Missions: Difference between revisions
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Between mission phases, missions resolve in a partially predetermined order, denoted by the number of small clock symbols visible in the mission description. Uncontested and defensive missions trigger earlier than contested ones. When two councilors are attempting the same mission, the one with the higher primary attribute used in calculating the mission success chance goes first. | Between mission phases, missions resolve in a partially predetermined order, denoted by the number of small clock symbols visible in the mission description. Uncontested and defensive missions trigger earlier than contested ones. When two councilors are attempting the same mission, the one with the higher primary attribute used in calculating the mission success chance goes first. | ||
__TOC__ | |||
== Contested missions == | == Contested missions == | ||
For contested missions, the success chance is determined by adding all the relevant bonuses and maluses for a particular mission, and the faction conducting the mission may spend resources to improve its chance of success. If the bonuses and maluses add up to zero, the success chance is 50 percent; otherwise, each point in one direction has a decreasingly powerful impact on the outcome. Changing conditions on Earth can modify success chances between the mission assignment phase and the mission resolution. | For contested missions, the success chance is determined by adding all the relevant bonuses and maluses for a particular mission, and the faction conducting the mission may spend resources to improve its chance of success. If the bonuses and maluses add up to zero, the success chance is 50 percent; otherwise, each point in one direction has a decreasingly powerful impact on the outcome. Changing conditions on Earth can modify success chances between the mission assignment phase and the mission resolution. | ||
When a contested mission resolves, a random number between 0 and 100 is generated; if it is less than or equal to the success chance, the mission is a success; otherwise it fails. Results that are less than 10% of the success chance mark a critical success, which typically offers bonuses over a normal success; results in the top 10% of the range of possible failure values are a critical failure and have worse consequences. | When a contested mission resolves, a random number between 0 and 100 is generated; if it is less than or equal to the success chance, the mission is a success; otherwise it fails. Results that are less than 10% of the success chance mark a critical success, which typically offers bonuses over a normal success; results in the top 10% of the range of possible failure values are a critical failure and have worse consequences. | ||
Contested missions have a variable cost. | |||
The Dominate Nation mission is only available to [[File:FAC AppeaseCouncil 128.png|25px]] The Protectorate if it controls a Sentinel Complex module. | |||
{| class="wikitable" | {| class="wikitable" | ||
! Mission !! | ! Mission !! Resource !! width=1% | Success XP !! Difficulty !! Detection risk !! Attacking modifiers !! Defending modifiers !! width=15% | Success effect | ||
|- | |- | ||
| [[File:ICO assassinate on.png|70px]] Assassinate | | [[File:ICO assassinate on.png|70px]] Assassinate | ||
| | | Ops | ||
| 3 | | 3 | ||
| 12 | | 12 | ||
| -4 if critical success<br>0 if success<br>4 if failure<br>10 if critical failure | |||
| | | | ||
* | * Espionage | ||
* Security Apparatus | * Ops Spent | ||
* Target | * Security Apparatus Control Point | ||
* Intel on | * Detained Target | ||
* Intel on Target | |||
| | | | ||
* | * Security | ||
* | * Local Control Points | ||
* | * Our Loyalty Monitor Implant | ||
* Protect Mission: Security | |||
