Nations: Difference between revisions
| Line 815: | Line 815: | ||
~ Terra Invicta Codex, 0.4.85. | ~ Terra Invicta Codex, 0.4.85. | ||
In a nation with 50 million | In a nation with 50 million {{icon|pop}} [[Nations#Population|Population]]: | ||
* Inequality increases by 0.00015 whenever the Economy priority is completed. | * Inequality increases by 0.00015 whenever the Economy priority {{icon|economy}} is completed. | ||
** This is further increased by 0.0001 per Resource Region. | ** This is further increased by 0.0001 per Resource Region. | ||
* Inequality increases by 0.0025 whenever the Spoils priority is completed. | * Inequality increases by 0.0025 whenever the Spoils priority {{icon|spoils}} is completed. | ||
** This is further increased by 0.001 per Resource Region. | ** This is further increased by 0.001 per Resource Region. | ||
* Inequality decreases by 0.005 whenever the Welfare priority is completed. | * Inequality decreases by 0.005 whenever the Welfare priority {{icon|welfare}} is completed. | ||
In nations with smaller or larger | In nations with smaller or larger {{icon|pop}} [[Nations#Population|Populations]], these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes]] for more detail. | ||
Inequality score ranges from 1 to 9: | Inequality score ranges from 1 to 9: | ||
| Line 840: | Line 840: | ||
|} | |} | ||
'''Note''': Whenever a nation's Inequality would grow beyond 9, the excess amount is instead subtracted from Cohesion and added to Unrest. | '''Note''': Whenever a nation's Inequality would grow beyond 9, the excess amount is instead subtracted from {{icon|cohesion|bgcolor=DarkSlateGray}} [[Nations#Cohesion|Cohesion]] and added to {{icon|unrest|bgcolor=DarkSlateGray}} [[Nations#Unrest|Unrest]]. | ||
===Corruption=== | ===Corruption=== | ||
Revision as of 21:30, 6 July 2025
This page mainly discusses the game mechanics for nations. For a list of all nations in Terra Invicta, as well as their initial stats, see Nation List instead.
Nations on Earth serve as battlegrounds for the aliens' designs on Earth and are sites of both political and military conflict. Human factions, using councilors and armies, will compete to control nations in order to make use of their resources to fulfill their objectives.
Most nations in Terra Invicta correspond to a single real-world Earth country, although in several cases adjacent groups of small nations are aggregated into a single nation so they have more relevance to the scale of the game, and any inter-nation issues within these fake aggregates generally take place below the scale of the simulation. Factions function as something like covert investors in nations, and with enough focus they can take control over the nation's economy and foreign policy.
National Stats

The prosperity and stability of Earth's nations, already tenuous in many places, has been thrown into doubt in light of the alien arrival. Different events throughout the game may alter the qualities of a nation significantly. These circumstances are tracked and made visible to the player, who can take various actions to modify them.
Population
Nations are composed of regions that each have populations measured in millions. The total population of a nation is one of its most important stats, as population has significant effects on nearly all other stats, including but not limited to:
- Monthly IP production.
- Research output.
- The maximum amount of Mission Control Cap that can be built in each region.
- The maximum amount of armies that the nation can build.
- Spoils money output.
- Cohesion.
- Influence income from public support.
- Pollution output.
As a result, nations with larger populations tend to have far greater long-term potential. On the other hand, nations with larger populations are also slower to change their nation stats, because of the need to apply these changes to a larger number of people.
Population Scaling for Nation Stat Changes
The following nation stats are considered to apply to the entire population of the nation:
As a result, most changes to these stats are slowed down in nations with larger populations. Specifically, the amount of change is divided by (the nation's population / 50 million) ^ 0.35.
Notably, the monthly IP production of a nation is multiplied by (the nation's population) ^ 0.35. Consequently, two nations with different populations but otherwise identical stats would usually develop themselves at the same rate.
Population Growth
As of 0.4.84, the game calculates the annual population growth of a region as follows:
WHAT THAT MEANS:
- Lower education increases population growth by roughly 0.42% for each point of education below roughly 11, up to a maximum of roughly 4.08%.
- Higher cohesion decreases population growth by roughly 0.06% for each point of cohesion, up to a maximum of roughly 0.62%.
- Higher GDP per capita increases population growth by roughly 0.098% for every 10k GDP per capita, up to a maximum of roughly 1.77%.
- Distance from the equator decreases population growth by 0.115739931206548% multiplied by the square root of the absolute latitude of the region.
- Every nation and region has a pop growth modifier, which is defined in plain text in TINationTemplate.json and TIRegionTemplate.json in the game files. These values are normally added directly to the annual population growth, but slowly fade away over time. After 25 years, they are completely removed.
- Xenoflora decreases population growth by -1% per 200 levels of xenoflora growth. For reference, whenever xenoflora growth exceeds 100 levels, 50 levels are spent to spawn a megafauna.
- Nuclear fallout decreases population growth by 4% per layer of nuclear fallout. These can be removed through massive investments into the Environment priority.
The above effects are summed up and then capped between -10% and +10% annual population growth.
Then the effects of severe Climate Change are applied:
- For every degree of temperature anomaly above or below 8 degrees, population growth decreases by 1%.
- This effect is doubled for ecologically vulnerable regions.
- This effect is halved for ecologically protected regions.
At the start of every month, the population of every region is changed to match its projected annual population growth rate. But a small amount of randomization between -0.0412% and +0.0412% is also added to this monthly population change.
If the region population decreases, the nation's education does too. If you lose more than 0.5 million (no, it does not scale with total population), you get the maximum reduction of -0.005. This can add up quickly in a large nation with many regions, each reducing the education by a maximum of -0.005 every month.
Note: This education decrease is only applied by the automatic monthly population change. Loss of population from other sources such as war or natural disasters has no effect on education.
Government
A nation's Government score measures the amount of democracy in a country, which represents things like civil liberties, popular selection of leaders, press freedoms, and rule of law via an independent judiciary. This impacts many things, including national stability and cohesion, research production, corruption, economic growth and the effectiveness of the military in controlling unrest.
~ Terra Invicta Codex, 0.4.85.
In a nation with 50 million population:
- Government increases by 0.001 per Education whenever the Government priority is completed.
- Government decreases by 0.0025 whenever the Oppression priority is completed.
- Government decreases by 0.0005 whenever the Spoils priority is completed.
- Every month, if the nation is at war, then Government decreases by 0.01.
- Every month, if the nation has less than 4 Cohesion, then there is a (1 - Cohesion / 4) chance that Government decreases by 0.01.
- Every month, if the nation and all of its neighbors are not at war and all of its neighbors have higher Government than the nation, then the nation's Government increases by 0.01.
In nations with smaller or larger populations, these changes are sped up or slowed down. See Nations#Population_Scaling_for_Nation_Stat_Changes for more detail.
The Government score impacts the Cohesion score. A low Government score increases the Cohesion resting point, a middle score lowers the Cohesion resting point, while a high score draws the Cohesion resting point towards a central value of 5, and simultaneously increases research production. A higher Government score also lowers the Spoils priority requirement to keep the national elites happy in order to avoid resetting of CPs by coup d'etat and boosts economic growth. A lower Government score increases the effectiveness of the Oppression priority and armies at reducing Unrest.
Goverment score ranges from 0 to 10:
| Government | Score range |
|---|---|
| Totalitarian | 0-2 |
| Authoritarian | 2-4 |
| Anocracy | 4-6 |
| Flawed Democracy | 6-8 |
| Full Democracy | 8-10 |
Unrest
The Unrest score represents violent resistance to the political, economic or cultural status quo in this nation. High unrest hampers the economy and may result in a coup or revolution, which will transfer or clear many or all of the nation's Control Points at once. Unrest is fed by low Cohesion and low quality of life (per-capita GDP). The Oppression priority, the Stabilize mission, and armies can reduce it, especially in non-democracies.
~ Terra Invicta Codex, 0.4.85.
In a nation with 50 million population:
- Unrest decreases by (0.1 - Government / 100) whenever the Oppression priority is completed.
In nations with smaller or larger populations, these changes are sped up or slowed down. See Nations#Population_Scaling_for_Nation_Stat_Changes for more detail.
Unrest score ranges from 0 to 10. Every 0.1 point of Unrest above 2 will decrease Investment Points by 1%, capping at 80% at 10 unrest.
| Unrest | Score range | Negative effects |
|---|---|---|
| Peaceful | 0-1.5 | No |
| Subversion | 1.5-3 | Yes |
| Strife | 3-4.5 | |
| Insurgency | 4.5-6 | |
| Guerilla War | 6-7.5 | |
| Insurrection | 7.5-9 | |
| Civil War | 9-10 |
Base Unrest
Unrest changes relatively quickly (0.25 per month, and even +1 per month if cohesion=0) if it is not at its resting point. This resting point is calculated as:
- 10.5
- -1 per 10k GDP per capita.
- -1 per
Cohesion. - -0.1 per friendly non-megafauna army in the nation, multiplied by the army health %, multiplied by (10 -
Government).
Note: Human armies do not affect unrest if their home nation cannot afford to pay their army upkeep. (Specifically, if their home nation has 0
IP production.)
| SPOILERS INSIDE! |
|---|
|
For the Alien Nation, the base unrest is then further reduced by Xenoflora. Specifically, it is reduced by: |
It's generally better to reduce unrest resting point before reducing its value with Stabilize Nation missions and the
oppression priority, otherwise it will grow back naturally and quickly.
Coups and revolutions
Naturally occurring coups and revolutions can happen at high levels of unrest. The chances of coups and revolutions are checked every four days, with each nation assigned to one of the four days in the cycle. Revolutions will always occur if unrest > 9.9 when checked. A naturally occurring coup will never happen if democracy >= 8 and unrest < 8; otherwise the daily chance of coup * 4 is checked.
The daily chance of coup is ((unrest * 2 - cohesion - democracy) / 10 + elite unhappiness) / 6000. The elites' unhappiness is zero if the
Spoils priority weight percentage matches or exceeds the nation's corruption or if one faction owns all the nation's control points and that faction's popularity >= 65%; otherwise it is corruption - as value from 0.0 to 1.0.
Spoils percent
So natural coups can be countered by lowering unrest and increasing cohesion, democracy and
Spoils (up to the corruption level). The
Spoils priority may often be ignored if the level of unrest in a country is sufficiently low and the democracy/cohesion sufficiently high, even if the indicator appears red (but note that elite happiness or unhappiness will still be a modifying factor in the chance of targeted coups).
| SPOILERS INSIDE! |
|---|
|
The Alien Nation is immune to coups, even natural ones. But it can still be hit by revolutions. |
Effects of a Coup
When a nation undergoes a coup for any reason, the following changes occur:
- The nation is removed from its federation.
- All diplomatic cooldowns involving the nation are set to 0 days.
- All control points in the nation are emptied, except for those owned by the faction whose councilor performed the coup, if any.
- The nation's Government is changed by a random amount between -2 and 1.
- The nation's Unrest is changed by a random amount between -3 and 0.
- The nation's Cohesion is changed by a random amount between -1 and 1.
- The nation's GDP is changed by a random amount between -10% and 0%.
- Distribute the control points of the nation to the factions that raised the most unrest through Increase Unrest missions, starting with the leftmost control point and continuing up until and including the rightmost non-empty control point that is immediately to the right of an empty control point. If no such control point exists, then only distribute the 2 leftmost control points instead.
