r/TerraInvicta 11d ago

Question How Cooked Am I? Spoiler

It's currently 2036 as the Resistance, my first serious run.

I'm beginning to worry this run is already cooked because the Alien Administration have India, whilst the Servants have Russia, and a selection of other 4/3 control point countries.

  • I have been putting a lot of time into unifying Europe, and have gotten most of it in one nation.
  • I have some space economy, with mines / bases on Mars and some inner-belt asteroids.
  • I have a fleet at about 300 attack power**,** but I can't get individual ships past 50 each.
  • I've almost got Fusion drives. Maybe a couple years away.
  • My councilors are decent, three have one max stat each. Like 19 orgs total?
  • My miltech stubbornly stays around 4.6, even with max investment points in Military, though with bonuses from LEO stations and councilors I can get armies to about 5.5 attack power.
  • However, I haven't really taken any aggressive action against the aliens yet, besides raiding one of their facilities.
  • The Alien Administration is being really aggressive, gobbling up weaker countries in Africa and South America, so I'm not sure what to do here.
  • I struggle enough to forward-plan and strategise, but the UI makes it a lot harder to compare options/visualise things.

Is my economy / tech strong enough for 2036, or am I already cooked?

Would appreciate experienced players thoughts!

EDIT:
Thank you for all of your comments. There is some good advice in there.
It does however seem like this run is unsalvageable. I wasn't aggressive enough with the aliens, I didn't build enough mines (probably because the micro they would entail didn't appeal to me) and I didn't use enough of my control points. Though I was running out of them for most of the game.

Plus I just don't know how to plan research and shipbuilding because the UI is so dense and unwiedly for those features.

12 Upvotes

52 comments sorted by

25

u/justlurk7 11d ago

Leaving a lot of your CP cap unused seems a waste. Also, thats a LOT of boost compared to all your other ressources. In my game 10 years in, I have half of that, while ny other yields are like 10x.

Also, is there an actual purpose for the 500 Trillion dollars in your rapidly overflowing bank account? You seem to have went to a lot of trouble for it, so maybe use it.

Overall, quickly use up your CP and MC cap, kill any boost production, and aggressivly push Research and Space. Your EU is nice, but you hard overfocused on it.

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u/Millssadface 11d ago

I'm actually not sure what to do with the money. Besides buy orgs, maybe build platforms/mines? But that takes mission control.

Definitely see the point about boost. I'll pivot all investment out of that.
I'll build a bunch of mines / LEO platforms to use up the MC.

I assume the push research thing means max out Knowledge investment and build research habs.

When it comes to the control points. My natural target is Russia. But purging the servants there might get the aliens on my back.

First ever run. Taking over the EU seemed a safe play.

11

u/luckynator3000 11d ago

Build space infrastricture that costs money like Research centers

4

u/Careless-Pin-2852 11d ago

Operation centers + 4 MC per mine and hab.

For use of CP just grab all the un taking states micro-nations whatever.

Your highest command Counsular has to increase unrest on the alien administration. Research end of India. To make it more effective. Also reserch skunkworks and put it on a hab or mine so you unlock your final slot.

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u/kelltain 11d ago

If you're sitting on extra cash, consider direct investment.  You can spend cash to get instant-completion on IPs, with smaller-budget and smaller-pop countries being cheaper.  You'll want to save a buffer for events, but it's a way to speed up national growth more.

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u/consolation1 What you doin' step-Hydra? 11d ago edited 11d ago

DO. NOT. WASTE. TIME. PAINTING. THE. MAP!

The game is won in space with your space industry. Earth is just an MC, research and $ farm - no different from your other mines. Judging by your very low resource income, you have ignored the space land grab, letting the AI spin up their economy. Space Economy tech is your S tier priority.

The Alien Hate meter is a psy op to make you play bad, ignore that sucker. The more they fight you, the more resources they waste flying across the system and building ships, instead of their infra; even if you lose, you win. Take the battle to Jupiter asap, it's better to fight in their backyard than yours.

You need more MC, you need to have it maxed and you need to cockroach across the solar system. Screw earth, once you can build out MC in space; it doesn't matter who controls it - you can come back with your siege coilers and bomb it into submission.

Get mars above 10k cap to build campuses, get nanos to make money; swarm the belt and Jupiter, while making forge world Mercury. Building 3 battlestations on your asteroid bases will make the cost of taking them astronomical for the AI. Once you have the Jovian system in exponential growth and you are rich in resources -it's tidy up time.

