs)
Redwah (talk | contribs)
Line 684: Line 684:


{| class="wikitable"
{| class="wikitable"
! Name !! Description !! Cost !! Upgrades<br>From !! Detection !! Income !! Stat<br>Bonus
! Name !! Description !! Cost !! Upgrades<br>From !! Detection<br>Bonus(es) !! Income !! Stat<br>Bonus(es)
|-
|-
| Affluent || Makes a good living. || 10 XP<br> ||  ||  || 1{{icon|money}}<br> || <br><br>
| Affluent || Makes a good living. || 10 XP<br> ||  ||  || 1{{icon|money}}<br> || <br><br>

Revision as of 02:25, 3 June 2025

Council view

Councilors are a faction's primary proxies on Earth and may also go to space to advance its interests there. Factions may initially have four councilors but certain projects allow them to expand the size of their council to six. Their primary role is to perform Missions on behalf of their faction.

Periodically, the game will enter the assignment phase, during which all factions will assign their councilors to missions. These missions will be resolved in a random sequence over the next few weeks. While some missions are automatically successful, most require a success roll. Missions can target nations, control points, habitats, and other councilors.

Factions can recruit councilors by spending Influence. Each month there is a new group of potetial recruits to choose from. You can also turn councilors from other factions to work for you.

The name and appearance of recruired councilors can be changed at any time.

Recruiting

On the 1st of each month, just after missions are assigned, each faction refreshes their own private recruiting candidate pool. Each refresh works as follows:

  1. Each councilor currently in the recruit list has an age × 1% chance to be removed from the recruit list.
  2. The recruit list's desired size is randomized to be between 6 and 9.
  3. Repeatedly add councilors until the recruit list size is at least the desired size, where the added councilors are chosen as follows:
    • If there are any pregen councilors that have never appeared in anyone's recruit list and a 15% chance roll succeeds, then one of them is randomly chosen.
    • Otherwise, generate a random new councilor.

Whenever a random new councilor is generated, if the faction cannot afford to hire any of the recruitable councilors and there are less than two recruitable councilors whose professions match the faction's affinities, then the random new councilor's profession is forced to match the faction's affinities.

Profession

Each councilor has a profession, which determines the range of their initial stats, available missions and possible traits. The Alien profession is only available to alien councilors.

Note: The two councilors that each faction begins the campaign with have their base stats modified. See Councilors#Average_Newly_Generated_Councilors for details.

