Regardless of which of the seven human factions you choose to start with Terra Invictayou'll gradually gain access to all sorts of useful new organizations as you play. Each faction can join or form general global organizations and will also have a few unique ones of their own.
Whether you're trying to assimilate with the aliens when they arrive, fend off an impending invasion, find a way to make a profit, or any other approach to the potential end of the world as we know it, these orgs at Terra Invicta can help.
What are orgs?
When you coordinate missions for the Councilors in your faction in Terra Invicta, you will find that they are able to obtain different organizations during the game, the so-called abbreviated org. They are your stereotype well organized groups such as Governments, Assemblies, Agencies, Criminals, Markets, and others, who shall be in accordance with the Councilors to whom they are assigned, and offer a number of improvements for your councilors individually and also for your chosen faction as a whole.
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You get a ton bonuses for organizations with which your councilors are connectedsuch as the ability to bring extra money, research capacities, Boost, ops, military or social science and more. Just as it is important to provide your councilors with good training and appropriate missions for their skills and professions, it is important that they run the appropriate organization as early and as often as possible.
That means you'll find a variety of them organizational goalswhich your councilors will have to work on when working with any given organization throughout the game. as such not all orgs are available to all factionsbecause these groups will have important shared views that form the center of the organization. You'll find that certain orgs are completely off limits to factions with conflicting values - like a military science organization that won't help the Protectorate, or Servants that want aliens to invade.
Some organizations are exclusive to only one factionso you'll need to plan ahead if you're trying to pick the best organs for your faction's victory conditions.
Types of organizations
Below is an overview of the different types of orgs you'll encounter in Terra Invicta. They can only be reserved for advisers with certain traits, professions, nationalities or other restrictions.
- Fractional organization groups are only available to specific factions. They will not be available to you at any point unless you are playing as the required faction.
- National organization they reside in one specific region, meaning you'll only be able to access them if you have some sort of control over that region (or rank a councilor who also resides in said region).
- Government organization are administrative groups, most often associated with national organizations, are organizations within specific countries or styles of government.
- Criminal organizations they often want to increase the unrest in some way and usually work only with criminal consultants.
How to get org
You can invest in new organizations for your councilor v Organization Management tab in the Advice menu, a grid of human icons third from the left in the display panel in the middle of the screen. Here you can see your councillors, organizations you already have and organizations you can potentially buy.
When your faction's market updates on the 15th of every month, you'll find plenty of new options for organizations listed with each new store page. Here you will see how long it will take you to get this organization for your faction councilor. While your faction-only organizations tend to come free, almost every other organization will require some sort of buy-in.
Payment methods will most often be one of your main sources: either money act as a standard purchase, influence in the current state of the world, or even obs you have already earned with other organizations. Since you'll likely be paying for the connection, this is important consider the pros and cons of org with your general faction goals before investing – there's no point in paying an organization that likes to stir up trouble when you're a relatively peaceful faction after all.
Orgs are removed from any council member who is off duty in any way, whether detained or otherwise. You'll need to make sure to reconfigure its members in the next phase of the mission they're in.
You can keep up to ten unused organizations whenever you should be offered one that will benefit you later down the road you don't want to miss out on during the limited window you have access to. You can too sell unwanted organizations also in this way.
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The best organization for every stage of your campaign
As with most objectives you'll encounter in Terra Invicta, this isn't a bad idea reassess your needs during the gamebecause it's common for things you've invested in early on not to be the most useful as the game progresses into later stages. Since they all have different benefits, you would do well withwap organizations as needed as you progress through the campaign.
Early game on Earth
When you first start a new campaign, you'll probably want to spend earliest stages investing in organizations that can help set your faction's initial goals, help sway things in your favor on Earth, or help power your first forays into the solar system. Whether it's money, Boost, or other resources, you'll find plenty of uses for them administrative bodies which will help you get into space as soon as possible while supporting the growth, missions and agendas of your councilors.
Consider the professions and tasks of your councillors when choosing bodies for them – choose the ones that best compliment their skills. Orgs can grant new missions, after all, so you'll want the ones they're well-suited for, as well as the ability to use the most useful skills and resources.
You may also consider spy organization at this point because there are several other factions also trying to further their goals that may have interests that lead them to spy on you if not. security organization for the same purpose.
If you're not one of the more pacifist factions, this is also the time to use your orgs gain military power for the complex struggle ahead.
Mid To Late Game
Once you are in the stars and reach middle phase from the Terra Invicta campaign, you'll probably pick up a few on a larger scale projectswhich will be largely individualized by faction and will require a lot of planning, research and resource management to complete.
Organizations that are somehow involved in your projects are usually the best for this stage of the game, or advance your overall faction goals in some way. Most of your early game orgs will probably be finished by this point with your objectives further down the line, so set yourself up for success here as soon as possible.
Towards game over stages of your campaign, once you have aliens in sight or in your solar system, your orgs will be largely based on what best benefits the faction overall. At this stage you will be making your final preparations and the Humanity First faction objectives are here huge they are different from those of the Servants, so there isn't really a universal best in slot here – choose what gives you the most in whatever category you need for the final hours of your long campaigns.
You will almost always have to invest in your spatial presence here. Your early game orgs will likely be discarded long ago, making room for you to max out whatever resource or stat is most important to your faction in order to complete your quest list and complete your objectives.
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