Missions
Periodically, the game will enter the mission phase, during which all factions will secretly assign their councilors to missions. These missions will be resolved in a sequence over the next few days or weeks. While some missions are automatically successful, most are contested and require a success roll. Missions typically target nations, regions, control points, space facilities, and other councilors.
Between mission phases, missions resolve in a partially predetermined order, denoted by the number of small clock symbols visible in the mission description. Uncontested and defensive missions trigger earlier than contested ones. When two councilors are attempting the same mission, the one with the higher mission success chance goes first.
Contested missions
For contested missions, the success chance is determined by adding all the relevant bonuses and maluses for a particular mission, and the faction conducting the mission may spend resources to improve its chance of success. If the bonuses and maluses add up to zero, the success chance is 50 percent; otherwise, each point in one direction has a decreasingly powerful impact on the outcome. Changing conditions on Earth can modify success chances between the mission assignment phase and the mission resolution.
When a contested mission resolves, a random number between 0 and 100 is generated; if it is less than or equal to the success chance, the mission is a success; otherwise it fails. Results that are less than 10% of the success chance mark a critical success, which typically offers bonuses over a normal success; results in the top 10% of the range of possible failure values are a critical failure and have worse consequences.
Contested missions have a variable cost.
The Dominate Nation mission is only available to
The Protectorate if it controls a Sentinel Complex module.
Alien Missions
Alien missions are only available to alien councilors.
Mission Modifiers
Note: This section is still being filled!
| Mission Modifier | Conditions | Value |
|---|---|---|
| Mission Difficulty | None | The Amount Specified |
| Size of National Economy | None | (Target Nation's GDP in Billions) ^ 0.33333334 |
| National Cohesion | None | Target Nation's Cohesion |
| Nation Population | None | (Target Nation's Population in Millions) ^ 0.4 |
| National Unrest | None | Target Nation's Unrest |
| National Stability | None | 10 - Target Nation's Unrest |
| Democracy | None | Target Nation's Government |
| Education | None | Target Nation's Education |
| Elite Dissatisfaction | Target Nation's Corruption % > Spoils % | 15 × (Target Nation's Corruption % - Spoils %) |
| Elite Satisfaction | Target Nation's Spoils % > Corruption % | 10 × (Target Nation's Spoils % - Corruption %) |
| Military in Region | Target Region is Fully Occupied | Number of Armies in Target Region that are:
|
| Otherwise | Sum of:
| |
| (Attacker's) Popular Support | None | (10 + Target Nation's Government) × Fraction of Target Nation's Public Opinion that supports the Mission Performer's Faction. |
| (Defender's) Popular Support | Target is owned by some Faction | (10 + Target Nation's Government) × Fraction of Target Nation's Public Opinion that supports the Target's Faction. |
| Crackdown | Target Control Point is Disabled | -10 |
| (Attacker's) Local Control Points | Mission is Performed within a Nation | 6 × Fraction of Nation's Control Points that are owned by Mission Performer's Faction. |
| (Defender's) Local Control Points | Mission is Performed within a Nation | 6 × Fraction of Nation's Control Points that are owned by Target's Faction. (Bugged to be 0 if not fully owned.) |
| Council {stat} | Target is Not a Disabled Control Point | Sum of {stat} of Non-Detained Councilor(s) for Target's Faction / 12 |
| Control Points in Neighbors | None | 6 × Fraction of Target Nation's Neighbors' Control Points that are owned by Mission Performer's Faction and not Disabled |
| Control in Larger Allies / Federation | None | 6 × Fraction of Target Nation's Allies' Control Points that are owned by Mission Performer's Faction and not Disabled and one of:
|
| Difference in Ideology | Target is owned by some Faction | 2 × Ideological Distance between Target's Faction and Mission Performer's Faction |
| Joint Council {stat} | Target is owned by some Faction | Sum of {stat} of Non-Detained Councilor(s) for Target's Faction / 12 |
| Defend Interests | Target is Defended Control Point or Defended Hab | 10 |
