Nations
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.
Overview
| Population | ||||||||||||||||
| GDPPC | ||||||||||||||||
| IP | ||||||||||||||||
| Economy Priority | ||||||||||||||||
| Welfare Priority | ||||||||||||||||
| Knowledge Priority | ||||||||||||||||
| Government Priority | ||||||||||||||||
| Unity Priority | ||||||||||||||||
| Oppression Priority | ||||||||||||||||
| Inequality | ||||||||||||||||
| Cohesion | ||||||||||||||||
| Unrest | ||||||||||||||||
| Education | ||||||||||||||||
| Government | ||||||||||||||||
| Spoils Priority | ||||||||||||||||
| Research | ||||||||||||||||
| MC | ||||||||||||||||
- Each cell represents the effect of having higher amounts of the column stat on the row stat.
- Lighter background colors indicate stronger effects on the row stat.
- Empty cell indicates that the column stat has no direct effect on the row stat.
indicates a complex relationship that may invert the effects of the column stat on the row stat at different threshold levels.
Population
Nations are composed of regions that each have
Population 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:
IP.
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.
Cohesion.
Influence income from public support.
Pollution output and pollution removal from the
Environment Priority.
As a result, nations with larger
Population tend to have far greater long-term potential. On the other hand, nations with larger
Population 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
Population. Specifically, the amount of change is divided by (
Population / 50 million) ^ 0.35.
Notably, the base monthly
IP production of a nation is the product of (
GDPPC in thousands) ^ 0.35 and (
Population in millions) ^ 0.35.
Consequently, two nations with different
Population but otherwise identical stats would usually develop themselves at the same rate.
Population Growth
As of Version RC6, the game calculates the annual
Population growth of a region as follows:
// PavonisInteractive.TerraInvicta.TIRegionState
public double annualPopulationGrowth
{
get
{
double num = 4.49788037409348;
return Mathd.Max(Mathd.Clamp(num + Mathd.Max(-num, -0.418190741 * (double)this.nation.education) + -0.0624798523403752 * (double)this.nation.cohesion + 9.80843732089162E-06 * (double)Mathf.Min(180000f, this.nation.perCapitaGDP) + -0.115739931206548 * (double)Mathf.Sqrt(Mathf.Abs(this.latitude)) + (double)(this.annualPopGrowthModifier * Mathf.Max(0f, (25f - TITimeState.CampaignDuration_years_Exact()) / 25f)) + (double)this.nation.template.popGrowthModifier - (double)(this.xenoforming.xenoformingLevel / 200f) - (double)(this.nuclearDetonations * 4), -10.0, 10.0) - (double)(Math.Max(0f, Mathf.Abs(GameStateManager.GlobalValues().temperatureAnomaly_C) - 8f) * ((this.template.environment == EnvironmentType.Beneficiary) ? 0.5f : ((this.template.environment == EnvironmentType.Vulnerable) ? 2f : 1f))), -100.0) * 0.01;
}
}
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
GDPPC 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
Population growth modifier, which is defined in plain text in TINationTemplate.json and TIRegionTemplate.json in the game files. These values are simply added directly to the annual
Population growth. But the region
Population growth modifiers slowly fades 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
Population (no, it does not scale with total
Population), you get the maximum reduction of -0.005
Education. 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, 1.0.29.
In a nation with 50 million
Population:
- Each completion of the
Government Priority adds 0.001
Government per
Education. - Each completion of the
Oppression Priority removes 0.0025
Government. - Each completion of the
Spoils Priority removes 0.0005
Government. - Every month, if the nation is at war, then remove 0.01
Government. - Every month, if the nation has less than 4
Cohesion, then there is a (1 -
Cohesion / 4) chance to remove 0.01
Government. - 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 gains 0.01
Government.
In nations with smaller or larger
Population, these changes are sped up or slowed down. See Population Scaling for more detail.
Government impacts
Base Cohesion:
- Low
Government increases the
Base Cohesion. - Middle
Government lowers the
Base Cohesion. - High
Government draws the
Base Cohesion towards a central value of 5, and simultaneously increases
research production.
Higher
Government 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.
