Orgs: Difference between revisions
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* Government Orgs can be purchased by councilors with the Government trait. Most government orgs are also national orgs. | * Government Orgs can be purchased by councilors with the Government trait. Most government orgs are also national orgs. | ||
* Criminal Orgs are only available to advisers with ''Criminal'' trait. | * Criminal Orgs are only available to advisers with ''Criminal'' trait. | ||
== Org list == | |||
{{:Orgs/org_list}} | {{:Orgs/org_list}} |
Revision as of 07:42, 13 November 2022
Orgs, or organizations, are government agencies, private companies, and criminal syndicates, that a councilor may control. Orgs may provide incomes, stat bonuses, new missions, and bonuses to the faction's investment priorities in nations. Orgs are rated from tier 1 to tier 3 (represented by the number of stars attached to the org icon), and councilors may manage one org per point in the administration stat.
Most orgs become available on a faction's exclusive market, and will rotate to be available to another faction after a period of time. Orgs are purchased using money, influence and rarely ops or boost. They may also be acquired via the Hostile Takeover missions or during trades with other factions. Factions may also gain special orgs for completing objectives or during events.
Orgs can be transferred between councilors and sometimes stolen by other factions via the Hostile Takeover mission.
Orgs with a monetary value may be sold value back to the market. Factions have a pool of unassiged orgs that can be used to transfer orgs between councilors.
Orgs in the faction pool do not confer any benefits to the faction, but those with negative incomes continue to cost resources to maintain. A faction may only keep 10 non-faction-specific orgs in its faction pool; the rest must be sold or transferred to direct control of a councilor.
Newly acquired orgs for a councilor do not provide bonuses until during the next mission phase, with the exception of administration for the purposes of calculating a councilor's org capacity. If a councilor is detained, all orgs are made inactive.
There are several common arhetypes of orgs:
- National Orgs are organizations that operate in a certain region. Purchasing them requires either a control point in the nation controlling its region or the councilor to be present in the said nation.
- Government Orgs can be purchased by councilors with the Government trait. Most government orgs are also national orgs.
- Criminal Orgs are only available to advisers with Criminal trait.
Org list
Randomised Orgs
The game may generate random orgs. As of 0.3.35, they are generated from 95 archetypes. Some notable examples include:
- Random Investigation: can have investigation, espionage and security.
- Random Business: provides administration.
- Random Criminal: various combination of Ops, funds, administration, persuasion, espionage and security. Criminal orgs can generate with up to 9 administration.
- Space Mining: bonuses to space mining
- Random cult: cheap Servant-exclusive orgs with persuasion, espionage and varying resources income.
Faction Orgs
Faction Orgs are only available to certain factions.
Space Orgs
Space Orgs are tier 2 organizations that are unlocked via an event for each faction that meets the following conditions:
- Finished the Alien Operations council engineering project
- Faction does not have Control Points in any nation with 5
- Boost income is 0 or 0.01.
Council Engineering Orgs
Council Engineering Orgs are tier 3 organizations that are unlocked for a faction after researching the required council engineering project.
Victory Orgs
Victory Orgs enable the final mission for their respective faction.
Terra Invicta mechanics | |
---|---|
Factions | Factions • Resources • Technology • Aliens • Diplomacy • Events |
Council | Councilors • Missions • Orgs • RNG |
Earth | Nations • Regions • Terrestrial Warfare • Climate Change |
Space | The Solar System • Celestial Bodies • Habs • Spaceships • Fleets |
Modding | Mod tools • Console Commands |