Nations: Difference between revisions
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Nations have populations measured in millions. Throughout the course of the game these populations will grow or shrink based on various factors. The following section discusses population growth. | Nations have populations measured in millions. Throughout the course of the game these populations will grow or shrink based on various factors. The following section discusses population growth. | ||
Developed countries have at least two regions or are a fake union in the game (Benelux, Alpine States, etc), and have the following be true: education + democracy + (gdp per capita / 4000) >= 25. Therefore, Norway is not a developed nation, but France is. The Baltics can be developed if the country improves, without expanding, because it's a fake union. | Developed countries have at least two regions or are a fake union in the game (Benelux, Alpine States, etc), and have the following be true: <code>education + democracy + (gdp per capita / 4000) >= 25</code>. Therefore, Norway is not a developed nation, but France is. The Baltics can be developed if the country improves, without expanding, because it's a fake union. | ||
(regional per capita GDP / 30 000) + min((10-education)2/10, (10-democracy)2/10, 3.5) + (IF DEVELOPED: 5 - |5 - cohesion|) + popGrowthModifier - xenoforming/200 - 4*nukings | <code>(regional per capita GDP / 30 000) + min(((10-education)^2)/10, ((10-democracy)^2)/10, 3.5) + (IF DEVELOPED: 5 - |5 - cohesion|) + popGrowthModifier - xenoforming/200 - 4*nukings</code> | ||
The game also does not let you shrink by more than 95% annually. | The game also does not let you shrink by more than 95% annually. | ||
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This number is then used monthly to calculate pop growth; | This number is then used monthly to calculate pop growth; | ||
(1 + popGrowth + (random number between -0.005 and 0.005))1/12 | <code>(1 + popGrowth + (random number between -0.005 and 0.005))1/12</code> | ||
If the population decreases, Education does too. If you lose more than 5 million (no, it does not scale with total population), you get the maximum reduction of -0.005. This is only from natural growth, not nukes or other events. | If the population decreases, Education does too. If you lose more than 5 million (no, it does not scale with total population), you get the maximum reduction of -0.005. This is only from natural growth, not nukes or other events. | ||
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Unrest changes relatively quickly (0.25 per month, and even +1 per month if cohesion=0) if it is not at its resting point. It's generally better to reduce unrest resting point before reducing its value with councilors and military priority, otherwise it will grow back naturally and quickly. With the most totalitarian Government(0), it would take an investment of 7.5 IP per month to stabilize Unrest below its resting point. This grows exponentially: to 15 IP/month at 5 Government, 25 IP/month at 7 Government and 75 IP/month at 9 Government. | Unrest changes relatively quickly (0.25 per month, and even +1 per month if cohesion=0) if it is not at its resting point. It's generally better to reduce unrest resting point before reducing its value with councilors and military priority, otherwise it will grow back naturally and quickly. With the most totalitarian Government(0), it would take an investment of 7.5 IP per month to stabilize Unrest below its resting point. This grows exponentially: to 15 IP/month at 5 Government, 25 IP/month at 7 Government and 75 IP/month at 9 Government. | ||
==== Coups and revolutions ==== | |||
Naturally occurring coups and revolutions can happen at high levels of unrest; the Alien Administration cannot experience a coup but it can experience a revolution. The chances of coups and revolutions are checked every four days, with each nation assigned to one of the four days in the cycle. Revolutions will always occur if <code>unrest > 9.9</code> when checked. A naturally occurring coup will never happen if <code>democracy >= 8</code> and <code>unrest < 8</code>; otherwise the <code>daily chance of coup * 4</code> is checked. | |||
The daily chance of coup is <code>((unrest * 2 - cohesion - democracy) / 10 + elite unhappiness) / 6000</code>. The elites' unhappiness is zero if the spoils priority weight percentage matches or exceeds the nation's [[#Corruption|corruption]] or if one faction owns all the nation's control points and that faction's <code>popularity >= 65%</code>; otherwise it is <code>corruption - spoils</code> as value from 0.0 to 1.0. | |||
So natural coups can be countered by lowering unrest and increasing cohesion, democracy and spoils (up to the corruption level). The spoils priority may often be ignored if the level of unrest in a country is sufficiently low and the democracy/cohesion sufficiently high, even if the indicator appears red (but note that elite happiness or unhappiness will still be a modifying factor in the chance of targeted coups). | |||
==== Base Unrest ==== | ==== Base Unrest ==== | ||
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An army's base unrest modification value is <code>-1 * that army's strength (i.e. its health percentage from 0.0 to 1.0) / 10 * (10 - democracy)</code>. So it scales from 100% to 0% applied as democracy goes from 0 to 10. It can then further be altered by that army's owning faction's <code>ArmyUnrestReductionImpact</code> value, as may be applied from various effects (defined in TIEffectTemplate.json); however there don't appear to be any defined with an <code>ArmyUnrestReductionImpact</code> context at the time of writing. | An army's base unrest modification value is <code>-1 * that army's strength (i.e. its health percentage from 0.0 to 1.0) / 10 * (10 - democracy)</code>. So it scales from 100% to 0% applied as democracy goes from 0 to 10. It can then further be altered by that army's owning faction's <code>ArmyUnrestReductionImpact</code> value, as may be applied from various effects (defined in TIEffectTemplate.json); however there don't appear to be any defined with an <code>ArmyUnrestReductionImpact</code> context at the time of writing. | ||
For the Alien | For the Alien Administration, the base unrest is then further reduced by <code>the average of the the nation's regions' xenoforming level (from 0 to 100) / 20</code>. | ||
