Missions: Difference between revisions

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(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 primary attribute used in calculating the mission success chance goes first.
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__
== Uncontested Missions ==
Uncontested missions are always successful.
{| class="wikitable"
! Mission !! Cost !! Success XP !! width=75% | Effect
|-
| [[File:ICO advisenation on.png|70px]] Advise
| 10 Influence
| 1
| Improves a nation's or hab's research output, combat capabilities and financial performance. Scales with the councilor's Command, Administration and Science. Additional councilors with the same mission provide a diminishing benefit.
|-
| [[File:ICO contact on.png|70px]] Contact
| 10 Influence
| 1
| Attempts a diplomatic exchange with the targeted councilor's faction.
|-
| [[File:ICO defendinterest on.png|70px]] Defend Interests
| 20 Influence
| 1
| Temporarily decreases the success chance of Coup, Crackdown and Purge missions in the targeted nation.
|-
| [[File:ICO gotoground on.png|70px]] Go To Ground
| None
| 1
| Go into hiding in an Earth region to escape enemy detection and attacks.
|-
| [[File:ICO investigatealienactivity on.png|70px]] Investigate Alien Activity
| 5 ops
| 2
| Investigate an alien site.
|-
| [[File:ICO protect on.png|70px]] Protect Target
| None
| 1
| Applies the councilor's Command or Security to the targeted councilor, region or hab. Will also prevent councilor from dying in failed assault missions.
|-
| [[File:ICO callpolicyvote on.png|70px]] Set National Policy
| 10 influence
| 1
| When the mission resolves choose a policy for the targeted nation.
|-
| [[File:ICO detectcouncilactivity on.png|70px]] Surveil Location
| None
| 1
| Increases the chance to detect other factions' agents in the targeted hab, fleet or region. May also detect hidden alien assets in nearby Earth regions.
|-
| [[File:ICO orbit on.png|70px]] Orbit
| 0.1 Boost
| 1
| Move from Earth to any orbit in the Earth-Luna system, or from any space body to a hab or ship in orbit. Undercover trait is required to target other factions' ships and tier 1 habs.
|-
| [[File:ICO deorbit on.png|70px]] Deorbit
| None
| 1
| Move from a hab or ship in orbit to the surface of a space body, or from any location in the Earth-Luna system to Earth.
|}
== Contested missions ==
== 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.
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.
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Contested missions have a variable cost.
Contested missions have a variable cost.
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 !! Success XP !! Difficulty !! Attacking modifiers !! Defending modifiers !! width=40% | 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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| 3
| 3
| 12
| 12
| -4 if critical success<br>0 if success<br>4 if failure<br>10 if critical failure
|  
|  
* Espionage
* Espionage
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* Security
* Security
* Local Control Points
* Local Control Points
* Our Loyalty Monitor Implant
* Protect Mission: Security
* Protect Mission: Security
| Kills the targeted councilor.
| Kills the targeted councilor.
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| 3
| 3
| 4
| 4
| 0 if critical success<br>4 if success<br>6 if failure<br>12 if critical failure
|  
|  
* Command
* Command
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| 2
| 2
| 0
| 0
| 4 if critical success<br>2 if success<br>6 if failure<br>12 if critical failure
|  
|  
* Command
* Command
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|  
|  
* Joint Council Command
* Joint Council Command
* Hab Size
* Hab Support Shortages
* Hab Support Shortages
* Mission Control Shortage
* Decommissioning Hab
* Decommissioning Hab
* Defending Force Strength
* Defending Force Strength
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| 2
| 2
| 0
| 0
| -4 if critical success<br>0 if success<br>2 if failure<br>4 if critical failure
|  
|  
* Persuasion
* Persuasion
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| 2
| 2
| 12
| 12
| -4 if critical success<br>0 if success<br>30 if failure<br>30 if critical failure
|  
|  
* Persuasion
* Persuasion
* Influence Spent
* Influence Spent
* Target has Negative Influence
* Target has Negative Influence
* Mission Control Shortage
|  
|  
* Council Loyalty
* Council Loyalty
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* Difference in Ideology
* Difference in Ideology
* Defending Force Strength
* Defending Force Strength
* Mission Control Shortage
* Defend Interests
* Defend Interests
* Protect Mission: Security
* Protect Mission: Security
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| 2
| 2
| 6
| 6
| 0 if critical success<br>2 if success<br>4 if failure<br>8 if critical failure
|  
|  
* Command
* Command
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* Oligarchs Control Point
* Oligarchs Control Point
* Democracy
* Democracy
* Pherocyte Resistance
| Targeted nation's control points become unowned.
