Terrestrial Warfare

From Terra Invicta Official Wiki

Wars begin when a councilor for the executive faction of one of two rivals selects the War policy against the rival. All war-capable allies of the defending rival (with an army or nuclear weapons) join the war. All war-capable allies of the attacker are given the option to join on the attacker's side.

To win a war, an army must occupy the enemy's capital region. At that moment, the war ends, triggering a regime change event. Claimed regions change hands to the occupier and its allies. If any of the invaded nation remains, its control point owners are replaced with those of the victor. Some of the nation's stats change when a new regime is installed, sometimes in unpredictable ways, but the new ruling faction will be able to fund Direct Investments into the nation at greatly reduced influence cost for a period of one year. Unoccupied regions and surviving enemy armies will contribute to greater unrest following a regime change.

Wars may also end with a simple peace where both sides return to the prewar status quo.

Armies

Armies represent multiple modern divisions that are capable of gaining and holding territory in other nations. Control of an army is gained after councilors gain at least partial control of a nation. Most nations don't have armies at the campaign start, but nations with sufficient population can build new ones with enough Build army priorityinvestment. While powerful, armies are a drag on a nation's economic development and remain subject to the international relations of their home countries, which too can be managed with sufficient control of a nation.

Armies have a headquarters region in their home nation. If located there, they incur a smaller cost to the nation's economic development.

Armies rely on two key values: its parent nation's Military TechnologyMiltech level and its strength. The strength value measures how much damage the army has taken. Armies repair themselves when not fighting in a friendly region.

Some armies have a NavyNavy upgrade that allows them to transit oceans. During wartime, a nation's navies can only cross the water if the nation has naval superiority over its foes. Only larger or wealthier nations have the capability to build and project power with navies.

Army Battle

Combat Rules

If at least two enemy armies are in the same region, they will fight. Mechanically, each army takes a shot once a day. Its chance of successfully damaging an enemy army is based on its Military Technologymiltech level, strength, whether any councilorcouncilors are lending their Commandcommand attribute to the army's nation via the Advise mission, and whether it on defense and the region has the Rugged regionrugged flag set.

If an army is in an enemy region and no enemy armies are present, it begins occupying the region, battling the local defense forces (who use the nation's tech level and act more or less as an additional army) and taking damage from them. Badly damaged armies will attempt to flee to a safe place without you doing anything, but they can also be destroyed entirely when their strength reaches zero.

If a region is fully occupied it ceases fighting, but it can't change hands until the war is concluded. Regional economies and space facilities can take significant damage during fighting, although the rate of damage goes down as miltech goes up (representing more precise weaponry). Sufficient damage will count as an atrocity by the army's owning faction.

Formulas

Hit Chance Calculation:

Condition Formula
Defense ≥ Attack 50% × 2^(-0.55*(Defense-Attack))
Attack > Defense 100% − (50% × 2^(-0.55*(Attack-Defense)))

Attack/Defense Value: (Miltech + Bonus) × (0.5 + 0.5 × Army Health)

Bonus:

  • +0.2 base in allied territory
  • +0.2 if allied territory is a rugged terrain
  • +0.125 if allied/enemy territory is a rugged terrain and Mountain Warfare Doctrine is researched
  • +0.1 if allied territory is a core economic region
  • +0.125 if allied/enemy territory is a core economic region and Urban Warfare Doctrine is researched
  • -0.2 if army CP is crackdown
  • Maximum of +0.3 from Military lab modules in Low Earth Orbit
  • Councilor advise bonus

Damage taken: If an army is hit, it loses 0.1*Attack% of its life. This damage can be multiplied by 3 if it's a crit. The chance of crit is N^2/100 where N is the number of armies (allied or enemy) in the region.

Army Operations

The faction that controls an army can conduct operations with it. They are:

Operation Effects
Deploy Army Move this Army to an adjacent region, including those of allies or wartime enemies. Armies will engage in battle with enemy armies and occupy enemy regions. Naval armies may move between coastal regions worldwide if no belligerent power has naval superiority.
Deploy Armies Move all stacked armies to an adjacent region, including those of allies or wartime enemies. Armies will engage in battle with enemy armies and occupy enemy regions. Naval armies may move between coastal regions worldwide if no belligerent power has naval superiority.
Assault Alien Asset Launch an assault on a fixed alien target.
Assault Space Facility Destroy a fixed space facility in the region.
Raze Region Launch a general attack on economic and civilian targets in this region. Counts as an atrocity.
Airlift Home Return this army to its home region during peacetime. Operation will not complete if home nation is at war.
Cancel Operation Cancel current operation for this Army. Army will resume fighting if enemies are present.

