Nations

Nations on Earth serve as battlegrounds for the aliens' designs on Earth and are sites of both political and military conflict. Human factions, using councilors and armies, will compete to control nations in order to make use of their resources to fulfil their objectives.

Most nations in Terra Invicta correspond to a single real-world Earth country, although in several cases adjacent groups of small nations are aggregated into a single nation so they have more relevance to the scale of the game, and any inter-nation issues between within these generally take place below the scale of the simulation. Factions function as something like covert investors in nations, and with enough focus they can take control over the nation's economy and foreign policy.

National Stats
The prosperity and stability of Earth's nations, already tenuous in many places, has been thrown into doubt in light of the alien arrival. Different events throughout the game may alter the qualities of a nation significantly. These circumstances are tracked and made visible to the player, who can take various actions to modify them.

Government
A nation's Government score measures the amount of democracy in a country, which represents things like civil liberties, popular selection of leaders, press freedoms, and rule of law via an independent judiciary. This impacts many things, including national stability and cohesion, research production, corruption, economic growth and the effectiveness of the military in controlling unrest.

Government increases by 0.005 per 2 Investment Point(s) in the Knowledge priority. It changes by -0.001 per 2 Investment Point(s) in the Unity priority.

The Government score impacts the Cohesion score. Lower Government score increases the Cohesion score resting point, while higher Government score draws Cohesion score to the mean value of 5, and simultaneously increases research production. Higher Government score also lower Spoils priority requirement to keep the national elites happy in order to avoid resetting of CPs by Coup d'Etat and boosts economic growth. Lower Government score increases the effectiveness of the military priority and armies at reducing unrest.

Goverment score ranges from 0 to 10:

Unrest
The Unrest score represents represents violent resistance to the political, economic or cultural status quo in this nation. High unrest hampers the economy and may result in a coup or revolution, which will transfer or clear many or all of the nation's Control Points at once. Unrest is fed by low Cohesion and low quality of life (per-capita GDP). Military spending and armies can reduce it, especially in non-democratic nations.

Unrest is decreased by investing in the Military priority.

Its resting point is increased by having low cohesion, low Per-Capita GDP, or unification with another nation. Unrest can be increased by councillor Increase unrest and reduced by stabilize nation assignments. It is also reduced by military priority and armies, both of which work better in nations with lower government score.

Unrest changes relatively quickly if it is not at its resting point. It's generally better to reduce unrest resting point before reducing its value with councillors and military priority, otherwise it will grow back naturally and quickly.

Naturally occurring coups can happen on high levels of unrest. Those can be countered through spoils and military investments. The spoils priority may be ignored if the level of unrest in a country is sufficiently low, even if the indicator appears red.

Unrest score ranges from 0 to 10. Every 0.1 point of Unrest above 2 will decrease Investment Points by 1%, capping at 80% at 10 unrest. In also increase Coup d'Etat chances.

GDP
A nation's GDP, or Gross Domestic Product, is a measure of its annual economic output in U.S. dollars adjusted by its purchasing power parity. The nation's GDP determines how many Control Points a nation has, how many Investmen Points it produces, and how difficult certain missions are.

GDP is not directly influenced by economy priority, which affects PPP instead. It must be noted that a significant economic growth in a nation may also carry negative consequences to the planet's climate stability. Unification combines both nation's GDPs.

Per Capita GDP
A Per Capita nation's GDP its its Gross Domestic Product divided by its population. It represents the economic conditions for the average citizen of this nation. Nations with low per-capita GDP will face higher unrest while the people's needs are not met.

Putting investment points into the Economy priority can increase GDP. Conflict, population loss, and climate change are among the things that can cause it to decrease.

Development
Development repsesents how much monthly Funding, Research, Boost, Mission Control and Investment Points a nation will provide to factions owning Control Points.

Monthly Investment Points
These represent the nation's economic surplus that can be distributed by factions with Control Points in the Priorities tab. The value is set by the nation's GDP and reduced by the number of armies it fields and by high levels of unrest.
 * Unrest decreases Monthly Investment Points by 1% for every 0.1 point of Unrest, capping at -80% at 10 unrest.
 * Navies decrease Monthly Investment Points by 0.5 per navy.
 * Armies stationed in the nation decrease Monthly Investment Points by 0.5 per army.
 * Armies stationed in another nation decrease Monthly Investment Points by 1 per army.

Miltech
A nation's Military Technology value represents the capability of the nation's armed forces. Each tenth of a point in Miltech represents a 10% improvement in combat capability.

Mitech is increased by Investment Point(s) in the Miltech priority. Unification between two nations balances the Miltech score between the two nations. Miltech applies to both army strength, which changes together with national Miltech level, and regional defence power.

