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''(The content of this page is based on [https://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=7&t=27816 Terra Invicta Dev Diary #4: Nations part 1] and [https://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=7&t=27839 Terra Invicta Dev Diary #5: Nations part 2] as well as user experience from Terra Invicta's Demo version. It has largely been migrated from the unofficial and outdated [https://terrainvictagame.fandom.com/wiki/Terra_Invicta_Wiki Unofficial Terra Invicta Wiki] on its first iteration since they share the devlog as source of information.
Nations on Earth serve as battlegrounds for the aliens' designs on Earth and are sites of both political and military conflict. Human factions, using councilors and armies, will compete to control nations in order to make use of their resources to fulfil their objectives.
Please note that the content of this page applies to the ordinary 2022 start date only''.)
__FORCETOC__
== Introduction ==
Nations on Earth form the sites where conflict and espionage takes place in the game. Human factions, including the player, will compete to control nations in order to make use of their resources to fulfil their objectives since the beginning of the campaign.


Depending on the region, a Nation may represent one or more countries in a specific region. Interactions with nations is carried out using [[Councillors]].
Most nations in Terra Invicta correspond to a single real-world Earth country, although in several cases adjacent groups of small nations are aggregated into a single nation so they have more relevance to the scale of the game, and any inter-nation issues between within these generally take place below the scale of the simulation. Factions function as something like covert investors in nations, and with enough focus they can take control over the nation's economy and foreign policy.


== Regions, classification and claims ==
== National Stats ==
Nations are composed of one or more Regions. Regions are normally named after their most relevant city or a geographic situation. The function of regions is primarily geographical, not political; they exist to mark the locations of critical assets and armies. When new nations form or existing ones change, they are made of regions from other nations.
[[File:Nations screen.png|thumb|320px|Nation Stats view]]
The prosperity and stability of Earth's nations, already tenuous in many places, has been thrown into doubt in light of the alien arrival. Different events throughout the game may alter the qualities of a nation significantly. These circumstances are tracked and made visible to the player, who can take various actions to modify them.
 
=== Government ===
A nation's Government score measures the amount of democracy in a country, which represents things like civil liberties, popular selection of leaders, press freedoms, and rule of law via an independent judiciary. This impacts many things, including national stability and cohesion, research production, corruption, economic growth and the effectiveness of the military in controlling unrest.


Events, combat, councillor activity location and the presence of launch facilities or other installations all occur in a particular region, not nationwide.
Government increases by 0.005 per 2 Investment Points in the Knowledge priority. It changes by -0.001 per 2 Investment Points in the Unity priority.


=== Geographic characteristics ===
The Government score impacts the Cohesion score. A low Government score increases the Cohesion resting point, a middle score lowers the Cohesion resting point, while a high score draws the Cohesion resting point towards a central value of 5, and simultaneously increases research production. A higher Government score also lowers the Spoils priority requirement to keep the national elites happy in order to avoid resetting of CPs by coup d'etat and boosts economic growth. A lower Government score increases the effectiveness of the military priority and armies at reducing unrest.
Geographically, regions may be classed as rugged, a terrain modifier that causes armies to take longer to cross it and defending armies to have a substantial advantage during battles. Coastal regions meanwhile serve as launching and arrival points for armies with a navy upgrade; and regions on or near Earth's equator will gain more boost for a given amount of investment, as launching rockets are able to make use of Earth's greater rotational velocity there.


=== Claims ===
Goverment score ranges from 0 to 10:
Some nations have claims on regions that aren't theirs. These are the regions they may acquire through warfare, secession movements, or federation and merging if possible.
{| class="wikitable"
Several social science [[Projects]] can unlock new claims during the campaign. A claim on a nation's capital by another one opens the possibility of total conquest and unification paths, annexing entire nations into a larger one and saving significant control points cost at the expense of some investment versatility.
! Government !! Score range
|-
| Totalitarian || 0-2
|-
| Authoritarian || 2-4
|-
| Anocracy || 4-6
|-
| Flawed Democracy || 6-8
|-
| Full Democracy || 8-10
|}
 
===Population===
Nations have populations measured in millions. Throughout the course of the game these populations will grow or shrink based on various factors. The following section discusses population growth.
 
Developed countries have at least two regions or are a fake union in the game (Benelux, Alpine States, etc), and have the following be true: <code>education + democracy + (gdp per capita / 4000) >= 25</code>. Therefore, Norway is not a developed nation, but France is. The Baltics can be developed if the country improves, without expanding, because it's a fake union.
 
<code>(regional per capita GDP / 30 000) + min(((10-education)^2)/10, ((10-democracy)^2)/10, 3.5) + (IF DEVELOPED: 5 - |5 - cohesion|) + popGrowthModifier - xenoforming/200 - 4*nukings</code>
 
The game also does not let you shrink by more than 95% annually.
 
WHAT THAT MEANS:
 
1. More GDP per capita = faster population growth (+1% per 30k)
 
2. If Education or Democracy (whichever is highest) is above 4.08, growth is reduced (+3.5% -> 0% at 10 education or democracy. It's not a linear drop, and accelerates as you approach 10.)
 
3. If the country is developed, per the conditions outlined earlier, it will grow faster at 5 cohesion. (+5% at 5 cohesion and 0% at 0 or 10 cohesion)
 
4. Every nation has a pop growth modifier, which is defined in plain text in TINationTemplate.json in the game files (ranges between -1% and +1%)
 
5. Xenoforming reduces pop growth (-1% per 200 levels of xenoforming. For reference, the highest level is at 75, and xenofauna spawns at 100.
 
6. Nuclear bombs reduce pop growth (-4% per nuking)


== Control Points ==
This number is then used monthly to calculate pop growth;


Every nation has a number of control points (CP), ranging from 1 to 6, depending on their GDP. If a nation crosses certain threshold of GDP, they can have their number of control points increased or decreased. An excessive amount of control points under a faction's command (essentially being over the limit) causes a loss of influence income depending on the excess ratio.
<code>(1 + popGrowth + (random number between -0.005 and 0.005))1/12</code>


=== Types and Abilities ===
If the population decreases, Education does too. If you lose more than 5 million (no, it does not scale with total population), you get the maximum reduction of -0.005. This is only from natural growth, not nukes or other events.


=== Unrest ===
The Unrest score represents violent resistance to the political, economic or cultural status quo in this nation. High unrest hampers the economy and may result in a coup or revolution, which will transfer or clear many or all of the nation's Control Points at once. Unrest is fed by low Cohesion and low quality of life (per-capita GDP). Military spending and armies can reduce it, especially in non-democratic nations.


Control points can be controlled by any faction in the game. They represent most prominent institutions of a given nation. Once controlled, each of these CPs give various benefits for the owner but only in said nation. Depending on a type of the CP these benefits, in no particular order, are:
Unrest is decreased by <code>0.1 - 0.01*Government</code> per 3 Investment Points in the Military priority.


-Mass media - Bonus to public campaign missions in this nation
Its resting point is increased by having low cohesion, low Per-Capita GDP, or unification with another nation. Unrest can be increased by councilor ''Increase unrest'' and reduced by ''stabilize nation'' assignments. It is also reduced by military priority and armies, both of which work better in nations with lower government score.
-Identity blocs - Bonus to increase unrest missions in this nation
-Financial sector - Bonus to funding income from this nation
-Corporations - Orgs based in this nation cost less money
-Legislature - Bonus to Purge missions against executive in this nation; defends executive from purges if controlled by same faction
-Aristocracy - Bonus to money gained from Spoils priority
-Party - Bonus to purge missions against all control points except the executive in this nation
-Religion - Bonus to public opinion shift in our favor from Unity priority
-Oligarchs - Bonus to Coup d'Etat missions in this nation
-Security apparatus - Bonus to Crackdown, Detain, and Assassinate missions in this nation
-Trade unions - Orgs based in this nation cost less influence
-Defence sector - Our armies in this nation repair strength faster
-Bureaucracy - Bonus to Control Nation missions in this nation
-National Industries - Bonus to Hostile Takeover missions in this nation
-Executive - Access to set policy mission in this nation


Executive is the final control point in all nations and is shown with a building symbol next to it.
Unrest changes relatively quickly (0.25 per month, and even +1 per month if cohesion=0) if it is not at its resting point. It's generally better to reduce unrest resting point before reducing its value with councilors and military priority, otherwise it will grow back naturally and quickly. With the most totalitarian Government(0), it would take an investment of 7.5 IP per month to stabilize Unrest below its resting point. This grows exponentially: to 15 IP/month at 5 Government, 25 IP/month at 7 Government and 75 IP/month at 9 Government.


Besides CP specific bonuses each faction will also receive a fraction of funding, research, boost, mission control and spoils money produced by the nation. That fraction is equal to a proportion of controlled CPs versus all CPs of a nation. If there are armies controlled by the nation, getting control of CP may also grant you direct control of said armies. What each CP gives you or would give you can be seen on a tooltip by hovering your mouse over that CP in the nation screen. CPs with armies attached to them are shown with yellow star in a green hexagon symbol next to them.
==== Coups and revolutions ====
Naturally occurring coups and revolutions can happen at high levels of unrest; the Alien Administration cannot experience a coup but it can experience a revolution. The chances of coups and revolutions are checked every four days, with each nation assigned to one of the four days in the cycle. Revolutions will always occur if <code>unrest > 9.9</code> when checked. A naturally occurring coup will never happen if <code>democracy >= 8</code> and <code>unrest < 8</code>; otherwise the <code>daily chance of coup * 4</code> is checked.


=== Taking control of a Control Point ===
The daily chance of coup is <code>((unrest * 2 - cohesion - democracy) / 10 + elite unhappiness) / 6000</code>. The elites' unhappiness is zero if the spoils priority weight percentage matches or exceeds the nation's [[#Corruption|corruption]] or if one faction owns all the nation's control points and that faction's <code>popularity >= 65%</code>; otherwise it is <code>corruption - spoils</code> as value from 0.0 to 1.0.


To gain control over a neutral CP one must perform a successful Control Nation mission with one of their councillors. Under normal circumstances, in nations with over 1 CP, executive CP can only be controlled if you already have a point in a nation and it is the last CP to be taken. If every nation has all of their CPs controlled by factions, Control Nation mission becomes unavailable. In that case you would need to perform a successful purge mission on an enemy controlled CP.
So natural coups can be countered by lowering unrest and increasing cohesion, democracy and spoils (up to the corruption level). The spoils priority may often be ignored if the level of unrest in a country is sufficiently low and the democracy/cohesion sufficiently high, even if the indicator appears red (but note that elite happiness or unhappiness will still be a modifying factor in the chance of targeted coups).
To increase purge chances, it is recommended to conduct crackdown on these CPs first. Another alternative to Control Nation is Coup d'Etat. It can either be performed with your councillor or happen naturally. Successful Coup d'Etat missions will turn all the CP from that nation to your faction, while Coup d'Etat happening on its own will reset all of CPs in the country to neutral; this allows every faction to conduct Control Nation missions. Coup d'Etat is a lot more likely to be successfully performed or occur in nations with high unrest, so boosting chances often needs Increase Unrest missions beforehand.


=== CP value, cap and overextension ===
==== Base Unrest ====
Base unrest is calculated as <code>10.5 - cohesion - (gdp per capita / 10000)</code> and then reduced by armies.
For each allied army present within the nation, if that army's owning nation's base investment points are positive, the base unrest is modified by that army's base unrest modification value.


Each CP has a value associated with it which is equal to the number of CPs in that nation. The total CP value of your faction can be found in a tooltip by hovering over your influence resource on the top of screen. Here you can also find your CP value cap. When your total CP value exceeds the cap, it will incur daily influence penalties in so called overextension. These penalties rise exponentially the more you exceed your cap.
An army's base unrest modification value is <code>-1 * that army's strength (i.e. its health percentage from 0.0 to 1.0) / 10 * (10 - democracy)</code>. So it scales from 100% to 0% applied as democracy goes from 0 to 10. It can then further be altered by that army's owning faction's <code>ArmyUnrestReductionImpact</code> value, as may be applied from various effects (defined in TIEffectTemplate.json); however there don't appear to be any defined with an <code>ArmyUnrestReductionImpact</code> context at the time of writing.
Unlike money, your influence cannot go below 0. Nevertheless, having no influence and a negative income of it causes your CPs to be an easy target for enemy crackdown missions. There are several methods to alleviate the overextension:


-'''Increasing your CP value cap'''. There are several engineering projects that increase your cap. One of them is management research. This is a repeatable project, which increases your cap by 3 every time it is completed. However, its cost after every project will rise as well. The resistance also has an engineering project called Freedom Fighters which is locked under Independence Movements global research. This Engineering project increases your cap by 10 but is not repeatable.
For the Alien Administration, the base unrest is then further reduced by <code>the average of the the nation's regions' xenoforming level (from 0 to 100) / 20</code>.
-'''Unification'''. Nations that have claims on others can be unified if they are in a federation and are controlled by the same faction or both parties agree to unify. In order to perform this action, one must send a councillor on a set national policy mission in either of these nations. You can check your available diplomatic actions by hovering over hand casting a ballot icon in a nation screen. Once unified, the nation has its parents GDPs combined and may have reduced upkeep in terms of CP value compared to before unification.
-'''Abandoning nation'''. This action is available on national priorities screen. It places all your CPs under crackdown, removes any benefits associated with controlling them and weakens armies from those CPs. However, you will no longer have any CP value against your cap from these points and, assuming nobody controls them in the meanwhile, you will get all these points back after 6 months.
Decreasing your GDP. If you allow your nation GDP decrease below any of thresholds listed above, it will have the number of its control points reduced by 1 and value of remaining points also reduced by 1. However, you will likely not find this method too practical as you cannot manually decrease the GDP and instead have to rely on it happening naturally.