Profession Base stats Available missions Description
Activist Min: 6
Avg: 7
Max: 8
Min: 4
Avg: 4.5
Max: 5
Min: 3
Avg: 4
Max: 5
Min: 0
Avg: 0.5
Max: 1
Min: 0
Avg: 0.5
Max: 1
Min: 0
Avg: 0.5
Max: 1
Min: 0
Avg: 0.5
Max: 1
Min: 6
Avg: 11
Max: 16
Control Nation
Public Campaign
Control Space Asset
Investigate Councilor
Inspire
Turn Councilor
Increase Unrest
Coup d'Etat
An Activist seeks social change through persuasion rather than violence.
Astronaut Min: 3
Avg: 4
Max: 5
Min: 1
Avg: 2.5
Max: 4
Min: 1
Avg: 1.5
Max: 2
Min: 6
Avg: 6.5
Max: 7
Min: 3
Avg: 4.5
Max: 6
Min: 5
Avg: 5.5
Max: 6
Min: 4
Avg: 5
Max: 6
Min: 6
Avg: 11
Max: 16
Control Nation
Public Campaign
Control Space Asset
Assault Enemy Space Asset
Inspire
Sabotage Hab Module
Advise
Investigate Alien Activity
Astronauts are among the lucky few who have been to space and often merge military and scientific backgrounds.
Attorney Min: 6
Avg: 6.5
Max: 7
Min: 6
Avg: 6.5
Max: 7
Min: 1
Avg: 2
Max: 3
Min: 1
Avg: 1.5
Max: 2
Min: 3
Avg: 4.5
Max: 6
Min: 0
Avg: 1
Max: 2
Min: 3
Avg: 3.5
Max: 4
Min: 5
Avg: 11
Max: 17
Control Nation
Purge
Crackdown
Defend Interests
Control Space Asset
Surveil Location
Investigate Councilor
Inspire
Turn Councilor
Detain Councilor
Hostile Takeover
Advise
Investigate Alien Activity
Attorneys use persuasion and knowledge of the state to advance the interests of their faction.
Celebrity Min: 7
Avg: 7.5
Max: 8
Min: 1
Avg: 2
Max: 3
Min: 0
Avg: 0.5
Max: 1
Min: 0
Avg: 0.5
Max: 1
Min: 3
Avg: 4
Max: 5
Min: 0
Avg: 0.5
Max: 1
Min: 3
Avg: 3.5
Max: 4
Min: 4
Avg: 10
Max: 16
Control Nation
Public Campaign
Control Space Asset
Inspire
Turn Councilor
An influential entertainer, artist, athlete, or scion with a substantial public following.
Commando Min: 1
Avg: 1
Max: 1
Min: 2
Avg: 3.5
Max: 5
Min: 4
Avg: 5
Max: 6
Min: 5
Avg: 5.5
Max: 6
Min: 1
Avg: 1
Max: 1
Min: 0
Avg: 0.5
Max: 1
Min: 6
Avg: 6
Max: 6
Min: 6
Avg: 11
Max: 16
Assault Enemy Space Asset
Surveil Location
Assassinate
Extract Councilor
Protect Target
Detain Councilor
Increase Unrest
Stabilize Nation
Sabotage Facilities
Sabotage Hab Module
Assault Alien Asset
Investigate Alien Activity
Commandos are experts in small-scale combat operations and protecting others from attacks.
Diplomat Min: 5
Avg: 6
Max: 7
Min: 3
Avg: 4
Max: 5
Min: 4
Avg: 5
Max: 6
Min: 2
Avg: 2.5
Max: 3
Min: 4
Avg: 5
Max: 6
Min: 0
Avg: 0.5
Max: 1
Min: 4
Avg: 4.5
Max: 5
Min: 5
Avg: 11
Max: 17
Control Nation
Defend Interests
Control Space Asset
Surveil Location
Turn Councilor
Stabilize Nation
Advise
Investigate Alien Activity
Diplomats are influential communicators who promote peaceful and profitable relations between nations and their peoples.
Engineer Min: 2
Avg: 4
Max: 6
Min: 4
Avg: 5
Max: 6
Min: 1
Avg: 1.5
Max: 2
Min: 1
Avg: 1.5
Max: 2
Min: 4
Avg: 5
Max: 6
Min: 6
Avg: 6.5
Max: 7
Min: 2
Avg: 2.5
Max: 3
Min: 6
Avg: 11
Max: 16
Control Nation
Control Space Asset
Sabotage Facilities
Sabotage Hab Module
Sabotage Project
Steal Project
Advise
Investigate Alien Activity
Engineers apply scientific understandings to solve problems.
Evangelist Min: 7
Avg: 7.5
Max: 8
Min: 1
Avg: 1.5
Max: 2
Min: 0
Avg: 0.5
Max: 1
Min: 1
Avg: 2.5
Max: 4
Min: 3
Avg: 4
Max: 5
Min: 0
Avg: 0
Max: 0
Min: 2
Avg: 3
Max: 4
Min: 6
Avg: 11
Max: 16
Control Nation
Public Campaign
Crackdown
Inspire
Turn Councilor
Increase Unrest
Stabilize Nation
Advise
Evangelists are public figures whose influence is built around promoting an ideology to a sometimes fanatical cadre of followers.
Executive Min: 4
Avg: 5.5
Max: 7
Min: 2
Avg: 3
Max: 4
Min: 0
Avg: 1
Max: 2
Min: 4
Avg: 4.5
Max: 5
Min: 5
Avg: 5.5
Max: 6
Min: 0
Avg: 1.5
Max: 3
Min: 2
Avg: 3
Max: 4
Min: 5
Avg: 11
Max: 17
Control Nation
Purge
Crackdown
Defend Interests
Control Space Asset
Hostile Takeover
Advise
Executives are senior leaders in government and business who may not have a high public profile but are good at getting things done.
Fixer Min: 1
Avg: 2.5
Max: 4
Min: 4
Avg: 5
Max: 6
Min: 5
Avg: 5.5
Max: 6
Min: 0
Avg: 0.5
Max: 1
Min: 0
Avg: 0.5
Max: 1
Min: 0
Avg: 0.5
Max: 1
Min: 2
Avg: 3
Max: 4
Min: 4
Avg: 10
Max: 16
Purge
Defend Interests
Surveil Location
Investigate Councilor
Assassinate
Extract Councilor
Protect Target
Detain Councilor
Increase Unrest
Stabilize Nation
Sabotage Facilities
Sabotage Project
Steal Project
Investigate Alien Activity
Fixers are troubleshooters and generalists who can solve an array of problems ... quietly.
Hacker Min: 2
Avg: 3
Max: 4
Min: 4
Avg: 4.5
Max: 5
Min: 5
Avg: 5.5
Max: 6
Min: 0
Avg: 0.5
Max: 1
Min: 1
Avg: 2
Max: 3
Min: 4
Avg: 5
Max: 6
Min: 2
Avg: 3
Max: 4
Min: 4
Avg: 10
Max: 16
Public Campaign
Crackdown
Surveil Location
Investigate Councilor
Increase Unrest
Sabotage Hab Module
Sabotage Project
Steal Project
Hackers are experts in extracting information from computer networks and promoting agendas at important nodes.
Inspector Min: 3
Avg: 3.5
Max: 4
Min: 5
Avg: 5.5
Max: 6
Min: 2
Avg: 3
Max: 4
Min: 4
Avg: 4.5
Max: 5
Min: 4
Avg: 4.5
Max: 5
Min: 0
Avg: 1
Max: 2
Min: 4
Avg: 4.5
Max: 5
Min: 6
Avg: 11
Max: 16
Control Nation
Purge
Crackdown
Defend Interests
Assault Enemy Space Asset
Surveil Location
Investigate Councilor
Extract Councilor
Protect Target
Detain Councilor
Stabilize Nation
Advise
Investigate Alien Activity
An Inspector is a senior police official charged with protecting the public.
Investigator Min: 2
Avg: 2.5
Max: 3
Min: 7
Avg: 7
Max: 7
Min: 4
Avg: 4.5
Max: 5
Min: 0
Avg: 0.5
Max: 1
Min: 1
Avg: 2
Max: 3
Min: 0
Avg: 1
Max: 2
Min: 3
Avg: 3.5
Max: 4
Min: 5
Avg: 11
Max: 17
Purge
Crackdown
Surveil Location
Investigate Councilor
Detain Councilor
Investigate Alien Activity
Investigators gather scattered bits of information and piece together the truth, usually for a private audience.
Journalist Min: 6
Avg: 7
Max: 8
Min: 6
Avg: 6
Max: 6
Min: 3
Avg: 4
Max: 5
Min: 0
Avg: 0
Max: 0
Min: 0
Avg: 1
Max: 2
Min: 0
Avg: 1.5
Max: 3
Min: 0
Avg: 0.5
Max: 1
Min: 5
Avg: 11
Max: 17
Public Campaign
Crackdown
Surveil Location
Investigate Councilor
Inspire
Turn Councilor
Increase Unrest
Stabilize Nation
Steal Project
Investigate Alien Activity
Journalists uncover hidden information and deliver it to the public, sometimes challenging powerful interests.
Judge Min: 5
Avg: 6
Max: 7
Min: 5
Avg: 5.5
Max: 6
Min: 1
Avg: 2
Max: 3
Min: 1
Avg: 1.5
Max: 2
Min: 3
Avg: 4
Max: 5
Min: 0
Avg: 0.5
Max: 1
Min: 3
Avg: 3.5
Max: 4
Min: 5
Avg: 11
Max: 17
Control Nation
Purge
Crackdown
Defend Interests
Control Space Asset
Investigate Councilor
Detain Councilor
Hostile Takeover
Stabilize Nation
Advise
Investigate Alien Activity
A judge is a government official with the power to interpret law and order the arrest of powerful people.
Kingpin Min: 4
Avg: 4.5
Max: 5
Min: 1
Avg: 2.5
Max: 4
Min: 4
Avg: 4.5
Max: 5
Min: 4
Avg: 4.5
Max: 5
Min: 5
Avg: 5.5
Max: 6
Min: 0
Avg: 0
Max: 0
Min: 4
Avg: 5
Max: 6
Min: 3
Avg: 10
Max: 17
Control Nation
Purge
Defend Interests
Assault Enemy Space Asset
Surveil Location
Assassinate
Extract Councilor
Protect Target
Detain Councilor
Hostile Takeover
Increase Unrest
Coup d'Etat
Sabotage Facilities
Sabotage Hab Module
Steal Project
A mastermind of executing operations of questionable legality.
Officer Min: 4
Avg: 5
Max: 6
Min: 1
Avg: 2
Max: 3
Min: 1
Avg: 2.5
Max: 4
Min: 7
Avg: 7.5
Max: 8
Min: 4
Avg: 5
Max: 6
Min: 0
Avg: 1
Max: 2
Min: 5
Avg: 5.5
Max: 6
Min: 6
Avg: 12
Max: 18
Control Nation
Defend Interests
Assault Enemy Space Asset
Surveil Location
Inspire
Extract Councilor
Protect Target
Detain Councilor
Coup d'Etat
Stabilize Nation
Assault Alien Asset
Advise
Investigate Alien Activity
Officers are senior commanders and experts in military affairs.
Operative Min: 2
Avg: 2.5
Max: 3
Min: 3
Avg: 3.5
Max: 4
Min: 6
Avg: 6
Max: 6
Min: 4
Avg: 4.5
Max: 5
Min: 0
Avg: 0.5
Max: 1
Min: 0
Avg: 0.5
Max: 1
Min: 4
Avg: 4.5
Max: 5
Min: 6
Avg: 11
Max: 16
Purge
Crackdown
Assault Enemy Space Asset
Surveil Location
Investigate Councilor
Assassinate
Extract Councilor
Protect Target
Detain Councilor
Increase Unrest
Coup d'Etat
Stabilize Nation
Sabotage Facilities
Sabotage Hab Module
Sabotage Project
Steal Project
Assault Alien Asset
Advise
Investigate Alien Activity
Operatives are trained experts in both espionage and small-scale violent action.
Politician Min: 6
Avg: 7
Max: 8
Min: 3
Avg: 4
Max: 5
Min: 1
Avg: 2.5
Max: 4
Min: 1
Avg: 2
Max: 3
Min: 4
Avg: 5
Max: 6
Min: 0
Avg: 0.5
Max: 1
Min: 3
Avg: 3.5
Max: 4
Min: 2
Avg: 8
Max: 14
Control Nation
Public Campaign
Purge
Crackdown
Defend Interests
Control Space Asset
Coup d'Etat
Advise
A politician is a senior government official who ostensibly represents the public interest.
Professor Min: 4
Avg: 5.5
Max: 7
Min: 5
Avg: 5.5
Max: 6
Min: 1
Avg: 2.5
Max: 4
Min: 0
Avg: 0.5
Max: 1
Min: 1
Avg: 2.5
Max: 4
Min: 5
Avg: 5.5
Max: 6
Min: 1
Avg: 1
Max: 1
Min: 5
Avg: 11
Max: 17
Control Nation
Surveil Location
Inspire
Turn Councilor
Advise
Investigate Alien Activity
An academic who has developed expertise in important matters and conveys it to an audience.
Rebel Min: 4
Avg: 5
Max: 6
Min: 2
Avg: 3
Max: 4
Min: 5
Avg: 6
Max: 7
Min: 6
Avg: 6.5
Max: 7
Min: 1
Avg: 1.5
Max: 2
Min: 0
Avg: 0
Max: 0
Min: 4
Avg: 5
Max: 6
Min: 4
Avg: 10
Max: 16
Purge
Assault Enemy Space Asset
Surveil Location
Assassinate
Turn Councilor
Extract Councilor
Protect Target
Increase Unrest
Coup d'Etat
Sabotage Facilities
Sabotage Hab Module
Sabotage Project
Assault Alien Asset
Investigate Alien Activity
A Rebel is willing and able to take violent action against the powers that be.
Scientist Min: 1
Avg: 3
Max: 5
Min: 4
Avg: 5
Max: 6
Min: 0
Avg: 1
Max: 2
Min: 0
Avg: 0
Max: 0
Min: 3
Avg: 4
Max: 5
Min: 7
Avg: 7
Max: 7
Min: 2
Avg: 2.5
Max: 3
Min: 6
Avg: 11
Max: 16
Control Nation
Control Space Asset
Sabotage Project
Steal Project
Advise
Investigate Alien Activity
Scientists organize and lead research efforts to uncover some new understanding of how the world works.
Spy Min: 5
Avg: 5.5
Max: 6
Min: 5
Avg: 5.5
Max: 6
Min: 6
Avg: 6
Max: 6
Min: 2
Avg: 2.5
Max: 3
Min: 1
Avg: 1.5
Max: 2
Min: 0
Avg: 0.5
Max: 1
Min: 4
Avg: 4.5
Max: 5
Min: 4
Avg: 10
Max: 16
Control Nation
Public Campaign
Purge
Crackdown
Control Space Asset
Surveil Location
Investigate Councilor
Assassinate
Turn Councilor
Extract Councilor
Increase Unrest
Coup d'Etat
Sabotage Facilities
Sabotage Hab Module
Sabotage Project
Steal Project
Investigate Alien Activity
Spies are trained to gather information, conduct covert operations, and persuade people to betray their loyalties.
TechMogul Min: 4
Avg: 5
Max: 6
Min: 2
Avg: 3
Max: 4
Min: 1
Avg: 2
Max: 3
Min: 1
Avg: 1.5
Max: 2
Min: 4
Avg: 5
Max: 6
Min: 5
Avg: 5.5
Max: 6
Min: 3
Avg: 3.5
Max: 4
Min: 5
Avg: 11
Max: 17
Control Nation
Public Campaign
Control Space Asset
Surveil Location
Investigate Councilor
Hostile Takeover
Steal Project
Advise
Investigate Alien Activity
Tech Moguls are entrepreneurial visionaries who have turned inventions into a successful business.
Tycoon Min: 2
Avg: 3.5
Max: 5
Min: 1
Avg: 2
Max: 3
Min: 1
Avg: 2
Max: 3
Min: 3
Avg: 4
Max: 5
Min: 7
Avg: 7
Max: 7
Min: 1
Avg: 2.5
Max: 4
Min: 3
Avg: 4
Max: 5
Min: 4
Avg: 10
Max: 16
Control Nation
Purge
Defend Interests
Hostile Takeover
Tycoons are owners of older industries or come from inherited wealth.
Alien Min: 7
Avg: 9.5
Max: 12
Min: 2
Avg: 3.5
Max: 5
Min: 10
Avg: 12.5
Max: 15
Min: 5
Avg: 7.5
Max: 10
Min: 4
Avg: 6
Max: 8
Min: 2
Avg: 5
Max: 8
Min: 10
Avg: 11.5
Max: 13
Min: 25
Avg: 25
Max: 25
Set National Policy
Go To Ground
Orbit
Transfer
Deorbit
Surveil Location
Assassinate
Turn Councilor
Protect Target
Increase Unrest
Coup d'Etat
Stabilize Nation
Sabotage Project
Advise
Abductions
Enthrall Public
Enthrall Unaligned Elites
Enthrall Elites
Enthrall Org
Build Facility
Pass Technology
Xenoform
The mysterious Hydra operatives reveal little about their capabilities or purpose.

