Nations

The Terra Invicta modern scenario in 2022 has 129 nations in total. They generally represent states of the real world although they do not always correspond to actual borders. Some smaller countries are instead aggregated into larger ones with appropriate names and flags of the dominant state in the region.

At the beginning of the game, none of the nations are controlled by any faction, and the only ongoing war is the Russo-Ukrainian war, classed as a war for claim conquest in the game.

## Regions

Nations are composed of one or more Regions. Regions are named for their most relevant city. The function of regions is primarily geographical, not political; they exist to mark the locations of critical assets and armies. When new nations form or existing ones change, they are composed of regions from other nations.

Regions are home to space facilities, such as launch facilities that provide boost, missions control facilities, and later in the game surface-to-orbit defenses.

When councillors move around on Earth, they are located in a region and can be detected there, but most of a councillors work is done at the national level.

Geographically, regions may be classed as rugged, a terrain modifier that causes armies to take longer to cross it, and defending armies to have a substantial advantage during battles. Coastal regions meanwhile serve as launching and arrival points for armies with a navy upgrade; and regions on or near Earth's equator will gain more boost for a given amount of investment, as launching rockets are able to make use of Earth's greater rotational velocity there.

The full list of the different regions, their environment, and special features can be found below:

### Claims

Some nations have claims on regions that aren't theirs. These are the regions they may acquire through warfare or secession movements.

Some social science projects can unlock new claims during the campaign. A claim on a nation's capital by another one opens the possibility of total conquest and unification paths, annexing entire nations into a larger one and saving significant control point cost at the expense of some investment versatility.

## Control points

Every nation has a number of control points (CP), ranging from 1 to 6, depending on their GDP. If a nation crosses certain threshold of GDP, they can have their number of control points increased or decreased. These thresholds are:

* 1-2 CPs 80 Bn GDP
* 2-3 CPs 650 Bn GDP
* 3-4 CPs 2000 (approx) Bn GDP
* 4-5 CPs 10000 (?) Bn GDP
* 5-6 CPs 20000 (?) Bn GDP

### CP bonuses

Control points can be controlled by any faction in the game. They represent most prominent institutions of a given nation. Once controlled, each of these CPs give various benefits for the owner but only in said nation. Depending on a type of the CP these benefits, in no particular order, are:

* Mass media - Bonus to public campaign missions in this nation
* Identity blocs - Bonus to increase unrest missions in this nation
* Financial sector - Bonus to funding income from this nation
* Corporations - Orgs based in this nation cost less money
* Legislature - Bonus to Purge missions against executive in this nation; defends executive from purges if controlled by same faction
* Aristocracy - Bonus to money gained from Spoils priority
* Party - Bonus to purge missions against all control points except the executive in this nation
* Religion - Bonus to public opinion shift in our favor from Unity priority
* Oligarchs - Bonus to Coup d'Etat missions in this nation
* Security apparatus - Bonus to Crackdown, Detain, and Assassinate missions in this nation
* Trade unions - Orgs based in this nation cost less influence
* Defense sector - Our armies in this nation repair strength faster
* Bureaucracy - Bonus to Control Nation missions in this nation
* National Industries - Bonus to Hostile Takeover missions in this nation
* Executive - Access to set policy mission in this nation

Executive is the final control point in all nations and is shown with a building symbol next to it.

Besides CP specific bonuses each faction will also receive a fraction of funding, research, boost, mission control and spoils money produced by the nation. That fraction is equal to a proportion of controlled CPs versus all CPs of a nation. If there are armies controlled by the nation, getting control of CP may also grant you direct control of said armies. What each CP gives you or would give you can be seen on a tooltip by hovering your mouse over that CP in the nation screen. CPs with armies attached to them are shown with yellow star in a green hexagon symbol next to them.

