Missions: Difference between revisions

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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.
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.
{| class="wikitable"
! Mission !! Influence cost !! Success XP !! Attributes required !! Effects
|-
| Advise
| 10
| 1
| Command<br>Administration<br>Science
| Improves a nation's or hab's research output, combat capabilities and financial performance. Additional councilors with the same mission provide a diminishing benefit.
|}


==Missions List==
==Missions List==

Revision as of 19:08, 4 October 2022

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.

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.

Mission Influence cost Success XP Attributes required Effects
Advise 10 1 Command
Administration
Science
Improves a nation's or hab's research output, combat capabilities and financial performance. Additional councilors with the same mission provide a diminishing benefit.

Missions List

These are the missions available to human councilors in Terra Invicta.

Template:Mission

Persuasion Required: Control Nation, Public Campaign, Inspire, Turn Counselor, Control Space Asset

Investigation Required: Crackdown, Investigate Counselor, Detain Counselor

Espionage Required: Purge, Assassinate, Steal Project, Sabatoge Facilities, Sabotage Hab Module, Sabatoge Project

Command Required: Assault Alien Asset, Coup d'Etat, Stabilize Nation, Assault Enemy Space Asset, Increase Unrest, Extract Counselor

Administration Required: Hostile Takeover

No Stat Required: Defend Interests, Surveil Location, Investigate Alien Activity, Protect Target

Finally, the Advise Mission can utilize Science, Administration, or Command.