== National Stats ==
Unrest score ranges from 0 to 10. Every 0.1 point of Unrest above 2 will decrease Investment Points by 1%, capping at 80% at 10 unrest.
{| class="wikitable"
! Unrest !! Score range !! Negative effects
|-
| Peaceful || 0-1.5 || <span style="color:green;">'''No'''</span>
|-
| Subversion || 1.5-3 || rowspan=6 | <span style="color:red;">'''Yes'''</span>
|-
| Strife || 3-4.5
|-
| Insurgency || 4.5-6
|-
| Guerilla War || 6-7.5
|-
| Insurrection || 7.5-9
|-
| Civil War || 9-10
|}


The prosperity and stability of Earth's nations, already tenuous in many places, has been thrown into doubt in light of the alien arrival. Different events throughout the game may alter the qualities of a nation significantly. These circumstances are tracked and made visible to the player, who can take various actions to modify them.
=== GDP ===
A nation's GDP, or Gross Domestic Product, is a measure of its annual economic output in U.S. dollars adjusted by its purchasing power parity. The nation's GDP determines how many Control Points a nation has, how many Investment Points it produces, and how difficult certain missions are.
{| class="wikitable" style="text-align: center;"
! GDP (Bn) !! Control Points
|-
| 0-81 || 1
|-
| 81-625 || 2
|-
| 625-2401 || 3
|-
| 2401-6561 || 4
|-
| 6561-14641 || 5
|-
| 14641+ || 6
|}


[[File:Nations_1.png|upright=0.75|framed|centre|Nation Stats view (on an older instance of the game taken from devlogs).]]
The economy priority increases GDP. Every completed iteration increases the GDP per capita by:


The key nation-level values and their roles are:
<code>(3 + (# resource regions) * 1.5 + (# economic core regions) * 1.5 + democracy * 0.5 + education) / (pop in millions/50)^0.35</code>


=== Government ===
This means that for maximum GDP growth, you want more democracy, more education, as well as as many economic and resource regions as possible.
A nation's Government score measures the democratic index in a country, which represents things like civil liberties, popular selection of leaders, press freedoms, and rule of law via an independent judiciary. This impacts many things, including national stability and cohesion, research production, corruption, economic growth and the effectiveness of the military in controlling unrest.


A Government score of 0 is the most totalitarian, and 10 is the most democratic. The Government score impacts the Cohesion score. Lower Government score increases the Cohesion score resting point, while higher Government score draws Cohesion score to the mean value of 5, and simultaneously increases research production. Higher Government score also lower Spoils priority requirement to keep the national elites happy in order to avoid resetting of CPs by Coup d'Etat and boosts economic growth. Lower Government score increases the effectiveness of the military priority and armies at reducing unrest.
It must be noted that a significant economic growth in a nation may also carry negative consequences to the planet's climate stability. Unification combines both nation's GDPs. Climate change has a negative effect on GDP based on the following states.


Government score is increased by Knowledge priority and decreased by Unity priority.
-4.032% for every degree C below pre-industrial levels


=== Unrest ===
-1.344% for every degree C above pre-industrial levels
Unrest represents violent resistance to the political, economic or cultural status quo in this nation. High unrest hampers the economy and may result in a coup or revolution, which will transfer or clear many or all of the nations Control Points at once. Unrest is fed by low Cohesion and low quality of life (per-capita GDP). Military spending and armies can reduce it, especially in non-democratic nations.


Higher values increase Coup d'Etat chances and reduce investment points. Its resting point is increased by having low cohesion and low Per-Capita GDP (PPP). Unrest can be increased by councillor ''Increase unrest'' and reduced by ''stabilize nation'' assignments. It is also reduced by military priority and armies, both of which work better in nations with lower government score.
==== Per Capita GDP ====
A Per Capita nation's GDP its its Gross Domestic Product divided by its population. It represents the economic conditions for the average citizen of this nation. Nations with low per-capita GDP will face higher unrest while the people's needs are not met.


Unrest changes relatively quickly if it is not at its resting point. It's generally better to reduce unrest resting point before reducing its value with councillors and military priority. That is because reducing unrest below resting point makes it grow back naturally and quickly. In order to have a prosperous nation, having below 2 unrest is a good start, as it grants the best investment point potential. And, of course, the nation will be more resistant to coups. Every 0.1 point of unrest above 2 will decrease your investment points by 1%, capping at 80% at 10 unrest.
Putting investment points into the Economy priority can increase GDP. Conflict, population loss, and climate change are among the things that can cause it to decrease.
====GDP Per Region====
When distributing GDP to regions within a country, the game distributes them based on economic modifiers. It pretends regions with colonies have 50% the people who actually live there, and that resource and core economic regions have 125%, then distributes GDP evenly based on that modified population. This effectively means that regional GDP per capita is higher in core economic and resource states than in "regular" regions, and are lower in colonies. This has a great effect on population growth as described in the first section, as the GDP per capita calculation in that section is per region.


Naturally occurring coups can happen on high levels of unrest. Those can be countered through spoils and military investments. The spoils priority may be ignored if the level of unrest in a country is sufficiently low, even if the indicator appears red.
=== Development ===
Development represents how much monthly Funding, Research, Boost, Mission Control and Investment Points a nation will provide to factions owning Control Points.


Unrest is also increased should unification between two nations occur.
==== Monthly Investment Points ====
These represent the nation's economic surplus that can be distributed by factions with Control Points in the Priorities tab. The value is set by the nation's GDP and reduced by the number of armies it fields and by high levels of unrest.
* The base value is equal to <code>(GDP in billions)^0.35</code>.
* Unrest decreases Monthly Investment Points by 1% for every 0.1 point of Unrest above 2, capping at -80% at 10 unrest.
* Navies decrease Monthly Investment Points by 0.5 per navy.
* Armies stationed in their home regions decrease Monthly Investment Points by 0.5 per army.
* Armies stationed in another region decrease Monthly Investment Points by 1 per army.
The overall formula is <code>(GDP in billions)^0.35 * (1 - max(unrest-2, 0)/10) - 0.5*(# navies) - 0.5*(# armies at home) - 1*(# armies abroad)</code>.


=== GDP and PPP ===
==== Funding ====
GDP, or gross domestic product, is a measure of the annual economic output in US dollars a nation produces. Having higher GDP increases the national CP amount from 1 to 6 after thresholds are exceeded. It also increases the number of investment points and decreases chances of certain missions, such as Control Nation, from succeeding.
These mean all potiential money income the nation can provide to the controller. They will be separated equally to every control point of this nation.  
GDP is not directly influenced by economy priority, which affects PPP instead. It must be noted that a significant economic growth in a nation may also carry negative consequences to the planet's climate stability.  


Unification combines both nation's GDPs.
Funding can be increased by funding priority, for every investment point in the Funding priority:
* The base value is 9 money per year
* The additional value is equal to <code>Max(Round(((GDP in billions)^0.25)/2),1)</code> money per year -- this is the same formula that determines how many CP the nation has.
Thus, the overall formula is <code>9 + N_control_points</code> money per year.


=== Miltech ===
=== Miltech ===
A nation's Military Technology value represents the capability of the nations' armed forces. Each tenth of a point in Miltech represents a 10% improvement in combat capability. This applies to both army strength, which changes together with national Miltech level, and regional defence power.
A nation's Military Technology value represents the capability of the nation's armed forces. Each tenth of a point in Miltech represents a 10% improvement in combat capability.
At the start of the game, Miltech is capped at level 5, but this can be increased with certain Global Research Projects. Increasing the overall score by 1 number transitions the technological age of the army, which also alters army appearance in the game.
 
Miltech is increased by 0.00375(1 - min(10*unrest, 1 - 0.1 * democracy)) per 3 Investment Points in the Miltech priority. It takes 800 Investment Points to advance 1 Miltech level in the best case.
* Any country with 0 unrest will gain the maximum possible 0.00375 Miltech.
* If there is '''any''' unrest, the Miltech gain is scaled linearly by Government level.
* The more Democratic(higher) the Government level, the more Miltech it gains.
 
Unification between two nations balances the Miltech score between the two nations. Miltech applies to both army strength, which changes together with national Miltech level, and regional defence power.
 
Miltech score ranges from 2 to 8. The Miltech age also determines the visual appearance of armies.
{| class="wikitable" style="text-align: center;"
! Score range
| 2-3 || 3-4 || 4-5 || 5-6 || 6-7 || 7-10
|-
! [[File:ICO army level.png|25px]] Miltech age
| '''Industrial Age'''<br>[[File:Army Tech2.png|110px]]
| '''Atomic Age'''<br>[[File:Army Tech3.png|110px]]
| '''Information Age'''<br>[[File:Army Tech4.png|110px]]
| '''Robotics Age'''<br>[[File:Army Tech5.png|110px]]
| '''Invasion Age'''<br>[[File:Army Tech6.png|110px]]
| '''Fusion Age'''<br>[[File:Army Tech7.png|110px]]
|}
 
Initially the Miltech score is capped at level 5, which can be increased by 0.5 with each of the following global research technologies:
* [[File:Tech info icon.png|24px]] Cybernetics
* [[File:Tech info icon.png|24px]] Applied Artificial Intelligence
* [[File:Tech material icon.png|24px]] Next-Generation Aerospace
* [[File:Tech material icon.png|24px]] Diamondoids
* [[File:Tech military icon.png|24px]] Terrestrial Military Science
* [[File:Tech military icon.png|24px]] Networked Global Defense
* [[File:Tech military icon.png|24px]] Coilguns
* [[File:Tech military icon.png|24px]] Trans-Interface Warfare
* [[File:Tech military icon.png|24px]] Future Tech: Military Science


Miltech is increased by military priority, and unification between two nations balances the overall miltech score based on the former 2.
=== Navies ===
A nation's naval score is calculated by the number of navies it has attached to its armies multiplied by the nation's military technology score.
 
There are three possible navy states:
* '''No Navies:''' No army has any navy attached.
* '''Freedom of the Seas:''' At least one army has a navy attached and there are no enemies with a higher naval score.
* '''Blockaded:''' At least one army has a navy attached and there are enemies with a higher naval score.
 
=== Strategic Nuclear Barrages ===
The number of strategic nuclear barrages that may be launched from this nation. Each barrage will devastate a single region and cause massive environmental damage globally. Nuclear strikes are directed by the faction in control of the executive control point.
 
Nuclear weapons can target any region belonging to current war enemies, or owned regions with enemy forces present. Note that advanced defenses will prevent any attack.


=== Education ===
=== Education ===
A nation's Education value is scored based on the average years of schooling of a citizen in this nation. Nations with higher education scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.
A nation's Education value is scored based on the average years of schooling of a citizen in this nation. Nations with higher education scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.
Education increases by 0.005 per 2 investment Point(s) in the Knowledge priority.
{| class="wikitable"
! [[File:ICO education.png|25px]] Education !! Score range
|-
| Limited || 0-5
|-
| Developing || 5-8
|-
| Advanced || 8+
|}
Education is one of the largest factors influences national research output aside from population.
A) Base of 7.5 + Education Score.
B) Scales polynomially with population in millions: 0,00225 * 0.8 * Population<sup>1.1</sup>.
C) Scales linearly from 15k to 48.75k GDP per capita, with a floor at 15k and a roof at 48.75k (ie: a country with 30k GDPpc produces 2x science as one with 15k, but one with 60k does not produce 4x as much, as it caps at 48.75k. Similarly, a country with 15k gdp per capita produces the same amount as one with 1k.): GDP per capita / 15000, min: 1, max: 3.25
D) Scales by education squared, then linearly at 12: Education * Max(Education, 12)
E) Scales by the fifth root of Democracy, with a floor of Democracy = 0.1: Democracy<sup>0.2</sup>, (min value 0.63, max value 1.58).
F) 75% efficient at 10 and 0 Cohesion, scales linearly to 125% at 5 Cohesion.
G) 20% efficient at 10 unrest, 100% efficient at <2 unrest. Linear relationship. Same as IP efficiency.
H) n% per science advisor with diminishing return: 1% per science of first advisor + 0.5% per science of second advisor + 0.333333% from 3rd etc, always sorted by advisor bonus, descending (best advisor will count towards the first bonus).
These elements are combined as following: (A + B × C × D × E) × F × G × H
This is the only value in the country interaction screen that scales directly with the population of a country.


=== Cohesion ===
=== Cohesion ===
A nation's Cohesion represents the level of unity or conflict among the people of the nation. This includes cultural, ideological, ethnic and religious similarities and differences.
A nation's Cohesion represents the level of unity or conflict among the people of the nation. This includes cultural, ideological, ethnic and religious similarities and differences. High values describe a unified society that brooks little deviation or dissent. Middle values represent a diverse society that has both internal conflict and a healthy, creative counterculture. Middle-low values represent a high degree of political polarization, and the lowest values mean the nation's people are fragmented or even tribal.
 
Cohesion changes by 0.01 towards the value of 5 per to Investment Point(s) in the Knowledge priority.
 
Cohesion moves 0.1 per month towards its' resting point. This is rapid enough that it is usually better to move the resting point rather than trying to fight the tide: it would take 20 Investment Points per month in Knowledge priority, or roughly 4 in Unity priority to stabilize Cohesion above its' resting point. The resting point can be increased by decreasing [[#Inequality|inequality]] with the Welfare priority.
 
