Organizations

## Introduction

Organizations or **orgs** are different legal or criminal entities that councillors can take control of (also known as "equip") to provide various boosts to the faction, a nation, or provide income of one or more resources.

Many orgs are based on real life organisations, some entirely fictional, and some are named after or for Kickstarter backers.

Orgs come in 3 tiers, denoted by 1-3 stars. Each tier/star, requires 1 "free" Org Capacity on the councillor to equip it. Organizations sometimes also require a specific councillor trait, such as Government or Criminal. The Org Capacity is primarily the same as the Administration attribute, but may never exceed 25, whereas the Administration attribute may exceed 25 under special circumstances.

## Org Costs, Upkeep, and Benefits

The initial purchase cost or an Organisation can be money, influence or boost. The cost is usually commensurate with the benefit or the tier of the org, but a more expensive org may not always be better than a cheaper one.

Organizations can provide money, influence, ops, boost, mission control, councillor attributes, missions, engineering slots/bonuses and different bonuses to research and national investment. Some orgs (such as real life institutions) require factions having a control point in country the org is based in, or that the equipping councillor has citizenship in that country. Orgs are the primary source of Operatives (Ops) in the early game, increasing their importance.

Aside from their initial purchase price, organisations may have other costs and upkeep. Organisations upkeep may cost money or influence. Some Orgs can have large monthly upkeep costs that may, especially early in the game, hinder a factions ability to function if they cannot be accounted for.

Some Org monthly costs and benefits are randomly generated each game, while others are fixed in every game.

## Org Trading

Orgs can be traded between factions. Factions apply different values to organizations and some factions might be unwilling to give trade them entirely.

In any case, factions demand a premium cost for trading orgs, and the cost of purchasing them from the market is typically much lower. Players may benefit more to purchase as many orgs as possible in the early game before having to resort to trading.

## Org Marketplace Generation

The list of orgs available to purchase are displayed within the Org Marketplace which is visible on the councillors screen. Those orgs which are not available to purchase are "greyed out".

Orgs which have been purchased through trades, or unassigned from councillors will appear in the Unassigned Orgs menu on a councillors screen.

The Org Marketplace is partially refreshed on the 15th of every in-game month (the second mission phase of a month).

The number of new orgs generated can be increased by research Faction technologies.

## Organization Tech Requirements

While most Org restrictions come in the form of traits or nationalities, some random entities may remain unavailable until certain technologies have been researched.

While the complete detailed lists with organizations can be found on the files indicated below, most unlockable organizations are often related to Arrival, Aerospace (and rocketry), computing, or production-related technologies.

## Game Files and lists

### Org Name List

There is a list of names of orgs within the game files, here:

```
C:\Program Files (x86)\Steam\steamapps\common\Terra Invicta Demo\TerraInvicta_Data\StreamingAssets\Namelists\OrgName.csv

```

### Org Template File

The in game location for the template file is here:

```
C:\Program Files (x86)\Steam\steamapps\common\Terra Invicta Demo\TerraInvicta_Data\StreamingAssets\Templates\TIOrgTemplate.json

```

### Org Logos File

*EDITOR COMMENT: I have no idea how to get .png files out of it. Does anyone know? It appears to be some kind of Unity archive.*

```
C:\Program Files (x86)\Steam\steamapps\common\Terra Invicta Demo\TerraInvicta_Data\StreamingAssets\AssetBundles\orglogos
```