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. | 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. | ||
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|} | |} | ||
GDP | The economy priority increases GDP. Every completed iteration increases the GDP per capita by: | ||
<code>(3 + (# resource regions) * 1.5 + (# economic core regions) * 1.5 + democracy * 0.5 + education) / (pop in millions/50)^0.35</code> | |||
This means that for maximum GDP growth, you want more democracy, more education, as well as as many economic and resource regions as possible. | |||
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. Climate change has a negative effect on GDP based on the following states. | |||
-4.032% for every degree C below pre-industrial levels | -4.032% for every degree C below pre-industrial levels | ||
-1.344% for every degree C above pre-industrial levels | -1.344% for every degree C above pre-industrial levels | ||
==== Per Capita GDP ==== | ==== Per Capita GDP ==== | ||
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==== Monthly Investment 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. | 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. | ||
* The base value is equal to <code>(GDP in billions)^0. | * The base value is equal to <code>(GDP in billions)^0.35</code>. | ||
* Unrest decreases Monthly Investment Points by 1% for every 0.1 point of Unrest above 2, capping at -80% at 10 unrest. | * Unrest decreases Monthly Investment Points by 1% for every 0.1 point of Unrest above 2, capping at -80% at 10 unrest. | ||
* Navies decrease Monthly Investment Points by 0.5 per navy. | * Navies decrease Monthly Investment Points by 0.5 per navy. | ||
* Armies stationed in their home regions decrease Monthly Investment Points by 0.5 per army. | * Armies stationed in their home regions decrease Monthly Investment Points by 0.5 per army. | ||
* Armies stationed in another region decrease Monthly Investment Points by 1 per army. | * Armies stationed in another region decrease Monthly Investment Points by 1 per army. | ||
The overall formula is <code>(GDP in billions)^0. | The overall formula is <code>(GDP in billions)^0.35 * (1 - max(unrest-2, 0)/10) - 0.5*(# navies) - 0.5*(# armies at home) - 1*(# armies abroad)</code>. | ||
==== Funding ==== | |||
These mean all potiential money income the nation can provide to the controller. They will be separated equally to every control point of this nation. | |||
Funding can be increased by funding priority, for every investment point in the Funding priority: | |||
* The base value is 9 money per year | |||
* The additional value is equal to <code>Max(Round(((GDP in billions)^0.25)/2),1)</code> money per year -- this is the same formula that determines how many CP the nation has. | |||
Thus, the overall formula is <code>9 + N_control_points</code> money per year. | |||
=== Miltech === | === Miltech === | ||
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Miltech score ranges from 2 to 8. The Miltech age also determines the visual appearance of armies. | Miltech score ranges from 2 to 8. The Miltech age also determines the visual appearance of armies. | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
! Score range | |||
| 2-3 || 3-4 || 4-5 || 5-6 || 6-7 || 7-10 | |||
|- | |||
| | |||
|- | |- | ||
| '''Fusion Age'''<br>[[File:Army Tech7.png|110px]] | ! [[File:ICO army level.png|25px]] Miltech age | ||
| '''Industrial Age'''<br>[[File:Army Tech2.png|110px]] | |||
| '''Atomic Age'''<br>[[File:Army Tech3.png|110px]] | |||
| '''Information Age'''<br>[[File:Army Tech4.png|110px]] | |||
| '''Robotics Age'''<br>[[File:Army Tech5.png|110px]] | |||
| '''Invasion Age'''<br>[[File:Army Tech6.png|110px]] | |||
| '''Fusion Age'''<br>[[File:Army Tech7.png|110px]] | |||
|} | |} | ||
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Education is one of the largest factors influences national research output aside from population. | Education is one of the largest factors influences national research output aside from population. | ||
A) Base of 7.5 + Education Score | A) Base of 7.5 + Education Score. | ||
B) Scales polynomially with population in millions: 0 | B) Scales polynomially with population in millions: 0,00225 * 0.8 * Population<sup>1.1</sup>. | ||
C) Scales linearly from 15k to 48.75k GDP per capita, with a floor at 15k and a roof at 48.75k (ie: a country with 30k GDPpc produces 2x science as one with 15k, but one with 60k does not produce 4x as much, as it caps at 48.75k. Similarly, a country with 15k gdp per capita produces the same amount as one with 1k.): GDP per capita / 15000, min: 1, max: 3.25 | C) Scales linearly from 15k to 48.75k GDP per capita, with a floor at 15k and a roof at 48.75k (ie: a country with 30k GDPpc produces 2x science as one with 15k, but one with 60k does not produce 4x as much, as it caps at 48.75k. Similarly, a country with 15k gdp per capita produces the same amount as one with 1k.): GDP per capita / 15000, min: 1, max: 3.25 | ||
D) Scales by education squared ( | D) Scales by education squared, then linearly at 12: Education * Max(Education, 12) | ||
E) Scales by the fifth root of Democracy, with a floor of Democracy = 0.1: Democracy<sup>0.2</sup>, (min value 0.63, max value 1.58) | E) Scales by the fifth root of Democracy, with a floor of Democracy = 0.1: Democracy<sup>0.2</sup>, (min value 0.63, max value 1.58). | ||
F) 75% efficient at 10 and 0 Cohesion, scales linearly to 125% at 5 Cohesion. | F) 75% efficient at 10 and 0 Cohesion, scales linearly to 125% at 5 Cohesion. | ||
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G) 20% efficient at 10 unrest, 100% efficient at <2 unrest. Linear relationship. Same as IP efficiency. | G) 20% efficient at 10 unrest, 100% efficient at <2 unrest. Linear relationship. Same as IP efficiency. | ||
H) n% | H) n% per science advisor with diminishing return: 1% per science of first advisor + 0.5% per science of second advisor + 0.333333% from 3rd etc, always sorted by advisor bonus, descending (best advisor will count towards the first bonus). | ||
These elements are combined as following: (A + B × C × D × E) × F × G × H | These elements are combined as following: (A + B × C × D × E) × F × G × H | ||
This is | This is the only value in the country interaction screen that scales directly with the population of a country. | ||
