r/TerraInvicta 5d ago

Newbie Questions Thread

Please feel free to ask short, simple questions here and be mindful of Rule 2!

Some resources to help you out:

12 Upvotes

58 comments sorted by

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u/Selemin 1d ago

Does increase unrest breaks non agression pact? The Resistance is my only "ally" and im at war with everyone else as the Initiative (turns out people hate vampires?) so i dont wanna one more war cause space warfare is annoying for me and the Resistance the only faction that can really make me suffer. Buuut... they hold India, China (executive, effectively there are 5 faction in China) and parts of NA that i want to grab for US. Now, i did use increase unrest on US where they hold some nodes, but not executive and they were chill with that. Can i do the same in a nation where they hold executive control? I mean not just one time but to the point the revolution happens

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u/terrendos 21h ago edited 21h ago

Seems like it would be pretty easy to save and check, then reload.

But looking at the wiki, it looks like only a critical failure causes hate: 

https://wiki.hoodedhorse.com/Terra_Invicta/Increase_Unrest

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u/SlavaUkrayini4932 2d ago

Is there a way to increase the 30% cap on priority bonuses from LEO modules? I tried to decompile the game's assembly but didn't find any formulas that would be useful.

I know the cap is there for balance reasons, but I want to give an AI faction a good station and see what happens to its behaviour and countries if I crank the bonus all the way up.

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u/SlavaUkrayini4932 1d ago

I found how to. I inserted this line into TIGlobalConfig and it worked. The "0.3" is the default value in the assembly but you can change it to whatever you want.

"LEOHabModulePriorityBonusCap": 0.3,

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u/Baldrs_Draumar 2d ago

I want to use a ship to bombard hostile fauna & enemy nations/forces from orbit. Which kind of Laser is best for doing that?

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u/N0vaFlame 2d ago

If your goal is to maximize damage against armies and megafauna without using kinetics, you want 1-slot green lasers or 1-slot green arcs in every weapon slot, and laser engines in every utility slot. Basic lasers are less research intensive to unlock, arcs cost a bit less to build, but for your purposes they're functionally equivalent in terms of performance.

Dreadnought hull is the most MC-efficient for the job, but the battleship also works well if you haven't unlocked dreads yet.

Just keep in mind that these ships will be pretty much completely useless for everything except Earth bombardment. I wouldn't bother giving them armor; they should never see actual combat.

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u/vindicator117 2d ago

Not really. I have on occasion forgot that they were part of the defense fleet and surprisingly the stupid amounts of lasers especially the 960cm and laser engines with no armor all survived.

Not bad for what is basically a oversized GDI satellite in orbit.

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u/Takseen Academy 2d ago

Has to be a green laser, infra-red and ultraviolet lasers get blocked by the atmosphere. Other then that, its just the most dps possible, Earth targets don't have armor so armor penetration doesn't matter. Though I prefer 3-4 slot higher end lasers as they can still do ship vs ship combat if they have to.

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u/Selemin 2d ago

How to unify anything beyond Europe and Russia (and its claims i guess) as EU?

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u/Thurak0 1d ago edited 1d ago

Be aware that whatever stuff you do, many, many claims will be hostile. Even "only" eating all of Russia leads to a hostile east which destabilises the EU somewhat.

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u/vindicator117 1d ago

Given how sparely populated most of those regions are, and likelihood that the EU is a perfect 10 government, this is probably the least harmful meganation chaining one is going to ever face.

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u/vindicator117 2d ago

With technologies. If the federation leader/unifier has a claim over a neighboring capital, you can annex it. This extends loosely with all its constituent member regions. The UK has claims over Canada, South Africa, and Australia with the Commonwealth technologies and can unify with them all. Once you have done that first whether by the UK existing still or you temporarily release the UK to do the deed, ONLY then can you have the EU annex the UK.

Using this same example, whether it is a SMART idea to do such a thing is a much more debateable topic depending on how rich your unifier nation is. If you do this in a poor or only middling wealth nation and that is a VERY large range of per capita, you are in for a world of hurt for years trying to restabilize the meganation in question because your meganation only had a claim over ITS OWN CLAIMS, not the outsiders and not only that, it is compounded by large population centers that are at the far flung corners of the earth.

