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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 |
| | | Variable Money |
| | | 2 |
| | | 0 |
| | | |
| | * 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. |
| |} | | |} |
Revision as of 22:31, 4 October 2022
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.
Uncontested Missions
Uncontested missions are always successful.
Mission |
Cost |
Success XP |
Success factors |
Effect
|
Advise
|
10 Influence
|
1
|
- Councillor's Command
- Councillor's Administration
- Councillor's Science
|
Improves a nation's or hab's research output, combat capabilities and financial performance. Additional councilors with the same mission provide a diminishing benefit.
|
Contact
|
10 Influence
|
1
|
|
Attempts a diplomatic exchange with the targeted councilor's faction.
|
Defend Interests
|
20 Influence
|
1
|
|
Temporarily decreases the success chance of Coup, Crackdown and Purge missions in the targeted nation.
|
Go To Ground
|
None
|
1
|
|
Go into hiding in an Earth region to escape enemy detection and attacks.
|
Investigate Alien Activity
|
5 ops
|
2
|
|
Investigate an alien site.
|
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.
|
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.
|
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
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.
Mission |
Cost |
Success XP |
Difficulty |
Attacking modifiers |
Defending modifiers |
Effect
|
Assassinate
|
Variable Ops
|
3
|
12
|
- Espionage
- Ops Spent
- Security Apparatus Control Point
- Detained Target
- Intel on Target
|
- Security
- Local Control Points
- Protect Mission: Security
|
Kills the targeted councilor.
|
Assault Alien Asset
|
Variable Ops
|
3
|
4
|
|
- Alien Defenses
- Protect Mission: Command
|
Destroys the targeted asset.
|
Control Nation
|
Variable Influence
|
2
|
0
|
- 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 a control point in the targeted nation.
|
Control Space Asset
|
Variable Influence
|
2
|
12
|
- Persuasion
- Influence Spent
- Target has Negative Influence
|
- Council Loyalty
- Crew Size
- Hab Size
- Hab Support Shortages
- Decommissioning Hab
- Difference in Ideology
- Defending Force Strength
- Defend Interests
- Protect Mission: Security
|
Targeted hab or ship joins the councilor's faction.
|
Coup d'Etat
|
Variable Ops
|
2
|
6
|
- 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
|
Targeted nation's control points become unowned.
|
Crackdown
|
Variable Influence
|
2
|
0
|
- 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.
|
Detain Councilor
|
Variable Ops
|
2
|
8
|
- 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.
|
Extract Councilor
|
Variable Ops
|
2
|
8
|
- 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.
|
Hostile Takeover
|
Variable Money
|
2
|
12
|
- Administration
- Money Spent
- National Industries Control Point
- Detained Target
- Intel on Target
- Target has Negative Funds
|
- Administration
- National Industries Control Point
|
Seize an org from the targeted faction.
|
Inspire
|
Variable Influence
|
2
|
8
|
- Persuasion
- Influence Spent
|
|
Improve the loylty of another councilor. May also bring back a turned councilor.
|
Investigate Councilor
|
Variable Ops
|
2
|
0
|
- 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.
|
Public Campaign
|
Variable Money
|
2
|
0
|
- 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.
|