| Kills the targeted councilor. | | Kills the targeted councilor. | ||
|- | |- | ||
| [[File:ICO assaultfacility on.png|70px]] Assault Alien Asset | | [[File:ICO assaultfacility on.png|70px]] Assault Alien Asset | ||
| | | Ops | ||
| 3 | | 3 | ||
| 4 | | 4 | ||
| 0 if critical success<br>4 if success<br>6 if failure<br>12 if critical failure | |||
| | | | ||
* | * Command | ||
* Ops Spent | |||
| | | | ||
* Protect | * Alien Defenses | ||
| | * Protect Mission: Command | ||
| Lead a combat unit against the targeted alien asset. | |||
|- | |||
| [[File:ICO seizespaceasset on.png|70px]] Assault Enemy Space Asset | |||
| Ops | |||
| 2 | |||
| 0 | |||
| 4 if critical success<br>2 if success<br>6 if failure<br>12 if critical failure | |||
| | |||
* Command | |||
* Ops Spent | |||
* Attacking Force Strength | |||
| | |||
* Joint Council Command | |||
* Hab Support Shortages | |||
* Mission Control Shortage | |||
* Decommissioning Hab | |||
* Defending Force Strength | |||
* Protect Mission: Command | |||
| Attempt to capture the targeted hab. Requires Marines at the councilor's location. Fleets must dock with enemy habs to launch an assault. Station may drop troops to the surface, and bases may assault nearby hab sites. Requires spare Mission Control. | |||
|- | |- | ||
| [[File:ICO gain influence on.png|70px]] Control Nation | | [[File:ICO gain influence on.png|70px]] Control Nation | ||
| | | Influence | ||
| 2 | | 2 | ||
| 0 | | 0 | ||
| -4 if critical success<br>0 if success<br>2 if failure<br>4 if critical failure | |||
| | | | ||
* | * Persuasion | ||
* Control | * Influence Spent | ||
* Control | * Popular Support | ||
* Bureaucracy | * Control in Larger Allies / Federations | ||
* Control Points in Neighbors | |||
* Bureaucracy Control Point | |||
| | | | ||
* | * Size of National Economy | ||
* | * Control Points in Rivals | ||
| Gain | | Gain an unowned control point in the targeted nation. | ||
|- | |- | ||
| [[File:ICO controlspaceasset on.png|70px]] Control Space Asset | | [[File:ICO controlspaceasset on.png|70px]] Control Space Asset | ||
| | | Influence | ||
| 2 | | 2 | ||
| 12 | | 12 | ||
| -4 if critical success<br>0 if success<br>30 if failure<br>30 if critical failure | |||
| | | | ||
* | * Persuasion | ||
* | * Influence Spent | ||
* Target | * Target has Negative Influence | ||
* | * Mission Control Shortage | ||
| | | | ||
* | * Council Loyalty | ||
* | * Crew Size | ||
* Defend Interests | * Hab Size | ||
* Protect | * Hab Support Shortages | ||
* Decommissioning Hab | |||
* Difference in Ideology | |||
* Defending Force Strength | |||
* Mission Control Shortage | |||
* Defend Interests | |||
* Protect Mission: Security | |||
| Targeted hab or ship joins the councilor's faction. | | Targeted hab or ship joins the councilor's faction. | ||
|- | |- | ||
| [[File:ICO coup on.png|70px]] Coup d'Etat | | [[File:ICO coup on.png|70px]] Coup d'Etat | ||
| | | Ops | ||
| 2 | | 2 | ||
| 6 | | 6 | ||
| 0 if critical success<br>2 if success<br>4 if failure<br>8 if critical failure | |||
| | | | ||
* | * Command | ||
* | * Ops Spent | ||
* | * Popular Support | ||
* National Unrest | |||
* Elite Dissatisfaction | |||
* Oligarchs Control Point | |||
| | | | ||
* | * Joint Council Command | ||
* | * National Cohesion | ||
* | * Elite Satisfaction | ||
* | * Size of National Economy | ||
* | * Defended Control Point | ||
* | * Oligarchs Control Point | ||
* Democracy | |||
* Pherocyte Resistance | |||
| Targeted nation's control points become unowned. | | Targeted nation's control points become unowned. | ||
|- | |- | ||
| [[File:ICO crackdown on.png|70px]] Crackdown | | [[File:ICO crackdown on.png|70px]] Crackdown | ||
| | | Influence | ||
| 2 | | 2 | ||
| 0 | | 0 | ||
| -4 if critical success<br>0 if success<br>2 if failure<br>6 if critical failure | |||
