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No matter which of the seven human factions you choose at the start of Terra Invicta, you’ll gradually unlock a variety of helpful organizations as you play. Each faction can join or create global organizations, and they also have some unique ones of their own.
Whether you’re trying to team up with the aliens when they arrive, defend against an impending invasion, find ways to profit from the situation, or pursue any other strategy regarding the possible end of the world, these organizations—known as orgs—can support you.
What Are Orgs?
As you manage missions for your faction’s councilors, you’ll find that they can acquire different organizations, or orgs, throughout the game. These are typical well-organized groups like governments, agencies, markets, criminal groups, and more. They will align with the councilors they are assigned to and provide various benefits, boosting your faction’s overall strength and your councilors’ individual performance.
Aligning your councilors with orgs grants many bonuses, such as extra money, research capabilities, operational boosts, military or social science advantages, and more. Just as training your councilors well and assigning suitable missions are vital, it’s also crucial to control relevant orgs early on to maximize these benefits.
Your councilors can also work toward specific organizational goals within each org, which impacts their effectiveness. Not all orgs are available to every faction because they are built around shared beliefs and values. For instance, a military science org wouldn’t be accessible to factions opposed to warfare, like the Servants who want an alien invasion, or groups like the Protectorate that may oppose certain military initiatives.
Types of Orgs
Here’s an overview of the different kinds of orgs you’ll encounter, often restricted by traits, professions, or national origins:
- Faction orgs are exclusive to specific factions. If you aren’t playing as that faction, you won’t access these groups.
- National orgs are linked to a particular region and require control of that area or a councilor from that region to access.
- Government orgs are official agencies or administrative bodies within nations or government styles.
- Criminal orgs focus on causing unrest and usually work only with councilors involved in criminal activities or with certain illicit backgrounds.
How to Obtain Orgs
You can acquire new orgs through the Org Management tab in the Council menu, accessible via the network of human icons in the center of the screen. Here, you’ll see your current councilors, the orgs you already control, and opportunities to buy new ones.
Every 15th day of the month, your faction’s market refreshes, offering new org options. Most faction-specific orgs are free, but other orgs usually require some resource investment—money, influence, or operational points—to join.
Cost and Management
Payments are typically made using resources like currency, influence, or ops gained through other orgs. Carefully consider whether investing in a specific org aligns with your faction’s goals. For example, it makes little sense to fund unrest-causing orgs if your faction prefers peace.
If a councilor becomes incapacitated, the orgs assigned to them are temporarily removed; you’ll need to reassign or reconfigure orgs during their next active phase. You can maintain up to ten unused orgs at once—that way, you won’t lose potential benefits if a certain org becomes relevant later, and you can sell orgs you no longer need.
Choosing Orgs for Each Campaign Stage
It’s wise to reassess your needs throughout the game, as early investments may no longer be the best options later on. Adjust your orgs based on your current goals and strategy.
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Early Game on Earth: In the beginning, focus on organizations that establish your faction’s initial aims, influence public opinion, or help expand into space. Choose orgs that match your councilors’ skills and assignments, providing missions and resources suited to their professions. Espionage and security orgs can be valuable here to gather intelligence or defend against other factions’ spying efforts.
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Mid to Late Game: As you progress into space and undertake major projects, prioritize orgs that support your ongoing goals. You’ll probably replace your early orgs with ones that give larger or more specific benefits aligned with your current plans. Be flexible and swap orgs as you approach the final phases of your campaign.
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Endgame: In the final stages, your focus shifts to what best benefits your faction’s overall victory, especially as you prepare for final battles or negotiations. Invest heavily in your space presence and tailor your orgs to excel in the categories that will secure your victory. Your earlier investments may be phased out to make room for orgs that maximize resources or military strength.
Choosing the right organizations at each stage is crucial for advancing your campaign and achieving your faction’s victory conditions. Always keep reassessing your strategy and adapt your orgs to stay ahead.