Nuclear Warfare

Some nations have a number of Strategic nuclear barragenuclear attacks available to them. These represent launching multiple strategic nuclear weapons at a target region. Launching nuclear strikes will devastate the economy of a region and the enemy armies within it, although the damage will be somewhat mitigated if a nation is launching strikes on its own or an ally's territory. Launching factions will be charged with committing one or more atrocities. Detonating a sufficient number of nuclear weapons may also have disastrous global effects. A region with Surface-to-Orbit defensesspace defenses cannot be attacked with Strategic nuclear barrage.

Nations can develop nuclear weapon with Develop atomic bomb prioritydevelop atomic bomb priority, which grants a Strategic nuclear barragestrategic nuclear barrage too. A nation with nuclear weapon program can build more with Nuclear weapons prioritynuclear weapons priority.

Nations construct nuclear weapons as a deterrent to enemy invasion. Attempting to conquer a nuclear-armed nation will almost certainly lead to nuclear strikes in retaliation.

Launching nuclear weapons will do terrible and lasting damage to the targeted region, destroy any enemy armies and all space facilities, and surely be seen with horror around the globe.

Effects of a Nuclear Attack (In Chronological Order)
Category Amount for Offensive Nukes Amount for Defensive Nukes Modifiers
Target Region GDP -52.5% to -87.5% -15% to -25%
Target Region Population -18.75% to -31.25% -1.875% to -3.125%
Target Nation Pollution Multiplier +0.075 to +0.125 +0.00375 to +0.00625 Multiplied by Region GDP / Nation GDP
Nuking Faction Commits Atrocities 1 per 100k Population killed.
  • Multiply by 10 if nuke launcher is not on the defending side of any war where the target nation is on the attacking side. (...seems to apply for self-nukes too??)
  • Capped between 1 and 20.
All Human Nations' GDP -25% × Region GDP / Global GDP + (0% to -2%) -5% × Region GDP / Global GDP + (0% to -2%) None
Family Ties Trait Effect -10 Loyalty Multiply by 2 if Councilor's Faction launched the nuke.
Target Region is Core Economic Remove Core Economic status Nothing None
All Human Nations' GDP -2.5% + (0% to -2%) N/A If Target Region just lost Core Economic status.
Target Region is Resource Remove Resource status Nothing None
All Human Nations' GDP -1.5% + (0% to -2%) N/A If Target Region just lost Resource status.
Target Nation Priorities Set to 0 Except Spoils, Unity, and Oppression
Destroy Space Assets in Target Region All Boost, Mission Control, and Space Defenses If Target Nation is NOT Nuke Launcher
N/A All Boost and Space Defenses, just 1 Mission Control If Target Nation is Nuke Launcher
Target Nation Funding N/A -50% × Region GDP / Nation GDP If Target Nation is Nuke Launcher
Health of Each Army in Target Region Instant Death For the Strongest Army that is not Ally of Nuker.
Min(0%, (-100% + (1% to 5%) × (Base MilTech - 3.79)) × 0.140625) For each Alien Invader Army that is not Ally of Nuker.
Min(0%, -100% + (1% to 5%) × Max(0, Base MilTech - 3.79) × 0.75 if Nuclear Hardening researched × 0.140625 if working for Aliens) 50% chance for each Human army that is not Ally of Nuker.
-100% × 0.75 if Nuclear Hardening researched × 0.140625 if working for Aliens The other 50% chance for each Human army that is not Ally of Nuker.
Min(0%, -100% + (1% to 5%) × Max(0, Base MilTech - 3.79)) 50% chance for each Megafauna army.
-100% The other 50% chance for each Megafauna army.
-100% / (48 to 52) For each army that is Ally of Nuker.
Each Councilor in Target Region 50% Chance to die Survivor trait gives immunity.
Alien Xenoforming Set to 0 Xenoflora Growth Levels None
Target Region Gains 1 Layer of Nuclear Fallout

Note: An army is an ally of the nuker if any of the following are true:

  • The army is owned by the nuking nation.
  • The army is owned by an ally of the nuking nation.
  • The army is owned by the nuking faction and not a Megafauna.

Orbital Bombardment

Spaceships with certain weapon modules can bombard hostile armies from orbit.