- If the coup was performed by a councilor of some faction F, then:
- If there are no empty control points in the nation, then give the one or two leftmost control points to F: one on normal success, two on critical success.
- If there is exactly one empty control point in the nation and the coup mission was a critical success and the nation has at least two control points, then give the two rightmost control points to F.
- Otherwise, give the first empty control point in the nation to F, and if the coup was a critical success, also give the control point immediately to the right of it to F.
- Empty out every control point that is to the right of an empty control point.
- If the Executive Control Point is no longer controlled by the same faction, then all of the nation's allies end their alliances, but the mutual diplomatic cooldowns are set to 0 days.
- Every councilor that is still planning to perform a Coup mission on the nation this turn aborts their pending Coup mission.
- Clear out all records of prior Increase Unrest missions on the nation.
Note: If any control point would be given to the Aliens' faction, then the control point is given to The Servants faction instead.
Effects of a Revolution
When a human nation undergoes a revolution, the following changes occur:
- The nation is removed from its federation.
- All diplomatic cooldowns involving the nation are set to 0 days.
- All control points in the nation are emptied.
- Each region of the nation takes a random amount of damage from 0% to 25%, double for the capital
region. - Distribute the control points of the nation to the factions that raised the most unrest through Increase Unrest missions, starting with the leftmost control point and continuing until either all control points have been distributed or there are not enough prior unrest missions to justify continuing to distribute the remaining control points.
- The nation's Unrest is changed by a semi-random amount between -6 and -3, where the likelihood of larger reductions is proportional to how much the nation's public opinion prefers the new control point owners over the old control point owners.
- The nation's Cohesion is changed by a semi-random amount between -3 and 3, where the likelihood of positive changes is proportional to how much the nation's public opinion prefers the new control point owners over the old control point owners.
- If the nation's Inequality is at least 2.5, then it is changed by a semi-random amount between -3 and 0, where the likelihood of larger reductions is proportional to how much the nation's public opinion prefers the new control point owners over the old control point owners.
- The nation's Government is changed by a semi-random amount between -4.25 and 2.25, where the likelihood of positive changes is proportional to the average Idealism of the new control point owners.
- X% chance for the nation to lose a nuke, increasing the number of loose nukes by 1, where X is the number of nukes the nation had.
- Clear out all records of prior Increase Unrest missions on the nation.
- If the Executive Control Point is no longer controlled by the same faction, then all of the nation's allies end their alliances, but the mutual diplomatic cooldowns are set to 0 days.
| SPOILERS INSIDE! |
|---|
|
For details on Revolutions in the Alien Nation, see Nations#Alien_Related instead. |
GDP
A nation's GDP, or Gross Domestic Product, is a measure of its annual economic output in U.S. dollars adjusted by purchasing power parity. The nation's GDP determines how many Control Points a nation has, how many Investment Points it produces, and how difficult certain missions there are.
~ Terra Invicta Codex, 0.4.85.
The number of Control Points that a nation has is its (GDP in billions)^0.25/2, rounded to the nearest integer between 1 and 6.
| GDP (Bn) | Control Points |
|---|---|
| 0-81 | 1 |
| 81-625 | 2 |
| 625-2401 | 3 |
| 2401-6561 | 4 |
| 6561-14641 | 5 |
| 14641+ | 6 |
Whenever a nation's GDP grows to the point where it would gain a new control point, the new control point is added to the left and assigned to the same faction that controls the executive control point.
Whenever a nation's GDP shrinks to the point where it would lose a control point, the leftmost control point is removed.
Monthly Investment Points
These represent the nation's economic surplus that can be distributed by factions with Control Points in the Priorities tab. The value is set by the nation's GDP and reduced by the number of armies it fields and by high levels of unrest.
- The base value is equal to
(GDP in billions)^0.35. - Unrest decreases Monthly Investment Points by 1% for every 0.1 point of Unrest above 2, capping at -80% at 10 unrest.
- Navies decrease Monthly Investment Points by 0.5 per navy.
- Armies stationed in their home regions decrease Monthly Investment Points by 0.5 per army.
- Armies stationed in another region decrease Monthly Investment Points by 1 per army.
The overall formula is (GDP in billions)^0.35 * (1 - max(unrest-2, 0)/10) - 0.5*(# navies) - 0.5*(# idle armies at home) - 1*(# other armies).
The value can be significantly increased during a turn by assigning a councilor to Advise the nation. The n-th advisor adds +(Advisor Administration
/ n)% to the Monthly Investment Points.
Per Capita GDP
A nation's per-capita GDP is its Gross Domestic Product divided by its population. It represents the economic conditions for the average citizen of this nation. Nations with low per-capita GDP will face higher unrest while the people's needs are not being met.
Putting investment points into the Economy priority can increase GDP. Conflict, population loss, and climate change are among the things that can cause it to decrease.
~ Terra Invicta Codex, 0.4.85.
In a nation with 50 million population, the Economy priority
increases the GDP per capita by:
- 3 (Base value), slightly increased by certain global Techs.
- +1.5 per Resource
Region. - +1.5 per Core Economic
Region. - +0.5 per Government.
- +1 per Education.
In nations with smaller or larger populations, these changes are sped up or slowed down. See Nations#Population_Scaling_for_Nation_Stat_Changes for more detail.
This means that for maximum GDP growth, you want higher Government, higher Education, as well as as many economic
and resource
regions as possible.
It must be noted that a significant economic growth in a nation may also carry negative consequences to the planet's climate stability. Climate change has a negative effect on GDP that is increased by Inequality.
GDP Per Region
When distributing GDP to regions within a country, the game distributes them based on economic modifiers. It pretends
colony regions have 50% the people who actually live there, and that
core oil,
core mining, and
core economic regions have 125%, then distributes GDP evenly based on that modified population. This effectively means that regional GDP per capita is higher in core regions than in "regular" regions, and are lower in colonies.
This affects the amount of
Mission Control cap that can be built in each region.
Education
A nation's
Education value is scored based on the average years of schooling a citizen in this nation receives as well as the quality of
Education there. Nations with higher
Education scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.
~ Terra Invicta Codex, 0.4.85.
In a nation with 50 million
Population:
Education increases by 0.005 whenever the Knowledge priority
is completed.
Education decreases by 0.001 whenever the Unity priority
is completed.
In nations with smaller or larger
Populations, these changes are sped up or slowed down. See Nations#Population_Scaling_for_Nation_Stat_Changes for more detail.
| Score range | |
|---|---|
| Limited | 1-5 |
| Developing | 5-8 |
| Advanced | 8+ |
Education cannot be decreased below 1.
Education is one of the largest factors influencing national research
output aside from
Population.
Research
As of 0.4.84, a nation's research output is calculated as: File:ResearchMonth.png
In other words:
A) Base of 12 +
Education Score. Capped at
Population / 2000.
B)
Population in millions.
C) If the GDP per capita is $30000 or lower, use the number (GDPPC/15000)^0.6.
If the GDP per capita is higher than $30000, use 1.5157166 + 0.90942997 * (ln(GDPPC/15000) - 0.6931472) instead.
note: 1.5157166 is approximate value of 2^0.6, 0.90942997 is approximation of 0.6*2^0.6, and 0.6931472 is about ln(2).
D) Scales by
Education squared, then linearly at 12:
Education * Max(
Education, 12)
E) Scales by the sixth root of
Government, with a floor of 1 at 1
Government: Max(
Government0.16666667, 1) (maximum of ~1.4678).
F) 75% efficient at 10 and 0
Cohesion, scales linearly to 125% at 5
Cohesion.
G) 100% efficient at 0
Unrest and 0% efficient at 10
Unrest, scales with
Unrest squared: 1-(
Unrest2)/100
H) n% per science advisor with diminishing return: 1% per science of first advisor + 0.5% per science of second advisor + 0.333333% from 3rd etc, always sorted by advisor bonus, descending (best advisor will count towards the first bonus).
These elements are combined as following: (A + B × C × D × E x 0.0075) × F × G × H
Mission Control
Completing the Mission Control priority grants one Mission Control to the nation. New facilities will tend to go in regions that already have Mission Control facilities. A region's Mission Control maximum capacity is a function of the region's GDP and education.
~ Terra Invicta Codex, 0.4.85.
This is Mission Control
that the nation is providing each month to be distributed to owners of its control points.
Whenever the Mission Control priority
is completed, a random region in the nation is selected to increase its Mission Control
by 1. This random selection is slightly weighted to favor
capital and
core economic regions over
colony regions. It cannot select regions that are currently occupied by war enemies. It also cannot select any regions that have reached (or exceeded) their Maximum Mission Control.
The Maximum Mission Control of a region is calculated as 1 + Region GDP in billions / Max(200, 300 - 6 *
Education), rounded down to the nearest integer.
In practice, this formula is dominated by the region
Population and nation GDPPC factors, so players who wish to rapidly increase their nation's Maximum Mission Control should focus on the Economy priority
over the Knowledge priority
.
Boost
The Boost priority covers the construction of launch facilities for rockets and other surface-to-orbit craft, increasing the nation's total boost. The amount of boost created increases with proximity to the equator, and new facilities will tend to go in regions that are closer to the equator or already have launch facilities.
~ Terra Invicta Codex, 0.4.85.
This is Boost
that the nation is providing each month to be distributed to owners of its control points.
Whenever the Boost priority
is completed, a random region in the nation is selected to increase its Boost
production. This random selection is heavily weighted to favor the regions that already produce the most Boost
, with a slight preference for regions that would gain more Boost
production when selected. It also heavily prefers regions that are not currently occupied by war enemies.
The amount of Boost
production a region gains depends on the latitude of its Launch Facility. Specifically, the region's annual Boost
production increases by 0.4 - (Launch Facility Latitude / 250).
So the worst regions are Iceland and Arkhangelsk, whose Launch Facility Latitudes of 65 mean that each only gains 0.14 annual Boost
production when selected. Whereas the best regions are the 26 regions with Launch Facilities that are practically on the Equator: each gains 0.4 annual Boost
production when selected.
Note: Nations that are part of a Federation will share their boost
with all other Federation members. Larger nations will receive a much larger share of the Federation's total boost
, with each nation's share being proportional to (the number of its control points) ^ 3.
Funding
The Funding priority directs national resources into legitimate government and private efforts to support space programs and other goals for the owners of its control points. While not as profitable as the Spoils priority, it does no harm to the nation.
~ Terra Invicta Codex, 0.4.85.
This is money
that the nation is providing each month to be distributed to owners of its control points.
Whenever the Funding priority
is completed, the nation's annual funding grows by 10 + (the nation's GDP in billions)^0.25 / 2, rounded to the nearest integer.
Notably, this is very similar to the formula used to determine how many control points a nation has. Thus in practice, the annual funding of a nation grows by 10 + the number of control points whenever the Funding priority
is completed.
The annual funding of a nation is capped at the nation's GDP in billions multiplied by 5.
Note: Nations that are part of a Federation will share their funding with all other Federation members. Larger nations will receive a much larger share of the Federation's total funding, with each nation's share being proportional to (the number of its control points) ^ 3.
Miltech
A nation's Military Technology (Miltech)
value represents the capability of the nation's armed forces.
Miltech
is increased by 0.00125 whenever the Miltary priority
is completed. This is further increased for nations that are falling behind on Miltech
. Specifically, the effect is multiplied by (best Human Nation's Miltech
/ this nation's Miltech
).
Unification between two nations balances the Miltech
score between the two nations. Miltech
applies to both army strength, which changes together with national Miltech
level, and regional defense power.