### Getting control over a CP

To gain control over a neutral CP one must perform a successful Control Nation mission with one of their councilors. Under normal circumstances, in nations with over 1 CP, executive CP can only be controlled if you already have a point in a nation and it is the last CP to be taken. If every nation has all of their CPs controlled by factions, Control Nation mission becomes unavailable. In that case you would need to perform a successful purge mission on an enemy controlled CP. To increase purge chances it is recommended to conduct crackdown on these CPs first. Another alternative to Control Nation is Coup d'Etat. It can either be performed with your councilor or happen naturally. Successful Coup d'Etat mission will turn all the CP from that nation to your faction while Coup d'Etat happening on its own will reset all of CPs in the country, allowing every faction to conduct Control Nation missions. Coup d'Etat is a lot more likely to be successfully performed or occur in nations with high unrest, so, to boost your chances, conduct Increase Unrest missions beforehand.

### CP value, cap and overextension

Each CP has a value associated with it which is equal to the number of CPs in that nation. The total CP value of your faction can be found in a tooltip by hovering over your influence resource on the top of screen. Here you can also find your CP value cap. When your total CP value exceeds the cap, it will incur daily influence penalties in so called overextension. These penalties rise exponentially the more you exceed your cap. Unlike money, your influence cannot go below 0. Nevertheless, having no influence and a negative income of it causes your CPs to be an easy target for enemy crackdown missions. There are several methods to alleviate the overextension:

1. Increasing your CP value cap. There are several engineering projects that increase your cap. One of them is management research. This is a repeatable project, which increases your cap by 3 every time it is completed. However, its cost after every project will rise as well. The resistance also has an engineering project called Freedom Fighters which is locked under Independence Movements global research. This Engineering project increases your cap by 10 but is not repeatable.
2. Unification. Nations that have claims on others can be unified if they are in a federation and are controlled by the same faction or both parties agree to unify. In order to perform this action, one must send a councilor on a set national policy mission in either of these nations. You can check your available diplomatic actions by hovering over hand casting a ballot icon in a nation screen. Once unified, the nation has its parents GDPs combined and may have reduced upkeep in terms of CP value compared to before unification.
3. Abandoning nation. This action is available on national priorities screen. It places all your CPs under crackdown, removes any benefits associated with controlling them and weakens armies from those CPs. However, you will no longer have any CP value against your cap from these points and, assuming nobody controls them in the meanwhile, you will get all these points back after 6 months.
4. Decreasing your GDP. If you allow your nation GDP decrease below any of thresholds listed above, it will have the number of its control points reduced by 1 and value of remaining points also reduced by 1. However, you will likely not find this method too practical as you cannot manually decrease the GDP and instead have to rely on it happening naturally.

## National Stats

The prosperity and stability of Earth's nations, already tenuous in many places, has been thrown into doubt in light of the alien arrival. Different events throughout the game may alter the qualities of a nation significantly. These circumstances are tracked and made visible to the player, who can take various actions to modify them.

The key nation-level values and their roles are:

### Government

A nation's Government score measures the democratic index in a country, which represents things like civil liberties, popular selection of leaders, press freedoms, and rule of law via an independent judiciary. This impacts many things, including national stability and cohesion, research production, corruption, economic growth and the effectiveness of the military in controlling unrest.

A Government score of 0 is the most totalitarian, and 10 is the most democratic. The Government score impacts the Cohesion score. Lower Government score increases the Cohesion score resting point, while higher Government score draws Cohesion score to the mean value of 5, and simultaneously increases research production. Higher Government score also lower Spoils priority requirement to keep the national elites happy in order to avoid resetting of CPs by Coup d'Etat, boosts economic growth (Economic priority or investment points?). Lower Government score increases the effectiveness of the military priority and armies at reducing unrest.

Government score is increased by Knowledge priority and decreased by Unity priority. It does also very slowly change to the mean value on it's own (?).

When Unification of two or more nations occur, only the main nation's Government score is used. Every additional member's Government scores are disregarded.

### Unrest

Unrest represents violent resistance to the political, economic or cultural status quo in this nation. High unrest hampers the economy and may result in a coup or revolution, which will transfer or clear many or all of the nations Control Points at once. Unrest is fed by low Cohesion and low quality of life (per-capita GDP). Military spending and armies can reduce it, especially in non-democratic nations.

