Missions
Periodically, the game will enter the mission phase, during which all factions will secretly assign their councilors to missions. These missions will be resolved in a sequence over the next few days or weeks. While some missions are automatically successful, most are contested and require a success roll. Missions typically target nations, regions, control points, space facilities, and other councilors.
Each mission type has a resolution order between 0 and 4 inclusive, denoted by the number of small clock symbols visible in the mission description. Between mission phases, missions resolve in sequence from smallest resolution order to largest. In the case of ties, uncontested missions resolve first in some random order, then the contested missions resolve in order from highest mission success chance to lowest. The sequence of mission resolutions is determined immediately after the missions are assigned, so any mid-phase changes to the mission success chances have no effect on the sequence order.
Contested missions
For contested missions, the success chance is determined by adding all the relevant bonuses and maluses for a particular mission, and the faction conducting the mission may spend resources to improve its chance of success. If the bonuses and maluses add up to zero, the success chance is 50 percent; otherwise, each point in one direction has a decreasingly powerful impact on the outcome. Changing conditions on Earth can modify success chances between the mission assignment phase and the mission resolution.
When a contested mission resolves, a random number between 0% and 100% inclusive is generated and rounded down to the nearest 0.1%; if it is less than or equal to the success chance, the mission is a success; otherwise it fails. Results that are less than 10% of the success chance mark a critical success, which typically offers bonuses over a normal success; results in the top 10% of the range of possible failure values are a critical failure and have worse consequences.
Contested missions have a variable cost.
Values in the table assume the mission outcome is a normal success.
Each mission name is a link to a more detailed mission page.
| Mission Name | Icon | Cost | Hate | Noise | Attack Stat | Defense Stat | Base Difficulty | Resolution Order | XP |
|---|---|---|---|---|---|---|---|---|---|
| Assassinate | 10 | 0 | espionage | Security | 12 | 1 | 3 | ||
| Assault Alien Asset | 10 | 4 | command | Command | 4 | 3 | 3 (2 if flora) | ||
| Control Space Asset | 7 | 0 | persuasion | Loyalty, Security | 12 | 3 | 2 | ||
| Coup d'Etat | 5 | 2 | command | Command | 8 | 2 | 2 | ||
| Crackdown | 2 | 0 | investigation | Administration | 2 | 2 | |||
| Detain Councilor | 2 | 0 | investigation | Security | 8 | 1 | 2 | ||
| Extract Councilor | 1 | 0 | command | Security | 8 | 1 | 2 | ||
| Control Nation | 0 | 0 | persuasion | 4 | 2 | ||||
| Hostile Takeover | 2 | 0 | administration | Administration | 10 | 1 | 2 | ||
| Inspire | 0 | -4 | persuasion | 8 | 0 | 2 | |||
| Investigate Councilor | 0 | -2 | investigation | Espionage | 1 | 2 | |||
| Public Campaign | 0 | 0 | persuasion | 2 | 2 | ||||
| Purge | 5 | 0 | espionage | Administration | 3 | 4 | 2 | ||
| Sabotage Facilities | 3 | 0 | espionage | Security | 12 | 2 | 2 | ||
| Sabotage Hab Module | 0 | 0 | espionage | Security | 4 | 2 | 2 | ||
| Sabotage Project | 3 | 0 | espionage | Security | 6 | 1 | 2 | ||
| Assault Enemy Space Asset | 10 | 2 | command | Command | 3 | 2 | |||
| Stabilize Nation | 0 | 0 | command | Command | 2 | 2 | |||
| Steal Project | 3 | 0 | espionage | Security | 6 | 1 | 2 | ||
| Turn Councilor | 0 | 0 | persuasion | Loyalty, Security | 15 | 1 | 2 | ||
| Increase Unrest | 0 | 0 | command | Command | 2 | 2 |
Alien-Related Missions
The Enthrall Org, Terrorize Region, Enthrall Elites, Enthrall Public, and Enthrall Unaligned Elites missions are only available to alien councilors.
The Xenoform and Abductions missions are initially only available to alien councilors, but The Servants are also granted access to these missions from their 2nd and 3rd faction orgs.
The Dominate Nation mission is only available to
The Protectorate if it controls a Sentinel Complex module.