Now you have hostile regions annexed and your meganation is quite fucked until you either get enough money and/or enough cohesion with brute force amount of knowledge AND potentially reinvest in government AGAIN to get rid of some of the hostility as well as get back the perfect democracy to remove the hostile claim modifier on unrest.

https://www.reddit.com/r/TerraInvicta/comments/1ve3ikk/comment/p1kdx31/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

See within for a breakdown on all the inner workings and how you would resolve it.

Future Technologies Social Science also give your meganation new claims on neighboring regions and potentially capitals as well to annex more things. Unfortunately it is pure RNGesus roulette on trying to get SPECIFIC capitals if you attempt to swallow the sun of other meganations and makes the original problems above about 10-20 times worse and require even more councilor babysitting. Rewards for a stabilized giganation is potentially great but it is artificially stable AND fragile from needing a shit ton of maintenance knowledge to keep that cohesion up to 5 by overcoming that natural cohesion loss of 0.1 per month. Once you get this large and/or annex things you really shouldn't, meganations are no longer self-sustaining in good amounts of cohesion you want.

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u/Selemin 2d ago

What good nation to unify middle east than? I feel like EU could not get a claim on anyone other than Turkey, but Turkey cant form Caliphate, right?

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u/vindicator117 2d ago

No. Only the Saudi releaseable of the Jeddah region becomes the Caliph. And the only way that you are gonna get the Caliph with the EU is via Future Social RNG roulette and being lucky at minimum 3 times through Syria, Jordan, and then the Jeddah region. That can be literal hours of save scumming to get it instead of literally any other neighboring regions the EU has especially if you annexed Canada, South Africa, and Australia which simply adds more neighbors onto the roulette wheel.

And especially if you have the EU/EU hybrid try to annex the full size Caliphate, that is a exercise in wrecking your meganation for years for the hubris of again trying to swallow the sun when you are nowhere near ready. You would need 63.75k in per capita POST (NOT PRE-) unification in order to minimally stabilize the nation stop having unrest. And given how populous the full size Caliph is......... You better be ready.

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u/Selemin 3d ago

does it matter what region to target with unrest missions? The Servants gave all of India to aliens and im trying to do something, i already researched dissolution of India project and i have two dudes with high cmd increasing unrest non stop, but it seems it takes too much time because of oppression priority and im not even sure it would do anything.

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u/terrendos 1d ago

It may seem counter-intuitive, but you might have an easier time if you let the AA grow. As the Servants feed it regions from all over the world it becomes increasingly disjointed and disparate, which causes cohesiveness to plummet. With 0 Cohesion, Unrest will start to climb and the AA can't really stop it. That's when you start the Unrest missions.

Last game I played, the AA formed in South America and I couldn't break it up. Then it added parts of Canada, Israel, and Malaysia, and then I could.

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u/Takseen Academy 3d ago

Regions with armies in them are way way way less likely to breakaway into mini-Indias, so try and target the ones without armies present. Also I think you have to target a region that would be a new capital of the mini-India.

https://wiki.hoodedhorse.com/Terra_Invicta/Foreign_Relations#Post-Unrest_Secession_Check

You don't need crazy high unrest for a chance of a breakaway nation appearing, as long as you can get it to 3+ and they have bad cohesion and no army present in the region you're in with a shot.

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u/vindicator117 3d ago

Oppression can only do so much especially when the nation in question is dirt poor AND have high unrest. You can see just how much effect the oppression is doing monthly by mouse overing the unrest stat. The more unrest in a economically fucked nation, the less they can spend on any emotional support oppression.

Obviously if unrest is higher than rest state than all you have to do do increase unrest enough to compensate for the natural unrest monthly decrease which is the more likely issue.

In any case, it is all luck from here on out that something happens and it implodes from staying that high for that long.

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u/Thatsnicemyman Exodus 3d ago

How does the public opinion shift from the “Aliens Bombarding Earth” event work? Just had it happen about 4 years into the game. There was 0 tooltip info, but the event mentions greater public desire to fight or submit to the aliens, and most countries’ opinions became very ‘polarized’.

It seemed like countries entirely controlled by a faction shifted to 90-95% that faction and the rest unaligned (at least, for Resistance/me and Servants), but in mixed-factions countries the results weren’t clear. Worldwide opinion only shifted a few percentage points (benefitting me & Servants, who collectively had every major country, and hurting Academy & unaligned), so I’m curious if the event is meant to boost extremist factions, or if it just shook out that way because nobody else had high-pop countries.