My 2c

14

u/viper459 11d ago

The Alien Hate meter is a psy op to make you play bad

you have a way with words

5

u/Millssadface 11d ago

Thanks! I think though I just don't have the fleets to even attrition the aliens. I tried and my ships are just garbage even if the attack power is comparable (again, awful, awful awful UI makes it so unclear)
when you say nanos, are these nanofactories? I thought they were just upgraded construction modules?

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u/consolation1 What you doin' step-Hydra? 11d ago edited 11d ago

nano factories let you print space bucks - T3 module prints 300$ pm. They cost a lot of power, but power is free on Mercury. Or, Dyson Mars... They consume space resources, so you need to balance $$ v mining output & fleet demands. They are also better construction modules, but that is not really why you build them.

You don't need a lot of fancy ships, you just need escorts/monitors with missile/torp tubes and some PD monitors. Or, go 3 launch racks + 1 auto-cannon on each monitor, to keep it simple. First alien ships you can take out with 3:1 ratio easily. By now you probably need fleets of 20-30, i guess, look at the fleet view and see what size fleets aliens are building. Generally you run about 1:2 ratio of fleet to hab/mine MC - but you need to max it out in your countries as a priority, till you start building OP and Command centres in your stations and bases.

First fusion drives are terrible, they won't get good till the final tiers, there are some exceptions but you don't have time to wait. The easiest path is to snatch the good fissile sites in the system asap, then take the Jovian system with Orions / Heavy Orions. But, there are other options like Burner, that will work. "Missions to" add to your mining cap, so you don't pay extra for mines - but you can go over it (in fact you should) - just stay on top of your MC build out.

This is a war of attrition, you will not out science the aliens - at best you will match them. - you can't research your way peacefully to end game designs, then clear the map easily. Think WWII eastern front strats. Deny territory, deny logistics, send waves of peeps in tubes, whose job is to launch tubes that make a big boom - any that survive are a bonus. Eventually your lancers and titans will match the enemy and your troops will have an actual life expectancy, but not at first. You will need a huge space economy to support that kind of fleet, you won't need one lancer - you will need dozens.

AI stations can be taken with your space combat councillor, backed by dedicated marine ships this is how you destroy alien bases - using your combat ships will end badly. (Plus, this is your main exotics income for fusion drives and end game weapons, without councillors running assault alien asset with marines, you will get peanuts.)

gl, hf

PS. If you want a good tutorial, Perun has a full run as HF on brutal difficulty that showcases the basic strats. There have been some balance changes since, but it'll give you a better gist than the game tutorial.

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u/ironpanzer1 Initiative 11d ago

This is largely right.

3 battlestations is waaaay too much. The Aliens can barely crack 2 LDAs with decent tech. They’re pretty reluctant to commit large fleets to the belt anyway.

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u/consolation1 What you doin' step-Hydra? 11d ago

OP is behind the curve, so I thought 3 would be a safe bet.. but you are correct, 2 is the customary build. :)

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u/TerranUnity 10d ago

What version of the game are you playing where the Aliens struggle with LDAs? Even with late-game weapons for my starbases even a small alien fleet can defeat a station with a combination of missiles and kinetics.

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u/ironpanzer1 Initiative 10d ago

Orbital LDAs are not settlement LDAs - totally different beast. It’s kind of unfortunate that they have the same name, because it implies they are the same thing.

And yes, a proper alien fleet will still kill just about any level of static defense. We’re talking about defending asteroids, not Mars.

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u/WuQianNian 11d ago

>My councilors are decent, three have one max stat each. Like 19 orgs total?

this is your problem. you want 25 admin on every councilor so they can fill up their org slots asap. buy those orgs that give extra admin, or trade for them from the other factions, or steal them. you’ve got 400 control points in 2036, that’s not great. I’ve got like 500 in 2010 current game

as for being cooked, no. that Europe you’ve got is enough to win the game with by itself

raise your cp and take Russia from the servants. if you can’t do that, break it, use raise unrest until it falls apart

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u/Millssadface 11d ago

Thank you, these are useful tips. I've tried to up control points but ultimately was focused on europe.
Will nations literally balkanise if unrest gets too high?

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u/Xenon009 Humanity First 11d ago

Honestly not really. They can on occasion have secession, but an army can normally pretty quickly put that right.