Faction Profession Affinities

A faction can have affinity or anti-affinity for a councilor profession. A councilor normally costs 60 influence to hire, but costs only 30 if the faction has an affinity for it. An anti-affinity makes the cost 120 instead.

Whenever a new councilor would be generated during the monthly refresh, if the faction cannot afford to hire any of the current recruits and there are less than two recruits whose professions match the faction's affinities, then the new councilor's profession is set to match the faction's affinities.

Faction Profession Affinities
Profession Humanity First The Resistance Project Exodus The Initiative The Academy The Protectorate The Servants
Activist Bad Good Bad Good
Astronaut Good Good Good Bad
Attorney
Celebrity
Commando Good
Diplomat Bad Good Good Good
Engineer Good
Evangelist Good Good Bad Good
Executive
Fixer Good Good
Hacker Good Good
Inspector Bad Bad Good
Investigator
Journalist Good Bad
Judge Good Bad Good
Kingpin Good Good Good Bad Bad
Officer Good Bad Bad
Operative Good
Politician Good Good Good
Professor Bad Bad Good Good
Rebel Good Bad Bad Good
Scientist Good Good Good Bad
Spy Good
Tech Mogul Good Good Good
Tycoon Good Good Good

Attributes

A councilor has eight attributes. They determine success chances on missions or offer bonuses to incomes.

Attribute Effects Description
Persuasion
  • +1% Influence Generation per Persuasion point
  • +1 Control point maximum per Persuasion point
  • Increases the success chance of Control Nation missions
  • Increases the success chance of Control Space Asset missions
  • Increases the success chance of Inspire missions
  • Increases the success chance of Public Campaign missions
  • Increases the success chance of Turn Councilor missions
Persuasion is the ability to shape the opinions of others to your own.
Investigation
  • Increases the chance to spot other factions' councilors
  • Increases the chance to realize you have been spotted by other factions
  • Increases the success chance of Crackdown missions
  • Increases the success chance of Detain Councilor missions
  • Increases the success chance of Investigate Councilor missions
Investigation is the councilor's ability to discover information someone would prefer to keep hidden.
Espionage
  • Increases the chance to avoid being spotted by other factions
  • Increases the chance to avoid other factions' councilors realize they have been spotted
  • Increases the success chance of Assassinate missions
  • Increases the success chance of Purge missions
  • Increases the success chance of Sabotage Facilities missions
  • Increases the success chance of Sabotage Hab Module missions
  • Increases the success chance of Sabotage Project missions
  • Increases the success chance of Steal Project missions
  • Decreases the success chance of enemy Investigate Councilor missions
Espionage is the ability to move in secret and conduct covert operations.
Command
  • +1% Ops Generation per Command point
  • +1 Control point maximum per Command point
  • Increases the success chance of Assault Alien Asset missions
  • Increases the success chance of Assault Enemy Space Asset missions
  • Increases the success chance of Coup d'Etat missions
  • Increases the success chance of Extract Councilor missions
  • Increases the success chance of Increase Unrest missions
  • Increases the success chance of Stabilize Nation missions
  • Decreases the success chance of enemy Assault Enemy Space Asset missions
  • Decreases the success chance of enemy Coup d'Etat missions
  • Decreases the success chance of enemy Increase Unrest missions
Command represents this councilor's ability to organize and lead combat operations.
Administration
  • +1 Control point maximum per Administration point
  • +1 Councilor Org Capacity per Administration point
  • +1% Money Generation per Administration point
  • Increases the success chance of Hostile Takeover missions
  • Decreases the success chance of enemy Crackdown missions
  • Decreases the success chance of enemy Hostile Takeover missions
  • Decreases the success chance of enemy Purge missions
Administration is the ability to manage large organizations.
Science
  • +1% Research Generation per Science point
  • +0.2% Project Unlock chance per Science point
  • +0.2% Monthly Project Availability chance per Science point
  • Decreases the success chance of enemy Enthrall missions
  • Used in certain events (sum of all councilors science)
Science is the ability to investigate and analyze phenomena to derive new understandings of the universe and those who inhabit it.
Security
  • Decreases the success chance of enemy Assassinate missions
  • Decreases the success chance of enemy Control Space Asset missions
  • Decreases the success chance of enemy Detain Councilor missions
  • Decreases the success chance of enemy Extract Councilor missions
  • Decreases the success chance of enemy Investigate Councilor missions
  • Decreases the success chance of enemy Sabotage Facilities missions
  • Decreases the success chance of enemy Sabotage Hab Module missions
  • Decreases the success chance of enemy Sabotage Project missions
  • Decreases the success chance of enemy Steal Project missions
  • Decreases the success chance of enemy Turn Councilor missions
Security is this councilor's ability to survive violence.
Loyalty
  • Decreases the success chance of enemy Control Space Asset missions
  • Decreases the success chance of enemy Turn Councilor missions
  • Requires Investigate Councilor missions to know if the value changes
The Loyalty attribute determines how likely councilors are to betray their faction to another.