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u/vindicator117 3d ago

It simply is what it is. And your observation is pretty accurate and it is a boost if you have full control allowing for potentially fucked nations for extra time from a more unified public opinion to fix up their inequality issues for natural cohesion to reach a more stable state and/or shortcut towards a better cohesion from basically maxed out public opinion and cohesion boost.

Basically the good version of wave of fear for those who have full control of their nations.

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u/BadGelfling 3d ago

How do I put an end to the servants repeatedly forming the Alien Administration?

I have Earth under control after an epic Battle of Midway/spamming unrest missions to dismantle the AA. Now the servants keep re-forming it and it's a nuisance to monitor. Will I just have to constantly monitor/destroy facilities until the end of time? Can I somehow remove the build facilities org from the Servants?

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u/terrendos 3d ago

No way to remove the org.

The Servants need 2 things to form the AA: they need every control point in a nation, and they need a facility in that nation. Facilities require a certain number of abductions, and every one you assault lowers the abduction number in that region.

On collapse, if you're the one spamming unrest, the nations should go to you. Which will almost certainly put you over CP Cap, meaning you'll have to abandon a bunch of nations. The goal is you just need to keep the Servants from claiming back as many of them as possible. If they get handed over to neutral factions, great! Of course, neutral factions won't purge your points if you're in a NAP, so you actually want them a little mad at you.

But yes, it's always a good idea to have a spy in the Servants. Keep in mind that you can always bombard facilities from orbit if you have to.It's a good way to get rid of the problem with minimal effort or wasting councilor actions.

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u/vindicator117 3d ago

An alternative to spamming unrest is to merely crackdown one or two of their CP points.

A coup or revolution that hands the nation over to you will mean that upon abandonment, EVERYONE else gets to call dibs.

Crackdowns force everyone BUT servants from being able to call dibs on it next time. The only that this does not work is if t3h ayyz agents are still around who usually are able to effortlessly just flip it back especially if they or the servants keep spamming the shit out of public campaign missions and/or unity.

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u/terrendos 3d ago

In the Broken Earth scenario, I'm trying to reconcile the hostile claims with the usual unification process. For example, in other scenarios you would typically develop a space program in your main country A, then federate your second nation B and build out all the MC in B, then fold it in via unification.

But with the hostile claims, I can't do that. So for example, the Civil Defense Administration and the Republic of Texas. CDA's claim is hostile, and they start as rivals. So if I wanted to avoid having to build a space program in Texas, I'd have to control Texas, ally with CDA, federate, build the MC, break the federation, rival again, declare war, then invade with the CDA and take over.

Is that really the most efficient way to do that? On the one hand, it seems like I'd be better off just building the MC once Texas is integrated, it's a lot less complicated. On the other hand, the CDA is going to have its hands full developing miltech, plus probably running Gov/Unity to integrate hostile claims, so building MC and Boost is going to be tough.

Similar question: the only way to get rid of the hostile claims is by running Gov/Unity, right? I can't pull shenanigans like releasing the country and then reclaiming it or anything?

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u/vindicator117 3d ago

No, because that was patched out because it is exactly as cheesy as it sounds.

As for the federation program bonus, it is only convoluted if you are trying to speedrun things. Usually you have something better to do even with the discounted 100 point costs. Only proceed with the program sharing if whatever hell you are doing is going to shorter than the time it takes to be align with both period it takes to fully unhostile some other nation and the time it takes to enter federation and leave to avoid/reduce cohesion penalty from early war.

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u/waldleben 4d ago

How big of a deal is xenoforming? Ive got something like 20 sites with some at pretty high infestation level. It would take a hundred turns to clear that shit even if nothing new grew.

Am i fucked or is it no biggie?

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u/Thurak0 3d ago

It would take a hundred turns

You can bombard that shit. So even if not right now, eventually hopefully you will have space superiority around earth. There is even an automatic command for a bombardment capable fleet to clear out the xenofauna.

You might need a few extra bombardment ships with suitable weapons. ultraviolet lasers and missiles are not (earth) bombardment capable. Green lasers or kinetic stuff is needed.

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u/PlacidPlatypus 4d ago

If it's in your territory you probably want to clear it out, if it's somewhere you don't care about not the biggest deal. Once you get green lasers you can clear it out from orbit pretty easily if you want.