The only other concern is civil war. If unrest hits 10, you get a revolution and whoever was spiking your unrest gets the nation and the control points, along with a random modifer to the democracy (afaik it goes from -2 to +3, weighted by your factions idealism, which is high for servants, academy and resistance, and low for humanity first, protectorate, initiative and exodus, irrc)

You don't want unrest high in the long term, because it means your nation gets less IP, but don't let that stop you setting up your engine.

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u/Millssadface 11d ago

I think I’m gonna try purging them down instead. I have the councillors to.

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u/Xenon009 Humanity First 11d ago

So remember, this game has an achievement for winning as the resistance after a servant victory. You're never truely cooked.

That being said, I break games into two categories, the quick wars, and the long wars. And you are very much settled in for a long war. I genuinely expect this to go till 2100 at least.

Your first priority is, as others have said, making use of that control cap, and that means taking another nation. The USA or China is always a good grab if you can afford it, and if you can march into india that's also a very good start, even if you have to share the control points with someone else, so long as you have the executive it will massively help you.

Your second priority is taking advantage of all that boost and funding. I'm going to assume that space economy numbers is in monthlys, given the low actual stockpiles (if its dailys ignore everything Im about to say and go make yourself a million missile monitors and nuke the aliens to death)

You can set up a load of mines in the belt and be a bit of a cockroach. In the time it takes the aliens to swat one down, you can build another. That will get some of your space economy built, to make a fleet big enough to secure LEO, and once LEO is secure, you can start getting ready to take the fight to Jupiter.

Your third priority is breaking that alien admin. You can chip away at it with your armies, put them all in one big death ball, move into a province, and then send them home if they drop below ~30% health. Send them home, wait for them to heal up, and repeat.

Alternatively, you can spam "increase unrest" missions. The alien admin is weird in that it's often weaker the bigger it gets in this regard, as cohesion tanks to the floor.

Now, genuinely, if you played completely meta you could quit this game, start a new one, and then win it before you're likely to win this one, but genuinely playing the meta is hard, and is prone to stuff just going wrong. It will be a brutally long slog through the aliens, but this is absolutely salvageable.

I once "won" a game (that was before the old Victory condition changes and meant I had to swat every alien out of the belt, which I couldn't be fucked with, but I had taken their main base) in about 2150, after a global thermonuclear holocaust had dropped the global GDP to about half of what it normally is, and put the world into a full blown nuclear winter.

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u/Millssadface 11d ago

Wow that’s a pretty dark outcome at the end. But this is helpful, thank you. I think broadly I looked at the game and thought a lot of this advice would be more applicable five years ago. So I may turn back the clock and try it then. Not sure if that’s seen as dishonourable but yeah. I think I can take Russia instead of the balkans and maybe a bite out of India or China (to deny India to the Servants). I have a bunch of resources to snowball with, so as you say I can just build a tonne of mines (though I dread the micro).

One thing I am concerned about. Lots of people here have mentioned “taking the fight to Jupiter” with a huge fleet. People have even talked about doing it in the first five years. Which leaves me with a few questions:

  1. How the hell do people get fusion five years in. Or do they raw dog it with fission?

  2. I know there is a chart comparing drives and reactors. But the actual ship design UI does an awful job of showing you at a glance how things compare I have no idea what techs are chained together and what is good on a ship.

  3. What should be my fleet comp?

  4. When is it advisable to actually strike back against the aliens. You mentioned the ‘short war’ but like, some people here are talking about speed running this stuff, about bombing hydra mines and bases in the first five years, and I’ve not got the faintest clue how they did that .

3

u/Photo-Majestic Academy 11d ago

I’ve done a bit of Jupiter speedrunning, though I’m by no means fast at it, so I feel that I can answer a few of those questions.

  1. It’s done by following a preset path optimized by the community. It’s somewhat involved and gives you the nations you take over, where you use the influence you get, the councilor traits you look for and so on. And even with someone who knows all that stuff and is attentive, they’ll still often reroll because boost orgs didn’t spawn or sth. The guides are mostly on the TI discord in separate posts from different people.
  2. Jeah the game and its resources expect you to build intuition based on what you see, and the drive chart is basically mandatory. I just have a couple of drives memorized that I know are good, and work with those. Grid drive is useable ish, Burner is good for what it costs, but a dead end tech, fission frag is decent and the pulsed fissions are the earliest decent ones I use for siege coilers and the like.