Cohesion score ranges from 0 to 10:
{| class="wikitable"
! [[File:ICO culture.png|25px]] Cohesion !! Score range !! Effects
|-
| Fragmented || 0-1 || rowspan=4 | Unrest increases
|-
| Fractured || 1-2
|-
| Sectarian || 2-3
|-
| Polarized || 3-4
|-
| Competitive || 4-5 || rowspan=3 | Research increases
|-
| Diverse || 5-6
|-
| Integrated || 6-7
|-
| Homogenous || 7-8 || rowspan=4 | Unrest decreases<br>Ability to resist occupation increases
|-
| Dominated || 8-9
|-
| Hegemonic || 9-10
|-
| Monolithic || 10
|}
 
The resting point of Cohesion is
 
<span style="color:red;">'''lowered by:'''</span>
* Medium government score
* High inequality score
* Low Per Capita GDP
* Population
* Geographic Population Distribution
* Difference between public opinion and the faction controlling the control points
 
<span style="color:orange;">'''centered by:'''</span>
* High goverment score
 
<span style="color:green;">'''raised by:'''</span>
* Low government score
* Wars (max 3)
* Rivalries with nations with a 1 control point difference at most (max 5)
 
Also, Cohesion value can be actively changed. It is changed with:
 
<span style="color:red;">'''lowered by:'''</span>
* Loss of armies
 
<span style="color:orange;">'''centered by:'''</span>
* Knowledge priority
 
<span style="color:green;">'''raised by:'''</span>
* Low government score
* Unity priority
* Declaring war (Conditions apply: The nation declaring war should be at peace, their cohesion is 2~8, and one of nations should be a not democratic.)
* Getting declared war, while having at least 2 cohesion.
 
==== Base Cohesion ====
 
This is a long one.
 
Base cohesion depends on inequality, GDP per capita, population, number of regions, rivals, wars, ideological distance between the public and elites, and democracy.
 
Base cohesion is 20.25.
 
This is reduced by 3.25 for every level of inequality, and a further (inequality - 4.5)<sup>2</sup> if inequality is above 4.5.
 
It is further reduced by 1 for every 1000 GDP per capita below 6000.
 
It's also reduced by (population in millions)<sup>0.15</sup>. 10 billion people would be a reduction of 4, 100 million would be -2, etc.
 
It's also reduced by 0.25 for every additional region above 1.
 
It's increased by 0.5 for every peer rival (More, equal or 1 fewer control points) up to a maximum of 5 Base Cohesion.
 
It's increased by 1 for every war you're in, for a maximum of 5.
 
It's lowered by the distance between the Elite and the Public's ideologies, as described above, multiplied by 2.
 
Finally, Democracy comes into play. It's slightly more complicated.
 
If Democracy <= 3.5:
 
Base Cohesion is increased by 3.5<sup>1.5</sup>, and lowered by Democracy<sup>1.5</sup>, for a net gain of 0 at Democracy = 3.5.
 
If democracy > 6.5:
 
Base Cohesion approaches 5 by 0.5 per level of Democracy.
 
If democracy > 3.5 and <= 6.5:
 
Lower Base Cohesion by 3 at a Democracy score of 5, scaling linearly to 0 Base Cohesion at 3.5 and 6.5 Democracy: 2 × |5-Democracy| - 3.
 
{| class="wikitable"
! Factor || Conditions || [[File:ICO culture.png|25px]] Effect
|-
| Base || Always || 20.25
|-
| rowspan="2" | [[File:ICO inequality.png|25px]] Inequality
| ≤ 4.5
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by 3.25 × [[File:ICO inequality.png|25px]]
|-
| > 4.5
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by 3.25 × [[File:ICO inequality.png|25px]] + ([[File:ICO inequality.png|25px]] - 4.5)<sup>2</sup>
|-
| Per-Capita GDP
| ≤ $7500
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by 1 × ($7500 - Per-Capita GDP) ÷ $1000
|-
| Population
| Always
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by Population<sup>0.15</sup> (in Mn)
|-
| Number of Regions
| > 1
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by 0.25 × (Regions - 1)
|-
| Peer Rivals
| Max 10
| [[File:ICO arrow green.png|25px]]<span style="color:green;">Increase</span> by 0.5 × Peer Rival (at minimum 1 less Control Point)
|-
| Wars
| Max 5
| [[File:ICO arrow green.png|25px]]<span style="color:green;">Increase</span> by 1 × War the Nation is involved in
|-
| Public vs. Elite Ideology
| Always
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by 2 × [[#Public_Opinion|Distance]] between Public Opinion vs Control Point owners
|-
| rowspan="4" | 🏛 Democracy
| ≤ 3.5
| [[File:ICO arrow green.png|25px]]<span style="color:green;">Increase</span> by 3.5<sup>1.5</sup> - 🏛<sup>1.5</sup>
|-
| 3.5 < 🏛 ≤ 5
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by 3 - 2 × (5 - 🏛)
|-
| 5 < 🏛 ≤ 6.5
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by 3 - 2 × (🏛 - 5)
|-
| > 6.5
| [[File:ICO arrow green.png|25px]][[File:ICO arrow green down.png|25px]]<span style="color:green;">Stabilize</span> (towards global value of 5) by 0.5 × (🏛 - 6.5)
|}
 
=== Public Opinion ===
[[File:Terra Invicta Ideology Map.JPG|thumb|320px|Public opinion is also tied to effective ideology of a nation]]
The is the public opinion in the nation towards the aliens. Support for a particular ideology grants an influence income to the corresponding faction, and the faction receives bonuses when attempting to gain and maintain control of the nation.


High values describe a unified society that brooks little deviation or dissent. Middle values represent a diverse society that has both internal conflict and a healthy, creative counterculture. Middle-low values represent a high degree of political polarization, and the lowest values mean the nation's people are fragmented or even tribal.
The Public Campaign councilor mission will shift opinion in favor of a faction. Committing atrocities will shift it away from a faction.


High values keep unrest in check and increase the nation's ability to resist occupation, while middle values provide a bonus to national research production, representing a robust (if messy) marketplace of ideas.
For public opinion, the game does the same thing - but with percentage of support instead of discrete control points. 67% resistance, 33% servants would be equivalent to the example above, but it's more continuous.


Cohesion is lowered by high inequality, anocracy, having lots of regions or a large population, destruction of armies, and a large difference between public opinion and the ideology of the control point owners. Cohesion is increased by wars, autocracy, and the Unity priority. Democracy pulls it towards a middle value.
Ideology distance is calculated by normal means; good old pythagoras.


=== Inequality ===
=== Inequality ===
A nations Inequality score is a measure of how wealth and income is distributed in the nation. High values represent a more unequal society.
A nation's Inequality score is a measure of how wealth and income is distributed in the nation. High values mean the nation doesn't have much of a middle class. Inequality grows by a little as a product of normal economic activity (the Economy Priority) or by a lot because of corruption (the Spoils Priority). Resource regions in a nation can contribute to inequality as well. High inequality reduces Cohesion as the nation divides into haves and have-nots.
Inequality grows by as a product of normal economic activity (the Economy Priority) or significantly more because of corruption (the Spoils Priority). Resource regions in a nation can contribute to inequality as well.
 
Inequality changed by -0.005 per 1 Investment Points(s) in the Welfare priority.
 
Inequality score ranges from 1 to 10:
{| class="wikitable"
! [[File:ICO inequality.png|25px]] Inequality !! Score range
|-
| Very Low || 1-2
|-
| Low || 2-3
|-
| Moderate || 3-4
|-
| High || 4-5
|-
| Very High || 5-6
|-
| Extreme || 6-10
|}
 
===Corruption===
Corruption is a hidden value which determines what percentage of the economy the elites want diverted to spoils. If this is not done then other factions will gain bonuses to coups and purges against this faction. The inverse is also true if the elites are satisfied.  


High inequality reduces Cohesion by causing division among the population. It is countered by use of the Welfare priority.
corruption = (max(100 - 4*education - 6*democracy, 0) * (1 - max(cohesion - 7, 0) / 5))%


=== Investment Points ===
Meaning less educated, less democratic elites demand more spoils. maxing out education and democracy will pretty much remove the demand. completely.
Investment Points, or IP, represent the nation's economic surplus that can be distributed by factions with Control Points in the Priorities tab. The value is set by the nations GDP and reduced by the number of armies it fields and by high levels of unrest.
The Priorities tab on a Nation shows where the nation and faction want Investment Points to be spent.


''Direct Investment'' can be done in one or more national stats to improve them directly. Direct Investments cost Money and Funds to perform. There are also technologies that can be researched to reduce the cost of a Direct Investment point.
A nation united in the fight against the aliens will also see a reduced demand for spoils by the elites. Very high cohesion (>7) will lower the demand for spoils (as calculated depending on education and democracy) by up to 60% at maximum cohesion (10).
Investing in Unity while your faction controls a CP in a nation also improves your factions popular opinion in the nation.


== Policies ==
== Priorities ==
Policies are actions the executive faction of a nation can take to dramatically alter the course of the nation. A councillor can use the ''Set Policy'' mission to enact policies. Possible policies include:
The settings in the Priorities tab control the distribution of Investment Points, which represent surplus economic capital generated by the nation.
 
The owner of each control point may direct a share of investment Points into any number of priorities, either by selecting a present in the dropdown menu or setting them directly by clicking a spot in the grid.
 
Investment points are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of investment going to a particular priority depends on the total number of weights set for a particular control point.
 
Investment Points gradually fill buckets for each priority; once filled, the nation receives the effects of that priority, and in most cases it may be filled again.
 
Some priorities will be highlighted red if they are considered critical to the nation.
 
{| class="wikitable"
! Priority !! Effects !! IPs !! Requirements
|-
| [[File:ICO economy priority.png]] Economy
| [[File:ICO arrow green.png|24px]] Per Capita GDP<br>[[File:ICO arrow red.png|24px]] Inequality<br>[[File:ICO arrow red.png|24px]] Greenhouse Gases<br>'''Effects increased by high government score'''<br>'''Effects increased by medium cohesion score'''
| 1
|
|-
| [[File:ICO welfare priority.png]] Welfare
| [[File:ICO arrow green down.png|24px]] Inequality<br>[[File:ICO arrow green down.png|24px]] Greenhouse Gases
| 1
|
|-
| [[File:ICO knowledge priority.png]] Knowledge
| [[File:ICO arrow green.png|24px]] Knowledge<br>[[File:ICO arrow green.png|24px]] Government<br>'''Centers Cohesion score'''
| 2
|
|-
| [[File:ICO unity priority.png]] Unity
| [[File:ICO arrow green.png|24px]] Popular Opinion<br>[[File:ICO arrow green.png|24px]] Cohesion<br>[[File:ICO arrow red down.png|24px]] Government<br>'''Effects increased by low education score'''
| 2
|
|-
| [[File:ICO military priority.png]] Military
| [[File:ICO arrow green.png|24px]] Miltech<br>[[File:ICO arrow green down.png|24px]] Unrest<br>'''Effects increased by low unrest score'''
| 3
|
|-
| [[File:ICO spoils priority.png]] Spoils
| [[File:ICO arrow green.png|24px]] Faction Money<br>[[File:ICO arrow red.png|24px]] Inequality<br>[[File:ICO arrow red.png|24px]] Greenhouse Gases<br>[[File:ICO arrow red down.png|24px]] Government
| 1
|
|-
| [[File:ICO funding priority.png]] Funding
| [[File:ICO arrow green.png|24px]] Faction Money
| 1
|
|-
| [[File:ICO buildNuclearWeapons priority.png]] Nuclear Weapons
| [[File:ICO arrow green.png|24px]] Strategic Nuclear Barrages<br>'''Requires 80 IPs for the first time'''
| 25
|
|-
| [[File:ICO spaceflightProgram priority.png]] Space Program
| [[File:ICO arrow green.png|24px]] Boost<br>[[File:ICO arrow green.png|24px]] Unlocks the Boost priority<br>[[File:ICO arrow green.png|24px]] Unlocks the Mission Control priority
| 50
| Can only be done once
|-
| [[File:ICO launchFacilities Priority.png]] Boost
| [[File:ICO arrow green.png|24px]] Boost<br>'''Effects increased by certain Orgs'''<br>'''Effects increased by stations in Low Earth Orbit'''<br>'''Effects increased by equator regions'''
| 2
| Nation finished the Spaceflight Program priority
|-
| [[File:ICO missionControl priority.png]] Mission Control
| [[File:ICO arrow green.png|24px]] Mission Control
| 25
| Not Colony Region<br>Nation or a federation member finished the Spaceflight Program priority<br>Limited to 6 Mission Control per region (8 for core economic regions)
|-
| [[File:ICO buildArmy priority.png]] Build Army
| [[File:ICO arrow green.png|24px]] Army
| 60
| 5 Mn Population<br>25 Mn Population per army<br>1 region per army
|-
| [[File:ICO buildNavy priority.png]] Build Navy
| [[File:ICO arrow green.png|24px]] Navy
| 100
| 4 Control Points, or 3 Control Points and 40000 Per Capita GDP
|-
| [[File:ICO buildSpaceDefenses priority.png]] Space Defenses
| [[File:ICO arrow green.png|24px]] Space Defenses
| 50
| Required technology
|}
 
=== Direct Investment ===
Direct Investment allows a faction to purchase Investment Points in a certain priority with Money and Influence. The cost increases with the nation's GDP. If the nation was conquered in war its new owner will not have to pay Influence. Only 200 Investment Points may be purchased each year in any nation.
 