Lower
Government increases the effectiveness of the
Oppression Priority and armies at reducing
Unrest. It also increases the
Money output of the
Spoils Priority, and the Public Support Cap.
Government also has effects on Foreign Relations and Terrestrial Warfare.
Government ranges from 0 to 10:
| 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 3 × (0.1 -
Government / 100) whenever the
Oppression Priority is completed.
In nations with smaller or larger
Population, these changes are sped up or slowed down. See Population Scaling for more detail.
Unrest score ranges from 0 to 10:
| Score range | |
|---|---|
| Peaceful | <1.5 |
| Subversion | <3 |
| Strife | <4.5 |
| Insurgency | <6 |
| Guerilla War | <7.5 |
| Insurrection | <9 |
| Civil War | ≥9 |
Base Unrest
Unrest changes relatively quickly (0.25 per month, and even +1 per month if the nation has 0
Cohesion) if it is not at its resting value. This
Base Unrest is calculated as:
- 10.5
- -1 per 10000
GDPPC. - -1 per
Cohesion. - For each friendly non-megafauna army in the nation:
- -0.5.
- Multiplied by the army health %.
- Multiplied by (10 -
Government). - Divided by (the number of Regions owned by the nation) ^ 0.65.
- +1.6 × Fraction of
Population living in Hostile Regions × (10 -
Government)
Note: Human armies are not supposed to affect
Base Unrest if their home nation cannot afford to pay their army upkeep. (Specifically, if their home nation has 0
IP production.) But this is currently bugged and they continue to affect
Base Unrest anyway.
| Alien-Related SPOILERS INSIDE! |
|---|
|
For the Alien Nation, the |
It's generally better to reduce
Base Unrest instead of reducing
Unrest with
Stabilize Nation missions and the
Oppression Priority, otherwise it will grow back naturally and quickly.
Notable Effects of Unrest
- Every 0.1
Unrest above 2 will remove 1%
IP, capping at 80%
IP at 10
Unrest. - The
Research produced by a Nation is multiplied by (1 -
Unrest²/100). So it is multiplied by 100% at 0
Unrest, whereas it is multiplied by 0% at 10
Unrest.
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 are also checked whenever an
Increase Unrest Mission in the nation has a critical success, and on 10% of the normal successes. Revolutions will always occur if >9.9
Unrest when checked. A naturally occurring coup will never happen if ≥8
Government and <8
Unrest; otherwise the daily chance of coup * 4 is checked.
The daily chance of coup is ((
Unrest * 2 -
Cohesion -
Government) / 10 + elite unhappiness) / 6000, where the elites' unhappiness is:
- 0 if the
Spoils Priority weight percentage matches or exceeds the nation's Corruption. - 0 if one faction owns all the nation's control points and that faction has ≥65% Public Support.
- Corruption percent -
Spoils Priority percent otherwise. (Expressed as a value between 0 and 1.)
So natural coups can be countered by lowering
Unrest and increasing
Cohesion,
Government and
Spoils Priority (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
Cohesion and/or
Government 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 d'Etat, 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 d'Etat 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 d'Etat 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 d'Etat 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 d'Etat mission on the nation this turn aborts their pending
Coup d'Etat 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 Public Support the new control point owners have compared to the old control point owners.
- Note: This
Inequality reduction only occurs if at least 1 year has passed since the last time that the nation experienced a coup, revolution, or regime change.
- Note: This
- 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 number of loose nukes to increase by 1, where X is the number of
Nuclear Weapons the nation had. But note that this doesn't actually reduce the number of
Nuclear Weapons the nation has. - 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.
Note: If any control point would be given to the
Aliens' faction, then the control point is given to
The Servants faction instead.
| 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.
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 and Navies it fields and by high levels of
Unrest.
- The base value is equal to
(GDP in billions)^0.35.
Unrest removes 1%
IP for every 0.1
Unrest above 2, capping at 80%
IP removed at 10
Unrest.
Navies remove 0.5
IP each.- Idle
Armies in their home regions remove 0.5
IP each. - Other
Armies remove 1
IP each.
The overall formula is (GDP in billions)^0.35 × (1 - max(
Unrest-2, 0)/10) - 0.5 × (
Navies) - 0.5 × (idle
Armies at home) - (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
IP.
