Nations

From Terra Invicta Official Wiki

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.

Nation Stats view

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 GDP per capita Investment points Economy priority Welfare priority Knowledge priority Government priority Unity priority Oppression priority Inequality cohesion Unrest Education Government score Spoils priority
Population Population green arrow up red arrow down red arrow down
GDP per capita GDPPC green arrow up
Investment points IP green arrow up green arrow up red arrow down
Economy priority Economy Priority red arrow down green arrow up green arrow up green arrow up
Welfare priority Welfare Priority red arrow down green arrow up
Knowledge priority Knowledge Priority red arrow down green arrow up red arrow down
Government priority Government Priority red arrow down green arrow up green arrow up
Unity priority Unity Priority red arrow down green arrow up red arrow down red arrow down
Oppression priority Oppression Priority red arrow down green arrow up red arrow down
Inequality Inequality green arrow up red arrow down green arrow up
cohesion Cohesion red arrow down green arrow up green arrow up red arrow down red arrow down red arrow down
Unrest Unrest red arrow down red arrow down red arrow down
Education Education green arrow up red arrow down
Government score Government green arrow up red arrow down red arrow down
Spoils priority Spoils Priority red arrow down green arrow up red arrow down
research Research green arrow up green arrow up red arrow down green arrow up green arrow up
mission control MC green arrow up green arrow up green arrow up
  • 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 populations measured in millions. The total Population population of a nation is one of its most important stats, as Population population has significant effects on nearly all other stats, including but not limited to:

As a result, nations with larger Populationpopulations tend to have far greater long-term potential. On the other hand, nations with larger Populationpopulations 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 populations. Specifically, the amount of change is divided by (the nation's population / 50 million) ^ 0.35.

Notably, the base monthly Investment pointsIP production of a nation is the product of (the nation's GDP per capitaGDPPC in thousands) ^ 0.35 and (the nation's Populationpopulation in millions) ^ 0.35.

Consequently, two nations with different Populationpopulations but otherwise identical stats would usually develop themselves at the same rate.

Population Growth

As of Version RC6, the game calculates the annual Populationpopulation 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 Educationeducation increases Populationpopulation growth by roughly 0.42% for each point of education below roughly 11, up to a maximum of roughly 4.08%.
  • Higher cohesioncohesion decreases Populationpopulation growth by roughly 0.06% for each point of cohesion, up to a maximum of roughly 0.62%.
  • Higher GDP per capitaGDP per capita increases Populationpopulation growth by roughly 0.098% for every 10k GDP per capita, up to a maximum of roughly 1.77%.
  • Distance from the equator decreases Populationpopulation growth by 0.115739931206548% multiplied by the square root of the absolute latitude of the region.
  • Every nation and region has a Populationpopulation 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 Populationpopulation growth. But the region Populationpopulation growth modifiers slowly fades away over time. After 25 years, they are completely removed.
  • Xenoflora decreases Populationpopulation 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 Populationpopulation growth by 4% per layer of nuclear fallout. These can be removed through massive investments into the Environment priorityEnvironment priority.

The above effects are summed up and then capped between -10% and +10% annual Populationpopulation 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 regionecologically vulnerable regions.
  • This effect is halved for Ecologically protected regionecologically protected regions.

At the start of every month, the Populationpopulation of every region is changed to match its projected annual Populationpopulation growth rate. But a small amount of randomization between -0.0412% and +0.0412% is also added to this monthly Populationpopulation change.

If the region population decreases, the nation's Educationeducation does too. If you lose more than 0.5 million Populationpopulation (no, it does not scale with total Populationpopulation), you get the maximum reduction of -0.005 Educationeducation. This can add up quickly in a large nation with many regions, each reducing the Educationeducation by a maximum of -0.005 every month.

Note: This Educationeducation decrease is only applied by the automatic monthly Populationpopulation change. Loss of Populationpopulation from other sources such as war or natural disasters has no effect on Educationeducation.

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, 0.4.85.

In a nation with 50 million PopulationPopulation:

  • Government scoreGovernment increases by 0.001 per EducationEducation whenever the Government priorityGovernment priority is completed.
  • Government scoreGovernment decreases by 0.0025 whenever the Oppression priorityOppression priority is completed.
  • Government scoreGovernment decreases by 0.0005 whenever the Spoils prioritySpoils priority is completed.
  • Every month, if the nation is at war, then Government scoreGovernment decreases by 0.01.
  • Every month, if the nation has less than 4 cohesionCohesion, then there is a (1 - cohesionCohesion / 4) chance that Government scoreGovernment decreases by 0.01.
  • Every month, if the nation and all of its neighbors are not at war and all of its neighbors have higher Government scoreGovernment than the nation, then the nation's Government scoreGovernment increases by 0.01.

In nations with smaller or larger Populationpopulations, these changes are sped up or slowed down. See Population Scaling for more detail.

The Government scoreGovernment score impacts the cohesionCohesion score. A low Government scoreGovernment score increases the cohesionCohesion resting point, a middle score lowers the cohesionCohesion resting point, while a high score draws the cohesionCohesion resting point towards a central value of 5, and simultaneously increases researchresearch production. A higher Government scoreGovernment score also lowers the Spoils prioritySpoils priority requirement to keep the national elites happy in order to avoid resetting of CPs by Coup d'EtatCoup d'Etat and boosts economic growth. A lower Government scoreGovernment score increases the effectiveness of the Oppression priorityOppression priority and armies at reducing UnrestUnrest.

Government scoreGovernment score ranges from 0 to 10:

Government scoreGovernment 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 Populationpopulation:

  • Unrest Unrest decreases by (0.1 - Government score Government / 100) whenever the Oppression priority Oppression priority is completed.

In nations with smaller or larger Populationpopulations, these changes are sped up or slowed down. See Population Scaling for more detail.