=== Cohesion === | === Cohesion === | ||
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|} | |} | ||
<span style="color:red;">''' | The resting point of Cohesion is | ||
<span style="color:red;">'''lowered by:'''</span> | |||
* Medium government score | * Medium government score | ||
* High inequality score | * High inequality score | ||
* Low Per Capita GDP | * Low Per Capita GDP | ||
* Population | * Population | ||
* | * Geographic Population Distribution | ||
* Difference between public opinion and the faction controlling the control points | * Difference between public opinion and the faction controlling the control points | ||
<span style="color:orange;">''' | <span style="color:orange;">'''centered by:'''</span> | ||
* High goverment score | * High goverment score | ||
<span style="color:green;">'''raised by:'''</span> | |||
* Low government score | |||
* Wars (max 3) | |||
* Rivalries with nations with a 1 control point difference at most (max 5) | |||
Also, Cohesion value can be actively changed. It is changed with: | |||
<span style="color:red;">'''lowered by:'''</span> | |||
* Loss of armies | |||
<span style="color:orange;">'''centered by:'''</span> | |||
* Knowledge priority | * Knowledge priority | ||
<span style="color:green;">''' | <span style="color:green;">'''raised by:'''</span> | ||
* Low government score | * Low government score | ||
* Unity priority | * Unity priority | ||
* | * Declaring war (Conditions apply: The nation declaring war should be at peace, their cohesion is 2~8, and one of nations should be a not democratic.) | ||
* | * Getting declared war, while having at least 2 cohesion. | ||
==== Base Cohesion ==== | ==== Base Cohesion ==== | ||
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|- | |- | ||
| Per-Capita GDP | | Per-Capita GDP | ||
| ≤ $ | | ≤ $7500 | ||
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by 1 × ($ | | [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by 1 × ($7500 - Per-Capita GDP) ÷ $1000 | ||
|- | |- | ||
| Population | | Population | ||
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=== Public Opinion === | === Public Opinion === | ||
[[File:Terra Invicta Ideology Map.JPG|thumb|320px|Public opinion is also tied to effective ideology of a nation]] | |||
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 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. | The Public Campaign councilor mission will shift opinion in favor of a faction. Committing atrocities will shift it away from a faction. | ||
For public opinion, the game does the same thing - but with percentage of support instead of discrete control points. 67% resistance, 33% servants would be equivalent to the example above, but it's more continuous. | For public opinion, the game does the same thing - but with percentage of support instead of discrete control points. 67% resistance, 33% servants would be equivalent to the example above, but it's more continuous. | ||
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== Priorities == | == Priorities == | ||
The settings in the Priorities tab control the distribution of | The settings in the Priorities tab control the distribution of Investment 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. | 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. | ||
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{| class="wikitable" | {| class="wikitable" | ||
! | ! Priority !! Effects !! IPs !! Requirements | ||
|- | |- | ||
| | | [[File:ICO economy priority.png]] Economy | ||
| [[File:ICO arrow green.png|24px]] Per Capita GDP<br>[[File:ICO arrow red.png|24px]] Inequality<br>[[File:ICO arrow red.png|24px]] Greenhouse Gases<br>'''Effects increased by high government score'''<br>'''Effects increased by medium cohesion score''' | | [[File:ICO arrow green.png|24px]] Per Capita GDP<br>[[File:ICO arrow red.png|24px]] Inequality<br>[[File:ICO arrow red.png|24px]] Greenhouse Gases<br>'''Effects increased by high government score'''<br>'''Effects increased by medium cohesion score''' | ||
| 1 | | 1 | ||
| | | | ||
|- | |- | ||
| | | [[File:ICO welfare priority.png]] Welfare | ||
| [[File:ICO arrow green down.png|24px]] Inequality<br>[[File:ICO arrow green down.png|24px]] Greenhouse Gases | | [[File:ICO arrow green down.png|24px]] Inequality<br>[[File:ICO arrow green down.png|24px]] Greenhouse Gases | ||
| 1 | | 1 | ||
| | | | ||
|- | |- | ||
| | | [[File:ICO knowledge priority.png]] Knowledge | ||
| [[File:ICO arrow green.png|24px]] Knowledge<br>[[File:ICO arrow green.png|24px]] Government<br>'''Centers Cohesion score''' | | [[File:ICO arrow green.png|24px]] Knowledge<br>[[File:ICO arrow green.png|24px]] Government<br>'''Centers Cohesion score''' | ||
| 2 | | 2 | ||
| | | | ||
|- | |- | ||
| | | [[File:ICO unity priority.png]] Unity | ||
| [[File:ICO arrow green.png|24px]] Popular Opinion<br>[[File:ICO arrow green.png|24px]] Cohesion<br>[[File:ICO arrow red down.png|24px]] Government<br>'''Effects increased by low education score''' | | [[File:ICO arrow green.png|24px]] Popular Opinion<br>[[File:ICO arrow green.png|24px]] Cohesion<br>[[File:ICO arrow red down.png|24px]] Government<br>'''Effects increased by low education score''' | ||
| 2 | | 2 | ||
| | | | ||
|- | |- | ||
| | | [[File:ICO military priority.png]] Military | ||
| [[File:ICO arrow green.png|24px]] Miltech<br>[[File:ICO arrow green down.png|24px]] Unrest<br>'''Effects increased by low unrest score''' | | [[File:ICO arrow green.png|24px]] Miltech<br>[[File:ICO arrow green down.png|24px]] Unrest<br>'''Effects increased by low unrest score''' | ||
| 3 | | 3 | ||
| | | | ||
|- | |- | ||
| | | [[File:ICO spoils priority.png]] Spoils | ||
| [[File:ICO arrow green.png|24px]] Faction Money<br>[[File:ICO arrow red.png|24px]] Inequality<br>[[File:ICO arrow red.png|24px]] Greenhouse Gases<br>[[File:ICO arrow red down.png|24px]] Government | | [[File:ICO arrow green.png|24px]] Faction Money<br>[[File:ICO arrow red.png|24px]] Inequality<br>[[File:ICO arrow red.png|24px]] Greenhouse Gases<br>[[File:ICO arrow red down.png|24px]] Government | ||
| 1 | | 1 | ||
| | | | ||
|- | |- | ||
| | | [[File:ICO funding priority.png]] Funding | ||
| [[File:ICO arrow green.png|24px]] Faction Money | | [[File:ICO arrow green.png|24px]] Faction Money | ||
| 1 | | 1 | ||
| | | | ||
|- | |- | ||
