With the nations of Earth unable to reach consensus on how to approach the alien arrival on their own, covert transnational factions of like-minded people have become the dominant players in world affairs. Each is driven by an ideology on how to address alien activities on Earth. These factions will seek to invest in and control the governments of Earth to advance their goals. You are leading one of these factions.
The inner leadership circle of each faction is its council. Councilors will go on missions to help you gain power over Earth's nations and discover the aliens' goals on Earth. Factions also may gain control over armies, and as the story progresses, they may build habitats and fleets in space.
Factions cannot be entirely eliminated in Terra Invicta. They have emerged from the beliefs of the people of Earth. People can be swayed and organizational structures removed, but ideas can't fully die. What matters is how much power the people holding those ideologies possess.
During the campaign, each faction will have one or more objectives to fulfill at any given time. Completing objectives will lead to uncovering information about the aliens and their true purpose in our Solar System. Objectives can also unlock special research projects and orgs for a faction.
By using the Contact mission on a councilor from another faction, a councilor may initiate trade discussions with the leader of that faction. Successful trades can serve to lower hostility between factions.
There are seven human factions in Terra Invicta. Each faction has an ideology that determines how hostile it will be to other factions and how much they will be affected by a nation's population having different beliefs. Factions with ideology supportive to the aliens will eventually be able to transfer territory to the alien nation.
Small ships after cities Medium ships after regions Large ships after landmasses Habs after leaders
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Trade Negotiations
Factions can begin trade negotiations with each other by using the Contact mission. They may trade resources, orgs, habs, or council engineering projects. They can also form non-aggression pacts, which prevents two factions from using hostile missions or the declare war policy against each other's councilors and nations.
Factions on the same side of the anti-alien / pro-alien divide can go one step further, forming an intel sharing agreement that allows both factions to see everything that the other faction sees. Idealistic moderate factions (Project Exodus and The Academy) may also agree to share intel with factions on the opposite side of the divide.
Trade negotiations can never be held between the more extreme factions on opposite sides of the divide:
Humanity First can never trade with the Servants or the Protectorate.
The Servants can never trade with Humanity First or the Resistance.
Trade options may be limited by the following factors:
Faction hate: Factions that hate each other will offer less and demand more.
Starvation:
Factions will refuse to sell any resources that they believe they lack.
Factions will refuse to buy any habs whose upkeeps they cannot afford.
Active use:
Factions cannot trade habs that currently have ships docked to them.
Factions cannot trade any orgs that are currently being used for the missions they grant.
Factions cannot trade any orgs that grant administration if said administration is currently used to equip other orgs.
Atrocity
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. Councilors with the Ethical and Pacifist traits also lose loyalty whenever their faction commits an atrocity.
The following actions will create atrocities:
Completing a Nuclear Weapons priority for the first time in a nation.
Using a Strategic Nuclear Barrage: this generates an atrocity for every 100k people killed in the resulting nuclear blast, with a cap of 20 atrocities per nuclear barrage launched.
Razing a region with an army or fleet.
Bombarding a region.
Destroying civilian hab modules.
Critically failing Increase Unrest missions.
Killing a councilor with the Beloved trait.
Various random events.
Campaign Objectives
Initial objectives are the same for every faction. However as more objectives are completed the story will start to diverge.
No
Objective
1
Investigate Alien Crash
Have a councilor conduct the Investigate Alien Activity mission at the crash site.
2
Research Alien Signatures
When it becomes available, reseach the Alien Signatures project.
3
Investigate Alien Abductions
Conduct Surveil Location missions in regions near any alien crash sites. If abductions are detected, send a councilor on an Investigate Alien Activity mission to that location.
Research Alien Origin
Research the Skywatch and Deep System Skywatch global technologies, and then the Alien Origin project when it becomes available.
Salvage Alien Technology
Successfully engage one of the following alien assets: facility, landed UFO, habitat, warship, or army.
4
Research Alien Methods
When it becomes available, reseach the Alien Methods project.
Research Alien Technology
When it becomes available, reseach the Alien Technology project.
5
Investigate Returned Abductees
Conduct Surveil Location missions in areas with a suspected alien presence. If evidence of alien influence on the populate or leaders is detected, send a councilor on an Investigate Alien Activity mission to that location.
Begin The Search
Research the Advanced Neural Networks and Directed Space Research global technologies, and then the Deep Space Telescope project when it becomes available. Construct a Deep Space Telescope module at one of your habs.
6
Research Alien Operations
When it becomes available, reseach the Alien Operations project.
7
Research Alien Movements
When it becomes available, reseach the Alien Movements project.
Set Our Goal
Research the faction's unique org project. For The Initiative additional objectives must be completed before the project appears.
Salvage Alien Warship
Engage and defeat an alien warship, then research the Salvage Alien Warship project.
8
Acquire An Alien Corpus
Detect an alien operative on Earth and conduct an Assassinate mission against it. It may also be possible to locate an Alien Facility in an Earth region and conduct an Assault Alien Asset mission against it or detect and capture an alien hab out in the Solar System.
Research Exotics
When it becomes available, reseach the Exotic Materials project.
Contact The Aliens
Detect an alien operative on Earth and conduct a Contact mission against it.
9
Research Hydra Biology
When it becomes available, reseach the Hydra Biology project.
