Terra Invicta

Terra Invicta

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Wright1331 Sep 29, 2022 @ 4:32am
Councilor incomes, engineering projects (what is this)
So I'm looking at my councilors and under monthly incomes there is one listed engineering projects and some have a (+) or ever (++) what does this do?
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Showing 1-15 of 15 comments
db48x Sep 29, 2022 @ 4:37am 
Each one gives you +5% extra research on faction projects. Quite a useful bonus!
Wright1331 Sep 29, 2022 @ 4:41am 
Originally posted by db48x:
Each one gives you +5% extra research on faction projects. Quite a useful bonus!
ahh dang, that is good... and thanks for the quick reply lol

also another question hopefully you know. How do you use Turned councilors? I just got one, but i cant seem to use her, and the only thing i can do is adjust a slider that i dont really know what it does either.
lazarusblack Sep 29, 2022 @ 4:43am 
Originally posted by Wright1331:
Originally posted by db48x:
Each one gives you +5% extra research on faction projects. Quite a useful bonus!
ahh dang, that is good... and thanks for the quick reply lol

also another question hopefully you know. How do you use Turned councilors? I just got one, but i cant seem to use her, and the only thing i can do is adjust a slider that i dont really know what it does either.
That slider will determine at what percentage success rate, the turncoat councillor will throw the mission causing a fail, where it would have otherwise caused a success.

It is most useful on councillors of factions with whom you are in conflict, thereby reducing the likelihood of successful actions against you. Or against your biggest rival or a faction you want to try to slow down.
Wright1331 Sep 29, 2022 @ 4:46am 
Originally posted by lazarusblack:
Originally posted by Wright1331:
ahh dang, that is good... and thanks for the quick reply lol

also another question hopefully you know. How do you use Turned councilors? I just got one, but i cant seem to use her, and the only thing i can do is adjust a slider that i dont really know what it does either.
That slider will determine at what percentage success rate, the turncoat councillor will throw the mission causing a fail, where it would have otherwise caused a success.

It is most useful on councillors of factions with whom you are in conflict, thereby reducing the likelihood of successful actions against you. Or against your biggest rival or a faction you want to try to slow down.

Ok so i dont actually get this councilor to come to my side and help me. I just get her to fail missions for the other faction... is this correct?
lazarusblack Sep 29, 2022 @ 4:50am 
Originally posted by Wright1331:
Originally posted by lazarusblack:
That slider will determine at what percentage success rate, the turncoat councillor will throw the mission causing a fail, where it would have otherwise caused a success.

It is most useful on councillors of factions with whom you are in conflict, thereby reducing the likelihood of successful actions against you. Or against your biggest rival or a faction you want to try to slow down.

Ok so i dont actually get this councilor to come to my side and help me. I just get her to fail missions for the other faction... is this correct?
Essentially, yes, but don't underestimate the utility of this. Action economy can be hard to manage later in the game and having two enemy councillors who are consistenly failing to crackdown or purge your control points, or sabotage your assets, leaves your councillors free to perform pro-active missions against your enemy (or anything else you might want to do with them) rather than run around doing damage control.
Wright1331 Sep 29, 2022 @ 4:52am 
Originally posted by lazarusblack:
Originally posted by Wright1331:

Ok so i dont actually get this councilor to come to my side and help me. I just get her to fail missions for the other faction... is this correct?
Essentially, yes, but don't underestimate the utility of this. Action economy can be hard to manage later in the game and having two enemy councillors who are consistenly failing to crackdown or purge your control points, or sabotage your assets, leaves your councillors free to perform pro-active missions against your enemy (or anything else you might want to do with them) rather than run around doing damage control.

yeah seems like it can be very usefully, given you get the correct council members.
Wright1331 Sep 29, 2022 @ 4:54am 
Originally posted by lazarusblack:
Action economy can be hard to manage later in the game and having two enemy councillors who are consistenly failing

