Factions: Difference between revisions
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== Atrocity == | == Atrocity == | ||
Atrocities are actions that will lower Public Opinion in every nation for a certain faction. The following actions | Atrocities are actions that will permanently lower Public Opinion in every nation for a certain faction, as well as the loyalty of councilors with the Ethical and Pacifist traits. The following actions will create atrocities: | ||
* Completing a Nuclear Weapons priority for the first time in a nation | * Completing a Nuclear Weapons priority for the first time in a nation | ||
* Using a Strategic Nuclear Barrage | * Using a Strategic Nuclear Barrage | ||
* Razing a region with an army or fleet | * Razing a region with an army or fleet | ||
* Destroying a | * Bombarding a mission control facility or launch facility | ||
* | * Destroying a hab with civilian modules | ||
* Critically failing Assassinate missions | |||
* Critically failing Increase Unrest missions | |||
* Assassinate mission on a councilor with the Beloved trait | |||
* Various random events | |||
== Human Factions == | == Human Factions == | ||
There are seven human factions in Terra Invicta. Each faction has an ideology that determines how hostile it will be to other factions and how much they will be affected by a nation's population having different beliefs. Factions with ideology supportive to the aliens will eventually be able to transfer territory to the alien nation. | There are seven human factions in Terra Invicta. Each faction has an ideology that determines how hostile it will be to other factions and how much they will be affected by a nation's population having different beliefs. Factions with ideology supportive to the aliens will eventually be able to transfer territory to the alien nation. | ||
{| class="wikitable" | {| class="wikitable" | ||
! rowspan=2 | Faction !! rowspan=2 | Leader !! rowspan=2 | Agenda !! colspan=2 | Ideology !! rowspan=2 | Default names !! rowspan=2 | Ship color | ! rowspan=2 | Faction !! rowspan=2 | Leader !! rowspan=2 | Agenda !! colspan=2 width=1% | Ideology !! rowspan=2 | Default names !! rowspan=2 width=1% | Ship color | ||
|- | |- | ||
! Humanity !! Aliens | ! Humanity !! Aliens | ||
Line 43: | Line 48: | ||
| Idealist | | Idealist | ||
| Very supportive | | Very supportive | ||
| Small ships after mythical | | Small ships after mythical beasts<br>Medium ships after phenomena<br>Large ships after mythologies<br>Habs after monuments | ||
| Black | | Black | ||
|- | |- | ||
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Once a faction completes all its campaign objectives it will gain a unique victory org and the Victory Objective will appear. The Victory Objective requires assigning the victory org to a councilor, completing all requirements for its mission and then undertaking the final mission. | Once a faction completes all its campaign objectives it will gain a unique victory org and the Victory Objective will appear. The Victory Objective requires assigning the victory org to a councilor, completing all requirements for its mission and then undertaking the final mission. | ||
{| class="wikitable" | {| class="wikitable" | ||
! Objective !! Org !! Mission !! width= | ! Objective !! Org !! Mission !! width=45% | Requirements | ||
|- | |- | ||
| [[File:FAC SubmitCouncil 128.png|40px]] Assert Alien Hegemony | | [[File:FAC SubmitCouncil 128.png|40px]] Assert Alien Hegemony | ||
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control points + (sum of all armies' Miltech * 0.5) + active hab modules + objectives completed | control points + (sum of all armies' Miltech * 0.5) + active hab modules + objectives completed | ||
{{Mechanics_Navbox}} |
Latest revision as of 10:07, 6 July 2023
With the nations of Earth unable to reach consensus on how to approach the alien arrival on their own, covert transnational factions of like-minded people have become the dominant players in world affairs. Each is driven by an ideology on how to address alien activities on Earth. These factions will seek to invest in and control the governments of Earth to advance their goals. You are leading one of these factions.
The inner leadership circle of each faction is its council. Councilors will go on missions to help you gain power over Earth's nations and discover the aliens' goals on Earth. Factions also may gain control over armies, and as the story progresses, they may build habitats and fleets in space.