Natural Death

There is a treshold age at which a councilor may die of old age. This age is 65 for male councilor and 71 for female councilor. It can be increased further by tech:

The probability to die per year start at 1.6%, rises at 3.1% after 10 years above the treshold, 7.6% after 20 years, and 18.1% after 30 years. Therefore the average lifespan of a councilor is around 20 years above the treshold.

Detection

A councilor being detected and aware of that.

Whenever a councilor completes a mission (whether successful or failed, but not aborted), the game checks whether each of the other factions detected the councilor doing the mission. If the councilor is not on earth and the other faction has no councilors on the same hab, then the detection chance is zero.

Otherwise, the chance is calculated in the same way as a councilor mission, with a bunch of attack and defense modifiers pitting the councilors abilities at hiding themselves against the faction's abilities to discover councilors.

The defense modifiers used by a councilor to avoid detection.
Category Conditions Strength
Councilor Attributes and Traits None Espionage + Trait Modifier to Espionage when being detected
New Recruit Bonus <6 months since Recruit Date 12 - 2 per month since Recruit Date
Mission Noise None - Noise value (may depend on mission outcome)
Region Xenoforming Councilor is Alien Xenoflora Growth Levels / 5
Region Alien Facility Councilor is Alien 6
The attack modifiers used by a faction to detect councilors.
Category Conditions Strength
Faction's Councilor Attributes and Traits In same location (Investigation + Trait Modifier to Investigation when detecting other councilors) / 6
In same nation but not same region (Investigation + Trait Modifier to Investigation when detecting other councilors) / 12
In different nation but adjacent region (Investigation + Trait Modifier to Investigation when detecting other councilors) / 24
Nation Control Points Not Cracked 2 × Fraction of Nation Control Points Owned
Xenology Lab Modules
  • Target is Alien.
  • Modules are Active.
  • Modules are in Earth Interface Orbit.
Sum of Xenology Lab module tiers, capped at 9.
Global Listening Network project Target is Alien 1
Hab Ownership Target councilor on your Hab 6 - Hab Tier
Faction is performing Surveil Location in this location or adjacent region Target is Human 12
Target is Alien Alien Activity Investigations, capped between 1 and 12.
Councilor detected
Councilor identified (The Initiative)

A detection normal success will give 10% intel, which typically reveals the location but not the faction of the councilor, marking councilor with a gray icon. This will allow the Investigate Councilor mission to target them.

A detection critical success will give 25% intel, which typically reveals the faction of the councilor and allows all missions to target the councilor, marking councilor with a faction-colored icon.

Detection awareness

Whenever a councilor's mission is detected by another faction, there is a chance that the councilor will learn that they were detected. The chance is also calculated in the same way as a councilor mission, but the attack and defense modifiers are much simpler:

  • The only Attack modifier is the detected councilors Investigation attribute.
  • The only Defense modifier is the sum of the Espionage attributes of the detecting faction's councilors, divided by 6. (But detained councilors are excluded.)

If the player faction discovers a councilor has been detected they'll see the pawn notification icon on left edge on screen in color of their faction.

All councilors keep track of all factions they are aware have spotted them. Player has this information about turned councilors as well. It is visible on councilor's face image - as highlighted on the picture here. This information however does not tell you when they were last spotted by the faction.

Go To Ground mission will erase this information. Even though it is not guaranteed that other factions will lose all intel on the councilor. However - it is still possible to be spotted on the Go To Ground mission - it's just unlikely with mission noise caused being negative 8.

Alien Detection Restrictions

SPOILERS INSIDE!  

At the start of the game, an alien councilor can only be detected when it is performing a Terrorize mission. Furthermore, this only reveals the region that the mission was performed in and places an Alien Activity site in it for factions to investigate. The alien councilor itself is not revealed and cannot be targeted.

The following actions must be taken to allow better detection:

Intel on target

Each faction's intel on each target is rated on a scale from 0% to 100%. For councilors, the amount of intel a faction has on them determines what the details faction can see:

Intel Level Details Visible
<10% Nothing (but the fact that they exist may be revealed if you have intel on their faction).
>=10% The councilor's location is revealed.
>=25% The councilor's faction, identity, and class are revealed.
>=50% The councilor's stats, orgs, and available missions are revealed.
>=75% The councilor's current mission assignment is revealed.
100% The councilor's loyalty is revealed, as well as which faction has turned them, if any.

The intel level that a faction has on a councilor is mainly affects the missions that can be done to that councilor:

Intel Level Mission Effect
<10% Cannot be targeted by Missions.
>=10% Can be targeted by Investigate Councilor missions.
>=25% Can be targeted by Assassinate, Contact, Detain, Pass Technology, Sabotage Project, and Steal Project missions.
>=50% Can be targeted by Hostile Takeover missions.
Suffers +1 Attack on Assassinate, Detain, Hostile Takeover, and Steal Project missions.
>=75% Can be targeted by Extract and Inspire missions from the councilor's faction.
Suffers +3 Attack on Assassinate, Detain, Hostile Takeover, and Steal Project missions.
100% Can be targeted by Turn Councilor missions.
Suffers +5 Attack on Assassinate, Detain, Hostile Takeover, Steal Project, and Turn Councilor missions.

A faction's intel on a councilor can change from the following:

Source Conditions Intel Change
Councilor Retires None Set to 0%
Faction is the Councilor's Owning Faction Whenever below 75% Set to 75%
Councilor is Turned by Faction Whenever below 100% Set to 100%
Faction performs Investigate Councilor mission on Councilor Normal Success 25% + 0.5% × Investigator's Investigation
Critical Success 50% + 1% × Investigator's Investigation
Faction Captures (or Buys) Hab of Councilor's Faction None 25%
Councilor gets Detained by Faction None 4% × (25 - Councilor Loyalty)
Councilor is no longer Detained by Faction Detainment ends naturally 4% × (25 - Councilor Loyalty) × Interrogation Research Multipliers
Faction detects Councilor doing any Mission Normal Detection Success 10%
Critical Detection Success 25%
Councilor performs Go to Ground mission Owning Faction Set to 75%
Non-Owning Factions 50% + 3% × Councilor Espionage
Natural Decay when Councilor is not Targeted by Faction for a turn Councilor is Alien Set to 0%
(100% - Intel on Councilor / 2) Chance Set to 0%
None 25% or 50% (equal chance)

Turn councilor

Turned councilor

Councilors with 100% intel on them can become this faction's spies via Turn councilor action. Each faction can have no more than 2 spies in other factions.

Turned councilors provide full vision of their faction, and share all intel that faction has. This includes the 75% baseline intel that the faction has on their councilors, as well as all prospecting data they have on the solar system. Having a turned councilor in The Servants can be especially helpful, since The Servants often have much more intel on alien assets such as Xenoflora.

Turn councilors can be forced to increase failure chance on their missions. Other factions are programmed to track councilors suspected to be traitors and deal with them (their suspicion about advisers is stored in internalCouncilorSuspicion variable).

Hydra councilors can never be turned.

Dealing with spies

  • Investigate councilor may reveal whether investigated adviser is turned or not.
  • Inspire will make target councilor cut their contacts with faction that turned them. This will not reveal whether this councilor was a spy or not.
  • Firing suspected councilor or sending them on suicide mission is also a valid option.

Stealing councilors

It's possible to steal turned councilors from other factions. To do that, open their profile in council interface and press resign. This will add them to your private councilor recruit pool, allowing you to hire them.