| | | [[File:ICO buildNuclearWeapons priority.png]] Nuclear Weapons | ||
| [[File:ICO arrow green.png|24px]] Strategic Nuclear Barrages<br>'''Requires 80 IPs for the first time''' | | [[File:ICO arrow green.png|24px]] Strategic Nuclear Barrages<br>'''Requires 80 IPs for the first time''' | ||
| 25 | | 25 | ||
| | | | ||
|- | |- | ||
| | | [[File:ICO spaceflightProgram priority.png]] Space Program | ||
| [[File:ICO arrow green.png|24px]] Boost<br>[[File:ICO arrow green.png|24px]] Unlocks the Boost priority<br>[[File:ICO arrow green.png|24px]] Unlocks the Mission Control priority | | [[File:ICO arrow green.png|24px]] Boost<br>[[File:ICO arrow green.png|24px]] Unlocks the Boost priority<br>[[File:ICO arrow green.png|24px]] Unlocks the Mission Control priority | ||
| 50 | | 50 | ||
| Can only be done once | | Can only be done once | ||
|- | |- | ||
| | | [[File:ICO launchFacilities Priority.png]] Boost | ||
| [[File:ICO arrow green.png|24px]] Boost<br>'''Effects increased by certain Orgs'''<br>'''Effects increased by stations in Low Earth Orbit'''<br>'''Effects increased by equator regions''' | | [[File:ICO arrow green.png|24px]] Boost<br>'''Effects increased by certain Orgs'''<br>'''Effects increased by stations in Low Earth Orbit'''<br>'''Effects increased by equator regions''' | ||
| 2 | | 2 | ||
| Nation finished the Spaceflight Program priority | | Nation finished the Spaceflight Program priority | ||
|- | |- | ||
| | | [[File:ICO missionControl priority.png]] Mission Control | ||
| [[File:ICO arrow green.png|24px]] Mission Control | | [[File:ICO arrow green.png|24px]] Mission Control | ||
| 25 | | 25 | ||
| Not Colony Region<br>Nation or a federation member finished the Spaceflight Program priority<br>Limited to 6 Mission Control per region (8 for core economic regions) | | Not Colony Region<br>Nation or a federation member finished the Spaceflight Program priority<br>Limited to 6 Mission Control per region (8 for core economic regions) | ||
|- | |- | ||
| | | [[File:ICO buildArmy priority.png]] Build Army | ||
| [[File:ICO arrow green.png|24px]] Army | | [[File:ICO arrow green.png|24px]] Army | ||
| 60 | | 60 | ||
| 5 Mn Population<br>25 Mn Population per army<br>1 region per army | | 5 Mn Population<br>25 Mn Population per army<br>1 region per army | ||
|- | |- | ||
| | | [[File:ICO buildNavy priority.png]] Build Navy | ||
| [[File:ICO arrow green.png|24px]] Navy | | [[File:ICO arrow green.png|24px]] Navy | ||
| 100 | | 100 | ||
| 4 Control Points or 40000 Per Capita GDP | | 4 Control Points, or 3 Control Points and 40000 Per Capita GDP | ||
|- | |- | ||
| | | [[File:ICO buildSpaceDefenses priority.png]] Space Defenses | ||
| [[File:ICO arrow green.png|24px]] Space Defenses | | [[File:ICO arrow green.png|24px]] Space Defenses | ||
| 50 | | 50 | ||
| Required technology | | Required technology | ||
|} | |} | ||
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|} | |} | ||
=== Nations with completed | === Nations with completed Space Program priority === | ||
The following nations at start have completed at least one | The following nations at start have completed at least one Space Program priority: | ||
{| class="wikitable" | {| class="wikitable" | ||
! Nation !! Mision Control Facilities (Mision Control) !! Launch Complexes (Boost) | ! Nation !! Mision Control Facilities (Mision Control) !! Launch Complexes (Boost) | ||
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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. | 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. | ||
When a faction is over the control point capacity, agents from other factions get a bonus operation strength against the control points of this faction. The bonus strength is 0.333 per 1 point over the capacity (+1 strength per every 3 points over the capacity). Missions that get this bonus are: Crackdown, Purge, Enthrall Elites and Dominate Nation. | |||
Every nation has between 1 and 6 control points, depending on their GDP. The "cost against cap" to hold each control point is equal to the monthly investment points of the nation. | Every nation has between 1 and 6 control points, depending on their GDP. The "cost against cap" to hold each control point is equal to the monthly investment points of the nation. | ||
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| | | | ||
* Any strategic nuclear barrage | * Any strategic nuclear barrage | ||
* Consolidated control of the executive control point | |||
|- | |- | ||
| '''Declare Independence''' | | '''Declare Independence''' | ||
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|- | |- | ||
| '''Unification''' | | '''Unification''' | ||
| Both nations unite into a single nation. For each priority category, half of the joining nation's progress is added to all of the receiving nation's progress. Education, Per Capita GDP and Inequality are averaged depending on population. Miltech is averaged | | Both nations unite into a single nation. For each priority category, half of the joining nation's progress is added to all of the receiving nation's progress. Education, Per Capita GDP and Inequality are averaged depending on population. Miltech is averaged based on the number of armies. If the joining nation has a space program, the absorbing nation gains it. If the absorbed country has a nuclear program and the joining nation does not, all nukes are lost. All breakaway nations of the joining nation become independent. May cause regions of the joining nation to secede if Cohesion is below 5. Government remains unchanged but if the joining nation has more Government score than the absorbing nation, Unrest increases by half of the difference. | ||
| | | | ||
* Claims to the target nation's capital region | * Claims to the target nation's capital region | ||
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At the game start date there are two federations: | At the game start date there are two federations: | ||
* [[File:Flag European Union.png|50px]] '''European Union:''' France, Czech Republic, Slovakia, Germany, Italy, Spain, Benelux, Alpine States, Poland, Portugal, Sweden, Finland, Ireland, Northern Balkan States, Baltic States, Hungary, Romania, Bulgaria, Greece | * [[File:Flag European Union.png|50px]] '''European Union:''' France (leader), Czech Republic, Slovakia, Germany, Italy, Spain, Benelux, Alpine States, Poland, Portugal, Sweden, Finland, Ireland, Northern Balkan States, Baltic States, Hungary, Romania, Bulgaria, Greece, Denmark | ||
