Councilors are a faction's primary proxies on Earth and may also go to space to advance its interests there. Factions may initially have four councilors but certain projects allow them to expand the size of their council to six. Their primary role is to perform Missions on behalf of their faction.
Periodically, the game will enter the assignment phase, during which all factions will assign their councilors to missions. These missions will be resolved in a random sequence over the next few weeks. While some missions are automatically successful, most require a success roll. Missions can target nations, control points, habitats, and other councilors.
Factions can recruit councilors by spending Influence. Each month there is a new group of potetial recruits to choose from. You can also turn councilors from other factions to work for you.
The name and appearance of recruired councilors can be changed at any time.
Profession
Each councilor has a profession, which determines the range of their initial stats, available missions and possible traits. The Alien profession is only available to aliens.
Profession |
Base stats |
Available missions |
Description
|
Persuasion |
Investigation |
Espionage |
Command |
Administration |
Science |
Security |
Loyalty
|
Activist |
4-8 |
3-5 |
1-5 |
0-1 |
0-1 |
0-1 |
0-1 |
0-16 |
Control Nation Public Campaign |
An Activist seeks social change through persuasion rather than violence.
|
Astronaut |
1-5 |
2-4 |
0-2 |
5-7 |
0-6 |
4-6 |
2-6 |
0-16 |
Control Nation Public Campaign |
Astronauts are among the lucky few who have been to space and often merge military and scientific backgrounds.
|
Celebrity |
6-8 |
0-3 |
0-1 |
0-1 |
2-6 |
0-1 |
2-4 |
0-16 |
Control Nation Public Campaign |
An influential entertainer, artist, athlete or scion with a substantial public following.
|
Commando |
1 |
0-5 |
2-6 |
4-6 |
1 |
0-1 |
6 |
0-16 |
Commandos are experts in small-scale combat operations and protecting others from attacks.
|
Diplomat |
3-7 |
1-5 |
2-6 |
1-3 |
2-6 |
0-1 |
3-5 |
0-17 |
Control Nation Defend Interests |
Diplomats are influential communicators who promote peaceful and profitable relations between nations and their peoples.
|
Evangelist |
6-8 |
0-2 |
0-1 |
2-4 |
1-5 |
0 |
0-4 |
0-16 |
Control Nation Crackdown Public Campaign |
Evangelists are public figures whose influence is built around promoting an ideology to a sometimes fanatical cadre of followers.
|
Executive |
1-7 |
0-4 |
0-2 |
3-5 |
4-6 |
0-3 |
2-4 |
0-17 |
Control Nation Crackdown Defend Interests Purge |
Executives are senior leaders in government and business who may not have a high public profile but are good at getting things done.
|
Fixer |
2-4 |
2-6 |
4-6 |
0-1 |
0-1 |
0-1 |
0-4 |
0-16 |
Defend Interests Purge |
Fixers are troubleshooters and generalists who can solve an array of problems ... quietly.
|
Hacker |
0-4 |
4-6 |
4-6 |
0-1 |
0-3 |
0-3 |
1-3 |
0-16 |
Crackdown Public Campaign |
Hackers are experts in extracting information from computer networks and promoting agendas at important nodes.
|
Inspector |
2-4 |
4-6 |
0-4 |
3-5 |
3-5 |
0-2 |
3-5 |
0-16 |
Control Nation Crackdown Defend Interests Purge |
An Inspector is a senior police official charged with protecting the public.
|
Investigator |
1-3 |
7 |
3-5 |
0-1 |
0-3 |
0-2 |
2-4 |
0-17 |
Crackdown Purge |
Investigators gather scattered bits of information and piece together the truth, usually for a private audience.
|
Journalist |
4-8 |
6 |
1-5 |
0 |
0-2 |
0-3 |
0-1 |
0-17 |
Crackdown Public Campaign |
Journalists uncover hidden information and deliver it to the public, sometimes challenging powerful interests.
|
Judge |
3-7 |
4-6 |
0-3 |
0-2 |
1-5 |
0-1 |
2-4 |
0-17 |
Control Nation Crackdown Defend Interests Purge |
A judge is a government official with the power to interpret law and order the arrest of powerful people.