| Targeted nation's control points become unowned.
|-
|-
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| 2
| 2
| 0
| 0
| -4 if critical success<br>0 if success<br>2 if failure<br>6 if critical failure
|  
|  
* Investigation
* Investigation
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| 2
| 2
| 8
| 8
| -4 if critical success<br>0 if success<br>2 if failure<br>8 if critical failure
|  
|  
* Investigation
* Investigation
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| 2
| 2
| 8
| 8
| -4 if critical success<br>0 if success<br>2 if failure<br>10 if critical failure
|  
|  
* Command
* Command
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| 2
| 2
| 12
| 12
| -4 if critical success<br>0 if success<br>2 if failure<br>8 if critical failure
|  
|  
* Administration
* Administration
* Money Spent
* Money Spent
* National Industries Control Point
* National Industries Control Point
* Detained Target
* Intel on Target
* Intel on Target
* Target has Negative Funds
* Target has Negative Funds
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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
| Ops
| 2
| 0
| -4 if critical success<br>0 if success<br>6 if failure<br>12 if critical failure
|
* Command
* Ops Spent
* Popular Support
* Identity Blocks Control Point
* Warlords Control Point
|
* Nation Population
* National Cohesion
* Popular Support
* Protect Mission: Command
| 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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| 2
| 2
| 8
| 8
| -4 if critical success<br>-4 if success<br>-4 if failure<br>-2 if critical failure
|  
|  
* Persuasion
* Persuasion
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| 2
| 2
| 0
| 0
| -4 if critical success<br>-2 if success<br>0 if failure<br>2 if critical failure
|  
|  
* Investigation
* Investigation
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| 2
| 2
| 0
| 0
| -4 if critical success<br>0 if success<br>2 if failure<br>8 if critical failure
|  
|  
* Persuasion
* Persuasion
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* Nation Population
* Nation Population
* 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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| 2
| 2
| 6
| 6
| -4 if critical success<br>0 if success<br>4 if failure<br>8 if critical failure
|  
|  
* Espionage
* Espionage
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* Party Control Point
* Party Control Point
* Target Over Control Point Cap
* Target Over Control Point Cap
* Crackdown Mission
|  
|  
* Council Administration
* Council Administration
* Size on National Economy
* Size on National Economy
* Difference in Ideology
* Difference in Ideology
* Crackdown
* Defend Interests
* Defend Interests
* Legislature Control Point
* Legislature Control Point
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| 2
| 2
| 12
| 12
| -6 if critical success<br>0 if success<br>2 if failure<br>12 if critical failure
|  
|  
* Espionage
* Espionage
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| 2
| 2
| 4
| 4
| -6 if critical success<br>0 if success<br>2 if failure<br>12 if critical failure
|  
|  
* Espionage
* Espionage
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* Defend Interests
* Defend Interests
* Hab Support Shortages
* Hab Support Shortages
* Mission Control Shortage
* 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.
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| 2
| 2
| 6
| 6
| -2 if critical success<br>0 if success<br>0 if failure<br>8 if critical failure
|  
|  
* Espionage
* Espionage
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* Security
* Security
* Hab Support Shortages
* Hab Support Shortages
* Mission Control Shortage
* 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
| Ops
| 2
| 0
| -4 if critical success<br>0 if success<br>3 if failure<br>6 if critical failure
|
* Command
* Ops Spent
* Popular Support
* National Cohesion
* Regional Authorities Control Point
|
* Nation Population
* Control Points in Rivals
* Protect Mission: Command
| Reduces unrest in the targeted nation.
|-
| [[File:ICO stealproject on.png|70px]] Steal Project
| Ops
| 2
| 6
| -8 if critical success<br>0 if success<br>2 if failure<br>8 if critical failure
|
* Espionage
* Ops Spent
* Detained Target
* Intel on Target
* Target has Negative Funds
|
* Security
* Hab Support Shortages
* Mission Control Shortage
* 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.
|-
| [[File:ICO turn on.png|70px]] <span id="turn_councilor">Turn Councilor</span>
| Influence
| 2
| 16
| -4 if critical success<br>0 if success<br>6 if failure<br>12 if critical failure
|
* Persuasion
* Influence Spent
* Intel on Target
|
* Loyalty
* Difference in Ideology
* Pherocyte Resistance
* Protect Mission: Security
| Turns the selected councilor.
|-
| [[File:ICO sentinel on.png|70px]] Dominate Nation
| Influence
| 2
| 6
| 30 if critical success<br>30 if success<br>30 if failure<br>30 if critical failure
|
* Persuasion
* Influence Spent
* Popular Support
* Control in Larger Allies / Federations
* Control Points in Neighbors
* Legislature Control Point
* Mass Media Control Point
* Party Control Point
* Target Over Control Point Cap
|
* Difference in Ideology
| Gain an owned control point in the targeted nation.
|}
|}
=== Alien Missions ===
Alien missions are only available to alien councilors.