Unrest Unrest score ranges from 0 to 10:

Unrest Unrest Score range
Peaceful <1.5
Subversion <3
Strife <4.5
Insurgency <6
Guerilla War <7.5
Insurrection <9
Civil War ≥9

Base Unrest

UnrestUnrest changes relatively quickly (0.25 per month, and even +1 per month if cohesionCohesion=0) if it is not at its resting point. This resting point is calculated as:

Note: Human armies do not affect unrest if their home nation cannot afford to pay their army upkeep. (Specifically, if their home nation has 0 Investment pointsIP production.)

SPOILERS INSIDE!  

For the Alien Nation, the base unrest is then further reduced by Xenoflora. Specifically, it is reduced by: the average of the the nation's regions' xenoforming level (from 0 to 100) / 20.

It's generally better to reduce unrest resting point before reducing its value with Stabilize NationStabilize Nation missions and the Oppression priority oppression priority, otherwise it will grow back naturally and quickly.

Notable Effects of Unrest

  • Every 0.1 point of UnrestUnrest above 2 will decrease Investment pointsInvestment Points by 1%, capping at 80% at 10 UnrestUnrest.
  • The researchResearch produced by a Nation is multiplied by (1 - UnrestUnrest²/100). So it is multiplied by 100% at 0 UnrestUnrest, whereas it is multiplied by 0% at 10 UnrestUnrest.

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 UnrestIncrease Unrest Mission in the nation has a critical success, and on 10% of the normal successes. Revolutions will always occur if unrest > 9.9 when checked. A naturally occurring coup will never happen if democracy >= 8 and unrest < 8; otherwise the daily chance of coup * 4 is checked.

The daily chance of coup is ((unrest * 2 - cohesion - democracy) / 10 + elite unhappiness) / 6000. The elites' unhappiness is zero if the Spoils priority Spoils priority weight percentage matches or exceeds the nation's corruption or if one faction owns all the nation's control points and that faction's popularity >= 65%; otherwise it is corruption - Spoils priority Spoils percent as value from 0.0 to 1.0.

So natural coups can be countered by lowering unrest and increasing cohesion, democracy and Spoils priority Spoils (up to the corruption level). The Spoils priority Spoils priority may often be ignored if the level of unrest in a country is sufficiently low and the democracy/cohesion 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:

  1. The nation is removed from its federation.
  2. All diplomatic cooldowns involving the nation are set to 0 days.
  3. All control points in the nation are emptied, except for those owned by the faction whose councilor performed the Coup d'EtatCoup d'Etat, if any.
  4. The nation's Government scoreGovernment is changed by a random amount between -2 and 1.
  5. The nation's UnrestUnrest is changed by a random amount between -3 and 0.
  6. The nation's cohesionCohesion is changed by a random amount between -1 and 1.
  7. The nation's GDP is changed by a random amount between -10% and 0%.
  8. Distribute the control points of the nation to the Factions that raised the most UnrestUnrest through Increase UnrestIncrease 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.
  9. If the Coup d'EtatCoup 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'EtatCoup 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'EtatCoup d'Etat was a critical success, also give the control point immediately to the right of it to F.
  10. Empty out every control point that is to the right of an empty control point.
  11. 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.
  12. Every councilor that is still planning to perform a Coup d'EtatCoup d'Etat mission on the nation this turn aborts their pending Coup d'EtatCoup d'Etat mission.
  13. Clear out all records of prior Increase UnrestIncrease Unrest missions on the nation.

Note: If any control point would be given to the The AliensAliens' faction, then the control point is given to The ServantsThe Servants faction instead.

Effects of a Revolution

When a human nation undergoes a revolution, the following changes occur:

  1. The nation is removed from its federation.
  2. All diplomatic cooldowns involving the nation are set to 0 days.
  3. All control points in the nation are emptied.
  4. Each region of the nation takes a random amount of damage from 0% to 25%, double for the Capital regioncapital region.
  5. Distribute the control points of the nation to the Factions that raised the most UnrestUnrest through Increase UnrestIncrease 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.
  6. The nation's UnrestUnrest 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.
  7. The nation's cohesionCohesion 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.
  8. If the nation's InequalityInequality 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 the nation's public opinion prefers the new control point owners over 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.
  9. The nation's Government scoreGovernment 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.
  10. X% chance for the nation to lose a Strategic nuclear barragenuke, increasing the number of loose nukes by 1, where X is the number of Strategic nuclear barragenukes the nation had.
  11. Clear out all records of prior Increase UnrestIncrease Unrest missions on the nation.
  12. 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 The AliensAliens' faction, then the control point is given to The ServantsThe 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 UnrestUnrest.

  • The base value is equal to (GDP in billions)^0.35.
  • UnrestUnrest decreases Monthly Investment pointsInvestment Points by 1% for every 0.1 point of UnrestUnrest above 2, capping at -80% at 10 UnrestUnrest.
  • Navies decrease Monthly Investment pointsInvestment Points by 0.5 per navy.
  • Armies stationed in their home regions decrease Monthly Investment pointsInvestment Points by 0.5 per army.
  • Armies stationed in another region decrease Monthly Investment pointsInvestment Points by 1 per army.

The overall formula is (GDP in billions)^0.35 * (1 - max(UnrestUnrest-2, 0)/10) - 0.5*(# Navies) - 0.5*(# idle Armies at home) - 1*(# 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 AdministrationAdministration / n)% to the Monthly Investment pointsInvestment Points.

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 PopulationPopulation, the Economy priorityEconomy priority increases the GDP per capitaGDP per capita by:

  • 3 (Base value), slightly increased by certain global Techs.
  • +1.5 per Oil regionOil Region
  • +1.5 per Resource regionMining Region.
  • +1.5 per Core economic regionCore Economic Region.
  • +0.5 per Government scoreGovernment.
  • +1 per EducationEducation.

In nations with smaller or larger PopulationPopulations, 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 scoreGovernment, higher EducationEducation, as well as as many Core economic regioneconomic, Oil regionoil, and Resource regionmining 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 InequalityInequality.