Noise

Noise generated by missions
Mission Critical Fail Fail Success Critical Success
Abductions 8 4 2 -4
Advise 0
Assasinate 10 4 0 -4
Assault Alien Asset 12 6 4 0
Grant Alien Control 0
Build Facility 0 0 0 0
Contact 0
Control Space Asset 30 30 0 -4
Coup d'Etat 8 4 2 2
Crackdown 6 2 0 -4
Defend Interests 0
Deorbit 0
Detain Councilor 8 2 0 -4
Surveil Location -4
Dominate Nation 30 30 30 30
Enthrall Elites 8 4 0 -4
Enthrall Org 4 2 0 -4
Enthrall Public 8 4 0 -4
Enthrall Unaligned Elites 8 4 0 -4
Extract Councilor 10 2 0 -4
Control Nation 4 2 0 -4
Go To Ground -8
Hostile Takeover 8 2 0 -4
Inspire Councilor -2 -4 -4 -4
Investigate Alien Activity 2 0 -2 -4
Investigate Councilor 2 0 -2 -4
Orbit 0
Pass Technology 0
Public Campaign 8 2 0 -4
Protect Councilor 0
Purge 8 4 0 -4
Sabotage Facilities 12 2 0 -6
Sabotage Hab Module 12 2 0 -6
Sabotage Project 8 0 0 -2
Seize Space Asset 12 6 2 4
Set National Policy 10
Stabilize Nation 6 3 0 -4
Steal Project 8 2 0 -8
Terrorize Region 16 16 30 16
Transfer 0
Turn Councilor 12 6 0 -4
Increase Unrest 12 6 0 -4
Xenoform 8 4 2 -4

Traits

Traits are innate characteristics of a councilor. They may grant permanent or conditioned stat bonuses or maluses, incomes, or access to certain orgs.

Some traits may be purchased, upgraded or removed by spending XP:

  • Purchase Costs are doubled if the councilor's profession normally does not allow them to acquire the trait.
  • Traits that say they are upgraded from another trait cannot be purchased directly: instead, the councilor already possess the other trait, and then paying the costs will swap out that trait for the target trait.
  • Costs are displayed as negative if the trait can be removed, not purchased.

Traits in each group are mutually exclusive with other members in the same group: no councilor may have more than one trait from the same group at the same time.

Note: Section work in progress... Group names are not official, the game just assigned them to groups and I gave them the best name I could think of... feel free to replace with better names!

Wealth Group Traits

Name Description Cost Upgrades
From
Detection
Bonus(es)
Income Stat
Bonus(es)
Affluent Makes a good living. 10 XP
1money


Prosperous Well-off and able to contribute meaningful funds to the cause. 20 XP
Affluent 3money


Wealthy Has access to a hefty bank account. 40 XP
Prosperous 5money


Rich Has vast sums to call on, but disliked in egalitarian nations. 80 XP
Wealthy 20money
1influence
-1Persuasion if Inequality<=4

Billionaire Access to truly obscene amounts of money, to the point of unpopularity in nations that prize equality. 160 XP
Rich -1Espionage
50money
2influence
-2Persuasion if Inequality<=4

Scientist Group Traits

Influence Group Traits

Nation Group Traits

Personality Group Traits

??? Group Traits

Expert Academic Technocrat Oligarch

What kind of group is this??

Space Group Traits

Minions Group Traits

Caution Group Traits

XP Group Traits

Command Implant Group Traits

Science Implant Group Traits

Security Implant Group Traits

Investigation Implant Group Traits

Administration Implant Group Traits

Espionage Implant Group Traits

Persuasion Implant Group Traits

Poverty Group Traits

Engineering Project Group Traits

National Priority Group Traits

Positive Traits

Trait Effects XP Cost Description
Government
  • Can purchase Government Orgs
20 A member of a recognized government with official status.
Transparent
  • Loyalty is visible
N/A Always means exactly what he or she says.
Apocalyptic
  • +1 Persuasion if any nation used a strategic nuclear barrage
N/A Believes the end of humanity is nigh and wishes others to do so.
Aware
  • +1 Investigation when detecting other councilors
N/A Particularly skilled at detecting other councilors.
Beloved
  • +1 Persuasion
  • +3 Monthly Influence Income
  • Mission Granted: Inspire
  • Faction killing this councilor gains an Atrocity
N/A Popular regardless of their loyalties.
Hard Target
  • +2 Security
  • +1 Espionage when being detected by other councilors
  • Enemy critical failures on Assassinate and Detain Councilor missions against this councilor will result in the attacker's death if not protected
20 Will strike back if attacked.
Streetwise
  • +1 Espionage when being detected by other councilors
  • +1 Investigation when in home nation
  • +1 Security when in home nation
20 Skilled at navigating dark corners in his or her home nation.
Untouchable
  • +3 Security
  • Being targeted for Assassinate missions will give the targeting councilor the Marked trait
150 In too important a position to be safely deleted.
Veteran
  • +1 Command
  • +1 Security
  • +2% Military Science Research
N/A A former member of his or her home nation's armed forces.
Ace Assassin
  • +3 Espionage
N/A An efficient killer.
Vengeful
  • +3 Command
  • +3 Security
  • +5 Espionage
  • +15 Loyalty
  • Mission Granted: Assassinate
N/A It's payback time.
Quick Learner
  • -20% Augumentation XP Cost
N/A Picks up new skills faster than most.
Striver
  • -30% Augumentation XP Cost
N/A Dedicated to self-improvement.
Survivor
  • +1 Security
10 Very hard to kill during episodes of mass violence.
Crew
  • +1 Security
  • +1 Monthly Ops Income
N/A Has a small team of loyal followers who serve as bodyguards and can conduct operations.
Counselor
  • +1 Persuasion in nations where cohesion is at least 6
  • Mission Granted: Advise
20 Appeals to what we have in common.
Unifier
  • +2 Persuasion in nations where cohesion is at least 6
  • +1 Monthly Influence Income
  • Mission Granted: Advise
  • Mission Granted: Lower Unrest
40 Influential in nations with a sense of common purpose.
Affluent
  • +1 Monthly Money Income
10 Makes a good living.
Prosperous
  • +2 Monthly Money Income
20 Well-off and able to contribute meaningful funds to the cause.
Wealthy
  • +3 Monthly Money Income
40 Has access to a hefty bank account.
Astronomer
  • +5 Monthly Research Income
  • +15% Space Science Research
N/A An expert in the study of Space Science.
Chemist
  • +5 Monthly Research Income
  • +15% Materials Research
N/A An expert in the study of Materials.
Doctor
  • +5 Monthly Research Income
  • +15% Life Science Research
N/A An expert in the study of Life Science.
Physicist
  • +5 Monthly Research Income
  • +15% Energy Research
N/A An expert in the study of Energy.
Computer Scientist
  • +5 Monthly Research Income
  • +15% Information Science Research
N/A An expert in the study of Information Science.
Military Scientist
  • +5 Monthly Research Income
  • +15% Military Science Research
N/A An expert in the study of Military Science.
Social Scientist
  • +5 Monthly Research Income
  • +15% Social Science Research
N/A An expert in the study of Social Science.
Senior Astronomer
  • +10 Monthly Research Income
  • +25% Space Science Research
  • +1 Science
40 A prominent researcher in the field of Space Science.
Senior Chemist
  • +10 Monthly Research Income
  • +25% Materials Research
  • +1 Science
40 A prominent researcher in the field of Materials.
Senior Doctor
  • +10 Monthly Research Income
  • +25% Life Science Research
  • +1 Science
40 A prominent researcher in the field of Life Science.
Senior Physicist
  • +10 Monthly Research Income
  • +25% Energy Research
  • +1 Science
40 A prominent researcher in the field of Energy.
Senior Computer Scientist
  • +10 Monthly Research Income
  • +25% Information Science Research
  • +1 Science
40 A prominent researcher in the field of Information Science.
Senior Military Scientist
  • +10 Monthly Research Income
  • +25% Military Science Research
  • +1 Science
40 A prominent researcher in the field of Military Science.
Senior Social Scientist
  • +10 Monthly Research Income
  • +25% Social Science Research
  • +1 Science
40 A prominent researcher in the field of Social Science.
Chief Astronomer
  • +20 Monthly Research Income
  • +35% Space Science Research
  • +2 Science
  • +2 Monthly Influence Income
80 A distinguished researcher in the field of Space Science.
Chief Chemist
  • +20 Monthly Research Income
  • +35% Materials Research
  • +2 Science
  • +2 Monthly Influence Income
80 A distinguished researcher in the field of Materials.
Chief Doctor
  • +20 Monthly Research Income
  • +35% Life Science Research
  • +2 Science
  • +2 Monthly Influence Income
80 A distinguished researcher in the field of Life Science.
Chief Physicist
  • +20 Monthly Research Income
  • +35% Energy Research
  • +2 Science
  • +2 Monthly Influence Income
80 A distinguished researcher in the field of Energy.
Chief Computer Scientist
  • +20 Monthly Research Income
  • +35% Space Information Research
  • +2 Science
  • +2 Monthly Influence Income
80 A distinguished researcher in the field of Information Science.
Chief Military Scientist
  • +20 Monthly Research Income
  • +35% Military Science Research
  • +2 Science
  • +2 Monthly Influence Income
80 A distinguished researcher in the field of Military Science.
Chief Social Scientist
  • +20 Monthly Research Income
  • +35% Social Science Research
  • +2 Science
  • +2 Monthly Influence Income
80 A distinguished researcher in the field of Social Science.
Connected
  • +3 Monthly Influence Income
20 Able to use back channels to exert a measure of influence.
Puppet Master
  • +8 Monthly Influence Income
  • +1 Espionage when being detected by other councilors
  • Mission Granted: Control Nation
40 Able to pull strings in many places without notice.
Low Profile
  • +2 Espionage when being detected by other councilors
N/A Skilled at evading detaction.
Undercover
  • +1 Espionage when being detected by other councilors
  • Orbit mission can target other factions' tier 1 habitats
N/A This person's public persona conceals someone who is able to infiltrate enemy space installations without fear of identification.
Agitator
  • +3 Monthly Influence Income
  • +1 Persuasion in nations where education is 6 or less
  • +1 Persuasion in nations where cohesion is 4 or less
20 Excels at gaining the support of those unhappy with their nation.
Second Wave
  • +3 Espionage
  • +3 Security
  • Aliens only
N/A This alien appears to be part of a second wave of infiltrators and more skilled at evading detection than its predecessors.