{| class="wikitable"
! Mission !! Resource !! width=1% | Success XP !! Difficulty !! Detection risk !! Attacking modifiers !! Defending modifiers !! width=20% | Success effect
|-
| [[File:ICO abductions on.png|70px]] Abductions
| Ops
| 2
| 2
| -4 if critical success<br>2 if success<br>4 if failure<br>8 if critical failure
|
* Espionage
* Ops Spent
* Local Xenoforming
|
* National Unrest
* Protect Mission: Command
| Abducts humans.
|-
| [[File:ICO Xenoform on.png|70px]] Xenoform
| Ops
| 1
| 4
| -4 if critical success<br>2 if success<br>4 if failure<br>8 if critical failure
|
* Espionage
* Ops Spent
* Local Abductions
* Control in Larger Allies / Federations
|
* Military in Region
* Region Population Density
| Creates an Alien Life Forms asset.
|-
| [[File:ICO enthrallelites on.png|70px]] Enthrall Elites
| Influence
| 2
| 18
| -4 if critical success<br>2 if success<br>4 if failure<br>8 if critical failure
|
* Persuasion
* Influence Spent
* Abductions in Nation
* Target Over Control Point Cap
* Control Points in Neighbors
* Xenoforming in Nation
* Control in Larger Allies / Federations
|
* Council Science
* Difference in Ideology
* Crackdown
* Nation Size
* Defend Interests (After Pherocyte Resistance is researched)
| Gain an owned control point in the targeted nation.
|-
| [[File:ICO enthrallpublic on.png|70px]] Enthrall Public
| Influence
| 2
| 12
| -4 if critical success<br>0 if success<br>4 if failure<br>8 if critical failure
|
* Persuasion
* Influence Spent
* Abductions in Nation
* Control Points in Neighbors
* Xenoforming in Nation
* Control in Larger Allies / Federations
|
* Nation Population
| Increase Public Opinion in the targeted nation towards the councilor's faction.
|-
| [[File:ICO enthrallelites on.png|70px]] Enthrall Unaligned Elites
| Influence
| 2
| 16
| -4 if critical success<br>0 if success<br>4 if failure<br>8 if critical failure
|
* Persuasion
* Influence Spent
* Abductions in Nation
* Control Points in Neighbors
* Control in Larger Allies / Federations
|
* Difference in Ideology
* Nation Size
| Gain an unowned control point in the targeted nation.
|-
| [[File:ICO hostiletakeover on.png|70px]] Enthrall Org
| Influence
| 2
| 16
| -4 if critical success<br>0 if success<br>2 if failure<br>4 if critical failure
|
* Persuasion
* Influence Spent
* Abductions in Nation
* Xenoforming in Nation
|
* Science
* Protect Mission: Security
| Seize an org from the targeted faction.
|-
| [[File:ICO buildfacility on.png|70px]] Build Facility
| Money
| 1
| 0
| 0
|
* Always successful
|
* Always successful
| Constructs an alien facility asset in a region with at least 15 abductions.
|-
| [[File:ICO assumecontrol on.png|70px]] Grant Alien Control
| Influence
| 1
| 0
| 0
|
* Always successful
|
* Always successful
| Takes control of a nation that has an alien facility asset.
|-
| [[File:ICO passtechnology on.png|70px]] Pass Technology
| Influence
| 1
| 0
| 0
|
* Always successful
|
* Always successful
| Gives some technology to human allies.
|-
| [[File:ICO terrorizeregion on.png|70px]] Terrorize Region
| Ops
| 1
| 0
| 16 if critical success<br>30 if success<br>16 if failure<br>16 if critical failure
|
* Command
* Ops Spent
|
* Military in Region
* Nation Population
* Protect Mission: Command
| Give an unowned control point in the targeted nation to The Protectorate or The Servants.
|}
== Uncontested Missions ==
Uncontested missions are always successful.
