Regions

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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 boostBoost and mission controlMission 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:

Characteristic Icon Effects
Capital Region Capital region
  • Councilor Missions targeting the nation as a whole or its control points will usually take place here.
  • Conquering the capital of a nation in a War will trigger regime change and annexation of any Claimed territory by its enemies.
Colony Region Colony region
Core Oil Region Oil region
Core Mining Region Resource region
Core Economic Region Core economic region
Rugged Region Rugged region
  • Give 0.2 Military TechnologyMiltech to defending armies (including the region defense forces).
  • Give 0.125 Military TechnologyMiltech to armies whose factions have researched Mountain Warfare Doctrine.
  • Increase Annex Region operation duration by 25%.
  • Increases Army travel duration to and from region.
  • Increase defenses of non-Xenoflora Alien Assets in region against Army Assault operations.
  • Halve the Daily Xenoflora Growth cap in region.
Ecologically Protected Region Ecologically protected region
Ecologically Vulnerable Region Ecologically vulnerable region
Alien Activity Alien Activity
  • Indicates that some form of alien activity has been detected in this region.
  • No real effects.
Fallout Fallout

Improving Regions

Improvement Conditions Nation Priority Completions Needed
Set to Oil region Oil Region
  • Cannot be Core economic region Core Economic Region or Resource region Core Mining Region.
  • Cannot have Fallout.
  • Marked as Oil Capable in the game template files.
Economy priority Economy[1] 500
Set to Resource region Core Mining Region
  • Cannot be Core economic region Core Economic Region or Oil region Core Oil Region.
  • Cannot have Fallout.
  • Marked as Mining Capable in the game template files.
750
Set to Core economic region Core Economic Region[2]
  • Cannot be Colony region Colony Region.
  • Cannot have Fallout.
  • Has >500 Billion Region GDP
1200
Remove Colony region Colony Status[3] None Welfare priority Welfare 1000
Remove one layer of Fallout None Environment priority Environment 100

Note: If multiple regions are valid targets for an improvement type, the one with the highest Region GDP is usually improved first.

  1. ↑ Always prioritizes making Oil region Core Oil, then Resource region Core Mining, then finally Core economic region Core Economic Regions
  2. ↑ Removes Core Oil and Core Mining Statuses.
  3. ↑ Can also be removed (or regained) through Region Transfers between Nations.

World Ocean Access

Some regions may allow armies in them to access the world oceans. The game template files include a variable for each region indicating when they allow such access:

  • Some regions never allow armies in them to access the world oceans. These regions are typically inland regions.
  • Some regions always allow armies in them to access the world oceans. These regions are typically island or coastal regions that are near the equator.
  • Some regions only allow armies in them seasonal access to the world oceans. These regions are typically island or coastal regions that are near the poles.

In the case of seasonal access, regions in the northern hemisphere allow access only from April to September, whereas regions in the southern hemisphere allow access only from October to March.

Notably, if the temperature anomaly exceeds 1.9C, the Arctic Melt Accelerates event can trigger. This event causes every region that has seasonal world ocean access to gain permanent world ocean access.

Facilities

Facilities are constructed in a nation's regions following certain priorities and can be attacked via the Sabotage FacilitiesSabotage Facilities councilor mission, Assault Space Facility army mission, or orbital bombardment.

  • Launch Complex produces boostBoost.
  • Mission Control Facility produces mission controlMission Control.
  • Surface-to-Orbit defensesSpace Defense Array prevents Strategic nuclear barrageNuclear Weapons from being used in the region and will fire back if the region is being bombarded. It may also prevent alien ships in orbit from executing certain operations.

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.

Effects of an X Strength Non-Nuclear Attack on a Region (In Chronological Order)
Category Conditions Amount
Target Region GDP None X × (-7.5% to -12.5%)
Target Region Population Population None X × (-0.075% to -0.125%)
Target Nation Pollution Multiplier Sustainability None X × (+0.0000075 to +0.0000125) × Region GDP / Nation GDP
Responsible Faction Commits Atrocities Population Population killed >= 100k. 1 per 100k Population Population killed, capped between 1 and 20.
Target Nation Priorities X >= 0.9 Multiply IP invested by (1 - X) for all priorities except Spoils Spoils priority, Unity Unity priority, and Oppression Oppression priority.
  • X < 0.9.
  • An X × 500% roll passes.
  • Target Region is not a Colony Region Colony region.
Multiply IP invested by (1 - X) for one random priority that is not Spoils Spoils priority or Unity Unity priority.
  • X < 0.9.
  • An X × 500% roll passes.
  • Target Region is a Colony Region Colony region.
Multiply IP invested by (1 - 0.5X) for one random priority that is not Spoils Spoils priority or Unity Unity priority.
Target Boost boost Production
  • Target Nation is NOT Responsible Nation.
  • X >= 0.75.
-100%
An X × 100% roll passes. X × -100%
Target Mission Control mission control
  • Target Nation is NOT Responsible Nation.
  • X >= 0.75.
-100%
An X × 100% roll passes. -1
Target Space Defenses Surface-to-Orbit defenses
  • Target Nation is NOT Responsible Nation.
  • X >= 0.75.
Destroy
An X × 100% roll passes. Destroy
Target Nation Funding Funding priority 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 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 Military TechnologyMiltech) / 50000 × (1 to 100) Cannot cause damage to armies through this region damage.
Megafauna Enemy Army Each Day Fighting in Region Military TechnologyMiltech × Health % / 2000 Cannot cause damage to armies through this region damage.
Non-Megafauna Army Each Day Fighting Another Army in Region (10 - Effective Military TechnologyMiltech) / 50000 × (1 to 3) Cannot cause damage to armies through this region damage.
Megafauna Army Each Day Fighting Another Army in Region (10 - Effective Military TechnologyMiltech) / 500 × (1 to 3) Cannot cause damage to armies through this region damage.
Revolution Region is the Capital Capital region 0 to 0.5 None
Region is not the Capital Capital region 0 to 0.25 None
SPOILERS INSIDE!  

Alien Nation Overthrown

Region is the Capital Capital region 0 to 0.5 Cannot cause damage to armies through this region damage.
Region is not the Capital Capital region 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 Army Home Nation's Military TechnologyMiltech / 10 × Army Health % Automatically passes rolls against Boost boost, Mission Control mission control, and Space Defense Space defenses priority Facilities.
SPOILERS INSIDE!  

Dominate NationDominate Nation Mission

Normal Failure 0.4 Automatically passes rolls against Boost boost, Mission Control mission control, and Space Defense Space defenses priority Facilities.
Critical Failure 0.9 Automatically passes rolls against Boost boost, Mission Control mission control, and Space Defense Space defenses priority Facilities.
SPOILERS INSIDE!  

Terrorize RegionTerrorize Region Mission

None 0.01 to 0.07 None