Terra Invicta Guide

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Terra Invicta Officer Transfer Guide — Move Councillors & Commanders

Officers are the backbone of your faction in Terra Invicta. Councillors execute missions, commanders lead fleets, and administrators run your bases. Knowing how to move them safely and efficiently between locations is a critical skill that separates winning factions from losing ones. This guide covers every transfer method, travel time calculation, safety consideration, and the transfer UI in detail. Whether you are repositioning a diplomat for a critical mission or evacuating a commander from a falling base, the strategies here will help you move your people without losing them.

Last updated: July 5, 2026

Transfer Methods — Every Transport Option Explained

Terra Invicta offers five distinct methods for moving officers between locations. Each method has trade-offs in speed, cost, and safety. The default method is commercial air travel, which is cheap and reasonably fast but cannot be used through hostile territory. As your faction researches new technologies, additional methods become available. Military transport aircraft unlock with aerospace research, orbital drop pods require orbital insertion tech, and spacecraft transfers need a functional space program with passenger-capable vessels.

The key decision factor is urgency. If you need a councillor in a specific region immediately (for example, to execute a time-sensitive mission before an enemy faction acts), orbital drop pods are worth the high ops point cost. If time is not critical, commercial air travel is the most efficient choice. Naval transport should be reserved for situations where no air route is available, as the travel time of 7-21 days can render the officer irrelevant to the situation by the time they arrive. Spacecraft transfers are the only option for moving officers to and from space holdings.

MethodTravel TimeCostSafetyPrerequisitesNotes
Commercial Air Travel1-3 days (same region), 3-7 days (cross-continent)Low (0.5-2 ops points)ModerateNo hostile control in departure/arrival regionThe default transfer method for councillors moving between friendly regions. Fast and cheap, but cannot be used if a hostile faction controls either endpoint. Assassins can still target officers in transit, so avoid routing through contested territory.
Military Transport Aircraft1-2 days (same continent), 2-5 days (cross-continent)Medium (2-4 ops points)HighMilitary transport tech, friendly airbase at both endsFaster and safer than commercial travel. Requires military transport aircraft tech and a friendly airbase within range. Ideal for moving commanders between forward operating bases. Cannot be intercepted by enemy fighters if air superiority is maintained.
Orbital Drop PodInstant (same turn)High (5-8 ops points)Very HighOrbital insertion tech, launch platform in orbitThe fastest transfer method. Drops an officer from orbit directly to any region on Earth. Requires orbital insertion technology and a ship or station in orbit to serve as the launch platform. Extremely expensive in ops points but invaluable for emergency repositioning.
Naval Transport7-21 days (intercontinental)Low (1-3 ops points)Moderate-LowFriendly port at destination, naval transport vesselSlow but cheap method for cross-ocean transfers. Vulnerable to enemy naval interdiction and submarine attack. Only use when air travel is not available and time is not critical. Escorts can be assigned to protect transport vessels.
Spacecraft Transfer1-14 days (Earth to orbit/moon/base)Very High (8-15 ops points)Very HighSpacecraft with passenger capacity, destination docking facilityUsed for transferring officers between Earth and space holdings (orbital stations, lunar bases, Mars colonies). The only method for interplanetary officer movement. Travel time depends on orbital mechanics and engine technology.

Officer Types & Transfer Considerations

Different officer types have different transfer requirements and risk profiles. Councillors are the most frequently transferred because they need to be in specific regions to execute missions. Fleet commanders transfer less often but face unique risks when moving through contested space. Base commanders rarely transfer and should only be moved when their base is under threat or when a better candidate is available. Senior admirals are the most valuable officers in the game and their transfer should be treated as a major strategic decision requiring advance planning and security preparation.

The retrain cost column in the table below is critical for understanding transfer decisions. An officer with a high retrain cost should be transferred rather than replaced, because the time and resource investment to train a replacement is enormous. An officer with a low retrain cost can be replaced locally if the transfer is too risky or expensive. Use this information to prioritize which officers to evacuate first when a region is about to fall.

Officer TypeRolesTransfer ReasonRetrain CostTransfer FrequencyNotes
CouncillorDiplomat, Scientist, Commander, Spy, HacktivistReposition for mission execution, escape hostile territory, or consolidate power in a target region.High (3-6 months to retrain a replacement)Frequent (every 2-4 months typical)Councillors are your most valuable personnel. Each one has unique stats and traits that take years to develop. Transferring a councillor is almost always preferable to losing one to an enemy assassin. Keep councillors in safe regions when not actively executing missions.
Fleet CommanderAdmiral, Commodore, CaptainReassign to a new fleet, replace a killed commander, or position for an upcoming offensive.Very High (6-12 months for a competent replacement)Occasional (every 6-12 months typical)Fleet commanders provide combat bonuses to their assigned fleet. Losing a veteran commander to an assassination or a poorly planned transfer is a major setback. Always verify the safety of the transfer route before moving a commander between theaters.
Base CommanderStation Commander, Ground Base AdministratorReassign to a new base, replace a killed administrator, or reposition for defense.Medium (2-4 months for a replacement)Rare (only when reassigning or replacing)Base commanders improve resource production and defense at their assigned base. They rarely need to transfer unless the base is under threat or a better candidate is available. When a base falls, evacuate the commander if possible.
Admiral (Fleet-Level)Senior Fleet Admiral, Theater CommanderPromotion to theater command, reassignment to a critical front, or emergency replacement.Extreme (12+ months, may be irreplaceable)Very Rare (once per year or less)Senior admirals provide fleet-wide bonuses and are extremely difficult to replace. Their transfer should be planned months in advance with security details. Never transfer a senior admiral through contested space without escort.