GDP Per Region

When distributing GDP to regions within a country, the game distributes them based on economic modifiers. It pretends Colony region colony regions have 50% the people who actually live there, and that Oil region core oil, Resource region core mining, and Core economic region 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 Mission Control cap that can be built in each region.

Education Education

A nation's Education Education value is scored based on the average years of schooling a citizen in this nation receives as well as the quality of Education Education there. Nations with higher Education 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 PopulationPopulation:

  • Education Education increases by 0.005 whenever the Knowledge priorityKnowledge priority is completed.
    • Multiplied by 8.5 / Education Education if Education Education < 8.5.
    • Multiplied by 12 / Education Education if Education Education > 12.
  • Education Education decreases by 0.001 whenever the Unity priorityUnity priority is completed.

In nations with smaller or larger PopulationPopulations, these changes are sped up or slowed down. See Nations#Population_Scaling_for_Nation_Stat_Changes for more detail.

Education Education Score range
Limited 1-5
Developing 5-8
Advanced 8+

EducationEducation cannot be decreased below 1.

EducationEducation is one of the largest factors influencing national researchresearch output aside from PopulationPopulation.

Research

As of Version RC6, a nation's 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 + EducationEducation + Government scoreGovernment / 2. Capped at PopulationPopulation / 5000.

B) PopulationPopulation in millions.

C) If the GDP per capitaGDP per capita is $30000 or lower, use the number (GDP per capitaGDPPC/15000)^0.6.

If the GDP per capitaGDP per capita is higher than $30000, use 1.5157166 + 0.90942997 × (ln(GDP per capitaGDPPC/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(GDP per capitaGDPPC/30000))

D) Scales by EducationEducation squared, then linearly at 12: EducationEducation × Min(EducationEducation, 12)

E) Scales by the sixth root of Government scoreGovernment, with a floor of 1 at 1 Government scoreGovernment: Max(Government scoreGovernment0.16666667, 1) (maximum of ~1.4678).

F) 75% efficient at 10 and 0 cohesionCohesion, scales linearly to 125% at 5 cohesionCohesion.

G) 100% efficient at 0 UnrestUnrest and 0% efficient at 10 UnrestUnrest, scales with UnrestUnrest squared: 1-UnrestUnrest²/100

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 controlMission Control that the nation is providing each month to be distributed to owners of its control points.

Whenever the Mission control priorityMission Control priority is completed, a random region in the nation is selected to increase its mission controlMission Control by 1. This random selection is slightly weighted to favor Capital regioncapital and Core economic regioncore economic regions over Colony regioncolony 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 * EducationEducation), rounded down to the nearest integer.

In practice, this formula is dominated by the region PopulationPopulation and nation GDP per capitaGDPPC factors, so players who wish to rapidly increase their nation's Maximum Mission Control should focus on the Economy priorityEconomy priority over the Knowledge priorityKnowledge 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 boostBoost that the nation is providing each month to be distributed to owners of its control points.

Whenever the Boost priorityBoost priority is completed, a random region in the nation is selected to increase its boostBoost production. This random selection is heavily weighted to favor the regions that already produce the most boostBoost, with a slight preference for regions that would gain more boostBoost production when selected. It also heavily prefers regions that are not currently occupied by war enemies.

The amount of boostBoost production a region gains depends on the latitude of its Launch Facility. Specifically, the region's annual boostBoost 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 annual boostBoost production when selected. Whereas the best regions are the 26 regions with Launch Facilities that are practically on the Equator: each gains 0.4 annual boostBoost production when selected.

Note: Nations that are part of a Federation will share their boostBoost with all other Federation members. Larger nations will receive a much larger share of the Federation's total boostBoost, 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 moneymoney that the nation is providing each month to be distributed to owners of its control points.

Whenever the Funding priorityFunding 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 priorityFunding 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 (Military TechnologyMiltech) value represents the capability of the nation's armed forces.

Military TechnologyMiltech is increased by 0.00125 whenever the Military priorityMiltary priority is completed. This is further increased for nations that are falling behind on Military TechnologyMiltech. Specifically, the effect is multiplied by (best Human Nation's Military TechnologyMiltech / this nation's Military TechnologyMiltech).

Unification between two nations balances the Military TechnologyMiltech score between the two nations. Military TechnologyMiltech applies to both army strength, which changes together with national Military TechnologyMiltech level, and regional defense power.

Military TechnologyMiltech score ranges from 2 to infinity. The Military TechnologyMiltech 'age' also determines the visual appearance of armies.

Score range 2-3 3-4 4-5 5-6 6-7 7-infinity
Military Technology Miltech age Industrial Age
Atomic Age
Information Age
Robotics Age
Invasion Age
Fusion Age

Initially the Military TechnologyMiltech score is capped at level 5, which can be increased by 0.5 with each of the following global research technologies:

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: Populationpeople and land.

  • Each army needs its own unique home region that is:
    • Not shared by any other army.
    • Not a Colony regioncolony region.
    • Not occupied by enemy forces.
  • Each army needs 25 million Populationpopulation in the nation.
    • Except the first army of each nation gets a discount: it only needs 5 million Populationpopulation.

Some nations do not begin with any military, and must first complete the Found military priorityFound Military priority before they can use the Build army priorityBuild Army priority to build any armies.

Navies

A nation's naval score is calculated by the number of navies it has attached to its Armies multiplied by the nation's Military TechnologyMiltech score.

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.

A nation can only build navies if one of the following is true:

Furthermore, since navies only exist as attachments to Armies, the Build navy priorityBuild Navy priority can only be used if there is at least one army that does not have its own navy attached.

