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 2 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
 * Wars
 * Unity priority
 * Rivalries with nations with a 1 control point difference at most

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
Direct Investment allows a faction to purchase Investment Points in a certain priority with Money and Influence. The cost increases with the nation's GDP. Only 200 Investment Points may be purchased each year in any nation.

Elites
Each nation requires a certain percentage of Investment Points to be put into the Spoils priority. Failing to provide enough Investment Points into Spoils, shown by the priority becoming red, increases the chance of a coup d'etat. The percentage required is reduced by high scores of Government, Education and Cohesion.

Nations with completed Spaceflight Program priority
The following nations at start have completed at least one Spaceflight Program priority:

Nations with completed Nuclear Weapons priority
The following nations at start have completed at least one Nuclear Weapons priority:

Regions
Regions are geographic areas that make up a nation.

The tab also includes information about the Boost and Mission Control resources that are based in each region.

The claims column lists other nations that may annex a territory.

Events, combat, councillor activity location and the presence of launch facilities or other installations all occur in a particular region rather than nationwide.

Regions may have the following characteristics:
 * Capital Region: Missions targeting the nation as a whole or its control points will take place here. Conquering the capital of a nation in wartime will trigger regime change and annexation of any claimed territory by its enemies.
 * Colony Region: Colony regions carry a lesser status within their nation, typically due to past imperial behavior by that nation. They contribute less to the national GDP and cannot support armies. Colonial status is lost if the region becomes an independent nation or joins a nation with a similar GDP. A colony region cannot support any mission control.
 * Core Economic Region: Core economic regions grant a bonus to the Economy policy. A core economic region can support a maximum of 8 mission control.
 * Resource Region: Resource regions grant a bonus to the nation's Economy priority, but also cause greater increases in inequality and environmental damage.
 * Rugged: Rugged regions take twice as long for an army to travel through, and offer significant combat bonuses for defending armies.
 * Ecologically Protected Region: These regions, typically in high latitudes in the northern hemisphrere, will not suffer economic loss due to global envirnmental damage.
 * Ecologically Vulnerable Region: Vulnerable regions suffer twice as much economic harm from global envirnmental damage as normal regions.
 * Alien Activity: Some form of alien activity has been detected in this region.
 * Fallout: This area has been struck by nuclear barrages. Regions damaged in this way suffer a permanent loss in population growth due to radiation and contaminated food and water supply.

Claims
Some nations have claims on regions that aren't theirs. These are the regions they may acquire through warfare or secession movements. Several social science projects can unlock new claims during the campaign.

Completing certain research projects projects will increase the number of claims.

Control Points
Control Points represent key nodes of political and economic power in a nation. The number of control points is set by the size of the nation's economy. The faction that owns a control point has loyal followers in positions of authority. Control points grant their faction a portion of the nation's critical resources, control over the nation's armies, and the ability to direct economic priorities.

Certain powerful policies, such as joining and leaving federations and merging nations, require Consolidated control of the executive, which means the executive faction either gained control of the nation through war or revolution, or must have held continuous control of the executive point for 180 days.

Once a faction has accumulated a sufficient amount of control in multiple nations, additional control points cost influence per month to maintain, and Crackdown and Purge missions against the faction's control points will receive a bonus. The cost increases with the more control points a faction owns, and the size of the economy of each nation the faction owns control in. Control points that have sustained a Crackdown do not cost any influence to maintain.

Every nation has between 1 and 6 control points, depending on their GDP. The GDP also determines how much influence it costs to hold control of a control point.

Control points come in a variety of types. Their type depends on the national government and other conditions, and provides a related bonus for the faction controlling it.
 * Executive: Enables the Set Policy mission as well as modifying foreign relations. Requires control of another control point first unless it's the only one.
 * Legislature: Bonus to Purge missions in the same nation if the Executive control point is controlled by another faction. Bonus to Purge defense in the same nation if the Executive point is controlled by the same faction.
 * Party: Bonus to Purge missions in the same nation against all control points except the Executive one.
 * Security Apparatus Bonus to Assassinate, Crackdown, Detain Councilor and Extract Councilor missions in the same nation.
 * Bureaucracy: Bonus to Control Nation missions in the same nation.
 * Identity Blocks: Bonus to Increase unrest missions in the same nation.
 * Mass Media: Bonus to Public Campaign missions in the same nation.
 * National Industries: Bonus to Hostile Takeover missions in the same nation.
 * Oligarchs: Bonus to Coup d'Etat missions in the same nation.
 * Regional Authorities: Bonus to Stabilize Nation missions in the same nation.
 * Aristocracy: Bonus to Money gained from the Unity priority in the same nation.
 * Financial Sector: Bonus to Money gained from the Funding priority in the same nation.
 * Religion: Bonus to Public Opinion gained from the Spoils priority in the same nation.
 * Corporations: Orgs based in the same nation cost less money.
 * Trade Unions: Orgs based in the same nation cost less influence.
 * Defense Sector: Owned armies in the same nation repair faster.

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. CPs with armies attached to them are shown with yellow star in a green hexagon symbol next to them. If there is more than one army attached to a control point then the number of attached armies is shown over the symbol.

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.

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. Certain policies require the target nation to accept them, the success rate depending on how similar the two nations are. Such policies are always acceptted if the same faction has executive control of both nations. Possible policies are: 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.

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.

At the game start date there are two federations:
 * Flag European Union.png European Union: France (lead), Germany, Italy, Spain, Benelux, Alpine States, Poland, Portugal, Sweden, Finland, Ireland, Czech Republic, Northern Balkan States, Baltic States, Hungary, Slovakia, Romania, Bulgaria, Greece
 * Flag Eurasian Union.png Eurasian Union: Russia (lead), Kazakhstan, Belarus, Armenia, Kyrgyzstan

When a federation or unification is created it will have the name and flag of its initial nation. However certain nations will create federations or unifications with unique names and flags.

Foreign Relations
The Relations tab describes the relations between different nations.
 * Allies are nations that will support this nation when attacked, and may hold a policy vote to join a war started by this nation. Allies may host one another's armies as well.
 * Rivals are nations with which this nation may go to war.

Changes in relations between nations are accomplished by policy votes, which may be initiated by a councilor or by the nation itself. 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.

Improving relations requires the consent of the targeted nation. This can be skipped by controlling the executive control points in both nations.

Breakaway Nations
Nations that secend from another nations become breakaway nations. Breakaway nations are always Rivals with their parent nations and cannot declare wars, join wars or join federations. Allies of breakaway nations are also always Rivals with the parent nation. This state can be ended by either the breakaway nation using the Declare Independence policy or the parent nation using the Grant Independence policy.

When the game starts there is only one breakaway nation - Taiwan.