Terrestrial Warfare

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Revision as of 01:58, 13 October 2022 by HHadmin (talk | contribs) (HHadmin moved page Terrastrial Warfare to Terrestrial Warfare: typo)

Wars begin when a councilor for the executive faction of one of two rivals selects the War policy against the rival. All war-capable allies of the defending rival (with an army or nuclear weapons) join the war. All war-capable allies of the attacker are given the option to join on the attacker's side.

To win a war, an army must occupy the enemy's capital region. At that moment, the war ends, triggering a regime change event. Claimed regions change hands to the occupier and its allies. If any of the invaded nation remains, its control point owners are replaced with those of the victor. Some of the nation's stats change when a new regime is installed, sometimes in unpredictable ways, but the new ruling faction will be able to fund Direct Investments into the nation without paying an influence cost for a period of one year. Unoccupied regions and surviving enemy armies will contribute to greater unrest following a regime change.

Wars may also end with a simple peace where both sides return to the prewar status quo.

Armies

Armies represent multiple modern divisions that are capable of gaining and holding territory in other nations. Control of an army is gained after councilors gain at least partial control of a nation. Most nations don't have armies at the campaign start, but nations with sufficient population can build new ones with enough investment. While powerful, armies are a drag on a nation's economic development and remain subject to the international relations of their home countries, which too can be managed with sufficient control of a nation.

Armies have a headquarters region in their home nation. If located there, they incur a smaller cost to the nation's economic development.

Armies rely on two key values: its parent nation's miltech level and its strength. The strength value measures how much damage the army has taken. Armies repair themselves when not fighting in a friendly region.

Some armies have a Navy upgrade that allows them to transit oceans. During wartime, a nation's navies can only cross the water if the nation has naval superiority over its foes. Only larger or wealthier nations have the capability to build and project power with navies.

Army Battles

If at least two enemy armies are in the same region, they will fight. Mechanically, each army takes a shot once a day. Its chance of successfully damaging an enemy army is based on its miltech level, strength, whether any councilors are lending their command attribute to the army's nation via the Advise mission, and whether it on defense and the region has the "rugged" flag set.

If an army is in an enemy region and no enemy armies are present, it begins occupying the region, battling the local defense forces (who use the nation's tech level) and taking damage from them. Badly damaged armies will attempt to flee to a safe place without you doing anything, but they can also be destroyed entirely when their strength reaches zero.

If a region is fully occupied it ceases fighting, but it can't change hands until the war is concluded. Regional economies and space facilities can take significant damage during fighting, although the rate of damage goes down as miltech goes up (representing more precise weaponry). Sufficient damage will count as an atrocity by the army's owning faction.

Army Operations

The faction that controls an army can conduct operations with it. They are:

Operation Effects
ICO DeployArmyOperation on.png Deploy Army Move this Army to an adjacent region, including those of allies or wartime enemies. Armies will engage in battle with enemy armies and occupy enemy regions. Naval armies may move between coastal regions worldwide if no belligerent power has naval superiority.
ICO DeployArmiesOperation on.png Deploy Armies Move all stacked armies to an adjacent region, including those of allies or wartime enemies. Armies will engage in battle with enemy armies and occupy enemy regions. Naval armies may move between coastal regions worldwide if no belligerent power has naval superiority.
ICO AssaultAlienAssetOperation on.png Assault Alien Asset Launch an assault on a fixed alien target.
ICO AssaultSpaceFacilityOperation on.png Assault Space Facility Destroy a fixed space facility in the region.
ICO RazeRegionOperation on.png Raze Region Launch a general attack on economic and civilian targets in this region. Counts as an atrocity.
ICO ArmyGoHomeOperation on.png Airlift Home Return this army to its home region during peacetime. Operation will not complete if home nation is at war.
ICO CancelArmyOperation on.png Cancel Operation Cancel current operation for this Army. Army will resume fighting if enemies are present.

Nuclear Warfare

Some nations have a number of nuclear attacks available to them. These represent launching multiple strategic nuclear weapons at a target region. Launching nuclear strikes will devastate the economy of a region and the enemy armies within it, although the damage will be somewhat mitigated if a nation is launching strikes on its own or an ally's territory. Launching factions will be charged with committing one or more atrocities. Detonating a sufficient number of nuclear weapons may also have disastrous global effects.

Completing the nuclear weapons priority can add more nuclear attacks for a nation.

Nations construct nuclear weapons as a deterrent to enemy invasion. Attempting to conquer a nuclear-armed nation will almost certainly lead to nuclear strikes in retaliation.

Launching nuclear weapons will do terrible and lasting damage to the targeted region, destroy any enemy armies and all space facilities, and surely be seen with horror around the globe.