| Mission Name | Icon | Cost | Hate | Noise | Attack Stat | Defense Stat | Base Difficulty | Resolution Order | XP |
|---|---|---|---|---|---|---|---|---|---|
| Xenoform | 0 | 2 | espionage | 4 | 0 | 1 | |||
| Dominate Nation | 5 | 30 | persuasion | 6 | 4 | 2 | |||
| Enthrall Org | 3 | 0 | persuasion | Science, Security | 10 | 1 | 2 | ||
| Terrorize Region | 0 | 30 | command | Command | 3 | 1 | |||
| Abductions | 0 | 2 | espionage | Command | -2 | 3 | 2 | ||
| Enthrall Elites | 5 | 0 | persuasion | Science | 2 | 4 | 2 | ||
| Enthrall Public | 0 | 0 | persuasion | 6 | 2 | 2 | |||
| Enthrall Unaligned Elites | 0 | 0 | persuasion | 4 | 2 |
Mission Modifiers
| Mission Modifier | Conditions | Value |
|---|---|---|
| Mission Difficulty | None | The Amount Specified |
| Size of National Economy | None | (Target Nation's GDP in Billions) ^ 0.33333334 |
| National Cohesion | None | Target Nation's Cohesion |
| Nation Population | None | (Target Nation's Population in Millions) ^ 0.4 |
| National Unrest | None | Target Nation's Unrest |
| National Stability | None | 10 - Target Nation's Unrest |
| Democracy | None | Target Nation's Government |
| Censorship |
|
5 / Max(Target Nation's Government, 0.5) |
| Education | None | Target Nation's Education |
| Elite Dissatisfaction | Target Nation's Corruption % > Spoils % | 15 × (Target Nation's Corruption % - Spoils %) |
| Elite Satisfaction | Target Nation's Spoils % > Corruption % | 10 × (Target Nation's Spoils % - Corruption %) |
| Military in Region | Target Region is Fully Occupied | Number of Armies in Target Region that are:
|
| Otherwise | Sum of:
| |
| (Attacker's) Popular Support | None | (10 + Target Nation's Government) × Fraction of Target Nation's Public Opinion that supports the Mission Performer's Faction. |
| (Defender's) Popular Support | Target is owned by some Faction | (10 + Target Nation's Government) × Fraction of Target Nation's Public Opinion that supports the Target's Faction. |
| (Attacker's) Local Control Points | Mission is Performed within a Nation | 6 × Fraction of Nation's Control Points that are owned by Mission Performer's Faction. |
| (Defender's) Local Control Points | Mission is Performed within a Nation | 6 × Fraction of Nation's Control Points that are owned by Target's Faction. (Bugged to be 0 if not fully owned.) |
| Council {stat} | Target is Not a Disabled Control Point | Sum of {stat} of Non-Detained Councilor(s) for Target's Faction / 12 |
| Joint Council {stat} |
|
Sum of {stat} of Non-Detained Councilor(s) for Target's Faction / 12 |
| Protect Mission: {stat} |
|
Sum of {stat} of Protecting Councilor(s). |
| Nearby Councilors' {stat} | Target is Detained Councilor | Sum of {stat} of Detaining Faction's Councilor(s) that are in the same location as Target. |
| Detaining Faction Joint {stat} | Target is Detained Councilor | Sum of {stat} of Detaining Faction's Non-Detained Councilor(s) / 12. |
| Control Points in Neighbors | None | 6 × Fraction of Target Nation's Neighbors' Control Points that are owned by Mission Performer's Faction and not Disabled |
| Control in Larger Allies / Federation | None | 6 × Fraction of Target Nation's Allies' Control Points that are owned by Mission Performer's Faction and not Disabled and one of:
|
| Control Points in Enemies | Mission Performer's Faction has no Control Points in Target's Nation | 0.33333334 × Number of Mission Performer's Faction's Control Points in Nations that are Rivals of the Target's Nation. (Note: Will be getting changed soon... hopefully.) |
| Difference in Ideology | Target is owned by some Faction | 2 × Ideological Distance between Target's Faction and Mission Performer's Faction |
| Crackdown | Target Control Point is Disabled | -10 |
| Defend Interests | Target is Defended Control Point or Defended Hab | 10 |
| Defend Interests (Partial Defense) | Target is Defended Control Point or Defended Hab | 5 |
| Defended Control Points | None | Number of Defended Control Points in Target Nation |
| Detained Target | Target is Detained by Mission Performer's Faction | 8 |
| Target is Detained by anyone else | 4 | |
| Intel on Target | Mission Performer's Faction has 100% Intel on Target Councilor | 5 |
| Mission Performer's Faction has at least 75% Intel on Target Councilor | 3 | |
| Mission Performer's Faction has at least 50% Intel on Target Councilor | 1 | |
| Hab Support Shortages | Target is a Ship | Max(0, Target Faction's Monthly Money Income / -10) if Target Faction has negative Money. |
| Target is a Hab or Hab Module | Sum of:
| |
| Attacking Force Strength | None | Sum of:
|
| Defending Force Strength | Target is a Ship | Target Ship's Marine strength |
| Target is a Hab | Sum of:
| |
| Hab Size | None | Number of Complete Modules on Target Hab |
| {X} Control Point |
|
3 (but 6 if X = Warlords) |