| | | | ||
* | * Investigation | ||
* Security Apparatus | * Influence Spent | ||
* Target | * Popular Support | ||
* Security Apparatus Control Point | |||
* Target Over Control Point Cap | |||
| | | | ||
* | * Council Administration | ||
* Defend Interests | * Size of National Economy | ||
* Popular Support | |||
* Defend Interests | |||
| Temporarily disables the benefits of the targeted control point, removes Defend Interests mission protection and increases the Purge mission success chance. | | Temporarily disables the benefits of the targeted control point, removes Defend Interests mission protection and increases the Purge mission success chance. | ||
|- | |- | ||
| [[File:ICO detain on.png|70px]] Detain Councilor | | [[File:ICO detain on.png|70px]] Detain Councilor | ||
| | | Ops | ||
| 2 | | 2 | ||
| 8 | | 8 | ||
| -4 if critical success<br>0 if success<br>2 if failure<br>8 if critical failure | |||
| | | | ||
* | * Investigation | ||
* Security Apparatus | * Ops Spent | ||
* Intel on | * Security Apparatus Control Point | ||
* Detained Target | |||
* Intel on Target | |||
| | | | ||
* | * Security | ||
* Protect | * Local Control Points | ||
* Protect Mission: Security | |||
| Targeted councilor is detained for interrogation and their mission is canceled. | | Targeted councilor is detained for interrogation and their mission is canceled. | ||
|- | |- | ||
| [[File:ICO extract on.png|70px]] Extract Councilor | | [[File:ICO extract on.png|70px]] Extract Councilor | ||
| | | Ops | ||
| 2 | | 2 | ||
| 8 | | 8 | ||
| -4 if critical success<br>0 if success<br>2 if failure<br>10 if critical failure | |||
| | | | ||
* | * Command | ||
* Control | * Ops Spent | ||
* Security Apparatus | * Local Control Points | ||
* Security Apparatus Control Point | |||
| | | | ||
* | * Nearby Councilors' Security | ||
* Detaining Faction Joing Security | |||
* Security Apparatus Control Point | |||
| Targeted detained councilor becomes free. | | Targeted detained councilor becomes free. | ||
|- | |- | ||
| [[File:ICO hostiletakeover on.png|70px]] Hostile Takeover | | [[File:ICO hostiletakeover on.png|70px]] Hostile Takeover | ||
| | | Money | ||
| 2 | | 2 | ||
| 12 | | 12 | ||
| -4 if critical success<br>0 if success<br>2 if failure<br>8 if critical failure | |||
| | | | ||
* | * Administration | ||
* | * Money Spent | ||
* National Industries | * National Industries Control Point | ||
* Target | * Intel on Target | ||
* Target has Negative Funds | |||
| | | | ||
* | * Administration | ||
* | * National Industries Control Point | ||
| Seize an org from the targeted faction. | | Seize an org from the targeted faction. | ||
|- | |||
| [[File:ICO unrest on.png|70px]] Increase Unrest | |||
| Ops | |||
| 2 | |||
| 0 | |||
| -4 if critical success<br>0 if success<br>6 if failure<br>12 if critical failure | |||
| | |||
* Command | |||
* Ops Spent | |||
* Popular Support | |||
* Identity Blocks Control Point | |||
* Warlords Control Point | |||
| | |||
* Nation Population | |||
* National Cohesion | |||
* Popular Support | |||
* Protect Mission: Command | |||
| Increases unrest in the targeted region. Success in a region with an independence movement may trigger a secession. | |||
|- | |- | ||
| [[File:ICO inspire on.png|70px]] Inspire | | [[File:ICO inspire on.png|70px]] Inspire | ||
| | | Influence | ||
| 2 | | 2 | ||
| 8 | | 8 | ||
| -4 if critical success<br>-4 if success<br>-4 if failure<br>-2 if critical failure | |||
| | | | ||
* | * Persuasion | ||
* Influence Spent | |||
| | | | ||
* None | * None | ||
Line 211: | Line 225: | ||
|- | |- | ||
| [[File:ICO investigatecouncilor on.png|70px]] Investigate Councilor | | [[File:ICO investigatecouncilor on.png|70px]] Investigate Councilor | ||
| | | Ops | ||
| 2 | | 2 | ||
| 0 | | 0 | ||