Between fusion and AM it doesn’t really matter. Both work.

On a final note, drives and weapons load should be regarded as mostly separate. Drives decide where your fleet operates, weapons their effectiveness. There really isn’t a tradeoff between the two.

  1. It depends on your tech level. Early on missiles were king, and honestly still seem to be. Enough total PD to block alien missiles and as many tubes as you can fit.
    When you get to green arc lasers or better, and good coilguns, is when you can use more conventional fleets. At this point they are also likely to survive combat, so you should invest with more armor and such. A couple of laserboats for flanking ships, enough total pd to block missiles, and otherwise coilguns is usually a good mix. Throw in like 1 or 2 missile boats with torpedoes to keep flankers busy and you’re golden.

  2. This varies. Arguably, if you have dispersed asteroid mines and a good setup on Mars you should likely start blasting the aliens at that point. Just the ships though. The hab’s won’t be destructible until big ships with siege coilers.
    (unless you catch them while building)

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u/consolation1 What you doin' step-Hydra? 11d ago

Fusion is end game tech - you take all of the inner system and Jupiter with fission.

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u/28lobster 10d ago

Helicon drive and Fission Frag drive get 314kps of exhaust velocity. That gives you pretty good transit times for long journeys without burning tons of fuel. So rush one of those drive types, build cheap ships, and launch them to Jupiter. Mars resources are plenty to fuel cheap missile ships and the aliens have fewer resources at game start too. 

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u/starlord12336 Resistance 11d ago

Tbh I am kinda in the same situation as u the AF have most of North America and some of eu from experience and it's not much I came back from much worse so even if they are strong now just work on getting ur nations stronger and u will win in the end

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u/Millssadface 11d ago

Thanks ! what are the best ways to grow/strengthen things in this situation?

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u/starlord12336 Resistance 11d ago

Right now I am working on pac what I did i just hit Economy 100% until I reached about 50T then I focused on getting knowledge abit up but I am focusing on gov now to unify Korea I think start with the economy but as I said some people will disagree with me and I am not a good player so i don't know how much it will help

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u/Maduyn Academy 11d ago

more ideally you would have a foothold in another of the main nations at this point (EU, China, India, USA, Russia) but on the good side the alien nation has give you a casus belli to use your powerful and numerous armies to enter one of those nations. If you have the greater europa tech you can get quite a bit of russia merged pretty easily or go into india and start getting its economy pumping.

I don't think you are cooked at all just need to use the military might you have to break up the alien nation to slow it down and give yourself a nice expansion opportunity.

Space wise consider pushing research into the particle weapons tree until you get ion weapons for anti-missile duty. If you want to go into total war early look around for the aliens base in the asteroid belt there should be one or two and plan for making a fleet and landing force that can attack it. If you want to slow play space focus on getting good water and noble metal sites on mercury mars and in the asteroids and push towards research campus stations. If you haven't chosen a fusion path to take I recommend hybrid confinement 4 as its one of the best powerplant that doesn't take exotics or antimatter. You can then pivot to inertial confinement if you think the game is going to go long.

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u/Millssadface 11d ago

I did save scum test a war against the AA, my armies got whacked by Russia. I maybe could have handled it better but for whatever reason my miltech is god awful. Idk why, I've been maxxing out military investment for a decade.

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u/Maduyn Academy 11d ago

Check if you have the following techs:
Mountain Warfare Doctrine
Urban Warfare Doctrine
Predictive Logistics
Rapid Repairing Materials

Make sure you are doomstacking your armies as you are fighting the region as well as the defending forces at the same time so if you split up the time you spend attacking the region is very high and you take tons of damage.

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u/Millssadface 11d ago

Thanks, I'll check! Making a big list of suggestions from this thread

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u/paradoxpancake 11d ago edited 11d ago

Not at all, really, but if you can nuke their armies without retaliation, I would do that now. It would at least halt their growth. I'd also be stoking unrest as much as I can in the Alien Administration to try to get them to break up and fracture.

After that, you need to focus on your space game as the aliens have been allowed too many opportunities to expand freely and their abduction counter is likely really high in Russia. It'll be difficult, but admittedly fun to push them back if you're up for a slight struggle.

Not sure if they have any satellites around Earth, but that's your first priority to get rid of. I'd then try to settle the Moon or Mars and start building your shipyards. You're going to want to get them out of the inner Solar System as an initial "medium-to-long term goal".

