Factions
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.
Human Factions
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 | |
---|---|---|---|---|---|---|
Humanity | Aliens | |||||
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Protect humanity by resisting the alien invasion | Realist | Hostile | Small ships after heroes Medium ships after qualities Large ships after battles Habs after commanders |
White |
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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 |
Black |
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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 |
Orange |
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Escape the aliens by sending humans to other stars | Idealist | Somewhat hostile | Small ships after birds Medium ships after astronomy objects Large ships after famous ships Habs after astronauts |
Brown |
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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 |
Olive |
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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 |
Red |
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Protect humanity by appeasing the aliens | Somewhat cynical | Supportive | Small ships after cities Medium ships after regions Large ships after landmasses Habs after leaders |
Blue |
Trade Negotiations
Factions can begin trade negotiations with each other by using the Contact mission. They may trade resources, orgs, habs, 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.
Factions on the same side of the anti-alien / pro-alien divide can go one step further, forming an intel sharing agreement that allows both factions to see everything that the other faction sees. Idealistic moderate factions (Project Exodus and The Academy) may also agree to share intel with factions on the opposite side of the divide.
On the other hand, in some very rare situations, even factions that are at war with each other can trade a truce, pausing their war for up to 12 months (currently bugged to immediately expire).
Trade negotiations can never be held between the more extreme factions on opposite sides of the divide:
- Humanity First can never trade with The Servants or The Protectorate.
- The Servants can never trade with Humanity First or The Resistance.
Trade options may be limited by the following factors:
- Faction hate: Factions that hate each other will offer less and demand more.
- Starvation:
- Factions will refuse to sell any resources that they believe they lack.
- Factions will refuse to buy any habs whose upkeeps they cannot afford.
- Active use:
- Factions cannot trade habs that currently have ships docked to them.
- Factions cannot trade any orgs that are currently being used for the missions they grant.
- Factions cannot trade any orgs that grant administration if said administration is currently used to equip other orgs.
- Threat: Factions will not offer a non-aggression pact if either party is the most threatening human faction.
- Envy: Factions will not offer a non-aggression pact or a truce to a faction that they currently envy. Human factions are usually envied if they have unlocked their victory objective or if they possess the highest fractional ownership of humanity.
In practice, it does not take long for players to become the most threatening human faction. Therefore any non-aggression pacts and intel sharing agreements that the player desires should be made early in the game and the player should try to avoid ever breaking them.
Player Faction | Humanity First | The Resistance | Project Exodus | The Initiative | The Academy | The Protectorate | The Servants |
---|---|---|---|---|---|---|---|
Humanity First AI | Intel Share | Intel Share | NAP | NAP | No Trade | No Trade | |
The Resistance AI | Intel Share | Intel Share | NAP | NAP | NAP | No Trade | |
Project Exodus AI | Intel Share | Intel Share | Intel Share | Intel Share | Intel Share | Trade | |
The Initiative AI | NAP | NAP | NAP | NAP | NAP | NAP | |
The Academy AI | Trade | Intel Share | Intel Share | Intel Share | Intel Share | Intel Share | |
The Protectorate AI | No Trade | NAP | NAP | NAP | Intel Share | Intel Share | |
The Servants AI | No Trade | No Trade | NAP | NAP | Intel Share | Intel Share | |
Aliens AI | No Trade | No Trade | No Trade | No Trade | Trade | Intel Share | Intel Share |
Resource Trade Limits
For each tradeable resource type R:
- Let S be the current amount of that resource R that the AI faction has.
- Let M be the monthly income amount of that resource R that the AI faction has.
- Let B be the number of ground habs that the AI faction has.
- Let H be the amount of hate that the AI faction has for its trading partner.
Then the AI faction is only willing to trade up to X units of R, where X is the minimum of all of the following:
- If R is boost, then S × (0.2 + 0.1 × B).
- S × ((0.4 - H / 300), capped between 0.05 and 0.3).
- M × 3.
- S - T, where T is based on R:
Resource Type R | Threshold T |
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Money ![]() |
40000 |
Influence ![]() |
400 |
Operations ![]() |
200 |
Boost ![]() |
80 |
Water ![]() |
20000 |
Volatiles ![]() | |
Metals ![]() | |
Nobles ![]() |
4000 |
Fissiles ![]() |
400 |
Exotics ![]() | |
Antimatter ![]() |
4 |
Furthermore, if the AI faction feels that it is deficient on a resource type, then it is completely unwilling to trade away that resource type.
Breaking Non-Aggression Pacts
An AI faction will immediately break its non-aggression pact (and intel sharing agreement) with the player if any of the following become true:
- The AI faction has more hate for the player faction today than it did yesterday. See Diplomacy for details on how faction hate may increase.