Is there any reasoning behind having the slider set at anything below 100%? Does this tip the other faction off possibly?
lazarusblack Sep 29, 2022 @ 5:06am 
Originally posted by Wright1331:
Originally posted by lazarusblack:
Action economy can be hard to manage later in the game and having two enemy councillors who are consistenly failing

Is there any reasoning behind having the slider set at anything below 100%? Does this tip the other faction off possibly?
Honestly I couldn't say. I set mine at a more conservative 63%-75%. Eventually the turn coat "went silent" and was no longer findable, which could mean they were killed or discovered. I'm not 100% sure, but at those rates, I got pretty good results. The councillor failed 2 out of 3 actions. It's worth noting the Ai will take more chances than most players, engaging in missions with lower odds of success than you or I might. or so it seemed.
Wright1331 Sep 29, 2022 @ 5:08am 
Originally posted by lazarusblack:
Originally posted by Wright1331:

Is there any reasoning behind having the slider set at anything below 100%? Does this tip the other faction off possibly?
Honestly I couldn't say. I set mine at a more conservative 63%-75%. Eventually the turn coat "went silent" and was no longer findable, which could mean they were killed or discovered. I'm not 100% sure, but at those rates, I got pretty good results. The councillor failed 2 out of 3 actions. It's worth noting the Ai will take more chances than most players, engaging in missions with lower odds of success than you or I might. or so it seemed.

great info, thanks
Pancakes Sep 29, 2022 @ 7:21am 
You also get full intel on the entire faction a turned councillor is from. This lets you see where their councillors are, what stats and orgs they have, etc. So you can always target any of their councillors for detain, assassinate, steal or sabotage project, and hostile takeover missions.
BoxOfDoom Sep 29, 2022 @ 1:06pm 
What is a bit hidden is the option of taking the turned councillor onto your team fully.

If you go into your Council menu and select the turned Councillor, you can make them resign their post with their faction. They will then enter your current recruitment pool, for you to add to your team. Good for poaching highly skilled councillors from enemy Factions if you lose one.

And you will lose Councillors. Missions will eventually carry lethal risk.
Wright1331 Sep 29, 2022 @ 2:02pm 
Originally posted by BoxOfDoom:
What is a bit hidden is the option of taking the turned councillor onto your team fully.

If you go into your Council menu and select the turned Councillor, you can make them resign their post with their faction. They will then enter your current recruitment pool, for you to add to your team. Good for poaching highly skilled councillors from enemy Factions if you lose one.

And you will lose Councillors. Missions will eventually carry lethal risk.

very good to know, thank you :D
Pancakes Sep 30, 2022 @ 12:37am 
I know councillors with the Hard Target trait can hit back if you try to target them for hostile missions, is there another way to have a councillor die from a mission?
Zuul Sep 30, 2022 @ 3:11am 
Originally posted by Wright1331:
Originally posted by lazarusblack:
Action economy can be hard to manage later in the game and having two enemy councillors who are consistenly failing

Is there any reasoning behind having the slider set at anything below 100%? Does this tip the other faction off possibly?

The answer here is, yes. Yes it does. I vaguely remember this being discussed in the closed beta discord. Much like a human player screaming that the RNG is rigged (and do keep in mind YOUR agents can be turned too and be doing thrown rolls themselves), the AI will become suspicious if one of their counselors starts failing a statistically improbable amount.

So the higher you set the meter, the more improbable their failure statistics become, and the faster the AI will dispose of them. As a corollary, I’m almost certain the dev at one point said that actual genuine bad RNG luck for the AI can result in them giving an agent an early retirement if it’s bad enough to trip that system.
Mnemon Sep 30, 2022 @ 3:19am 
Originally posted by Pancakes:
You also get full intel on the entire faction a turned councillor is from. This lets you see where their councillors are, what stats and orgs they have, etc. So you can always target any of their councillors for detain, assassinate, steal or sabotage project, and hostile takeover missions.
This is even more useful than the failures imo, it's how I've neutered the servants(assassinate all their councillors except the mole without slow intel gathering).
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Date Posted: Sep 29, 2022 @ 4:32am
Posts: 15