| -4 if critical success<br>-2 if success<br>0 if failure<br>2 if critical failure | |||
| | | | ||
* | * Investigation | ||
* Control | * Ops Spent | ||
* Target | * Local Control Points | ||
* Detained Target | |||
| | | | ||
* | * Espionage | ||
* | * Local Control Points | ||
* | * Protect Mission: Security | ||
| If used on a councilor from a different faction enables targeting them with other councilor missions and discovers more about their faction. If used on a councilor from the same faction it discovers their real Loyalty. | | If used on a councilor from a different faction enables targeting them with other councilor missions and discovers more about their faction. If used on a councilor from the same faction it discovers their real Loyalty. | ||
|- | |||
| [[File:ICO propaganda on.png|70px]] Public Campaign | |||
| Money | |||
| 2 | |||
| 0 | |||
| -4 if critical success<br>0 if success<br>2 if failure<br>8 if critical failure | |||
| | |||
* Persuasion | |||
* Money Spent | |||
* Control in Larger Allies / Federations | |||
* Control Points in Neighbors | |||
* Mass Media Control Point | |||
| | |||
* Nation Population | |||
* Censorship | |||
| Increase Public Opinion in the targeted nation towards the councilor's faction. | |||
|- | |||
| [[File:ICO purge on.png|70px]] Purge | |||
| Influence | |||
| 2 | |||
| 6 | |||
| -4 if critical success<br>0 if success<br>4 if failure<br>8 if critical failure | |||
| | |||
* Espionage | |||
* Influence Spent | |||
* Popular Support | |||
* Control in Larger Allies / Federations | |||
* Control Points in Neighbors | |||
* Legislature Control Point | |||
* Party Control Point | |||
* Target Over Control Point Cap | |||
| | |||
* Council Administration | |||
* Size on National Economy | |||
* Difference in Ideology | |||
* Crackdown | |||
* Defend Interests | |||
* Legislature Control Point | |||
* Party Control Point | |||
* Control Points in Rivals | |||
| Gain an owned control point in the targeted nation. | |||
|- | |||
| [[File:ICO sabotagefacilities on.png|70px]] Sabotage Facilities | |||
| Ops | |||
| 2 | |||
| 12 | |||
| -6 if critical success<br>0 if success<br>2 if failure<br>12 if critical failure | |||
| | |||
* Espionage | |||
* Ops Spent | |||
* National Unrest | |||
| | |||
* Joint Council Security | |||
* Military in Region | |||
* Protect Mission: Security | |||
| Sabotage the targeted space facility. | |||
|- | |||
| [[File:ICO sabotagefacilities on.png|70px]] Sabotage Hab Module | |||
| Ops | |||
| 2 | |||
| 4 | |||
| -6 if critical success<br>0 if success<br>2 if failure<br>12 if critical failure | |||
| | |||
* Espionage | |||
* Ops Spent | |||
| | |||
* Joint Council Security | |||
* Defend Interests | |||
* Hab Support Shortages | |||
* Mission Control Shortage | |||
* Protect Mission: Security | |||
| Sabotage the targeted non-core hab module in the current hab. | |||
|- | |||
| [[File:ICO sabotageproject on.png|70px]] Sabotage Project | |||
| Ops | |||
| 2 | |||
| 6 | |||
| -2 if critical success<br>0 if success<br>0 if failure<br>8 if critical failure | |||
| | |||
* Espionage | |||
* Ops Spent | |||
| | |||
* Security | |||
* Hab Support Shortages | |||
* Mission Control Shortage | |||
* Protect Mission: Security | |||
| Target a councilor or hab with an engineering module to remove progress on a project. | |||
|- | |||
| [[File:ICO stabilize on.png|70px]] Stabilize Nation | |||
| Ops | |||
| 2 | |||
| 0 | |||
| -4 if critical success<br>0 if success<br>3 if failure<br>6 if critical failure | |||
| | |||
* Command | |||
* Ops Spent | |||
* Popular Support | |||
* National Cohesion | |||
* Regional Authorities Control Point | |||
| | |||
* Nation Population | |||
* Control Points in Rivals | |||
* Protect Mission: Command | |||
| Reduces unrest in the targeted nation. | |||
|- | |||