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
GDPPC by:
- 3 (Base value), slightly increased by certain global Techs.
- +1.5 per
Oil Region - +1.5 per
Mining Region. - +1.5 per
Core Economic Region. - +0.5 per
Government. - +1 per
Education.
In nations with smaller or larger
Population, these changes are sped up or slowed down. See Population Scaling for more detail.
This means that for maximum GDP growth, you want higher
Government, higher
Education, as well as as many
economic,
oil, and
mining 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 region
Population and 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 capacity that can be built in each region.
For example, suppose there is a nation with 60 billion GDP, composed out of 2 regions:
- A
core economic region with 40 million
Population. - A
colony region with 20 million
Population.
Then because of economic modifiers:
- The
core economic region with 40 million
Population is treated as if it has 50 million
Population - The
colony region with 20 million
Population is treated as if it has 10 million
Population.
So the 60 billion GDP is divided up such that:
- The
core economic region with 40 million
Population is given 50 billion GDP. - The
colony region with 20 million
Population is given 10 billion GDP.
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:
- Each completion of the
Knowledge Priority adds 0.005
Education.
- After 10
Government is reached, each completion of the
Government Priority also gives the same effects as a completion of the
Knowledge Priority. - Each completion of the
Unity Priority removes 0.001
Education.
In nations with smaller or larger
Population, 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 Version RC6, the
National Research output is calculated as:
// PavonisInteractive.TerraInvicta.TINationState
public float research_month
{
get
{
float population_Millions = this.population_Millions;
float perCapitaGDP = this.perCapitaGDP;
return (population_Millions * ((perCapitaGDP <= 30000f) ? Mathf.Pow(this.perCapitaGDP / 15000f, 0.6f) : (1.5157166f + 0.90942997f * (Mathf.Log(this.perCapitaGDP / 15000f) - 0.6931472f))) * (this.education * Mathf.Min(this.education, 12f)) * Mathf.Pow(Mathf.Max(this.democracy, 1f), 0.16666667f) * 0.0075f + Mathf.Min(this.population / 5000f, (float)this.numControlPoints + this.education + this.democracy / 2f)) * (1.25f - Mathf.Abs(this.cohesion - 5f) / 10f) * (1f - this.unrest * this.unrest * 0.01f) * (1f + this.adviserScienceBonus);
}
}
In other words:
A) Base of Number of Control Points +
Education +
Government / 2. Capped at
Population / 5000.
B)
Population in millions.
C) If the
GDPPC is $30000 or lower, use the number (
GDPPC/15000)^0.6.
If the
GDPPC 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), so this is this is equivalent to 2^0.6 × (1 + 0.6 × ln(
GDPPC/30000))

D) Scales by
Education squared, then linearly at 12:
Education × Min(
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 gain 1
Mission Control. 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
Boost to annual production when selected. Whereas the best regions are the 26 regions with Launch Facilities that are practically on the Equator: each gains 0.4
Boost to annual production when selected. See Region List for a full list of Regions and how much
Boost each gains per
Boost Priority completion.
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.
Each completion of the
Military Priority adds 0.00125
Miltech. 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 between the two nations. {
Miltech applies to both army strength, which changes together with national {
Miltech, and regional defense power.
Miltech ranges from 2 to infinity. The
Miltech 'age' also determines the visual appearance of armies.
| 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 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:
Population 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 use the
Build Army Priority to 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
Miltech.
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.
Navies are built using the
Build Navy Priority. The
Build Navy Priority priority is only available for a nation when all of the following are true:
- The nation has completed the
Found Military Priority (or started with it already complete). - The nation has more
Armies than
Navies. - The nation has at least one region that has at least seasonal ocean access.
- One of the following is true:
- The nation has at least 4 control points.
- The nation has 3 control points and at least 40000
GDPPC and no
Navies.
