Factions
With the nations of Earth unable to reach consensus on how to approach the alien arrival on their own, covert transnational factions of like-minded people have become the dominant players in world affairs. Each is driven by an ideology on how to address alien activities on Earth. These factions will seek to invest in and control the governments of Earth to advance their goals. You are leading one of these factions.
The inner leadership circle of each faction is its council. Councilors will go on missions to help you gain power over Earth's nations and discover the aliens' goals on Earth. Factions also may gain control over armies, and as the story progresses, they may build habitats and fleets in space.
Factions cannot be entirely eliminated in Terra Invicta. They have emerged from the beliefs of the people of Earth. People can be swayed and organizational structures removed, but ideas can't fully die. What matters is how much power the people holding those ideologies possess.
During the campaign, each faction will have one or more objectives to fulfill at any given time. Completing objectives will lead to uncovering information about the aliens and their true purpose in our Solar System. Objectives can also unlock special research projects and orgs for a faction.
By using the Contact mission on a councilor from another faction, a councilor may initiate trade discussions with the leader of that faction. Successful trades can serve to lower hostility between factions.
Trade Negotiations
Factions can begin trade negotiations with each other by using the Contact mission. They may trade resources, orgs, control points or council engineering projects. They can also form non-aggression pacts, which prevents two factions from using hostile missions or the declare war policy against each other's councilors and nations.
Nations that are in conflict or at war with each other will reject trade negotiations.
Human Factions
There are seven human factions in Terra Invicta.
The Aliens
The Aliens, or Hydra as they're sometimes referred after the first autopsy, are a non-playable faction. They have their own set of missions separate from human factions.
Aliens start on Haumea with a tier 3 Base and a tier 3 Habitat. They have 1 councilor on Earth and 5 more on Gunships that will crash and bring them on Earth regularly. They also start with a Destroyer that will arrive in early 2024.
Occasionally aliens will create alien phenomena sites that can be investigated. UFO Crashdown Site are always visible, the rest have the be surveyed. Investigating an alien phenomena site will increase Xenology research by 1%.
SPOILERS INSIDE! |
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In the past the Hydra were attacked and their homeworld destroyed by another alien race, the Salamanders. The surviving colonies managed to mind-control the Salamanders using their pherocytes. The Hydra decided that every other has to be enslaved before it could become another threat. |
Alien Threat Level
Alien Threat Level represents the degree to which the aliens regard a faction as a threat. Hostile actions against the aliens or their proxies on Earth, and/or a large visible space presence, increases their concern about a faction, which may expect the aliens to retaliate against their interests on Earth and in space should the alert monitor reach the maximum level. They may also lose interest if factions avoid opposing them or their proxies on Earth directly for a time.
Alien Threat Level becomes visible once the Alien Operations council engineering project has been completed. It increases by 1 the first time an alien councilor is killed.
Ideology
The ideological difference determines how hostile factions will be to each other and how much they will be affected by a nation's population having different beliefs.
Idealist ↑ ↓ Cynical |
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤPro-Alien ← → Anti-Alien | ||||||||||
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The Servants | The Academy | Project Exodus | |||||||||
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Aliens | Undecided | The Resistance | |||||||||
The Protectorate | Humanity First | ||||||||||
The Initiative |