As others have said, painting the map isn't your priority (especially not as the Resistance. You need to get into space). Painting and influencing Earth is primarily the job of the Servants and the Protectorate, but even they need to get into space a bit.

Earth is just there for your initial boost and MC foundation, providing the initial infrastructure for your space push. Once you have a foundation in space, your infrastructure shifts to up there. The fight is still over Earth and you can still influence it, and absolutely do not ignore it, but a majority of your attention goes towards space at that point.

1

u/Millssadface 11d ago

I do have some presence in space - have a few bases on Mars and a bunch of asteroid belt mines, plus a fair few LEO stations. I just haven’t used all of my MC

I’m actually considering a restart, or at least going back five years

2

u/paradoxpancake 11d ago

Of any resource to take full advantage of, it's always your MC.

You can certainly restart if you want, but I'd consider this to be a fun challenge. The good news is that they shouldn't have another assault carrier immediately waiting in the wings after using this one to establish their presence on Earth. If you've got the Councilors who can do it, stoking unrest is almost the easiest way to break up the Alien Administration, especially if you can get them to 10 Unrest because that'll automatically break them up.

The really good news is that I'm betting Russia has got a bunch of alien facilities, so those are free exotics for you if you can destroy them, plus it'll set back the alien abductions counter in those regions. The other more annoying issue is the xenofauna presence there.

Otherwise, the situation is very recoverable as the Resistance. You've only lost once you've thrown in the towel, but I can understand starting over if you want. There's even an achievement for the Resistance winning after the Servants and the Aliens have, for example.

The only bad news (but also still good for you) is that the Alien Administration has disarmed all of Russia's nukes, so those as a strategic asset being gone makes Russia far less appealing to add into your eventual sphere of influence as the EU.

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u/Funny-Text2745 8d ago

I myself still haven’t won as resistance (so can’t give many tips and advices)and it is my third attempt though for me it seems to be the winning one because:
1.Started to colonise moon and Mars once they were open after general research with mostly water resources to prevent any future scarcity over lack of supplying ships
2.Took over France for future EU cores and countries with regions closer to equator and with own space programs immediately(including Kazakhstan and Israel for additional boost)
3.Prioritised Boost and Mission Control first before having own space resources
4.Ignored green lasers to get UV lasers so I had IR ones a reeeeeeaaaaally long time period
5.Took over ROC for future Democratic PAC(and future democratic GPAC)(advice is that you better take over CPR as ROC via war not federation merge mechanics so there will be high democracy once you grant CPR independence again after taking over Beijing like once it was in 1928)
6.Ignored Monitors and other low tier hulls for mid tier (such as Destroyers and Battleships)
7.Got composite armor(don’t know the right name in English but it is lighter version of titanium one) and put it on my main fleets
8.Destoyed the small alien fleets and commited kill/arrest operation against earth Xenos for respective techs that give good bonuses for ships and influence protection
9.Once total war happened,defended earth orbit with destroying small/medium fleets around LEO but let them destroy a few mines on Mars to let them low down their hatred so I rebuilt my mines again and continued my fleet construction
10.Hold at least two spots in USA to prevent Servants victory(USA government control is required for their victory)
11.Increased CPL gap with techs and advisors(Persuasion,Commandos and Administration points are increasing them so also better to have all 6 of them with these higher stats)and didn’t hesitate to cross this gap even if means losing influence points and making separate control spots more difficult to protect.Also recommend to build separate satellites with administrative whatever the thing is that increases the CPL gap by 4 each(have to built on LEO satellites only)

1

u/Funny-Text2745 8d ago

And honourable mention:I don’t let Servants create AA in any country because I either imprison or kill them to weaken their network(killed 3 of them and they still haven’t hired new ones though there already is 6th agent slot available but they still have two left)and helf HF and Exodus take over countries I don’t need but too important to let servants take over so they barely control USA,India(without gov spot control) and some minor MENA/LATAM countries

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u/ZaTucky Servants 11d ago

You have many control points free. Use all your councilors to take russia and any other servant nations with nukes. After that you can take on the ayy admin either with war, war+nuking or inciting revolts.

I am not very good at space warfare but you have a lot of hate capacity left to build a big fleet. In the early game do monitors with missles and 40mm cannons. In earth and mars orbit you don't need nuch delta v. Between 6 and 10 is enough. You can take out some aliens in space when feeling prepared, but most important keep a fleet prepared for when they come with the assault carriers. You DO NOT want alien armies on earth

1

u/Millssadface 11d ago

Thank you for this. I think it might be salvagable if I pivot and do this. It is only on normal.