| Target Has Negative Influence |
|
6 |
| Target Has Negative Funds |
|
6 |
| Campaign Difficulty (Attack Modifier) | Mission Performer is AI and Difficulty is Cinematic | -2 |
| Mission Performer is AI and Difficulty is Veteran | 1 | |
| Mission Performer is AI and Difficulty is Brutal | 2 | |
| Campaign Difficulty (Defense Modifier) | Target is AI Faction and Difficulty is Cinematic | -2 |
| Target is AI Faction and Difficulty is Veteran | 1 | |
| Target is AI Faction and Difficulty is Brutal | 2 | |
| Crew Size | Target is a Ship | Target Ship Crew ^ 0.5 |
| Target is a Hab that is not Decommissioning | Target Hab Crew ^ 0.33 | |
| Region Population Density | Target is a Region | Target Region's Population ^ 0.33, then:
|
| Our Loyalty Monitor Implant |
|
-50 |
| Target Over Control Point Cap | None | Max(0, 0.33333334 × (Target Faction's CP Upkeep - Target Faction's CP Cap)), Averaged over the last 32 days. |
| Decommissioning Hab | Target is a Decommissioning Hab | -100 |
| Recent Mission Control Shortage | None | Max(0, Faction's MC Upkeep - Faction's MC Cap), Averaged over the last 32 days. |
| Stability-Granting Modules | Target is a Hab | Sum of Stability Bonuses from Active Hab Modules on Target Hab |
| Org Size | Target is an Org | Target Org's Tier × 4 |
| Org Administration Value | Target is an Org | Target Org's Administration × 2 |
| Org Innate Takeover Defense | Target is an Org | The Amount Specified |
Alien-Related Mission Modifiers
| Mission Modifier | Conditions | Value |
|---|---|---|
| Alien Defenses | Target is UFO Landing | Sum of:
|
| Target is Alien Facility | Sum of:
| |
| Target is Alien Xenoforming | Sum of:
| |
| Local Abductions | Mission Performer's Faction is the Aliens | Abductions in Target Region × Difficulty Scaling |
| Abductions in Nation | Mission Performer's Faction is the Aliens | Average Abductions per Region in Target Nation × Difficulty Scaling |
| Local Xenoforming |
|
Xenoflora Growth Levels in Target Region / 20 × Difficulty |
|
Xenoflora Growth Levels in Target Region / 20 × Difficulty | |
| Xenoforming in Nation | Mission Performer's Faction is the Aliens or The Servants | Average Xenoflora Growth Levels in Target Nation / 20 × Difficulty |
| Pherocyte Resistance | Mission Performer's Faction is the Aliens | 2 × Number of Following Projects researched by Target Faction: |
| Proxy Support | The Servants have Researched Alien Signatures | 1 |
| The Servants have Researched Alien Methods | 2 | |
| The Servants have Researched Alien Operations | 3 | |
| The Servants have Researched Alien Movements | 4 | |
| The Servants have Completed Alien Diplomacy Milestone | 6 | |
| The Servants have Researched Hydra Diplomacy | 10 | |
| The Servants have Researched The Alien Nation | 14 | |
| Alien Nation | Target Nation is the Alien Nation | 6 |
| Alien | Mission is to Detain an Alien Councilor | 6 |
| Aliens Captured or Killed | Target Faction is the Aliens | 0.1 × Number of Alien Councilors that have been Assassinated or Detained by Mission Performer's Faction |
Uncontested Missions
Uncontested missions are always successful.
| Mission Name | Icon | Cost | Hate | Noise | Attack Stat | Defense Stat | Base Difficulty | Resolution Order | XP |
|---|---|---|---|---|---|---|---|---|---|
| Advise | 10 |
0 | 0 | 0 | 1 | ||||
| Contact | 10 |
0 | 0 | 0 | 1 | ||||
| Defend Interests | 20 |
0 | 0 | 0 | 1 | ||||
| Deorbit | 0 | 0 | 3 | 1 | |||||
| Surveil Location | 0 | -4 | 0 | 1 | |||||
| Go To Ground | 0 | -8 | 0 | 1 | |||||
| Investigate Alien Activity | 5 |
0 | -2 | 4 | 2 | ||||
| Orbit | 0.1 |
0 | 0 | 3 | 1 | ||||
| Protect Target | 0 | 0 | 0 | 1 | |||||
| Set National Policy | 10 |
0 | 10 | 3 | 1 | ||||
| Transfer | 0 | 0 | 3 | 1 |
Alien-Related Missions
The Build Facility mission is initially only available to alien councilors, but The Servants are also granted access to this mission from their 2nd faction org.
The Grant Alien Control mission is only available to The Servants, granted by their 2nd faction org.
The Pass Technology mission is only available to alien councilors.
| Mission Name | Icon | Cost | Hate | Noise | Attack Stat | Defense Stat | Base Difficulty | Resolution Order | XP |
|---|---|---|---|---|---|---|---|---|---|
| Grant Alien Control | 100 |
0 | 0 | 4 | 1 | ||||
| Build Facility | 500 |
0 | 0 | 4 | 1 | ||||
| Pass Technology | 10 |
0 | 0 | 1 | 1 |
Ending Missions
Ending missions will result in the victory of the councilor's faction. Those missions are granted by the faction's victory org. To conduct the ending mission, the faction has to meet their victory objectives.
All ending missions have resolution order 0, so they will activate before any Assassinate or Detain missions.
| Terra Invicta mechanics | |
|---|---|
| Factions | |
| Council | |
| Earth | |
| Space | |
| Aliens | |
| Modding & Settings | |