Miltech
score ranges from 2 to infinity. The Miltech
'age' also determines the visual appearance of armies.
| Score range | 2-3 | 3-4 | 4-5 | 5-6 | 6-7 | 7-infinity |
|---|---|---|---|---|---|---|
| Industrial Age |
Atomic Age |
Information Age |
Robotics Age |
Invasion Age |
Fusion Age |
Initially the Miltech
score is capped at level 5, which can be increased by 0.5 with each of the following global research technologies:
Cybernetics
Applied Artificial Intelligence
Next-Generation Aerospace
Diamondoids
Terrestrial Military Science
Networked Global Defense
Coilguns
Trans-Interface Warfare
Future Tech: Military Science
Armies
Armies are powerful and expensive assets that belong to nations. Each army represents multiple divisions of troops, air support, and a logistics train sufficient for the unit to take and hold territory outside their home nation's borders.
Naval armies are supported by a combat and transport fleet, and are able to cross oceans if the nation's naval score exceeds that of its enemies.
Armies are bound to a particular control point in a nation; the owner of that control point commands the army's actions. Use of armies on foreign soil are subject the nation's relations; they may be stationed in allied nations and only enter the territory of hostile nations during war.
Each nation may have one army per region it controls; if a region joins another nation, any armies based in that region will belong to the new nation.
~ Nation UI Tooltip for Armies, Terra Invicta, 0.4.86.
An army needs two things:
people and land.
- Each army needs its own unique home region that is:
- Each army needs 25 million
population in the nation.
- Except the first army of each nation gets a discount: it only needs 5 million
population.
- Except the first army of each nation gets a discount: it only needs 5 million
Some nations do not begin with any military, and must first complete the Found Military priority
before they can build any armies.
A nation's naval score is calculated by the number of navies it has attached to its armies multiplied by the nation's military technology
score.
There are three possible navy states:
- No Navies: No army has any navy attached.
- Freedom of the Seas: At least one army has a navy attached and there are no enemies with a higher naval score.
- Blockaded: At least one army has a navy attached and there are enemies with a higher naval score.
See Terrestrial_Warfare#Naval_Freedom for more details on how Blockades occur.
A nation can only build navies if one of the following is true:
- It has at least 4 control points.
- It has 3 control points and at least 40000 GDPPC.
Strategic Nuclear Barrages
The number of strategic nuclear barrages that may be launched from this nation. Each barrage will devastate a single region and cause massive environmental damage globally. Nuclear strikes are directed by the faction in control of the executive control point.
Nuclear weapons can target any region belonging to current war enemies, or owned regions with enemy forces present. Note that advanced defenses
will prevent any nuclear attack.
Estimated Military Strength
The estimated military strength of a nation X is calculated as the sum of the following:
| Category | Conditions | Multipliers |
|---|---|---|
| Number of Regions of X | Not Fully Occupied | |
| Number of Armies of X | Not Megafauna | |
| Number of Navies of X | 1 | |
| -1 | ||
| X has any Nukes? | 100 | |
| Number Nukes of X | 5 |
For example, at the start of the game, the nation of North Korea has 2.8
Miltech, 1 region, 1 Army, 0 Navies, 0
Unrest, and 1 Nuke. So its estimated military strength is the sum of:
- 1 Region × 2.8
Miltech × 0.7 = 1.96 - 1 Army × 2.8
Miltech × 3 × 100% = 8.4 - 0 Navies × 1 = 0
- 0
Unrest × -1 = 0 - 1 (has nukes) × 100 = 100
- 1 Nuke × 5 = 5
So it has an estimated military strength of 115.36.
The estimated military strength of a nation is important because when multiple nations fight on the same side of a war, the nation with the highest estimated military strength is chosen to be the leader of the war alliance. War leaders gain more benefits from war conquests and are the ones who decide whether to accept their enemies requests for peace. War leaders on opposite sides can also agree to completely end the war, regardless of the opinions of the other nations involved in the war.
In addition, the estimated military strength of a nation is often used by the AI to determine their international relations. The AI is naturally more wary about having bad relations with nations that have high estimated military strength.
Space Defenses
The Space Defenses priority constructs a surface-to-orbit weapons array in one region in the nation. More valuable and populous regions will be protected first. Space Defenses prevent alien landings and nuclear strikes on the region it is located in, and fire back at fleets conducting orbital bombardment against targets in the region. The cost varies with the size of the region being protected.
~ Nation UI Tooltip for Space Defenses, Terra Invicta, 0.4.86.
Human Nations can build Space Defenses after Trans-Interface Warfare is researched.
Space Defenses are built in the following order:
- The Capital
region. - The Core Economic
regions, from highest population to lowest. - The Resource regions
, from highest population to lowest. - The Non-Colony regions, from highest population to lowest.
- The Colony
Regions, from highest population to lowest.
The amount of IP needed to build Space Defenses in a region is calculated as 50 × Region Area / Median Region Area, but capped between 25 and 100. See Region List for a list of all regions and their areas.
Exofighters
Human nations can build exofighters
after Exoatmospheric Fighters is researched.
Whenever the Build Exofighter priority
is completed, a region in the nation is selected to increase its Exofighters
by 1. The region is selected as follows:
- Exclude all regions that are at their Maximum Exofighters
. - If any remaining region has zero Exofighters
, then pick the one with the highest Boost
production. - Pick the one with the highest Boost
production divided by the number of Exofighters
already in the region.
The Maximum Exofighters
of a region is calculated as:
- 0 if the Monthly Boost
Production is less than 1. - Min(64, Monthly Boost
Production / 4), rounded up to the nearest integer.
Cohesion
A nation's Cohesion
represents the level of unity or conflict among the people of the nation. This includes cultural, ideological, ethnic and religious similarities and differences. High values describe a unified society that brooks little deviation or dissent. Middle values represent a diverse society that has both internal conflict and a healthy, creative counterculture. Middle-low values represent a high degree of political polarization, and the lowest values mean the nation's people are fragmented or even tribal.
In a nation with 50 million population:
- Cohesion changes by 0.01 towards the central value of 5 whenever the Knowledge
priority is completed. - Cohesion increases by 0.1 whenever the Unity
priority is completed.
- This is reduced by 0.005 per Education.
- This is reduced by 0.005 per Government
. - This cannot be reduced below 0.025.
- If Government
> 5, then Cohesion decreases by 0.025 per Government
over 5 whenever the Oppression
priority is completed.
In nations with smaller or larger populations, these changes are sped up or slowed down. See Nations#Population_Scaling_for_Nation_Stat_Changes for more detail.
Cohesion moves 0.1 per month towards its resting point. In nations with high inequality
, cohesion can decrease even faster, up to 0.25 per month towards its resting point. This is rapid enough that it is usually better to move the resting point rather than trying to fight the tide. The resting point can be increased by decreasing inequality
with the Welfare
priority.
Cohesion score ranges from 0 to 10:
Current cohesion
If a nation's current cohesion is different from its rest point, it will shift by +/- 0.1 per month until it reaches the rest point. In nations with high inequality
, the decrease is sped up, up to a maximum of -0.25 per month. It can also be actively changed by events, or by player actions. It is:
raised by:
- Investment in the Unity
priority - Declaring war on an established rival (provided: the nation was at peace before declaring the war, its current cohesion is at least 2, and one of nations involved is not democratic)
- Getting declared war upon, while having at least 2 cohesion.
centered by:
lowered by:
- Declaring war on a new rival
- Destruction of armies.
- Investment in the Oppression
priority when Government > 5.
Resting Cohesion
Resting cohesion depends on the following factors:
| Factor | Conditions | |
|---|---|---|
| Base | Always | 16 |
| ≤ 4.75 | ||
| > 4.75 | ||
| GDPPC | Always | |
| Population | Always | |
| Population Distribution | Always | |
| Wars | <6 |
|
| >=6 |
||
| Peer Rivals | <6 |
|
| >=6 |
||
| Public vs. Elite Ideology | Always | |
| Public Opinion Distribution | Always | |
| ≤ 3.5 | ||
| 3.5 < |
||
| 5 < |
||
| > 6.5 |
In other words, the resting point of Cohesion is
raised by:
- Low Government
score, weaker when Unrest is high. - War enemies that either have <6 Government or our nation has <6 Government. Capped at 3.
- Rivalries with nations no more than 1 control point smaller, that either have <6 Government or our nation has <6 Government. Capped at 3 - the amount already given by the War Cohesion Bonus.
centered by:
- High Government
score.
changed by:
- Public Opinion distribution.
lowered by:
- Medium Government
score. - High Inequality
score, stronger when Education is high. - Loss of GDP per Capita within the last 10 years.
- Population.
- Geographic Population Distribution.
- Difference between average public opinion and the factions that own the control points.
Public Opinion
The people of Earth all hold a particular viewpoint about the alien arrival. But people are malleable, and events and propaganda can sway them to a different point of view.
These viewpoints track with the ideologies of each faction, along with an "undecided" viewpoint in the middle of all of them. Ideologies have a position relative to each other; when events have a chance to change someone's opinion, they will typically move to something nearby -- a Resistance supporter could see their views radicalize to those of Humanity First, or soften to being simply undecided, for example.
Public support for your faction is a primary source of the influence resource. You will also receive bonuses on missions in nations where a large portion of the public is on your side.
A potential mover of public opinion are atrocities committed by a faction. Atrocities are actions that cause mass death or suffering, and responsible factions suffer the loss of supporters as a result. Atrocities are cumulative; as a faction commits more, the public opinion penalty increases dramatically.
~ Terra Invicta Codex, 0.4.85.
Public support for a faction provides many benefits, including but not limited to:
- Influence
Income - For every one million supporters a faction possesses, their annual Influence
income is increased by 0.5. - This bonus applies even if the faction does not possess any of the nation's control points.
- With over 8 billion people on Earth, a faction with high public support around the globe could earn more than 200 Influence
every month, just from their public support. - Councilor Mission Support
- Most councilor missions that attempt to gain or maintain control of the nation have mission modifiers based on the nation's public opinion. Public support for a faction makes such missions significantly easier for them, and significantly harder against them.
- This is especially true in highly democratic nations.
- Specifically, the mission modifier has X points, where X = (10 + Government) * public support fraction for the faction.
- Preventing Organic Coups
- In very rare cases, high Corruption in a nation can lead its elites to organically launch a coup even without outside intervention, if they are not sufficiently appeased by investments into the Spoils priority
. - But high public support (>65%) for the faction that owns the nation automatically prevents such organic coups from occurring.
- Post-Revolution Changes
- Whenever a revolution occurs in a human nation, public support for the old control point owners is compared to public support for the new control point owners. If the new owners are significantly more popular with the public, the nation can experience large benefits: increased
Cohesion, reduced
Unrest, and reduced
Inequality. - Cohesion Rest Value
- Public opinion affects the Cohesion Rest Value of a nation in two ways.
- First, factions that own a nation will find the nation to be significantly less cohesive when the public does not support them. This is represented as an X point penalty to the nation's Cohesion Rest Value, where X is twice the ideological distance between the average ideology of the factions that own the nation's control points and the population-weighted average ideology of the public.
- Note: ideological distance is calculated using good old pythagoras.
- Second, a public with wildly differing views is naturally far less cohesive than a public that bands together to support one ideology. This is represented as an X point penalty to the nation's Cohesion Rest Value, where X is calculated as follows:
- 1. Set X to be the public opinion's standard deviation.
- 2. Divide X by the worst possible standard deviation (this is when the two most different ideologies are each supported by exactly half the public).