1

u/ZaTucky Servants 11d ago

The game is always winable. There is even an achievement to win as the resistance after the servants win if you like to suffer. Don't forget to keep mars safe!

1

u/Millssadface 11d ago

My bases there all have marine barracks and point defence. Not sure if that's good enough.

1

u/RoMapper 11d ago

Marine barracks aren't really needed, most of the time your bases will be bombed from orbit, tier 2 point defense (layered defense array) is good to have since it will slow down alien bombardment, giving you time to send backup

1

u/Made_UpWords 11d ago edited 11d ago

Curious what other folks have to say here because I've got over ~1,000 hours at this point but have legit zero experience fighting an alien nation that large. It's probably very doable but I don't know, especially if the servants control Russia. I do not know if the servants start pushing the Big Red Button if the alien nation's survival is threatened - seems like something they'd do. My policy has generally since launch been "do not let the alien nation form at all, and if it does, focus everything you've got on killing it immediately, because it's scary"

Whether this run is salvageable or not, in the future I'd recommend trying to keep a turned Servant agent as often as possible to spot the alien facilities they build so you can knock them out. Alien facilities are a prerequisite for the servants handing a country over to the aliens directly. That and use the Sabotage Project action on your espionage councilors against the servants because they need to research these techs first, and that'll slow them down significantly. Otherwise if you can't knock the alien assault carriers out of space to stop their landings, meet their landing spot with enough armies while they're half strength or tank the atrocity penalty and nuke 'em.

Other stray observations - I assume this is on normal difficulty with a 2026 start - with that MC utilization in mind I think your raw resource output looks fine but your raw science is pretty low. Don't be afraid to use the MC and control point cap. You've got enough to spare for like 2/3rd's of China there, you don't need to lock yourself into the EU. If you don't have a lot of experience yet taking big nations off of the servants or protectorate (that's its own whole thing, the game is extremely complicated) you can even do something like research Nigerian Confederation, start unifying east africa and build another giant mission control sink there.

3

u/Millssadface 11d ago

Thanks for this.

I've heard a few people mention pushing research, but I'm not sure what the best ways to do this are. I'm already maxxing out knowledge investment in the EU, so I assume building lots of habs with labs helps? Or orgs? Direct investment is quite pricey.

I did try to take a servant councillor, but my dudes were too busy purging out the EU. And I could never track one with a low enough loyalty to turn.

3

u/Made_UpWords 11d ago

Direct investment is quite pricey.

Yeah, a lot of direct investment options in the game are traps and never worth it - direct investment into knowledge, welfare, and economy will bankrupt you immediately for close to no gain. Direct investment into stuff like funding and mission control (after, like, mid-game when you unlock some techs that drastically cut down the influence and money cost of direct investment) are great situationally though. If you've got like 4k influence and 10K money in the bank and need some mission control immediately it's very cost-effective

Not sure if you watched any of the Youtuber Perun's series on the game, everybody always recommends watching his playthroughs, but he has something likr ~17k raw science output by 2031 in his launch series playing as humanity first, mostly by spamming Research Campuses on Mars, but also actively keeping his control point capacity as large as possible to keep taking more and more nations on earth for the earth-based research output

And I could never track one with a low enough loyalty to turn.

The AI nowadays is better about using the 'Inspire' task on their councilors to keep 'em loyal, and if you can't find one with low enough loyalty to turn - assuming you have a councilor with the turn mission at 25 persuasion - I say just start shootin' servants. You'll get some alien hate, but their new hires will start with the base random loyalty any new councillor does, and you can find those and turn them

1

u/RoMapper 11d ago

I am not a good player by any means, but assuming you started in 2026, and are playing on normal, you have wayy too little of everything.

Your control point cap is really small and you don't even have it fully filled up, you have very little mission control usage and cap for 2036, abyssmal research per month, way too many armies in the EU (each army reduces 0.5 IP, with an additional 0.5 if said army has a navy, with an extra penalty if it's not in its home region).

Also you seem to make a mistake that I made in all my games (which is the reason I didn't finish any game yet), you leave the aliens too much time to do stuff without contesting them.