| Defend Interests (Partial Defense) Target is Defended Control Point or Defended Hab | 5 | |
| Defended Control Points | None | Number of Defended Control Points in Target Nation |
| Alien Defenses | Target is UFO Landing | Sum of:
|
| Target is Alien Facility | Sum of:
| |
| Target is Alien Xenoforming | Sum of:
| |
| Detained Target | Target is Detained by Mission Performer's Faction | 8 |
| Target is Detained by anyone else | 4 | |
| Intel on Target | Mission Performer's Faction has 100% Intel on Target Councilor | 5 |
| Mission Performer's Faction has at least 75% Intel on Target Councilor | 3 | |
| Mission Performer's Faction has at least 50% Intel on Target Councilor | 1 | |
| Hab Support Shortages | Target is a Ship | Max(0, Target Faction's Monthly Money Income / -10) if Target Faction has negative Money. |
| Target is a Hab or Hab Module | Sum of:
| |
| Attacking Force Strength | None | Sum of:
|
| Defending Force Strength | Target is a Ship | Target Ship's Marine strength |
| Target is a Hab | Sum of:
| |
| Hab Size | None | Number of Complete Modules on Target Hab |
| {X} Control Point |
|
3 |
| Target Has Negative Influence |
|
6 |
| Target Has Negative Funds |
|
6 |
| Campaign Difficulty (Attack Modifier) | Mission Performer is AI and Difficulty is Cinematic | -2 |
| Mission Performer is AI and Difficulty is Veteran | 1 | |
| Mission Performer is AI and Difficulty is Brutal | 2 | |
| Campaign Difficulty (Defense Modifier) | Target is AI Faction and Difficulty is Cinematic | -2 |
| Target is AI Faction and Difficulty is Veteran | 1 | |
| Target is AI Faction and Difficulty is Brutal | 2 | |
| Protect Mission: {stat} |
|
Sum of {stat} of Protecting Councilor(s). |
| Crew Size | Target is a Ship | Target Ship Crew ^ 0.5 |
| Target is a Hab that is not Decommissioning | Target Hab Crew ^ 0.33 | |
| Region Population Density | Target is a Region | Target Region's Population ^ 0.33, then:
|
| Censorship |
|
5 / Max(Target Nation's Government, 0.5) |
| Nearby Councilors' {stat} | Target is Detained Councilor | Sum of {stat} of Detaining Faction's Councilor(s) that are in the same location as Target. |
| Detaining Faction Joint {stat} | Target is Detained Councilor | Sum of {stat} of Detaining Faction's Non-Detained Councilor(s) / 12. |
| Our Loyalty Monitor Implant |
|
-50 |
| Control Points in Enemies | Mission Performer's Faction has no Control Points in Target's Nation | 0.33333334 × Number of Mission Performer's Faction's Control Points in Nations that are Rivals of the Target's Nation. (Note: Will be getting changed soon... hopefully.) |
| Target Over Control Point Cap | None | Max(0, 0.33333334 × (Target Faction's CP Cost - Target Faction's CP Cap)), Averaged over the last 32 days. |
| Decommissioning Hab | Target is a Decommissioning Hab | -100 |
Remaining Modifiers to fill in:
TIMissionModifier_AbductionsInRegion_AlienOnly.displayName=Local Abductions TIMissionModifier_MeanAbductionsinNation_AlienOnly.displayName=Abductions in Nation TIMissionModifier_AlienNation.displayName=Alien Nation TIMissionModifier_RegionXenoforming_AlienOnly.displayName=Local Xenoforming TIMissionModifier_RegionXenoforming_AlienAndProxyOnly.displayName=Local Xenoforming TIMissionModifier_MeanNationXenoforming_AlienAndProxyOnly.displayName=Xenoforming in Nation TIMissionModifier_PherocyteResistance.displayName=Pherocyte Resistance TIMissionModifier_AliensRemoved.displayName=Aliens Captured or Killed TIMissionModifier_AlienDetainDifficulty.displayName=Alien TIMissionModifier_AlienCoordination.displayName=Proxy Support TIMissionModifier_AttackerMissionControlShortage.displayName=Recent Mission Control Shortage TIMissionModifier_DefenderMissionControlShortage.displayName=Recent Mission Control Shortage TIMissionModifier_HabStability.displayName=Stability-Granting Modules TIMissionModifier_OrgDefenses.displayName=Org Size TIMissionModifier_OrgDefenses_Admin.displayName=Org Administration Value TIMissionModifier_OrgDefense.displayName=Org Innate Takeover Defense TIMissionModifier_OrgPoolDefense.displayName=Joint Faction {0}
Uncontested Missions
Uncontested missions are always successful.
Alien Missions
Ending Missions
Ending missions will result in the victory of the councilor's faction. They will only appear once a faction unlocks its final unique org.
| Terra Invicta mechanics | |
|---|---|
| Factions | |
| Council | |
| Earth | |
| Space | |
| Aliens | |
| Modding & Settings | |