* [[File:Flag Eurasian Union.png|50px]] '''Eurasian Union:''' Russia, Kazakhstan, Belarus, Armenia, Kyrgyzstan | * [[File:Flag Eurasian Union.png|50px]] '''Eurasian Union:''' Russia (leader), 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. | 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. | ||
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|} | |} | ||
<div style="clear: both;"></div> | <div style="clear: both;"></div> | ||
* [[File:Flag East African Federation.png|50px]] '''East African Federation:''' Tanzania (leader), Kenya, Great Lakes States, Congo (2 regions), South Sudan | |||
(work in progress, contributions are welcome) | |||
===Unification=== | ===Unification=== | ||
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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. | 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 | Completing certain research projects will increase the number of claims. The following claims exist at the start: | ||
* [[File:Flag France.png|30px]] France | * [[File:Flag France.png|30px]] France has a claim on every member of the [[File:Flag European Union.png|30px]] European Union | ||
* [[File:Flag Russia.png|30px]] Russia | * [[File:Flag Russia.png|30px]] Russia has a claim on every member of the [[File:Flag Eurasian Union.png|30px]] Eurasian Union | ||
* [[File:Flag Czech Republic.png|30px]] Czech Republic | * [[File:Flag Czech Republic.png|30px]] The Czech Republic has a claim on [[File:Flag Slovakia.png|30px]] Slovakia | ||
* [[File:Flag United Kingdom.png|30px]] United Kingdom | * [[File:Flag United Kingdom.png|30px]] The United Kingdom has a claim on [[File:Flag Ireland.png|30px]] Ireland | ||
* [[File:Flag Bosnia and Herzegovina.png|30px]] Northern Balkan States | * [[File:Flag Bosnia and Herzegovina.png|30px]] Northern Balkan States have a claim on [[File:Flag Serbia.png|30px]] Southern Balkan States | ||
* [[File:Flag China.png|30px]] China | * [[File:Flag China.png|30px]] China has a claim on [[File:Flag India.png|30px]] India | ||
* [[File:Flag India.png|30px]] India | * [[File:Flag India.png|30px]] India has a claim on [[File:Flag Bangladesh.png|30px]] Bangladesh | ||
* [[File:Flag Russia.png|30px]] Russia | * [[File:Flag Russia.png|30px]] Russia has a claim on [[File:Flag Ukraine.png|30px]] Ukraine | ||
* [[File:Flag Australia.png|30px]] Australia | * [[File:Flag Australia.png|30px]] Australia has a claim on [[File:Flag New Zealand.png|30px]] New Zealand | ||
* [[File:Flag Indonesia.png|30px]] Indonesia | * [[File:Flag Indonesia.png|30px]] Indonesia has a claim on [[File:Flag Papua New Guinea.png|30px]] Pacific States | ||
* [[File:Flag South Korea.png|30px]] South Korea | * [[File:Flag South Korea.png|30px]] South Korea has a claim on [[File:Flag North Korea.png|30px]] North Korea | ||
* [[File:Flag Ethiopia.png|30px]] Ethiopia | * [[File:Flag Ethiopia.png|30px]] Ethiopia has a claim on [[File:Flag Somalia.png|30px]] Somalia | ||
* [[File:Flag Guatemala.png|30px]] Guatemala | * [[File:Flag Guatemala.png|30px]] Guatemala has a claim on [[File:Flag Belize.png|30px]] Belize | ||
* [[File:Flag Sudan.png|30px]] Sudan | * [[File:Flag Sudan.png|30px]] Sudan has a claim on [[File:Flag South Sudan.png|30px]] South Sudan | ||
* [[File:Flag Venezuela.png|30px]] Venezuela | * [[File:Flag Venezuela.png|30px]] Venezuela has a claim on [[File:Flag Guyana.png|30px]] Guyana | ||
[[File:Relations tab.png|thumb|320px|Relations view]] | [[File:Relations tab.png|thumb|320px|Relations view]] | ||
Line 866: | Line 854: | ||
Nations that secede 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. | Nations that secede 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 | When the game starts there are four breakaway nations - Taiwan, Palestine, South Yemen, and Somaliland. | ||
{{Mechanics_Navbox}} | {{Mechanics_Navbox}} |
Latest revision as of 12:52, 15 November 2024
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 Points in the Knowledge priority. It changes by -0.001 per 2 Investment Points in the Unity priority.
The Government score impacts the Cohesion score. A low Government score increases the Cohesion resting point, a middle score lowers the Cohesion resting point, while a high score draws the Cohesion resting point towards a central value of 5, and simultaneously increases research production. A higher Government score also lowers the Spoils priority requirement to keep the national elites happy in order to avoid resetting of CPs by coup d'etat and boosts economic growth. A lower Government score increases the effectiveness of the military priority and armies at reducing unrest.
Goverment score ranges from 0 to 10:
Government | Score range |
---|---|
Totalitarian | 0-2 |
Authoritarian | 2-4 |
Anocracy | 4-6 |
Flawed Democracy | 6-8 |
Full Democracy | 8-10 |
Population
Nations have populations measured in millions. Throughout the course of the game these populations will grow or shrink based on various factors. The following section discusses population growth.
Developed countries have at least two regions or are a fake union in the game (Benelux, Alpine States, etc), and have the following be true: education + democracy + (gdp per capita / 4000) >= 25
. Therefore, Norway is not a developed nation, but France is. The Baltics can be developed if the country improves, without expanding, because it's a fake union.
(regional per capita GDP / 30 000) + min(((10-education)^2)/10, ((10-democracy)^2)/10, 3.5) + (IF DEVELOPED: 5 - |5 - cohesion|) + popGrowthModifier - xenoforming/200 - 4*nukings
The game also does not let you shrink by more than 95% annually.
WHAT THAT MEANS:
1. More GDP per capita = faster population growth (+1% per 30k)
2. If Education or Democracy (whichever is highest) is above 4.08, growth is reduced (+3.5% -> 0% at 10 education or democracy. It's not a linear drop, and accelerates as you approach 10.)
3. If the country is developed, per the conditions outlined earlier, it will grow faster at 5 cohesion. (+5% at 5 cohesion and 0% at 0 or 10 cohesion)
4. Every nation has a pop growth modifier, which is defined in plain text in TINationTemplate.json in the game files (ranges between -1% and +1%)
5. Xenoforming reduces pop growth (-1% per 200 levels of xenoforming. For reference, the highest level is at 75, and xenofauna spawns at 100.