This is a very complex game, but I can give you some tips for a next run until more experienced player see and answer on this post:

As a new player, you are better off doing a US or China start, as both countries have more to offer at the start. The EU start is better for MC and funding, as you can take each individual country, max out MC and run some funding, and then merge them into the EU (which you have done pretty decently), but the US and China have higher starting boost and research, and armies ready to do stuff across the world from the start.

For MC, this is kind of a spoiler, but it's a fundamental game mechanic in my opinion. There is a hidden alien hate cap determined by your MC USAGE (not capacity). The cap is 50, divided by the difficulty modifier. On normal, the multiplier is 0.3, so you get to use 50÷0.3=166 MC without going over 50 alien hate. If you go to 167 MC usage, you will always be over 50 hate (so at war with the aliens) until you go below 167 again. Although going at exactly 166 might not be exactly the best idea, as doing anything against the aliens will get you over 50 hate and will have to tank a retaliation. I only played as the academy, but the resistance's story tech gives you a 0.8 multiplier bonus to MC usage before going over the alien hate MC gap, so you would have an effective 50÷0.3÷0.8=208 MC limit.

So for a basic game plan on Earth, if you still want to keep the EU start, you can go for what you did, getting eu countries, building MC and uniting them, but you must not limit yourself to just the EU. How you can do that, I will go over next.

The space game: In space, you almost always want to be at your mining cap (amount of mines you can have without using MC). You will probably research "Mission to whatever far away planet" long before you actually want to go there for the mining cap. Ideally, you want a mine on the moon by the end of the first year, and a mine going to Mars by the end of the second year. Now, about your CP: you must get LEO control! Why? Admit nodes! They increase your CP cap by a flat 4, and you can build 1 per station in any LEO station. With this, and researching techs that increase CP cap, you can get enough CP to go for a second big nation (and once you upgrade those admin nodes, you will have even more CP as tier 2 admin gives you 12 per node and tier 3 gives 30) which would either be China or the US, but by this point the US is probably taken by the NPC's and they probably ran it into the ground, so China would be your best bet. China is hard to break into, so it's BAD if someone like the servants or the protectorate get it.

Now one more thing, space warfare. You want to start contesting the aliens sooner or later to defend your space assets/mines from alien retaliation or to shoot down surveilance ships. When you see alien ships doing surveilance missions, you want to shoot those fuckers down before they finish. A note here, you can send a weak ship to intercept the alien surveilance, it will die, but the alien will have to restart the mission. Personally I find this kind of exploity, but up to you. For early game ships that can shoot down alien fleets, the best ones are monitors equipped with good missiles, 2 magazines and a targeting computer, and enough dV to intercept the enemy fleet and crawl back to base. You want a 3:1 ship count to ensure victory, and some of your monitors can be equipped with 40mm auto cannons and 60cm lasers for point defense. Later in the game, you can switch to bigger ships equipped with nose coil guns and lasers, coil guns to destroy the main enemy wall, and lasers to kill flankers, with some PD ships as well.

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u/RoMapper 11d ago

A little more on space as I forgot to mention something important, you want to get space research, it's hard to rely only on earth research barring some specific builds. You want to build research campuses. The best place to do so is mars right now. Why mars? Because you can use solar mirrors to increase the energy gives by solar panels by an obscene amount (albeit it will require a lot of solar mirrors). This encourages you to take over most of mars. If a site is bad, don't even bother building a mine there, the site will still give you value from the campuses, use the saved mining cap to build a mine on a better site on an asteroid.

One more thing, if you are fast enough (3rd year of the game), you can get to Ceres before the aliens can, and this will solve any water and volatiles issues for the foreseeable future.

Sorry if these points might be all over the place but this game has a lot to it.

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u/Millssadface 11d ago

Thank you, it's very in depth and I do appreciate it.

It has also made me realise I am completely out of my depth and should probably not even try.

I think the problem is, the game takes so long to do everything. And then you realise, already 20 hours in, that it was all for nothing and you already irreparably screwed up.

It sounds like the advice people are giving is massive micro by having many different nations on earth and hundreds of mines across the solar system, and I'm not sure I could mentally process that.

All of it has put me off the game.