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 |
100 | |
| Number |
5 |
For example, at the start of the game, the nation of North Korea has 2.8
Miltech, 1 region, 1
Armies, 0
Navies, 0
Unrest, and 1
Nuclear Weapons. So its estimated military strength is the sum of:
- 1 Region × 2.8
Miltech × 0.7 = 1.96 - 1
Armies × 2.8
Miltech × 3 × 100% = 8.4 - 0
Navies × 1 = 0 - 0
Unrest × -1 = 0 - 1 (has nukes) × 100 = 100
- 1
Nuclear Weapons × 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 by the
Space Defenses priority 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. High values keep unrest in check and increase the nation's ability to resist occupation, while middle values provide a bonus to national research production, representing a robust (if messy) marketplace of ideas, low values will rapidly increase unrest. Cohesion is lowered by high inequality, anocracy, having lots of regions or a large population, destruction of armies, and a large difference between public opinion and the ideology of control point owners. Cohesion is increased by autocracy and the Unity priority, and by rivalries and wars when at least one nation involved is not a democracy. Having a high Democracy score pulls cohesion toward a middle value.
~ Nation UI Tooltip for Cohesion, Terra Invicta, 0.4.90.
In a nation with 50 million
Population:
Cohesion changes by 0.01 towards the central value of 5 whenever the
Knowledge Priority is completed.- Each completion of the
Unity Priority adds 0.1
Cohesion.
- This is reduced by 0.005 per
Education. - This is reduced by 0.005 per
Government. - This cannot be reduced below 0.025.
- This is reduced by 0.005 per
- If
Government > 5, then each completion of the
Oppression Priority removes 0.025
Cohesion per
Government over 5.
In nations with smaller or larger
Population, these changes are sped up or slowed down. See Population Scaling for more detail.
Cohesion moves by 0.1 per month towards
Base Cohesion. It can decrease faster, up to 0.25 per month towards its resting point, depending on
Inequality (this acceleration occurs for
Inequality values between 4 to 4.6). Specifically, when
Base Cohesion is lower than
Cohesion, the
Cohesion decrease per month is calculated as follows:
Cohesion Decrease = Min( Max(0.1, (Inequality - 3) ^ 2 / 10), Min(0.25, Cohesion - Base Cohesion) )
This is not affected by Population Scaling and is rapid enough that it is usually better to move
Base Cohesion rather than trying to fight the tide. See Nations#Resting_Cohesion for details on how to achieve this.
Cohesion is also commonly changed by Events, and can be strongly affected by War Declarations and the Destruction of armies.
Cohesion ranges from 0 to 10:
| Score range | |
|---|---|
| Fragmented | <1 |
| Fractured | <2 |
| Sectarian | <3 |
| Polarized | <4 |
| Competitive | <5 |
| Diverse | <6 |
| Integrated | <7 |
| Homogenous | <8 |
| Dominated | <9 |
| Hegemonic | <10 |
| Monolithic | 10 |
Resting Cohesion
Base Cohesion depends on the following factors:
| Factor | Conditions | |
|---|---|---|
| Base | Always | 16 |
| ≤ 4.75 | ||
| > 4.75 | ||
| Always | ||
| 1 Region in Nation | ||
| >1 Region in Nation | ||
| Always | ||
| Wars | <6 |
|
| >=6 |
||
| Peer Rivals | <6 |
|
| >=6 |
||
| Public vs. Elite Ideology | Always | |
| Public Opinion Distribution | Always | |
| ≤ 3.5 | ||
| 3.5 < |
||
| 5 < |
||
| > 6.5 | ||
| Owning Hostile Regions | Always |
In other words,
Base 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
Base 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, worse when the entire
Population is confined to just one Region because the nation has no other Regions.- Geographic
Population Distribution. - Difference between average public opinion and the Factions that own the control points.
- Fraction of
Population living in Hostile Regions, multiplied by
Government.
Notable Effects of Cohesion
- The
Base Unrest of a Nation is reduced by its
Cohesion. - The
Research produced by a Nation is multiplied by (1.25 - |
Cohesion - 5| / 10). So it is multiplied by 75% at 0
Cohesion and at 10
Cohesion, whereas it is multiplied by 125% at 5
Cohesion. - The Public Support Cap of a Nation is increased by its
Cohesion. - The Population Growth of a Nation is decreased by its
Cohesion.
Underflowing Cohesion
If
Cohesion would ever be reduced below 0, then it underflows. This section discusses the effects of such an underflow.
In a nation with 50 million
Population:
Government is reduced by Min(
Cohesion Underflow Amount, Max(
Government - 5,0)) / 2.