=== Elites ===
Each nation requires a certain percentage of Investment Points to be put into the Spoils priority. Failing to provide enough Investment Points into Spoils, shown by the priority becoming red, increases the chance of a coup d'etat. The percentage required is reduced by high scores of Government, Education and Cohesion.
 
=== Nations with completed Build Army priority ===
{| class="wikitable"
! Nation !! Armies !! Navies
|-
| [[File:Flag United States.png|50px]] United States of America || 6 || 6
|-
| [[File:Flag China.png|50px]] China || 4 || 2
|-
| [[File:Flag Russia.png|50px]] Russia || 3 || 1
|-
| [[File:Flag India.png|50px]] India || 3 || 0
|-
| [[File:Flag France.png|50px]] France || 1 || 1
|-
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 1 || 1
|-
| [[File:Flag Egypt.png|50px]] Egypt || 1 || 0
|-
| [[File:Flag Iran.png|50px]] Iran || 1 || 0
|-
| [[File:Flag Israel.png|50px]] Israel || 1 || 0
|-
| [[File:Flag North Korea.png|50px]] North Korea || 1 || 0
|-
| [[File:Flag Pakistan.png|50px]] Pakistan || 1 || 0
|-
| [[File:Flag South Korea.png|50px]] South Korea || 1 || 0
|-
| [[File:Flag Turkey.png|50px]] Turkey || 1 || 0
|}
 
=== Nations with completed Space Program priority ===
The following nations at start have completed at least one Space Program priority:
{| class="wikitable"
! Nation !! Mision Control Facilities (Mision Control) !! Launch Complexes (Boost)
|-
| [[File:Flag United States.png|50px]] United States of America || Lyndon B. Johnson Space Center (3)<br>Goddard Space Flight Center (1)<br>Kennedy Space Center (1)<br>JPL Spaceflight Operations (1) || Launch Complex 39 (20)<br>Vandemburg Air Force Base (5)<br>Wallops Flight Facility (2)
|-
| [[File:Flag China.png|50px]] China || Beijing Aerospace Command and Control Center (2) || Xichang Launch Center (7.5)<br>Jiuquan Launch Center (3)<br>Taiyuan Launch Center (3)<br>Wenchang Spacecraft Launch Site (1.2)
|-
| [[File:Flag Russia.png|50px]] Russia || Roscosmos Mission Control Center (3) || Plesetsk Cosmodrome (7.5)<br>Vastochny Cosmodrome (0.8)<br>Yasny Cosmodrome (0.5)
|-
| [[File:Flag India.png|50px]] India || Vikram Sarabhai Space Centre (2) || Satish Dhawan Space Centre (1.2)
|-
| [[File:Flag France.png|50px]] France || Toulouse Space Centre (1) || Centre Spatial Guyanais (13.5)
|-
| [[File:Flag Japan.png|50px]] Japan || Tsukuba Space Center (1) || Tanegashime Space Center (5)
|-
| [[File:Flag Germany.png|50px]] Germany || Columbus Control Centre (1) ||
|-
| [[File:Flag Netherlands.png|50px]] Benelux || European Space Research and Technology Centre (1) ||
|-
| [[File:Flag Kazakhstan.png|50px]] Kazakhstan || || Baikonur Cosmodrome (30)
|-
| [[File:Flag Israel.png|50px]] Israel || || Tel Aviv Launch Facility (0.1)
|-
| [[File:Flag Iran.png|50px]] Iran || || Semnan Spaceport (0.1)
|-
| [[File:Flag New Zealand.png|50px]] New Zealand || || Mahia Launch Complex (0)
|-
| [[File:Flag North Korea.png|50px]] North Korea || || Tangchang-dong Space Launch Center (0)
|-
| [[File:Flag South Korea.png|50px]] South Korea || || Naro Space Center (0)
|}
 
=== Nations with completed Nuclear Weapons priority ===
The following nations at start have completed at least one Nuclear Weapons priority:
{| class="wikitable"
! Nation !! [[File:ICO nukes.png|25px]] Strategic Nuclear Barrages
|-
| [[File:Flag Russia.png|50px]] Russia || 30
|-
| [[File:Flag United States.png|50px]] United States of America || 28
|-
| [[File:Flag China.png|50px]] China || 3
|-
| [[File:Flag France.png|50px]] France || 3
|-
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 3
|-
| [[File:Flag Pakistan.png|50px]] Pakistan || 2
|-
| [[File:Flag India.png|50px]] India || 2
|-
| [[File:Flag Israel.png|50px]] Israel || 1
|-
| [[File:Flag North Korea.png|50px]] North Korea || 1
|-
| [[File:Flag South Africa.png|50px]] South Africa || 0
|}
 
== Control Points ==
Control Points represent key nodes of political and economic power in a nation. The number of control points is set by the size of the nation's economy. The faction that owns a control point has loyal followers in positions of authority. Control points grant their faction a portion of the nation's critical resources, control over the nation's armies, and the ability to direct economic priorities.


-Declare War
Certain powerful policies, such as joining and leaving federations and merging nations, require Consolidated control of the executive, which means the executive faction either gained control of the nation through war or revolution, or must have held continuous control of the executive point for 180 days.
-Seek Peace
-Federation
-Leave Federation
-Unification
-Grant Independence
-Cede Territory
-Disband Army
-Disarm Warheads
-Declare Independence
A symbol of a hand casting a ballot, found in the top right corner of overview screen, prompts a tooltip in which the available national policies are listed. Here one can also find cooldown periods for countries, with whom diplomatic actions may become available after the timer expires


All of these policies may only be taken by sending your councillor to a ''Set National Policy'' mission, although, as it is with many missions, you can stack multiple councillors in a same nation to cruise through these policies. Control over the executive CP in that nation is always required.
Once a faction has accumulated a sufficient amount of control in multiple nations, additional control points cost influence per month to maintain, and Crackdown and Purge missions against the faction's control points will receive a bonus. The cost increases with the more control points a faction owns, and the size of the economy of each nation the faction owns control in. Control points that have sustained a Crackdown do not cost any influence to maintain.


One thing to note here is that national relations with other countries are not listed here as they are changed by relations menu on the bottom right corner of nation screen. This does not include war and peace treaties, as they are national policies.
When a faction is over the control point capacity, agents from other factions get a bonus operation strength against the control points of this faction. The bonus strength is 0.333 per 1 point over the capacity (+1 strength per every 3 points over the capacity). Missions that get this bonus are: Crackdown, Purge, Enthrall Elites and Dominate Nation.


== International Relations ==
Every nation has between 1 and 6 control points, depending on their GDP. The "cost against cap" to hold each control point is equal to the monthly investment points of the nation.


Nations at peace can be in one of three states with one another: allies, rivals, or neutral.
Control points come in a variety of types. Their type depends on the national government and other conditions, and provides a related bonus for the faction controlling it.
* '''Executive''': Enables the Set Policy mission as well as modifying foreign relations. Requires control of another control point first unless it's the only one.
* '''Legislature:''' Bonus to Purge missions in the same nation if the Executive control point is controlled by another faction. Bonus to Purge defense in the same nation if the Executive point is controlled by the same faction.
* '''Party:''' Bonus to Purge missions in the same nation against all control points except the Executive one.
* '''Security Apparatus''' Bonus to Assassinate, Crackdown, Detain Councilor and Extract Councilor missions in the same nation.
* '''Bureaucracy:''' Bonus to Control Nation missions in the same nation.
* '''Identity Blocks:''' Bonus to Increase unrest missions in the same nation.
* '''Mass Media:''' Bonus to Public Campaign missions in the same nation.
* '''National Industries:''' Bonus to Hostile Takeover missions in the same nation.
* '''Oligarchs:''' Bonus to Coup d'Etat missions in the same nation.
* '''Regional Authorities:''' Bonus to Stabilize Nation missions in the same nation.
* '''Aristocracy:''' Bonus to Money gained from the Spoils priority in the same nation.
* '''Financial Sector:''' Bonus to Money gained from the Funding priority in the same nation.
* '''Religion:''' Bonus to Public Opinion gained from the Unity priority in the same nation.
* '''Corporations:''' Orgs based in the same nation cost less money.
* '''Trade Unions:''' Orgs based in the same nation cost less influence.
* '''Defense Sector:''' Owned armies in the same nation repair faster.
* '''Warlords:''' Large bonus to "Increase Unrest" missions in the same nation.


War-capable allies - those with armies or nuclear weapons - will join wars to defend each other when attacked by default. Allies may also send armies to each othe's regions during war or peace.
Besides CP specific bonuses each faction will also receive a fraction of funding, research, boost, mission control and spoils money produced by the nation. That fraction is equal to a proportion of controlled CPs versus all CPs of a nation.
Rival nations that may go to war with each other via the Set Policy councillor mission.


[[File:Nations_2.png|upright=0.75|framed|centre|International relations view (on an older instance of the game taken from the devlogs).]]
If there are armies controlled by the nation, getting control of CP may also grant you direct control of said armies. CPs with armies attached to them are shown with yellow star in a green hexagon symbol next to them. If there is more than one army attached to a control point then the number of attached armies is shown over the symbol.  


In nations where they have executive control, factions may spend Influence to change their bilateral relations with other nations. Any action that improve relations - from rivals to normalized relations, or normalized relations to allies - requires the consent of the other nation. Actions that improve relations also trigger a cooldown between the nations for improving relations again.
To gain control over a neutral CP one must perform a successful Control Nation mission with one of their councillors. Under normal circumstances, in nations with over 1 CP, executive CP can only be controlled if you already have a point in a nation and it is the last CP to be taken. If every nation has all of their CPs controlled by factions, Control Nation mission becomes unavailable. In that case you would need to perform a successful purge mission on an enemy controlled CP.
To increase purge chances, it is recommended to conduct crackdown on these CPs first. Another alternative to Control Nation is Coup d'Etat. It can either be performed with your councillor or happen naturally. Successful Coup d'Etat missions will turn all the CP from that nation to your faction, while Coup d'Etat happening on its own will reset all of CPs in the country to neutral; this allows every faction to conduct Control Nation missions. Coup d'Etat is a lot more likely to be successfully performed or occur in nations with high unrest, so boosting chances often needs Increase Unrest missions beforehand.


There are a few restrictions on who can ally and become rivals. Two nonadjacent nations with only one or two control points may not form alliances or rivalries unless one also has a navy. Nations allied with breakaway nations cannot ally with the breakaway's parent nation, and vice versa.
== Policies ==
Policies are actions the executive faction of a nation can take to dramatically alter the course of the nation. A councillor can use the Set Policy mission to enact policies. Certain policies require the target nation to accept them, the success rate depending on how similar the two nations are. Such policies are always acceptted if the same faction has executive control of both nations. Possible policies are:
{| class="wikitable"
! width=1% | Policy !! width=55% | Effects !! Requirements
|-
| '''Declare War'''
| Go to war against the rival nation and all its allies with armies or nuclear weapons. Own allies can choose to join the war.
|
* Any army
* Target is a rival
* Not breakaway nation
|-
| '''Seek Peace'''
| End a war against the targeted nation and all its allies.
|
* War leader
* Target is at war with this nation
* Target nation accepts (can be skipped by controlling its executive control point)
|-
| '''Grant Independence'''
| Targeted nation or region becomes independent. Gain control of all its control points.
|
* Parent nation of a breakaway nation or another nation has claims on regions controll by this one
* Consolidated control of the executive control point
|-
| '''Cede Territory'''
| Targeted nation gains control of all claimed territories controlled. If there is a rivalry it is ended.
|
* Another nation has claims to at least one controlled region
* If there is only one claimed region it must not have the Capital Region classification
* Consolidated control of the executive control point
|-
| '''Disband Army'''
| Disband one of the nation's armies.
|
* Any army
|-
| '''Disband Warheads'''
| Remove up to 5 Strategic Nuclear Barrages from the nation. If the last one is removed also cancel all progress on the nuclear weapons priority.
|
* Any strategic nuclear barrage
* Consolidated control of the executive control point
|-
| '''Declare Independence'''
| Removes the breakaway nation state. Go to war against the parent nation. Own allies can choose to join the war.
|
* Breakaway nation
* Target is the parent nation
|-
| '''Leave Federation'''
| Leaves the targeted federation.
|
* Member of a federation
* Consolidated control of the executive control point
|-
| '''Federation'''
| Creates a Federation with the targeted nation, or join theirs if they're already in one.
|
* Allied with the targeted nation for some time
* Claims to one of the federation's regions or federation has a clain to one of the nation's regions
* Not a rival or at war with any of the federation's members
* Not breakaway nation
* Not already in a federation
* Consolidated control of the executive control point
* Target nation accepts (can be skipped by controlling its executive control point)
|-
| '''Unification'''
| Both nations unite into a single nation. For each priority category, half of the joining nation's progress is added to all of the receiving nation's progress. Education, Per Capita GDP and Inequality are averaged depending on population. Miltech is averaged based on the number of armies. If the joining nation has a space program, the absorbing nation gains it. If the absorbed country has a nuclear program and the joining nation does not, all nukes are lost. All breakaway nations of the joining nation become independent. May cause regions of the joining nation to secede if Cohesion is below 5. Government remains unchanged but if the joining nation has more Government score than the absorbing nation, Unrest increases by half of the difference.
|
* Claims to the target nation's capital region
* Member of the same federation or original nation for some time
* Consolidated control of the executive control point
* Consolidated control of the executive control point of the targeted nation
* Control of all control points in the targeted nation
|}
A symbol of a hand casting a ballot, found in the top right corner of overview screen, prompts a tooltip in which the available national policies are listed. Here one can also find cooldown periods for countries, with whom diplomatic actions may become available after the timer expires.