| [[File:ICO stealproject on.png|70px]] Steal Project | |||
| Ops | |||
| 2 | |||
| 6 | |||
| -8 if critical success<br>0 if success<br>2 if failure<br>8 if critical failure | |||
| | |||
* Espionage | |||
* Ops Spent | |||
* Detained Target | |||
* Intel on Target | |||
* Target has Negative Funds | |||
| | |||
* Security | |||
* Hab Support Shortages | |||
* Mission Control Shortage | |||
* Protect Mission: Security | |||
| Steal an engineering project you have prerequisites for from a faction by targeting one of their councilors or habs with an engineering module. May also acquire research if the enemy faction is ahead in its research income. | |||
|- | |||
| [[File:ICO turn on.png|70px]] <span id="turn_councilor">Turn Councilor</span> | |||
| Influence | |||
| 2 | |||
| 16 | |||
| -4 if critical success<br>0 if success<br>6 if failure<br>12 if critical failure | |||
| | |||
* Persuasion | |||
* Influence Spent | |||
* Intel on Target | |||
| | |||
* Loyalty | |||
* Difference in Ideology | |||
* Pherocyte Resistance | |||
* Protect Mission: Security | |||
| Turns the selected councilor. | |||
|- | |||
| [[File:ICO sentinel on.png|70px]] Dominate Nation | |||
| Influence | |||
| 2 | |||
| 6 | |||
| 30 if critical success<br>30 if success<br>30 if failure<br>30 if critical failure | |||
| | |||
* Persuasion | |||
* Influence Spent | |||
* Popular Support | |||
* Control in Larger Allies / Federations | |||
* Control Points in Neighbors | |||
* Legislature Control Point | |||
* Mass Media Control Point | |||
* Party Control Point | |||
* Target Over Control Point Cap | |||
| | |||
* Difference in Ideology | |||
| Gain an owned control point in the targeted nation. | |||
|} | |} | ||
=== Alien Missions === | |||
Alien missions are only available to alien councilors. | |||
{| class="wikitable" | |||
! Mission !! Resource !! width=1% | Success XP !! Difficulty !! Detection risk !! Attacking modifiers !! Defending modifiers !! width=20% | Success effect | |||
|- | |||
| [[File:ICO abductions on.png|70px]] Abductions | |||
| Ops | |||
| 2 | |||
| 2 | |||
| -4 if critical success<br>2 if success<br>4 if failure<br>8 if critical failure | |||
| | |||
* Espionage | |||
* Ops Spent | |||
* Local Xenoforming | |||
| | |||
* National Unrest | |||
* Protect Mission: Command | |||
| Abducts humans. | |||
|- | |||
| [[File:ICO Xenoform on.png|70px]] Xenoform | |||
| Ops | |||
| 1 | |||
| 4 | |||
| -4 if critical success<br>2 if success<br>4 if failure<br>8 if critical failure | |||
| | |||
* Espionage | |||
* Ops Spent | |||
* Local Abductions | |||
* Control in Larger Allies / Federations | |||
| | |||
* Military in Region | |||
* Region Population Density | |||
| Creates an Alien Life Forms asset. | |||
|- | |||
| [[File:ICO enthrallelites on.png|70px]] Enthrall Elites | |||
| Influence | |||
| 2 | |||
| 18 | |||
| -4 if critical success<br>2 if success<br>4 if failure<br>8 if critical failure | |||
| | |||
* Persuasion | |||
* Influence Spent | |||
* Abductions in Nation | |||
* Target Over Control Point Cap | |||
* Control Points in Neighbors | |||
* Xenoforming in Nation | |||
* Control in Larger Allies / Federations | |||
| | |||
* Council Science | |||
* Difference in Ideology | |||
* Crackdown | |||
* Nation Size | |||
* Defend Interests (After Pherocyte Resistance is researched) | |||
| Gain an owned control point in the targeted nation. | |||
|- | |||
| [[File:ICO enthrallpublic on.png|70px]] Enthrall Public | |||
| Influence | |||
| 2 | |||
| 12 | |||
| -4 if critical success<br>0 if success<br>4 if failure<br>8 if critical failure | |||
| | |||
* Persuasion | |||
* Influence Spent | |||
* Abductions in Nation | |||
* Control Points in Neighbors | |||
* Xenoforming in Nation | |||
* Control in Larger Allies / Federations | |||
| | |||
* Nation Population | |||