Unrest is increased by (
Cohesion Underflow Amount - Min(
Cohesion Underflow Amount, Max(
Government - 5,0))) / 2.
In nations with smaller or larger
Population, these changes are sped up or slowed down. See Population Scaling for more detail.
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.
Base Cohesion- Public opinion affects the
Base Cohesion 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
Base Cohesion, 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
Base Cohesion, 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
Base Cohesion 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, a random value Y between 0 and 100 is rolled, and then:
- 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.
- Y > X and Y > -X, indicating that the propaganda failed to convince the group.
- Otherwise:
- If X >= 0, then:
- If X - Y > 10, the group's ideology moves towards F's ideology by 2 units, then moves to the closest matching ideology.
- Otherwise, the group's ideology moves towards F's ideology by 1 unit, then moves to the closest matching ideology.
- If X < 0, then a completely random coordinate is selected from within a cube of length 2 that is centered on the group's original ideology, and then:
- If (-X) - Y > 10, the group's ideology moves towards the coordinate by 2 units, then moves to the closest matching ideology.
- Otherwise, the group's ideology moves towards the coordinate by 1 unit, then moves to the closest matching ideology.
- If X >= 0, then:
Public Support Cap
Within each nation, the public support for any faction is capped at (90 -
Government +
Cohesion)%. But this cap is implemented in a somewhat counter-intuitive manner: whenever a propaganda is about to be applied, the game will first check if any faction's public support has surpassed the cap. If so, then during the application of the propaganda, every attempt by a
Population group to move to the closest matching ideology will behave as if the capped faction's ideology does not exist.
Consequently, once a faction goes over the public support cap, it can no longer gain public support from any kind of propaganda. But if a faction is below the public support cap, there is nothing preventing it from gaining enough public support from one propaganda application to far exceed the public support cap.
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. (Empty control points do not count.)
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.
Abandoned or
Cracked control points do not count.
Note: Ordering matters. The last faction to get propaganda applied on each unity completion would get more public support and influence income on average.
The ordering here is determined by the control point ownership: the faction that owns the leftmost control point goes first, then the faction that owns the leftmost control point that isn't controlled by the previous faction, then the faction that owns the leftmost control point that isn't controlled by the previous factions, and so on. Thus when sharing nations with other factions, one should try to avoid owning the leftmost control points.
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.
Initially, nations cannot go below 0.3325 Pollution Multiplier. 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:
- Each completion of the
Spoils Priority adds 0.0005 Pollution Multiplier.
- Each completion of the
Environment Priority removes 0.005 Pollution Multiplier.
- Multiplied by Pollution Multiplier / 2 if Pollution Multiplier > 2.
- Multiplied by Max(0.25, 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
Population, these changes are sped up or slowed down. See Population Scaling for more detail.
Note: Region damage, such as from natural disasters and war, can rapidly increase a nation's Pollution Multiplier.
A nation's
Sustainabilityvalue is calculated as:
- 10 if Pollution Multiplier = 0.
- 9.99+ if (1 / Pollution Multiplier) > 9.99.
- 9.9+ if (1 / Pollution Multiplier) > 9.9.
- 1 / Pollution Multiplier otherwise.
Once a nation reaches 10
Sustainability (0 Pollution Multiplier), 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 10
Sustainability, 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:
- Each completion of the
Economy Priority adds 0.00015
Inequality.
- This is further increased by 0.0001 per Resource Region.
- Each completion of the
Spoils Priority adds 0.0025
Inequality.
- This is further increased by 0.001 per Resource Region.
- Each completion of the
Welfare Priority removes 0.005
Inequality.
In nations with smaller or larger
Population, these changes are sped up or slowed down. See Population Scaling 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 (shown in the
Spoils Priority tooltip) determines what percentage of the nation's
IP the elites want diverted to the
Spoils Priority (Note: Does not account for priority bonuses). If this is not done then
Coup d'Etats become easier to perform against the nation, to the point where they might even naturally occur without any faction's involvement. Conversely, assigning more to the
Spoils Priority than the elites want will cause them to protect your nation from councilor
Coup d'Etat 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 3000
GDPPC. - 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.
