Orgs: Difference between revisions

From Terra Invicta Official Wiki
No edit summary
Line 15: Line 15:


== Criminal Orgs ==
== Criminal Orgs ==
Criminal Orgs are organizations that are illegal. Ther can only be purchased by councilors with the Criminal trait and the correct nationality.
Criminal Orgs are organizations that are illegal. They can only be purchased by councilors with the Criminal trait and the correct nationality.


=== Sociopath Orgs ===
== Sociopath Orgs ==
Sociopath Orgs are bloodthirsty criminal organizations. In addition to the usual requirements they also need the councilor using them to have the Sociopath trait.
Sociopath Orgs are organizations full of bloodthirsty people. They can only be purchased by councilors with the Sociopath trait and the correct nationality.
{| class="wikitable"
{| class="wikitable"
! Organization !! Tier !! Monthly Income !! Councilor Attribures !! Unlocked Missions !! Cost !! Required Nationality
! Organization !! Tier !! Monthly Income !! Councilor Attribures !! Unlocked Missions !! Cost !! Required Nationality

Revision as of 09:38, 4 October 2022

Orgs, or organizations, are government agencies, private companies, and criminal syndicates, that a councilor may control. Orgs may provide incomes, stat bonuses, new missions, and bonuses to the faction's investment priorities in nations. Orgs are rated from tier 1 to tier 3 (represented by the number of stars attached to the org icon), and councilors may manage one org per point in the administration stat.

Most orgs become available on a faction's exclusive market, and will rotate to be available to another faction after a period of time. Orgs are purchased using money, influence and rarely ops or boost. They may also be acquired via the hostile takeover missions or during trades with other factions. Factions may also gain special orgs for completing objectives or during events.

Orgs can be transferred between councilors and sometimes stolen by other factions via the Hostile Takeover mission.

Orgs with a monetary value may be sold value back to the market. Factions have a pool of unassiged orgs that can be used to transfer orgs between councilors.

Orgs in the faction pool do not confer any benefits to the faction, but those with negative incomes continue to cost resources to maintain. A faction may only keep 10 non-faction-specific orgs in its faction pool; the rest must be sold or transferred to direct control of a councilor.

Newly acquired orgs for a councilor do not provide bonuses until during the next mission phase, with the exception of administration for the purposes of calculating a councilor's org capacity. If a councilor is detained, all orgs are made inactive.

Government Orgs

Government Orgs are organizations that belong to a certain nation. That can only be purchased by councilors with the Government trait and requires either a control point in the org's nation or the councilor to be present in the said nation.

Criminal Orgs

Criminal Orgs are organizations that are illegal. They can only be purchased by councilors with the Criminal trait and the correct nationality.

Sociopath Orgs

Sociopath Orgs are organizations full of bloodthirsty people. They can only be purchased by councilors with the Sociopath trait and the correct nationality.

Organization Tier Monthly Income Councilor Attribures Unlocked Missions Cost Required Nationality
Jemaah Islamiyah +1 Ops Increase Unrest
Sabotage Facilities
80 Influence
5 Ops
Makassar
Al-Qaida ★★ +1 Influence
+2 Ops
+1 Espionage
+1 Command
+1 Security
Assassinate
Increase Unrest
Sabotage Facilities
25 Money
100 Influence
10 Ops
Peshawar
Islamic State of Iraq and the Levant ★★ +2 Ops +1 Espionage
+1 Command
Assassinate
Increase Unrest
Sabotage Facilities
125 Influence
10 Ops
Baghdad