- 3. Subtract 0.5 from X.
- 4. Multiply X by 6.
- Note: X can actually be negative, meaning that the Cohesion Rest Value can actually be increased by a highly unified public opinion.
Changing Public Opinion
A nation's public opinion can be changed by applying Propaganda to it. Each piece of propaganda is defined by two things: the faction ideology it is aimed at, and the strength of the propaganda. For example, a typical public campaign mission applies Propaganda for the councilor's faction, with a strength of roughly 10.
How Propaganda Works
Whenever Propaganda of strength X for a faction F is applied on a nation, the population of the nation is split into roughly (population / 100) ^ 0.5 groups, where each group fully supports one ideology. Then for each group:
- Nothing happens if any of the following are true:
- X >= 0 and the group already supports faction F. Because this is just preaching to the choir.
- X < 0 and the group does not support faction F.
- An X% chance roll fails, indicating that the propaganda failed to convince the group.
- If X >= 0, then:
- There is a 10/X chance that the group's ideology moves towards F's ideology by 1 unit, then moves to the closest matching ideology.
- Otherwise the group's ideology moves towards F's ideology by 2 units, then moves to the closest matching ideology.
- If X < 0, then:
- There is a 10/X chance that the group's ideology moves by 1 unit in a completely random direction away from F (but in 3 dimensions), then moves to the closest matching ideology.
- Otherwise the group's ideology is moved to a completely random coordinate within a square of length 2 that is centered on the group's original ideology, and then the group moves to the closest matching ideology.
Sources of Propaganda
These include but are not limited to:
A Successful Councilor Public Campaign
Applies propaganda for the councilor's faction with strength X, where X is calculated as:
| 10 | Base Value. | ||
| ×2 | On critical success. | ||
| Up to +9 | Earth Interface Hab Module bonus (Broadcast Outlets, Communications Hubs, and Media Centers.) | ||
| ×1.15 | Project Research: Appeals to Hope Messaging (Available to | ||
| ×1.25 | Project Research: Appeals to Fear Messaging (Available to | ||
| ×1.25 | Project Research:
(Available to | ||
| -3.5 to +3.5 | Random. |
A Unity Priority Completion
Applies propaganda for each faction that owns any of the nation's control points.
Propaganda strength is 5 multiplied by the number of control points owned by the faction, but the Religion control point counts as 4 control points.
Propaganda strength is also affected by Population Scaling.
A Spoils Priority Completion
Applies propaganda for each faction that owns any of the nation's control points.
Propaganda strength is (
Education +
Government) multiplied by -0.125 multiplied by the fraction of the nation's control points owned by the faction.
An Army Destroyed
Applies propaganda for the faction that controlled the army on the home nation of the army.
Propaganda strength is
Government multiplied by -1.
A Martyr Councilor Killed
Applies propaganda for the councilor's faction on every nation.
Propaganda strength is 35.
An Atrocity Committed
Applies propaganda with strength X for the faction responsible on every nation, where X is calculated as:
- Set X to the total number of atrocities committed by the faction, including the newest atrocity.
- Multiply X by -0.333.
- Divide X by 2 if Total War Framing has been researched. (Available to
Humanity First,
The Initiative, and
The Servants.)
Publicize Alien Threat Researched
Applies propaganda with strength 10 for the faction responsible on every nation.
Available to
Humanity First,
The Resistance, and
Project Exodus.
Sustainability
A nation's Sustainability value represents its ability to prevent emissions of greenhouse gases into the atmosphere from the economic activity within its borders. It represents the offset from expected emissions of Carbon Dioxide, Methane, and Nitrous Oxide based on the nation's GDP, population, and presence of oil resource regions.
~ Terra Invicta Codex, 0.4.85.
In Terra Invicta, every nation has a Pollution Multiplier that caps at 10. This Pollution Multiplier multiplies:
- The amount of Greenhouse Gases that the nation passively produces each month.
- The amount of Greenhouse Gases that the nation produces whenever it completes the Spoils priority.
The Pollution Multiplier initially cannot go below a minimum value of 0.3325. But researching all of the following technologies would reduce this minimum value down to the limit of 0:
- Arrival International Development reduces the minimum by 0.05.
- Designer Lifeforms reduces the minimum by 0.05.
- Integrated Earth-Space Economy reduces the minimum by 0.05.
- Clean Energy reduces the minimum by 0.1.
- Climate Change Mitigation reduces the minimum by 0.1.
In a nation with 50 million
Population:
- The Pollution Multiplier increases by 0.0005 whenever the Spoils priority
is completed.
- The Pollution Multiplier decreases by -0.005 whenever the Environment priority
is completed.
- Multiplied by the Pollution Multiplier / 2 if the Pollution Multiplier > 2.
- Multiplied by Max(0.25, the Pollution Multiplier / 0.5) if the Pollution Multiplier < 0.5.
- Divided by the number of layers of nuclear fallout within the nation, if the nation has any layers of nuclear fallout.
In nations with smaller or larger
Populations, these changes are sped up or slowed down. See Nations#Population_Scaling_for_Nation_Stat_Changes for more detail.
Note: Region damage, such as from natural disasters and war, can rapidly increase a nation's Pollution Multiplier.
A nation's Sustainability
value is calculated as:
- 10 if the Pollution Multiplier = 0.
- 9.99+ if (1 / the Pollution Multiplier) > 9.99.
- 9.9+ if (1 / the Pollution Multiplier) > 9.9.
- 1 / the Pollution Multiplier otherwise.
Once a nation's Sustainability
value reaches 10 (its Pollution Multiplier reaches 0), the Environment priority
will begin to remove Greenhouse Gases from the atmosphere.
At this point, there is a significant change: the population scaling effect gets inverted. A larger
Population is now a boon: the amount of Greenhouse Gases removed whenever the Environment priority
is completed is now multiplied by (the nation's
Population / 50 million) ^ 0.35.
Hence, a player who wishes to fix the Climate should aim to make the most populated nations reach
Sustainability 10, and then heavily invest into the Environment priority
.
Inequality
A nation's Inequality score is a measure of how wealth and income is distributed in the nation. High values mean the nation doesn't have much of a middle class. Inequality grows by a little as a product of normal economic activity (the Economy Priority) or by a lot because of corruption (the Spoils Priority). Resource regions in a nation can contribute to inequality. High inequality reduces Cohesion as the nation divides into haves and have-nots. It is countered by use of the Welfare priority.
~ Terra Invicta Codex, 0.4.85.
In a nation with 50 million
Population:
- Inequality increases by 0.00015 whenever the Economy priority
is completed.
- This is further increased by 0.0001 per Resource Region.
- Inequality increases by 0.0025 whenever the Spoils priority
is completed.
- This is further increased by 0.001 per Resource Region.
- Inequality decreases by 0.005 whenever the Welfare priority
is completed.
In nations with smaller or larger
Populations, these changes are sped up or slowed down. See Nations#Population_Scaling_for_Nation_Stat_Changes for more detail.
Inequality score ranges from 1 to 9:
| Score range | |
|---|---|
| Very Low | 1-2 |
| Low | 2-3 |
| Moderate | 3-4 |
| High | 4-5 |
| Very High | 5-6 |
| Extreme | 6-9 |
Note: Whenever a nation's Inequality would grow beyond 9, the excess amount is instead subtracted from
Cohesion and added to
Unrest.
Corruption
Corruption is a hidden value which determines what percentage of the nation's investment points the elites want diverted to the spoils priority (Note: Does not account for priority bonuses). If this is not done then coups become easier to perform against the nation, to the point where they might even naturally occur without any faction's involvement. Conversely, spoiling more than the elites want will cause them to protect your nation from councilor coup attempts.
Corruption for human nations is calculated as follows:
- 50% base value.
- Decreased by 2.65515% for every point of Government.
- Decreased by 0.57342% for every point of Cohesion.
- Decreased by 0.824624% for every 3k GDP per capita.
- Multiplied by 0.8 if the A Common Concern project has been researched.
- Note: Only available to The Resistance, The Academy, Project Exodus, and The Servants.
- Capped from below at 5%.
| SPOILERS INSIDE! |
|---|
|
The Alien Administration always has 0% corruption. |
Priorities
The settings in the Priorities tab control the distribution of Investment Points, which represent surplus economic capital generated by the nation.
The owner of each control point may direct a share of investment Points into any number of priorities, either by selecting a present in the dropdown menu or setting them directly by clicking a spot in the grid.
Investment points are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of investment going to a particular priority depends on the total number of weights set for a particular control point.
Investment Points gradually fill buckets for each priority; once filled, the nation receives the effects of that priority, and in most cases it may be filled again.
Some priorities will be highlighted red if they are considered critical to the nation.
List of Priorities
| Priority | Requirements | Effects | Pop Scaled | |
|---|---|---|---|---|
| 1 | None | Yes | ||
| Yes | ||||
| Regions may be upgraded into |
No | |||
| No | ||||
| 1 | None | Yes | ||
| Regions may lose |
No | |||
| 1 | 10 Sustainability | Greenhouse Gases |
Inverted | |
|
Pollution Multiplier
|
Yes | |||
| Regions may lose a layer of Fallout after sufficient investment | No | |||
| 1 | None |
|
Yes | |
| Yes | ||||
| 1 | None | Yes | ||
| 2 | None |
|
Yes | |
| Yes | ||||
|
For each faction that owns any control points: |
Yes | |||
| 1 | Found Military Completed in Nation | No | ||
| 1 | Found Military Completed in Nation | Yes | ||
| Yes | ||||
| Found Military Completed in Nation and |
Yes | |||
| 1 | None | Yes | ||
| Yes | ||||
|
For each faction that owns any control points: |
No | |||
| Pollution Multiplier |
Yes | |||
| Greenhouse Gases |
Yes | |||
| Control Points Not Cracked |
Each Faction's |
No | ||
| 1 | None | Annual |
No | |
| 2 | Found Space Program Completed in Nation | Annual |
No | |
| 25 | Found Space Program Completed in Federation | No | ||
| 50 | None | Annual |
No | |
| 40 | None |
Set
|
No | |
| 60 | Builds an Army | No | ||
| No | ||||
| 100 |
|
Attaches |
No | |
| No | ||||
| 80 | None | No | ||
| No | ||||
| Aerosols |
No | |||
| Each Owning Faction Commits 1 Atrocity | No | |||
| 40 | Develop Atomic Bomb Completed in Nation | No | ||
| No | ||||
| 25 to 100 (scaled by region size) | Builds a |
No | ||
| 10 |
|
Builds an |
No |
Diversity Bonus
Each control point independently[1] gains a small diversity bonus to each of its priorities based on how much it is personally investing into other[2] nation building priorities.
| Priority | Diversity Multiplier |
|---|---|
| 25% | |
| 10% | |
| 10% | |
| 10% | |
| 10% | |
| 10% | |
| 10% |
Each of these nation building priorities adds a diversity bonus of X% to all other priorities, where X% is calculated as its (Diversity Multiplier × Pips in the priority for this control point ÷ Total pips for this control point).
For example, suppose a control point has 3 pips in
Economy, 1 pip in
Welfare, and 1 pip in
Spoils, for a total of 5 pips. Then:
Economy adds a diversity bonus of 25% × 3 ÷ 5 = 15%.
Welfare adds a diversity bonus of 10% × 1 ÷ 5 = 2%.
Spoils adds no diversity bonus, because it is not a nation building priority.
Thus:
Economy receives a diversity bonus of 2% (because it cannot receive the 15% from itself).
