Missions: Difference between revisions
CountCristo (talk | contribs) (Edit to change "higher attribute" to "higher success chance" on which mission resolves first.) |
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Periodically, the game will enter the mission phase, during which all factions will secretly assign their councilors to missions. These missions will be resolved in a sequence over the next few days or weeks. While some missions are automatically successful, most are contested and require a success roll. Missions typically target nations, regions, control points, space facilities, and other councilors. | Periodically, the game will enter the mission phase, during which all factions will secretly assign their councilors to missions. These missions will be resolved in a sequence over the next few days or weeks. While some missions are automatically successful, most are contested and require a success roll. Missions typically target nations, regions, control points, space facilities, and other councilors. | ||
Between mission phases, missions resolve in a partially predetermined order, denoted by the number of small clock symbols visible in the mission description. Uncontested and defensive missions trigger earlier than contested ones. When two councilors are attempting the same mission, the one with the higher | Between mission phases, missions resolve in a partially predetermined order, denoted by the number of small clock symbols visible in the mission description. Uncontested and defensive missions trigger earlier than contested ones. When two councilors are attempting the same mission, the one with the higher mission success chance goes first. | ||
__TOC__ | __TOC__ | ||
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The Dominate Nation mission is only available to [[File:FAC AppeaseCouncil 128.png|25px]] The Protectorate if it controls a Sentinel Complex module. | The Dominate Nation mission is only available to [[File:FAC AppeaseCouncil 128.png|25px]] The Protectorate if it controls a Sentinel Complex module. | ||
{| class="wikitable" | {| class="wikitable" | ||
! Mission !! Resource !! width=1% | Success XP !! Difficulty !! Detection risk !! Attacking modifiers !! Defending modifiers !! width=15% | Success effect | ! Mission !! Resource !! width=1% | Success XP !! Difficulty !! Detection risk !! Attacking modifiers !! Defending modifiers !! width=15% | Success effect | ||
|- | |- | ||
| [[File:ICO assassinate on.png|70px]] Assassinate | | [[File:ICO assassinate on.png|70px]] Assassinate | ||
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* Protect Mission: Security | * Protect Mission: Security | ||
| Kills the targeted councilor. | | Kills the targeted councilor. | ||
|- | |- | ||
| [[File:ICO assaultfacility on.png|70px]] Assault Alien Asset | | [[File:ICO assaultfacility on.png|70px]] Assault Alien Asset | ||
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* Protect Mission: Command | * Protect Mission: Command | ||
| Lead a combat unit against the targeted alien asset. | | Lead a combat unit against the targeted alien asset. | ||
|- | |- | ||
| [[File:ICO seizespaceasset on.png|70px]] Assault Enemy Space Asset | | [[File:ICO seizespaceasset on.png|70px]] Assault Enemy Space Asset | ||
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* Protect Mission: Command | * Protect Mission: Command | ||
| Attempt to capture the targeted hab. Requires Marines at the councilor's location. Fleets must dock with enemy habs to launch an assault. Station may drop troops to the surface, and bases may assault nearby hab sites. Requires spare Mission Control. | | Attempt to capture the targeted hab. Requires Marines at the councilor's location. Fleets must dock with enemy habs to launch an assault. Station may drop troops to the surface, and bases may assault nearby hab sites. Requires spare Mission Control. | ||
|- | |- | ||
| [[File:ICO gain influence on.png|70px]] Control Nation | | [[File:ICO gain influence on.png|70px]] Control Nation | ||
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* Control Points in Rivals | * Control Points in Rivals | ||
| Gain an unowned control point in the targeted nation. | | Gain an unowned control point in the targeted nation. | ||
|- | |- | ||
| [[File:ICO controlspaceasset on.png|70px]] Control Space Asset | | [[File:ICO controlspaceasset on.png|70px]] Control Space Asset | ||
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* Protect Mission: Security | * Protect Mission: Security | ||
| Targeted hab or ship joins the councilor's faction. | | Targeted hab or ship joins the councilor's faction. | ||
|- | |- | ||
| [[File:ICO coup on.png|70px]] Coup d'Etat | | [[File:ICO coup on.png|70px]] Coup d'Etat | ||
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* Pherocyte Resistance | * Pherocyte Resistance | ||
| Targeted nation's control points become unowned. | | Targeted nation's control points become unowned. | ||