{| class="wikitable"
! Mission !! Cost !! width=1% | Success XP !! width=1% | Detection risk !! width=55% | Effect !! Councilor
|-
| [[File:ICO orbit on.png|70px]] Orbit
| 0.1 Boost
| 1
| 0
| Move from the surface of Earth to any orbit in the Earth-Luna system, or from the surface of any space body to a station or ship in an interface orbit. Undercover trait required to travel to enemy outposts, platforms and ships.
|
* All
|-
| [[File:ICO deorbit on.png|70px]] Deorbit
| None
| 1
| 0
| Move from a hab or ship in an interface orbit to the surface of a space body, or from any location in the Earth-Luna system to Earth's surface.
|
* All
|-
| [[File:ICO transfer on.png|70px]] Transfer
| None
| 1
| 0
| Relocate from one hab or fleet to another anywhere in space in the Earth-Luna system. Away from Earth, move to any hab or fleet in same orbit, or on the same space body. Undercover trait required to travel to enemy outposts, platforms and ships.
|
* All
|-
| [[File:ICO contact on.png|70px]] Contact
| 10 Influence
| 1
| 0
| Contact an identified councilor from another faction to initiate a diplomatic exchange.
|
* All
|-
| [[File:ICO gotoground on.png|70px]] Go To Ground
| None
| 1
| -8
| Go into hiding in an Earth region to escape enemy detection and attacks.
|
* All
|-
| [[File:ICO callpolicyvote on.png|70px]] Set National Policy
| 10 influence
| 1
| 10
| Set a major policy for the targeted nation, such as initiating a war. You will select the policy when the mission resolves. Requires executive control.
|
* All
|-
| [[File:ICO advisenation on.png|70px]] Advise
| 10 Influence
| 1
| 0
| Provide expertise to a nation or hab. The councilor's Science, Command and Administration attributes will improve the target's research output, combat capabilities, and financial performance. Additional advising councilors provide diminishing benefits.
|
* Operative
* Scientist
* Tech Mogul
* Evangelist
* Diplomat
* Professor
* Inspector
* Judge
* Officer
* Astronaut
* Politician
* Executive
|-
| [[File:ICO defendinterest on.png|70px]] Defend Interests
| 20 Influence
| 1
| 0
| Fortify our control points in this nation against enemy Crackdowns, Purges and Coups. Duration decreases with the number of control points we are protecting.
|
* Diplomat
* Inspector
* Judge
* Officer
* Politician
* Executive
* Fixer
* Kingpin
* Tycoon
|-
| [[File:ICO investigatealienactivity on.png|70px]] Investigate Alien Activity
| 5 Ops
| 2
| -2
| Target a site of suspected alien activity to learn more about the aliens' methods and motives.
|
* Diplomat
* Inspector
* Judge
* Officer
* Fixer
* Operative
* Scientist
* Professor
* Astronaut
* Journalist
* Spy
* Rebel
* Commando
* Investigator
|-
| [[File:ICO protect on.png|70px]] Protect Target
| None
| 1
| 0
| Apply my Security or Command attribute to protect a targeted councilor, region, or hab against physical attacks or other operations. Will also prevent councilor from dying in failed assault missions.
|
* Inspector
* Officer
* Fixer
* Operative
* Rebel
* Commando
* Kingpin
|-
| [[File:ICO detectcouncilactivity on.png|70px]] Surveil Location
| None
| 1
| -4
| Significantly increase the likelihood enemy councilors and aliens will be detected in the councilor's region and adjacent regions, or in a hab or fleet. May also detect hidden alien assets in nearby Earth regions.
|
* Inspector
* Officer
* Fixer
* Operative
* Rebel
* Kingpin
* Diplomat
* Professor
* Journalist
* Spy
* Investigator
* Tech Mogul
* Hacker
|}
=== 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.