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 Surface-to-Orbit defensesadvanced 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 Military TechnologyMiltech of X × 0.7
Number of Armies of X Not Megafauna Military TechnologyMiltech of X × 3 × Average Remaining Health % of the Armies
Number of Navies of X 1
UnrestUnrest Value of X -1
X has any Strategic nuclear barrageNukes? 100
Number Strategic nuclear barrageNukes of X 5

For example, at the start of the game, the nation of North Korea has 2.8 Military TechnologyMiltech, 1 region, 1 Army, 0 Navies, 0 UnrestUnrest, and 1 Strategic nuclear barrageNuke. So its estimated military strength is the sum of:

  • 1 Region × 2.8 Military TechnologyMiltech × 0.7 = 1.96
  • 1 Army × 2.8 Military TechnologyMiltech × 3 × 100% = 8.4
  • 0 Navies × 1 = 0
  • 0 UnrestUnrest × -1 = 0
  • 1 (has nukes) × 100 = 100
  • 1 Strategic nuclear barrageNuke × 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:

  1. The Capital regionCapital region.
  2. The Core economic regionCore Economic regions, from highest PopulationPopulation to lowest.
  3. The Oil regionResource regionResource regions, from highest PopulationPopulation to lowest.
  4. The Non-Colony regions, from highest PopulationPopulation to lowest.
  5. The Colony regionColony Regions, from highest PopulationPopulation to lowest.

The amount of IP needed by the Space defenses prioritySpace 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 Exofighterexofighters after Exoatmospheric Fighters is researched.

Whenever the Build exofighter priorityBuild Exofighter priority is completed, a region in the nation is selected to increase its Exofighterexofighters by 1. The region is selected as follows:

  • Exclude all regions that are at their Maximum Exofighterexofighters.
  • If any remaining region has zero Exofighterexofighters, then pick the one with the highest boostBoost production.
  • Pick the one with the highest boostBoost production divided by the number of Exofighterexofighters already in the region.

The Maximum Exofighterexofighters of a region is calculated as:

  • 0 if the Monthly boostBoost Production is less than 1.
  • Min(64, Monthly boostBoost 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 PopulationPopulation:

  • cohesionCohesion changes by 0.01 towards the central value of 5 whenever the Knowledge priorityKnowledge priority is completed.
  • cohesionCohesion increases by 0.1 whenever the Unity priorityUnity priority is completed.
    • This is reduced by 0.005 per EducationEducation.
    • This is reduced by 0.005 per Government scoreGovernment.
    • This cannot be reduced below 0.025.
  • If Government scoreGovernment > 5, then cohesionCohesion decreases by 0.025 per Government scoreGovernment over 5 whenever the Oppression priorityOppression priority is completed.

In nations with smaller or larger PopulationPopulations, these changes are sped up or slowed down. See Population Scaling for more detail.

cohesionCohesion moves by 0.1 per month towards its resting point. In nations with high InequalityInequality, cohesioncohesion can decrease even faster, up to 0.25 per month towards its resting point. This is rapid enough that it is usually better to move the resting point rather than trying to fight the tide. See Nations#Resting_Cohesion for details on how to achieve this.

cohesionCohesion is also commonly changed by Events, and can be strongly affected by War Declarations and the Destruction of armies.

cohesionCohesion score ranges from 0 to 10:

cohesionCohesion 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

Resting cohesioncohesion depends on the following factors:

Factor Conditions Effect
Base Always 16
InequalityInequality ≤ 4.75 Reduce by Min(1, 0.5 + EducationEducation/20) × 2.25 × InequalityInequality
> 4.75 Reduce by Min(1, 0.5 + EducationEducation/20) × (3.25 × InequalityInequality - 4.75)
GDP per capitaGDPPC Always Reduce by (1 - (GDP per capitaGDPPC / Highest GDP per capitaGDPPC in last 10 years)) × InequalityInequality
PopulationPopulation Always Reduce by (PopulationPopulation in millions)0.2
PopulationPopulation Distribution Always Reduce by 0.0025 per km distance between the nation's capital and the nation's PopulationPopulation center. Capped at -7.5.
Wars <6 Government score Increase by number of war enemies. Capped at 3.
>=6 Government score Increase by number of war enemies that have <6 Government score. Capped at 3.
Peer Rivals <6 Government score Increase by 0.5 × Peer Rivals (at minimum 1 less Control Point). Capped at 3 - War Cohesion Bonus.
>=6 Government score Increase by 0.5 × Peer Rivals (at minimum 1 less Control Point) that have <6 Government score. Capped at 3 - War Cohesion Bonus.
Public vs. Elite Ideology Always Reduce by 2 × Distance between Public Opinion vs Control Point owners.
Public Opinion Distribution Always Change by -6 × (Standard Deviation of Public Opinion / Worst Possible Standard Deviation - 0.5).
Government scoreGovernment ≤ 3.5 Increase by (3.51.5 - Government score1.5) × ((10 - UnrestUnrest) / 10)
3.5 < Government score ≤ 5 Reduce by 3 - 2 × (5 - Government score)
5 < Government score ≤ 6.5 Reduce by 3 - 2 × (Government score - 5)
> 6.5 Stabilize (towards global value of 5) by 0.5 × (Government score - 6.5)
Owning Hostile Regions Always Reduce by 1.6 × Government score × Fraction of PopulationPopulation living in Hostile Regions

In other words, the resting point of cohesionCohesion is

raised by:

  • Low Government scoreGovernment score, weaker when UnrestUnrest is high.
  • War enemies that either have <6 Government scoreGovernment or our nation has <6 Government scoreGovernment. Capped at 3.
  • Rivalries with nations no more than 1 control point smaller, that either have <6 Government scoreGovernment or our nation has <6 Government scoreGovernment. Capped at 3 - the amount already given by the War Cohesion Bonus.

centered by:

changed by:

lowered by:

Notable Effects of Cohesion

  • The UnrestBase Unrest of a Nation is reduced by its cohesionCohesion.
  • The researchResearch produced by a Nation is multiplied by (1.25 - |cohesionCohesion - 5| / 10). So it is multiplied by 75% at 0 cohesionCohesion and at 10 cohesionCohesion, whereas it is multiplied by 125% at 5 cohesionCohesion.

Underflowing Cohesion

If cohesionCohesion would ever be reduced below 0, then it underflows. This section discusses the effects of such an underflow.

