Missions: Difference between revisions
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* Security | * Security | ||
* Local Control Points | * Local Control Points | ||
* Our Loyalty Monitor Implant | |||
* Protect Mission: Security | * Protect Mission: Security | ||
| Kills the targeted councilor. | | Kills the targeted councilor. | ||
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| | | | ||
* Joint Council Command | * Joint Council Command | ||
* Hab Support Shortages | * Hab Support Shortages | ||
* Mission Control Shortage | |||
* Decommissioning Hab | * Decommissioning Hab | ||
* Defending Force Strength | * Defending Force Strength | ||
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* Influence Spent | * Influence Spent | ||
* Target has Negative Influence | * Target has Negative Influence | ||
* Mission Control Shortage | |||
| | | | ||
* Council Loyalty | * Council Loyalty | ||
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* Difference in Ideology | * Difference in Ideology | ||
* Defending Force Strength | * Defending Force Strength | ||
* Mission Control Shortage | |||
* Defend Interests | * Defend Interests | ||
* Protect Mission: Security | * Protect Mission: Security | ||
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* Oligarchs Control Point | * Oligarchs Control Point | ||
* Democracy | * Democracy | ||
* Pherocyte Resistance | |||
| Targeted nation's control points become unowned. | | Targeted nation's control points become unowned. | ||
| Gain a control point in the targeted nation. | | Gain a control point in the targeted nation. | ||
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* Money Spent | * Money Spent | ||
* National Industries Control Point | * National Industries Control Point | ||
* Intel on Target | * Intel on Target | ||
* Target has Negative Funds | * Target has Negative Funds | ||
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* Party Control Point | * Party Control Point | ||
* Target Over Control Point Cap | * Target Over Control Point Cap | ||
| | | | ||
* Council Administration | * Council Administration | ||
* Size on National Economy | * Size on National Economy | ||
* Difference in Ideology | * Difference in Ideology | ||
* Crackdown | |||
* Defend Interests | * Defend Interests | ||
* Legislature Control Point | * Legislature Control Point | ||
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* Defend Interests | * Defend Interests | ||
* Hab Support Shortages | * Hab Support Shortages | ||
* Mission Control Shortage | |||
* Protect Mission: Security | * Protect Mission: Security | ||
| Sabotage the targeted non-core hab module in the current hab. | | Sabotage the targeted non-core hab module in the current hab. | ||
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* Security | * Security | ||
* Hab Support Shortages | * Hab Support Shortages | ||
* Mission Control Shortage | |||
* Protect Mission: Security | * Protect Mission: Security | ||
| Target a councilor or hab with an engineering module to remove progress on a project. | | Target a councilor or hab with an engineering module to remove progress on a project. | ||
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* Security | * Security | ||
* Hab Support Shortages | * Hab Support Shortages | ||
* Mission Control Shortage | |||
* Protect Mission: Security | * 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. | | 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. | ||
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* Loyalty | * Loyalty | ||
* Difference in Ideology | * Difference in Ideology | ||
* Pherocyte Resistance | |||
* Protect Mission: Security | * Protect Mission: Security | ||
| Turns the selected councilor. | | Turns the selected councilor. |
Revision as of 13:58, 10 February 2023
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 |