|- | |- | ||
| [[File:ICO crackdown on.png|70px]] Crackdown | | [[File:ICO crackdown on.png|70px]] Crackdown | ||
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* Defend Interests | * Defend Interests | ||
| Temporarily disables the benefits of the targeted control point, removes Defend Interests mission protection and increases the Purge mission success chance. | | Temporarily disables the benefits of the targeted control point, removes Defend Interests mission protection and increases the Purge mission success chance. | ||
|- | |- | ||
| [[File:ICO detain on.png|70px]] Detain Councilor | | [[File:ICO detain on.png|70px]] Detain Councilor | ||
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* Protect Mission: Security | * Protect Mission: Security | ||
| Targeted councilor is detained for interrogation and their mission is canceled. | | Targeted councilor is detained for interrogation and their mission is canceled. | ||
|- | |- | ||
| [[File:ICO extract on.png|70px]] Extract Councilor | | [[File:ICO extract on.png|70px]] Extract Councilor | ||
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* Security Apparatus Control Point | * Security Apparatus Control Point | ||
| Targeted detained councilor becomes free. | | Targeted detained councilor becomes free. | ||
|- | |- | ||
| [[File:ICO hostiletakeover on.png|70px]] Hostile Takeover | | [[File:ICO hostiletakeover on.png|70px]] Hostile Takeover | ||
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* National Industries Control Point | * National Industries Control Point | ||
| Seize an org from the targeted faction. | | Seize an org from the targeted faction. | ||
|- | |- | ||
| [[File:ICO unrest on.png|70px]] Increase Unrest | | [[File:ICO unrest on.png|70px]] Increase Unrest | ||
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* Protect Mission: Command | * Protect Mission: Command | ||
| Increases unrest in the targeted region. Success in a region with an independence movement may trigger a secession. | | Increases unrest in the targeted region. Success in a region with an independence movement may trigger a secession. | ||
|- | |- | ||
| [[File:ICO inspire on.png|70px]] Inspire | | [[File:ICO inspire on.png|70px]] Inspire | ||
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* None | * None | ||
| Improve the loylty of another councilor. May also bring back a turned councilor. | | Improve the loylty of another councilor. May also bring back a turned councilor. | ||
|- | |- | ||
| [[File:ICO investigatecouncilor on.png|70px]] Investigate Councilor | | [[File:ICO investigatecouncilor on.png|70px]] Investigate Councilor | ||
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* Protect Mission: Security | * Protect Mission: Security | ||
| If used on a councilor from a different faction enables targeting them with other councilor missions and discovers more about their faction. If used on a councilor from the same faction it discovers their real Loyalty. | | If used on a councilor from a different faction enables targeting them with other councilor missions and discovers more about their faction. If used on a councilor from the same faction it discovers their real Loyalty. | ||
|- | |- | ||
| [[File:ICO propaganda on.png|70px]] Public Campaign | | [[File:ICO propaganda on.png|70px]] Public Campaign | ||
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* Censorship | * Censorship | ||
| Increase Public Opinion in the targeted nation towards the councilor's faction. | | Increase Public Opinion in the targeted nation towards the councilor's faction. | ||
|- | |- | ||
| [[File:ICO purge on.png|70px]] Purge | | [[File:ICO purge on.png|70px]] Purge | ||
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* Control Points in Rivals | * Control Points in Rivals | ||
| Gain an owned control point in the targeted nation. | | Gain an owned control point in the targeted nation. | ||
|- | |- | ||
| [[File:ICO sabotagefacilities on.png|70px]] Sabotage Facilities | | [[File:ICO sabotagefacilities on.png|70px]] Sabotage Facilities | ||
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* Protect Mission: Security | * Protect Mission: Security | ||
| Sabotage the targeted space facility. | | Sabotage the targeted space facility. | ||
|- | |- | ||
| [[File:ICO sabotagefacilities on.png|70px]] Sabotage Hab Module | | [[File:ICO sabotagefacilities on.png|70px]] Sabotage Hab Module | ||
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* Protect Mission: Security | * Protect Mission: Security | ||
| Sabotage the targeted non-core hab module in the current hab. | | Sabotage the targeted non-core hab module in the current hab. | ||
|- | |- | ||
| [[File:ICO sabotageproject on.png|70px]] Sabotage Project | | [[File:ICO sabotageproject on.png|70px]] Sabotage Project | ||
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* Protect Mission: Security | * Protect Mission: Security | ||