In a nation with 50 million PopulationPopulation:

  • Government scoreGovernment is reduced by Min(cohesionCohesion Underflow Amount, Max(Government scoreGovernment - 5,0)) / 2.
  • UnrestUnrest is increased by (cohesionCohesion Underflow Amount - Min(cohesionCohesion Underflow Amount, Max(Government scoreGovernment - 5,0))) / 2.

In nations with smaller or larger PopulationPopulations, 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:

influenceInfluence Income
For every one million supporters a faction possesses, their annual influenceInfluence 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 influenceInfluence 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 scoreGovernment) * 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 prioritySpoils 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 cohesionCohesion, reduced UnrestUnrest, and reduced InequalityInequality.
cohesionCohesion Rest Value
Public opinion affects the cohesionCohesion Rest Value 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 cohesionCohesion Rest Value, 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 cohesionCohesion Rest Value, 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 cohesionCohesion Rest Value 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
Faction Ideology Chart

Whenever Propaganda of strength X for a faction F is applied on a nation, the Populationpopulation of the nation is split into roughly (Populationpopulation / 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.
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 The ResistanceThe Resistance, Project ExodusProject Exodus, and The AcademyThe Academy.)
×1.25 Project Research:
Appeals to Fear Messaging
(Available to Humanity FirstHumanity First, The InitiativeThe Initiative, The ProtectorateThe Protectorate, and The ServantsThe Servants.)
×1.25 Project Research:
SPOILERS INSIDE!  

Enslave the Masters

(Available to The InitiativeThe Initiative.)

-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 CrackdownCracked 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 (EducationEducation + Government scoreGovernment) 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 scoreGovernment 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:

  1. Set X to the total number of atrocities committed by the faction, including the newest atrocity.
  2. Multiply X by -0.333.
  3. Divide X by 2 if Total War Framing has been researched. (Available to Humanity FirstHumanity First, The InitiativeThe Initiative, and The ServantsThe Servants.)
Publicize Alien Threat Researched

Applies propaganda with strength 10 for the faction responsible on every nation.

Available to Humanity FirstHumanity First, The ResistanceThe Resistance, and Project ExodusProject 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.

The Pollution Multiplier initially cannot go below a minimum value of 0.3325. But researching all of the following technologies would reduce this minimum value down to the limit of 0:

In a nation with 50 million PopulationPopulation:

  • The Pollution Multiplier increases by 0.0005 whenever the Spoils prioritySpoils priority is completed.
    • This is further increased by 0.0005 per Oil regionOil or Resource regionMining Region.
  • The Pollution Multiplier decreases by -0.005 whenever the Environment priorityEnvironment priority is completed.
    • Multiplied by the Pollution Multiplier / 2 if the Pollution Multiplier > 2.
    • Multiplied by Max(0.25, the 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 PopulationPopulations, 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 SustainabilitySustainability value is calculated as:

  • 10 if the Pollution Multiplier = 0.
  • 9.99+ if (1 / the Pollution Multiplier) > 9.99.
  • 9.9+ if (1 / the Pollution Multiplier) > 9.9.
  • 1 / the Pollution Multiplier otherwise.

Once a nation's SustainabilitySustainability value reaches 10 (its Pollution Multiplier reaches 0), the Environment priorityEnvironment 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 PopulationPopulation is now a boon: the amount of Greenhouse Gases removed whenever the Environment priority Environment priority is completed is now multiplied by (the nation's PopulationPopulation / 50 million) ^ 0.35.

Hence, a player who wishes to fix the Climate should aim to make the most populated nations reach SustainabilitySustainability 10, and then heavily invest into the Environment priorityEnvironment 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 PopulationPopulation:

  • InequalityInequality increases by 0.00015 whenever the Economy priorityEconomy priority is completed.
    • This is further increased by 0.0001 per Resource Region.
  • InequalityInequality increases by 0.0025 whenever the Spoils prioritySpoils priority is completed.
    • This is further increased by 0.001 per Resource Region.
  • InequalityInequality decreases by 0.005 whenever the Welfare priorityWelfare priority is completed.

In nations with smaller or larger PopulationPopulations, these changes are sped up or slowed down. See Population Scaling for more detail.

Inequality score ranges from 1 to 9:

Inequality 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 InequalityInequality would grow beyond 9, the excess amount is instead subtracted from cohesionCohesion and added to UnrestUnrest.

Corruption

Corruption is a hidden value which determines what percentage of the nation's Investment pointsinvestment points the elites want diverted to the Spoils priorityspoils priority (Note: Does not account for priority bonuses). If this is not done then Coup d'EtatCoup d'Etats become easier to perform against the nation, to the point where they might even naturally occur without any faction's involvement. Conversely, Spoils priorityspoiling more than the elites want will cause them to protect your nation from councilor Coup d'EtatCoup d'Etat attempts.

Corruption for human nations is calculated as follows:

SPOILERS INSIDE!  

The Alien Administration always has 0% corruption.

Priorities

The settings in the Priorities tab control the distribution of Investment pointsinvestment points, which represent surplus economic capital generated by the nation.

The owner of each control point may direct a share of Investment pointsinvestment points 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.

Investment pointsInvestment points are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of Investment pointsinvestment points going to a particular priority depends on the total number of weights set for a particular control point.

