Factions

From Terra Invicta Official Wiki
Goals and starting relations of all 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.

Atrocity

Atrocities are actions that will lower Public Opinion in every nation for a certain faction. The following actions are atrocities:

  • Completing a Nuclear Weapons priority for the first time in a nation
  • Using a Strategic Nuclear Barrage
  • Razing a region with an army or fleet
  • Destroying a human hab
  • Certain events

Human Factions

There are seven human factions in Terra Invicta. Each faction has an ideology that determines how hostile it will be to other factions and how much they will be affected by a nation's population having different beliefs.

Faction Leader Agenda Ideology Default names
FAC ResistCouncil 128.png The Resistance F AFR 04 icon.png Commander Fiona Ayouade
We must not only defend human lives from the aliens; we must ensure those lives remain worth living.
Protect humanity by resisting the alien invasion Realist
Somewhat hostile to aliens
Small ships after heroes
Medium ships after qualities
Large ships after battles
Habs after commanders
FAC SubmitCouncil 128.png The Servants F EUR 06 icon.png Superior Judith Howell
They are here to cleanse our sick world. The aliens are our saviors, and all who oppose them are enemies of the future.
Support the aliens by any means necessary Idealist
Very supportive to aliens
Small ships after mythical beases
Medium ships after phenomena
Large ships after mythologies
Habs after monuments
FAC ExploitCouncil 128.png The Initiative M EUR 06 icon.png Chairman Soren Van Wyk
Every circumstance is an opportunity. Our test is to recognize and seize it.
Exploit the alien arrival to gain power Cynical
Neutral to aliens
Small ships after fish
Medium ships after rivers
Large ships after water bodies
Habs after explorers
FAC EscapeCouncil 128.png Project Exodus M ASI 11 icon.png Director Khalid Al-Ashgar
It has always been true that we must leave the cradle if our species is to survive. If these aliens are indeed hostile, the time to go is now.
Escape the aliens by sending humans to other stars Idealist
Hostile to aliens
Small ships after birds
Medium ships after astronomy objects
Large ships after famous ships
Habs after astronauts
FAC CooperateCouncil 128.png The Academy F EAS 06 icon.png Chancellor Li Qingzhao
We believe we can join them as brothers and sisters if we only convince them we are worthy.
Convince the aliens that we are equal Idealist
Neutral to aliens
Small ships after land animals
Medium ships after scientists
Large ships after explorations
Habs after exemplars
FAC DestroyCouncil 128.png Humanity First M HIS 03 icon.png Colonel Hanse Castillo
They are not 'lifeforms' or 'xeno-sapients'. They are demons incarnate. They and the traitors who support them will face our judgement.
Eradicate the aliens and all who support them Somewhat cynical
Very hostile to aliens
Small ships after weapons
Medium ships after warriors
Large ships after scary things
Habs after mountains
FAC AppeaseCouncil 128.png The Protectorate M ASI 12 icon.png Commissioner Kiran Banerjee
We cannot fight a war that will result in our extinction. Our only hope is to understand what the aliens want with us and determine how to satisfy them without losing our independence.
Protect humanity by appeasing the aliens Somewhat cynical
Supportive to aliens
Small ships after cities
Medium ships after regions
Large ships after landmasses
Habs after leaders

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. Aliens will expand from the edge towards the core of the solar system but will not attack human fleets or habs until the Alien Threat Level increases sufficiently.

Alien chips bringing councilors to Earth will create an UFO Crashdown Site visible to everyone. Other alien phenomena are created by alien councilor missions and have the be surveyed. Investigating an alien phenomena site will increase Xenology research by 1%.

SPOILERS INSIDE!  

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 species 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 in the Intel panel once the Alien Operations council engineering project has been completed. The Servants and The Protectorate are never considered a threat.

SPOILERS INSIDE!  

Alien threat is scored on a level of 0 and up, where every tenth level increases the threat level by 1, with 10 - 20 - 30 - 40 - 50 each adding one "level" to the intel panel. It is also measured the same way other factions measure relations with you.

Factions (and aliens) get 1 hate per tier of each module you've destroyed.

Aliens (and their proxy) get 40 hate if you destroy their landed UFO (whether by bombardment or by assault)

Aliens (and their proxy) get 10 hate if you destroy their facility (whether by bombardment or by assault)

Aliens get 80 hate if you destroy the alien nation.

Also:

Aliens gain an additional 1/8th of the hate the proxies get (or 1/4th if they can contact them)

Proxies gain an additional 1/4th of the hate the aliens get (or 1/2th if they can contact them)

Appeasers gain an additional 1/3th of the hate the aliens get if they can contact them

These are all temporary values, and what I'm guessing most people care about is Mission Control. So:

The first thing I noticed is that the Mission Control hate applies to ALL factions. The only caveat is that factions whose x axis is below -1 and factions whose x axis is above 1 have an additional minimum hate of 1.

Meaning Resistance and Humanity First will always have 20 hate for Servants, Protectorate, and Aliens, and vice versa.

The actual formula depends on the difficulty. Cinematic is 0.05 per MC, Normal is 0.4 per MC, Veteran is 0.6 per MC, and brutal is 1 per MC.

It's reduced by 20% (multiplied by 0.8) by Strategic Deception, which is guaranteed to all factions but the Protectorate and the Servants, and another 0.8 by Operational Misdirection (guaranteed for Resistance) and Maskirovka (guaranteed for Initiative), though these are not guaranteed projects for anyone else (50%).

Your councillors will start warning you once you surpass ~42 (50/1.2) hate from aliens (and others) by MC, by the way, which is equivalent to the base hate from 105 MC. The cap for 50 hate is 120.