Missions
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.
Alien Missions
Alien missions are only available to alien councilors.
Mission | Resource | Success XP | Difficulty | Attacking modifiers | Defending modifiers | Success effect | Critical success bonus effect |
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Abductions | Ops | 2 | 2 |
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Abducts humans. | Leaves no abduction site. |
Xenoform | Ops | 1 | 4 |
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Creates an Alien Life Forms asset. | Alien Life Forms asset evolves faster. |
Enthrall Elites | Influence | 2 | 18 |
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|
Gain an owned control point in the targeted nation. | Public Opinion in the targeted nation is increased towards the alien faction. |
Enthrall Public | Influence | 2 | 12 |
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Increase Public Opinion in the targeted nation towards the councilor's faction. | Public Opinion increases more. |
Enthrall Unaligned Elites | Influence | 2 | 16 |
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Gain an unowned control point in the targeted nation. | Public Opinion in the targeted nation is increased towards the alien faction. |
Enthrall Org | Influence | 2 | 16 |
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Seize an org from the targeted faction. | Gain some money. |
Build Facility | Money | 1 | 0 |
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Constructs an alien facility asset in a region with at least 15 abductions. | |
File:ICO granscontrol on.png Grant Alien Control | Influence | 1 | 0 |
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Takes control of a nation that has an alien facility asset. |
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.