With the nations of Earth unable to reach consensus on how to approach the alien arrival on their own, covert transnational factions of like-minded people have become the dominant players in world affairs. Each is driven by an ideology on how to address alien activities on Earth. These factions will seek to invest in and control the governments of Earth to advance their goals. You are leading one of these factions.
The inner leadership circle of each faction is its council. Councilors will go on missions to help you gain power over Earth's nations and discover the aliens' goals on Earth. Factions also may gain control over armies, and as the story progresses, they may build habitats and fleets in space.
Factions cannot be entirely eliminated in Terra Invicta. They have emerged from the beliefs of the people of Earth. People can be swayed and organizational structures removed, but ideas can't fully die. What matters is how much power the people holding those ideologies possess.
During the campaign, each faction will have one or more objectives to fulfill at any given time. Completing objectives will lead to uncovering information about the aliens and their true purpose in our Solar System. Objectives can also unlock special research projects and orgs for a faction.
By using the Contact mission on a councilor from another faction, a councilor may initiate trade discussions with the leader of that faction. Successful trades can serve to lower hostility between factions.
Factions can begin trade negotiations with each other by using the Contact mission. They may trade resources, orgs, control points or council engineering projects. They can also form non-aggression pacts, which prevents two factions from using hostile missions or the declare war policy against each other's councilors and nations.
Nations that are in conflict or at war with each other will reject trade negotiations.
Atrocities are actions that will permanently lower Public Opinion in every nation for a certain faction, as well as the loyalty of councilors with the Ethical and Pacifist traits. The following actions will create atrocities:
- Completing a Nuclear Weapons priority for the first time in a nation
- Using a Strategic Nuclear Barrage
- Razing a region with an army or fleet
- Bombarding a mission control facility or launch facility
- Destroying a hab with civilian modules
- Critically failing Assassinate missions
- Critically failing Increase Unrest missions
- Assassinate mission on a councilor with the Beloved trait
- Various random events
There are seven human factions in Terra Invicta. Each faction has an ideology that determines how hostile it will be to other factions and how much they will be affected by a nation's population having different beliefs. Factions with ideology supportive to the aliens will eventually be able to transfer territory to the alien nation.
|Faction||Leader||Agenda||Ideology||Default names||Ship color|
|The Resistance||Commander Fiona Ayouade||Protect humanity by resisting the alien invasion||Realist||Somewhat hostile||Small ships after heroes
Medium ships after qualities
Large ships after battles
Habs after commanders
|The Servants||Superior Judith Howell||Support the aliens by any means necessary||Idealist||Very supportive||Small ships after mythical beasts
Medium ships after phenomena
Large ships after mythologies
Habs after monuments
|The Initiative||Chairman Soren Van Wyk||Exploit the alien arrival to gain power||Cynical||Neutral||Small ships after fish
Medium ships after rivers
Large ships after water bodies
Habs after explorers
|Project Exodus||Director Khalid Al-Ashgar||Escape the aliens by sending humans to other stars||Idealist||Hostile||Small ships after birds
Medium ships after astronomy objects
Large ships after famous ships
Habs after astronauts
|The Academy||Chancellor Li Qingzhao||Convince the aliens that we are equal||Idealist||Somewhat supportive||Small ships after land animals
Medium ships after scientists
Large ships after explorations
Habs after exemplars
|Humanity First||Colonel Hanse Castillo||Eradicate the aliens and all who support them||Somewhat cynical||Very hostile||Small ships after weapons
Medium ships after warriors
Large ships after scary things
Habs after mountains
|The Protectorate||Commissioner Kiran Banerjee||Protect humanity by appeasing the aliens||Somewhat cynical||Supportive||Small ships after cities
Medium ships after regions
Large ships after landmasses
Habs after leaders
Initial objectives are the same for every faction. However as more objectives are completed the story will start to diverge.
Once a faction completes all its campaign objectives it will gain a unique victory org and the Victory Objective will appear. The Victory Objective requires assigning the victory org to a councilor, completing all requirements for its mission and then undertaking the final mission.
Most Threatening Faction
All factions will slowly begin to target the most threatening faction in the game. The most threatening faction is the one that has the highest threat score, calculated with the following formula:
control points + (sum of all armies' Miltech * 0.5) + active hab modules + objectives completed
|Terra Invicta mechanics|
|Factions||Factions • Resources • Technology • Aliens • Diplomacy • Events|
|Council||Councilors • Missions • Orgs • RNG|
|Earth||Nations • Regions • Terrestrial Warfare • Climate Change|
|Space||The Solar System • Celestial Bodies • Habs • Spaceships • Fleets|
|Modding||Mod tools • Console Commands|