Higher values increase Coup d'Etat chances and reduce investment points. Its resting point is increased by having low cohesion and low Per-Capita GDP (PPP). Unrest can be increased by councillor increase unrest and reduced by stabilize nation assignments. It is also reduced by military priority and armies, both of which work better in nations with lower government score.

Unrest changes relatively quickly if it is not at its resting point. It's generally better to reduce unrest resting point before reducing its value with councillors and military priority. That is because reducing unrest below resting point makes it grow back naturally and quickly. If you want to have a prosperous nation, having below 2 unrest is a good start, as you will have full potential in terms of investment points. And, of course, the nation will be more resistant to coups. Every 0.1 point of unrest above 2 will decrease your investment points by 1%, capping at 80% at 10 unrest.

Once you have more than X (?) unrest in a nation, naturally occurring coups become an issue. To counteract those you need to increase the spoils priority to the value shown on a tooltip of said priority. Having it in the red even by a slimmest margin will be problematic. If, however, your unrest is lower than X (?), natural coups never happen and you may completely ignore spoils priority, assuming it doesn't grow back above X (?).

Unification Increases Unrest by Y (?).

### GDP and Per Capital GDP

GDP, or gross domestic product, is a measure of annual economic output in US dollars a nation produces. Having higher GDP increases national control point amount from 1 to 6 after thresholds are exceeded (see above). It also increases the number of investment points and decreases chances of certain missions, such as Control Nation.

GDP is not directly influenced by economy priority. Instead, it is dependent on changes GDP per capita and national population.

Unification combines both nation's GDPs.

### Miltech

A nation's Military Technology value represents the capability of the nations' armed forced. Each tenth of a point in Miltech represents a 10% improvement in combat capability. This applies to both army strength, which changes together with national Miltech level, and regional defense power. At the start of the game, Miltech is capped at level 5, but this can be increased with certain Global Research Projects.

Milltech is increased by military priority with every 3 investment points increasing it by [formula?].

Unification takes the average Miltech level of both nations. It's calculated by [formula?].

### Education

A nation's Education value is scored based on the average years of schooling of a citizen in this nation. Nations with higher education scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.

### Cohesion

A nation's Cohesion represents the level of unity or conflict among the people of the nation. This includes cultural, ideological, ethnic and religious similarities and differences.

High values describe a unified society that brooks little deviation or dissent. Middle values represent a diverse society that has both internal conflict and a healthy, creative counterculture. Middle-low values represent a high degree of political polarization, and the lowest values mean the nation's people are fragmented or even tribal.

High values keep unrest in check and increase the nation's ability to resist occupation, while middle values provide a bonus to national research production, representing a robust (if messy) marketplace of ideas.

Cohesion is lowered by high inequality, anocracy, having lots of regions or a large population, destruction of armies, and a large difference between public opinion and the ideology of the control point owners. Cohesion is increased by wars, autocracy, and the Unity priority. Democracy pulls it toward a middle value.

### Inequality

A nations Inequality score is a measure of how wealth and income is distributed in the nation. High values mean the nation doesn't have much of a middle class.

Inequality grows by a little as a product of normal economic activity (the Economy Priority) or by a lot because of corruption (the Spoils Priority). Resource regions in a nation can contribute to inequality.

High inequality reduces Cohesion as the nation divides into haves and have-nots. It is countered by use of the Welfare priority.

### Investment Points

Investment Points or IP represent the nation's economic surplus that can be distributed by factions with Control Points in the Priorities tab. The value is set by the nations GDP and reduced by the number of armies it fields and by high levels of unrest.

#### Direct Investment

Factions can directly invest in one or more national stats to improve them. Direct Investments cost Money and Funds to perform. There are technologies that can be researched to reduce the cost of a Direct Investment point.

Investing in Unity, while your faction controls a CP in a nation also improves your factions public opinion in the nation.

## Policies

Policies are actions the executive faction of a nation can take to dramatically alter the course of the nation. Acouncillor can use the Set Policy mission to enact policies. Possible policies include:

* Declare War
* Seek Peace
* Federation
* Leave Federation
* Unification
* Grant Independence
* Cede Territory
* Disband Army
* Disarm Warheads
* Declare Independence

If you hover your cursor over the hand casting a ballot symbol found in the top right corner of overview screen, you will be prompted a tooltip, in which your available national policies are listed. Here you can also find cooldown periods for countries, with whom diplomatic actions may become available after timer expires. You will not be given a notification when that happens.