- Note: Only available to
- 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
IP, which represent surplus economic capital generated by the nation.
The owner of each control point may direct a share of
IP 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.
IP are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of
IP going to a particular priority depends on the total number of weights set for a particular control point.
IP 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 Improved into |
No | |||
| No | ||||
| 1 | None | Yes | ||
| Has |
One |
No | ||
| 1 | 10 |
Greenhouse Gases |
Inverted | |
| <10 |
Pollution Multiplier
|
Yes | ||
|
One Region loses a layer of |
No | ||
| 1 | None |
|
Yes | |
| Yes | ||||
| 1 | <10 |
Yes | ||
| 10 |
Same as |
Yes | ||
| Has Hostile Regions | One Hostile Region loses Hostility every 200 completions (shared with |
No | ||
| 2 | None |
|
Yes | |
| Yes | ||||
|
For each faction that owns any control points: |
Yes | |||
| Has Hostile Regions | One Hostile Region loses Hostility every 200 completions (shared with |
No | ||
| 1 | Found Military Completed in Nation | No | ||
| 1 | Found Military Completed in Nation | Yes | ||
| Yes | ||||
| Found Military Completed in Nation and >5 |
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 |
|---|---|
| 50% | |
| 20% | |
| 20% | |
| 20% | |
| 20% | |
| 20% | |
| 20% |
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 the
Economy Priority, 1 pip in the
Welfare Priority, and 1 pip in the
Spoils Priority, for a total of 5 pips. Then:
- The
Economy Priority adds a diversity bonus of 50% × 3 ÷ 5 = 30%. - The
Welfare Priority adds a diversity bonus of 20% × 1 ÷ 5 = 4%. - The
Spoils Priority adds no diversity bonus, because it is not a nation building priority.
Thus:
- The
Economy Priority receives a diversity bonus of 4% (because it cannot receive the 30% from itself). - The
Welfare Priority receives a diversity bonus of 30% (because it cannot receive the 4% from itself). - The
Spoils Priority receives a diversity bonus of 30% + 4% = 34%.
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
Direct Investment
Direct Investment allows a faction to purchase
IP in a certain priority with
Money,
Influence, and/or
Ops. The number of
IP 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.
| Priority | |||
|---|---|---|---|
| 25 | 0 | ||
| 360000 / 67 × |
100 | 0 | |
| 150000 × Pollution Multiplier Decrease Per Completion × ( |
100 | 0 | |
| 625 / 41 × |
100 | 0 | |
| 150000 × |
300 | 0 | |
| 400 × ( |
300 / Required |
0 | |
| 0 | 50 × Max(1, |
30 / (1 + Min(2, | |
| 0 | 5 × |
0 | |
| 2800 / Required |
2500 / Required |
0 | |
| 1250 / Required |
100 / Required |
0 | |
| 2500 / Required |
800 / Required |
0 | |
| 2000 / Required |
2000 / Required |
1500 / Required | |
| 250 × |
250 / Required |
30 × | |
| 10000 × |
3000 / Required |
2000 × | |
| 1200 × |
3000 / Required |
1500 × | |
| 30000 / Required |
3000 / Required |
300 / Required | |
| 5000 / Required |
1500 / Required |
150 / Required | |
| 2500 / Required |
800 / Required |
600 / Required | |
| 1000 / Required |
200 / Required |
150 / Required |
| 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 Not |
1 | 0.5 | 1 |
| Nation Ownership | Not Cracked | 1 | 1 - 0.5 × Fraction of Control Points Owned | 1 |
| Not Alien Nation Not |
1 | 0.1 × Single Control Point |
1 | |
| National Priority Bonuses | Not from Federation Not from Diversity |
1 / (1 + Bonus) | 1 / (1 + Bonus) | 1 / (1 + Bonus) |
| Federation Bonus | 1 / (1 + Bonus) | 1 / (1 + Bonus) | 1 / (1 + Bonus) | |
| Nation |
1 / (1 + 0.05 per |
1 / (1 + 0.05 per |
1 / (1 + 0.05 per |
Elites
Each nation requires a certain percentage of
IP to be put into the
Spoils Priority. Failing to provide enough
IP into
Spoils Priority, shown by the priority becoming red, increases the chance of a coup. See Nations#Corruption for details on how this percentage is calculated.
