Missions: Difference between revisions
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* Espionage | * Espionage | ||
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* Command | * Command | ||
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* Persuasion | * Persuasion | ||
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* Persuasion | * Persuasion | ||
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* Command | * Command | ||
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* Investigation | * Investigation | ||
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* Investigation | * Investigation | ||
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* Command | * Command | ||
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* Administration | * Administration | ||
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* Command | * Command | ||
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* Persuasion | * Persuasion | ||
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* Investigation | * Investigation | ||
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* Persuasion | * Persuasion | ||
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* Espionage | * Espionage | ||
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* Espionage | * Espionage | ||
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* Espionage | * Espionage | ||
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* Espionage | * Espionage | ||
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* Command | * Command | ||
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* Persuasion | * Persuasion | ||
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* Persuasion | * Persuasion | ||
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* Espionage | * Espionage | ||
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* Persuasion | * Persuasion | ||
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* Persuasion | * Persuasion | ||
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* Command | * Command |
Revision as of 08:58, 9 June 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 |