Investment pointsInvestment points 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 Investment pointsIP cost Requirements Effects Pop Scaled
Economy 1 None GDP per capitaGDPPC by 3 + (1.5 per Resource regionMining Region) + (1.5 per Oil regionOil Region) + (1.5 per Core economic regionCore Economic Region) + (0.5 per Government scoreGovernment) + EducationEducation Yes
InequalityInequality by 0.00015 + 0.0001 per Resource regionMining Region + 0.0001 per Oil regionOil Region Yes
Regions may be upgraded into Core economic regionCore Economic, Resource regionMining or Oil regionOil Regions after sufficient investment No
base metalsMetal and noble metalsNoble Metal Market Prices No
Welfare 1 None InequalityInequality by 0.005 Yes
Regions may lose Colony regionColony status after sufficient investment No
Environment 1 10 SustainabilitySustainability Greenhouse Gases Inverted
<10 SustainabilitySustainability

Pollution Multiplier by -0.005 / Max(1, total layers of Fallout)

Yes
Life ScienceTransform Phages researched Regions may lose a layer of Fallout after sufficient investment No
Knowledge 1 None

EducationEducation by 0.005

Yes
cohesionCohesion centered by 0.01 Yes
Government 1 None Government scoreGovernment by 0.001 per EducationEducation Yes
Unity 2 None

cohesionCohesion by Max(0.025, 0.1 - 0.005 × EducationEducation - 0.005 × Government scoreGovernment)

Yes
EducationEducation by 0.001 Yes

For each faction that owns any control points:
Apply Propaganda of strength 5 × number of control points owned by faction
(Religion counts as 4 control points)

Yes
Military 1 Found Military Completed in Nation Military TechnologyMiltech by 0.00125 / Military TechnologyMiltech × Best Human Nation's Military TechnologyMiltech No
Oppression 1 Found Military Completed in Nation Government scoreGovernment by 0.0025 Yes
UnrestUnrest by 0.1 - Government scoreGovernment / 100 Yes
Found Military Completed in Nation and >5 Government scoreGovernment cohesionCohesion by 0.025 × (Government scoreGovernment - 5) Yes
Spoils 1 None InequalityInequality by 0.0025 + 0.001 per Resource regionMining Region + 0.001 per Oil regionOil Region Yes
Government scoreGovernment by 0.0005 Yes

For each faction that owns any control points:
Apply Propaganda of strength - 0.125 × (EducationEducation + Government scoreGovernment) × fraction of control points owned by faction

No
Pollution Multiplier by 0.0005 + 0.0005 per Resource regionMining Region + 0.0005 per Oil regionOil Region Yes
Greenhouse Gases Yes
Control Points Not Cracked

Each Faction's moneyMoney by (5 × Investment pointsIP + 5 per Resource regionMining Region + 5 per Oil regionOil Region + 2.5 × (10 - Government scoreGovernment)) × fraction of control points owned by faction

No
Funding 1 None Annual moneyMoney Production by 10 + (the nation's GDP in billions)^0.25 / 2, rounded to the nearest integer No
Boost 2 Found Space Program Completed in Nation Annual boostBoost Production by 0.4 - (Launch Facility Latitude / 250) No
Mission Control 25 Found Space Program Completed in Federation mission controlMission Control by 1 No
Found Space Program 50 None Annual boostBoost Production by 0.1 No
Found Military 40 None

Set Military TechnologyMiltech to the Max of:

No
Build Army 60
  • Found Military Completed in Nation
  • >(5 + 25 × Armies) PopulationPopulation in Millions
  • Has a non-colony Region without its own Army
Builds an Army No
base metalsMetal and noble metalsNoble Metal Market Prices No
Build Navy 100
  • Found Military Completed in Nation
  • >4 Control Points, or 3 Control Points and >40000 GDP per capitaGDPPC
  • Has an Army without its own NavyNavy
Attaches NavyNavy to an Army No
base metalsMetal and noble metalsNoble Metal Market Prices No
Develop Atomic Bomb 80 None Strategic nuclear barrageStrategic Nuclear Barrages by 1 No
fissilesFissile Market Prices No
Aerosols by 0.0000777ppm No
Each Owning Faction Commits 1 Atrocity No
Nuclear Weapons 40 Develop Atomic Bomb Completed in Nation Strategic nuclear barrageStrategic Nuclear Barrages by 1 No
fissilesFissile Market Prices No
Space Defenses 25 to 100 (scaled by region size) Military ScienceTrans-Interface Warfare researched Builds a Surface-to-Orbit defensesSpace Defense Facility No
Build Exofighter 10 Builds an ExofighterExofighter 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
Economy priority Economy 25%
Welfare priority Welfare 10%
Environment priority Environment 10%
Knowledge priority Knowledge 10%
Government priority Government 10%
Unity priority Unity 10%
Military priority Military 10%

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 Economy priority Economy, 1 pip in Welfare priority Welfare, and 1 pip in Spoils priority Spoils, for a total of 5 pips. Then:

  • Economy priority Economy adds a diversity bonus of 25% × 3 ÷ 5 = 15%.
  • Welfare priority Welfare adds a diversity bonus of 10% × 1 ÷ 5 = 2%.
  • Spoils priority Spoils adds no diversity bonus, because it is not a nation building priority.

Thus:

  • Economy priority Economy receives a diversity bonus of 2% (because it cannot receive the 15% from itself).
  • Welfare priority Welfare receives a diversity bonus of 15% (because it cannot receive the 2% from itself).
  • Spoils priority Spoils receives a diversity bonus of 15% + 2% = 17%.

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 

So in practice, the bonus is really too small to matter much. It is neat that it exists, but you should not invest in priorities that you don't actually need just for the small diversity bonus, it is not worth it.

  1. ↑ The priority settings for the other control points have no effect whatsoever on the diversity bonuses for this control point.
  2. ↑ A priority cannot give itself its own diversity bonus

Direct Investment

Direct Investment allows a faction to purchase Investment pointsInvestment Points in a certain priority with moneyMoney, influenceInfluence, and/or opsOps. The number of Investment pointsInvestment Points that may be purchased each calendar year in any nation is capped at 12 × (PopulationPopulation 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.

