Diplomacy
Diplomacy is an act of contacting other factions' councilors, usually to trade, or to bribe them to improve relationship.
Faction Hate
Faction relationships are governed by FactionHate score. This is a float value that determines how poorly a faction feels about another; the higher the score for another faction, the more it's hated. Each faction has a separate hatred score for every other faction, including the aliens.
Each faction has a war threshold for every other faction. While the threshold is usually 50 hate, it may vary from 22.2 to 100 hate depending on ideological distance and faction strength. The alien faction's war threshold for each faction is always 50 hate.
In the intel window, there are 3 different tiers of hatred levels for human factions:
- Tolerance: 0
- Conflicted: >0 but not above the war threshold.
- War: >0 and above the war threshold.
Visiting the trade screen allows determining hate score more precisely. From there, faction attitudes can range between following values:
- Pleased: <10
- Tolerant: >=10
- Wary: >=20
- Conflicted: >=30
- Displeased: >=40
- Annoyed: >=50
- Angry: >=60
- Infuriated: >=70
- Outraged: >=80
- Hate: >=90
As hate increases, factions will prioritize aggressive actions and target hated factions more. In addition, they'll also be harder to trade and cooperate with. Once the hate value increases beyond the war threshold, the faction will declare open war, and will begin serious attempts to kill habs, ships, and councilors until the hate falls back down beneath the war threshold.
Factions also have a minimum hatred score for each faction. Ideological differences affect this as well as used mission control (MC) cap in the case of alien hate. If the minimum level climbs above the current hate level, the hate level is moved up to the minimum.
Aggressive actions and combat increases hatred against the attacking faction. There is a table of hatred increasing councilor and military actions below.
Every time a hatred modifier is applied, the value is multiplied by a random value between 0.8 and 1.2. This means that the hatred score changes you get in-game can be between 80% to 120% of the values listed in this post.
Human Faction hatred can grow pretty much infinitely, so if you piss off a faction enough, it can become virtually impossible to get them back to Tolerance.
Minimum Hate Amount
Factions whose ideologies are too opposing have a minimum level of hatred for each other.
Anti-Alien Pro-Alien Divide
Non-moderate factions on opposite sides of the Anti-Alien Pro-Alien divide have a minimum hatred of 20 towards each other. Specifically, the following pairings will always have at least 20 hate for each other:
- Humanity First and The Protectorate
- Humanity First and The Servants
- Humanity First and The Aliens
- The Resistance and The Protectorate
- The Resistance and The Servants
- The Resistance and The Aliens
Alien Hate for Mission Control Usage
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The alien faction has a minimum hatred level for all human factions except The Servants and The Protectorate. This hatred level depends on the amount of mission control used by the human faction, which roughly represents the amount of human space assets that could be used to threaten the Alien's dominance over space. This minimum hate level is calculated as follows:
Only used MC, and not MC cap affects hate levels. This means that increasing your MC usage enough will increase the minimum hatred level past the point of being at war with the aliens. For example, if you use 167 MC on normal and have not researched any of the MC hate reducing projects, then it is impossible to be at peace with the aliens (167 MC * 0.3 = 50.1). However, if their attacks destroy enough of your ships and habs to reduce your MC usage below that critical value, then it is possible to return to peace. |
Alien Maximum Hate Amount (0.4.85+ only)
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The Alien Faction has a maximum amount of hate that it can have for other factions. This maximum hate amount is calculated as follows:
Note: All Campaign Duration checks are multiplied by the Alien Progression Slider in the Custom Campaign settings. Accelerated Campaign mode sets this Alien Progression Slider to 200%, so every year that passes counts as 2 years. Note: Whenever the Minimum Hate level is greater than the Maximum Hate level, the Maximum Hate level will be set to the Minimum Hate level. |
Passive Hate Change
Hatred may also passively change over time. This occurs just after the start of each month.
Envy-Based Human Hate

Each human faction considers the human faction with the highest fractional ownership of humanity other than itself as its rival.