{| class="wikitable"
! Mission !! Required Org !! width=65% | Description
|-
| [[File:ICO mission appease on.png|70px]] Claim Hegemony
| [[File:Org appease win.png|40px]] The Protectorate Authority
| ''Activate our network of Sentinel stations to establish our dominance of world affairs, placating the aliens. All human nations will surrender to us. Requires we have met our victory objectives.''
|-
| [[File:ICO mission resist on.png|70px]] Close the Gate
| [[File:Org resist win.png|40px]] Janus Section
| ''Activate the device to shut down the alien wormhole. We must assault the alien base and land first. Requires we have met our victory objectives.''
|-
| [[File:ICO mission cooperate on.png|70px]] Forge an Alliance
| [[File:Org cooperate win.png|40px]] Mission to the Hydra
| ''Send our pherocyte-resistant diplomats through the wormhole to establish relations and end this conflict. We must assault the alien base and land first. Requires we have met our victory objectives.''
|-
| [[File:ICO mission submit on.png|70px]] Herald Our Masters
| [[File:Org submit win.png|40px]] The Sword of the Devoted
| ''Assert the aliens' dominance on Earth. Requires we have met our victory objectives.''
|-
| [[File:ICO mission escape on.png|70px]] Launch the Bifrost
| [[File:Org escape win.png|40px]] Bifrost Command Staff
| ''Issue the launch order to begin our interstellar journey.''
|-
| [[File:ICO mission exploit on.png|70px]] Tame the Enemy
| [[File:Org exploit win.png|40px]] The Pherocyte Masters
| ''Send the neopherocyte package through the wormhole. We must assault the alien base and land first. Requires we have met our victory objectives.''
|-
| [[File:ICO mission destroy on.png|70px]] Trigger the Weapon
| [[File:Org destroy win.png|40px]] The Omega Solution
| ''Send our biological weapon through the wormhole. We must assault the alien base and land first. Requires we have met our victory objectives.''
|}
{{Mechanics_Navbox}}

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 FAC AppeaseCouncil 128.png The Protectorate if it controls a Sentinel Complex module.

Mission Resource Success XP Difficulty Detection risk Attacking modifiers Defending modifiers Success effect
ICO assassinate on.png Assassinate Ops 3 12 -4 if critical success
0 if success
4 if failure
10 if critical failure
  • Espionage
  • Ops Spent
  • Security Apparatus Control Point
  • Detained Target
  • Intel on Target
  • Security
  • Local Control Points
  • Our Loyalty Monitor Implant
  • Protect Mission: Security
Kills the targeted councilor.
ICO assaultfacility on.png Assault Alien Asset Ops 3 4 0 if critical success
4 if success
6 if failure
12 if critical failure
  • Command
  • Ops Spent
  • Alien Defenses
  • Protect Mission: Command
Lead a combat unit against the targeted alien asset.
ICO seizespaceasset on.png Assault Enemy Space Asset Ops 2 0 4 if critical success
2 if success
6 if failure
12 if critical failure
  • Command
  • Ops Spent
  • Attacking Force Strength
  • Joint Council Command
  • Hab Support Shortages
  • Mission Control Shortage
  • Decommissioning Hab
  • Defending Force Strength
  • 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.
ICO gain influence on.png Control Nation Influence 2 0 -4 if critical success
0 if success
2 if failure
4 if critical failure
  • Persuasion
  • Influence Spent
  • Popular Support
  • Control in Larger Allies / Federations
  • Control Points in Neighbors
  • Bureaucracy Control Point
  • Size of National Economy
  • Control Points in Rivals
Gain an unowned control point in the targeted nation.
ICO controlspaceasset on.png Control Space Asset Influence 2 12 -4 if critical success
0 if success
30 if failure
30 if critical failure
  • Persuasion
  • Influence Spent
  • Target has Negative Influence
  • Mission Control Shortage
  • Council Loyalty
  • Crew Size
  • Hab Size
  • Hab Support Shortages
  • Decommissioning Hab
  • Difference in Ideology
  • Defending Force Strength
  • Mission Control Shortage
  • Defend Interests
  • Protect Mission: Security
Targeted hab or ship joins the councilor's faction.
ICO coup on.png Coup d'Etat Ops 2 6 0 if critical success
2 if success
4 if failure
8 if critical failure
  • Command
  • Ops Spent
  • Popular Support
  • National Unrest
  • Elite Dissatisfaction
  • Oligarchs Control Point
  • Joint Council Command
  • National Cohesion
  • Elite Satisfaction
  • Size of National Economy
  • Defended Control Point
  • Oligarchs Control Point
  • Democracy
  • Pherocyte Resistance
Targeted nation's control points become unowned.
ICO crackdown on.png Crackdown Influence 2 0 -4 if critical success
0 if success
2 if failure
6 if critical failure
  • Investigation
  • Influence Spent
  • Popular Support
  • Security Apparatus Control Point
  • Target Over Control Point Cap
  • Council Administration
  • Size of National Economy
  • Popular Support
  • Defend Interests
Temporarily disables the benefits of the targeted control point, removes Defend Interests mission protection and increases the Purge mission success chance.