6. Nuclear bombs reduce pop growth (-4% per nuking)
This number is then used monthly to calculate pop growth;
(1 + popGrowth + (random number between -0.005 and 0.005))1/12
If the population decreases, Education does too. If you lose more than 5 million (no, it does not scale with total population), you get the maximum reduction of -0.005. This is only from natural growth, not nukes or other events.
Unrest
The Unrest score 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 0.1 - 0.01*Government
per 3 Investment Points 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 councilor 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 (0.25 per month, and even +1 per month if cohesion=0) if it is not at its resting point. It's generally better to reduce unrest resting point before reducing its value with councilors and military priority, otherwise it will grow back naturally and quickly. With the most totalitarian Government(0), it would take an investment of 7.5 IP per month to stabilize Unrest below its resting point. This grows exponentially: to 15 IP/month at 5 Government, 25 IP/month at 7 Government and 75 IP/month at 9 Government.
Coups and revolutions
Naturally occurring coups and revolutions can happen at high levels of unrest; the Alien Administration cannot experience a coup but it can experience a revolution. The chances of coups and revolutions are checked every four days, with each nation assigned to one of the four days in the cycle. Revolutions will always occur if unrest > 9.9
when checked. A naturally occurring coup will never happen if democracy >= 8
and unrest < 8
; otherwise the daily chance of coup * 4
is checked.
The daily chance of coup is ((unrest * 2 - cohesion - democracy) / 10 + elite unhappiness) / 6000
. The elites' unhappiness is zero if the spoils priority weight percentage matches or exceeds the nation's corruption or if one faction owns all the nation's control points and that faction's popularity >= 65%
; otherwise it is corruption - spoils
as value from 0.0 to 1.0.
So natural coups can be countered by lowering unrest and increasing cohesion, democracy and spoils (up to the corruption level). The spoils priority may often be ignored if the level of unrest in a country is sufficiently low and the democracy/cohesion sufficiently high, even if the indicator appears red (but note that elite happiness or unhappiness will still be a modifying factor in the chance of targeted coups).
Base Unrest
Base unrest is calculated as 10.5 - cohesion - (gdp per capita / 10000)
and then reduced by armies.
For each allied army present within the nation, if that army's owning nation's base investment points are positive, the base unrest is modified by that army's base unrest modification value.
An army's base unrest modification value is -1 * that army's strength (i.e. its health percentage from 0.0 to 1.0) / 10 * (10 - democracy)
. So it scales from 100% to 0% applied as democracy goes from 0 to 10. It can then further be altered by that army's owning faction's ArmyUnrestReductionImpact
value, as may be applied from various effects (defined in TIEffectTemplate.json); however there don't appear to be any defined with an ArmyUnrestReductionImpact
context at the time of writing.
For the Alien Administration, the base unrest is then further reduced by the average of the the nation's regions' xenoforming level (from 0 to 100) / 20
.
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.
Unrest | Score range | Negative effects |
---|---|---|
Peaceful | 0-1.5 | No |
Subversion | 1.5-3 | Yes |
Strife | 3-4.5 | |
Insurgency | 4.5-6 | |
Guerilla War | 6-7.5 | |
Insurrection | 7.5-9 | |
Civil War | 9-10 |
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 Investment Points it produces, and how difficult certain missions are.
GDP (Bn) | Control Points |
---|---|
0-81 | 1 |
81-625 | 2 |
625-2401 | 3 |
2401-6561 | 4 |
6561-14641 | 5 |
14641+ | 6 |
The economy priority increases GDP. Every completed iteration increases the GDP per capita by:
(3 + (# resource regions) * 1.5 + (# economic core regions) * 1.5 + democracy * 0.5 + education) / (pop in millions/50)^0.35
This means that for maximum GDP growth, you want more democracy, more education, as well as as many economic and resource regions as possible.
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. Climate change has a negative effect on GDP based on the following states.
-4.032% for every degree C below pre-industrial levels
-1.344% for every degree C above pre-industrial levels
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.
GDP Per Region
When distributing GDP to regions within a country, the game distributes them based on economic modifiers. It pretends regions with colonies have 50% the people who actually live there, and that resource and core economic regions have 125%, then distributes GDP evenly based on that modified population. This effectively means that regional GDP per capita is higher in core economic and resource states than in "regular" regions, and are lower in colonies. This has a great effect on population growth as described in the first section, as the GDP per capita calculation in that section is per region.
Development
Development represents 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.
- The base value is equal to
(GDP in billions)^0.35
. - Unrest decreases Monthly Investment Points by 1% for every 0.1 point of Unrest above 2, capping at -80% at 10 unrest.
- Navies decrease Monthly Investment Points by 0.5 per navy.
- Armies stationed in their home regions decrease Monthly Investment Points by 0.5 per army.
- Armies stationed in another region decrease Monthly Investment Points by 1 per army.
The overall formula is (GDP in billions)^0.35 * (1 - max(unrest-2, 0)/10) - 0.5*(# navies) - 0.5*(# armies at home) - 1*(# armies abroad)
.
Funding
These mean all potiential money income the nation can provide to the controller. They will be separated equally to every control point of this nation.
Funding can be increased by funding priority, for every investment point in the Funding priority:
- The base value is 9 money per year
- The additional value is equal to
Max(Round(((GDP in billions)^0.25)/2),1)
money per year -- this is the same formula that determines how many CP the nation has.
Thus, the overall formula is 9 + N_control_points
money per year.
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.
Miltech is increased by 0.00375(1 - min(10*unrest, 1 - 0.1 * democracy)) per 3 Investment Points in the Miltech priority. It takes 800 Investment Points to advance 1 Miltech level in the best case.
- Any country with 0 unrest will gain the maximum possible 0.00375 Miltech.
- If there is any unrest, the Miltech gain is scaled linearly by Government level.
- The more Democratic(higher) the Government level, the more Miltech it gains.
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.
