Councilors: Difference between revisions
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| 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

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:
- Each councilor currently in the recruit list has an age × 1% chance to be removed from the recruit list.
- The recruit list's desired size is randomized to be between 6 and 9.
- 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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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.
| 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.
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:
- +10 years when DNA Repairs is researched.
- +10 years when Methuselah Therapies is researched.
- +0.5 years for each time Future Tech: Life Science is researched.
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

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.
| 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 |
| 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 |
|
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. |


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 | |
| Critical Success | ||
| Faction Captures (or Buys) Hab of Councilor's Faction | None | |
| Councilor gets Detained by Faction | None | |
| Councilor is no longer Detained by Faction | Detainment ends naturally | |
| Faction detects Councilor doing any Mission | Normal Detection Success | |
| Critical Detection Success | ||
| Councilor performs Go to Ground mission | Owning Faction | Set to 75% |
| Non-Owning Factions | ||
| 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 |
Turn 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
| 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 |
1 |
|||
| Prosperous | Well-off and able to contribute meaningful funds to the cause. | 20 XP |
Affluent | 3 |
||
| Wealthy | Has access to a hefty bank account. | 40 XP |
Prosperous | 5 |
||
| Rich | Has vast sums to call on, but disliked in egalitarian nations. | 80 XP |
Wealthy | 20 1 |
-1 | |
| Billionaire | Access to truly obscene amounts of money, to the point of unpopularity in nations that prize equality. | 160 XP |
Rich | -1 |
50 2 |
-2 |
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 |
|
20 | A member of a recognized government with official status. |
| Transparent |
|
N/A | Always means exactly what he or she says. |
| Apocalyptic |
|
N/A | Believes the end of humanity is nigh and wishes others to do so. |
| Aware |
|
N/A | Particularly skilled at detecting other councilors. |
| Beloved |
|
N/A | Popular regardless of their loyalties. |
| Hard Target |
|
20 | Will strike back if attacked. |
| Streetwise |
|
20 | Skilled at navigating dark corners in his or her home nation. |
| Untouchable |
|
150 | In too important a position to be safely deleted. |
| Veteran |
|
N/A | A former member of his or her home nation's armed forces. |
| Ace Assassin |
|
N/A | An efficient killer. |
| Vengeful |
|
N/A | It's payback time. |
| Quick Learner |
|
N/A | Picks up new skills faster than most. |
| Striver |
|
N/A | Dedicated to self-improvement. |
| Survivor |
|
10 | Very hard to kill during episodes of mass violence. |
| Crew |
|
N/A | Has a small team of loyal followers who serve as bodyguards and can conduct operations. |
| Counselor |
|
20 | Appeals to what we have in common. |
| Unifier |
|
40 | Influential in nations with a sense of common purpose. |
| Affluent |
|
10 | Makes a good living. |
| Prosperous |
|
20 | Well-off and able to contribute meaningful funds to the cause. |
| Wealthy |
|
40 | Has access to a hefty bank account. |
| Astronomer |
|
N/A | An expert in the study of Space Science. |
| Chemist |
|
N/A | An expert in the study of Materials. |
| Doctor |
|
N/A | An expert in the study of Life Science. |
| Physicist |
|
N/A | An expert in the study of Energy. |
| Computer Scientist |
|
N/A | An expert in the study of Information Science. |
| Military Scientist |
|
N/A | An expert in the study of Military Science. |
| Social Scientist |
|
N/A | An expert in the study of Social Science. |
| Senior Astronomer |
|
40 | A prominent researcher in the field of Space Science. |
| Senior Chemist |
|
40 | A prominent researcher in the field of Materials. |
| Senior Doctor |
|
40 | A prominent researcher in the field of Life Science. |
| Senior Physicist |
|
40 | A prominent researcher in the field of Energy. |
| Senior Computer Scientist |
|
40 | A prominent researcher in the field of Information Science. |
| Senior Military Scientist |
|
40 | A prominent researcher in the field of Military Science. |
| Senior Social Scientist |
|
40 | A prominent researcher in the field of Social Science. |
| Chief Astronomer |
|
80 | A distinguished researcher in the field of Space Science. |
| Chief Chemist |
|
80 | A distinguished researcher in the field of Materials. |
| Chief Doctor |
|
80 | A distinguished researcher in the field of Life Science. |
| Chief Physicist |
|
80 | A distinguished researcher in the field of Energy. |
| Chief Computer Scientist |
|
80 | A distinguished researcher in the field of Information Science. |
| Chief Military Scientist |
|
80 | A distinguished researcher in the field of Military Science. |
| Chief Social Scientist |
|
80 | A distinguished researcher in the field of Social Science. |
| Connected |
|
20 | Able to use back channels to exert a measure of influence. |
| Puppet Master |
|
40 | Able to pull strings in many places without notice. |
| Low Profile |
|
N/A | Skilled at evading detaction. |
| Undercover |
|
N/A | This person's public persona conceals someone who is able to infiltrate enemy space installations without fear of identification. |