Miltech score ranges from 0 to 8. The Miltech age also determines the visual appearance of armies.

Initially the Miltech score is capped at level 5, which can be increased by 0.5 with each of the following technologies:
 * Terrestrial Military Science
 * Cybernetics
 * Next-Generation Aerospace
 * Diamondoids
 * Applied Artificial Intelligence
 * Networked Global Defense
 * Coilguns
 * Trans-Interface Warfare

Navies
A nation's naval score is calculated by the number of navies it has attached to its armies multiplied by the nation's military technology score.

There are three possible navy states:
 * No Navies: No army has any navy attached.
 * Freedom of the Seas: At least one army has a navy attached and there are no enemies with a higher naval score.
 * Blockaded: At least one army has a navy attached and there are enemies with a higher naval score.

Strategic Nuclear Barrages
The number of strategic nuclear barrages that may be launched from this nation. Each barrage will devastate a single region and cause massive envirnmental damage globally. Nuclear strikes are directd by the faction in control of the executive control point.

Nuclear weapons can target any region belonging to current war enemies, or owned regions with enemy forces present. Note that advanced defenses will prevent any attack.

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.

Education
A nation's Education value is scored based on the average years of schooling of a citizen in this nation. Nations with higher education scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.

Education increases by 0.005 per 2 investment Point(s) in the Knowledge priority.

Education score ranges from 0 to 9:

Cohesion
A nation's Cohesion represents the level of unity or conflict among the people of the nation. This includes cultural, ideological, ethnic and religious similarities and differences. High values describe a unified society that brooks little deviation or dissent. Middle values represent a diverse society that has both internal conflict and a healthy, creative counterculture. Middle-low values represent a high degree of political polarization, and the lowest values mean the nation's people are fragmented or even tribal.

Cohestion changes by 0.01 towards the value of 5 per to Investment Point(s) in the Knowledge priority.

Cohestion score ranges from 0 to 10:

Cohesion is lowered by:
 * Medium government score
 * High inequality score
 * Population
 * Regions
 * Loss of armies
 * Difference between public opinion and the faction controlling the control points

Cohesion is centered by:
 * High goverment score
 * Knowledge priority

Cohesion is raised by:
 * Low government score
 * Rivalries
 * Wars
 * Unity priority

Public Opinion
The is the public opinion in the nation towards the aliens. Support for a particular ideology grants an influence income to the corresponding faction, and the faction receives bonuses when attempting to gain and maintain control of the nation.

The Public Campaign councilor mission will shift opinion in favor of a faction. Committing atrocities will shift it away from a faction.

Inequality
A nations Inequality score is a measure of how wealth and income is distributed in the nation. High values mean the nation doesn't have much of a middle class. Inequality grows by a little as a product of normal economic activity (the Economy Priority) or by a lot because of corruption (the Spoils Priority). Resource regions in a nation can contribute to inequality as well. High inequality reduces Cohesion as the nation divides into haves and have-nots.

Inequality changed by -0.005 per 1 Investment Points(s) in the Welface priority.

Inequality score ranges from 0 to 7:

Priorities
The settings in the Priorities tab control the distribution of Investmen Points, which represent surplus economic capital generated by the nation.

The owner of each control point may direct a share of investment Points into any number of priorities, either by selecting a present in the dropdown menu or setting them directly by clicking a spot in the grid.

Investment points are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of investment going to a particular priority depends on the total number of weights set for a particular control point.

Investment Points gradually fill buckets for each priority; once filled, the nation receives the effects of that priority, and in most cases it may be filled again.

Some priorities will be highlighted red if they are considered critical to the nation.

Direct Investment can be done in one or more national stats to improve them directly. Direct Investments cost Money and Funds to perform. There are also technologies that can be researched to reduce the cost of a Direct Investment point. Investing in Unity while your faction controls a CP in a nation also improves your factions popular opinion in the nation.

Regions, classification and claims
Nations are composed of one or more Regions. Regions are normally named after their most relevant city or a geographic situation. The function of regions is primarily geographical, not political; they exist to mark the locations of critical assets and armies. When new nations form or existing ones change, they are made of regions from other nations.

Events, combat, councillor activity location and the presence of launch facilities or other installations all occur in a particular region, not nationwide.

Geographic characteristics
Geographically, regions may be classed as rugged, a terrain modifier that causes armies to take longer to cross it and defending armies to have a substantial advantage during battles. Coastal regions meanwhile serve as launching and arrival points for armies with a navy upgrade; and regions on or near Earth's equator will gain more boost for a given amount of investment, as launching rockets are able to make use of Earth's greater rotational velocity there.