Score range | 2-3 | 3-4 | 4-5 | 5-6 | 6-7 | 7-10 |
---|---|---|---|---|---|---|
Miltech age | Industrial Age |
Atomic Age |
Information Age |
Robotics Age |
Invasion Age |
Fusion Age |
Initially the Miltech score is capped at level 5, which can be increased by 0.5 with each of the following global research technologies:
- Cybernetics
- Applied Artificial Intelligence
- Next-Generation Aerospace
- Diamondoids
- Terrestrial Military Science
- Networked Global Defense
- Coilguns
- Trans-Interface Warfare
- Future Tech: Military Science
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 environmental damage globally. Nuclear strikes are directed 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.
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 range |
---|---|
Limited | 0-5 |
Developing | 5-8 |
Advanced | 8+ |
Education is one of the largest factors influences national research output aside from population.
A) Base of 7.5 + Education Score.
B) Scales polynomially with population in millions: 0,00225 * 0.8 * Population1.1.
C) Scales linearly from 15k to 48.75k GDP per capita, with a floor at 15k and a roof at 48.75k (ie: a country with 30k GDPpc produces 2x science as one with 15k, but one with 60k does not produce 4x as much, as it caps at 48.75k. Similarly, a country with 15k gdp per capita produces the same amount as one with 1k.): GDP per capita / 15000, min: 1, max: 3.25
D) Scales by education squared, then linearly at 12: Education * Max(Education, 12)
E) Scales by the fifth root of Democracy, with a floor of Democracy = 0.1: Democracy0.2, (min value 0.63, max value 1.58).
F) 75% efficient at 10 and 0 Cohesion, scales linearly to 125% at 5 Cohesion.
G) 20% efficient at 10 unrest, 100% efficient at <2 unrest. Linear relationship. Same as IP efficiency.
H) n% per science advisor with diminishing return: 1% per science of first advisor + 0.5% per science of second advisor + 0.333333% from 3rd etc, always sorted by advisor bonus, descending (best advisor will count towards the first bonus).
These elements are combined as following: (A + B × C × D × E) × F × G × H
This is the only value in the country interaction screen that scales directly with the population of a country.
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.
Cohesion changes by 0.01 towards the value of 5 per to Investment Point(s) in the Knowledge priority.
Cohesion moves 0.1 per month towards its' resting point. This is rapid enough that it is usually better to move the resting point rather than trying to fight the tide: it would take 20 Investment Points per month in Knowledge priority, or roughly 4 in Unity priority to stabilize Cohesion above its' resting point. The resting point can be increased by decreasing inequality with the Welfare priority.
Cohesion score ranges from 0 to 10:
The resting point of Cohesion is
lowered by:
- Medium government score
- High inequality score
- Low Per Capita GDP
- Population
- Geographic Population Distribution
- Difference between public opinion and the faction controlling the control points
centered by:
- High goverment score
raised by:
- Low government score
- Wars (max 3)
- Rivalries with nations with a 1 control point difference at most (max 5)
Also, Cohesion value can be actively changed. It is changed with:
lowered by:
- Loss of armies
centered by:
- Knowledge priority
raised by:
- Low government score
- Unity priority
- Declaring war (Conditions apply: The nation declaring war should be at peace, their cohesion is 2~8, and one of nations should be a not democratic.)
- Getting declared war, while having at least 2 cohesion.
Base Cohesion
This is a long one.
Base cohesion depends on inequality, GDP per capita, population, number of regions, rivals, wars, ideological distance between the public and elites, and democracy.
Base cohesion is 20.25.
This is reduced by 3.25 for every level of inequality, and a further (inequality - 4.5)2 if inequality is above 4.5.
It is further reduced by 1 for every 1000 GDP per capita below 6000.
It's also reduced by (population in millions)0.15. 10 billion people would be a reduction of 4, 100 million would be -2, etc.
It's also reduced by 0.25 for every additional region above 1.
It's increased by 0.5 for every peer rival (More, equal or 1 fewer control points) up to a maximum of 5 Base Cohesion.
It's increased by 1 for every war you're in, for a maximum of 5.
It's lowered by the distance between the Elite and the Public's ideologies, as described above, multiplied by 2.
Finally, Democracy comes into play. It's slightly more complicated.
If Democracy <= 3.5:
Base Cohesion is increased by 3.51.5, and lowered by Democracy1.5, for a net gain of 0 at Democracy = 3.5.
If democracy > 6.5:
Base Cohesion approaches 5 by 0.5 per level of Democracy.
If democracy > 3.5 and <= 6.5:
Lower Base Cohesion by 3 at a Democracy score of 5, scaling linearly to 0 Base Cohesion at 3.5 and 6.5 Democracy: 2 × |5-Democracy| - 3.
Factor | Conditions | Effect |
---|---|---|
Base | Always | 20.25 |
Inequality | ≤ 4.5 | Reduce by 3.25 × |
> 4.5 | Reduce by 3.25 × + ( - 4.5)2 | |
Per-Capita GDP | ≤ $7500 | Reduce by 1 × ($7500 - Per-Capita GDP) ÷ $1000 |
Population | Always | Reduce by Population0.15 (in Mn) |
Number of Regions | > 1 | Reduce by 0.25 × (Regions - 1) |
Peer Rivals | Max 10 | Increase by 0.5 × Peer Rival (at minimum 1 less Control Point) |
Wars | Max 5 | Increase by 1 × War the Nation is involved in |
Public vs. Elite Ideology | Always | Reduce by 2 × Distance between Public Opinion vs Control Point owners |
🏛 Democracy | ≤ 3.5 | Increase by 3.51.5 - 🏛1.5 |
3.5 < 🏛 ≤ 5 | Reduce by 3 - 2 × (5 - 🏛) | |
5 < 🏛 ≤ 6.5 | Reduce by 3 - 2 × (🏛 - 5) | |
> 6.5 | Stabilize (towards global value of 5) by 0.5 × (🏛 - 6.5) |
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.
For public opinion, the game does the same thing - but with percentage of support instead of discrete control points. 67% resistance, 33% servants would be equivalent to the example above, but it's more continuous.
Ideology distance is calculated by normal means; good old pythagoras.
Inequality
A nation's 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 Welfare priority.