Transfer UI Walkthrough — Step by Step

The transfer interface can be confusing for new players. Here is the exact step-by-step process. First, open the council management screen by clicking the council icon in the top toolbar. Select the councillor or commander you want to transfer by clicking their portrait. In the action panel on the right side of the screen, locate the transfer button, which appears as a small aircraft icon. Clicking this button opens the transfer map overlay, which shows every region on Earth with color coding indicating friendly (green), neutral (yellow), and hostile (red) control.

On the transfer map, hover over any region to see the travel time and ops point cost for transferring your selected officer to that region. The map automatically calculates the optimal route based on available transport methods. Click the destination region to select it, then click the confirm button at the bottom of the screen. The officer will begin traveling immediately and their portrait will display a small travel icon indicating they are in transit. You cannot assign missions to or issue orders to an officer while they are traveling.

When the officer arrives at the destination, you will receive a notification and the officer becomes available for new assignments. If the destination region changed control during transit (for example, a hostile faction captured it), the officer will be automatically rerouted to the nearest friendly region. This adds 2-5 days of travel time depending on the distance to the nearest friendly territory. To avoid this, always check the political stability of your destination before initiating a transfer. For fleet commanders, the process is similar but accessed through the fleet management screen rather than the council screen.

When to Move vs. Retrain — Strategic Decision Making

Move When: Time Is Critical

If you need an officer in a specific region within the next 1-2 turns, transfer is the only option. This is common when a critical mission opportunity appears that only a specific councillor can execute, or when a fleet needs a commander before an imminent engagement. In these situations, the ops point cost of transfer is justified by the strategic value of having the right officer in the right place at the right time. Delaying by 3-6 months to retrain a replacement means missing the opportunity entirely.

Retrain When: Time Permits

If the need is not urgent, retraining a new officer locally is often more efficient than transferring. This is especially true for base commanders and junior fleet officers, where the retrain cost is low and the officer does not need to be highly skilled. Retraining also avoids the risk of assassination during transit and saves ops points for other activities. The general rule is: if the transfer cost exceeds 4 ops points and the retrain time is under 4 months, retrain instead.

Evacuate When: The Region Is Falling

When a region is about to fall to a hostile faction, evacuate all officers immediately. Do not wait to see if the defense holds. The cost of losing a veteran councillor or fleet commander to capture or death is enormous compared to the ops point cost of an emergency transfer. Use the fastest available method, even if it is expensive. Orbital drop pods are ideal for emergency evacuations because they are instant and cannot be intercepted. If orbital capability is not available, use military transport to the nearest friendly region. Leave behind only officers whose loss you can accept.

Frequently Asked Questions

How do I transfer a councillor to a specific region in Terra Invicta?

To transfer a councillor, open the council management screen and select the councillor you want to move. Click the transfer button (shown as an aircraft icon) in the councillor action panel. This opens the transfer map, where you can select any friendly or neutral region as the destination. The map displays travel time and ops point cost for each possible destination. Confirm the transfer and the councillor will begin traveling. You cannot assign missions to a councillor while they are in transit. Once they arrive, they are immediately available for new assignments. If the destination region becomes hostile during transit, the councillor will be rerouted to the nearest friendly region automatically, though this adds travel time.

Is it better to transfer an officer or retrain a new one locally?

The answer depends on the officer type and the urgency of the need. For councillors, transferring is almost always better than retraining because councillor stats and traits take years to develop and a new councillor starts at a low level. A level 5 councillor transferred from another region is immediately useful, while a new recruit takes 2-3 years to reach level 5. For fleet commanders, the calculus is different: if you need a commander for a fleet that will see combat within 6 months, transfer a veteran. If the fleet will not engage for 12+ months, train a new commander locally and save the transfer cost. Base commanders should almost never be transferred; if you need a new base commander, retrain one at the base.

Can officers be killed while in transit?

Yes, officers can be assassinated while traveling between regions. Enemy spies can target officers in transit, and naval transports can be intercepted by enemy fleets. The risk depends on the transfer method and the route. Commercial air travel through friendly territory is relatively safe, with an assassination risk of roughly 5-10 percent if an enemy spy is actively hunting. Travel through contested or hostile regions increases the risk to 20-30 percent. Orbital drop pods and spacecraft transfers are the safest methods, with assassination risk below 2 percent because the officer is in space where enemy spies cannot easily operate. Always check the threat level of your route before initiating a transfer, and consider using a spy to scout the destination region first.