Claims
Some nations have claims on regions that aren't theirs. These are the regions they may acquire through warfare, secession movements, or federation and merging if possible. Several social science Projects can unlock new claims during the campaign. A claim on a nation's capital by another one opens the possibility of total conquest and unification paths, annexing entire nations into a larger one and saving significant control points cost at the expense of some investment versatility.

Control Points
Every nation has a number of control points (CP), ranging from 1 to 6, depending on their GDP. If a nation crosses certain threshold of GDP, they can have their number of control points increased or decreased. An excessive amount of control points under a faction's command (essentially being over the limit) causes a loss of influence income depending on the excess ratio.

Types and Abilities
Control points can be controlled by any faction in the game. They represent most prominent institutions of a given nation. Once controlled, each of these CPs give various benefits for the owner but only in said nation. Depending on a type of the CP these benefits, in no particular order, are:

-Mass media: Bonus to public campaign missions in this nation -Identity blocs: Bonus to increase unrest missions in this nation -Financial sector: Bonus to funding income from this nation -Corporations: Orgs based in this nation cost less money -Legislature: Bonus to Purge missions against executive in this nation; defends executive from purges if controlled by same faction -Aristocracy: Bonus to money gained from Spoils priority -Party: Bonus to purge missions against all control points except the executive in this nation -Religion: Bonus to public opinion shift in our favor from Unity priority -Oligarchs: Bonus to Coup d'Etat missions in this nation -Security apparatus: Bonus to Crackdown, Detain, and Assassinate missions in this nation -Trade unions: Orgs based in this nation cost less influence -Defence sector: Our armies in this nation repair strength faster -Bureaucracy: Bonus to Control Nation missions in this nation -National Industries: Bonus to Hostile Takeover missions in this nation -Executive: Access to set policy mission in this nation

Executive is the final control point in all nations and is shown with a building symbol next to it.

Besides CP specific bonuses each faction will also receive a fraction of funding, research, boost, mission control and spoils money produced by the nation. That fraction is equal to a proportion of controlled CPs versus all CPs of a nation. If there are armies controlled by the nation, getting control of CP may also grant you direct control of said armies. What each CP gives you or would give you can be seen on a tooltip by hovering your mouse over that CP in the nation screen. CPs with armies attached to them are shown with yellow star in a green hexagon symbol next to them.

Taking control of a Control Point
To gain control over a neutral CP one must perform a successful Control Nation mission with one of their councillors. Under normal circumstances, in nations with over 1 CP, executive CP can only be controlled if you already have a point in a nation and it is the last CP to be taken. If every nation has all of their CPs controlled by factions, Control Nation mission becomes unavailable. In that case you would need to perform a successful purge mission on an enemy controlled CP. To increase purge chances, it is recommended to conduct crackdown on these CPs first. Another alternative to Control Nation is Coup d'Etat. It can either be performed with your councillor or happen naturally. Successful Coup d'Etat missions will turn all the CP from that nation to your faction, while Coup d'Etat happening on its own will reset all of CPs in the country to neutral; this allows every faction to conduct Control Nation missions. Coup d'Etat is a lot more likely to be successfully performed or occur in nations with high unrest, so boosting chances often needs Increase Unrest missions beforehand.

CP value, cap and overextension
Each CP has a value associated with it which is equal to the number of CPs in that nation. The total CP value of your faction can be found in a tooltip by hovering over your influence resource on the top of screen. Here you can also find your CP value cap. When your total CP value exceeds the cap, it will incur daily influence penalties in so called overextension. These penalties rise exponentially the more you exceed your cap. Unlike money, your influence cannot go below 0. Nevertheless, having no influence and a negative income of it causes your CPs to be an easy target for enemy crackdown missions. There are several methods to alleviate the overextension:

-Increasing your CP value cap: There are several engineering projects that increase CP cap. One of them is management research. This is a repeatable project which increases your cap by 3 every time it is completed. However, its cost after every completion increase. The resistance also has an engineering project called Freedom Fighters which is locked under Independence Movements global research. This Engineering project increases your cap by 10 but is not repeatable. -Unification: Nations that have claims on others can be unified if they are in a federation and are controlled by the same faction or both parties agree to unify. In order to perform this action, one must send a councillor on a set national policy mission in either of these nations. You can check your available diplomatic actions by hovering over hand casting a ballot icon in a nation screen. Once unified, the nation has its parents GDPs combined and may have reduced upkeep in terms of CP value compared to before unification. -Abandoning nation: This action is available on national priorities screen. It places all CPs under crackdown, removes any benefits associated with controlling them and weakens armies from those CPs. Once selected, the value of these CPs will not count towards the cap. -Decreasing your GDP: The number of CPs a nation has will drop once a certain minimum GDP value is above the current one. While this drops your burden on influence, it carries obvious negative consequences when it comes to the nation's benefit to your cause.