Inequality score ranges from 1 to 10:
Inequality | Score range |
---|---|
Very Low | 1-2 |
Low | 2-3 |
Moderate | 3-4 |
High | 4-5 |
Very High | 5-6 |
Extreme | 6-10 |
Corruption
Corruption is a hidden value which determines what percentage of the economy the elites want diverted to spoils. If this is not done then other factions will gain bonuses to coups and purges against this faction. The inverse is also true if the elites are satisfied.
corruption = (max(100 - 4*education - 6*democracy, 0) * (1 - max(cohesion - 7, 0) / 5))%
Meaning less educated, less democratic elites demand more spoils. maxing out education and democracy will pretty much remove the demand. completely.
A nation united in the fight against the aliens will also see a reduced demand for spoils by the elites. Very high cohesion (>7) will lower the demand for spoils (as calculated depending on education and democracy) by up to 60% at maximum cohesion (10).
Priorities
The settings in the Priorities tab control the distribution of Investment 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. If the nation was conquered in war its new owner will not have to pay Influence. 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 Build Army priority
Nation | Armies | Navies |
---|---|---|
United States of America | 6 | 6 |
China | 4 | 2 |
Russia | 3 | 1 |
India | 3 | 0 |
France | 1 | 1 |
United Kingdom | 1 | 1 |
Egypt | 1 | 0 |
Iran | 1 | 0 |
Israel | 1 | 0 |
North Korea | 1 | 0 |
Pakistan | 1 | 0 |
South Korea | 1 | 0 |
Turkey | 1 | 0 |
Nations with completed Space Program priority
The following nations at start have completed at least one Space Program priority:
Nations with completed Nuclear Weapons priority
The following nations at start have completed at least one Nuclear Weapons priority:
Nation | Strategic Nuclear Barrages |
---|---|
Russia | 30 |
United States of America | 28 |
China | 3 |
France | 3 |
United Kingdom | 3 |
Pakistan | 2 |
India | 2 |
Israel | 1 |
North Korea | 1 |
South Africa | 0 |
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.
When a faction is over the control point capacity, agents from other factions get a bonus operation strength against the control points of this faction. The bonus strength is 0.333 per 1 point over the capacity (+1 strength per every 3 points over the capacity). Missions that get this bonus are: Crackdown, Purge, Enthrall Elites and Dominate Nation.
Every nation has between 1 and 6 control points, depending on their GDP. The "cost against cap" to hold each control point is equal to the monthly investment points of the nation.
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 Spoils 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 Unity 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.
- Warlords: Large bonus to "Increase Unrest" missions in the same nation.
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:
Policy | Effects | Requirements |
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Declare War | Go to war against the rival nation and all its allies with armies or nuclear weapons. Own allies can choose to join the war. |
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Seek Peace | End a war against the targeted nation and all its allies. |
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Grant Independence | Targeted nation or region becomes independent. Gain control of all its control points. |
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Cede Territory | Targeted nation gains control of all claimed territories controlled. If there is a rivalry it is ended. |
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Disband Army | Disband one of the nation's armies. |
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Disband Warheads | Remove up to 5 Strategic Nuclear Barrages from the nation. If the last one is removed also cancel all progress on the nuclear weapons priority. |
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Declare Independence | Removes the breakaway nation state. Go to war against the parent nation. Own allies can choose to join the war. |
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Leave Federation | Leaves the targeted federation. |
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Federation | Creates a Federation with the targeted nation, or join theirs if they're already in one. |
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Unification | Both nations unite into a single nation. For each priority category, half of the joining nation's progress is added to all of the receiving nation's progress. Education, Per Capita GDP and Inequality are averaged depending on population. Miltech is averaged based on the number of armies. If the joining nation has a space program, the absorbing nation gains it. If the absorbed country has a nuclear program and the joining nation does not, all nukes are lost. All breakaway nations of the joining nation become independent. May cause regions of the joining nation to secede if Cohesion is below 5. Government remains unchanged but if the joining nation has more Government score than the absorbing nation, Unrest increases by half of the difference. |
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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:
- European Union: France (leader), Czech Republic, Slovakia, Germany, Italy, Spain, Benelux, Alpine States, Poland, Portugal, Sweden, Finland, Ireland, Northern Balkan States, Baltic States, Hungary, Romania, Bulgaria, Greece, Denmark
- Eurasian Union: Russia (leader), 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.
- East African Federation: Tanzania (leader), Kenya, Great Lakes States, Congo (2 regions), South Sudan
(work in progress, contributions are welcome)
Unification
If the capital region of an absorbed country (Kazakhstan inside Russia, Tigray inside Ethiopia, etc) is not claimed by the absorbing nation (e.g. EU with extra claims absorbing Russia), there's a chance the country becomes a breakaway, like Taiwan is at game start. The chance is 75% if the absorbed nation has 0 cohesion, scaling to 0% if the absorbed nation has 5 cohesion. This chance applies per region that happens to be a capital, and creates a breakaway state that takes all claimed regions with it.
For instance, if the EU absorbed a Russia that had absorbed central asia, there are five regions they do not have claims on that happen to be capital regions; kyrgyzstan, tajikistan, uzbekistan, turkenistan, and nur-sultan. If Russia has a cohesion of 3, that means every one of these regions have a 30% chance of creating a breakaway. Kazakhstan would Almaty along for the ride. If the EU had a democracy score lower than 7, any armies stationed in breakaways would be destroyed. A democracy score higher than 7 means there is no breakaway state; the country just becomes independent.
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 will increase the number of claims. The following claims exist at the start:
- France has a claim on every member of the European Union
- Russia has a claim on every member of the Eurasian Union
- The Czech Republic has a claim on Slovakia
- The United Kingdom has a claim on Ireland
- Northern Balkan States have a claim on Southern Balkan States
- China has a claim on India
- India has a claim on Bangladesh
- Russia has a claim on Ukraine
- Australia has a claim on New Zealand
- Indonesia has a claim on Pacific States
- South Korea has a claim on North Korea
- Ethiopia has a claim on Somalia
- Guatemala has a claim on Belize
- Sudan has a claim on South Sudan
- Venezuela has a claim on Guyana
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.
Hovering over the alliance option will also show the detailed requirements for federation and unification.
Breakaway Nations
Nations that secede 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 are four breakaway nations - Taiwan, Palestine, South Yemen, and Somaliland.
Terra Invicta mechanics | |
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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 |