Welfare receives a diversity bonus of 15% (because it cannot receive the 2% from itself).
Spoils receives a diversity bonus of 15% + 2% = 17%.
Note: This diversity bonus is additive with other bonuses to nation priorities. Specifically, whenever a control point would put any IP into any priority, the amount of IP that is actually put into the priority is multiplied by:
100% + Priority Bonus from Orgs + Priority Bonus from Traits + Priority Bonus from Earth Interface Hab Modules + Priority Bonus received from Diversity + Priority Bonus from Projects + Priority Bonus from Federation + Priority Bonus from Mining Regions
So in practice, the bonus is really too small to matter much. It is neat that it exists, but you should not invest in priorities that you don't actually need just for the small diversity bonus, it is not worth it.
Direct Investment
Direct Investment allows a faction to purchase
Investment Points in a certain priority with
Money,
Influence, and/or
Ops. The number of Investment Points that may be purchased each calendar year in any nation is capped at 12 × (Population in Millions × 48.75) ^ 0.175 × (GDP in Billions)^0.175, rounded to the nearest integer. Each priority type is affected by a number of distinct cost multipliers, shown at the bottom of this section.
| Category | Conditions | |||
|---|---|---|---|---|
| Corruption | None | 1.2 + Corruption × 0.9 | 1 + Corruption × 0.75 | 1 |
| Projects | Researched | 1 - 0.15 for Transnational Investments - 0.15 for Adaptive FDI Modeling | 1 - 0.25 for Strategic Lobbying - 0.25 for Regulatory Capture | 1 |
| Recently Conquered | Within 365.25 days Not Oppression Not Funding |
1 | 0.5 | 1 |
| Nation Ownership | Not Cracked | 1 | 1 - 0.5 × Fraction of Control Points Owned | 1 |
| Control Point CP Cost | Not Alien Nation Not Funding |
1 | 0.1 × Single Control Point CP Cost | 1 |
| National Priority Bonuses | Not from Federation Not from Diversity |
1 / (1 + Bonus) | 1 / (1 + Bonus) | 1 / (1 + Bonus) |
| Federation Bonus | Economy Priority Only | 1 / (1 + Bonus) | 1 / (1 + Bonus) | 1 / (1 + Bonus) |
| Nation Mining Regions | Build Army and Build Navy Priorities Only | 1 / (1 + 0.05 per Mining Region) | 1 / (1 + 0.05 per Mining Region) | 1 / (1 + 0.05 per Mining Region) |
Elites
Each nation requires a certain percentage of Investment Points to be put into the Spoils priority. Failing to provide enough Investment Points into Spoils, shown by the priority becoming red, increases the chance of a coup d'etat. See Nations#Corruption for details on how this percentage is calculated.
Nations with completed Build Army priority
| Nation | Armies | Navies |
|---|---|---|
| 6 | 6 | |
| 4 | 2 | |
| 3 | 1 | |
| 3 | 0 | |
| 1 | 1 | |
| 1 | 1 | |
| 1 | 0 | |
| 1 | 0 | |
| 1 | 0 | |
| 1 | 0 | |
| 1 | 0 | |
| 1 | 0 | |
| 1 | 0 |
Nations with completed Space Program priority
The following nations at start have completed at least one Space Program priority:
Nations with completed Nuclear Weapons priority
The following nations at start have completed at least one Nuclear Weapons priority:
| Nation | |
|---|---|
| 30 | |
| 28 | |
| 3 | |
| 3 | |
| 3 | |
| 2 | |
| 2 | |
| 1 | |
| 1 | |
| 0 |
Control Points
Control Points represent key nodes of political and economic power in a nation. The number of control points is set by the fourth root of the nation's GDP: max(round(((GDP in billions)^0.25)/2),6).
The faction that owns a control point has loyal followers in positions of authority. Control points grant their faction a portion of the nation's critical resources, control over the nation's armies, and the ability to direct economic priorities.
Certain powerful policies, such as joining and leaving federations and merging nations, require Consolidated control of the executive, which means the executive faction either gained control of the nation through war or revolution, or must have held continuous control of the executive point for 180 days.
Once a faction has accumulated a sufficient amount of control in multiple nations, additional control points cost influence per month to maintain, and Crackdown and Purge missions against the faction's control points will receive a bonus. The cost increases with the more control points a faction owns, and the size of the economy of each nation the faction owns control in. Control points that have sustained a Crackdown do not cost any influence to maintain.
When a faction is over the control point capacity, agents from other factions get a bonus operation strength against the control points of this faction. The bonus strength is 0.333 per 1 point over the capacity (+1 strength per every 3 points over the capacity). Missions that get this bonus are: Crackdown, Purge, Enthrall Elites and Dominate Nation.
Every nation has between 1 and 6 control points, depending on their GDP. The "cost against cap" to hold the entire nation is equal to GDP ^ 0.6 / 2, divided up equally among the control points.
Each faction will receive a fraction of funding, research, boost, mission control and spoils money produced by the nation. That fraction is equal to a proportion of controlled CPs versus all CPs of a nation.
If there are armies controlled by the nation, getting control of CP may also grant you direct control of said armies. CPs with armies attached to them are shown with yellow star in a green hexagon symbol next to them. If there is more than one army attached to a control point then the number of attached armies is shown over the symbol.
To gain control over a neutral CP one must perform a successful Control Nation mission with one of their councillors. Under normal circumstances, in nations with over 1 CP, executive CP can only be controlled if you already have a point in a nation and it is the last CP to be taken. If every nation has all of their CPs controlled by factions, Control Nation mission becomes unavailable. In that case you would need to perform a successful purge mission on an enemy controlled CP.
To increase purge chances, it is recommended to conduct crackdown on these CPs first. Another alternative to Control Nation is Coup d'Etat. It can either be performed with your councillor or happen naturally. Successful Coup d'Etat missions will turn all the CP from that nation to your faction, while Coup d'Etat happening on its own will reset all of CPs in the country to neutral; this allows every faction to conduct Control Nation missions. Coup d'Etat is a lot more likely to be successfully performed or occur in nations with high unrest, so boosting chances often needs Increase Unrest missions beforehand.
One more alternative is to simply use war. When armies conquer a nation's capital region, all control points in the nation switch owners to whichever faction conquered them.
Control Point Types
Control points come in a variety of types. Their type depends on the national Government and other conditions, and provides a related bonus for the faction controlling it.
| Position (from the Right) | Conditions | Control Point Type | Benefits |
|---|---|---|---|
| 1st | None | Executive |
|
| 2nd | >=5 Government | Legislature |
|
| >=6 Education and >=7 Cohesion | Party |
| |
| >=6 Education and <7 Cohesion | Oligarchs | ||
| Else | Aristocracy | +20% Nation Spoils Money Output for Faction. | |
| 3rd | <5 Government | Security Apparatus |
|
| >=7 Education | Mass Media | +3 Bonus Attack on the Faction's Public Campaign and Dominate Nation missions within the Nation. | |
| Else | Religion | +15 Propaganda Strength for Unity Priority's Propaganda for Faction. (Affected by Population Scaling.) | |
| 4th | <4 Government | National Industries |
|
| <3.5 Inequality and >10000 GDPPC and >7 Education | Trade Unions | Orgs based in the same nation cost 20% less influence for Faction. | |
| Else | Corporations | Orgs based in the same nation cost 20% less money for Faction. | |
| 5th | >6 Cohesion | Bureaucracy | +3 Bonus Attack on the Faction's Control Nation missions within the Nation. |
| >3 Cohesion | Regional Authorities | +3 Bonus Attack on the Faction's Stabilize Nation missions within the Nation. | |
| >1 Cohesion or <7 Unrest | Identity Blocs | +3 Bonus Attack on the Faction's Increase Unrest missions within the Nation. | |
| Else | Warlords | +6 Bonus Attack on the Faction's Increase Unrest missions within the Nation. | |
| 6th | >9 Government and >9 Education | Knowledge Sector | +5% Nation Research Output for Faction. |
| >6 Cohesion and Nation has a rival or war enemy which has at least the same number of control points. | Defense Sector | Faction's Armies that belong to this Nation gain +0.005 daily heal rate. | |
| >6 Government and >7 Education | Financial Sector | +5% Nation Funding Money Output for Faction. | |
| Nation has at least 1 Resource Region | Extractive Sector | Nation Spoils Money Output for Faction increased by 2 × Number of Resource Regions × Number of Control Points owned by Faction in Nation. Not affected by Aristocracy bonus. | |
| Else | Agricultural Sector | Nothing. |
Gaining Regions
One of the fastest ways to improve a nation is to simply gain control over more regions, taking them from whatever nations previously controlled these regions. However, Terra Invicta takes place in an era where it is no longer acceptable for nations to arbitrarily expand their territories through mere military might.
Claims
Instead, a nation can only take a region if it has a claim on it. This claim represents a sufficient set of justifications (typically via a combination of historical, ethnic, geographical, and other factors) that the nation can use to argue that its control over a region is acceptable.
Notably, the set of claims that a nation has can grow throughout the course of a campaign. There are several social science projects that add new claims and even new nations. Additional claims can also be acquired via peaceful unifications.
For a list of all claims, see Claim List.
Methods for Transferring Regions
The following subsections discuss each of the possible methods by which a nation can gain control over more regions.
Grant Independence
Once a faction has consolidated executive control over a nation X, it may perform a Set National Policy councilor mission in the capital region of X to grant independence to a human nation Y with no regions if the following are true:
- Y has a claim on its desired capital region.
- The desired capital region of Y is not currently the capital region of X.
- X currently controls the desired capital region of Y.
When this national policy is passed, every non-capital region of X that Y has a claim on will be transferred to Y. In addition, the following effects also occur after the regions are transferred:
- The Government and Cohesion of Y is set to those of X.
- If X has less than 5 Cohesion, then reduce Unrest in X by (0 to 3) × Fraction of Population that X gave to Y.
- If X has less than 5 Cohesion, then reduce Unrest in Y by 0 to 3.
- Increase Cohesion in X by (0 to 2) × Fraction of Population that X gave to Y.
- Increase Cohesion in Y by 1 to 3.
- Every rival of X also becomes a rival of Y.
- Every ally of X also becomes an ally of Y.
- X and Y become allies.
Note: It is also possible to grant independence to Breakaway nations, but no regions are transferred when this happens, so that is not discussed in this subsection. That is instead discussed in Nations#Granting_Independence.
Cede Territory
Once a faction has consolidated executive control over a nation X, it may perform a Set National Policy councilor mission in the capital region of X to cede territory to a human nation Y if the following are true:
- Either Y is not a rival of X, or X and Y can improve their relations (they are not on a diplomatic cooldown).
- Y has a claim on a region controlled by X that is not currently the capital region of X.
When this national policy is passed, every non-capital region of X that Y has a claim on will be transferred to Y. In addition, X and Y will be put on a diplomatic cooldown of 90 days.
Peaceful Unification
Once a faction has consolidated executive control over a nation X, it may perform a Set National Policy councilor mission in the capital region of X to peacefully unify with a human nation Y if one of the following sets of conditions are true:
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- X and Y are in the same Federation.
Note: X does not need to be the federation leader or have the federation named after it. - X has a claim on the desired capital region of Y.
- X and Y can improve their relations (they are not on a diplomatic cooldown).
- The faction has consolidated executive control over Y.
- The faction owns all control points of Y.
- X and Y are in the same Federation.
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- Y is a Breakaway nation of X.