Implant Traits

Implant traits can only be added or upgraded following certain projects. Higher tier traits must be upgraded from the previous tier.

  • Tier 1 traits cost 500 Money and require the Cybernetic Implants project.
  • Tier 2 traits cost 1000 Money and require the Neural Engineering project.
  • Tier 3 traits cost 2000 Money and require the Cyborging project.
Tier 1 Trait Tier 2 Trait Tier 3 Trait
Datajack
  • +3 Monthly Research Income
  • +1 Science
Neural Interlink
  • +3 Monthly Research Income
  • +2 Science
Cognitive Enhancer
  • +3 Monthly Research Income
  • +3 Science
Embedded Sensors
  • +1 Investigation
  • +1 Investigation when being detected by other councilors
Enhanced Senses
  • +2 Investigation
  • +1 Investigation when being detected by other councilors
Argus Implant
  • +3 Investigation
  • +1 Investigation when being detected by other councilors
Force Tracker
  • +1 Command
Battle Computer
  • +2 Command
Strategic AI
  • +3 Command
Intelligent Assistant
  • +1 Administration
Management AI
  • +2 Administration
Executive AI
  • +3 Administration
Protection Unit
  • +1 Security
  • +1 Espionage when being detected by other councilors
P-Defense System
  • +2 Security
  • +1 Espionage when being detected by other councilors
Guardian Angel
  • +3 Security
  • +1 Espionage when being detected by other councilors
Scrambler
  • +1 Espionage
  • +1 Espionage when being detected by other councilors
Countermeasures
  • +2 Espionage
  • +1 Espionage when being detected by other councilors
Stealth Field
  • +3 Espionage
  • +1 Espionage when being detected by other councilors
Loyalty Monitor
  • Loyalty is visible
  • -5 Loyalty
Cannot be upgraded Cannot be upgraded
No tier 1 version No tier 2 version Forebrain Stimulator
  • +3 Loyalty
  • +3 Apparent Loyalty
  • -2 Command
  • -2 Science
Pherocyte Emitters

Pherocyte emitters are special implant traits which increase Persuasion. They require the Pherocyte Emitter project, which can be researched in parallel with the Cyborging project once the faction has completed the Pherocytes project.

Tier 1 Trait Tier 2 Trait
Pherocyte Emitter
  • +3 Persuasion
  • Mission Granted: Inspire
  • Costs 5000 Money and requires the Pherocyte Emitter project.
Pherocyte Mass Emitter
  • +10 Persuasion
  • Mission Granted: Inspire
  • Mission Granted: Turn Councilor
  • Costs 10000 Money and requires the Pherocyte Mastery project.
  • The Initiative only

