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
Views Aliens
FAC ResistCouncil 128.png The Resistance F AFR 04 icon.png Commander Fiona Ayouade Protect humanity by resisting the alien invasion Realist Somewhat hostile 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 Support the aliens by any means necessary Idealist Very supportive 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 Exploit the alien arrival to gain power Cynical Neutral 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 Escape the aliens by sending humans to other stars Idealist Hostile 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 Convince the aliens that we are equal Idealist Neutral 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 Eradicate the aliens and all who support them Somewhat cynical Very hostile 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 Protect humanity by appeasing the aliens Somewhat cynical Supportive 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.

Occasionally aliens will create alien phenomena sites that can be investigated. UFO Crashdown Site are always visible, the rest 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 once the Alien Operations council engineering project has been completed.

Alien Assets

Allien Assets are alien phenomena sites that impart negative effects on Earth. They can be removed by using the Assault Alien Asset mission, which can be taken by both councilors and armies. Alternatively they can be destroyed with fleet bombardment

  • Alien Life Forms is a collection of alien flora and fauna growing in a region. It grows through 3 stages, visible when the asset is selected on the map. Once the third stage of growth is complete it will spawn an Alien Megafauna army and revery to stage 2.