Nations

From Terra Invicta Official Wiki

Nations on Earth serve as battlegrounds for the aliens' designs on Earth and are sites of both political and military conflict. Human factions, using councilors and armies, will compete to control nations in order to make use of their resources to fulfil their objectives.

Most nations in Terra Invicta correspond to a single real-world Earth country, although in several cases adjacent groups of small nations are aggregated into a single nation so they have more relevance to the scale of the game, and any inter-nation issues between within these generally take place below the scale of the simulation. Factions function as something like covert investors in nations, and with enough focus they can take control over the nation's economy and foreign policy.

National Stats

Nation Stats view

The prosperity and stability of Earth's nations, already tenuous in many places, has been thrown into doubt in light of the alien arrival. Different events throughout the game may alter the qualities of a nation significantly. These circumstances are tracked and made visible to the player, who can take various actions to modify them.

Government

A nation's Government score measures the amount of democracy in a country, which represents things like civil liberties, popular selection of leaders, press freedoms, and rule of law via an independent judiciary. This impacts many things, including national stability and cohesion, research production, corruption, economic growth and the effectiveness of the military in controlling unrest.

Government increases by 0.005 per 2 Investment Point(s) in the Knowledge priority. It changes by -0.001 per 2 Investment Point(s) in the Unity priority.

The Government score impacts the Cohesion score. Lower Government score increases the Cohesion score resting point, while higher Government score draws Cohesion score to the mean value of 5, and simultaneously increases research production. Higher Government score also lower Spoils priority requirement to keep the national elites happy in order to avoid resetting of CPs by coup d'etat and boosts economic growth. Lower Government score increases the effectiveness of the military priority and armies at reducing unrest.

Goverment score ranges from 0 to 10:

Government Score range
Totalitarian 0-2
Authoritarian 2-4
Anarcy 4-6
Flawed Democracy 6-8
Full Democracy 8-10

Unrest

The Unrest score represents represents violent resistance to the political, economic or cultural status quo in this nation. High unrest hampers the economy and may result in a coup or revolution, which will transfer or clear many or all of the nation's Control Points at once. Unrest is fed by low Cohesion and low quality of life (per-capita GDP). Military spending and armies can reduce it, especially in non-democratic nations.

Unrest is decreased by investing in the Military priority.

Its resting point is increased by having low cohesion, low Per-Capita GDP, or unification with another nation. Unrest can be increased by councillor Increase unrest and reduced by stabilize nation assignments. It is also reduced by military priority and armies, both of which work better in nations with lower government score.

Unrest changes relatively quickly if it is not at its resting point. It's generally better to reduce unrest resting point before reducing its value with councillors and military priority, otherwise it will grow back naturally and quickly.

Naturally occurring coups can happen on high levels of unrest. Those can be countered through spoils and military investments. The spoils priority may be ignored if the level of unrest in a country is sufficiently low, even if the indicator appears red.

Unrest score ranges from 0 to 10. Every 0.1 point of Unrest above 2 will decrease Investment Points by 1%, capping at 80% at 10 unrest. In also increase Coup d'Etat chances.

Government Score range Negative effects
Peaceful 0-1.5 No
Subversion 1.5-3 Yes
Strife 3-4.5
Insurgency 4.5-6
Guerilla War 6-7.5
Insurrection 7.5-9
Civil War 9-10

GDP

A nation's GDP, or Gross Domestic Product, is a measure of its annual economic output in U.S. dollars adjusted by its purchasing power parity. The nation's GDP determines how many Control Points a nation has, how many Investmen Points it produces, and how difficult certain missions are.

GDP (Bn) Control Points
0-90 1
90-600 2
600-2500 3
2500-10000 4
10000-22000 5
22000+ 6

GDP is not directly influenced by economy priority, which affects PPP instead. It must be noted that a significant economic growth in a nation may also carry negative consequences to the planet's climate stability. Unification combines both nation's GDPs.