Control Points
Control Points represent key nodes of political and economic power in a nation.
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 investment priorities.
The
Research,
Boost,
Mission Control and
Money (from funding and spoils) produced by the nation is divided up equally among all of its control points. Control points that have sustained a
Crackdown or are abandoned still get their share, but the owning faction does not receive it.
If there are Armies controlled by the nation, owning a control point may also grant you direct control of said Armies. Control Points with Armies attached to them are shown with the
symbol. If there is more than one Army attached to a control point then the number of attached Armies is shown over the symbol.
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 violent means such as war or revolution, or must have held continuous control of the executive control point for 180 days.
Number of Control Points
The number of control points is based on the nation's GDP, specifically:
Number of Control Points = max(1,min(round(((GDP in billions)^0.18)/1.09),6))
| GDP (Bn) | Control Points |
|---|---|
| 0-15.4 | 1 |
| 15.4-263 | 2 |
| 263-1701 | 3 |
| 1701-6869 | 4 |
| 6869-20944 | 5 |
| 20944+ | 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.
Cost of Control Points
The
Control Point Capacity cost of a control point is also based on the nation's GDP, specifically:
Total Cost of Control Points = (GDP in billions) ^ 0.6 / 2
This total
Control Point Capacity cost is divided up evenly among all the control points of the nation.
Control points that have sustained a
Crackdown or are abandoned do not cost any
Control Point Capacity.
When a faction exceeds their
Control Point Capacity, they suffer the following penalties:
- Certain Missions against the faction gain a bonus attack mission modifier of
Control Point Capacity overcap / 3. These Missions are:
| SPOILERS INSIDE! |
|---|
- The faction's annual
Influence income decreases by
Control Point Capacity overcap ^ 2.
Taking Control Points
To gain control over a neutral Control Point, one usually performs a successful
Control Nation mission with one of their Councilors. Under normal circumstances, in nations with more than one Control Point, the executive Control Point can only be controlled if you already have a Control Point in a nation and it is the last Control Point to be taken. If every nation has all of their Control Points controlled by Factions, then the
Control Nation mission becomes unavailable. In that case you would need to perform a successful
Purge mission on an enemy Control Point.
To increase
Purge success chances, it is recommended to conduct
Crackdown on these Control Points first. Another alternative to Control Nation is
Coup d'Etat. It can either be performed with your councilor or happen naturally. See Nations#Effects_of_a_Coup for the effects of a coup, including the distribution of control points when a coup occurs.
Coup d'Etat has a higher success chance in nations with high
Unrest, so
Increase Unrest missions can be very helpful.
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 |
Legislature |
|
| ≥6 |
Party |
| |
| ≥6 |
Oligarchs | ||
| Else | Aristocracy | +20% Nation | |
| 3rd | <5 |
Security Apparatus |
|
| ≥7 |
Mass Media | +3 Bonus Attack on the Faction's | |
| Else | Religion | +15 Propaganda Strength for | |
| 4th | <4 |
National Industries |
|
| <3.5 |
Trade Unions | Orgs based in the same nation cost 20% less | |
| Else | Corporations | Orgs based in the same nation cost 20% less | |
| 5th | >6 |
Bureaucracy | +3 Bonus Attack on the Faction's |
| >3 |
Regional Authorities | +3 Bonus Attack on the Faction's | |
| >1 |
Identity Blocs | +3 Bonus Attack on the Faction's | |
| Else | Warlords | +6 Bonus Attack on the Faction's | |
| 6th | >9 |
Knowledge Sector | +5% |
| >6 |
Defense Sector | Faction's | |
| >6 |
Financial Sector | +5% Nation | |
| Nation has at least 1 |
Extractive Sector | Nation | |
| Else | Agricultural Sector | Nothing. |
| SPOILERS INSIDE! |
|---|
|
The Alien Nation does not have any special control point types or bonuses. Though naturally the Aliens still receive all of the benefits that an Executive Control Point grants. |
| Terra Invicta mechanics | |
|---|---|
| Factions | |
| Council | |
| Earth | |
| Space | |
| Aliens | |
| Modding & Settings | |