- The AI faction's war threshold towards the player has decreased to the point where the AI would declare war on the player faction because of its current hate value.
- The Player has monopolized every good nation on earth.
- The Player has unlocked their Victory Objective.
The Player is always free to break any non-aggression pacts and intel sharing agreements from their end, without needing to generate any hate or contact the other faction. Simply open up the intel window, go to the faction page, click the relations tab of the faction you wish to break the pact with, and then click the break pact button.
Atrocity
Atrocities are actions that cause mass death or suffering, and responsible factions suffer the loss of supporters as a result. Atrocities are cumulative; as a faction commits more, the public opinion penalty increases dramatically. Councilors with the Ethical and Pacifist traits also lose loyalty whenever their faction commits an atrocity.
The following actions will create atrocities:
- Completing a Nuclear Weapons priority for the first time in a nation.
- Using a Strategic Nuclear Barrage: this generates an atrocity for every 100k people killed in the resulting nuclear blast, with a cap of 20 atrocities committed per nuclear barrage launched.
- Razing a region with an army: this generates 5 atrocities and another for every 100k people killed, with a cap of 25 atrocities committed per raze operation.
- Bombarding a region.
- Destroying civilian hab modules.
- Critically failing Increase Unrest missions.
- Killing a councilor with the Beloved trait.
- Various random events.
The Total War Framing project, when researched, will halve the negative propaganda strength of all atrocities committed by the faction. This project is only available to Humanity First, The Initiative, and The Servants.
Campaign Objectives
Initial objectives are the same for every faction. However as more objectives are completed the story will start to diverge.
Victory Objectives
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.
Faction Ownership of Humanity
Humanity's total strength can be measured by four categories:
- The sum of GDPs for all nations.
- The sum of Research outputs for all human factions.
- The sum of Mission Control upkeeps for all human hab core modules.
- The sum of Combat Power for all human ships.
A human faction's fractional ownership of humanity can thus be measured by:
- The fraction of nation GDPs under the faction's control points.
- The fraction of Human Research that the faction outputs.
- The fraction of Human Mission Control upkeeps that the faction's hab core modules incur.
- The fraction of Human Combat Power that the faction's ships possess.
In the case of The Servants faction, their ownership scores are also affected by the Aliens' assets, especially those around earth.
As the game progresses, factions will envy the human faction with the highest fractional ownership of humanity, gaining passive hate for them and so slowly begin to target them. On difficulties below Brutal, AI factions cannot gain envy for the player's faction if they are ideologically close enough.
Note: In some cases, the game is only concerned with the fractional ownership of the two space categories, meaning the habs and ships, but not the nations and research. We will refer to this value as the Faction's Fractional Ownership of Space Humanity.
Human Faction Threat and Self-Assessment
Every human faction has a threat score, which represents how much of a danger it is to the other factions' goals. Because at the end of the day, all seven human factions have differing goals, and would love to take all the resources of the other human factions and use them to achieve their own goals.
This threat score is calculated as the sum of the following:
- For each control point under the faction's control, add the number of CPs the nation would have if it was not capped at 6. This is equal to the nation's GDP in billions ^ 0.25 / 2, rounded to the nearest integer.
- For each army under the faction's control, add the miltech level of the army times 0.5.
- For each hab module under the faction's control, add the tier of the module times 0.3.
- For each ship under the faction's control, add the structural integrity of the ship's hull times 0.3.
- For each campaign objective completed by the faction, add 10.
Each human faction sets their most powerful human enemy to be the human faction with the highest threat score other than itself. Then it assesses itself based on its own threat score compared to this most powerful human enemy:
- If it has at least 200% of the enemy's threat score, then it considers itself way ahead.
- If it has at least 125% of the enemy's threat score, then it considers itself ahead.
- If it has at most 80% of the enemy's threat score, then it considers itself losing.
- If it has at most 50% of the enemy's threat score, then it considers itself losing big.
- Otherwise, it considers itself to be on par.
Threat Scores and Self Assessments influence the behavior of human AI factions in various ways, including but not limited to:
- Passively gaining hate for other factions.
- Declaring open war on other factions.
- Their evaluations of trade offers and what they are willing to trade.
- Their willingness to take risks.
- Their fear of nuclear retaliation.
- Their desire to sabotage space facilities.
It even influences the Alien faction to an extent, because the aliens are more inclined to help The Servants and The Protectorate when they have lower self-assessments.
Terra Invicta mechanics | |
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Factions | ![]() ![]() ![]() ![]() ![]() ![]() |
Council | ![]() ![]() ![]() ![]() |
Earth | ![]() ![]() ![]() ![]() |
Space | ![]() ![]() ![]() ![]() ![]() |
Modding | Mod tools • Console Commands • Game Options |