=== Federations ===
=== Federations ===
Federations are groupings of closely aligned nations that are pledged to provide mutual defence and share space program funding and boost. They are led by the predetermined member with the most significant international ambitions.
Federations are groupings of closely aligned nations that are pledged to provide mutual defence and share space program funding and boost. They are led by the predetermined member with the most significant international ambitions.


To join a federation, a nation must have claims on its territory by at least one of the federation's member nations, be allied with one of the members, and not be a rival or at war with any members. Nations may apply to join a federation using the Set Policy mission; the lead nation will approve or disapprove the request. The lead nation may also invite qualifying nations to join.
At the game start date there are two federations:
* [[File:Flag European Union.png|50px]] '''European Union:''' France (leader), Czech Republic, Slovakia, Germany, Italy, Spain, Benelux, Alpine States, Poland, Portugal, Sweden, Finland, Ireland, Northern Balkan States, Baltic States, Hungary, Romania, Bulgaria, Greece, Denmark
* [[File:Flag Eurasian Union.png|50px]] '''Eurasian Union:''' Russia (leader), Kazakhstan, Belarus, Armenia, Kyrgyzstan
 
When a federation or unification is created it will have the name and flag of its initial nation. However certain nations will create federations or unifications with unique names and flags.
{| class="wikitable" style="float: left; margin-right: 30px;"
! New Federation / Nation !! Founding nation
|-
| [[File:Flag African Union.png|50px]] African Union || [[File:Flag Ethiopia.png|50px]] Ethiopia
|-
| [[File:Flag Guatemala.png|50px]] Central American Confederation || [[File:Flag Guatemala.png|50px]] Guatemala
|-
| [[File:Flag Kazakhstan.png|50px]] Central Asian Union || [[File:Flag Kazakhstan.png|50px]] Kazakhstan
|-
| [[File:Flag Czech Republic.png|50px]] Czechoslovakia || [[File:Flag Czech Republic.png|50px]] Czech Republic
|-
| [[File:Flag East African Federation.png|50px]] East African Federation || [[File:Flag Tanzania.png|50px]] Tanzania
|-
| [[File:Flag Eurasian Union.png|50px]] Eurasian Union || [[File:Flag Russia.png|50px]] Russia
|-
| [[File:Flag European Union.png|50px]] European Union || [[File:Flag France.png|50px]] France
|-
| [[File:Flag Germany.png|50px]] Germany || [[File:Flag Germany.png|50px]] Germany
|-
| [[File:Flag Colombia.png|50px]] Gran Colombia || [[File:Flag Colombia.png|50px]] Colombia
|-
| [[File:Flag UnitedBantuNation.png|50px]] Great Bantu Free State || [[File:Flag Angola.png|50px]] Angola
|-
| [[File:Flag Indonesia.png|50px]] Indonesia || [[File:Flag Indonesia.png|50px]] Indonesia
|-
| [[File:Flag Nigeria.png|50px]] Nigerian Confederation || [[File:Flag Nigeria.png|50px]] Nigeria
|-
| [[File:Flag UnitedNordicStates.png|50px]] Nordic Federation || [[File:Flag Sweden.png|50px]] Sweden
|-
| [[File:Flag Japan.png|50px]] Pacific Defense League || [[File:Flag Japan.png|50px]] Japan
|-
| [[File:Flag PanAsian Cooperative.png|50px]] Pan-Asian Combine || [[File:Flag China.png|50px]] China
|}
{| class="wikitable" style="float: left; margin-right: 30px;"
! New Federation / Nation !! Founding nation
|-
| [[File:Flag North Korea.png|50px]] People's Republic of Korea || [[File:Flag North Korea.png|50px]] North Korea
|-
| [[File:Flag Peru.png|50px]] Peruvian Confederation || [[File:Flag Peru.png|50px]] Peru
|-
| [[File:Flag Taiwan.png|50px]] Republic of China || [[File:Flag Taiwan.png|50px]] Taiwan
|-
| [[File:Flag South Korea.png|50px]] Republic of Korea || [[File:Flag South Korea.png|50px]] South Korea
|-
| [[File:Flag Republic Of The Southern Cross.png|50px]] Republic of the Southern Cross || [[File:Flag Australia.png|50px]] Australia
|-
| [[File:Flag Slavic Commonwealth.png|50px]] Slavic Commonwealth || [[File:Flag Poland.png|50px]] Poland
|-
| [[File:Flag South American Union.png|50px]] South American Union || [[File:Flag Bolivia.png|50px]] Bolivia
|-
| [[File:Flag Southeast Asian Alliance.png|50px]] Southeast Asian Alliance || [[File:Flag Thailand.png|50px]] Thailand
|-
| [[File:Flag Tamazgha.png|50px]] Tamazgha || [[File:Flag Algeria.png|50px]] Algeria
|-
| [[File:Flag Turkestan.png|50px]] Turkestan || [[File:Flag Turkey.png|50px]] Turkey
|-
| [[File:Flag United Arab League.png|50px]] United Arab League || [[File:Flag Egypt.png|50px]] Egypt
|-
| [[File:Flag United Kingdom.png|50px]] United Kingdom || [[File:Flag United Kingdom.png|50px]] United Kingdom
|-
| [[File:Flag Malaysia.png|50px]] United Malay Nation || [[File:Flag Malaysia.png|50px]] Malaysia
|-
| [[File:Flag United States of NorthAmerica.png|50px]] United States of North America || [[File:Flag United States.png|50px]] United States of America
|-
| [[File:Flag Yugoslavia.png|50px]] Yugoslavia || [[File:Flag Serbia.png|50px]] Southern Balkan States
|}
<div style="clear: both;"></div>
 
* [[File:Flag East African Federation.png|50px]] '''East African Federation:''' Tanzania (leader), Kenya, Great Lakes States, Congo (2 regions), South Sudan
 
(work in progress, contributions are welcome)
 
===Unification===
If the capital region of an absorbed country (Kazakhstan inside Russia, Tigray inside Ethiopia, etc) is not claimed by the absorbing nation (e.g. EU with extra claims absorbing Russia), there's a chance the country becomes a breakaway, like Taiwan is at game start. The chance is 75% if the absorbed nation has 0 cohesion, scaling to 0% if the absorbed nation has 5 cohesion. This chance applies per region that happens to be a capital, and creates a breakaway state that takes all claimed regions with it.


At the game start date there are two pre-existing federations:
For instance, if the EU absorbed a Russia that had absorbed central asia, there are five regions they do not have claims on that happen to be capital regions; kyrgyzstan, tajikistan, uzbekistan, turkenistan, and nur-sultan. If Russia has a cohesion of 3, that means every one of these regions have a 30% chance of creating a breakaway. Kazakhstan would Almaty along for the ride. If the EU had a democracy score lower than 7, any armies stationed in breakaways would be destroyed. A democracy score higher than 7 means there is no breakaway state; the country just becomes independent.
 
=== Claims ===
Some nations have claims on regions that aren't theirs. These are the regions they may acquire through warfare or secession movements. Several social science projects can unlock new claims during the campaign.


-The European Union which is comprised of France (lead), Germany, Italy, Spain, Benelux, Alpine States, Finland, Poland, Portugal, Ireland, Hungary, Czech Republic, Romania, Bulgaria, Northern Balkan States, Baltic States, Sweden, Greece, Slovakia.
Completing certain research projects will increase the number of claims. The following claims exist at the start:
-The Eurasian Union which is comprised of the Russian Federation (lead), Kazakhstan, Belarus. Kyrgyzstan, Armenia.
* [[File:Flag France.png|30px]] France has a claim on every member of the [[File:Flag European Union.png|30px]] European Union
* [[File:Flag Russia.png|30px]] Russia has a claim on every member of the [[File:Flag Eurasian Union.png|30px]] Eurasian Union
* [[File:Flag Czech Republic.png|30px]] The Czech Republic has a claim on [[File:Flag Slovakia.png|30px]] Slovakia
* [[File:Flag United Kingdom.png|30px]] The United Kingdom has a claim on [[File:Flag Ireland.png|30px]] Ireland
* [[File:Flag Bosnia and Herzegovina.png|30px]] Northern Balkan States have a claim on [[File:Flag Serbia.png|30px]] Southern Balkan States
* [[File:Flag China.png|30px]] China has a claim on [[File:Flag India.png|30px]] India
* [[File:Flag India.png|30px]] India has a claim on [[File:Flag Bangladesh.png|30px]] Bangladesh
* [[File:Flag Russia.png|30px]] Russia has a claim on [[File:Flag Ukraine.png|30px]] Ukraine
* [[File:Flag Australia.png|30px]] Australia has a claim on [[File:Flag New Zealand.png|30px]] New Zealand
* [[File:Flag Indonesia.png|30px]] Indonesia has a claim on [[File:Flag Papua New Guinea.png|30px]] Pacific States
* [[File:Flag South Korea.png|30px]] South Korea has a claim on [[File:Flag North Korea.png|30px]] North Korea
* [[File:Flag Ethiopia.png|30px]] Ethiopia has a claim on [[File:Flag Somalia.png|30px]] Somalia
* [[File:Flag Guatemala.png|30px]] Guatemala has a claim on [[File:Flag Belize.png|30px]] Belize
* [[File:Flag Sudan.png|30px]] Sudan has a claim on [[File:Flag South Sudan.png|30px]] South Sudan
* [[File:Flag Venezuela.png|30px]] Venezuela has a claim on [[File:Flag Guyana.png|30px]] Guyana
[[File:Relations tab.png|thumb|320px|Relations view]]


Other Federations may be created early in the game due to relevant claims between nations, for example:
== Foreign Relations ==
The Relations tab describes the relations between different nations.
* '''Allies''' are nations that will support this nation when attacked, and may hold a policy vote to join a war started by this nation. Allies may host one another's armies as well.
* '''Rivals''' are nations with which this nation may go to war.


-The United Kingdom, a federation between the United Kingdom (nation) and Ireland.
Changes in relations between nations are accomplished by policy votes, which may be initiated by a councilor or by the nation itself. Actions that improve relations also trigger a cooldown between the nations for improving relations again.
-The Republic of the Southern Cross is a federation between Australia and New Zealand.
-The Republic of Korea is a federation between North Korea and South Korea.
-The Indonesia federation is between Indonesia and the Pacific States, and possibly Borneo (if made independent).
-The African Union is a federation between Somalia and Ethiopia.
-The Venezuelan Federation is a federation between Venezuela and Guyana.
-The Sudanese Federation is between Sudan and South Sudan.
-The Central American Confederation may form between Guatemala and Belize.
-The Indian Federation may form between India and Bangladesh.
-The Pan Asian Combine may form between India and China


Completing relevant Global Research Projects and Faction Projects will increase the number of claims, and thus federations will be able to be created as the campaign progresses.
There are a few restrictions on who can ally and become rivals. Two nonadjacent nations with only one or two control points may not form alliances or rivalries unless one also has a navy. Nations allied with breakaway nations cannot ally with the breakaway's parent nation, and vice versa.  


=== Unification ===
Improving relations requires the consent of the targeted nation. This can be skipped by controlling the executive control points in both nations.
It is possible to Unify two or more nations together to form larger nations which may eventually span continents as the campaign progresses. This requires one nation to have a claim on another nation's capital region and your Faction requires executive control of both nations.


The larger unified nation will likely have fewer CP overall, which aids in their defence, but it reduces the number of Investment Points compared to separate countries, resulting in less efficient resource acquisition army expansion.
Hovering over the alliance option will also show the detailed requirements for federation and unification.


Nations that can unify early in the game include:
=== Breakaway Nations ===
Nations that secede from another nations become breakaway nations. Breakaway nations are always Rivals with their parent nations and cannot declare wars, join wars or join federations. Allies of breakaway nations are also always Rivals with the parent nation. This state can be ended by either the breakaway nation using the Declare Independence policy or the parent nation using the Grant Independence policy.


-The European Union nation can form out of France and other EU nations
When the game starts there are four breakaway nations - Taiwan, Palestine, South Yemen, and Somaliland.
-The Eurasian Union nation can form out of Russia, Belarus, Kazakhstan, Armenia, Kyrgyszstan, and other states with Eurasian Union claims on them.
-Czechoslovakia can form from the Czech Republic and Slovakia (even if they're both within the EU Federation).
-The Northern and Southern Balkan States can unify into Yugoslavia (even if they're both within the EU Federation).


To unlock further claims, and thus the ability to federate and then unify, some Global and Faction research projects can be completed.
{{Mechanics_Navbox}}

Latest revision as of 12:52, 15 November 2024

Nations on Earth serve as battlegrounds for the aliens' designs on Earth and are sites of both political and military conflict. Human factions, using councilors and armies, will compete to control nations in order to make use of their resources to fulfil their objectives.

Most nations in Terra Invicta correspond to a single real-world Earth country, although in several cases adjacent groups of small nations are aggregated into a single nation so they have more relevance to the scale of the game, and any inter-nation issues between within these generally take place below the scale of the simulation. Factions function as something like covert investors in nations, and with enough focus they can take control over the nation's economy and foreign policy.