Per Capita GDP

A Per Capita nation's GDP its its Gross Domestic Product divided by its population. It represents the economic conditions for the average citizen of this nation. Nations with low per-capita GDP will face higher unrest while the people's needs are not met.

Putting investment points into the Economy priority can increase GDP. Conflict, population loss, and climate change are among the things that can cause it to decrease.

Development

Development repsesents how much monthly Funding, Research, Boost, Mission Control and Investment Points a nation will provide to factions owning Control Points.

Monthly Investment Points

These represent the nation's economic surplus that can be distributed by factions with Control Points in the Priorities tab. The value is set by the nation's GDP and reduced by the number of armies it fields and by high levels of unrest.

  • Unrest decreases Monthly Investment Points by 1% for every 0.1 point of Unrest, capping at -80% at 10 unrest.
  • Navies decrease Monthly Investment Points by 0.5 per navy.
  • Armies stationed in the nation decrease Monthly Investment Points by 0.5 per army.
  • Armies stationed in another nation decrease Monthly Investment Points by 1 per army.

Miltech

A nation's Military Technology value represents the capability of the nation's armed forces. Each tenth of a point in Miltech represents a 10% improvement in combat capability.

Mitech is increased by Investment Point(s) in the Miltech priority. Unification between two nations balances the Miltech score between the two nations. Miltech applies to both army strength, which changes together with national Miltech level, and regional defence power.

Miltech score ranges from 0 to 8. The Miltech age also determines the visual appearance of armies.

Miltech age Score range
Primitive Age 0-1
Pre-Industrial Age 1-2
Industrial Age 2-3
Atomic Age 3-4
Information Age 4-5
Robotics Age 5-6
Invasion Age 6-7
Fusion Age 7-8

Initially the Miltech score is capped at level 5, which can be increased by 0.5 with each of the following technologies:

  • Terrestrial Military Science
  • Cybernetics
  • Next-Generation Aerospace
  • Diamondoids
  • Applied Artificial Intelligence
  • Networked Global Defense
  • Coilguns
  • Trans-Interface Warfare

Navies

A nation's naval score is calculated by the number of navies it has attached to its armies multiplied by the nation's military technology score.

There are three possible navy states:

  • No Navies: No army has any navy attached.
  • Freedom of the Seas: At least one army has a navy attached and there are no enemies with a higher naval score.
  • Blockaded: At least one army has a navy attached and there are enemies with a higher naval score.

Strategic Nuclear Barrages

The number of strategic nuclear barrages that may be launched from this nation. Each barrage will devastate a single region and cause massive envirnmental damage globally. Nuclear strikes are directd by the faction in control of the executive control point.

Nuclear weapons can target any region belonging to current war enemies, or owned regions with enemy forces present. Note that advanced defenses will prevent any attack.

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.

Education

A nation's Education value is scored based on the average years of schooling of a citizen in this nation. Nations with higher education scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.

Education increases by 0.005 per 2 investment Point(s) in the Knowledge priority.

Education score ranges from 0 to 9:

Education Score range
Limited 0-5
Developing 5-8
Advanced 8-9

Cohesion

A nation's Cohesion represents the level of unity or conflict among the people of the nation. This includes cultural, ideological, ethnic and religious similarities and differences. High values describe a unified society that brooks little deviation or dissent. Middle values represent a diverse society that has both internal conflict and a healthy, creative counterculture. Middle-low values represent a high degree of political polarization, and the lowest values mean the nation's people are fragmented or even tribal.

Cohestion changes by 0.01 towards the value of 5 per to Investment Point(s) in the Knowledge priority.