|
Kingpin |
3-5 |
0-4 |
3-5 |
3-5 |
4-6 |
0 |
2-6 |
0-17 |
Control Nation Defend Interests Purge |
A mastermind of executing operations of questionable legality.
|
Officer |
2-6 |
0-3 |
2-4 |
6-8 |
2-6 |
0-2 |
4-6 |
0-18 |
Control Nation Defend Interests |
Officers are senior commanders and experts in military affairs.
|
Operative |
1-3 |
2-4 |
6 |
3-5 |
0-1 |
0-1 |
3-5 |
0-16 |
Crackdown Purge |
Operatives are trained experts in both espionage and small-scale violent action.
|
Politician |
4-8 |
1-5 |
0-4 |
0-3 |
2-6 |
0-1 |
2-4 |
0-14 |
Control Nation Crackdown Defend Interests Public Campaign Purge |
A politician is a senior government official who ostensibly represents the public interest.
|
Professor |
1-7 |
4-6 |
0-4 |
0-4 |
2-4 |
4-6 |
0-1 |
0-17 |
Control Nation |
An academic who has developed expertise in important matters and conveys it to an audience.
|
Rebel |
2-6 |
0-4 |
3-7 |
5-7 |
0-2 |
0 |
2-6 |
0-16 |
Purge |
A Rebel is willing and able to take violent action against the powers that be.
|
Scientist |
2-4 |
2-6 |
0-2 |
0 |
1-5 |
7 |
1-3 |
0-16 |
Control Nation |
Scientists organize and lead research efforts to uncover some new understanding of how the world works.
|
Spy |
2-6 |
4-6 |
6 |
1-3 |
0-2 |
0-1 |
3-5 |
0-16 |
Crackdown Public Campaign Purge |
Spies are trained to gather information by a variety of covert means.
|
Tech Mongul |
2-6 |
0-4 |
0-3 |
0-2 |
2-6 |
4-6 |
2-4 |
0-17 |
Control Nation Public Campaign |
Tech Moguls are entrepreneurial visionaries who have turned inventions into a successful business.
|
Tycoon |
0-5 |
0-3 |
0-3 |
1-5 |
7 |
0-4 |
1-5 |
0-16 |
Control Nation Defend Interests Purge |
Tycoons are owners of older industries or come from inherited wealth.
|
Alien |
2-12 |
0-5 |
5-15 |
0-10 |
0-8 |
0-8 |
7-13 |
25 |
The mysterious Hydra operatives reveal little about their capabilities or purpose.
|
Councilor Characteristics and Stats
Councilors have Attributes, Traits, Incomes and Orgs.
Attributes
Many of councilors' Attributes determine how good they are at Missions. The eight Attributes councilors have are:
- Persuasion
- Investigation
- Espionage
- Command
- Administration
- Science
- Security
- Loyalty
The first four are typically used in Missions – Control Nation, for example, uses Persuasion, while Assassinate Councilor uses Espionage and Assault Alien Asset uses Command.
Persuasion, Command, Administration and Science grant bonuses to your councilor’s influence, ops, money, and research incomes.
Administration also sets how many Orgs you can control. Security and Loyalty are defensive stats.
Traits
Traits are characteristics of the councilor that provide conditional bonuses to Missions, Incomes, and occasionally penalties and restrictions to the councilor’s Missions and movements. The Demagogue trait, for example, grants an Influence Income, plus bonus persuasion in nations with low education, but penalizes persuasion in high-education nations.
Orgs
Organizations, or Orgs, are essentially your councilors’ gear. These are government agencies, NGOs, criminal organizations, and private companies under a given councilor’s control. These are acquired with money, influence and rarely ops (typically for criminal cartels). They provide stat bonuses, incomes, missions, bonuses to research, and bonuses to certain priorities for nations under your control. The U.S. Air Force Research Laboratory, for example, grants a bonus to faction research, a bonus to the science stat for the individual councilor, and helps your nations develop their military and spaceflight programs more quickly.
Orgs can be transferred between councilors and sometimes stolen by other factions via the Hostile Takeover mission.
Councilors gain experience from successful missions, which can be spent on improving the councilor by improving their attributes, adding missions, or adding or removing certain traits.
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