National Stats

Nation Stats view

The prosperity and stability of Earth's nations, already tenuous in many places, has been thrown into doubt in light of the alien arrival. Different events throughout the game may alter the qualities of a nation significantly. These circumstances are tracked and made visible to the player, who can take various actions to modify them.

Government

A nation's Government score measures the amount of democracy in a country, which represents things like civil liberties, popular selection of leaders, press freedoms, and rule of law via an independent judiciary. This impacts many things, including national stability and cohesion, research production, corruption, economic growth and the effectiveness of the military in controlling unrest.

Government increases by 0.005 per 2 Investment Points in the Knowledge priority. It changes by -0.001 per 2 Investment Points in the Unity priority.

The Government score impacts the Cohesion score. A low Government score increases the Cohesion resting point, a middle score lowers the Cohesion resting point, while a high score draws the Cohesion resting point towards a central value of 5, and simultaneously increases research production. A higher Government score also lowers the Spoils priority requirement to keep the national elites happy in order to avoid resetting of CPs by coup d'etat and boosts economic growth. A lower Government score increases the effectiveness of the military priority and armies at reducing unrest.

Goverment score ranges from 0 to 10:

Government Score range
Totalitarian 0-2
Authoritarian 2-4
Anocracy 4-6
Flawed Democracy 6-8
Full Democracy 8-10

Population

Nations have populations measured in millions. Throughout the course of the game these populations will grow or shrink based on various factors. The following section discusses population growth.

Developed countries have at least two regions or are a fake union in the game (Benelux, Alpine States, etc), and have the following be true: education + democracy + (gdp per capita / 4000) >= 25. Therefore, Norway is not a developed nation, but France is. The Baltics can be developed if the country improves, without expanding, because it's a fake union.

(regional per capita GDP / 30 000) + min(((10-education)^2)/10, ((10-democracy)^2)/10, 3.5) + (IF DEVELOPED: 5 - |5 - cohesion|) + popGrowthModifier - xenoforming/200 - 4*nukings

The game also does not let you shrink by more than 95% annually.

WHAT THAT MEANS:

1. More GDP per capita = faster population growth (+1% per 30k)

2. If Education or Democracy (whichever is highest) is above 4.08, growth is reduced (+3.5% -> 0% at 10 education or democracy. It's not a linear drop, and accelerates as you approach 10.)

3. If the country is developed, per the conditions outlined earlier, it will grow faster at 5 cohesion. (+5% at 5 cohesion and 0% at 0 or 10 cohesion)

4. Every nation has a pop growth modifier, which is defined in plain text in TINationTemplate.json in the game files (ranges between -1% and +1%)

5. Xenoforming reduces pop growth (-1% per 200 levels of xenoforming. For reference, the highest level is at 75, and xenofauna spawns at 100.

6. Nuclear bombs reduce pop growth (-4% per nuking)

This number is then used monthly to calculate pop growth;

(1 + popGrowth + (random number between -0.005 and 0.005))1/12

If the population decreases, Education does too. If you lose more than 5 million (no, it does not scale with total population), you get the maximum reduction of -0.005. This is only from natural growth, not nukes or other events.

Unrest

The Unrest score represents violent resistance to the political, economic or cultural status quo in this nation. High unrest hampers the economy and may result in a coup or revolution, which will transfer or clear many or all of the nation's Control Points at once. Unrest is fed by low Cohesion and low quality of life (per-capita GDP). Military spending and armies can reduce it, especially in non-democratic nations.

Unrest is decreased by 0.1 - 0.01*Government per 3 Investment Points in the Military priority.

Its resting point is increased by having low cohesion, low Per-Capita GDP, or unification with another nation. Unrest can be increased by councilor Increase unrest and reduced by stabilize nation assignments. It is also reduced by military priority and armies, both of which work better in nations with lower government score.

Unrest changes relatively quickly (0.25 per month, and even +1 per month if cohesion=0) if it is not at its resting point. It's generally better to reduce unrest resting point before reducing its value with councilors and military priority, otherwise it will grow back naturally and quickly. With the most totalitarian Government(0), it would take an investment of 7.5 IP per month to stabilize Unrest below its resting point. This grows exponentially: to 15 IP/month at 5 Government, 25 IP/month at 7 Government and 75 IP/month at 9 Government.

Coups and revolutions

Naturally occurring coups and revolutions can happen at high levels of unrest; the Alien Administration cannot experience a coup but it can experience a revolution. The chances of coups and revolutions are checked every four days, with each nation assigned to one of the four days in the cycle. Revolutions will always occur if unrest > 9.9 when checked. A naturally occurring coup will never happen if democracy >= 8 and unrest < 8; otherwise the daily chance of coup * 4 is checked.

The daily chance of coup is ((unrest * 2 - cohesion - democracy) / 10 + elite unhappiness) / 6000. The elites' unhappiness is zero if the spoils priority weight percentage matches or exceeds the nation's corruption or if one faction owns all the nation's control points and that faction's popularity >= 65%; otherwise it is corruption - spoils as value from 0.0 to 1.0.

So natural coups can be countered by lowering unrest and increasing cohesion, democracy and spoils (up to the corruption level). The spoils priority may often be ignored if the level of unrest in a country is sufficiently low and the democracy/cohesion sufficiently high, even if the indicator appears red (but note that elite happiness or unhappiness will still be a modifying factor in the chance of targeted coups).

Base Unrest

Base unrest is calculated as 10.5 - cohesion - (gdp per capita / 10000) and then reduced by armies. For each allied army present within the nation, if that army's owning nation's base investment points are positive, the base unrest is modified by that army's base unrest modification value.

An army's base unrest modification value is -1 * that army's strength (i.e. its health percentage from 0.0 to 1.0) / 10 * (10 - democracy). So it scales from 100% to 0% applied as democracy goes from 0 to 10. It can then further be altered by that army's owning faction's ArmyUnrestReductionImpact value, as may be applied from various effects (defined in TIEffectTemplate.json); however there don't appear to be any defined with an ArmyUnrestReductionImpact context at the time of writing.

For the Alien Administration, the base unrest is then further reduced by the average of the the nation's regions' xenoforming level (from 0 to 100) / 20.

Unrest score ranges from 0 to 10. Every 0.1 point of Unrest above 2 will decrease Investment Points by 1%, capping at 80% at 10 unrest.

Unrest Score range Negative effects
Peaceful 0-1.5 No
Subversion 1.5-3 Yes
Strife 3-4.5
Insurgency 4.5-6
Guerilla War 6-7.5
Insurrection 7.5-9
Civil War 9-10

GDP

A nation's GDP, or Gross Domestic Product, is a measure of its annual economic output in U.S. dollars adjusted by its purchasing power parity. The nation's GDP determines how many Control Points a nation has, how many Investment Points it produces, and how difficult certain missions are.

GDP (Bn) Control Points
0-81 1
81-625 2
625-2401 3
2401-6561 4
6561-14641 5
14641+ 6

The economy priority increases GDP. Every completed iteration increases the GDP per capita by:

(3 + (# resource regions) * 1.5 + (# economic core regions) * 1.5 + democracy * 0.5 + education) / (pop in millions/50)^0.35

This means that for maximum GDP growth, you want more democracy, more education, as well as as many economic and resource regions as possible.

It must be noted that a significant economic growth in a nation may also carry negative consequences to the planet's climate stability. Unification combines both nation's GDPs. Climate change has a negative effect on GDP based on the following states.

-4.032% for every degree C below pre-industrial levels

-1.344% for every degree C above pre-industrial levels

Per Capita GDP

A Per Capita nation's GDP its its Gross Domestic Product divided by its population. It represents the economic conditions for the average citizen of this nation. Nations with low per-capita GDP will face higher unrest while the people's needs are not met.

Putting investment points into the Economy priority can increase GDP. Conflict, population loss, and climate change are among the things that can cause it to decrease.

GDP Per Region

When distributing GDP to regions within a country, the game distributes them based on economic modifiers. It pretends regions with colonies have 50% the people who actually live there, and that resource and core economic regions have 125%, then distributes GDP evenly based on that modified population. This effectively means that regional GDP per capita is higher in core economic and resource states than in "regular" regions, and are lower in colonies. This has a great effect on population growth as described in the first section, as the GDP per capita calculation in that section is per region.

Development

Development represents how much monthly Funding, Research, Boost, Mission Control and Investment Points a nation will provide to factions owning Control Points.

Monthly Investment Points

These represent the nation's economic surplus that can be distributed by factions with Control Points in the Priorities tab. The value is set by the nation's GDP and reduced by the number of armies it fields and by high levels of unrest.

  • The base value is equal to (GDP in billions)^0.35.
  • Unrest decreases Monthly Investment Points by 1% for every 0.1 point of Unrest above 2, capping at -80% at 10 unrest.
  • Navies decrease Monthly Investment Points by 0.5 per navy.
  • Armies stationed in their home regions decrease Monthly Investment Points by 0.5 per army.
  • Armies stationed in another region decrease Monthly Investment Points by 1 per army.

The overall formula is (GDP in billions)^0.35 * (1 - max(unrest-2, 0)/10) - 0.5*(# navies) - 0.5*(# armies at home) - 1*(# armies abroad).

Funding

These mean all potiential money income the nation can provide to the controller. They will be separated equally to every control point of this nation.

Funding can be increased by funding priority, for every investment point in the Funding priority:

  • The base value is 9 money per year
  • The additional value is equal to Max(Round(((GDP in billions)^0.25)/2),1) money per year -- this is the same formula that determines how many CP the nation has.

Thus, the overall formula is 9 + N_control_points money per year.

Miltech

A nation's Military Technology value represents the capability of the nation's armed forces. Each tenth of a point in Miltech represents a 10% improvement in combat capability.

Miltech is increased by 0.00375(1 - min(10*unrest, 1 - 0.1 * democracy)) per 3 Investment Points in the Miltech priority. It takes 800 Investment Points to advance 1 Miltech level in the best case.

  • Any country with 0 unrest will gain the maximum possible 0.00375 Miltech.
  • If there is any unrest, the Miltech gain is scaled linearly by Government level.
  • The more Democratic(higher) the Government level, the more Miltech it gains.

Unification between two nations balances the Miltech score between the two nations. Miltech applies to both army strength, which changes together with national Miltech level, and regional defence power.

Miltech score ranges from 2 to 8. The Miltech age also determines the visual appearance of armies.

Score range 2-3 3-4 4-5 5-6 6-7 7-10
ICO army level.png Miltech age Industrial Age
Army Tech2.png
Atomic Age
Army Tech3.png
Information Age
Army Tech4.png
Robotics Age
Army Tech5.png
Invasion Age
Army Tech6.png
Fusion Age
Army Tech7.png

Initially the Miltech score is capped at level 5, which can be increased by 0.5 with each of the following global research technologies:

  • Tech info icon.png Cybernetics
  • Tech info icon.png Applied Artificial Intelligence
  • Tech material icon.png Next-Generation Aerospace
  • Tech material icon.png Diamondoids
  • Tech military icon.png Terrestrial Military Science
  • Tech military icon.png Networked Global Defense
  • Tech military icon.png Coilguns
  • Tech military icon.png Trans-Interface Warfare
  • Tech military icon.png Future Tech: Military Science

Navies

A nation's naval score is calculated by the number of navies it has attached to its armies multiplied by the nation's military technology score.

There are three possible navy states:

  • No Navies: No army has any navy attached.
  • Freedom of the Seas: At least one army has a navy attached and there are no enemies with a higher naval score.
  • Blockaded: At least one army has a navy attached and there are enemies with a higher naval score.

Strategic Nuclear Barrages

The number of strategic nuclear barrages that may be launched from this nation. Each barrage will devastate a single region and cause massive environmental damage globally. Nuclear strikes are directed by the faction in control of the executive control point.

Nuclear weapons can target any region belonging to current war enemies, or owned regions with enemy forces present. Note that advanced defenses will prevent any attack.

Education

A nation's Education value is scored based on the average years of schooling of a citizen in this nation. Nations with higher education scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.

Education increases by 0.005 per 2 investment Point(s) in the Knowledge priority.

ICO education.png Education Score range
Limited 0-5
Developing 5-8
Advanced 8+

Education is one of the largest factors influences national research output aside from population.

A) Base of 7.5 + Education Score.

B) Scales polynomially with population in millions: 0,00225 * 0.8 * Population1.1.

C) Scales linearly from 15k to 48.75k GDP per capita, with a floor at 15k and a roof at 48.75k (ie: a country with 30k GDPpc produces 2x science as one with 15k, but one with 60k does not produce 4x as much, as it caps at 48.75k. Similarly, a country with 15k gdp per capita produces the same amount as one with 1k.): GDP per capita / 15000, min: 1, max: 3.25

D) Scales by education squared, then linearly at 12: Education * Max(Education, 12)

E) Scales by the fifth root of Democracy, with a floor of Democracy = 0.1: Democracy0.2, (min value 0.63, max value 1.58).

F) 75% efficient at 10 and 0 Cohesion, scales linearly to 125% at 5 Cohesion.

G) 20% efficient at 10 unrest, 100% efficient at <2 unrest. Linear relationship. Same as IP efficiency.

H) n% per science advisor with diminishing return: 1% per science of first advisor + 0.5% per science of second advisor + 0.333333% from 3rd etc, always sorted by advisor bonus, descending (best advisor will count towards the first bonus).

These elements are combined as following: (A + B × C × D × E) × F × G × H

This is the only value in the country interaction screen that scales directly with the population of a country.