- X is not at war with Y.
- The faction owns all control points of Y.
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- X is a Breakaway nation of Y.
- X is not at war with Y.
- The faction owns all control points of X.
- The faction owns the executive control point of Y.
The third case functions pretty much identically to the second case, except that the faction is setting the policy in the other nation.
In the first two cases, when this national policy is passed, every region of Y will be transferred to X and X will gain a claim on each such region. In addition, the following effects also occur after the regions are transferred:
- If X has completed a nuclear weapons program, then all of Y's nukes are given to X. Otherwise the nukes of Y simply disappear.
- If neither X nor Y have completed a nuclear weapons program, then 50% of Y's nuclear weapons program priority progress is added to X's nuclear weapons program priority progress, but the total sum is capped at 1 IP less than the cost of the nuclear weapons program priority.
- If Y has completed a spaceflight program but X has not, then X completes a spaceflight program.
- If neither X nor Y have completed a spaceflight program, then 50% of Y's spaceflight program priority progress is added to X's spaceflight program priority progress, but the total sum is capped at 1 IP less than the cost of the spaceflight program priority.
- If Y has founded a military but X has not, then X founds a military.
- If neither X nor Y have founded a military, then 50% of Y's found military priority progress is added to X's found military priority progress, but the total sum is capped at 1 IP less than the cost of the found military priority.
- For each other national priority, 50% of Y's priority progress is added to X's priority progress.
- All of Y's Funding is transferred to X.
- If the Government of X is less than (the Government of Y - 1), then the Unrest of X is increased by (the difference in their Government / 2), but capped at 9.8 total Unrest.
- Each Breakaway nation of Y is peacefully granted independence from Y.
- For every region R of Y that X did not have a claim on, there is a (110% - 10% × the Cohesion of Y) chance that the region R will secede to form another human nation Z such that:
- Z currently has no regions.
- Z has a claim on R.
- The desired capital region of Z is R.
- If no such Z exists, then the region R cannot secede to form a new nation, but it will join any other seceding nation that has a claim on R.
- The Government, Education, Inequality, Cohesion, Unrest, Miltech and Pollution Multiplier of every seceding nation Z is set to those of Y.
- If the Government of X is less than 6, then every seceding nation Z becomes a Breakaway nation of X and all their human armies are disbanded.
Note: X gains a claim on every region of Y before any of the regions secede. So these seceding regions are now much easier for X to regain control over since X now has a direct claim on them.
See Full Unification for a more detailed analysis of how each nation can increase its claims through peaceful unifications.
Daily Check for Secession to Non-Extant Nations
Every day at 10:30am, every human nation Y that currently does not have any regions will attempt to create itself by breaking away from the nation X that controls the desired capital region of Y. But this attempt only succeeds if all of the following conditions are true:
- The Cohesion of X is at most 3.
- The Unrest of X is at least 6.
- The desired capital region of Y is not the current capital region of X.
- A P% chance roll is passed, where P is calculated as follows:
- Set P to (the Unrest of X / 2 - the Cohesion of X / 4 - the Government of X).
- If there are armies in the desired capital region of Y and the Government of X is less than 8, then divide P by 20 × the number of armies in the desired capital region of Y.
- Divide P by 75.
If the attempt succeeds, then the desired capital region of Y is transferred from X to Y. Furthermore, for each non-capital region of X that is claimed by Y and has no armies, there is a Q% chance that the region will also be transferred to Y, where Q is (the Unrest of X × 6 - the Cohesion of X × 3 - the Government of X × 3).
In addition, the following effects also occur after the regions are transferred:
- The Government and Cohesion of Y is set to those of X.
- The armies of Y are disbanded.
- Y becomes a Breakaway nation of X if X is not a Breakaway of another nation.
- All of Y's control points are given to whichever faction raised the most unrest in X.
- Increase Cohesion in Y by 0 to 3.
- Set Unrest in Y to a random value between 0 and 4 inclusive.
- Increase Government in Y by (-2 to 0 + the Education of Y / 2.25).
- Reduce Miltech in Y by 0 to 0.5.
- Increase Inequality in Y by -1 to 1.
- Reduce Unrest in X by (0 to 6) × Fraction of Population that X gave to Y.
- Increase Cohesion in X by (1 to 3) × Fraction of Population that X gave to Y.
- X and Y become rivals if either the Government of X is less than 7 or some faction raised unrest in X.
Periodic Check for Secession to Neighboring Nations
Every 4 days at 10:30am, every human nation X will check if it should undergo a revolution or an organic coup. If not, then each non-capital region R of X will make an attempt to secede for each adjacent nation Y that has a claim on R. But R's attempt to secede to Y only succeeds if all of the following conditions are true:
- The Cohesion of X is at most 3.
- The Unrest of X is at least 6.
- If Y is the Alien Nation, then The Servants have at least 50% public support in X.
- A P% chance roll is passed, where P is calculated as follows:
- Set P to (the Unrest of X - the Cohesion of X / 2 - the Government of X).
- If there are armies in R and the Government of X is less than 8, then divide P by 20 × the number of armies in R.
- Divide P by 75.
- If Y is the Alien Nation and R has at least 50 Xenoflora Growth Levels, then add (the Xenoflora Growth Levels in R / 100) to P.
If the attempt succeeds, then the region R is transferred from X to Y. In addition, the following effects also occur:
- Increase Cohesion in Y by 0 to 2.
- Reduce Unrest in X by (0 to 6) × Fraction of Population that X gave to Y.
- Increase Cohesion in X by (1 to 3) × Fraction of Population that X gave to Y.
- X and Y become rivals if either the Government of X is less than 7 or some faction raised unrest in X via Increase Unrest missions.
Post-Unrest Secession Check
Every time a councilor from a faction F successfully performs an Increase Unrest mission on a non-capital region R of a nation X, each human nation Y that currently does not have any regions and whose desired capital region is R will attempt to create itself by breaking away from X. This attempt has a P% chance to succeed, where P is calculated as follows:
- Set P to 1000.
- If the mission was a critical success, then multiply P by 10.
- Divide P by the number of mission phases per month.
- If F has researched Freedom Fighters, then multiply P by 1.5.
- If F researched a project that gave Y its claim on R, then multiply P by 3.
- Multiply P by (the Unrest of X - the Cohesion of X / 2).
- Subtract the Government of X from P.
- If there are armies in R and the Government of X is less than 8, then divide P by 20 × the number of armies in R.
- Divide P by 300.
If the attempt succeeds, then the region R is transferred from X to Y. Furthermore, for each non-capital region of X that is claimed by Y and has no armies, there is a Q% chance that the region will also be transferred to Y, where Q is calculated as follows:
- Set Q to 1000.
- If the mission was a critical success, then multiply Q by 10.
- If F has researched Freedom Fighters, then multiply Q by 1.5.
- Divide Q by the number of mission phases per month.
- If F researched a project that gave Y its claim on R, then multiply Q by 3.
- Multiply Q by (the Unrest of X × 2 - the Cohesion of X - the Government of X).
- If X only managed to get a claim on this region because of a peaceful unification and Y did not, then set Q to 100.
In addition, the following effects also occur:
- Y becomes a Breakaway nation of X if X is not a Breakaway of another nation.
- All of Y's control points are given to faction F.
- Increase Cohesion in Y by 0 to 3.
- Set Unrest in Y to a random value between 0 and 4 inclusive.
- Increase Government in Y by (-2 to 0 + the Education of Y / 2.25).
- Reduce Miltech in Y by 0 to 0.5.
- Increase Inequality in Y by -1 to 1.
- Reduce Unrest in X by (0 to 6) × Fraction of Population that X gave to Y.
- Increase Cohesion in X by (1 to 3) × Fraction of Population that X gave to Y.
- X and Y become rivals.
War Annexation
A human Army can perform an Annex Region operation on a region R owned by a nation X if:
- The army is not in battle.
- The army has at least 80% health remaining.
- Region R is not already being annexed by a different army.
- The army's home nation is at war with X.
- R is not the capital
region of X. - R is fully occupied by a war alliance that includes the home nation of the army.
- One of the following is true:
Note: Starting the Annex Region operation will usually result in the nation X (or a war ally) launching a nuke at the army, if they have any.
The duration of the Annex Region operation is D days, where D is calculated as follows:
- Set D to (the population of R / the average population per region at the start of the game) ^ 0.75.
- Add (the area of R in km^2 / the median area of a region in km^2) ^ 0.5 to D.
- Multiply D by 45.
- If R is rugged, then multiply D by 1.25.
- Cap D between 45 and 270.
- Multiply D by the Miltech of X.
- Divide D by the Miltech of the army's home nation.
If the home nation of the army has a claim on R, then the only thing that happens when the Annex Region operation completes is:
- Every human army whose home region is R is disbanded.
- R is transferred from X to the army's home nation.
Otherwise, when the Annex Region operation completes, R is transferred to the human nation Y that currently does not have any regions and whose desired capital
region is R. In addition, the following effects also occur:
- Y and the home nation of the annexing army become allies.
- Y becomes a Breakaway nation of X if X is not a Breakaway of another nation.
- All of Y's control points are given to the faction that owns the army that did the Annex Region operation.
- Increase Cohesion in Y by 0 to 3.
- Set Unrest in Y to a random value between 0 and 4 inclusive.
- Increase Government in Y by (-2 to 0 + the Education of Y / 2.25).
- Reduce Miltech in Y by 0 to 0.5.
- Increase Inequality in Y by -1 to 1.
- Reduce Unrest in X by (0 to 6) × Fraction of Population that X gave to Y.
- Increase Cohesion in X by (1 to 3) × Fraction of Population that X gave to Y.
- X and Y become rivals if either the Government of X is less than 7 or some faction raised unrest in X.
- X declares war on Y, if able.
War Conquest
When an army completes the occupation of the capital
region of a human nation X, the game first checks which of the war alliances against X contributed the most to the occupation of the capital region of X. This war alliance is considered the occupying alliance, and the nation that leads this war alliance is considered the lead occupier.
Each nation in the occupying alliance is then sorted in descending order by how much they contributed to the occupation of the capital
region of X, except the lead occupier is set to go first even if it didn't contribute anything.
Then, one by one, each nation Y in the ordering will grab every remaining region R of X that Y has a claim on: every human army whose home region is R is disbanded, and then R is transferred from X to Y.
In the end, if X has any remaining regions, then the control points of X are given to the human faction that owns the executive control point of the lead occupier. If no such human faction exists, then the control points of X are given to a faction F that is determined as follows:
- Each human faction starts with a score of 0.
- Look at the set of all human-faction-owned armies whose home nations were at war with X and are still within the remaining regions of X. For each such army:
- Look at its home nation's Miltech, add in the Miltech bonuses from Councilors doing Advise missions on the home nation and from military habs in earth interface orbit.
- Multiply the total Miltech by the remaining health % of the army.
- Add this value to the score of the human faction that owns this army.
- If no such army exists, then the faction F is the undecided faction, and the control points of X are simply emptied out.
- Otherwise, the human faction with the highest score is chosen to be the faction F that takes over the control points of X.
In addition, the following effects are applied:
- X is removed from all wars that it is involved in.
- X ends all alliances with nations that are at war with the lead occupier.
- X ends all rivalries with all members of the occupying alliance and all allies of the lead occupier.
- X initiates an alliance with all members of the occupying alliance.
- If any member of the occupying alliance is a Breakaway nation of X, it is peacefully granted independence from X.