Mixed Traits

Trait Effects Missions Remove Cost Description
Criminal
  • +1 Monthly Money Income
  • Can purchase Criminal Orgs
  • -1 Security in nations where unrest is 1 or less
  • Unknown
Involved in illegal activities.
Sociopath
  • +1 Persuasion
  • Can purchase Sociopath Orgs
  • -3 Loyalty
Someone skilled at managing others in sole pursuit of his or her own satisfaction.
Firebrand
  • +4 Monthly Influence Income
  • +2 Persuasion in nations where education is 6 or less
  • +2 Persuasion in nations where cohesion is 4 or less
  • -1 Persuasion in nations where education is at least 9
  • -3 Espionage when being detected by other councilors
Appeals to the anger and fear of an uncritical audience.
Demagogue
  • +5 Monthly Influence Income
  • +3 Persuasion in nations where education is 6 or less
  • +3 Persuasion in nations where cohesion is 4 or less
  • -2 Persuasion in nations where education is at least 9
  • -6 Espionage when being detected by other councilors
An influential rabble-rouser who plays to the basest instincts of the public.
Rich
  • +10 Monthly Money Income
  • +1 Monthly Influence Income
  • -1 Persuasion in nations where Inequality is 4 or less
Has vast sums to call on, but disliked in egalitarian nations.
Billionaire
  • +40 Monthly Money Income
  • +2 Monthly Influence Income
  • -2 Persuasion in nations where Inequality is 4 or less
  • -1 Espionage when being detected by other councilors
Access to truly obscene amounts of money, to the point of unpopularity in nations that prize equality.
Eminent
  • +6 Monthly Influence Income
  • -2 Espionage when being detected by other councilors
Influential among elites, but well-known enough to sometimes attract unwanted attention.
Famous
  • +9 Monthly Influence Income
  • -4 Espionage when being detected by other councilors
Broadly known among elites and the public.
Megastar
  • +12 Monthly Influence Income
  • -8 Espionage when being detected by other councilors
  • Prohibited: Go To Ground
A person of global renown, whose very movements make the news worldwide.
Opinion Leader
  • +4 Monthly Influence Income
  • +2 Persuasion in nations where Government is at least 6
  • -2 Espionage when being detected by other councilors
A respected commentator on public affairs, whose words reach many in free nations.
Media Darling
  • +7 Monthly Influence Income
  • +3 Persuasion in nations where Government is at least 6
  • -4 Espionage when being detected by other councilors
A popular speaker on media channels in free nations.
Elder Statesman
  • +10 Monthly Influence Income
  • +4 Persuasion in nations where Government is at least 6
  • -4 Espionage when being detected by other councilors
A widely respected and influential member of the political elite.
Averse
  • +1 Security
  • Cannot perform missions in nations with unrest of 6 or higher
20 XP Particularly concerned with security and avoiding personal risk.
Paranoid
  • +3 Security
  • +2 Investigation
  • +2 Espionage when being detected by other councilors
  • -2 Persuasion
  • Cannot perform missions in nations with unrest of 6 or higher
  • Prohibited: Inspire
40 XP Sees enemies everywhere. Only right some of the time.
Ethical
  • +1 Persuasion in nations where Inequality is 3.5 or less
  • -1 Loyalty per atrocity by faction
  • Prohibited: Assassinate
A person of principle who believes not all means are justified by their end.
Pacifist
  • +2 Persuasion in nations where Education is at least 9
  • -2 Loyalty per atrocity by faction
  • -3 Command
  • Prohibited: Assassinate
  • Prohibited: Assault Alien Asset
  • Prohibited: Assault Enemy Space Asset
  • Prohibited: Increase Unrest
  • Prohibited: Sabotage Facilities
Personally refuses to take part in any violent action.
Academic
  • +10 Monthly Research Income
  • -1 Command
  • Granted: Advise
Affiliated with a research university.
Awkward Genius
  • +2 Investigation
  • +3 Science
  • -3 Persuasion
  • -3 Command
  • Prohibited: Inspire
  • Prohibited: Public Campaign
Poor at recognizing social cues and working with others but able to conduct scientific investigations with unparalleled focus.
Brazen
  • +1 Persuasion in nations where Education is 7 or less
  • -1 Security
Flouts elite conventions, gaining influence among the masses at some personal risk.
Conspiracy Theorist
  • +1 Security
  • +2 Investigation
  • -1 Monthly Influence Income
  • -1 Persuasion
  • Granted: Investigate Alien Activity
Sees connections between events that others will not. Occasionally right about them.
Corrupt
  • +2 Espionage
  • +3 Monthly Influence Income
  • -4 Monthly Money Income
  • -3 Loyalty
40 XP Influential, but will steal from us.
Cynic
  • +1 Investigation
  • -1 Loyalty
  • Prohibited: Inspire
Difficult to fool, but expresses little hope for humanity's future.
Demanding
  • +2 Administration
  • +1 Command
  • -1 Loyalty per critical failure on a mission
Does not tolerate failure from anyone.
Expert
  • +2 Monthly Influence Income
  • +5 Monthly Research Income
  • +1 Persuasion
  • +1 Science
  • -1 Security
  • -1 Espionage when being detected by other councilors
  • Granted: Advise
An oft-quoted speaker on topics in a certain realm of expertise.
Family Ties
  • +1 Persuasion in home nation
  • +1 Security in home nation
  • Loses loyalty if home nation is hit with a Strategic Nuclear Barrage
Feels a strong connection to their homeland and has family there.
Lone Wolf
  • +2 Espionage
  • -1 Command
  • -1 Administration
  • Prohibited: Inspire
Does not work well with others, but skilled at secretive activity.
Martyr
  • +1 Persuasion
  • If it dies violently owner receives Public Campaign effects in every nation
  • -1 Security
  • Granted: Inspire
A violent death will draw millions to their cause.
National Hero
  • +3 Persuasion when in home nation
  • -1 Security when in home nation
  • Granted: Inspire
Well known and influential in his or her home nation.
Oligarch
  • +3 Monthly Money Income
  • +4 Monthly Influence Income
  • +1 Persuasion in nations where Inequality is above 4
  • -1 Persuasion in nations where Inequality is below 4
Has gained riches via political power; influential in nations with high inequality.
Suspicious
  • +2 Espionage
  • +2 Security
  • +2 Investigation
  • +2 Investigation when detecting other councilors
  • +1 Espionage when being detected by other councilors
  • -2 Apparent Loyalty
  • Prohibited: Inspire
Naturally inclined to distrust others.
Technocrat
  • +2 Monthly Influence Income
  • +3 Monthly Research Income
  • +3 Administration
  • +1 Science
  • +5% Social Science Research
  • -1 Persuasion in nations where education is 8 or less
  • Granted: Advise
Believes that social relations are simply an engineering problem.
Furtive
  • +2 Espionage
  • -1 Persuasion
  • -1 Administration
  • 2 Apparent Loyalty
  • Prohibited: Inspire
A secretive and often negative personality.
Inscrutable
  • 12 Apparent Loyalty
  • Prohibited: Inspire
Never seems to express a strong opinion.
Pollyanna
  • 25 Apparent Loyalty
Always expresses a sunny outlook on events, regardless of their reality.
Extremist
  • +3 Loyalty
  • +1 Investigation
  • -1 Persuasion in nations where education is at least 8
  • +3 Apparent Loyalty
Utterly devoted to the cause and holds those who aren't in low regard.
Fanatic
  • +5 Loyalty
  • +2 Persuasion in nations where education is 6 or less
  • -1 Investigation
  • +5 Apparent Loyalty
An absolute true believer who lacks an understanding of certain subtleties of dealing with the world.

Negative Traits

Trait Effects Remove Cost Description
Inflexible
  • +10% Augumentation XP Cost
40 XP Slow to learn new things.
Declining
  • +100% Augumentation XP Cost
  • -1 Investigation
  • -1 Command
Permanent Age is taking its toll.
Careless
  • -2 Security in nations where unrest is at least 4
  • -2 Espionage when being detected by other councilors
20 XP Someone who doesn't take personal security terribly seriously.
Delinquent
  • -3 Security
  • -4 Espionage when being detected by other councilors
  • -4 Persuasion
  • -6 Apparent Loyalty
300K Money Refuses to honour outstanding debts, gaining them a reputation for untrustworthiness and causing their movements to be more closely tracked.
Anxious
  • -1 Loyalty per councilor lost to assassination
20 XP Not ready to die for the cause.
Insecure
  • -1 Loyalty per critical failure on a mission
20 XP Is troubled by personal failure.
Loss Averse
  • -1 Loyalty per destroyed tier 1 hab
  • -2 Loyalty per destroyed tier 2 hab
  • -3 Loyalty per destroyed tier 3 hab
20 XP Haunted by defeat.
Addict
  • -1 Monthly Money Income
  • -2 Security
  • -4 Security if Money is 0
  • -1 Espionage when being detected by other councilors
40 XP Addicted to an illicit substance and willing to go to any length to acquire it.
Earthbound
  • Mission Prohibited: Orbit
20 XP This person refuses to travel to space.
Extorted
  • -6 Loyalty
  • Mission Prohibited: Inspire
300K Money Feels that they have been taken advantage of financially by our faction, making them reluctant to trust us.
Indebted
  • -100 Monthly Money Income
  • -2 Persuasion
150K Money Owes a very large sum of money to creditors, reducing their credibility.
Indulgent
  • -2 Monthly Money Income
  • -4 Loyalty if Money is 0
20 XP Spends lots of money on personal gratification.
Marked
  • -10 Security
  • -4 Espionage when being detected by other councilors
  • Mission Prohibited: Public Campaign
50 XP
1000 Money
500 Influence
100 Ops
This councilor has done something public, and terrible, and is the target of surveillance efforts around the globe.
Pariah
  • -2 Persuasion when in home nation
  • -2 Security when in home nation
Permanent Strongly disliked in his or her home nation, this person fares better in foreign lands.
Enemy of the State
  • Cannot perform missions in his or her home nation
20 XP
20 Influence
Faces imprisonment or execution in his or her home nation.
Non Grata
  • Cannot perform missions in rivals of his or her home nation
20 XP
100 Money
20 Influence
Faces imprisonment or execution in rivals of his or her home nation.

