Gameplay
Operation goals are objectives that can be brought about by winning operations.
They either increase or exploit alliance support in the target territory.
Control
Whoever wins this type of operation will increase the support for their society's
alliance in the target territory. Contested territories give 2.5 times the gain
of regular territories, war territories give 4 times the gain of contested. The
amount is influence by all factors which also influence resource gain from
operations, such as the number of operations won that week, number and variety
of societies participating, and how often the society runs operations at that
hour.
The cost below relates to the % of control needed in the territory in order
to perform that goal. For example, in order to calm the alliance needs
at least 30% control in that territory.
Incite
On success: 100% chance a peaceful territory becomes contested. Winning
society can write a timeline entry and news article for the territory if the
status changes. It's only usable once a month and the only goal type that can
be used on peaceful territories.
Different Victor, any alliance: Winning society gains influence for their
alliance similarly to a control operation, but slightly less effective.
Cost: 0%
Provoke
On Success: 100% chance a contested territory falls into supernatural war.
Winning society can write a timeline entry and news article for the territory
if the status changes.
Different Victor, any alliance: Winning society gains influence for their
alliance similarly to a control operation, but slightly less effective.
Cost: 30%
Calm
On Success: 100% chance the territory becomes peaceful once more. Winning
society can write a timeline entry and news article for the territory if the
status changes.
Different Victor, any alliance: Winning society gains influence for their
alliance similarly to a control operation, but slightly less effective.
Cost: 30%
Plant
On Success: Winning society can add a new NPC to the important NPCs for that
territory. Also can write a timeline entry and news article for the territory.
Also gains influence similar to a control operation, but slightly less effective.
Different Victor, different alliance: Winning society gains influence for
their alliance similarly to a control operation, but slightly less effective.
Requires: 50%
Setup
On Success: Winning society can add a new location to the places of interest
for that territory. Also can write a timeline entry and news article for the
territory.
Also gains influence similar to a control operation, but slightly less effective.
Different Victor, different alliance: Winning society gains influence for
their alliance similarly to a control operation, but slightly less effective.
Requires: 50%
Assassinate
On Success: Target planted NPC is killed, specify which NPC is to be killed
with target (words from the NPC description).
Also gains influence similar to a control operation, but slightly less effective.
Different Victor, any philosophy: Winning society gains influence for their
alliance similarly to a control operation, but slightly less effective.
Requires: 70%
Raze
On Success: Target setup location is destroyed, specify which location is to
be razed with target (words from the location description).
Also gains influence similar to a control operation, but slightly less effective.
Different Victor, any philosophy: Winning society gains influence for their
philosophy similarly to a control operation, but slightly less effective.
Requires: 70%
Saboutage
On Success: All alliances in the territory lose half their support,
including the alliance of the winning society.
Different Victor, any alliance: Winning society gains influence for their
alliance similarly to a control operation, but slightly less effective.
Cost: 25%
Foothold
On Success: Society is able to set up and describe a remote base in that
territory, while they have this base no other society can establish one, new
operation goals become available and they gain additional NPC soldiers in
every operation in that territory.
Different Victor, other alliance: Winning society gains influence for
their alliance similarly to a control operation, but slightly less effective.
Cost: 80%
Uproot
On Success: The remote base set up in that territory is destroyed.
Different victor, any philosophy: Winning society gains influence for their
alliance similarly to a control operation, but slightly less effective.
Cost: 50%
Loot(Requires Foothold)
On Success: Resource gain from winning the operation is doubled.
Different victor, other alliance: Winning society gains influence for
their alliance similarly to a control operation, but slightly less effective.
Cost: 80%
Suppress(Requires Foothold)
On Success: All alliances other than the winning society's are reduced
by 2/3rds.
Different Victor, Other alliance: Winning society gains influence for
their alliance similarly to a control operation, but slightly less effective.
Cost: 50%
Kidnap(Requires Foothold)
On Success: Society kidnaps someone close to the victim, specified with
target (PC name). Only works if the target's associated territory is the
territory targeted by the operation. Target PC suffers 10% life force reduction.
Use society kidnap roster to view kidnap targets, society kidnap release
(PC name) to let someone go, society kidnap execute (PC name) to execute the
prisoner, causing a 50% life force debuff to the victim for some time afterwards.
PCs older than 100 years suffer half penalties.
Different Victor, Other philosophy: Winning society gains influence for
their alliance similarly to a control operation, but slightly less effective.
Cost: 75%
Rescue
On Success: Society frees the person kidnapped, specifying with target
(PC name). This goal type will appear as 'control' in operation info allowing
the attempt to be planned in secret.
Different Victor, any philosophy: Winning society gains influence for their
alliance similarly to a control operation, but slightly less effective.
Cost: 35%
Psychic
On Success: Target, specifed with target (PC name), is driven into a coma
for one week and loses tyrant status if a tyrant or is driven into a coma for
6 weeks and loses any societies they control if a cardinal.
Operations cannot be launched on newly made Tyrants for a few weeks and
only one can be lauched at a time.
