Councilors: Difference between revisions
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Intel may increase with consecutive passive detection, or more actively with Investigate mission. | Intel may increase with consecutive passive detection, or more actively with Investigate mission. | ||
=== Turn councilor === | |||
[[File:Turned.png|200px|thumb|Turned councilor]] | |||
Councilors with 5 intel on them can become this faction's spies via ''[[Missions#turn_councilor|Turn councilor]]'' action. Each faction can have no more than 2 spies in other factions. | |||
Spies provide full vision of their faction, 3 intel on other councilors, and can be forced to increase failure chance on their missions. Other factions are programmed to track councilors suspected to be spies and deal with them (their suspicion about advisers is stored in <code>internalCouncilorSuspicion</code> variable). | |||
Hydra councilors can never be turned. | |||
==== Dealing with spies ==== | |||
* ''Investigate councilor'' may reveal whether investigated adviser is turned or not. | |||
* ''Inspire'' will make target councilor cut their contacts with faction that turned them. This will not reveal whether this councilor was a spy or not. | |||
* Firing suspected councilor or sending them on suicide mission is also a valid option. | |||
==== Stealing councilors ==== | |||
It's possible to steal turned councilors from other factions. To do that, open their profile in council interface and press ''resign''. This will add them to unemployed councilors pool, from where they will be available to hire. | |||
=== Noise === | === Noise === |
Revision as of 09:39, 12 November 2022
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 detection risk of the mission. The chance is reduced by the councilor's Espionage attribute and increased by noise. 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) +12 if the region or an adjacent region has been surveyed during the same missions phase and the councilor risking detection is human + 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)
When detecting alien councilors the following bonuses and penalties also apply:
- +1 from Global Listening Network council engineering project
- +1 per Xenology Lab hab module (max xenoscience bonus is +9)
- +2 per Xenoscience Research Center hab module (max xenoscience bonus is +9)
- +3 per Xenoscience Institute hab module (max xenoscience bonus is +9)
- -1 per 10% xenoforming in the region
- -6 if an Alien Facility is built in the region
- If the region or an adjacent region has been surveyed during the same missions phase there is a +4 bonus. It increases by +1 for each investigated alien councilor above 4, capping at +12 after 12 alien councilors have been investigated.
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 faction-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.
Intel on target
Councilors have 5 levels of intelligence given to each faction aware of their existence. Each level reveals more information about this councilor:
- Councilor is detected
- Their affiliation, identity and class is revealed
- Their stats, orgs and available missions are revealed
- The faction sees their actions during mission phase
- The faction knows their loyalty and can turn them
Intel on target is also added to some mission against this councilor, for example, Assassinate and Hostile Takeover.
Intel may increase with consecutive passive detection, or more actively with Investigate mission.
Turn councilor
Councilors with 5 intel on them can become this faction's spies via Turn councilor action. Each faction can have no more than 2 spies in other factions.
Spies provide full vision of their faction, 3 intel on other councilors, and can be forced to increase failure chance on their missions. Other factions are programmed to track councilors suspected to be spies and deal with them (their suspicion about advisers is stored in internalCouncilorSuspicion
variable).
Hydra councilors can never be turned.
Dealing with spies
- Investigate councilor may reveal whether investigated adviser is turned or not.
- Inspire will make target councilor cut their contacts with faction that turned them. This will not reveal whether this councilor was a spy or not.
- Firing suspected councilor or sending them on suicide mission is also a valid option.
Stealing councilors
It's possible to steal turned councilors from other factions. To do that, open their profile in council interface and press resign. This will add them to unemployed councilors pool, from where they will be available to hire.
Noise
Mission | Critical Fail | Fail | Success | Critical Success |
---|---|---|---|---|
Abductions | 8 | 4 | 2 | -4 |
Advise | 0 | |||
Assasinate | 10 | 4 | 0 | -4 |
Assault Alien Asset | 12 | 6 | 4 | 0 |
Grant Alien Control | 0 | |||
Build Facility | 0 | 0 | 0 | 0 |
Contact | 0 | |||
Control Space Asset | 30 | 30 | 0 | -4 |
Coup d'Etat | 8 | 4 | 2 | 2 |
Crackdown | 6 | 2 | 0 | -4 |
Defend Interests | 0 | |||
Deorbit | 0 | |||
Detain Councilor | 8 | 2 | 0 | -4 |
Surveil Location | -4 | |||
Dominate Nation | 30 | 30 | 30 | 30 |
Enthrall Elites | 8 | 4 | 0 | -4 |
Enthrall Org | 4 | 2 | 0 | -4 |
Enthrall Public | 8 | 4 | 0 | -4 |
Enthrall Unaligned Elites | 8 | 4 | 0 | -4 |
Extract Councilor | 10 | 2 | 0 | -4 |
Control Nation | 4 | 2 | 0 | -4 |
Go To Ground | -8 | |||
Hostile Takeover | 8 | 2 | 0 | -4 |
Inspire Councilor | -2 | -4 | -4 | -4 |
Investigate Alien Activity | 2 | 0 | -2 | -4 |
Investigate Councilor | 2 | 0 | -2 | -4 |
Orbit | 0 | |||
Pass Technology | 0 | |||
Public Campaign | 8 | 2 | 0 | -4 |
Protect Councilor | 0 | |||
Purge | 8 | 4 | 0 | -4 |
Sabotage Facilities | 12 | 2 | 0 | -6 |
Sabotage Hab Module | 12 | 2 | 0 | -6 |
Sabotage Project | 8 | 0 | 0 | -2 |
Seize Space Asset | 12 | 6 | 2 | 4 |
Set National Policy | 10 | |||
Stabilize Nation | 6 | 3 | 0 | -4 |
Steal Project | 8 | 2 | 0 | -8 |
Terrorize Region | 16 | 16 | 30 | 16 |
Transfer | 0 | |||
Turn Councilor | 12 | 6 | 0 | -4 |
Increase Unrest | 12 | 6 | 0 | -4 |
Xenoform | 8 | 4 | 2 | -4 |
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.