Base Direct Investment Costs for each Nation Priority
Priority money Money Cost influence Influence Cost ops Ops Cost
Economy priority Economy GDP per capitaGDPPC Increase Per Completion × PopulationPopulation in Millions / Required Investment pointsIP 25 0
Welfare priority Welfare 360000 / 67 × InequalityInequality Decrease Per Completion × PopulationPopulation in Millions / Required Investment pointsIP 100 0
Environment priority Environment 150000 × Pollution Multiplier Decrease Per Completion × (PopulationPopulation / 50 million) ^ 0.35 / Required Investment pointsIP 100 0
Knowledge priority Knowledge 625 / 41 × PopulationPopulation in Millions / (PopulationPopulation / 50 million) ^ 0.35 / Required Investment pointsIP 100 0
Government priority Government 150000 × Government scoreGovernment Increase Per Completion × (PopulationPopulation / 50 million) ^ 0.35 / Required Investment pointsIP 300 0
Unity priority Unity 400 × (PopulationPopulation / 50 million) ^ 0.35 / Required Investment pointsIP 300 / Required Investment pointsIP 0
Oppression priority Oppression 0 50 × Max(1, Government scoreGovernment) × Required Investment pointsIP / (PopulationPopulation / 50 million) ^ 0.35 30 / (1 + Min(2, Military TechnologyMiltech / 10))
Funding priority Funding 0 5 × Funding priorityFunding Increase Per Completion / Required Investment pointsIP 0
Found space program priority Found Space Program 2800 / Required Investment pointsIP 2500 / Required Investment pointsIP 0
Boost priority Boost 1250 / Required Investment pointsIP 100 / Required Investment pointsIP 0
Mission control priority Mission Control 2500 / Required Investment pointsIP 800 / Required Investment pointsIP 0
Found military priority Found Military 2000 / Required Investment pointsIP 2000 / Required Investment pointsIP 1500 / Required Investment pointsIP
Military priority Military 250 × Military TechnologyMiltech / Required Investment pointsIP 250 / Required Investment pointsIP 30 × Military TechnologyMiltech / Required Investment pointsIP
Build army priority Build Army 10000 × Military TechnologyMiltech / Required Investment pointsIP 3000 / Required Investment pointsIP 2000 × Military TechnologyMiltech / Required Investment pointsIP
Build navy priority Build Navy 1200 × Military TechnologyMiltech / Required Investment pointsIP 3000 / Required Investment pointsIP 1500 × Military TechnologyMiltech / Required Investment pointsIP
Develop atomic bomb priority Develop Atomic Bomb 30000 / Required Investment pointsIP 3000 / Required Investment pointsIP 300 / Required Investment pointsIP
Nuclear weapons priority Nuclear Weapons 5000 / Required Investment pointsIP 1500 / Required Investment pointsIP 150 / Required Investment pointsIP
Space defenses priority Space Defenses 2500 / Required Investment pointsIP 800 / Required Investment pointsIP 600 / Required Investment pointsIP
Build exofighter priority Build Exofighter 1000 / Required Investment pointsIP 200 / Required Investment pointsIP 150 / Required Investment pointsIP
Direct Investment Cost Multipliers
Category Conditions money Money Cost Multiplier influence Influence Cost Multiplier ops Ops Cost Multiplier
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 Oppression priorityOppression
Not Funding priorityFunding
1 0.5 1
Nation Ownership Not Cracked 1 1 - 0.5 × Fraction of Control Points Owned 1
Control Point control pointsCP Cost Not Alien Nation
Not Funding priorityFunding
1 0.1 × Single Control Point control pointsCP Cost 1
National Priority Bonuses Not from Federation
Not from Diversity
1 / (1 + Bonus) 1 / (1 + Bonus) 1 / (1 + Bonus)
Federation Bonus Economy priorityEconomy Priority Only 1 / (1 + Bonus) 1 / (1 + Bonus) 1 / (1 + Bonus)
Nation Resource regionMining Regions Build army priorityBuild Army and Build navy priorityBuild Navy Priorities Only 1 / (1 + 0.05 per Resource regionMining Region) 1 / (1 + 0.05 per Resource regionMining Region) 1 / (1 + 0.05 per Resource regionMining Region)

Elites

Each nation requires a certain percentage of Investment pointsInvestment Points to be put into the Spoils prioritySpoils priority. Failing to provide enough Investment pointsInvestment Points into Spoils prioritySpoils, shown by the priority becoming red, increases the chance of a coup. See Nations#Corruption for details on how this percentage is calculated.

Nations with completed Build Army priority

Nation Armies Navies
United States of America 6 6
China 4 2
Russia 3 1
India 3 0
France 1 1
United Kingdom 1 1
Egypt 1 0
Iran 1 0
Israel 1 0
North Korea 1 0
Pakistan 1 0
South Korea 1 0
Turkey 1 0

Nations with completed Space Program priority

The following nations at start have completed at least one Space Program priority:

Nation Mission Control Facilities (Mission Control) Launch Complexes (Boost)
United States of America Lyndon B. Johnson Space Center (3)
Goddard Space Flight Center (1)
Kennedy Space Center (1)
JPL Spaceflight Operations (1)
Launch Complex 39 (20)
Vandemburg Air Force Base (5)
Wallops Flight Facility (2)
China Beijing Aerospace Command and Control Center (2) Xichang Launch Center (7.5)
Jiuquan Launch Center (3)
Taiyuan Launch Center (3)
Wenchang Spacecraft Launch Site (1.2)
Russia Roscosmos Mission Control Center (3) Plesetsk Cosmodrome (7.5)
Vastochny Cosmodrome (0.8)
Yasny Cosmodrome (0.5)
India Vikram Sarabhai Space Centre (2) Satish Dhawan Space Centre (1.2)
France Toulouse Space Centre (1) Centre Spatial Guyanais (13.5)
Japan Tsukuba Space Center (1) Tanegashime Space Center (5)
Germany Columbus Control Centre (1)
Benelux European Space Research and Technology Centre (1)
Kazakhstan Baikonur Cosmodrome (30)
Israel Tel Aviv Launch Facility (0.1)
Iran Semnan Spaceport (0.1)
New Zealand Mahia Launch Complex (0)
North Korea Tangchang-dong Space Launch Center (0)
South Korea Naro Space Center (0)

Nations with completed Nuclear Weapons priority

The following nations at start have completed at least one Nuclear Weapons priority:

Nation Strategic Nuclear Barrages
Russia 30
United States of America 28
China 3
France 3
United Kingdom 3
Pakistan 2
India 2
Israel 1
North Korea 1
South Africa 0

Control Points

Control Points represent key nodes of political and economic power in a nation. 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))
OBSOLETE INFO INSIDE!  
GDP (Bn) Control Points
0-81 1
81-625 2
625-2401 3
2401-6561 4
6561-14641 5
14641+ 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.