ICO detain on.png Detain Councilor Ops 2 8 -4 if critical success
0 if success
2 if failure
8 if critical failure
  • Investigation
  • Ops Spent
  • Security Apparatus Control Point
  • Detained Target
  • Intel on Target
  • Security
  • Local Control Points
  • Protect Mission: Security
Targeted councilor is detained for interrogation and their mission is canceled.
ICO extract on.png Extract Councilor Ops 2 8 -4 if critical success
0 if success
2 if failure
10 if critical failure
  • Command
  • Ops Spent
  • Local Control Points
  • Security Apparatus Control Point
  • Nearby Councilors' Security
  • Detaining Faction Joing Security
  • Security Apparatus Control Point
Targeted detained councilor becomes free.
ICO hostiletakeover on.png Hostile Takeover Money 2 12 -4 if critical success
0 if success
2 if failure
8 if critical failure
  • Administration
  • Money Spent
  • National Industries Control Point
  • Intel on Target
  • Target has Negative Funds
  • Administration
  • National Industries Control Point
Seize an org from the targeted faction.
ICO unrest on.png Increase Unrest Ops 2 0 -4 if critical success
0 if success
6 if failure
12 if critical failure
  • Command
  • Ops Spent
  • Popular Support
  • Identity Blocks Control Point
  • Warlords Control Point
  • Nation Population
  • National Cohesion
  • Popular Support
  • Protect Mission: Command
Increases unrest in the targeted region. Success in a region with an independence movement may trigger a secession.
ICO inspire on.png Inspire Influence 2 8 -4 if critical success
-4 if success
-4 if failure
-2 if critical failure
  • Persuasion
  • Influence Spent
  • None
Improve the loylty of another councilor. May also bring back a turned councilor.
ICO investigatecouncilor on.png Investigate Councilor Ops 2 0 -4 if critical success
-2 if success
0 if failure
2 if critical failure
  • Investigation
  • Ops Spent
  • Local Control Points
  • Detained Target
  • Espionage
  • Local Control Points
  • 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.
ICO propaganda on.png Public Campaign Money 2 0 -4 if critical success
0 if success
2 if failure
8 if critical failure
  • Persuasion
  • Money Spent
  • Control in Larger Allies / Federations
  • Control Points in Neighbors
  • Mass Media Control Point
  • Nation Population
  • Censorship
Increase Public Opinion in the targeted nation towards the councilor's faction.
ICO purge on.png Purge Influence 2 6 -4 if critical success
0 if success
4 if failure
8 if critical failure
  • Espionage
  • Influence Spent
  • Popular Support
  • Control in Larger Allies / Federations
  • Control Points in Neighbors
  • Legislature Control Point
  • Party Control Point
  • Target Over Control Point Cap
  • Council Administration
  • Size on National Economy
  • Difference in Ideology
  • Crackdown
  • Defend Interests
  • Legislature Control Point
  • Party Control Point
  • Control Points in Rivals
Gain an owned control point in the targeted nation.
ICO sabotagefacilities on.png Sabotage Facilities Ops 2 12 -6 if critical success
0 if success
2 if failure
12 if critical failure
  • Espionage
  • Ops Spent
  • National Unrest
  • Joint Council Security
  • Military in Region
  • Protect Mission: Security
Sabotage the targeted space facility.
ICO sabotagefacilities on.png Sabotage Hab Module Ops 2 4 -6 if critical success
0 if success
2 if failure
12 if critical failure
  • Espionage
  • Ops Spent
  • Joint Council Security
  • Defend Interests
  • Hab Support Shortages
  • Mission Control Shortage
  • Protect Mission: Security
Sabotage the targeted non-core hab module in the current hab.
ICO sabotageproject on.png Sabotage Project Ops 2 6 -2 if critical success
0 if success
0 if failure
8 if critical failure
  • Espionage
  • Ops Spent
  • Security
  • Hab Support Shortages
  • Mission Control Shortage
  • Protect Mission: Security
Target a councilor or hab with an engineering module to remove progress on a project.
ICO stabilize on.png Stabilize Nation Ops 2 0 -4 if critical success
0 if success
3 if failure
6 if critical failure
  • Command
  • Ops Spent
  • Popular Support
  • National Cohesion
  • Regional Authorities Control Point
  • Nation Population
  • Control Points in Rivals
  • Protect Mission: Command
Reduces unrest in the targeted nation.