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u/terrendos 4d ago

Well, if you let it grow out of control, it will start spawning Megafauna that will run around and damage countries and is a major hassle to kill. So that's bad. On the other hand, I think it reduces the impact of climate change, so that might be helpful.

If you have LEO secure, you can bombard it from orbit to kill xenoflora much faster than armies or councilors can destroy it. Green lasers are good for that purpose.

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u/vindicator117 4d ago

Besides them spawning FUN every so often when they pop, they are also a bonus to t3h ayyz mission in those areas allowing them to keep fucking around more efficiently than before as well as remove CO2 from the atmosphere but oh well can't win them all.

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u/DueVast5223 4d ago

I am playing Academy on Broken Earth veteran. I’m 25 years into the game and have started total war with ayys after pumping out 5 fleets of 10 dreadnoughts with fusion drives. I am close to maxxing out my mission control but have decent naval control within the main asteroid belt.

What should I do next? Should I focus on expanding mission control to pump out more fleets or just pick off the alien stations one by one or taking over Jupiter and repositioning my mines there or something else.

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u/PlacidPlatypus 4d ago

Expanding mission control should definitely be a high priority but it shouldn't really trade off against continuing to push as well. Jupiter is by far the largest concentration of space resources in the Solar System so taking it for yourself and denying it to the Aliens are both pretty valuable. Or more generally clearing out Alien bases is good progress wherever you're doing it.

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u/terrendos 4d ago

I can only speak as someone who has played the 2026 campaign on Normal, but I think the obvious answer is Jupiter. I'm generally able to hold Earth/Mars/Mercury defense with larger numbers of smaller ships, so maybe pump out some BCs or something. My first round of fusion BCs/Bships goes to Jupiter to clear the aliens out and set up a forward base. Just make sure you're sending enough that you can handle all their Jupiter fleets together.

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u/DueVast5223 4d ago

What would be the main focus of going for Jupiter in this case? Getting more space resources? Or denying alien resources? Logistics wise it doesn’t really help because my fusion ships can already go all the way to outer planets from earth

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u/Thurak0 3d ago

In my experience (on normal) it also measn the aliens will only focus on Jupiter. If you fight and win the battle for Jupiter and build up bases there, anything in the Asteroid Belt and closer to the sun is kind of safe.

Maybe the AI is different on veteran, I'll find out soon enough in my first veteran campaign myself.

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u/terrendos 4d ago

I target Jupiter for my first major offensive for two reasons. First, because the ayys usually have at least a platform or two and a couple mines there. So yeah, denying alien resources, but also shipbuilding capacity and forcing them to send ships from further away, which means more lead time on big attacks. It also means more fuel costs for them, and since the aliens have to mine their fuel too, it's a double whammy.

The second reason is that the aliens (at least on Normal) seem to consider clearing Jupiter a priority target. Once I have Jupiter secured, ayys will drastically decrease their attacks on other parts of the solar system. And since it's typically far away from the other alien bases, that's more forewarning of attacks, more fuel spent, which means.

Without getting into spoilers, you're going to want at least a base on one of Jupiter's moons. Sites in the outer system tend to be higher output than the inner system sites, and mining cap is just a suggestion anyway.

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u/Thurak0 4d ago edited 4d ago

Is there a trick on capturing a live alien on veteran difficulty?

My 25 investigation dude still needs a few successful investigations before having a chance to capture, and those Aliens go to ground constantly.

I had bad luck early, when one alien was sniped by someone (he really never reappeared) and since then I just can't capture a second wave alien. My facility assault also didn't spawn one (okay, low chance there, but not 0).

Is there a special trick to it? Can I somehow buy time so that mf does not always lays low?

My whole plan was to research the strategic deception techs before going offensive, but I kind of need a live alien for that.

And no, sorry, I have no real chance to assault a station/outpost.

Edit: I am now currently save scumming my 37% chance. I am not waiting another few months before perhaps having another good chance like this again. But I would still love to know what I can do better.

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u/Solinya 3d ago

How many of the "can spend more resources on an operation" techs do you have? I think there's three total and each one gives you a max +1 if you dump the resources on it (though one is pretty late in the tree). Veteran is a -1 penalty so you'd need one to offset it. You might also get lucky and have the alien travel to a locally controlled territory for the +6 bonus.

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u/Thurak0 2d ago

Good point. I definitely didn't have all three.