Positive Traits
Trait | Effects | XP Cost | Description |
---|---|---|---|
Government |
|
20 | A member of a recognized government with official status. |
Transparent |
|
N/A | Always means exactly what he or she says. |
Apocalyptic |
|
N/A | Believes the end of humanity is nigh and wishes others to do so. |
Aware |
|
N/A | Particularly skilled at detecting other councilors. |
Hard Target |
|
20 | Will strike back if attacked. |
Streetwise |
|
20 | Skilled at navigating dark corners in his or her home nation. |
Veteran |
|
N/A | A former member of his or her home nation's armed forces. |
Vengeful |
|
N/A | It's payback time. |
Quick Learner |
|
N/A | Picks up new skills faster than most. |
Striver |
|
N/A | Dedicated to self-improvement. |
Survivor |
|
10 | Very hard to kill during episodes of mass violence. |
Crew |
|
N/A | Has a small team of loyal followers who serve as bodyguards and can conduct operations. |
Counselor |
|
20 | Appeals to what we have in common. |
Unifier |
|
40 | Influential in nations with a sense of common purpose. |
Affluent |
|
10 | Makes a good living. |
Prosperous |
|
20 | Well-off and able to contribute meaningful funds to the cause. |
Wealthy |
|
40 | Has access to a hefty bank account. |
Astronomer |
|
N/A | An expert in the study of Space Science. |
Chemist |
|
N/A | An expert in the study of Materials. |
Doctor |
|
N/A | An expert in the study of Life Science. |
Physicist |
|
N/A | An expert in the study of Energy. |
Computer Scientist |
|
N/A | An expert in the study of Information Science. |
Military Scientist |
|
N/A | An expert in the study of Military Science. |
Social Scientist |
|
N/A | An expert in the study of Social Science. |
Senior Astronomer |
|
20 | A prominent researcher in the field of Space Science. |
Senior Chemist |
|
20 | A prominent researcher in the field of Materials. |
Senior Doctor |
|
20 | A prominent researcher in the field Life Science. |
Senior Physicist |
|
20 | A prominent researcher in the field Energy. |
Senior Computer Scientist |
|
20 | A prominent researcher in the field Information Science. |
Senior Military Scientist |
|
20 | A prominent researcher in the field Military Science. |
Senior Social Scientist |
|
20 | A prominent researcher in the field Social Science. |
Chief Astronomer |
|
40 | A distinguished researcher in the field of Space Science. |
Chief Chemist |
|
40 | A distinguished researcher in the field of Materials. |
Chief Doctor |
|
40 | A distinguished researcher in the field Life Science. |
Chief Physicist |
|
40 | A distinguished researcher in the field Energy. |
Chief Computer Scientist |
|
40 | A distinguished researcher in the field Information Science. |
Chief Military Scientist |
|
40 | A distinguished researcher in the field Military Science. |
Chief Social Scientist |
|
40 | A distinguished researcher in the field Social Science. |
Connected |
|
20 | Able to use back channels to exert a measure of influence. |
Puppet Master |
|
40 | Able to pull strings in many places without notice. |
Low Profile |
|
N/A | Skilled at evading detaction. |
Undercover |
|
N/A | This person's public persona conceals someone who is able to infiltrate enemy space installations without fear of identification. |
Agitator |
|
20 | Excels at gaining the support of those unhappy with their nation. |
Second Wave |
|
N/A | This alien appears to be part of a second wave of infiltrators and more skilled at evading detection than its predecessors. |
Pherocyte Emitter |
|
N/A | We adapt the aliens' biological advantage for our own uses. |
Pherocyte Mass Emitter |
|
N/A | A powerful broadcaster of alien pherocytes that makes nearby people extremely suggestible. |
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.