Cohesion

A nation's Cohesion represents the level of unity or conflict among the people of the nation. This includes cultural, ideological, ethnic and religious similarities and differences. High values describe a unified society that brooks little deviation or dissent. Middle values represent a diverse society that has both internal conflict and a healthy, creative counterculture. Middle-low values represent a high degree of political polarization, and the lowest values mean the nation's people are fragmented or even tribal.

Cohesion changes by 0.01 towards the value of 5 per to Investment Point(s) in the Knowledge priority.

Cohesion moves 0.1 per month towards its' resting point. This is rapid enough that it is usually better to move the resting point rather than trying to fight the tide: it would take 20 Investment Points per month in Knowledge priority, or roughly 4 in Unity priority to stabilize Cohesion above its' resting point. The resting point can be increased by decreasing inequality with the Welfare priority.

Cohesion score ranges from 0 to 10:

ICO culture.png Cohesion Score range Effects
Fragmented 0-1 Unrest increases
Fractured 1-2
Sectarian 2-3
Polarized 3-4
Competitive 4-5 Research increases
Diverse 5-6
Integrated 6-7
Homogenous 7-8 Unrest decreases
Ability to resist occupation increases
Dominated 8-9
Hegemonic 9-10
Monolithic 10

The resting point of Cohesion is

lowered by:

  • Medium government score
  • High inequality score
  • Low Per Capita GDP
  • Population
  • Geographic Population Distribution
  • Difference between public opinion and the faction controlling the control points

centered by:

  • High goverment score

raised by:

  • Low government score
  • Wars (max 3)
  • Rivalries with nations with a 1 control point difference at most (max 5)

Also, Cohesion value can be actively changed. It is changed with:

lowered by:

  • Loss of armies

centered by:

  • Knowledge priority

raised by:

  • Low government score
  • Unity priority
  • Declaring war (Conditions apply: The nation declaring war should be at peace, their cohesion is 2~8, and one of nations should be a not democratic.)
  • Getting declared war, while having at least 2 cohesion.

Base Cohesion

This is a long one.

Base cohesion depends on inequality, GDP per capita, population, number of regions, rivals, wars, ideological distance between the public and elites, and democracy.

Base cohesion is 20.25.

This is reduced by 3.25 for every level of inequality, and a further (inequality - 4.5)2 if inequality is above 4.5.

It is further reduced by 1 for every 1000 GDP per capita below 6000.

It's also reduced by (population in millions)0.15. 10 billion people would be a reduction of 4, 100 million would be -2, etc.

It's also reduced by 0.25 for every additional region above 1.

It's increased by 0.5 for every peer rival (More, equal or 1 fewer control points) up to a maximum of 5 Base Cohesion.

It's increased by 1 for every war you're in, for a maximum of 5.

It's lowered by the distance between the Elite and the Public's ideologies, as described above, multiplied by 2.

Finally, Democracy comes into play. It's slightly more complicated.

If Democracy <= 3.5:

Base Cohesion is increased by 3.51.5, and lowered by Democracy1.5, for a net gain of 0 at Democracy = 3.5.

If democracy > 6.5:

Base Cohesion approaches 5 by 0.5 per level of Democracy.

If democracy > 3.5 and <= 6.5:

Lower Base Cohesion by 3 at a Democracy score of 5, scaling linearly to 0 Base Cohesion at 3.5 and 6.5 Democracy: 2 × |5-Democracy| - 3.

Factor Conditions ICO culture.png Effect
Base Always 20.25
ICO inequality.png Inequality ≤ 4.5 ICO arrow red down.pngReduce by 3.25 × ICO inequality.png
> 4.5 ICO arrow red down.pngReduce by 3.25 × ICO inequality.png + (ICO inequality.png - 4.5)2
Per-Capita GDP ≤ $7500 ICO arrow red down.pngReduce by 1 × ($7500 - Per-Capita GDP) ÷ $1000
Population Always ICO arrow red down.pngReduce by Population0.15 (in Mn)
Number of Regions > 1 ICO arrow red down.pngReduce by 0.25 × (Regions - 1)
Peer Rivals Max 10 ICO arrow green.pngIncrease by 0.5 × Peer Rival (at minimum 1 less Control Point)
Wars Max 5 ICO arrow green.pngIncrease by 1 × War the Nation is involved in
Public vs. Elite Ideology Always ICO arrow red down.pngReduce by 2 × Distance between Public Opinion vs Control Point owners
🏛 Democracy ≤ 3.5 ICO arrow green.pngIncrease by 3.51.5 - 🏛1.5
3.5 < 🏛 ≤ 5 ICO arrow red down.pngReduce by 3 - 2 × (5 - 🏛)
5 < 🏛 ≤ 6.5 ICO arrow red down.pngReduce by 3 - 2 × (🏛 - 5)
> 6.5 ICO arrow green.pngICO arrow green down.pngStabilize (towards global value of 5) by 0.5 × (🏛 - 6.5)

Public Opinion

Public opinion is also tied to effective ideology of a nation

The is the public opinion in the nation towards the aliens. Support for a particular ideology grants an influence income to the corresponding faction, and the faction receives bonuses when attempting to gain and maintain control of the nation.

The Public Campaign councilor mission will shift opinion in favor of a faction. Committing atrocities will shift it away from a faction.

For public opinion, the game does the same thing - but with percentage of support instead of discrete control points. 67% resistance, 33% servants would be equivalent to the example above, but it's more continuous.

Ideology distance is calculated by normal means; good old pythagoras.

Inequality

A nation's Inequality score is a measure of how wealth and income is distributed in the nation. High values mean the nation doesn't have much of a middle class. Inequality grows by a little as a product of normal economic activity (the Economy Priority) or by a lot because of corruption (the Spoils Priority). Resource regions in a nation can contribute to inequality as well. High inequality reduces Cohesion as the nation divides into haves and have-nots.

Inequality changed by -0.005 per 1 Investment Points(s) in the Welfare priority.

Inequality score ranges from 1 to 10:

ICO inequality.png Inequality Score range
Very Low 1-2
Low 2-3
Moderate 3-4
High 4-5
Very High 5-6
Extreme 6-10

Corruption

Corruption is a hidden value which determines what percentage of the economy the elites want diverted to spoils. If this is not done then other factions will gain bonuses to coups and purges against this faction. The inverse is also true if the elites are satisfied.

corruption = (max(100 - 4*education - 6*democracy, 0) * (1 - max(cohesion - 7, 0) / 5))%

Meaning less educated, less democratic elites demand more spoils. maxing out education and democracy will pretty much remove the demand. completely.

A nation united in the fight against the aliens will also see a reduced demand for spoils by the elites. Very high cohesion (>7) will lower the demand for spoils (as calculated depending on education and democracy) by up to 60% at maximum cohesion (10).

Priorities

The settings in the Priorities tab control the distribution of Investment Points, which represent surplus economic capital generated by the nation.

The owner of each control point may direct a share of investment Points into any number of priorities, either by selecting a present in the dropdown menu or setting them directly by clicking a spot in the grid.

Investment points are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of investment going to a particular priority depends on the total number of weights set for a particular control point.

Investment Points gradually fill buckets for each priority; once filled, the nation receives the effects of that priority, and in most cases it may be filled again.

Some priorities will be highlighted red if they are considered critical to the nation.

Priority Effects IPs Requirements
ICO economy priority.png Economy ICO arrow green.png Per Capita GDP
ICO arrow red.png Inequality
ICO arrow red.png Greenhouse Gases
Effects increased by high government score
Effects increased by medium cohesion score
1
ICO welfare priority.png Welfare ICO arrow green down.png Inequality
ICO arrow green down.png Greenhouse Gases
1
ICO knowledge priority.png Knowledge ICO arrow green.png Knowledge
ICO arrow green.png Government
Centers Cohesion score
2
ICO unity priority.png Unity ICO arrow green.png Popular Opinion
ICO arrow green.png Cohesion
ICO arrow red down.png Government
Effects increased by low education score
2
ICO military priority.png Military ICO arrow green.png Miltech
ICO arrow green down.png Unrest
Effects increased by low unrest score
3
ICO spoils priority.png Spoils ICO arrow green.png Faction Money
ICO arrow red.png Inequality
ICO arrow red.png Greenhouse Gases
ICO arrow red down.png Government
1
ICO funding priority.png Funding ICO arrow green.png Faction Money 1
ICO buildNuclearWeapons priority.png Nuclear Weapons ICO arrow green.png Strategic Nuclear Barrages
Requires 80 IPs for the first time
25
ICO spaceflightProgram priority.png Space Program ICO arrow green.png Boost
ICO arrow green.png Unlocks the Boost priority
ICO arrow green.png Unlocks the Mission Control priority
50 Can only be done once
ICO launchFacilities Priority.png Boost ICO arrow green.png Boost
Effects increased by certain Orgs
Effects increased by stations in Low Earth Orbit
Effects increased by equator regions
2 Nation finished the Spaceflight Program priority
ICO missionControl priority.png Mission Control ICO arrow green.png Mission Control 25 Not Colony Region
Nation or a federation member finished the Spaceflight Program priority
Limited to 6 Mission Control per region (8 for core economic regions)
ICO buildArmy priority.png Build Army ICO arrow green.png Army 60 5 Mn Population
25 Mn Population per army
1 region per army
ICO buildNavy priority.png Build Navy ICO arrow green.png Navy 100 4 Control Points, or 3 Control Points and 40000 Per Capita GDP
ICO buildSpaceDefenses priority.png Space Defenses ICO arrow green.png Space Defenses 50 Required technology

Direct Investment

Direct Investment allows a faction to purchase Investment Points in a certain priority with Money and Influence. The cost increases with the nation's GDP. If the nation was conquered in war its new owner will not have to pay Influence. Only 200 Investment Points may be purchased each year in any nation.

Elites

Each nation requires a certain percentage of Investment Points to be put into the Spoils priority. Failing to provide enough Investment Points into Spoils, shown by the priority becoming red, increases the chance of a coup d'etat. The percentage required is reduced by high scores of Government, Education and Cohesion.

Nations with completed Build Army priority

Nation Armies Navies
Flag United States.png United States of America 6 6
Flag China.png China 4 2
Flag Russia.png Russia 3 1
Flag India.png India 3 0
Flag France.png France 1 1
Flag United Kingdom.png United Kingdom 1 1
Flag Egypt.png Egypt 1 0
Flag Iran.png Iran 1 0
Flag Israel.png Israel 1 0
Flag North Korea.png North Korea 1 0
Flag Pakistan.png Pakistan 1 0
Flag South Korea.png South Korea 1 0
Flag Turkey.png Turkey 1 0

Nations with completed Space Program priority

The following nations at start have completed at least one Space Program priority:

Nation Mision Control Facilities (Mision Control) Launch Complexes (Boost)
Flag United States.png United States of America Lyndon B. Johnson Space Center (3)
Goddard Space Flight Center (1)
Kennedy Space Center (1)
JPL Spaceflight Operations (1)
Launch Complex 39 (20)
Vandemburg Air Force Base (5)
Wallops Flight Facility (2)
Flag China.png China Beijing Aerospace Command and Control Center (2) Xichang Launch Center (7.5)
Jiuquan Launch Center (3)
Taiyuan Launch Center (3)
Wenchang Spacecraft Launch Site (1.2)
Flag Russia.png Russia Roscosmos Mission Control Center (3) Plesetsk Cosmodrome (7.5)
Vastochny Cosmodrome (0.8)
Yasny Cosmodrome (0.5)
Flag India.png India Vikram Sarabhai Space Centre (2) Satish Dhawan Space Centre (1.2)
Flag France.png France Toulouse Space Centre (1) Centre Spatial Guyanais (13.5)
Flag Japan.png Japan Tsukuba Space Center (1) Tanegashime Space Center (5)
Flag Germany.png Germany Columbus Control Centre (1)
Flag Netherlands.png Benelux European Space Research and Technology Centre (1)
Flag Kazakhstan.png Kazakhstan Baikonur Cosmodrome (30)
Flag Israel.png Israel Tel Aviv Launch Facility (0.1)
Flag Iran.png Iran Semnan Spaceport (0.1)
Flag New Zealand.png New Zealand Mahia Launch Complex (0)
Flag North Korea.png North Korea Tangchang-dong Space Launch Center (0)
Flag South Korea.png South Korea Naro Space Center (0)

Nations with completed Nuclear Weapons priority

The following nations at start have completed at least one Nuclear Weapons priority:

Nation ICO nukes.png Strategic Nuclear Barrages
Flag Russia.png Russia 30
Flag United States.png United States of America 28
Flag China.png China 3
Flag France.png France 3
Flag United Kingdom.png United Kingdom 3
Flag Pakistan.png Pakistan 2
Flag India.png India 2
Flag Israel.png Israel 1
Flag North Korea.png North Korea 1
Flag South Africa.png South Africa 0

Control Points

Control Points represent key nodes of political and economic power in a nation. The number of control points is set by the size of the nation's economy. The faction that owns a control point has loyal followers in positions of authority. Control points grant their faction a portion of the nation's critical resources, control over the nation's armies, and the ability to direct economic priorities.

Certain powerful policies, such as joining and leaving federations and merging nations, require Consolidated control of the executive, which means the executive faction either gained control of the nation through war or revolution, or must have held continuous control of the executive point for 180 days.

Once a faction has accumulated a sufficient amount of control in multiple nations, additional control points cost influence per month to maintain, and Crackdown and Purge missions against the faction's control points will receive a bonus. The cost increases with the more control points a faction owns, and the size of the economy of each nation the faction owns control in. Control points that have sustained a Crackdown do not cost any influence to maintain.