| Increase Public Opinion in the targeted nation towards the councilor's faction. | |||
|- | |||
| [[File:ICO enthrallelites on.png|70px]] Enthrall Unaligned Elites | |||
| Influence | |||
| 2 | |||
| 16 | |||
| -4 if critical success<br>0 if success<br>4 if failure<br>8 if critical failure | |||
| | |||
* Persuasion | |||
* Influence Spent | |||
* Abductions in Nation | |||
* Control Points in Neighbors | |||
* Control in Larger Allies / Federations | |||
| | |||
* Difference in Ideology | |||
* Nation Size | |||
| Gain an unowned control point in the targeted nation. | |||
|- | |||
| [[File:ICO hostiletakeover on.png|70px]] Enthrall Org | |||
| Influence | |||
| 2 | |||
| 16 | |||
| -4 if critical success<br>0 if success<br>2 if failure<br>4 if critical failure | |||
| | |||
* Persuasion | |||
* Influence Spent | |||
* Abductions in Nation | |||
* Xenoforming in Nation | |||
| | |||
* Science | |||
* Protect Mission: Security | |||
| Seize an org from the targeted faction. | |||
|- | |||
| [[File:ICO buildfacility on.png|70px]] Build Facility | |||
| Money | |||
| 1 | |||
| 0 | |||
| 0 | |||
| | |||
* Always successful | |||
| | |||
* Always successful | |||
| Constructs an alien facility asset in a region with at least 15 abductions. | |||
|- | |||
| [[File:ICO assumecontrol on.png|70px]] Grant Alien Control | |||
| Influence | |||
| 1 | |||
| 0 | |||
| 0 | |||
| | |||
* Always successful | |||
| | |||
* Always successful | |||
| Takes control of a nation that has an alien facility asset. | |||
|- | |||
| [[File:ICO passtechnology on.png|70px]] Pass Technology | |||
| Influence | |||
| 1 | |||
| 0 | |||
| 0 | |||
| | |||
* Always successful | |||
| | |||
* Always successful | |||
| Gives some technology to human allies. | |||
|- | |||
| [[File:ICO terrorizeregion on.png|70px]] Terrorize Region | |||
| Ops | |||
| 1 | |||
| 0 | |||
| 16 if critical success<br>30 if success<br>16 if failure<br>16 if critical failure | |||
| | |||
* Command | |||
* Ops Spent | |||
| | |||
* Military in Region | |||
* Nation Population | |||
* Protect Mission: Command | |||
| Give an unowned control point in the targeted nation to The Protectorate or The Servants. | |||
|} | |||
== Uncontested Missions == | |||
Uncontested missions are always successful. | |||
{| class="wikitable" | |||
! Mission !! Cost !! width=1% | Success XP !! width=1% | Detection risk !! width=55% | Effect !! Councilor | |||
|- | |||
| [[File:ICO orbit on.png|70px]] Orbit | |||
| 0.1 Boost | |||
| 1 | |||
| 0 | |||
| Move from the surface of Earth to any orbit in the Earth-Luna system, or from the surface of any space body to a station or ship in an interface orbit. Undercover trait required to travel to enemy outposts, platforms and ships. | |||
| | |||
* All | |||
|- | |||
| [[File:ICO deorbit on.png|70px]] Deorbit | |||
| None | |||
| 1 | |||
| 0 | |||
| Move from a hab or ship in an interface orbit to the surface of a space body, or from any location in the Earth-Luna system to Earth's surface. | |||
| | |||
* All | |||
|- | |||
| [[File:ICO transfer on.png|70px]] Transfer | |||
| None | |||
| 1 | |||
| 0 | |||
| Relocate from one hab or fleet to another anywhere in space in the Earth-Luna system. Away from Earth, move to any hab or fleet in same orbit, or on the same space body. Undercover trait required to travel to enemy outposts, platforms and ships. | |||
| | |||
* All | |||
|- | |||
| [[File:ICO contact on.png|70px]] Contact | |||
| 10 Influence | |||
| 1 | |||
| 0 | |||
| Contact an identified councilor from another faction to initiate a diplomatic exchange. | |||
| | |||
* All | |||
|- | |||
| [[File:ICO gotoground on.png|70px]] Go To Ground | |||
| None | |||
| 1 | |||
| -8 | |||
| Go into hiding in an Earth region to escape enemy detection and attacks. | |||
| | |||
* All | |||
|- | |||