ICO stealproject on.png Steal Project Ops 2 6 -8 if critical success
0 if success
2 if failure
8 if critical failure
  • Espionage
  • Ops Spent
  • Detained Target
  • Intel on Target
  • Target has Negative Funds
  • Security
  • Hab Support Shortages
  • Mission Control Shortage
  • 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.
ICO turn on.png Turn Councilor Influence 2 16 -4 if critical success
0 if success
6 if failure
12 if critical failure
  • Persuasion
  • Influence Spent
  • Intel on Target
  • Loyalty
  • Difference in Ideology
  • Pherocyte Resistance
  • Protect Mission: Security
Turns the selected councilor.
ICO sentinel on.png Dominate Nation Influence 2 6 30 if critical success
30 if success
30 if failure
30 if critical failure
  • Persuasion
  • Influence Spent
  • Popular Support
  • Control in Larger Allies / Federations
  • Control Points in Neighbors
  • Legislature Control Point
  • Mass Media Control Point
  • Party Control Point
  • Target Over Control Point Cap
  • Difference in Ideology
Gain an owned control point in the targeted nation.

Alien Missions

Alien missions are only available to alien councilors.

Mission Resource Success XP Difficulty Detection risk Attacking modifiers Defending modifiers Success effect
ICO abductions on.png Abductions Ops 2 2 -4 if critical success
2 if success
4 if failure
8 if critical failure
  • Espionage
  • Ops Spent
  • Local Xenoforming
  • National Unrest
  • Protect Mission: Command
Abducts humans.
ICO Xenoform on.png Xenoform Ops 1 4 -4 if critical success
2 if success
4 if failure
8 if critical failure
  • Espionage
  • Ops Spent
  • Local Abductions
  • Control in Larger Allies / Federations
  • Military in Region
  • Region Population Density
Creates an Alien Life Forms asset.
ICO enthrallelites on.png Enthrall Elites Influence 2 18 -4 if critical success
2 if success
4 if failure
8 if critical failure
  • Persuasion
  • Influence Spent
  • Abductions in Nation
  • Target Over Control Point Cap
  • Control Points in Neighbors
  • Xenoforming in Nation
  • Control in Larger Allies / Federations
  • Council Science
  • Difference in Ideology
  • Crackdown
  • Nation Size
  • Defend Interests (After Pherocyte Resistance is researched)
Gain an owned control point in the targeted nation.
ICO enthrallpublic on.png Enthrall Public Influence 2 12 -4 if critical success
0 if success
4 if failure
8 if critical failure
  • Persuasion
  • Influence Spent
  • Abductions in Nation
  • Control Points in Neighbors
  • Xenoforming in Nation
  • Control in Larger Allies / Federations
  • Nation Population
Increase Public Opinion in the targeted nation towards the councilor's faction.
ICO enthrallelites on.png Enthrall Unaligned Elites Influence 2 16 -4 if critical success
0 if success
4 if failure
8 if critical failure
  • Persuasion
  • Influence Spent
  • Abductions in Nation
  • Control Points in Neighbors
  • Control in Larger Allies / Federations
  • Difference in Ideology
  • Nation Size
Gain an unowned control point in the targeted nation.
ICO hostiletakeover on.png Enthrall Org Influence 2 16 -4 if critical success
0 if success
2 if failure
4 if critical failure
  • Persuasion
  • Influence Spent
  • Abductions in Nation
  • Xenoforming in Nation
  • Science
  • Protect Mission: Security
Seize an org from the targeted faction.
ICO buildfacility on.png Build Facility Money 1 0 0
  • Always successful
  • Always successful
Constructs an alien facility asset in a region with at least 15 abductions.
ICO assumecontrol on.png Grant Alien Control Influence 1 0 0
  • Always successful
  • Always successful
Takes control of a nation that has an alien facility asset.
ICO passtechnology on.png Pass Technology Influence 1 0 0
  • Always successful
  • Always successful
Gives some technology to human allies.
ICO terrorizeregion on.png Terrorize Region Ops 1 0 16 if critical success
30 if success
16 if failure
16 if critical failure
  • Command
  • Ops Spent
  • Military in Region
  • Nation Population
  • Protect Mission: Command
Give an unowned control point in the targeted nation to The Protectorate or The Servants.

Uncontested Missions

Uncontested missions are always successful.

Mission Cost Success XP Detection risk Effect Councilor
ICO orbit on.png Orbit 0.1 Boost 1 0 Move from the surface of Earth to any orbit in the Earth-Luna system, or from the surface of any space body to a station or ship in an interface orbit. Undercover trait required to travel to enemy outposts, platforms and ships.