| Target a councilor or hab with an engineering module to remove progress on a project. | | Target a councilor or hab with an engineering module to remove progress on a project. | ||
|- | |- | ||
| [[File:ICO stabilize on.png|70px]] Stabilize Nation | | [[File:ICO stabilize on.png|70px]] Stabilize Nation | ||
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* Protect Mission: Command | * Protect Mission: Command | ||
| Reduces unrest in the targeted nation. | | Reduces unrest in the targeted nation. | ||
|- | |- | ||
| [[File:ICO stealproject on.png|70px]] Steal Project | | [[File:ICO stealproject on.png|70px]] Steal Project | ||
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* Protect Mission: Security | * Protect Mission: Security | ||
| Steal an engineering project you have prerequisites for from a faction by targeting one of their councilors or habs with an engineering module. May also acquire research if the enemy faction is ahead in its research income. | | Steal an engineering project you have prerequisites for from a faction by targeting one of their councilors or habs with an engineering module. May also acquire research if the enemy faction is ahead in its research income. | ||
|- | |- | ||
| [[File:ICO turn on.png|70px]] <span id="turn_councilor">Turn Councilor</span> | | [[File:ICO turn on.png|70px]] <span id="turn_councilor">Turn Councilor</span> | ||
| Influence | | Influence | ||
| 2 | | 2 | ||
| | | 16 | ||
| -4 if critical success<br>0 if success<br>6 if failure<br>12 if critical failure | | -4 if critical success<br>0 if success<br>6 if failure<br>12 if critical failure | ||
| | | | ||
* Persuasion | * Persuasion | ||
* Influence Spent | * Influence Spent | ||
* Intel on Target | * Intel on Target | ||
| | | | ||
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* Protect Mission: Security | * Protect Mission: Security | ||
| Turns the selected councilor. | | Turns the selected councilor. | ||
|- | |- | ||
| [[File:ICO sentinel on.png|70px]] Dominate Nation | | [[File:ICO sentinel on.png|70px]] Dominate Nation | ||
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* Difference in Ideology | * Difference in Ideology | ||
| Gain an owned control point in the targeted nation. | | Gain an owned control point in the targeted nation. | ||
|} | |} | ||
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* Crackdown | * Crackdown | ||
* Nation Size | * Nation Size | ||
* Defend Interests (After Pherocyte Resistance is researched) | |||
| Gain an owned control point in the targeted nation. | | Gain an owned control point in the targeted nation. | ||
|- | |- |
Latest revision as of 12:43, 21 December 2024
Periodically, the game will enter the mission phase, during which all factions will secretly assign their councilors to missions. These missions will be resolved in a sequence over the next few days or weeks. While some missions are automatically successful, most are contested and require a success roll. Missions typically target nations, regions, control points, space facilities, and other councilors.
Between mission phases, missions resolve in a partially predetermined order, denoted by the number of small clock symbols visible in the mission description. Uncontested and defensive missions trigger earlier than contested ones. When two councilors are attempting the same mission, the one with the higher mission success chance goes first.
Contested missions
For contested missions, the success chance is determined by adding all the relevant bonuses and maluses for a particular mission, and the faction conducting the mission may spend resources to improve its chance of success. If the bonuses and maluses add up to zero, the success chance is 50 percent; otherwise, each point in one direction has a decreasingly powerful impact on the outcome. Changing conditions on Earth can modify success chances between the mission assignment phase and the mission resolution.
When a contested mission resolves, a random number between 0 and 100 is generated; if it is less than or equal to the success chance, the mission is a success; otherwise it fails. Results that are less than 10% of the success chance mark a critical success, which typically offers bonuses over a normal success; results in the top 10% of the range of possible failure values are a critical failure and have worse consequences.
Contested missions have a variable cost.
The Dominate Nation mission is only available to The Protectorate if it controls a Sentinel Complex module.
Alien Missions
Alien missions are only available to alien councilors.
Uncontested Missions
Uncontested missions are always successful.
Ending Missions
Ending missions will result in the victory of the councilor's faction. They will only appear once a faction unlocks its final unique org.
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 |