The game simulates envy by making human factions slowly gain hatred for their rival based on how much better the rival is doing, while slowly losing hatred for everyone else. So human factions that are falling behind have a tendency to work together to bring down the strongest human faction, like crabs in a bucket.
As a result, if you're doing better than the AI, they'll likely hate you regardless of what you do.
Note: On difficulties below Brutal, AI factions cannot gain envy-based hatred for the player's faction if they are ideologically close enough.
Just after the start of each month, the following happens for every pair of human factions A and B:
- If B is not A's rival, or the month is even, then A loses 1 hate for B.
- If A and B share a rival, then A loses another 1 hate for B.
- If A's rival is on the opposite side of the anti-alien pro-alien divide, then A loses another 1 hate for B.
- If B is A's rival, then A gains X hate for B, where X is calculated as follows:
- If A is ahead, then set X = 0.
- If A is on par, then set X = 1.
- If A is losing, then set X = 1.75.
- If A is losing big, then set X = 2.25.
- If A and B are non-moderates on opposite sides of the anti-alien pro-alien divide, then add 1.4 to X. (The moderates are Project Exodus, The Initiative, and The Academy.)
- If A and B are on the same side of the anti-alien pro-alien divide, then subtract 0.75 from X. Subtract another 2.25 if it has also been less than 7 years since the campaign began.
- If X is less than 0, then set X = 0.
- If B has unlocked their Victory Objective, then A gains another 1 hate for B.
For example, suppose you are playing The Resistance. It is October 2042, and you have unlocked your victory objective, and you are far ahead of all other human factions. This month, The Protectorate will:
- Lose 1 hate for you, because the month is even.
- Gain 2.25 + 1.4 = 3.65 hate for you, because you are their rival, they are losing big, and the two of you are non-moderates on opposite sides of the anti-alien pro-alien divide.
- Gain another 1 hate for you, because you have unlocked your victory objective.
On odd months, the first 1 hate loss doesn't happen. Thus The Protectorate will gain 49.8 hate for you every year, even if you take absolutely no hostile actions against them.
Alien Passive Hate
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The Alien Faction sets their rival to be the human faction that possesses the highest fractional ownership of humanity, excluding The Servants and The Protectorate. The Aliens will slowly gain hate for their rival, as well as for all anti-alien factions. Unlike Human Envy however, Alien Frustration with Humanity's continued refusal to fall means that their passive hate gain rate constantly accelerates as the campaign continues. Just after the start of each month, the following happens for every human faction B that is not The Servants:
For example, suppose you are playing The Resistance on Normal Difficulty, Long Campaign mode. It is October 2042, and you have unlocked your victory objective, and you are far ahead of all other human factions. This month, the Alien Faction will:
On odd months, the first 0.64 hate loss doesn't happen. Thus the Alien Faction will gain roughly 4.2 hate for you this year, even if you take absolutely no hostile actions against them. Furthermore, since Alien Frustration is constantly growing, they will gain roughly 4.6 hate for you next year, roughly 5 the next, and so on, accelerating by roughly 0.4 per year. The following table shows some useful dates for each faction: |
Actions that affect hatred
Missions
| Mission | Critical Failure | Failure | Success | Critical success |
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| Assassinate, or detain alien | 5 | 0 | 10 | 0 |
| Control Space Asset | 2 | 2 | 7 | 7 |
| Seize Space Asset | 2 | 2 | 10 | 10 |
| Coup | 3 | 0 | 5 | 5 |
| Crackdown | 0 | 0 | 2 | 0 |
| Detain | 1 | 1 | 2 | 3 |
| Extract Councilor | 0 | 0 | 1 | 1 |
| Hostile Takeover | 1 | 0 | 2 | 2 |
| Purge | 1 | 1 | 5 | 5 |
| Sabotage Facilities | 2 | 0 | 3 | 0 |
| Sabotage Hab Module | 2 | 2 | 0 | 0 |
| Sabotage Project | 2 | 0 | 3 | 0 |
| Steal Project | 2 | 0 | 3 | 0 |
| Turn Councilor | 3 | 3 | 0 | 0 |
| Cause Unrest | 2 | 0 | 0 | 0 |
| Dominate Nation | 30 | 20 | 5 | 5 |
| Assault Alien Asset, except xenoforming | 2 | 2 | 10 | 10 |
If a faction detects (and has basic intel on) a councilor of another faction performing an action that affects them and causes hatred on success, they'll gain hatred equal to its success hatred / 2 regardless of whether the action succeeded or not.