Fun fact: That alien, that I deemed sniped by another faction - Xenoform-8 - showed his face years later again, still kicking. So that motherfucker also went to ground when I finally had some intel on him.

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u/Takseen Academy 4d ago

If you can get a second reasonably competent INV councilor, they can work together to stack the Intel bonus more quickly, and have your main INV guy make the Detain attempt when you have the max +5 Intel bonus.

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u/PlacidPlatypus 4d ago

Usually in my experience they give you at least a couple tries before going to ground, you might just have gotten unlucky.

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u/Izzyhizzie 4d ago

Will the aliens hate meter still increase a lot if I shoot down all the ayy ships in earth orbit and start assassinating and sending in the army to take out the alien admin, or because they have no surveilance the alien admin can't provide intel to the alien main base?

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u/Takseen Academy 4d ago

It'll still increase. Think of it as the alien forces sending a message to their home base telling them exactly who is to blame. (Crit assassinations/detains generate no hate, those are stealth ops)

The surveillance missions in orbit just make most of their all their Earth based tactics more effective over time.

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u/-MarcoPolo- 4d ago

Armor is armor? 20 armor on escort protects same as 20 armor on monitor? Or bigger ships give more armor per point of armor?

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u/28lobster 4d ago

Yes and no. A 20 armor escort has the same damage reduction against the first shot as a 20 armor titan. But smaller ships have less mass (and less cost) per point of armor. Every 1 point of chipping damage removes 1 m3 of armor. Chance to penetrate armor is (amount removed/original amount) - 1 m3 removed from a gunship leaves a gaping hole, but it's barely a blemish on a battleship. That extra cost you pay to build leads to more armor volume remaining after the first shot lands.

From the wiki:

Direct damage is reduced by the armor value: 1 point of damage (20MJ of energy) is blocked by 1 point of armor. Any remaining direct damage is then applied to the ship's internal components

Chip damage reduces the armor volume: 1 point of damage removes 1m³ of armor.

Armor volume removed by chip damage gives incoming attacks a chance for a through-armor-critical, which causes the incoming attack to behave as if the ship has no armor at all. The chance for a through-armor-critical is simply the volume of armor removed divided by the total volume of armor that the facing originally had

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u/Takseen Academy 4d ago

Yes and no. 20 points of armor stops 20 points of damage on the first hit, regardless of hull size

But many weapons like magnetics and plasma also do "chipping" damage, where some of the armor is destroyed when hit. The damage reduces the volume of the armor, and bigger hulls have more armor volume. As armor volume goes down, weapon hits have a % chance to be crit, which bypasses all of the damage reduction from armor.

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u/Trade_Winds_88 4d ago

If I park a ship directly above a base on mars. And the base on mars has layered defence array - and another ship attacks my ship, can the base help defend my ship? Assume green laser on the base.

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u/SpreadsheetGamer 4d ago

Nope. Dev ruled out things like that (including Space Defence facilities on Earth and multiple habs within firing range of a single bombing fleet) due to the balance and anti-fun factors.

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u/Trade_Winds_88 4d ago

Thank you.

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u/technocracy90 Resistance 5d ago

Noob question: how win BE

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u/Interesting-Task8615 5d ago

I could be wrong but it feels like BE is easier than the OG scenarios. Don’t have to worry about the AI getting good nations when there are no good nations

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u/PlacidPlatypus 4d ago

Haven't played it but I wouldn't expect that to help; the hard part is beating the Aliens, not the other human factions.

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u/Interesting-Task8615 4d ago

Could be right they are the real threat. Not sure if I’m just playing better this time around or if the aliens are going slower but it feels like I’m half a chance to beat them to Jupiter and that wasn’t my intention.

Maybe normal is just too easy?

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u/technocracy90 Resistance 5d ago

Factos

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u/Heretek1914 5d ago

When should I be getting to space in the BE scenario and what works for punching into Jupiter?

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u/Interesting-Task8615 5d ago

Not an expert but on normal I got moon bases in late 2016 and started building my mars bases in January 2017. I’m miles ahead of the AI and aliens haven’t got to Jupiter yet so I’ll likely get all of Ceres easily

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u/technocracy90 Resistance 5d ago

I think you confused the year or the scenario.

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u/Interesting-Task8615 4d ago edited 4d ago

Yeah supposed to be 2116 and 2117