Cohestion score ranges from 0 to 10:

Cohesion Score range Effects
Fragmented 0-1 Unrest increases
Fractured 1-2
Sectarian 2-3
Polarized 3-4
Competitive 4-5 Research increases
Diverse 5-6
Integrated 6-7
Homogenous 7-8 Unrest decreases
Ability to resist occupation increases
Dominated 8-9
Hegemonic 9-10
Monolithic 10

Cohesion is lowered by:

  • Medium government score
  • High inequality score
  • Population
  • Regions
  • Loss of armies
  • Difference between public opinion and the faction controlling the control points

Cohesion is centered by:

  • High goverment score
  • Knowledge priority

Cohesion is raised by:

  • Low government score
  • Rivalries
  • Wars
  • Unity priority

Public Opinion

The is the public opinion in the nation towards the aliens. Support for a particular ideology grants an influence income to the corresponding faction, and the faction receives bonuses when attempting to gain and maintain control of the nation.

The Public Campaign councilor mission will shift opinion in favor of a faction. Committing atrocities will shift it away from a faction.

Inequality

A nations Inequality score is a measure of how wealth and income is distributed in the nation. High values mean the nation doesn't have much of a middle class. Inequality grows by a little as a product of normal economic activity (the Economy Priority) or by a lot because of corruption (the Spoils Priority). Resource regions in a nation can contribute to inequality as well. High inequality reduces Cohesion as the nation divides into haves and have-nots.

Inequality changed by -0.005 per 1 Investment Points(s) in the Welface priority.

Inequality score ranges from 0 to 7:

Inequality Score range
Very Low 0-2
Low 2-3
Moderate 3-4
High 4-5
Very High 5-6
Extreme 6-7

Priorities

The settings in the Priorities tab control the distribution of Investmen Points, which represent surplus economic capital generated by the nation.

The owner of each control point may direct a share of investment Points into any number of priorities, either by selecting a present in the dropdown menu or setting them directly by clicking a spot in the grid.

Investment points are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of investment going to a particular priority depends on the total number of weights set for a particular control point.

Investment Points gradually fill buckets for each priority; once filled, the nation receives the effects of that priority, and in most cases it may be filled again.

Some priorities will be highlighted red if they are considered critical to the nation.

Priority Effects IPs Requirements Description
Economy
  • + Per Capita GDP
  • + Inequality
  • + Greenhouse Gases
  • Effects increased by high government score
  • Effects increased by medium cohesion score
1 The Economy priority represents investments in industry and growth.
Welfare
  • − Inequality
  • − Greenhouse Gases
1 The Welfare priority represents redistribution of wealth and repairing harm done to the envirnoment.
Knowledge
  • + Knowledge
  • + Government
  • Centers Cohesion score
2 The Knowledge priority covers investments in education and the free flow of information.
Unity
  • + Popular Opinion
  • + Cohesion
  • − Government
  • Effects increased by low education score
2 The Unity priority represents a national effort to unify the people against a common foe, at the cost of some civil protections for dissenters.
Military
  • − Unrest
  • + Miltech
  • Effects increased by low unrest score
3 The Military priority represents investments in internal security and military technology.
Spoils
  • + Faction Money
  • + Inequality
  • + Greenhouse Gases
  • − Government
1 Spoils represents the direct extraction of wealth from an economy, accomplised by avoiding the true costs of obtaining it. This covers such behaviors as crime and corruption, regulatory capture and tax avoidance, economic rents unmitigated pollution and exploitation of labor.
Funding
  • + Faction Money
1 The Funding priority directs national resources into legitimate government and private efforts to support space programs and other goals for the owners of its control points. While not as profitable as the Spoils priority, it does no harm to the nation.
Nuclear Weapons
  • + Strategic Nuclear Barrages
  • Requires 80 IPs for the first time
25 This priority will add one nuclear barrage to the nation's stockpile.
Spaceflight Program
  • + Boost
  • Unlocks the Boost priority
  • Unlocks the Mission Control priority
50 Can only be done once This one-time priority, for nations that do not have a domestic spaceflight program at the campaign's start, will unlock the Boost and Mission Control priorities once completed.
Boost
  • + Boost
  • Effects increased by certain Orgs
  • Effects increased by stations in Low Earth Orbit
  • Effects increased by equator regions
2 Spaceflight Program The Boost priority covers the construction of launch facilities for rockets and other surface-to-orbit craft, increasing the nation's total boost. The amount of boost created increases with proximity to the equator, and new facilities will tend to go in regions that are closer to the equator or already have launch facilities.
Mission Control
  • + Mission Control
25 Spaceflight Program Completing the Missiong Control priority grants one Mission Control to the nation. New Facilities will tend to go in regions that already have Mission Control facilities.
Build Army
  • + Army
60 5 Mn Population
25 Mn Population per army
1 region per army
The Build Army priority will create a new Army in the nation. New Armies will be assigned to higher-numbered Control Points before lower-numbered ones.
Build Navy
  • + Navy
100 4 Control Points or 40000 Per Capita GDP The Build Navy priority will add a Navy to an Army, allowing it to cross oceans. New Navies will be assigned to Armies at higher-numbered Control Points first.

