Councillors

[Link to relevant page on forum.]

Faction councils are comprised of councillors or "agents". Councilors have different types, attributes, traits and missions available to them. If their traits and attributes allow for it, they may control or "equip" various organisations, which provide bonuses to the councilor or faction.

Councilors may be randomly generated based on a set of parameters, pre-generated, or partially pre-generated. Some pregenerated or partially pre-generated councilors have names which are of Kickstarter backers.

### **Councilor Types**

Each councilor is assigned one type. Each type has different base attributes, attribute modifiers, and available missions. Not all councilor types are available for all factions, and some councilors types have affinity for some factions.

#### Mission List by Councilor Type

*For full details on Missions please see Missions.*

Councilors interact with countries, stations, aliens, other factions, and other councilors via Missions. Councilors can be assigned to one mission at the start of each mission assignment phase.

Which missions are available to each councilor is initially defined by their councilor type. Additional missions may be made available by controlled organisations, and the research of technology.

### Attributes

Each councilor has "points" in one or more attributes.

* **Persuasion** - the ability to shape the opinions of others to your own. It is crucial in gaining support from Earth's nations.
* **Investigation** - the councilor's ability to discover information someone would prefer to keep hidden. In addition to serving as the primary stat for a number of missions, it also determines the councillor's chance of sighting enemy councilors.
* **Espionage** - The ability to move in secret and conduct covert operations. High espionage makes the councilor much harder to detect by enemy factions.
* **Command** - The councilor's ability to organise and lead combat operations.
* **Administration** - The ability to manage large organisations.
* **Science** - The ability to investigate and analyse phenomena to derive new understandings of the universe and those who inhabit it.
* **Security** - The councilors ability to survive violence.
* **Loyalty** - Determines how likely councilors are to betray their faction to another.

Many missions depend on councilor attributes, for example the Control Nation mission is more likely to succeed if the acting councillor has high persuasion attribute.

#### Loyalty

The Loyalty attribute determines how likely councilors are to betray their faction to another. The value displayed is normally an estimate based on the councilor's behaviour; the councilor's actual loyalty may only be discovered by investigating this council, possibly multiple times.

### Councilor Traits

Councilors may one or more have traits at their generation. Traits may be added to them later by expending XP, money, or influence.

Not all traits are available to all councilor types. Some traits have a greater chance of randomly applying to some councilor types than others.

Traits can bestow extra income, research bonuses, additional attribute points, buffs and debuffs to being detected through enemy investigation and espionage. Some traits only apply in certain circumstances, for example Rich provides a -1 to Persuasion when the councilor is in a nation where Equality is equal to or less than 4.

Traits may allow the councilor to perform additional missions, or restrict them from performing one or more missions. For example the trait Earthbound prevents a councilor from performing the mission Enter Orbit.

### Councilor Monthly Income

*For full details on Resources, see Resources.*

#### Money

Money is generated by councilors with certain traits and organisations. Each point in a councilor's Administration attribute increases their money generation by 1%.

#### Influence

Influence is generated by councilors with certain traits and organisations. Each point in a councilor's Persuasion attribute increases their Influence generation by 1%.

#### **Ops**

Ops is generated by councilors with certain traits and organizations. Each point in a councilors Command attribute increases their Ops generation by 1%.

#### Science

Science is generated by councilors with certain traits and organizations. Each point in a councilor's Science attribute increases their Science generation by 1%.

## Organizations

*For the main article on Organisations, go to Organisations.*

Councilors may take control or equip various organisations. This depends on the councilors Org Capacity (primarily based on the Administration attribute up to a max of 25), Traits, hometown, and other factors.

Organisations are a powerful way of improving your councilors and faction.

## Customization

The option to customise your councilors is available in game. One can change the following:

* Given Name
* Family Name
* Portrait
* Voice