Councilors

Councilors are a faction's primary proxies on Earth and may also go to space to advance its interests there. Factions may initially have four councilors but certain projects allow them to expand the size of their council to six. Their primary role is to perform Missions on behalf of their faction.

Periodically, the game will enter the assignment phase, during which all factions will assign their councilors to missions. These missions will be resolved in a random sequence over the next few weeks. While some missions are automatically successful, most require a success roll. Missions can target nations, control points, habitats, and other councilors.

Factions can recruit councilors by spending Influence. Each month there is a new group of potetial recruits to choose from. You can also turn councilors from other factions to work for you.

The name and appearance of recruired councilors can be changed at any time.

Profession
Each councilor has a profession, which determines the range of their initial stats, available missions and possible traits. The Alien profession is only available to alien councilors.

Attributes
A councilor has eight attributes. They determine success chances on missions or offer bonuses to incomes.

Traits
Traits are innate characteristics of a councilor. They may grant permanent or conditioned stat bonuses or maluses, incomes, or access to certain orgs. Some traits may be purchased, upgraded or removed by spending XP.

Implant Traits
Implant traits can only be added or upgraded following certain projects.
 * Tier 1 traits cost 500 Money and require the Cybernetic Implants project.
 * Tier 2 traits cost 1000 Money and require the Neural Engineering project.
 * Tier 3 traits cost 2000 Money and require the Cyborging project.