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:
| Characteristic | Icon | Effects |
|---|---|---|
| Capital Region | ||
| Colony Region |
| |
| Core Oil Region |
| |
| Core Mining Region |
| |
| Core Economic Region |
| |
| Rugged Region |
| |
| Ecologically Protected Region |
| |
| Ecologically Vulnerable Region |
| |
| Alien Activity |
| |
| Fallout |
|
Improving Regions
| Improvement | Conditions | Nation Priority | Completions Needed |
|---|---|---|---|
| Set to |
|
500 | |
| Set to |
|
750 | |
| Set to |
|
1200 | |
| Remove |
None | 1000 | |
| Remove one layer of Fallout | None | 100 |
Note: If multiple regions are valid targets for an improvement type, the one with the highest Region GDP is usually improved first.
- ↑ 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.
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 Facilities councilor mission, Assault Space Facility army mission, or orbital bombardment.
- Launch Complex produces
Boost. - Mission Control Facility produces
Mission Control.
Space Defense Array prevents
Nuclear 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. See Aliens for details.
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 |
1 per 100k Population |
| Target Nation Priorities | X >= 0.9 | Multiply IP invested by (1 - X) for all priorities except Spoils |
| Multiply IP invested by (1 - X) for one random priority that is not Spoils | ||
| Multiply IP invested by (1 - 0.5X) for one random priority that is not Spoils | ||
| Target Boost |
|
-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 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 |
Cannot cause damage to armies through this region damage. | ||
| Megafauna Enemy Army | Each Day Fighting in Region | Cannot cause damage to armies through this region damage. | |||
| Non-Megafauna Army | Each Day Fighting Another Army in Region | (10 - Effective |
Cannot cause damage to armies through this region damage. | ||
| Megafauna Army | Each Day Fighting Another Army in Region | (10 - Effective |
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 | Weapon Chip % Chance | Attack Damage / 500000, capped at 0.001 | Cannot cause damage to armies through this region damage. | ||
| 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 |
Automatically passes rolls against Boost | ||
|
Normal Failure | 0.4 | Automatically passes rolls against Boost | ||
| Critical Failure | 0.9 | Automatically passes rolls against Boost | |||
|
None | 0.01 to 0.07 | None | ||
| Random Events | "a small amount of damage" | 0.0095 to 0.0105 | None | ||
| "limited damage" | 0.0475 to 0.0525 | ||||
| "major damage" | 0.09 to 0.11 | ||||
| "massive damage" | 0.1875 to 0.3125 | ||||
| "near-total destruction" | 0.675 to 0.825 |
| Terra Invicta mechanics | |
|---|---|
| Factions | |
| Council | |
| Earth | |
| Space | |
| Aliens | |
| Modding & Settings | |