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.

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.

Once a faction has accumulated a sufficient amount of control in multiple nations, additional control points cost influenceinfluence per month to maintain, and CrackdownCrackdown and PurgePurge missions against the faction's control points will receive a bonus. The cost increases with the more control points a faction owns, and the size of the economy of each nation the faction owns control in. Control points that have sustained a CrackdownCrackdown do not cost any influence to maintain.

When a faction is over the control pointsControl Point Capacity, agents from other factions get a bonus operation strength against the control points of this faction. The bonus strength is 0.333 per 1 point over the control pointscapacity (+1 strength per every 3 points over the control pointscapacity). Missions that get this bonus are: CrackdownCrackdown, PurgePurge, Enthrall ElitesEnthrall Elites, and Dominate NationDominate Nation.

Every nation has between 1 and 6 control points, depending on their GDP. The control points"cost against cap" to hold the entire nation is equal to GDP ^ 0.6 / 2, divided up equally among the control points.

Each faction will receive a fraction of Funding priorityfunding, researchresearch, boostboost, mission controlmission control and Spoils priorityspoils money produced by the nation. That fraction is equal to a proportion of controlled CPs versus all CPs of a nation.

If there are Armies controlled by the nation, getting control of CP may also grant you direct control of said Armies. CPs with Armies attached to them are shown with yellow star in a green hexagon symbol next to them. If there is more than one Army attached to a control point then the number of attached Armies is shown over the symbol.

To gain control over a neutral CP, one usually performs a successful Control NationControl Nation mission with one of their Councilors. Under normal circumstances, in nations with over 1 CP, executive CP can only be controlled if you already have a point in a nation and it is the last CP to be taken. If every nation has all of their CPs controlled by factions, then the Control NationControl Nation mission becomes unavailable. In that case you would need to perform a successful PurgePurge mission on an enemy controlled CP.

To increase PurgePurge success chances, it is recommended to conduct CrackdownCrackdown on these CPs first. Another alternative to Control Nation is Coup d'EtatCoup 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'EtatCoup d'Etat has a higher success chance in nations with high UnrestUnrest, so Increase UnrestIncrease Unrest missions can be very helpful.

One more alternative is to simply use war. When armies conquer a nation's Capital regioncapital 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 scoreGovernment and other conditions, and provides a related bonus for the faction controlling it.

Control Point Types for Human Nations, the conditions under which they appear, and what benefits they give to their Faction.
Position (from the Right) Conditions Control Point Type Benefits
1st None Executive
2nd ≥5 Government score Government Legislature
  • If Faction also owns the Executive, then +3 Bonus Defense against all PurgePurge and Dominate NationDominate Nation Missions targeting the Executive.
  • Otherwise, the faction gains +3 Bonus Attack on its PurgePurge Missions targeting the Executive.
≥6 EducationEducation and ≥7 cohesionCohesion Party
  • +3 Bonus Defense against all PurgePurge and Dominate NationDominate Nation Missions targeting each non-Executive control point owned by the Faction.
  • +3 Bonus Attack on the Faction's PurgePurge Missions targeting the each non-Executive control point.
≥6 EducationEducation and <7 cohesionCohesion Oligarchs
  • If Faction also owns the Executive, then +3 Bonus Defense against all other factions' Coup d'EtatCoup Missions targeting the Nation.
  • +3 Bonus Attack on the Faction's Coup d'EtatCoup Missions targeting the Nation.
Else Aristocracy +20% Nation Spoils prioritySpoils Money Output for Faction.
3rd <5 Government scoreGovernment Security Apparatus
≥7 EducationEducation Mass Media +3 Bonus Attack on the Faction's Public CampaignPublic Campaign and Dominate NationDominate Nation missions within the Nation.
Else Religion +15 Propaganda Strength for Unity priorityUnity Priority's Propaganda for Faction. (Affected by Population Scaling.)
4th <4 Government scoreGovernment National Industries
  • +3 Bonus Defense against all Hostile TakeoverHostile Takeover Missions targeting orgs owned by the Faction within the Nation.
  • +3 Bonus Attack on the Faction's Hostile TakeoverHostile Takeover Missions within the Nation.
<3.5 InequalityInequality and >10000 GDP per capitaGDPPC and >7 EducationEducation Trade Unions Orgs based in the same nation cost 20% less influenceinfluence for Faction to purchase.
Else Corporations Orgs based in the same nation cost 20% less moneymoney for Faction to purchase.
5th >6 cohesionCohesion Bureaucracy +3 Bonus Attack on the Faction's Control NationControl Nation missions within the Nation.
>3 cohesionCohesion Regional Authorities +3 Bonus Attack on the Faction's Stabilize NationStabilize Nation missions within the Nation.
>1 cohesionCohesion or <7 UnrestUnrest Identity Blocs +3 Bonus Attack on the Faction's Increase UnrestIncrease Unrest missions within the Nation.
Else Warlords +6 Bonus Attack on the Faction's Increase UnrestIncrease Unrest missions within the Nation.
6th >9 Government scoreGovernment and >9 EducationEducation Knowledge Sector +5% researchNation Research Output for Faction.
>6 cohesionCohesion and Nation has a rival or war enemy which has at least the same number of control points. Defense Sector Faction's Armies that belong to this Nation gain +0.005 daily heal rate.
>6 Government scoreGovernment and >7 EducationEducation Financial Sector +5% Nation Funding priorityFunding Money Output for Faction.
Nation has at least 1 Oil regionOil or Resource regionMining Region Extractive Sector Nation Spoils prioritySpoils Money Output for Faction increased by 2 × Number of Oil regionOil or Resource regionMining Regions × Number of Control Points owned by Faction in Nation. Not affected by Aristocracy bonus.
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.