Tier 1 Trait | Tier 2 Trait | Tier 3 Trait |
---|---|---|
Datajack
|
Neural Interlink
|
Cognitive Enhancer
|
Embedded Sensors
|
Enhanced Senses
|
Argus Implant
|
Force Tracker
|
Battle Computer
|
Strategic AI
|
Intelligent Assistant
|
Management AI
|
Executive AI
|
Protection Unit
|
P-Defense System
|
Guardian Angel
|
Scrambler
|
Countermeasures
|
Stealth Field
|
Loyalty Monitor
|
Cannot be upgraded | Cannot be upgraded |
Mixed Traits
Trait | Effects | Description |
---|---|---|
Firebrand |
|
Appeals to the anger and fear of an uncritical audience. |
Demagogue |
|
An influential rabble-rouser who plays to the basest instincts of the public. |
Rich |
|
Has vast sums to call on, but disliked in egalitarian nations. |
Billionaire |
|
Access to truly obscene amounts of money, to the point of unpopularity in nations that prize equality. |
Eminent |
|
Influential among elites, but well-known enough to sometimes attract unwanted attention. |
Famous |
|
Broadly known among elites and the public. |
Megastar |
|
A person of global renown, whose very movements make the news worldwide. |
Opinion Leader |
|
A respected commentator on public affairs, whose words reach many in free nations. |
Media Darling |
|
A popular speaker on media channels in free nations. |
Elder Statesman |
|
A widely respected and influential member of the political elite. |
Averse |
|
Flouts elite conventions, gaining influence among the masses at some personal risk. |
Paranoid |
|
Sees enemies everywhere. Only right some of the time. |
Ethical |
|
A person of principle who believes not all means are justified by their end. |
Pacifist |
|
Personally refuses to take part in any violent action. |
Academic |
|
Affiliated with a research university. |
Awkward Genius |
|
Poor at recognizing social cues and working with others but able to conduct scientific investigations with unparalleled focus. |
Brazen |
|
Flouts elite conventions, gaining influence among the masses at some personal risk. |
Conspiracy Theorist |
|
Sees connections between events that others will not. Occasionally right about them. |
Corrupt |
|
Influential, but will steal from us. |
Cynic |
|
Difficult to fool, but expresses little hope for humanity's future. |
Expert |
|
An oft-quoted speaker on topics in a certain realm of expertise. |
Lone Wolf |
|
Does not work well with others, but skilled at secretive activity. |
Oligarch |
|
Has gained riches via political power; influential in nations with high inequality. |
National Hero |
|
Well known and influential in his or her home nation. |
Suspicious |
|
Naturally inclined to distrust others. |
Technocrat |
|
Believes that social relations are simply an engineering problem. |
Criminal |
|
Involved in illegal activities. |
Sociopath |
|
Someone skilled at managing others in sole pursuit of his or her own satisfaction. |
Furtive |
|
A secretive and often negative personality. |
Inscrutable |
|
Never seems to express a strong opinion. |
Pollyanna |
|
Always expresses a sunny outlook on events, regardless of their reality. |
Extremist |
|
Utterly devoted to the cause and holds those who aren't in low regard. |
Fanatic |
|
An absolute true believer who lacks an understanding of certain subtleties of dealing with the world. |
Negative Traits
Trait | Effects | Remove Cost | Description |
---|---|---|---|
Inflexible |
|
40 XP | Slow to learn new things. |
Declining |
|
Permanent | Age is taking its toll. |
Careless |
|
20 XP | Someone who doesn't take personal security terribly seriously. |
Delinuent |
|
300K Money | Refuses to honour outstanding debts, gaining them a reputation for untrustworthiness and causing their movements to be more closely tracked. |
Addict |
|
40 XP | Addicted to an illicit substance and willing to go to any length to acquire it. |
Earthbound |
|
20 XP | This person refuses to travel to space. |
Extorted |
|
300K Money | Feels that they have been taken advantage of financially by our faction, making them reluctant to trust us. |
Indebted |
|
150K Money | Owes a very large sum of money to creditors, reducing their credibility. |
Indulgent |
|
20 XP | Spends lots of money on personal gratification. |
Pariah |
|
Permanent | Strongly disliked in his or her home nation, this person fares better in foreign lands. |
Enemy of the State |
|
20 XP 20 Influence |
Faces imprisonment or execution in his or her home nation. |
Non Grata |
|
20 XP 100 Money 20 Influence |
Faces imprisonment or execution in rivals of his or her home nation. |
Terra Invicta mechanics | |
---|---|
Factions | Factions • Resources • Technology • Aliens • Diplomacy • Events |
Council | Councilors • Missions • Orgs • RNG |
Earth | Nations • Regions • Terrestrial Warfare • Climate Change |
Space | The Solar System • Celestial Bodies • Habs • Spaceships • Fleets |
Modding | Mod tools • Console Commands |