Factions cannot be entirely eliminated in Terra Invicta. They have emerged from the beliefs of the people of Earth. People can be swayed and organizational structures removed, but ideas can't fully die. What matters is how much power the people holding those ideologies possess.
During the campaign, each faction will have one or more objectives to fulfill at any given time. Completing objectives will lead to uncovering information about the aliens and their true purpose in our Solar System. Objectives can also unlock special research projects and orgs for a faction.
By using the Contact mission on a councilor from another faction, a councilor may initiate trade discussions with the leader of that faction. Successful trades can serve to lower hostility between factions.
Trade Negotiations
Factions can begin trade negotiations with each other by using the Contact mission. They may trade resources, orgs, control points or council engineering projects. They can also form non-aggression pacts, which prevents two factions from using hostile missions or the declare war policy against each other's councilors and nations.
Nations that are in conflict or at war with each other will reject trade negotiations.
Atrocity
Atrocities are actions that will permanently lower Public Opinion in every nation for a certain faction, as well as the loyalty of councilors with the Ethical and Pacifist traits. The following actions will create atrocities:
- Completing a Nuclear Weapons priority for the first time in a nation
- Using a Strategic Nuclear Barrage
- Razing a region with an army or fleet
- Bombarding a mission control facility or launch facility
- Destroying a hab with civilian modules
- Critically failing Assassinate missions
- Critically failing Increase Unrest missions
- Assassinate mission on a councilor with the Beloved trait
- Various random events
Human Factions
There are seven human factions in Terra Invicta. Each faction has an ideology that determines how hostile it will be to other factions and how much they will be affected by a nation's population having different beliefs. Factions with ideology supportive to the aliens will eventually be able to transfer territory to the alien nation.
Faction | Leader | Agenda | Ideology | Default names | Ship color | |
---|---|---|---|---|---|---|
Humanity | Aliens | |||||
The Resistance | Commander Fiona Ayouade | Protect humanity by resisting the alien invasion | Realist | Somewhat hostile | Small ships after heroes Medium ships after qualities Large ships after battles Habs after commanders |
White |
The Servants | Superior Judith Howell | Support the aliens by any means necessary | Idealist | Very supportive | Small ships after mythical beasts Medium ships after phenomena Large ships after mythologies Habs after monuments |
Black |
The Initiative | Chairman Soren Van Wyk | Exploit the alien arrival to gain power | Cynical | Neutral | Small ships after fish Medium ships after rivers Large ships after water bodies Habs after explorers |
Orange |
Project Exodus | Director Khalid Al-Ashgar | Escape the aliens by sending humans to other stars | Idealist | Hostile | Small ships after birds Medium ships after astronomy objects Large ships after famous ships Habs after astronauts |
Brown |
The Academy | Chancellor Li Qingzhao | Convince the aliens that we are equal | Idealist | Somewhat supportive | Small ships after land animals Medium ships after scientists Large ships after explorations Habs after exemplars |
Olive |
Humanity First | Colonel Hanse Castillo | Eradicate the aliens and all who support them | Somewhat cynical | Very hostile | Small ships after weapons Medium ships after warriors Large ships after scary things Habs after mountains |
Red |
The Protectorate | Commissioner Kiran Banerjee | Protect humanity by appeasing the aliens | Somewhat cynical | Supportive | Small ships after cities Medium ships after regions Large ships after landmasses Habs after leaders |
Blue |
Campaign Objectives
Initial objectives are the same for every faction. However as more objectives are completed the story will start to diverge.
Victory Objectives
Once a faction completes all its campaign objectives it will gain a unique victory org and the Victory Objective will appear. The Victory Objective requires assigning the victory org to a councilor, completing all requirements for its mission and then undertaking the final mission.
Most Threatening Faction
All factions will slowly begin to target the most threatening faction in the game. The most threatening faction is the one that has the highest threat score, calculated with the following formula:
control points + (sum of all armies' Miltech * 0.5) + active hab modules + objectives completed
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 |