Direct Investment

Direct Investment allows a faction to purchase Investment Points in a certain priority with Money and Influence. The cost increases with the nation's GDP. Only 200 Investment Points may be purchased each year in any nation.

Elites

Each nation requires a certain percentage of Investment Points to be put into the Spoils priority. Failing to provide enough Investment Points into Spoils, shown by the priority becoming red, increases the chance of a coup d'etat. The percentage required is reduced by high scores of Government, Education and Cohesion.

Regions

Regions are geographic areas that make up a nation.

The tab also includes information about the Boost and Mission Control resources that are based in each region.

The claims column lists other nations that may annex a territory.

Events, combat, councillor activity location and the presence of launch facilities or other installations all occur in a particular region rather than nationwide.

Regions may have the following characteristics:

  • Capital Region: Missions targeting the nation as a whole or its control points will take place here. Conquering the capital of a nation in wartime will trigger regime change and annexation of any claimed territory by its enemies.
  • Colony Region: Colony regions carry a lesser status within their nation, typically due to past imperial behavior by that nation. They contribute less to the national GDP and cannot support armies. Colonial status is lost if the region becomes an independent nation or joins a nation with a similar GDP.
  • Core Economic Region: Core economic regions grant a bonus to the Economy policy.
  • Resource Region: Resource regions grant a bonus to the nation's Economy priority, but also cause greater increases in inequality and environmental damage.
  • Rugged: Rugged regions take twice as long for an army to travel through, and offer significant combat bonuses for defending armies.
  • Ecologically Vulnerable Region: Vulnerable regions suffer twice as much economic harm from global envirnmental damage as normal regions.
  • Ecologically Protected Region: These regions, typically in high latitudes in the northern hemisphrere, will not suffer economic loss due to global envirnmental damage.
  • Alien Activity: Some form of alien activity has been detected in this region.

Claims

Some nations have claims on regions that aren't theirs. These are the regions they may acquire through warfare or secession movements. Several social science projects can unlock new claims during the campaign.

Control Points

Control Points represent key nodes of political and economic power in a nation. The number of control points is set by the size of the nation's economy. The faction that owns a control point has loyal followers in positions of authority. Control points grant their faction a portion of the nation's critical resources, control over the nation's armies, and the ability to direct economic priorities.

Certain powerful policies, such as joining and leaving federations and merging nations, require Consolidated control of the executive, which means the executive faction either gained control of the nation through war or revolution, or must have held continuous control of the executive point for 180 days.

Once a faction has accumulated a sufficient amount of control in multiple nations, additional control points cost influence per month to maintain, and Crackdown and Purge missions against the faction's control points will receive a bonus. The cost increases with the more control points a faction owns, and the size of the economy of each nation the faction owns control in. Control points that have sustained a Crackdown do not cost any influence to maintain.

Every nation has between 1 and 6 control points, depending on their GDP. The GDP also determines how much influence it costs to hold control of a control point.

Control points come in a variety of types. Their type depends on the national government and other conditions, and provides a related bonus for the faction controlling it.