Combat
| Action | Hatred generated |
|---|---|
| Destroying a ship | 0.4 * hull structural integrity |
| Destroying a hab module | hab tier level |
| Destroying a hab | 3 * hab tier level |
| Assaulting a hab | 8 * hab tier level |
| Bombarding and destroying an army outside of faction war | 30 |
| Initiating bombardment on any target | 1 |
| Entering combat against a hab | 2 * hab tier |
| Declaring war on another nation | Number of CPs owned in nation* 3 (for faction with executive control only) |
Alien Specific
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Alien Hate Vent
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Aliens may lose hate when they destroy specific assets of their enemies:
As a general rule of thumb, the aliens will only vent hate after destroying a target if:
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Contact with Other Factions
To conduct diplomacy, a councilor needs to do Contact mission on an adviser of target faction.

It's possible to trade following things:
- Resources
- Orgs (including assigned orgs)
- Habs
- Engineering projects
- Non-aggression pact and intel sharing.
For more detail on trading options, see Factions#Trade_Negotiations.
Trade is the only action that decreases hatred directly. Equal trades decrease hatred by -9 and favorable trades decrease hatred by -18. Having a hatred score above a 6 with a faction hampers your ability to trade with them, so it's important to trade early and often with factions you want to ally.
Faction hatred significantly affects trade favorability:
- Each faction computes a score for a trade by weighing it against what they have, what they're prioritizing, etc.
- If hatred is greater than 6, that score is divided by hatred / 5, significantly reducing the trade's favorability score
Faction hatred may also reduce the amount of resources that a faction is willing to sell to another.
Contact with Aliens
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Pro-Alien Human Factions may contact alien operatives after completing certain story objectives. However, trade with Aliens is limited in some ways:
There are lines of alien diplomatic contact dialogue in game files:
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Pro-Alien Hate Sharing
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Servant hatred and alien hatred scores are related. Gaining hatred with one will increase hatred for the other according to the following relationships:
Same situation applies to the Protectorate, but only if they can contact the Aliens and to a much smaller extent
Note: This hate sharing mechanic only applies when gaining hate through action:
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Aliens
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In the code, the aliens are treated as yet another faction (except that they do not have rivals), so they have a relationship/hatred score with each faction as well. For the alien faction, there's only 2 tiers: not at war (< 50) and war (>= 50). The alien threat indicator on the intel screen shows the estimated alien hatred level, with each light corresponding to an increase of 10 hatred. However, it's important to remember this is an estimate of the alien's hatred level, whereas the human factions level on the intel screen is accurate. All of the hatred score rules for the human factions also applies to the aliens. Actions that increase hatred for human factions also increases it for the aliens. Hatred also changes over time with the aliens. The every other month decay for rivals matters more than for human factions. The aliens will likely evaluate themselves as being ahead of your faction until mid/late game, so their threat level/hatred for your faction will decay even if you're the most powerful human faction to start. However, once you're a significant threat/very advanced, they'll start gaining threat like the other factions.
The alien threat indicator is only an estimate of the actual alien hatred level. It is stored in Aliens lose hatred by destroying space assets and armies. However, after the aliens declare total war after a certain period of time has passed, this no longer applies (without all of your MC being wiped out). The number of years before total war is declared depends on difficulty:
Aliens also need 300 hate to declare total war. Note: If you're playing as the Servants, this relationship is inverted; higher difficulty means more time until the aliens get serious. |
| Terra Invicta mechanics | |
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| Factions | |
| Council | |
| Earth | |
| Space | |
| Aliens | |
| Modding & Settings | |



