Orgs: Difference between revisions
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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. | 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 can be transferred between councilors and sometimes stolen by other factions via the Hostile Takeover mission. | ||
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. | 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. | ||
There are several common | There are several common archetypes of orgs: | ||
* National Orgs are organizations that operate in a certain region. Purchasing them requires either a control point in the nation controlling its region or the councilor to | * National Orgs are organizations that operate in a certain region. Purchasing them requires either a control point in the nation controlling its region or the councilor to have their home in the said nation. | ||
* Government Orgs can be purchased by councilors with the Government trait. Most government orgs are also national orgs. | * Government Orgs can be purchased by councilors with the Government trait. Most government orgs are also national orgs. | ||
* Criminal Orgs are only available to advisers with ''Criminal'' trait. | * Criminal Orgs are only available to advisers with ''Criminal'' trait. | ||
== Markets == | |||
On the 15th of each month, each faction draws from a central inactive pool of orgs, to refresh their own active/available org marketplace. During refresh, each org currently in the marketplace has a random chance to become unavailable (75%/mo for 1-star, 25%/mo for 3-star). The marketplace is then refilled up to a minimum number plus a small random number of extras. | |||
Orgs may be sold from your control back to the marketplace for a share of their original monetary cost, but influence, ops or boost prices are not refunded. | |||
== Unassigned orgs == | |||
Each faction may own up to 10 orgs that are not assigned to any specific councilor, which can be used to hold orgs for transfer between councilors, or to save good orgs with benefits you don't need currently but expect to want later. | |||
These orgs do not confer any benefits to the faction, but those with negative incomes continue to cost resources to maintain. | |||
Unassigned orgs are much easier targets for the Hostile Takeover mission. | |||
== Org list == | == Org list == |
Latest revision as of 21:52, 30 December 2024
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.
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.
There are several common archetypes of orgs:
- National Orgs are organizations that operate in a certain region. Purchasing them requires either a control point in the nation controlling its region or the councilor to have their home in the said nation.
- Government Orgs can be purchased by councilors with the Government trait. Most government orgs are also national orgs.
- Criminal Orgs are only available to advisers with Criminal trait.
Markets
On the 15th of each month, each faction draws from a central inactive pool of orgs, to refresh their own active/available org marketplace. During refresh, each org currently in the marketplace has a random chance to become unavailable (75%/mo for 1-star, 25%/mo for 3-star). The marketplace is then refilled up to a minimum number plus a small random number of extras.
Orgs may be sold from your control back to the marketplace for a share of their original monetary cost, but influence, ops or boost prices are not refunded.
Unassigned orgs
Each faction may own up to 10 orgs that are not assigned to any specific councilor, which can be used to hold orgs for transfer between councilors, or to save good orgs with benefits you don't need currently but expect to want later.
These orgs do not confer any benefits to the faction, but those with negative incomes continue to cost resources to maintain.
Unassigned orgs are much easier targets for the Hostile Takeover mission.
Org list
Randomised Orgs
The game may generate random orgs. As of 0.3.35, they are generated from 95 archetypes. Some notable examples include:
- Random Investigation: can have investigation, espionage and security.
- Random Business: provides administration.
- Random Criminal: various combination of Ops, funds, administration, persuasion, espionage and security. Criminal orgs can generate with up to 9 administration.
- Space Mining: bonuses to space mining
- Random cult: cheap Servant-exclusive orgs with persuasion, espionage and varying resources income.
Faction Orgs
Faction Orgs are only available to certain factions.
Space Orgs
Space Orgs are tier 2 organizations that are unlocked via an event for each faction that meets the following conditions:
- Finished the Alien Operations council engineering project
- Faction does not have Control Points in any nation with 5
- Boost income is 0 or 0.01.
NOTE: These orgs exist to help factions that have fallen way behind - they are not a path to success for you.
Council Engineering Orgs
Council Engineering Orgs are tier 3 organizations that are unlocked for a faction after researching the required council engineering project.
Victory Orgs
Victory Orgs enable the final mission for their respective faction.
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 |