All of these policies may only be taken by sending your councillor to a Set National Policy mission and only one by one, although, as it is with many missions, you can stack multiple councillors in a same nation to cruise through these policies. Also, you need to have control over the executive CP in that nation.

One thing to note here is that national relations with other countries are not listed here as they are changed by relations menu on the bottom right corner of nation screen. This does not include war and peace treaties, as they are national policies.

## International Relations

Nations not at war can be in of the three states with one another: they may be allies, or rivals, or have normal relations.

War-capable allies - those with armies or nuclear weapons - will join wars to defend each other when attacked. Allies may also send armies to each other regions during war or peace.

Rival nations that may go to war with each other via the Set Policy councillor mission.

In nations where they have executive control, factions may spend Influence to change their bilateral relations with other nations. Any action that improve relations - from rivals to normalized relations, or normalized relations to allies - requires the consent of the other nation. Actions that improve relations also trigger a cooldown between the nations for improving relations again.

There are a few restrictions on who can ally and become rivals. Two nonadjacent nations each with only one or two control points may not form alliances or rivalries unless one also has a navy. Nations allied with breakaway nation cannot ally with breakaway's parent nation: allies of a breakaway's parent cannot ally with the breakaway.

### Federations

Federations are groupings of closely align nations that are pledged to provide mutual defense and share space program funding and boost. They are led by the member nation with the most significant international ambitions.

To join a federation, a nation must have claims on its territory by at least one of the federation's member nations, be allied with one of the members, and not be a rival or at war with any members. Nations may apply to join a federation using the Set Policy mission; the lead nation will approve or disapprove the request. The lead nation may also invite qualifying nations to join.

At the game start date there are two pre-existing federations:

* The European Union which is comprised of France (lead), Germany, Italy, Spain, Benelux, Alpine States, Finland, Poland, Portugal, Ireland, Hungary, Czech Republic, Romania, Bulgaria, Northern Balkan States, Baltic States, Sweden, Greece, Slovakia.
* The Eurasian Union which is comprised of the Russian Federation (lead), Kazakhstan, Belarus. Kyrgyzstan, Armenia.

Other Federations may be created early in the game due to relevant claims between nations, for example:

* The United Kingdom, a federation between the United Kingdom (nation) and Ireland.
* The Republic of the Southern Cross is a federation between Australia and New Zealand.
* The Republic of Korea is a federation between North Korea and South Korea.
* The Indonesia federation is between Indonesia and the Pacific States, and possibly Borneo (if made independent).
* The African Union is a federation between Somalia and Ethiopia.
* The Venezuelan Federation is a federation between Venezuela and Guyana.
* The Sudanese Federation is between Sudan and South Sudan.
* The Central American Confederation may form between Guatemala and Belize.
* The Indian Federation may form between India and Bangladesh.
* The Pan Asian Combine may form between India and China

Completing relevant Global Research Projects and Faction Projects will increase the number of claims, and thus federations that will be able to be created as the campaign progresses.

### Unification

It is possible to Unify two or more nations together to form larger "super" nations which may eventually span continents as the campaign progresses. This requires one nation to have a claim on another nation's capital region and your Faction requires executive control of both nations.

The larger unified nation will likely have fewer CP overall, which aids in their defence, but it reduces the number of Investment Points compared to separate countries so may reduce Boost, Mission Control and Army expansion.

Nations that can Unify early in the game include:

* The European Union nation can form out of France and other EU nations
* The Eurasian Union nation can form out of Russia, Belarus, Kazakhstan, Armenia, Kyrgyszstan, and other states with Eurasian Union claims on them.
* Czechoslovakia can form from the Czech Republic and Slovakia (even if they're both within the EU Federation).
* The Northern and Southern Balkan States can unify into Yugoslavia (even if they're both within the EU Federation).

To unlock further claims, and thus the ability to federate and then unify, some Global and Faction research projects can be completed.