Regions
This page mainly discusses the game mechanics for regions. For a list of all regions in Terra Invicta, as well as their initial stats, see Region List instead.
Regions are geographic areas that make up a nation.
The tab also includes information about the Boost and Mission Control resources that are based in each region.
The claims column lists other nations that may annex a territory.
Events, combat, councilor activity location and the presence of launch facilities or other installations all occur in a particular region rather than nationwide.
Characteristics
Regions may have the following characteristics:
- Capital Region: Missions targeting the nation as a whole or its control points will take place here. Conquering the capital of a nation in wartime will trigger regime change and annexation of any claimed territory by its enemies.
- Colony Region: Colony regions carry a lesser status within their nation, typically due to past imperial behavior by that nation. They contribute less to the national GDP and cannot support armies. Colonial status is lost if the region becomes an independent nation or joins a nation with a similar GDP.
- Core Economic Region: Core economic regions grant a bonus to the Economy policy.
- Resource Region: Resource regions grant a bonus to the nation's Economy priority, but also cause greater increases in inequality and environmental damage.
- Rugged: Rugged regions take twice as long for an army to travel through, and offer significant combat bonuses for defending armies.
- Ecologically Protected Region: These regions, typically in high latitudes in the northern hemisphere, will not suffer economic loss due to global environmental damage. They will also suffer only half the population growth penalty from extreme climate temperatures (more than 8 degrees).
- Ecologically Vulnerable Region: Vulnerable regions suffer twice as much economic harm from global environmental damage as normal regions. They will also suffer twice the population growth penalty from extreme climate temperatures (more than 8 degrees).
- Alien Activity: Some form of alien activity has been detected in this region.
- Fallout: This area has been struck by nuclear barrages. Regions damaged in this way suffer a significant loss in population growth due to radiation and contaminated food and water supply. This can only be removed via a massive investment in the Environment priority.
Improving Regions
| Improvement | Conditions | Nation Priority | Number of Completions Needed |
|---|---|---|---|
| Set to |
|
500 | |
| Set to |
|
750 | |
| Set to |
|
1200 | |
| Remove |
None | 1000 | |
| Remove one layer of Fallout | None | 100 |
Facilities and Alien Assets
Facilities are constructed in a nation's regions following certain priorities and can be attacked via the Sabotage Facility councilor mission, Assault Space Facility army mission, or orbital bombardment.
- Launch Complex produces Boost.
- Mission Control Facility produces Mission Control.
- Space Defense Array prevents Strategic Nuclear Barrages from being used in the region and will fire back if the region is being bombarded.
Alien Assets
Alien Assets in a targeted region and can be attacked via the Assault Alien Asset mission or destroyed by orbital bombardment. See Aliens for more details on the different types of Alien Assets.
Alien Life Forms
Alien Life Forms, or Xenoforming as it is sometimes called, is an alien asset created by one of the alien councilors' missions. It has negative effects population growth and grants bonuses to Servant and Alien activities in a nation. It passively grows over time and spreads to adjacent regions.
See Aliens#Alien_Xenoforming for more details.
| Xenoflora Growth Levels | < 30 | Between 30 and 75 | > 75 |
|---|---|---|---|
| Image |
Region Damage
Whether deliberately or by accident, regions in Terra Invicta can be heavily damaged through the actions of the different factions, especially when they wage wars over the Earth.
Effects of Region Damage
Note: Region damage almost always has strength between 0 and 1. If anything attempts to apply region damage of negative strength, nothing happens.
| Category | Conditions | Amount |
|---|---|---|
| Target Region GDP | None | X × (-7.5% to -12.5%) |
| Target Region Population | None | X × (-0.075% to -0.125%) |
| Target Nation Pollution Multiplier | None | X × (+0.0000075 to +0.0000125) × Region GDP / Nation GDP |
| Responsible Faction Commits Atrocities | Population killed >= 100k. | 1 per 100k Population killed, capped between 1 and 20. |
| Target Nation Priorities | X >= 0.9 | Multiply IP invested by (1 - X) for all priorities except |
|
Multiply IP invested by (1 - X) for one random priority that is not | |
|
Multiply IP invested by (1 - 0.5X) for one random priority that is not | |
| Target Boost Production |
|
-100% |
| An X × 100% roll passes. | X × -100% | |
| Target Mission Control |
|
-100% |
| An X × 100% roll passes. | -1 | |
| Target Space Defenses |
|
Destroy |
| An X × 100% roll passes. | Destroy | |
| Target Nation Funding | X < 0.75 | -10% × X × Region GDP / Nation GDP |
| Health of Each Army in Target Region | Army is not Ally of Region Damager | X × -100% |
| Target Alien Xenoforming | Responsible Faction is not Aliens or The Servants | -X × Xenoflora Growth Levels |
Note: An army is an ally of the region damager if any of the following are true:
- The army is owned by the responsible nation.
- The army is owned by an ally of the responsible nation.
- The army is owned by the responsible faction and not a Megafauna.
See Terrestrial_Warfare#Nuclear_Warfare for the effects of a nuclear attack on the region.
Sources of Region Damage
These include but are not limited to:
| Category | Conditions | Strength | Special Notes | ||
|---|---|---|---|---|---|
| Non-Megafauna Enemy Army | Each Day Fighting in Region | Max(1, 12 - Effective Miltech) / 50000 × (1 to 100) | Cannot cause damage to armies through this region damage. | ||
| Megafauna Enemy Army | Each Day Fighting in Region | Miltech × Health % / 2000 | Cannot cause damage to armies through this region damage. | ||
| Non-Megafauna Army | Each Day Fighting Another Army in Region | (10 - Effective Miltech) / 50000 × (1 to 3) | Cannot cause damage to armies through this region damage. | ||
| Megafauna Army | Each Day Fighting Another Army in Region | (10 - Effective Miltech) / 500 × (1 to 3) | Cannot cause damage to armies through this region damage. | ||
| Revolution | Region is the Capital | 0 to 0.5 | None | ||
| Region is not the Capital | 0 to 0.25 | None | |||
|
Region is the Capital | 0 to 0.5 | Cannot cause damage to armies through this region damage. | ||
| Region is not the Capital | 0 to 0.25 | Cannot cause damage to armies through this region damage. | |||
| Bombardment of Armies | Each Kinetic Attack has 20% Chance | Attack Damage / 500000, capped at 0.001 | None | ||
| Bombardment of Regions | Each Attack | Attack Damage / 10000, capped at 0.05 | Cannot cause damage to armies through this region damage. | ||
| Raze Region Army Operation | On Completion | Home Nation's Miltech / 10 × Army Health % | Automatically passes rolls against Boost, Mission Control, and Space Defense Facilities. | ||
|
Normal Failure | 0.4 | Automatically passes rolls against Boost, Mission Control, and Space Defense Facilities. | ||
| Critical Failure | 0.9 | Automatically passes rolls against Boost, Mission Control, and Space Defense Facilities. | |||
|
None | 0.01 to 0.07 | None |
- ↑ Always prioritizes making Core Oil, then Core Mining, then finally Core Economic Regions
- ↑ Removes Core Oil and Core Mining Statuses.
- ↑ Can also be removed (or regained) through Region Transfers between Nations.
| Terra Invicta mechanics | |
|---|---|
| Factions | |
| Council | |
| Earth | |
| Space | |
| Aliens | |
| Modding & Settings | |