- The Unrest of X is increased by some amount U, calculated as follows:
- Set U to be the fraction of the remaining regions of X that were fully occupied when the capital region of X was conquered.
- Multiply U by -6.
- Add (4 + the number of remaining armies of X) to U.
- If the faction F that takes over the control points of X has researched Psyops, then subtract 3 from U.
- If the faction F that takes over the control points of X has researched Networked Psyops, then subtract 3 from U.
- If the faction that owned the executive control point of X before F took over has researched Guerrilla Warfare, then add 3 to U.
- If U is positive, then:
- If F is a human faction that owns the executive control point of the lead occupier, then multiply U by (1 - public support fraction for F in X).
- Otherwise, multiply U by (1 - public support fraction for (the most popular human faction in the lead occupier) in X).
- If F is a human faction, then subtract (0.25 × number of times F raised unrest in X) from U.
- Add a random value between -1 and 1 inclusive to U.
- The Cohesion of X is decreased by 0 to 3.
- The Government of X is decreased by 0 to 0.5.
- If the Government of X is still at least 5 and the Government of the lead occupier is less than the Government of X, then the Government of X is decreased by 25% to 75% of the difference between their Government scores.
- All records of which factions raised unrest in X are deleted.
Alien Related
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Conquering Non-Capital Regions for the Alien Nation When an army whose home nation is the Alien Nation completes the occupation of a non-capital region R of a human nation X, the region R is simply transferred from X to the Alien Nation. If this results in the creation of the Alien Nation, then it can trigger a massive shift in inter-faction relationships, as humanity recognizes the growing threat that is now in their midst. Conquering Regions from the Alien Nation when it has more than one Region When an army completes the occupation of a region R of the Alien Nation such that R is not the only region of the Alien Nation, the region R will be transferred from the Alien Nation to a human nation Y that has a claim on R. To determine which human nation Y should receive R, the game first checks which of the war alliances against the Alien Nation contributed the most to the occupation of R. This war alliance is considered the occupying alliance, and the nation that leads this war alliance is considered the lead occupier. Each nation in the occupying alliance is then sorted in descending order by how much they contributed to the occupation of R, except the lead occupier is set to go first even if it didn't contribute anything. The first nation in this ordering that has a claim on R is chosen as the human nation Y that region R is transferred to. If no such nation exists, then a second ordering is created, consisting of every ally of the lead occupier, sorted in descending order by their estimated military strength. The first nation in this ordering that has a claim on R is chosen as the human nation Y that region R is transferred to. If no such nation exists, then the game creates a list of every human nation:
Then a random one is chosen as the human nation Y that region R is transferred to. If no such nation exists, then the game creates a list of every human nation:
Then a random one is chosen as the human nation Y that region R is transferred to. If no such nation exists, then the game creates a list of every human nation:
Then a random one is chosen as the human nation Y that region R is transferred to. If no such nation exists, then the game creates a list of every human nation:
Then a random one is chosen as the human nation Y that region R is transferred to. If no such nation exists, then the game creates a list of every human nation:
Then a random one is chosen as the human nation Y that region R is transferred to. Note that this time, the nation is guaranteed to exist, since every region in the game is claimed by at least one human nation. In addition to transferring the region R from the Alien Nation to Y, the following effects occur:
If R was the capital region of the Alien Nation before it was transferred to Y, then the following additional effects occur:
Conquering the Last Region from the Alien Nation When an army completes the occupation of the last region R of the Alien Nation, the game first checks which of the war alliances against the Alien Nation contributed the most to the occupation of R. This war alliance is considered the occupying alliance, and the nation that leads this war alliance is considered the lead occupier. Each nation in the occupying alliance is then sorted in descending order by how much they contributed to the occupation of R, except the lead occupier is set to go first even if it didn't contribute anything. Every human army whose home region is R is disbanded, and then R is transferred from the Alien Nation to the first nation in the ordering that has a claim on R, if any exist. Then the Alien Nation is overthrown. Causing Revolutions in the Alien Nation Each nation is checked once every 4 days for whether it should undergo a revolution. When a revolution occurs in the Alien Nation, the following steps occur:
Overthrowing the Alien Nation When the Alien Nation is overthrown, the following steps occur:
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Effects of Transferring Regions
Whenever a region R is transferred from a nation X to a nation Y by any method, the following steps occur:
- The region GDP of R is removed from X.
- If R is the capital region of X and X has other regions, then the capital of X moves to one of its remaining regions (whichever has the most population).
- The region R is removed from X. (This removes the population of R from X.)
- The Miltech of nation Y is set to the weighted average of the Miltechs of X and Y, where the weight of:
- X is 1 + 1 if there is a human army whose home region is R + 1 if that human army has a navy attached.
- Y is 2 × the number of regions owned by Y (excluding R) + the number of armies owned by Y + the number of navies owned by Y.
- The region R is added to Y. (This adds the population of R to Y.)
- If R was a colony region or a mining region (note: not an oil region), then the Inequality of X decreases by 0.25 while the Inequality of Y increases by 0.25. Both of these Inequality changes are affected by the Population Scaling of their respective nations.
- If R is the desired capital region of Y, then the capital of Y moves to R.
- The GDP that was removed from X earlier is now added to Y.
- The Pollution Multiplier of Y is set to the weighted average of the Pollution Multipliers of X and Y, where the weight of:
- X is the GDP added to Y divided by the total GDP of Y including the addition.
- Y is (1 - the weight of X).
- The Education of Y is set to the weighted average of the Educations of X and Y, where the weight of:
- X is the population of R divided by the total population of Y including R's added population.
- Y is (1 - the weight of X).
- The Unrest of Y is set to the weighted average of the Unrests of X and Y, where the weight of:
- X is the population of R divided by the total population of Y including R's added population.
- Y is (1 - the weight of X).
- The Cohesion of Y is set to the weighted average of the Cohesions of X and Y, where the weight of:
- X is the population of R divided by the total population of Y including R's added population.
- Y is (1 - the weight of X).
- The Cohesion of Y is reduced by 0.25.
- The Inequality of Y is set to the weighted average of the Inequalities of X and Y, where the weight of:
- X is the population of R divided by the total population of Y including R's added population.
- Y is (1 - the weight of X).
- The Public Opinion of Y is set to the weighted average of the Public Opinions of X and Y, where the weight of:
- X is the population of R divided by the total population of Y including R's added population.
- Y is (1 - the weight of X).
- The human army whose home region is R (if any) is assigned to one of Y's control points.
- If the region R has Space Defenses but the nation Y cannot build Space Defenses, then the Space Defenses of R are removed.
Whenever a set of regions are transferred from X to Y, the game simply transfers each region sequentially. In addition, the following effects are applied:
- If Y did not have any regions before the set of transfers, then all colony regions transferred to Y are decolonized.
- Otherwise, the game records the GDPPC of Y before the set of transfers.
- For each colony region R that is transferred from X to Y, if the region GDPPC that R had before the transfer is higher than (0.667 × this recorded GDPPC value), then R is decolonized.
- For each non-colony region R that is transferred from X to Y, if R was originally a colony region of Y at the start of the game, R did not get decolonized by the Welfare priority, and the region GDPPC that R had before the transfer is lower than (0.667 × this recorded GDPPC value × 1.25 if R is a resource region), then R is recolonized.
- If X no longer has any regions after the set of transfers, then:
- All contributions by X to region occupations are removed.
- X is removed from all wars it is involved in.
- All alliances and rivalries with X are ended.
- All Breakaway nations of X are peacefully granted independence.
- X is removed from its federation, if it was in one.
- All records of which factions raised unrest in X are deleted.
- All diplomatic cooldowns with X are removed.
Foreign Relations

Nation flags in the list of allies and rivals can be mouseover-ed to bring up a tooltip with details on possible policy actions and their requirements.
The Relations tab describes the relationships between this nation and other nations.
Allies are nations that will support this nation when attacked, and may hold a policy vote to join in a war started by this nation. Allies may host one another's armies, as well.
Rivals are nations with which this nation may go to war.
Changes in relations between nations are accomplished by policy votes, which may be initiated by a councilor or by the nation itself.
~ Nation UI Tooltip for Relations, Terra Invicta, 0.4.90.
Relations between a pair of nations can be in one of four states, which are from best to worst:
- Ally
- Neutral
- Rival
- War
A pair of nations can also be federated, which forces the ally relation between them.
A pair of nations can also have one be a Breakaway nation of the other, which forces the rival relation between them.
Changes in relations often trigger diplomatic cooldowns between nations that must be waited out before relations between them can be improved.
The faction responsible for the change in relation can reduce the diplomatic cooldown duration by researching the Corridor Diplomacy, Common Cause, and Crisis Diplomacy projects, which each multiply the duration by 0.8, compounding. If the faction responsible is the Aliens, the diplomatic cooldown duration is multiplied by 0.25.
Alliances
Effects
- Being allied is one of the requirements for Federating.
- Certain councilor missions become easier to perform in allied nations.
- War-capable allies can join, deter, or prevent wars.
Proposing Alliances
Any nation X can propose an alliance with any other nation Y if all of the following conditions are true:
- Y has at least one region.
- X and Y are not at war.
- X and Y are not rivals.
- X and Y are not already allies.
- X and Y are not on diplomatic cooldown.
- X is not allied to any Breakaway nation of Y.
- Y is not allied to any Breakaway nation of X.
- X is not allied to a nation that Y is a Breakaway nation of.
- Y is not allied to a nation that X is a Breakaway nation of.
- One of the following is true:
- X has more than 2 control points.
- Y has more than 2 control points.
- X has a claim on some region of Y.
- Y has a claim on some region of X.
- X and Y are adjacent.
- X has a navy.
- Y has a navy.
The faction that controls the executive control point of X has to pay 10 influence to propose an alliance with Y, but does not need to use a councilor to do so.
The faction that controls the executive control point of Y gets to decide whether to accept or reject the proposal:
- If the proposal is rejected, then X and Y are put on a diplomatic cooldown of 60 days.
- If the proposal is accepted, then X and Y are allied, and are put on a diplomatic cooldown of 90 days.
Ending Alliances
Any nation X can end an alliance with any other nation Y if all of the following conditions are true:
- X and Y are allies.
- X and Y are not in the same federation.
The faction that controls the executive control point of X has to pay 10 influence to end an alliance with Y, but does not need to use a councilor to do so.
This ending of an alliance cannot be rejected by anyone.
X and Y are put on a diplomatic cooldown of 90 days after X ends its alliance with Y.
Rivals
Effects
- Being rivals is one of the requirements for Declaring War.
- Certain councilor missions become harder to perform in rival nations.
- May increase Resting Cohesion.
Initiating Rivalries
Any nation X can initiate a rivalry with any other nation Y if all of the following conditions are true:
- Y has at least one region.
- X and Y are not at war.
- X and Y are not already rivals.
- X and Y are not allies.
- One of the following is true:
- X has more than 2 control points.
- Y has more than 2 control points.
- X has a claim on some region of Y.
- X and Y are adjacent.
- X has a navy.
The faction that controls the executive control point of X has to pay 10 influence to initiate a rivalry with Y, but does not need to use a councilor to do so.
This initiation of a rivalry cannot be rejected by anyone.
X and Y are put on a diplomatic cooldown of 90 days after X initiates a rivalry with Y.
Ending Rivalries
Any nation X can propose ending a rivalry with any other nation Y if all of the following conditions are true:
- X and Y are rivals.
- X and Y are not at war.
- X is not a Breakaway nation of Y.
- Y is not a Breakaway nation of X.