| Agitator |
|
20 | Excels at gaining the support of those unhappy with their nation. |
| Second Wave |
|
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
|
Neural Interlink
|
Cognitive Enhancer
|
Embedded Sensors
|
Enhanced Senses
|
Argus Implant
|
Force Tracker
|
Battle Computer
|
Strategic AI
|
Intelligent Assistant
|
Management AI
|
Executive AI
|
Protection Unit
|
P-Defense System
|
Guardian Angel
|
Scrambler
|
Countermeasures
|
Stealth Field
|
Loyalty Monitor
|
Cannot be upgraded | Cannot be upgraded |
| No tier 1 version | No tier 2 version | Forebrain Stimulator
|
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
|
Pherocyte Mass Emitter
|
Mixed Traits
| Trait | Effects | Missions | Remove Cost | Description |
|---|---|---|---|---|
| Criminal |
|
Involved in illegal activities. | ||
| Sociopath |
|
Someone skilled at managing others in sole pursuit of his or her own satisfaction. | ||
| Firebrand |
|
Appeals to the anger and fear of an uncritical audience. | ||
| Demagogue |
|
An influential rabble-rouser who plays to the basest instincts of the public. | ||
| Rich |
|
Has vast sums to call on, but disliked in egalitarian nations. | ||
| Billionaire |
|
Access to truly obscene amounts of money, to the point of unpopularity in nations that prize equality. | ||
| Eminent |
|
Influential among elites, but well-known enough to sometimes attract unwanted attention. | ||
| Famous |
|
Broadly known among elites and the public. | ||
| Megastar |
|
|
A person of global renown, whose very movements make the news worldwide. | |
| Opinion Leader |
|
A respected commentator on public affairs, whose words reach many in free nations. | ||
| Media Darling |
|
A popular speaker on media channels in free nations. | ||
| Elder Statesman |
|
A widely respected and influential member of the political elite. | ||
| Averse |
|
20 XP | Particularly concerned with security and avoiding personal risk. | |
| Paranoid |
|
|
40 XP | Sees enemies everywhere. Only right some of the time. |
| Ethical |
|
|
A person of principle who believes not all means are justified by their end. | |
| Pacifist |
|
|
Personally refuses to take part in any violent action. | |
| Academic |
|
|
Affiliated with a research university. | |
| Awkward Genius |
|
|
Poor at recognizing social cues and working with others but able to conduct scientific investigations with unparalleled focus. | |
| Brazen |
|
Flouts elite conventions, gaining influence among the masses at some personal risk. | ||
| Conspiracy Theorist |
|
|
Sees connections between events that others will not. Occasionally right about them. | |
| Corrupt |
|
40 XP | Influential, but will steal from us. | |
| Cynic |
|
|
Difficult to fool, but expresses little hope for humanity's future. | |
| Demanding |
|
Does not tolerate failure from anyone. | ||
| Expert |
|
|
An oft-quoted speaker on topics in a certain realm of expertise. | |
| Family Ties |
|
Feels a strong connection to their homeland and has family there. | ||
| Lone Wolf |
|
|
Does not work well with others, but skilled at secretive activity. | |
| Martyr |
|
|
A violent death will draw millions to their cause. | |
| National Hero |
|
|
Well known and influential in his or her home nation. | |
| Oligarch |
|
Has gained riches via political power; influential in nations with high inequality. | ||
| Suspicious |
|
|
Naturally inclined to distrust others. | |
| Technocrat |
|
|
Believes that social relations are simply an engineering problem. | |
| Furtive |
|
|
A secretive and often negative personality. | |
| Inscrutable |
|
|
Never seems to express a strong opinion. | |
| Pollyanna |
|
Always expresses a sunny outlook on events, regardless of their reality. | ||
| Extremist |
|
Utterly devoted to the cause and holds those who aren't in low regard. | ||
| Fanatic |
|
An absolute true believer who lacks an understanding of certain subtleties of dealing with the world. |
Negative Traits
| Trait | Effects | Remove Cost | Description |
|---|---|---|---|
| Inflexible |
|
40 XP | Slow to learn new things. |
| Declining |
|
Permanent | Age is taking its toll. |
| Careless |
|
20 XP | Someone who doesn't take personal security terribly seriously. |
| Delinquent |
|
300K Money | Refuses to honour outstanding debts, gaining them a reputation for untrustworthiness and causing their movements to be more closely tracked. |
| Anxious |
|
20 XP | Not ready to die for the cause. |
| Insecure |
|
20 XP | Is troubled by personal failure. |
| Loss Averse |
|
20 XP | Haunted by defeat. |
| Addict |
|
40 XP | Addicted to an illicit substance and willing to go to any length to acquire it. |
| Earthbound |
|
20 XP | This person refuses to travel to space. |
| Extorted |
|
300K Money | Feels that they have been taken advantage of financially by our faction, making them reluctant to trust us. |
| Indebted |
|
150K Money | Owes a very large sum of money to creditors, reducing their credibility. |
| Indulgent |
|
20 XP | Spends lots of money on personal gratification. |
| Marked |
|
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 |
|
Permanent | Strongly disliked in his or her home nation, this person fares better in foreign lands. |
| Enemy of the State |
|
20 XP 20 Influence |
Faces imprisonment or execution in his or her home nation. |
| Non Grata |
|
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:
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.
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.
| Terra Invicta mechanics | |
|---|---|
| Factions | |
| Council | |
| Earth | |
| Space | |
| Aliens | |
| Modding & Settings | |