  • Executive: Enables the Set Policy mission as well as modifying foreign relations. Requires control of another control point first unless it's the only one.
  • Legislature: Bonus to Purge missions in the same nation if the Executive control point is controlled by another faction. Bonus to Purge defense in the same nation if the Executive point is controlled by the same faction.
  • Party: Bonus to Purge missions in the same nation against all control points except the Executive one.
  • Security Apparatus Bonus to Assassinate, Crackdown and Detain missions in the same nation.
  • Bureaucracy: Bonus to Control Nation missions in the same nation.
  • Identity Blocks: Bonus to Increase unrest missions in the same nation.
  • Mass Media: Bonus to Public Campaign missions in the same nation.
  • National Industries: Bonus to Hostile Takeover missions in the same nation.
  • Oligarchs: Bonus to Coup d'Etat missions in the same nation.
  • Regional Authorities: Bonus to Stabilize missions in the same nation.
  • Aristocracy: Bonus to Money gained from the Unity priority in the same nation.
  • Financial Sector: Bonus to Money gained from the Funding priority in the same nation.
  • Religion: Bonus to Public Opinion gained from the Spoils priority in the same nation.
  • Corporations: Orgs based in the same nation cost less money.
  • Trade Unions: Orgs based in the same nation cost less influence.
  • Defense Sector: Owned armies in the same nation repair faster.

Besides CP specific bonuses each faction will also receive a fraction of funding, research, boost, mission control and spoils money produced by the nation. That fraction is equal to a proportion of controlled CPs versus all CPs of a nation.

If there are armies controlled by the nation, getting control of CP may also grant you direct control of said armies. CPs with armies attached to them are shown with yellow star in a green hexagon symbol next to them.

To gain control over a neutral CP one must perform a successful Control Nation mission with one of their councillors. Under normal circumstances, in nations with over 1 CP, executive CP can only be controlled if you already have a point in a nation and it is the last CP to be taken. If every nation has all of their CPs controlled by factions, Control Nation mission becomes unavailable. In that case you would need to perform a successful purge mission on an enemy controlled CP. To increase purge chances, it is recommended to conduct crackdown on these CPs first. Another alternative to Control Nation is Coup d'Etat. It can either be performed with your councillor or happen naturally. Successful Coup d'Etat missions will turn all the CP from that nation to your faction, while Coup d'Etat happening on its own will reset all of CPs in the country to neutral; this allows every faction to conduct Control Nation missions. Coup d'Etat is a lot more likely to be successfully performed or occur in nations with high unrest, so boosting chances often needs Increase Unrest missions beforehand.

Policies

Policies are actions the executive faction of a nation can take to dramatically alter the course of the nation. A councillor can use the Set Policy mission to enact policies. Certain policies require the target nation to accept them, the success rate depending on how similar the two nations are. Such policies are always acceptted if the same faction has executive control of both nations. Possible policies are:

  • Declare War: Declare war on a rival and any allies with armies or nuclear weapons. Our allies will have the option to join. Requires the nation to have at least one army. You may also join a war that an ally is already involved it.
  • Seek Pease: Conclude a war against a nation and its allies. Requires consent by the leader of the enemy alliance. War will only end if we are leader of our alliance.
  • Federation: Join the targeted nation or federation. A federation member must have a territorial claim on a region in the joining faction. Federated nations are in a permanent alliance and share space funding and boost. Requires consolidated control of the executive control point.
  • Leave Federation:Exit our federation. We will remain allied with the nations of the federation for now but will no longer share our space program resources. Requires consolidated control of the executive control point.
  • Unification: Peacefully unify this nation with its parent nation or a federation ally that has a claim upon. Requires control of all the control points of the merging nation. May cause regions of the joining nation to secede if cohesion is low. Requires consolidated control of both nations' executive control points.
  • Grant Independence: Grant independence to a breakaway state or release a new nation from those with claims on one or more of this nation's regions. You will gain all its control points. Requires consolidated executive control.
  • Cede Territory: Turn over all non-capital regions claimed by another nation to that nation. This will end any rivalry between the two nations and trigger a cooldown for the two nations to improve their relations again. Requires consolidated executive control.
  • Disband Army: Disband one of our faction's armies, freeing up resources for other use.
  • Disband Warheads: Disarm up to five nuclear weapons. If weapons are reduced to 0, also cancel all progress on the nuclear weapons priority in this nation.
  • Declare Independence: Declare full independence from the parent nation of this breakaway. The parent nation will declare war in response.