- Y is not allied to a nation that X is a Breakaway nation of. (Not Mirrored??)
- Y is not allied to a Breakaway nation of X. (Not Mirrored??)
The faction that controls the executive control point of X has to pay 10 influence to propose ending a rivalry with Y, but does not need to use a councilor to do so.
The faction that controls the executive control point of Y gets to decide whether to accept or reject the proposal:
- If the proposal is rejected, then X and Y are put on a diplomatic cooldown of 60 days.
- If the proposal is accepted, then X and Y end their rivalry, and are put on a diplomatic cooldown of 90 days.
Breakaway Nations
■■■■■ is a de facto autonomous state whose nationhood is not recognized by the nation that claims its territory, ■■■■■. It is in a permanent rivalry with that nation. It will function as an independent nation with some limitations: it cannot declare or join wars, or join federations. It may declare independence, ending its breakaway status but allowing the parent nation to declare war. Allies will have the option to participate in the war. Any allies of this nation will also enter into a rivalry with the parent nation.
~ Nation UI Tooltip for Breakaway Nations, Terra Invicta, 0.4.90.
When the game starts there are four breakaway nations - Taiwan, Palestine, South Yemen, and Somaliland. Additional breakaway nations can be created via secession movements, liberations in wars, and peaceful unifications into non-democratic nations.
Granting Independence
Any nation X can grant independence to any nation Y that is a breakaway nation of X.
The faction that has consolidated executive control of X must send a councilor to perform a Set National Policy mission in X to grant independence to Y.
This granting of independence cannot be rejected by anyone.
When X grants independence to Y, Y will no longer be a Breakaway Nation of X, and X and Y will end their rivalry.
Declaring Independence
Any Breakaway Nation X can declare independence from its parent nation Y.
The faction that owns the executive control point of X must send a councilor to perform a Set National Policy mission in X to declare independence from Y.
This declaration of independence cannot be rejected by anyone.
When X declares independence from Y, X will no longer be a Breakaway Nation of Y, and Y will be automatically forced to declare war on X.
Federations
Federations are groupings of closely aligned nations that are pledged to provide mutual defense and share space program funding and boost. Members also receive a bonus to investments in the Economy priority. They are led by the member nation with the most significant international ambitions (claims).
To join a federation, a nation must have claims on its territory by at least one of the federation's member nations, be allied with one of the members, and has secured normalized relations with all other members.
Nations may apply to join a federation using the Set Policy mission; the lead nation will approve or disapprove the request. The lead nation may also invite qualifying nations to join.
~ Nation UI Tooltip for Federations, Terra Invicta, 0.4.90.
Effects
- Being part of the same federation is one of the requirements for a peaceful unification.
- Federation members are all forcefully allied to one another.
- Federation members share Boost and Funding: each member's share is proportional to (the number of its control points) ^ 3.
- Federation members can build Mission Control if any member has completed a Spaceflight Program.
- Certain councilor missions become easier to perform in other federation members.
- Federation members receive an Economy priority bonus of (total GDP of other federation members in billions ^ 0.25 / 2)%, rounded to the nearest 1%. This also affects the cost of Direct Investments into the Economy priority.
Joining Federations
Any nation X can propose joining in federation with any other nation Y if all of the following conditions are true:
- X has at least one region.
- X is not in a federation or X is the leader of its federation.
- X is not a Breakaway nation.
- Y has at least one region.
- Y is not in a federation or Y is the leader of its federation.
- Note: If Y is not the leader of its federation, X can still federate with Y, but it has to ask the leader of Y's federation, not Y.
- Y is not a Breakaway nation.
- If X is not in a federation but Y is the leader of a federation F, then:
- Some member of F is allied with X and not on diplomatic cooldown with X.
- No member of F has a rivalry with X.
- No member of F is at war with X.
- Some member of F has a claim on some region of X, or X has a claim on some region of some member of F.
- Every member of F that is not already allied with X is able to propose an alliance with X.
- If X is not in a federation and Y is not in a federation, then:
- X and Y are allies.
- X has a claim on some region of Y or Y has a claim on some region of X.
- X and Y are not on diplomatic cooldown.
- Some faction has consolidated executive control of Y.
- If X is the leader of a federation F, then:
- Y is not in a federation.
- Some faction has consolidated executive control of Y.
- Some member of F is allied with Y and not on diplomatic cooldown with Y.
- No member of F has a rivalry with Y.
- No member of F is at war with Y.
- Some member of F has a claim on some region of Y, or Y has a claim on some region of some member of F.
- Every member of F that is not already allied with Y is able to propose an alliance with Y.
The faction that has consolidated executive control of X must send a councilor to perform a Set National Policy mission in X to propose joining in federation with Y.
The faction that controls the executive control point of Y gets to decide whether to accept or reject the proposal:
- If the proposal is rejected, then X and Y are put on a diplomatic cooldown of 60 days.
- If the proposal is accepted, then X and Y are federated, and are put on a diplomatic cooldown of 360 days. Furthermore:
- If X joined a federation that Y was the leader of, then X is allied to and put on a diplomatic cooldown of 360 days with all other federation members.
- If Y joined a federation that X was the leader of, then Y is allied to and put on a diplomatic cooldown of 360 days with all other federation members.
Leaving Federations
Any nation X can leave a federation F if all of the following conditions are true:
- X has at least one region.
- X is in the federation F.
- X is not the leader of F.
The faction that has consolidated executive control of X must send a councilor to perform a Set National Policy mission in X to leave the federation F.
This leaving of a federation cannot be rejected by anyone.
X is put on a diplomatic cooldown of 720 days with all other members of F after X leaves F.
Examples of Federations
At the game start date there are two federations:
European Union: France (leader), Czech Republic, Slovakia, Germany, Italy, Spain, Benelux, Alpine States, Poland, Portugal, Sweden, Finland, Ireland, Northern Balkan States, Baltic States, Hungary, Romania, Bulgaria, Greece, Denmark
Eurasian Union: Russia (leader), Kazakhstan, Belarus, Armenia, Kyrgyzstan
When a federation or unification is created it will have the name and flag of its initial nation. However certain nations will create federations or unifications with unique names and flags.
(work in progress, contributions are welcome)
Wars
A nation is considered war-capable if it is not a Breakaway nation and it has an army or a nuke.
Effects
- Allows Terrestrial_Warfare.
- Increases Resting Cohesion.
- Slowly decreases Government.
Declaring Wars
Any war-capable nation X can declare war on any other nation Y if all of the following conditions are true:
- X and Y are rivals.
- There is no war-capable nation that is allied to both X and Y.
- Y would be an accessible war enemy.
The faction that owns the executive control point of X must send a councilor to perform a Set National Policy mission in X to declare war on Y.
This declaration of war cannot be rejected by anyone.
When X declares war on Y, the following steps occur:
- If it has been less than 90 days since X and Y became rivals, then the Cohesion of X decreases by 0.5 × (1 - days since X and Y became rivals / 90) × the Government of X.
- The Cohesion of X increases by 1 if all of the following conditions are true:
- X did not lose any Cohesion in the previous step.
- X was at peace.
- The Unrest of X is less than 8.
- The Cohesion of X is more than 2.
- Either the Government of X is less than 7 or the Government of Y is less than 7.
- The Cohesion of Y increases by 3 if all of the following conditions are true:
- Each war-capable nation that is allied to Y is forced to join the war on the side of Y and gains 1 Cohesion if all of the following conditions are true:
- Each war-capable nation that is allied to X is asked if it wants to join the war on the side of X.
- The faction that owns the executive control point of the nation gets to decide whether to join.
- The faction that owns the executive control point of Y gains (3 × the number of control points Y has) hate for the faction that owns the executive control point of X.
- Every nation that joined this war is put on a diplomatic cooldown of 90 days with all nations on the other side of the war.
Joining Wars
Any war-capable nation X can join any side S of any ongoing war W if all of the following conditions are true:
- X is allied to at least one member on side S of the war W.
- X is not allied to any member on the side of the war W that is not S.
The faction that owns the executive control point of X must send a councilor to perform a Set National Policy mission in X to join war W.
This joining of war cannot be rejected by anyone.
X is put on a diplomatic cooldown of 90 days with every nation on the other side of war W after X joins war W.
Seeking Peace
Any nation X can seek peace from any war W it is part of.
The faction that owns the executive control point of X must send a councilor to perform a Set National Policy mission in X to seek peace from war W.
The faction that controls the executive control point of the lead nation Y of the other side of the war gets to decide whether to accept or reject:
- If rejected, then X and Y are put on a diplomatic cooldown of 60 days.
- If accepted, then:
- If X was the leader of its side of the war W, then the war W is ended:
- Every nation involved in the war W is removed from the war.
- Every nation involved in the war W returns to rival relations with every nation on the other side of the war W, and is put on a diplomatic cooldown of 90 days with them.
- Otherwise, X is removed from the war W and returns to rival relations with every nation on the other side of the war W, and is put on a diplomatic cooldown of 90 days with them.
- If X was the leader of its side of the war W, then the war W is ended:
Other Sources
Wars can be started through various other means:
- Declaring Independence
See Nations#Declaring_Independence.
| SPOILERS INSIDE! |
|---|
If the Alien Nation has at least one region, then using an army to begin an assault on an Alien Facility or Landed UFO will automatically force the Alien Nation to declare war on the army's home nation. |
Policies
Policies are actions the executive faction of a nation can take to dramatically alter the course of the nation. A councilor can use the Set Policy mission to enact policies.
~ Policies, Terra Invicta Codex, 0.4.90.
In order for a faction to enact a policy in a nation, they must own the executive control point, it must not be disabled, and they must use a councilor to perform a Set National Policy mission in the nation. Many policies require consolidated executive control. Many policies require another nation to agree.
This section loosely summarizes the list of policies, and gives links to sections that discuss the more complex policies in more detail.
| Policy | Needs Consolidated Exec? | Can be Rejected? | Ignores Diplomatic Cooldown? | Main Effect |
|---|---|---|---|---|
| Declare War | No | No | Yes | Allows Terrestrial_Warfare. |
| Join War | No | No | Yes | Allows Terrestrial_Warfare. |
| Seek Peace | No | Yes | Yes | Ends the war. |
| Grant Independence to a New Nation | Yes | No | Yes | Release regions to form their own nation. |
| Grant Independence to a Breakaway Nation | Yes | No | Yes | The Breakaway Nation is no longer a Breakaway. |
| Declare Independence | No | No | Yes | Nation is no longer a Breakaway and former parent nation declares war. |
| Cede Territory | Yes | No | If not Rivals | Regions are transferred to target nation. |
| Leave Federation | Yes | No | Yes | Leaves the Federation. |
| Federation | Yes | Yes | No | Federates with Target. |
| Unification | Yes | Yes | No | Merge nations. |
| Disband Army | Yes | No | Yes | Disbands a human army that is:
|
| Disband Warheads | Yes | No | Yes | Remove up to 5 Strategic Nuclear Barrages from the nation. If the last one is removed also cancel all progress on the nuclear weapons priority. |
The Policies tab of the Nation intel window shows the available national policies. Here one can also find the diplomatic cooldown periods for countries, with whom certain diplomatic actions may become available after the timer expires.
This is also where a player can choose to abandon their control points in the nation, which does not require a Set National Policy mission or any influence cost.
| Terra Invicta mechanics | |
|---|---|
| Factions | |
| Council | |
| Earth | |
| Space | |
| Aliens | |
| Modding & Settings | |



