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.

Detection
After every completed mission (whether successful or failed, but not aborted) each councilor has a chance of being detected based on the Noise value of the mission. The chance is reduced by the councilor's Espionage attribute. The chance is increased by the following: 4 * % control of nation where mission took place e.g. if faction controls 4 out of 5 CPs in nation then this is 3.2

Special bonuses and penalties - only when target is XA (Xenoform Alfa, alien councilor): +1 for Global Listening Network up to +9 from Xenoscience modules at Habs in Earth interface orbits down to - 10 from Xenoforming in region (ranges 0-100, tenth of the value is the penalty here) - 6 if Alien Facility is built in the region

+ Sum of (Investigation attribute of each faction's councilor * region proximity multiplier) Investigation to include also bonus +inv when detecting from traits Region proximity multiplayer: if in same region = 1 else if in same nation = 0.5 else if in adjacent region = 0.25 else = 0

Sum of all above / count of faction's advisors this effectively means the more councilors faction has the weaker effect of e.g. xenoscience modules is

+ Surveillance bonus 0 to 12 Faction has to be surveiling the region or adjacent region in the same "turn" For human targets bonus is always 12 For XA targets bonus is 4 to 12, depending on how many times faction already investigated XAs. It is 1:1, with floor for bonus being 4, ceiling 12 - so if your faction did at least 12 investigations of XAs, you get the maximum bonus. A detection success will reveal the location but not the faction of the councilor, marking councilor with a gray icon. This will allow the Investigate Councilor mission to target them. A detection critical success will reveal the faction of the councilor and allow all missions to target the councilor, marking councilor with a colored icon.

Detection awareness
When a councilor is detected there is a chance to gain knowledge about the detection. The roll is done separately for each faction that detected the councilor. The chance of discovering the detection is determined by the Investigation attribute of the detected councilor against the Espionage attribute of all councilors from the detecting nation divided by 6. If the player faction discovers a councilor has been detected they'll see the pawn notification icon on left edge on screen in color of their faction.

All councilors keep track of all factions they are aware spotted them. Player has this information about turned councilors as well. It is visible on councilor's face image - as highlighted on the picture here. This information however does not tell you when was the last time the councilor noticed that he was spotted by those factions.

Go To Ground mission will erase this information. Even though it's not 100% sure other factions will lose all intel on the councilor. (But it is likely that espionage 1 or more is enough to ensure that). However - it is still possible to be spotted on the Go To Ground mission - it's just unlikely with noise caused being negative 8.

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.