Policies
Policies are actions the executive faction of a nation can take to dramatically alter the course of the nation. A councillor can use the Set Policy mission to enact policies. Possible policies include:

-Declare War -Seek Peace -Federation -Leave Federation -Unification -Grant Independence -Cede Territory -Disband Army -Disarm Warheads -Declare Independence A symbol of a hand casting a ballot, found in the top right corner of overview screen, prompts a tooltip in which the available national policies are listed. Here one can also find cooldown periods for countries, with whom diplomatic actions may become available after the timer expires

All of these policies may only be taken by sending your councillor to a Set National Policy mission, although, as it is with many missions, you can stack multiple councillors in a same nation to cruise through these policies. Control over the executive CP in that nation is always required.

One thing to note here is that national relations with other countries are not listed here as they are changed by relations menu on the bottom right corner of nation screen. This does not include war and peace treaties, as they are national policies.

International Relations
Nations at peace can be in one of three states with one another: allies, rivals, or neutral.

War-capable allies - those with armies or nuclear weapons - will join wars to defend each other when attacked by default. Allies may also send armies to each othe's regions during war or peace. Rival nations that may go to war with each other via the Set Policy councillor mission.



In nations where they have executive control, factions may spend Influence to change their bilateral relations with other nations. Any action that improve relations - from rivals to normalized relations, or normalized relations to allies - requires the consent of the other nation. Actions that improve relations also trigger a cooldown between the nations for improving relations again.

There are a few restrictions on who can ally and become rivals. Two nonadjacent nations with only one or two control points may not form alliances or rivalries unless one also has a navy. Nations allied with breakaway nations cannot ally with the breakaway's parent nation, and vice versa.

Federations
Federations are groupings of closely aligned nations that are pledged to provide mutual defence and share space program funding and boost. They are led by the predetermined member with the most significant international ambitions.

To join a federation, a nation must have claims on its territory by at least one of the federation's member nations, be allied with one of the members, and not be a rival or at war with any members. Nations may apply to join a federation using the Set Policy mission; the lead nation will approve or disapprove the request. The lead nation may also invite qualifying nations to join.

At the game start date there are two pre-existing federations:

-The European Union, which is comprised of France (lead), Germany, Italy, Spain, Benelux, Alpine States, Finland, Poland, Portugal, Ireland, Hungary, Czech Republic, Romania, Bulgaria, Northern Balkan States, Baltic States, Sweden, Greece, Slovakia. -The Eurasian Union, which is comprised of the Russian Federation (lead), Kazakhstan, Belarus. Kyrgyzstan, Armenia.

Other Federations may be created early in the game due to relevant claims between nations, for example:

-The United Kingdom, a federation between the United Kingdom (nation) and Ireland. -The Republic of the Southern Cross, a federation between Australia and New Zealand. -The Republic of Korea, a federation between North Korea and South Korea. -The Indonesia federation, a union between Indonesia and the Pacific States, and possibly Borneo (if made independent). -The African Union, a federation between Somalia and Ethiopia. -The Venezuelan Federation, a union between Venezuela and Guyana. -The Sudanese Federation, united between Sudan and South Sudan. -The Central American Confederation may form between Guatemala and Belize. -The Indian Federation created with India and Bangladesh. -The Pan Asian Combine may form between India and China.

Completing relevant Global Research Projects and Faction Projects will increase the number of claims, and thus federations will be able to be created as the campaign progresses.

Unification
It is possible to Unify two or more nations together to form larger nations which may eventually span continents as the campaign progresses. This requires one nation to have a claim on another nation's capital region and your Faction requires executive control of both nations.

The larger unified nation will likely have fewer CP overall, which aids in their defence, but it reduces the number of Investment Points compared to separate countries, resulting in less efficient resource acquisition army expansion.

Nations that can unify early in the game include:

-The European Union nation can form out of France and other EU nations -The Eurasian Union nation can form out of Russia, Belarus, Kazakhstan, Armenia, Kyrgyszstan, and other states with Eurasian Union claims on them. -Czechoslovakia can form from the Czech Republic and Slovakia (even if they're both within the EU Federation). -The Northern and Southern Balkan States can unify into Yugoslavia (even if they're both within the EU Federation).

To unlock further claims, and thus the ability to federate and then unify, some Global and Faction research projects can be completed.