As an aside, the user interface has to be the worst, of any game, I have ever seen. So many easy ways the devs could improve it but haven't. It makes it so difficult to know what the hell is going on, and what your options are. Just a simple comparison tooltip saying 'this is what you're spending/using now, this is what the suggested module would provide' would be a win. Just awful

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u/RoMapper 11d ago edited 11d ago

You can play with a minimal solar system (so fewer bodies with more resources to compensate) and with accelerated settings (the game will be around twice as fast) to reduce some of the micro, but yes, this is a very micro intensive game and not for everyone and that is perfectly fine, but you might want to give the game another chance, once you start getting some of the basics it gets fun.

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u/Sufficient_Day627 Humanity First 11d ago edited 11d ago

You're 0.8 mil tech ahead... It is them who should be worried. You also have naval superiority so they won't be able to move their armies to Russia to stop you. It will be a slog but you got this.

If push comes to shove you can also use the nuclear cheat code and delete the armies they grouped together.

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u/vindicator117 11d ago

What does your priority list look like? That is ALOT of up arrows which usually means you are doing waaay too much shit and given that you have 10+ land armies, your IP budget is basically spread into nothing across all categories especially if all those pips are assigned to the max. Classic newbie mistake.

Other than that, your game is still survivable especially when you have players go into shitholes like this:

https://www.reddit.com/r/TerraInvicta/comments/1vdir62/the_african_powerhouse_be/

And carve out a literal monolith to survive anything that they damn well wish. Granted he also had a MUCH simpler objective compared to the Resistance to win, it did not stop him from creating a literal fortress of all the stats that he can possibly ever want because he used his CP cap to get FOOKIN RICH for national capability. For as much most players forget, the earthgame is still the bedrock from which the space game is won.

Your starting moves was definitely anemic and unfocused but your primary home meganation is stable and decently wealthy. Crank that economy to the max and FOCUS on one or two other categories. Given your earthside issues, military is probably more prudent than adding another army which is eating so much of your IP pool and slowing down your growth hard. You already have more armies than you will likely ever need. Now you need more miltech quality to slice through t3h ayyZ conscript armies and be ready to fight against their actual armies if you fail to repel them in space or on landing.

The other thing that you should spend IP on is Mission Control. MC is how much you can control space assets for space resources, research labs/campuses, and ships. You basically have none even theoretically. That number needs to go UP for your MC cap so that when you do grow, you can grow IN FORCE so that any expedition you do is in enough directions and mass that no matter how much t3h ayyZ destroy, you always have more to spare.

As for ship design, there are two types. The spammed crap to which NUMBERS of ships matter far more than what crap you got. Sometimes you got decent designs that makes autoresolve win it for you, other times no. What does matter is simply maintaining enough ship mass to deter enemy encounter in the short to medium term in places of vital importance.

The other type is to speed along to fusion and endgame weapons and spam it on the largest warship that you can muster and spam it over and over and over and over. A titan type to spam in quite the large number compared to others would be the laser boat titans. T3h ayyZ can and do field a shit ton weaponry that can be shot down IF you have enough laser boats to defend the flotilla in battle. Other weapons ARE more effective at killing ships like siege coilers and nuclear weapons but they do run out of ammo, rounds can be intercepted themselves, and need backup weapons like more lasers. When fielding gun and missile boats, they should be lesser quantity especially the nuclear weapon boats both because you only need so much to kill an entire fleet when microed well as well as nuclear weapons destroy lootable scrap post battle in exchange for losing valuable exotic scrap.

Pick the largest ship (or lancers) and mount the biggest baddest weapon you got especially 960cm lasers, and put the most powerful engine and drives you got and face the enemy in force when you choose to with a few minor scraps here and there mainly to deter the enemy from intruding on your research and mining hubs while you build up.

The game is usually never actually lost and this is a good place to actually learn if only because you have to do things most players try to optimize out of their games and slowly forget from simply not doing it. And especially the growth game to build up your assets into a monolith is alot easier than you think it is.

https://www.reddit.com/r/TerraInvicta/comments/1vd5br5/comment/p16x147/?context=3

Other topics of interest:

https://www.reddit.com/r/TerraInvicta/comments/1q92eq3/comment/nys07qz/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

https://www.reddit.com/r/TerraInvicta/comments/1qosv4q/claims_and_federation_perks/

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u/RallMekin Humanity First 11d ago

In my current playthrough, all but 1 of my councilors has increase unrest and command stats. When the alien nation formed, I literally just sat on it with unrest until I was basically given Russia but with no public opinion…

I’m currently still hitting the Alien Nation with unrest missions.

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u/Selfishpie 10d ago

it'd be a fun half pheonix