A symbol of a hand casting a ballot, found in the top right corner of overview screen, prompts a tooltip in which the available national policies are listed. Here one can also find cooldown periods for countries, with whom diplomatic actions may become available after the timer expires

International Relations

Nations at peace can be in one of three states with one another: allies, rivals, or neutral.

War-capable allies - those with armies or nuclear weapons - will join wars to defend each other when attacked by default. Allies may also send armies to each othe's regions during war or peace. Rival nations that may go to war with each other via the Set Policy councillor mission.

International relations view (on an older instance of the game taken from the devlogs).

In nations where they have executive control, factions may spend Influence to change their bilateral relations with other nations. Any action that improve relations - from rivals to normalized relations, or normalized relations to allies - requires the consent of the other nation. Actions that improve relations also trigger a cooldown between the nations for improving relations again.

There are a few restrictions on who can ally and become rivals. Two nonadjacent nations with only one or two control points may not form alliances or rivalries unless one also has a navy. Nations allied with breakaway nations cannot ally with the breakaway's parent nation, and vice versa.

Federations

Federations are groupings of closely aligned nations that are pledged to provide mutual defence and share space program funding and boost. They are led by the predetermined member with the most significant international ambitions.

To join a federation, a nation must have claims on its territory by at least one of the federation's member nations, be allied with one of the members, and not be a rival or at war with any members. Nations may apply to join a federation using the Set Policy mission; the lead nation will approve or disapprove the request. The lead nation may also invite qualifying nations to join.

At the game start date there are two pre-existing federations:

-The European Union, which is comprised of France (lead), Germany, Italy, Spain, Benelux, Alpine States, Finland, Poland, Portugal, Ireland, Hungary, Czech Republic, Romania, Bulgaria, Northern Balkan States, Baltic States, Sweden, Greece, Slovakia.
-The Eurasian Union, which is comprised of the Russian Federation (lead), Kazakhstan, Belarus. Kyrgyzstan, Armenia.

Other Federations may be created early in the game due to relevant claims between nations, for example:

-The United Kingdom, a federation between the United Kingdom (nation) and Ireland.
-The Republic of the Southern Cross, a federation between Australia and New Zealand.
-The Republic of Korea, a federation between North Korea and South Korea.
-The Indonesia federation, a union between Indonesia and the Pacific States, and possibly Borneo (if made independent).
-The African Union, a federation between Somalia and Ethiopia.
-The Venezuelan Federation, a union between Venezuela and Guyana.
-The Sudanese Federation, united between Sudan and South Sudan.
-The Central American Confederation may form between Guatemala and Belize.
-The Indian Federation created with India and Bangladesh.
-The Pan Asian Combine may form between India and China.

Completing relevant Global Research Projects and Faction Projects will increase the number of claims, and thus federations will be able to be created as the campaign progresses.

Unification

It is possible to Unify two or more nations together to form larger nations which may eventually span continents as the campaign progresses. This requires one nation to have a claim on another nation's capital region and your Faction requires executive control of both nations.

The larger unified nation will likely have fewer CP overall, which aids in their defence, but it reduces the number of Investment Points compared to separate countries, resulting in less efficient resource acquisition army expansion.

Nations that can unify early in the game include:

-The European Union nation can form out of France and other EU nations
-The Eurasian Union nation can form out of Russia, Belarus, Kazakhstan, Armenia, Kyrgyszstan, and other states with Eurasian Union claims on them.
-Czechoslovakia can form from the Czech Republic and Slovakia (even if they're both within the EU Federation).
-The Northern and Southern Balkan States can unify into Yugoslavia (even if they're both within the EU Federation).

To unlock further claims, and thus the ability to federate and then unify, some Global and Faction research projects can be completed.