| [[File:ICO callpolicyvote on.png|70px]] Set National Policy | |||
| 10 influence | |||
| 1 | |||
| 10 | |||
| Set a major policy for the targeted nation, such as initiating a war. You will select the policy when the mission resolves. Requires executive control. | |||
| | |||
* All | |||
|- | |||
| [[File:ICO advisenation on.png|70px]] Advise | |||
| 10 Influence | |||
| 1 | |||
| 0 | |||
| Provide expertise to a nation or hab. The councilor's Science, Command and Administration attributes will improve the target's research output, combat capabilities, and financial performance. Additional advising councilors provide diminishing benefits. | |||
| | |||
* Operative | |||
* Scientist | |||
* Tech Mogul | |||
* Evangelist | |||
* Diplomat | |||
* Professor | |||
* Inspector | |||
* Judge | |||
* Officer | |||
* Astronaut | |||
* Politician | |||
* Executive | |||
|- | |||
| [[File:ICO defendinterest on.png|70px]] Defend Interests | |||
| 20 Influence | |||
| 1 | |||
| 0 | |||
| Fortify our control points in this nation against enemy Crackdowns, Purges and Coups. Duration decreases with the number of control points we are protecting. | |||
| | |||
* Diplomat | |||
* Inspector | |||
* Judge | |||
* Officer | |||
* Politician | |||
* Executive | |||
* Fixer | |||
* Kingpin | |||
* Tycoon | |||
|- | |||
| [[File:ICO investigatealienactivity on.png|70px]] Investigate Alien Activity | |||
| 5 Ops | |||
| 2 | |||
| -2 | |||
| Target a site of suspected alien activity to learn more about the aliens' methods and motives. | |||
| | |||
* Diplomat | |||
* Inspector | |||
* Judge | |||
* Officer | |||
* Fixer | |||
* Operative | |||
* Scientist | |||
* Professor | |||
* Astronaut | |||
* Journalist | |||
* Spy | |||
* Rebel | |||
* Commando | |||
* Investigator | |||
|- | |||
| [[File:ICO protect on.png|70px]] Protect Target | |||
| None | |||
| 1 | |||
| 0 | |||
| Apply my Security or Command attribute to protect a targeted councilor, region, or hab against physical attacks or other operations. Will also prevent councilor from dying in failed assault missions. | |||
| | |||
* Inspector | |||
* Officer | |||
* Fixer | |||
* Operative | |||
* Rebel | |||
* Commando | |||
* Kingpin | |||
|- | |||
| [[File:ICO detectcouncilactivity on.png|70px]] Surveil Location | |||
| None | |||
| 1 | |||
| -4 | |||
| Significantly increase the likelihood enemy councilors and aliens will be detected in the councilor's region and adjacent regions, or in a hab or fleet. May also detect hidden alien assets in nearby Earth regions. | |||
| | |||
* Inspector | |||
* Officer | |||
* Fixer | |||
* Operative | |||
* Rebel | |||
* Kingpin | |||
* Diplomat | |||
* Professor | |||
* Journalist | |||
* Spy | |||
* Investigator | |||
* Tech Mogul | |||
* Hacker | |||
|} | |||
=== Ending Missions === | |||
Ending missions will result in the victory of the councilor's faction. They will only appear once a faction unlocks its final unique org. | |||
{| class="wikitable" | |||
! Mission !! Required Org !! width=65% | Description | |||
|- | |||
| [[File:ICO mission appease on.png|70px]] Claim Hegemony | |||
| [[File:Org appease win.png|40px]] The Protectorate Authority | |||
| ''Activate our network of Sentinel stations to establish our dominance of world affairs, placating the aliens. All human nations will surrender to us. Requires we have met our victory objectives.'' | |||
|- | |||
| [[File:ICO mission resist on.png|70px]] Close the Gate | |||
| [[File:Org resist win.png|40px]] Janus Section | |||
| ''Activate the device to shut down the alien wormhole. We must assault the alien base and land first. Requires we have met our victory objectives.'' | |||
|- | |||
| [[File:ICO mission cooperate on.png|70px]] Forge an Alliance | |||
| [[File:Org cooperate win.png|40px]] Mission to the Hydra | |||