Average Newly Generated Councilors

By combining the trait chances for each profession as well as their random stat ranges, we can compute the following:

Profession Average Initial Stat Values
Total Except
Activist 7.47 0.50 4.12 4.59 0.68 0.55 0.44 11.99 8.65 18.35
Astronaut 4.36 6.65 1.60 2.53 4.89 5.70 5.24 11.14 15.90 30.97
Attorney 6.47 1.58 2.25 6.52 4.57 1.00 3.58 11.34 12.63 25.98
Celebrity 8.34 0.55 0.57 2.18 4.24 0.50 5.15 10.16 13.13 21.53
Commando 0.96 5.57 5.14 3.62 1.19 0.50 9.07 11.00 7.72 26.05
Diplomat 6.07 2.61 5.23 4.15 5.47 0.65 4.85 10.82 14.15 29.03
Engineer 3.97 1.58 1.75 5.02 5.07 7.48 2.58 11.34 10.63 27.47
Evangelist 8.14 2.63 0.55 1.67 4.18 0.00 3.99 12.61 14.95 21.16
Executive 5.54 4.94 1.12 3.09 6.66 1.62 3.16 11.08 17.15 26.14
Fixer 2.35 0.46 5.86 5.30 0.44 0.56 3.95 9.95 3.25 18.92
Hacker 2.52 0.47 6.70 4.98 1.83 5.10 3.41 10.09 4.83 25.02
Inspector 3.41 4.71 3.59 6.28 4.89 1.04 5.82 11.24 13.01 29.74
Investigator 2.13 0.68 5.46 8.48 2.28 1.03 5.43 11.11 5.09 25.49
Journalist 7.12 0.04 4.48 6.93 1.06 1.60 1.12 10.80 8.22 22.35
Judge 6.10 1.80 2.27 5.65 4.60 0.54 4.02 11.20 12.51 24.99
Kingpin 3.79 4.75 5.63 4.35 5.89 0.00 8.51 8.93 14.43 32.91
Officer 5.01 7.63 2.60 2.15 5.27 1.00 7.42 12.07 17.91 31.08
Operative 2.41 4.63 6.33 3.90 0.68 0.50 6.61 10.99 7.73 25.06
Politician 7.08 2.21 2.70 4.47 5.54 0.55 4.39 7.62 14.83 26.95
Professor 5.38 -0.53 2.97 5.68 2.52 5.85 1.11 11.11 7.37 22.98
Rebel 5.20 6.62 6.26 3.28 1.66 0.00 6.70 9.94 13.48 29.72
Scientist 3.08 -0.36 1.55 5.04 4.12 7.73 2.26 11.18 6.84 23.42
Spy 5.08 2.59 7.58 6.68 1.31 0.50 6.41 10.08 8.98 30.15
TechMogul 5.17 2.00 2.13 3.12 6.29 5.92 3.55 11.16 13.46 28.18
Tycoon 3.52 4.54 2.22 2.12 8.08 2.55 4.27 10.16 16.13 27.30

The two initial councilors that a faction can begin with have additional bonuses applied to them:

  • All traits that give the councilor movement restrictions are removed.
  • If the councilor has only one ```keyStat```, then that stat is set to 8.
  • Otherwise, the primary ```keyStat``` is set to 7, while the secondary ```keyStat``` is set to 6.
Profession Average Initial Stat Values for Campaign Start Councilors
Total Except
Activist 7.51 6.00 4.12 4.55 0.68 0.55 0.28 11.99 14.19 23.69
Astronaut 4.36 7.15 1.60 2.53 4.89 6.20 5.24 11.14 16.40 31.97
Attorney 5.97 1.58 2.25 7.02 4.57 1.00 3.48 11.34 12.13 25.88
Celebrity 7.90 0.55 0.57 2.12 4.24 0.50 7.46 10.16 12.69 23.34
Commando 0.98 7.07 5.14 3.60 1.19 0.50 9.04 11.00 9.24 27.52
Diplomat 7.09 2.61 5.23 4.13 6.47 0.65 4.72 10.82 16.17 30.90
Engineer 3.97 1.58 1.75 5.02 6.07 7.98 2.48 11.34 11.63 28.87
Evangelist 8.70 2.63 0.55 1.61 4.18 0.00 3.80 12.61 15.51 21.47
Executive 5.58 6.44 1.12 3.05 8.16 1.62 3.00 11.08 20.19 28.98
Fixer 2.37 0.46 7.36 6.28 0.44 0.56 3.82 9.95 3.27 21.29
Hacker 2.58 0.47 8.20 4.92 1.83 6.10 3.22 10.09 4.89 27.33
Inspector 3.47 6.21 3.59 7.72 4.89 1.04 5.63 11.24 14.57 32.55
Investigator 2.33 0.68 6.96 8.28 2.28 1.03 5.03 11.11 5.29 26.59
Journalist 7.18 0.04 4.48 6.87 1.06 1.60 1.03 10.80 8.28 22.26
Judge 6.12 1.80 2.27 7.13 6.60 0.54 3.89 11.20 14.53 28.36
Kingpin 4.58 4.75 7.13 3.55 7.39 0.00 7.24 8.93 16.72 34.64
Officer 5.03 7.13 2.60 2.13 6.27 1.00 7.29 12.07 18.43 31.45
Operative 2.47 6.13 7.33 3.84 0.68 0.50 6.52 10.99 9.29 27.47
Politician 6.18 2.21 2.70 4.37 7.54 0.55 4.14 7.62 15.93 27.70
Professor 5.90 -0.53 2.97 5.66 2.52 7.35 0.98 11.11 7.89 24.85
Rebel 5.30 7.12 6.26 3.18 1.66 0.00 6.55 9.94 14.08 30.07
Scientist 3.10 -0.36 1.55 6.02 4.12 7.73 2.13 11.18 6.86 24.29
Spy 5.68 2.59 8.58 6.58 1.31 0.50 6.26 10.08 9.58 31.50
TechMogul 5.19 2.00 2.13 3.10 8.29 6.42 3.42 11.16 15.48 30.55
Tycoon 3.56 4.54 2.22 2.08 8.08 2.55 6.11 10.16 16.17 29.14
Other Notable Values
Profession Average Influence Income Trait Chance
Martyr Survivor Gov Crim Scientist
Activist 6.38 20% 1% 5% 10% 0% 0% 0% 1% 2% 0% 0%
Astronaut 7.34 1% 10% 100% 0% 20% 5% 30% 5% 0% 20% 5%
Attorney 3.79 0% 2% 5% 2% 0% 0% 0% 0% 0% 0% 0%
Celebrity 10.82 5% 0% 1% 5% 0% 0% 0% 0% 0% 0% 0%
Commando 0.02 0% 80% 50% 0% 0% 0% 0% 0% 0% 0% 0%
Diplomat 3.73 0% 1% 100% 0% 0% 0% 0% 0% 0% 0% 0%
Engineer 2.82 0% 2% 10% 0% 0% 0% 0% 0% 0% 0% 0%
Evangelist 7.17 25% 0% 0% 1% 0% 0% 0% 0% 0% 0% 0%
Executive 5.72 0% 0% 10% 0% 0% 0% 0% 0% 0% 0% 0%
Fixer 0.62 0% 50% 10% 10% 0% 0% 0% 0% 0% 0% 0%
Hacker 1.12 0% 5% 5% 25% 0% 0% 0% 0% 0% 0% 50%
Inspector 3.09 0% 3% 75% 0% 0% 0% 0% 0% 0% 0% 0%
Investigator 2.65 0% 10% 75% 0% 0% 0% 0% 0% 0% 0% 0%
Journalist 5.31 3% 2% 5% 5% 0% 0% 0% 0% 0% 0% 0%
Judge 3.58 5% 1% 100% 0% 0% 0% 0% 0% 0% 0% 0%
Kingpin 3.82 3% 20% 0% 100% 0% 0% 0% 0% 0% 0% 0%
Officer 1.95 2% 50% 100% 0% 0% 0% 0% 3% 0% 10% 0%
Operative 1.46 0% 50% 50% 1% 0% 0% 0% 0% 0% 0% 0%
Politician 5.69 4% 0% 100% 0% 0% 0% 0% 0% 0% 0% 0%
Professor 3.43 3% 0% 1% 0% 10% 10% 10% 10% 20% 10% 10%
Rebel 3.87 20% 70% 0% 20% 0% 0% 0% 0% 0% 0% 0%
Scientist 2.76 0% 3% 5% 0% 15% 15% 15% 15% 15% 10% 15%
Spy 0.95 0% 10% 50% 1% 0% 0% 0% 0% 0% 0% 0%
TechMogul 8.17 1% 0% 0% 0% 5% 5% 0% 0% 5% 0% 25%
Tycoon 7.86 0% 0% 0% 1% 0% 0% 0% 0% 0% 0% 0%

Note: If a profession has a non-zero chance of getting the Government or Criminal Trait, they can use XP (and resources) to purchase that Trait. But only if they do not already possess a Trait from that group. The traits in that group are Government, Criminal, National Hero, Enemy of the State, and Pariah.