Operation Goals
Operation goals are objectives that can be brought about by winning operations.
They either increase or exploit alliance support in the target territory.
Control
Whoever wins this type of operation will increase the support for their society's
alliance in the target territory. Contested territories give 2.5 times the gain
of regular territories, war territories give 4 times the gain of contested. The
amount is influence by all factors which also influence resource gain from
operations, such as the number of operations won that week, number and variety
of societies participating, and how often the society runs operations at that
hour.
The cost below relates to the % of control needed in the territory in order
to perform that goal. For example, in order to calm the alliance needs
at least 30% control in that territory.
Incite
On success: 100% chance a peaceful territory becomes contested. Winning
society can write a timeline entry and news article for the territory if the
status changes. It's only usable once a month and the only goal type that can
be used on peaceful territories.
Different Victor, any alliance: Winning society gains influence for their
alliance similarly to a control operation, but slightly less effective.
Cost: 0%
Provoke
On Success: 100% chance a contested territory falls into supernatural war.
Winning society can write a timeline entry and news article for the territory
if the status changes.
Different Victor, any alliance: Winning society gains influence for their
alliance similarly to a control operation, but slightly less effective.
Cost: 30%
Calm
On Success: 100% chance the territory becomes peaceful once more. Winning
society can write a timeline entry and news article for the territory if the
status changes.
Different Victor, any alliance: Winning society gains influence for their
alliance similarly to a control operation, but slightly less effective.
Cost: 30%
Plant
On Success: Winning society can add a new NPC to the important NPCs for that
territory. Also can write a timeline entry and news article for the territory.
Also gains influence similar to a control operation, but slightly less effective.
Different Victor, different alliance: Winning society gains influence for
their alliance similarly to a control operation, but slightly less effective.
Requires: 50%
Setup
On Success: Winning society can add a new location to the places of interest
for that territory. Also can write a timeline entry and news article for the
territory.
Also gains influence similar to a control operation, but slightly less effective.
Different Victor, different alliance: Winning society gains influence for
their alliance similarly to a control operation, but slightly less effective.
Requires: 50%
Assassinate
On Success: Target planted NPC is killed, specify which NPC is to be killed
with target (words from the NPC description).
Also gains influence similar to a control operation, but slightly less effective.
Different Victor, any philosophy: Winning society gains influence for their
alliance similarly to a control operation, but slightly less effective.
Requires: 70%
Raze
On Success: Target setup location is destroyed, specify which location is to
be razed with target (words from the location description).
Also gains influence similar to a control operation, but slightly less effective.
Different Victor, any philosophy: Winning society gains influence for their
philosophy similarly to a control operation, but slightly less effective.
Requires: 70%
Saboutage
On Success: All alliances in the territory lose half their support,
including the alliance of the winning society.
Different Victor, any alliance: Winning society gains influence for their
alliance similarly to a control operation, but slightly less effective.
Cost: 25%
Foothold
On Success: Society is able to set up and describe a remote base in that
territory, while they have this base no other society can establish one, new
operation goals become available and they gain additional NPC soldiers in
every operation in that territory.
Different Victor, other alliance: Winning society gains influence for
their alliance similarly to a control operation, but slightly less effective.
Cost: 80%
Uproot
On Success: The remote base set up in that territory is destroyed.
Different victor, any philosophy: Winning society gains influence for their
alliance similarly to a control operation, but slightly less effective.
Cost: 50%
Loot(Requires Foothold)
On Success: Resource gain from winning the operation is doubled.
Different victor, other alliance: Winning society gains influence for
their alliance similarly to a control operation, but slightly less effective.
Cost: 80%
Suppress(Requires Foothold)
On Success: All alliances other than the winning society's are reduced
by 2/3rds.
Different Victor, Other alliance: Winning society gains influence for
their alliance similarly to a control operation, but slightly less effective.
Cost: 50%
Kidnap(Requires Foothold)
On Success: Society kidnaps someone close to the victim, specified with
target (PC name). Only works if the target's associated territory is the
territory targeted by the operation. Target PC suffers 10% life force reduction.
Use society kidnap roster to view kidnap targets, society kidnap release
(PC name) to let someone go, society kidnap execute (PC name) to execute the
prisoner, causing a 50% life force debuff to the victim for some time afterwards.
PCs older than 100 years suffer half penalties.
Different Victor, Other philosophy: Winning society gains influence for
their alliance similarly to a control operation, but slightly less effective.
Cost: 75%
Rescue
On Success: Society frees the person kidnapped, specifying with target
(PC name). This goal type will appear as 'control' in operation info allowing
the attempt to be planned in secret.
Different Victor, any philosophy: Winning society gains influence for their
alliance similarly to a control operation, but slightly less effective.
Cost: 35%
Psychic
On Success: Target, specifed with target (PC name), is driven into a coma
for one week and loses tyrant status if a tyrant or is driven into a coma for
6 weeks and loses any societies they control if a cardinal.
Operations cannot be launched on newly made Tyrants for a few weeks and
only one can be lauched at a time.