| ''Send our pherocyte-resistant diplomats through the wormhole to establish relations and end this conflict. We must assault the alien base and land first. Requires we have met our victory objectives.'' | |||
|- | |||
| [[File:ICO mission submit on.png|70px]] Herald Our Masters | |||
| [[File:Org submit win.png|40px]] The Sword of the Devoted | |||
| ''Assert the aliens' dominance on Earth. Requires we have met our victory objectives.'' | |||
|- | |||
| [[File:ICO mission escape on.png|70px]] Launch the Bifrost | |||
| [[File:Org escape win.png|40px]] Bifrost Command Staff | |||
| ''Issue the launch order to begin our interstellar journey.'' | |||
|- | |||
| [[File:ICO mission exploit on.png|70px]] Tame the Enemy | |||
| [[File:Org exploit win.png|40px]] The Pherocyte Masters | |||
| ''Send the neopherocyte package through the wormhole. We must assault the alien base and land first. Requires we have met our victory objectives.'' | |||
|- | |||
| [[File:ICO mission destroy on.png|70px]] Trigger the Weapon | |||
| [[File:Org destroy win.png|40px]] The Omega Solution | |||
| ''Send our biological weapon through the wormhole. We must assault the alien base and land first. Requires we have met our victory objectives.'' | |||
|} | |||
{{Mechanics_Navbox}} |
Latest revision as of 14:26, 2 April 2024
Periodically, the game will enter the mission phase, during which all factions will secretly assign their councilors to missions. These missions will be resolved in a sequence over the next few days or weeks. While some missions are automatically successful, most are contested and require a success roll. Missions typically target nations, regions, control points, space facilities, and other councilors.
Between mission phases, missions resolve in a partially predetermined order, denoted by the number of small clock symbols visible in the mission description. Uncontested and defensive missions trigger earlier than contested ones. When two councilors are attempting the same mission, the one with the higher primary attribute used in calculating the mission success chance goes first.
Contested missions
For contested missions, the success chance is determined by adding all the relevant bonuses and maluses for a particular mission, and the faction conducting the mission may spend resources to improve its chance of success. If the bonuses and maluses add up to zero, the success chance is 50 percent; otherwise, each point in one direction has a decreasingly powerful impact on the outcome. Changing conditions on Earth can modify success chances between the mission assignment phase and the mission resolution.
When a contested mission resolves, a random number between 0 and 100 is generated; if it is less than or equal to the success chance, the mission is a success; otherwise it fails. Results that are less than 10% of the success chance mark a critical success, which typically offers bonuses over a normal success; results in the top 10% of the range of possible failure values are a critical failure and have worse consequences.
Contested missions have a variable cost.
The Dominate Nation mission is only available to The Protectorate if it controls a Sentinel Complex module.
Alien Missions
Alien missions are only available to alien councilors.
Uncontested Missions
Uncontested missions are always successful.
Ending Missions
Ending missions will result in the victory of the councilor's faction. They will only appear once a faction unlocks its final unique org.
Terra Invicta mechanics | |
---|---|
Factions | Factions • Resources • Technology • Aliens • Diplomacy • Events |
Council | Councilors • Missions • Orgs • RNG |
Earth | Nations • Regions • Terrestrial Warfare • Climate Change |
Space | The Solar System • Celestial Bodies • Habs • Spaceships • Fleets |
Modding | Mod tools • Console Commands |