Exotic Hybrids
Research the Quantum Computing global technology, and then the Exotic Hybrid Systems project when it becomes available.
Learn Their Language
When it becomes available, reseach the Hydra Language project. For The Academy additional objectives must be completed before the project appears.
10
Research Hydra Pherocytes
When it becomes available, reseach the Pherocytes project.
Conduct Diplomacy With The Aliens
When it becomes available, reseach the Hydra Diplomacy project.
11
Research Hydra Containment
When it becomes available, reseach the Alien Containment project.
Learn Their Demands
When it becomes available, reseach the Their Demands project.
Prepare the Alien Nation
When it becomes available, reseach the The Alien Nation project.
12
Capture A Live Hydra
Detect an alien operative on Earth and conduct a Detain mission against it. It may also be possible to locate an Alien Facility in an Earth region and conduct an Assault Alien Asset mission against it or detect and capture an alien hab out in the Solar System.
Research The One True Path
When it becomes available, reseach the The One True Path project.
Develop Coexistence Pact
When it becomes available, reseach the Coexistence Pact project.
13
Communicate With Captured Hydra
When it becomes available, reseach the Hydra Language project.
Build The Sentinels
Construct 10 Sentinel Complex modules on stations in Low Earth Orbit.
14
Interrogate The Captive Hydra
When it becomes available, reseach the Hydra Interrogation project.
15
Research Wormholes
When it becomes available, reseach the Wormholes project.
Learn Their Weakness
When it becomes available, reseach the Their Weakness project.
Research Pherocyte Resistance
When it becomes available, reseach the Pherocyte Resistance project.
Determine Their Purpose
When it becomes available, reseach the Their Purpose project.
A New Home
When it becomes available, reseach the A New Home project.
16
Research The Choke Point
When it becomes available, reseach the The Choke Point project.
Research Hydra Biowarfare
When it becomes available, reseach the Hydra Biowarfare project.
Research Pherocyte Mastery
When it becomes available, reseach the Pherocyte Mastery project.
Plot The Great Journey
When it becomes available, reseach the The Great Journey project.
17
Prepare To Kill The Hive
When it becomes available, reseach the Kill the Hive project.
Construct The Bifrost
Construct an Interstellar Launch Facility module at one of your habs.
Research A Permanent Peace
When it becomes available, reseach the A Permanent Peace project.
Prepare The Final Assault
When it becomes available, reseach the The Final Assault project.
Prepare To Enslave The Masters
When it becomes available, reseach the Enslave the Masters project.
Victory Objectives
Once a faction completes all its campaign objectives it will gain a unique victory org and the Victory Objective will appear. The Victory Objective requires assigning the victory org to a councilor, completing all requirements for its mission and then undertaking the final mission.
Objective
Org
Mission
Requirements
Assert Alien Hegemony
The Sword of the Devoted
Herald Our Masters
Targets New York region (No control needed)
Aliens control regions containing at least 65% of Earth's population.
The combined fleet power of the Aliens and pro-alien factions must be at least 80% of the total fleet power among all factions in the Solar System.
Close The Gate
Janus Section
Close the Gate
Aliens control 0% of Earth's regions.
The combined fleet power of the Aliens and pro-alien factions must be no more than 25% of the total fleet power among all factions in the Solar System.
Earth Is Not Enough
The Pherocyte Masters
Tame the Enemy
Faction controls regions with 50% of Earth's population.
Faction controls 65% of all control point values on Earth.
The combined fleet power of all enemy factions must be no more than 25% of the total fleet power among all factions in the Solar System.
Kill Them All
The Omega Solution
Trigger the Weapon
The aliens must control no more than 0% of Earth's regions.
The combined fleet power of the Aliens and pro-alien factions must be no more than 20% of the total fleet power among all factions in the Solar System.
Aliens and pro-aliens must control no more than 20% of Earth's regions.
Launch
Bifrost Command Staff
Launch the Bifrost
Interstellar Launch Facility module
Pacify The Earth
The Protectorate Authority
Claim Hegemony
10 Sentinel Complex modules
Faction controls regions with 50% of Earth's population.
Faction controls 65% of all control point values on Earth.
The combined fleet power of the Aliens and pro-alien factions must be at least 70% of the total fleet power among all factions in the Solar System.
Send Out Envoys Through The Wormhole
Mission to the Hydra
Forge an Alliance
Faction controls regions with 75% of the Earth's population.
Faction controls 75% of all control point values on Earth.
The combined fleet power of all enemy factions must be no more than 25% of the total fleet power among all factions in the Solar System.
Faction Ownership of Humanity
Humanity's total strength can be measured by four categories:
The sum of GDPs for all human nations.
The sum of Research outputs for all human factions.
The sum of Mission Control upkeeps for all human hab core modules.
The sum of Combat Power for all human ships.
A faction's fractional ownership of humanity can thus be measured by:
The fraction of Human nation GDPs under the faction's control points.
The fraction of Human Research that the faction outputs.
The fraction of Human Mission Control upkeeps that the faction's hab core modules incur.
The fraction of Human Combat Power that the faction's ships possess.
As the game progresses, factions will envy the human faction with the highest fractional ownership of humanity, gaining passive hate for them and so slowly begin to target them. On difficulties below Brutal, AI factions cannot gain envy for the player's faction if they are ideologically close enough.