When a faction is over the control point capacity, agents from other factions get a bonus operation strength against the control points of this faction. The bonus strength is 0.333 per 1 point over the capacity (+1 strength per every 3 points over the capacity). Missions that get this bonus are: Crackdown, Purge, Enthrall Elites and Dominate Nation.

Every nation has between 1 and 6 control points, depending on their GDP. The "cost against cap" to hold each control point is equal to the monthly investment points of the nation.

Control points come in a variety of types. Their type depends on the national government and other conditions, and provides a related bonus for the faction controlling it.

  • Executive: Enables the Set Policy mission as well as modifying foreign relations. Requires control of another control point first unless it's the only one.
  • Legislature: Bonus to Purge missions in the same nation if the Executive control point is controlled by another faction. Bonus to Purge defense in the same nation if the Executive point is controlled by the same faction.
  • Party: Bonus to Purge missions in the same nation against all control points except the Executive one.
  • Security Apparatus Bonus to Assassinate, Crackdown, Detain Councilor and Extract Councilor missions in the same nation.
  • Bureaucracy: Bonus to Control Nation missions in the same nation.
  • Identity Blocks: Bonus to Increase unrest missions in the same nation.
  • Mass Media: Bonus to Public Campaign missions in the same nation.
  • National Industries: Bonus to Hostile Takeover missions in the same nation.
  • Oligarchs: Bonus to Coup d'Etat missions in the same nation.
  • Regional Authorities: Bonus to Stabilize Nation missions in the same nation.
  • Aristocracy: Bonus to Money gained from the Spoils priority in the same nation.
  • Financial Sector: Bonus to Money gained from the Funding priority in the same nation.
  • Religion: Bonus to Public Opinion gained from the Unity priority in the same nation.
  • Corporations: Orgs based in the same nation cost less money.
  • Trade Unions: Orgs based in the same nation cost less influence.
  • Defense Sector: Owned armies in the same nation repair faster.
  • Warlords: Large bonus to "Increase Unrest" missions in the same nation.

Besides CP specific bonuses each faction will also receive a fraction of funding, research, boost, mission control and spoils money produced by the nation. That fraction is equal to a proportion of controlled CPs versus all CPs of a nation.

If there are armies controlled by the nation, getting control of CP may also grant you direct control of said armies. CPs with armies attached to them are shown with yellow star in a green hexagon symbol next to them. If there is more than one army attached to a control point then the number of attached armies is shown over the symbol.

To gain control over a neutral CP one must perform a successful Control Nation mission with one of their councillors. Under normal circumstances, in nations with over 1 CP, executive CP can only be controlled if you already have a point in a nation and it is the last CP to be taken. If every nation has all of their CPs controlled by factions, Control Nation mission becomes unavailable. In that case you would need to perform a successful purge mission on an enemy controlled CP. To increase purge chances, it is recommended to conduct crackdown on these CPs first. Another alternative to Control Nation is Coup d'Etat. It can either be performed with your councillor or happen naturally. Successful Coup d'Etat missions will turn all the CP from that nation to your faction, while Coup d'Etat happening on its own will reset all of CPs in the country to neutral; this allows every faction to conduct Control Nation missions. Coup d'Etat is a lot more likely to be successfully performed or occur in nations with high unrest, so boosting chances often needs Increase Unrest missions beforehand.

Policies

Policies are actions the executive faction of a nation can take to dramatically alter the course of the nation. A councillor can use the Set Policy mission to enact policies. Certain policies require the target nation to accept them, the success rate depending on how similar the two nations are. Such policies are always acceptted if the same faction has executive control of both nations. Possible policies are:

Policy Effects Requirements
Declare War Go to war against the rival nation and all its allies with armies or nuclear weapons. Own allies can choose to join the war.
  • Any army
  • Target is a rival
  • Not breakaway nation
Seek Peace End a war against the targeted nation and all its allies.
  • War leader
  • Target is at war with this nation
  • Target nation accepts (can be skipped by controlling its executive control point)
Grant Independence Targeted nation or region becomes independent. Gain control of all its control points.
  • Parent nation of a breakaway nation or another nation has claims on regions controll by this one
  • Consolidated control of the executive control point
Cede Territory Targeted nation gains control of all claimed territories controlled. If there is a rivalry it is ended.
  • Another nation has claims to at least one controlled region
  • If there is only one claimed region it must not have the Capital Region classification
  • Consolidated control of the executive control point
Disband Army Disband one of the nation's armies.
  • Any army
Disband Warheads Remove up to 5 Strategic Nuclear Barrages from the nation. If the last one is removed also cancel all progress on the nuclear weapons priority.
  • Any strategic nuclear barrage
  • Consolidated control of the executive control point
Declare Independence Removes the breakaway nation state. Go to war against the parent nation. Own allies can choose to join the war.
  • Breakaway nation
  • Target is the parent nation
Leave Federation Leaves the targeted federation.
  • Member of a federation
  • Consolidated control of the executive control point
Federation Creates a Federation with the targeted nation, or join theirs if they're already in one.
  • Allied with the targeted nation for some time
  • Claims to one of the federation's regions or federation has a clain to one of the nation's regions
  • Not a rival or at war with any of the federation's members
  • Not breakaway nation
  • Not already in a federation
  • Consolidated control of the executive control point
  • Target nation accepts (can be skipped by controlling its executive control point)
Unification Both nations unite into a single nation. For each priority category, half of the joining nation's progress is added to all of the receiving nation's progress. Education, Per Capita GDP and Inequality are averaged depending on population. Miltech is averaged based on the number of armies. If the joining nation has a space program, the absorbing nation gains it. If the absorbed country has a nuclear program and the joining nation does not, all nukes are lost. All breakaway nations of the joining nation become independent. May cause regions of the joining nation to secede if Cohesion is below 5. Government remains unchanged but if the joining nation has more Government score than the absorbing nation, Unrest increases by half of the difference.
  • Claims to the target nation's capital region
  • Member of the same federation or original nation for some time
  • Consolidated control of the executive control point
  • Consolidated control of the executive control point of the targeted nation
  • Control of all control points in the targeted nation

A symbol of a hand casting a ballot, found in the top right corner of overview screen, prompts a tooltip in which the available national policies are listed. Here one can also find cooldown periods for countries, with whom diplomatic actions may become available after the timer expires.

Federations

Federations are groupings of closely aligned nations that are pledged to provide mutual defence and share space program funding and boost. They are led by the predetermined member with the most significant international ambitions.

At the game start date there are two federations:

  • Flag European Union.png European Union: France (leader), Czech Republic, Slovakia, Germany, Italy, Spain, Benelux, Alpine States, Poland, Portugal, Sweden, Finland, Ireland, Northern Balkan States, Baltic States, Hungary, Romania, Bulgaria, Greece, Denmark
  • Flag Eurasian Union.png Eurasian Union: Russia (leader), Kazakhstan, Belarus, Armenia, Kyrgyzstan

When a federation or unification is created it will have the name and flag of its initial nation. However certain nations will create federations or unifications with unique names and flags.

New Federation / Nation Founding nation
Flag African Union.png African Union Flag Ethiopia.png Ethiopia
Flag Guatemala.png Central American Confederation Flag Guatemala.png Guatemala
Flag Kazakhstan.png Central Asian Union Flag Kazakhstan.png Kazakhstan
Flag Czech Republic.png Czechoslovakia Flag Czech Republic.png Czech Republic
Flag East African Federation.png East African Federation Flag Tanzania.png Tanzania
Flag Eurasian Union.png Eurasian Union Flag Russia.png Russia
Flag European Union.png European Union Flag France.png France
Flag Germany.png Germany Flag Germany.png Germany
Flag Colombia.png Gran Colombia Flag Colombia.png Colombia
Flag UnitedBantuNation.png Great Bantu Free State Flag Angola.png Angola
Flag Indonesia.png Indonesia Flag Indonesia.png Indonesia
Flag Nigeria.png Nigerian Confederation Flag Nigeria.png Nigeria
Flag UnitedNordicStates.png Nordic Federation Flag Sweden.png Sweden
Flag Japan.png Pacific Defense League Flag Japan.png Japan
Flag PanAsian Cooperative.png Pan-Asian Combine Flag China.png China
New Federation / Nation Founding nation
Flag North Korea.png People's Republic of Korea Flag North Korea.png North Korea
Flag Peru.png Peruvian Confederation Flag Peru.png Peru
Flag Taiwan.png Republic of China Flag Taiwan.png Taiwan
Flag South Korea.png Republic of Korea Flag South Korea.png South Korea
Flag Republic Of The Southern Cross.png Republic of the Southern Cross Flag Australia.png Australia
Flag Slavic Commonwealth.png Slavic Commonwealth Flag Poland.png Poland
Flag South American Union.png South American Union Flag Bolivia.png Bolivia
Flag Southeast Asian Alliance.png Southeast Asian Alliance Flag Thailand.png Thailand
Flag Tamazgha.png Tamazgha Flag Algeria.png Algeria
Flag Turkestan.png Turkestan Flag Turkey.png Turkey
Flag United Arab League.png United Arab League Flag Egypt.png Egypt
Flag United Kingdom.png United Kingdom Flag United Kingdom.png United Kingdom
Flag Malaysia.png United Malay Nation Flag Malaysia.png Malaysia
Flag United States of NorthAmerica.png United States of North America Flag United States.png United States of America
Flag Yugoslavia.png Yugoslavia Flag Serbia.png Southern Balkan States
  • Flag East African Federation.png East African Federation: Tanzania (leader), Kenya, Great Lakes States, Congo (2 regions), South Sudan

(work in progress, contributions are welcome)

Unification

If the capital region of an absorbed country (Kazakhstan inside Russia, Tigray inside Ethiopia, etc) is not claimed by the absorbing nation (e.g. EU with extra claims absorbing Russia), there's a chance the country becomes a breakaway, like Taiwan is at game start. The chance is 75% if the absorbed nation has 0 cohesion, scaling to 0% if the absorbed nation has 5 cohesion. This chance applies per region that happens to be a capital, and creates a breakaway state that takes all claimed regions with it.

For instance, if the EU absorbed a Russia that had absorbed central asia, there are five regions they do not have claims on that happen to be capital regions; kyrgyzstan, tajikistan, uzbekistan, turkenistan, and nur-sultan. If Russia has a cohesion of 3, that means every one of these regions have a 30% chance of creating a breakaway. Kazakhstan would Almaty along for the ride. If the EU had a democracy score lower than 7, any armies stationed in breakaways would be destroyed. A democracy score higher than 7 means there is no breakaway state; the country just becomes independent.

Claims

Some nations have claims on regions that aren't theirs. These are the regions they may acquire through warfare or secession movements. Several social science projects can unlock new claims during the campaign.

Completing certain research projects will increase the number of claims. The following claims exist at the start:

  • Flag France.png France has a claim on every member of the Flag European Union.png European Union
  • Flag Russia.png Russia has a claim on every member of the Flag Eurasian Union.png Eurasian Union
  • Flag Czech Republic.png The Czech Republic has a claim on Flag Slovakia.png Slovakia
  • Flag United Kingdom.png The United Kingdom has a claim on Flag Ireland.png Ireland
  • Flag Bosnia and Herzegovina.png Northern Balkan States have a claim on Flag Serbia.png Southern Balkan States
  • Flag China.png China has a claim on Flag India.png India
  • Flag India.png India has a claim on Flag Bangladesh.png Bangladesh
  • Flag Russia.png Russia has a claim on Flag Ukraine.png Ukraine
  • Flag Australia.png Australia has a claim on Flag New Zealand.png New Zealand
  • Flag Indonesia.png Indonesia has a claim on Flag Papua New Guinea.png Pacific States
  • Flag South Korea.png South Korea has a claim on Flag North Korea.png North Korea
  • Flag Ethiopia.png Ethiopia has a claim on Flag Somalia.png Somalia
  • Flag Guatemala.png Guatemala has a claim on Flag Belize.png Belize
  • Flag Sudan.png Sudan has a claim on Flag South Sudan.png South Sudan
  • Flag Venezuela.png Venezuela has a claim on Flag Guyana.png Guyana
Relations view

Foreign Relations

The Relations tab describes the relations between different nations.

  • Allies are nations that will support this nation when attacked, and may hold a policy vote to join a war started by this nation. Allies may host one another's armies as well.
  • Rivals are nations with which this nation may go to war.

Changes in relations between nations are accomplished by policy votes, which may be initiated by a councilor or by the nation itself. Actions that improve relations also trigger a cooldown between the nations for improving relations again.

There are a few restrictions on who can ally and become rivals. Two nonadjacent nations with only one or two control points may not form alliances or rivalries unless one also has a navy. Nations allied with breakaway nations cannot ally with the breakaway's parent nation, and vice versa.

Improving relations requires the consent of the targeted nation. This can be skipped by controlling the executive control points in both nations.

Hovering over the alliance option will also show the detailed requirements for federation and unification.

Breakaway Nations

Nations that secede from another nations become breakaway nations. Breakaway nations are always Rivals with their parent nations and cannot declare wars, join wars or join federations. Allies of breakaway nations are also always Rivals with the parent nation. This state can be ended by either the breakaway nation using the Declare Independence policy or the parent nation using the Grant Independence policy.

When the game starts there are four breakaway nations - Taiwan, Palestine, South Yemen, and Somaliland.