  • All
ICO deorbit on.png Deorbit None 1 0 Move from a hab or ship in an interface orbit to the surface of a space body, or from any location in the Earth-Luna system to Earth's surface.
  • All
ICO transfer on.png Transfer None 1 0 Relocate from one hab or fleet to another anywhere in space in the Earth-Luna system. Away from Earth, move to any hab or fleet in same orbit, or on the same space body. Undercover trait required to travel to enemy outposts, platforms and ships.
  • All
ICO contact on.png Contact 10 Influence 1 0 Contact an identified councilor from another faction to initiate a diplomatic exchange.
  • All
ICO gotoground on.png Go To Ground None 1 -8 Go into hiding in an Earth region to escape enemy detection and attacks.
  • All
ICO callpolicyvote on.png Set National Policy 10 influence 1 10 Set a major policy for the targeted nation, such as initiating a war. You will select the policy when the mission resolves. Requires executive control.
  • All
ICO advisenation on.png Advise 10 Influence 1 0 Provide expertise to a nation or hab. The councilor's Science, Command and Administration attributes will improve the target's research output, combat capabilities, and financial performance. Additional advising councilors provide diminishing benefits.
  • Operative
  • Scientist
  • Tech Mogul
  • Evangelist
  • Diplomat
  • Professor
  • Inspector
  • Judge
  • Officer
  • Astronaut
  • Politician
  • Executive
ICO defendinterest on.png Defend Interests 20 Influence 1 0 Fortify our control points in this nation against enemy Crackdowns, Purges and Coups. Duration decreases with the number of control points we are protecting.
  • Diplomat
  • Inspector
  • Judge
  • Officer
  • Politician
  • Executive
  • Fixer
  • Kingpin
  • Tycoon
ICO investigatealienactivity on.png Investigate Alien Activity 5 Ops 2 -2 Target a site of suspected alien activity to learn more about the aliens' methods and motives.
  • Diplomat
  • Inspector
  • Judge
  • Officer
  • Fixer
  • Operative
  • Scientist
  • Professor
  • Astronaut
  • Journalist
  • Spy
  • Rebel
  • Commando
  • Investigator
ICO protect on.png Protect Target None 1 0 Apply my Security or Command attribute to protect a targeted councilor, region, or hab against physical attacks or other operations. Will also prevent councilor from dying in failed assault missions.
  • Inspector
  • Officer
  • Fixer
  • Operative
  • Rebel
  • Commando
  • Kingpin
ICO detectcouncilactivity on.png Surveil Location None 1 -4 Significantly increase the likelihood enemy councilors and aliens will be detected in the councilor's region and adjacent regions, or in a hab or fleet. May also detect hidden alien assets in nearby Earth regions.
  • Inspector
  • Officer
  • Fixer
  • Operative
  • Rebel
  • Kingpin
  • Diplomat
  • Professor
  • Journalist
  • Spy
  • Investigator
  • Tech Mogul
  • Hacker

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.

Mission Required Org Description
ICO mission appease on.png Claim Hegemony Org appease win.png The Protectorate Authority Activate our network of Sentinel stations to establish our dominance of world affairs, placating the aliens. All human nations will surrender to us. Requires we have met our victory objectives.
ICO mission resist on.png Close the Gate Org resist win.png Janus Section Activate the device to shut down the alien wormhole. We must assault the alien base and land first. Requires we have met our victory objectives.
ICO mission cooperate on.png Forge an Alliance Org cooperate win.png Mission to the Hydra Send our pherocyte-resistant diplomats through the wormhole to establish relations and end this conflict. We must assault the alien base and land first. Requires we have met our victory objectives.
ICO mission submit on.png Herald Our Masters Org submit win.png The Sword of the Devoted Assert the aliens' dominance on Earth. Requires we have met our victory objectives.
ICO mission escape on.png Launch the Bifrost Org escape win.png Bifrost Command Staff Issue the launch order to begin our interstellar journey.
ICO mission exploit on.png Tame the Enemy Org exploit win.png The Pherocyte Masters Send the neopherocyte package through the wormhole. We must assault the alien base and land first. Requires we have met our victory objectives.
ICO mission destroy on.png Trigger the Weapon Org destroy win.png The Omega Solution Send our biological weapon through the wormhole. We must assault the alien base and land first. Requires we have met our victory objectives.