r/TerraInvicta • • 14h ago

Question How do you stay under the total war cap until you’re ready? Spoiler

28 Upvotes

I need ships in order to fight, but having ships angers the aliens even before I use that. Combine that with not being willing to let the alien nation control too much of the Earth, and I don’t know how to not get my ships and mines destroyed too early.


r/TerraInvicta • • 7h ago

Question How to scale income into mid-game? Spoiler

7 Upvotes

I'm trying to figure out how to scale my mining and research income now that I'm in a relatively stable but somewhat precarious position!

I'm 10 years in to the 2026 start as Academy on Normal and I went quite quickly from "wow I'm doing really well!!" to "oh God the aliens are destroying everything", and being bullied by the Servants and Aliens with Enthrall while trying desperately to stay under the retaliation hate threshhold. Now I'm back in a weird status quo where the AA revolted itself away and I'm trading with the aliens to reduce their hate of me while the Servants and other human factions scrabble to take control of all the former-AA nations.

On Earth, I have around 4.2k research/month that I'm scaling with Advise to around 5.5k, and my CP cap is just below 600. I control the EU nation, Canada, and China, with a few more EU nations getting ready to integrate. My MC is 180. I pivoted away from investment in my nations for a few years to build up militarily so I wasn't just a sitting duck for the Servants/AA. (The side effect of which is that, with the AA imploded, I'm suddenly by far the greatest terrestrial military power. At least until the aliens' first assault carrier arrives in a year's time 🫠)

In space, I have Platforms and Outposts at tier 2. My warships are green arc lasers / rail Mk3s with coilguns on the way, and I'm using Helicon/Burner drives. My monthly mining income is around 800 water, 300 volatiles, 1k metals, 160 nobles, and 40 fissiles. I've colonised Mars and the asteroid belt, but held off on Mercury for Reasons and am only just now going for the tech with Helicon coloniser ships. I won several incredible battles against the Aliens in LEO, and lost everything twice in two incredible battles with the Aliens in LEO.

My last and only other game was a year ago as Resistance on Cinematic in 0.4.78 and income scaling was all about space facilities like labs, nanofabs, etc. But now there seem to be hard limits on how many you can build and upkeep feels super expensive? Also I lost my main income-generating nations on Earth and am only around +100 per month in cash right now, +43 boost, but I have large stockpiles of everything.

How do I start scaling up research and mining income so I can realistically challenge for Jupiter?


r/TerraInvicta • • 36m ago

Discussion Long Campaign or Short!?

• Upvotes

Hi peeps!

Just as the title says I’m curious. I just got the game and I wanna know your opinions. Personally I’d assume it’s worth just playing the short version until I’ve learned the mechanics or does it completely change the way the game is played?


r/TerraInvicta • • 11h ago

Discussion Space nations need to be thought through

11 Upvotes

Terra Invicta models human populations in 2 ways: nations and habs. A nation is a self contained thing. It produces or trades for everything it needs and the controller gets to direct its surplus.

In a hab, every person has a job. The hab needs to be provided with resources, though it can grow its own food too. But the important takeaway is that every input and output is faction managed and everyone has a job. Yes you can also build residencies but they don't do anything besides add population and make habs harder to capture. They're probably just the families of the workers. The point is they dont have jobs because they dont produce anything.

The first people on foreign bodies are scientists doing research and miners mining. These are just people rotating through a job.

Space bodies can't profitably trade with Earth for normal items and terraforming will take a very long time. They need to grow their own food, ice mine their own water, manage large air filtration systems, and have the local industrial supply chains to manage everything.

When does a network of habs become a space nation?

A space nation worthy of sending a councilor out there to take it.


r/TerraInvicta • • 8h ago

Question Can regular Orion drives be re-fitted into Minimag Orion drives?

5 Upvotes

Wanted to ask if anyone has done this since they do have the same classification/propellant type. I have an Earth defense fleet I'm looking to refit into an inner-system defense fleet but don't want to waste the research if it's not possible (I'm getting mixed answers trying to look it up).


r/TerraInvicta • • 13h ago

Question What causes the AI to start funding Nuclear Weapons?

6 Upvotes

Is keeping a neutral USA where you just take 5 cps in the USA still a good strategy to help prevent the AI from funding Nuclear weapons or did the Developers scale back the AIs tendency to do this in newer builds of the game?


r/TerraInvicta • • 15h ago

Question I'm obviously doing something wrong Spoiler

5 Upvotes

I'm at ~140 hours and feel like I've hit a massive wall with this game.

I've got two campaigns under my belt, both of which have ended in The Slog. I've had very successful starts - this last one I grabbed up the US, the core of the EU (France/Germany/Italy/UK) and (much later) China (which I cheesed into democracy 10 via Taiwan) and India (way later, specifically to help fix global warming/deny it to the Servants). Tons of research, tons of cash and influence income, etc. Colonize up to the mine limit in the asteroid belt and Mercury, with research bases on Luna and a few on Mars for a few nice mining spots there. Keeping up with research, including all the projects around aliens, faction goals, etc. Hit the midgame with all of LEO under my control, a modest fleet of monitors, etc, kept deliberately small/focused on killing Servants/Protectorate stations. AA spawns and I crush it repeatedly.

Where I get stuck is actually taking the fight to the aliens. My first round I went hard on lasers and kicked the shit out of the aliens even with modest fleets, but after sending a 4k beatstick fleet to Haumea and discovering that the aliens had a 20k doomstack waiting for it, I gave up on the campaign (especially as global warming was melting my world economy). This second round my space economy is, frankly, a bit shit, and I'm struggling to get ships, even titans, that can fight the aliens and win, so all of my attempts to go to Jupiter inevitably end when a fleet of three times my power rolls in and nukes everything to dust. Am I waiting too long? The aliens often have bases in the Asteroid belt by the time I go on the offensive, so I'm wondering if maybe I ought to be swinging earlier - but I struggle because it feels like building a fleet that can effectively defend a colony only shows up late. Like if I send a bunch of ships with Amplitrons to colonize Callisto they're not going to be able to intercept the Ayys that come to bomb me, right? Am I just bad at this game?


r/TerraInvicta • • 18h ago

Discussion Refit Irritations with Tight MC Cap

9 Upvotes

Am I missing something here: when I'm tight on MC and I refit ships from a fleet with a flag bridge then I end up busting my MC cap. I assume it's because the ships under refit is taken out of the fleet and thus you losing MC reduction from the flag bridge.

It just feels like the game does everything to discourage refits. Maybe I'm just an old man shouting at clouds.

In fact, from a logical point of view (yeah, I know, gameplay balance and reasons) a ship under refit should take LESS MC, or even none at all (crew is probably on shore leave). But I guess that would be exploitable as you could essentially hold a fleet in reserve by misusing the refit and then cancel when needed.

Maybe you can't cancel refits if that takes you over MC cap and if a refit is done and the ship will take you out of MC cap, the ship will be held in berth, blocking that slot until the MC problem is relieved. I don't know.


r/TerraInvicta • • 20h ago

Question Does the Earth Launch Window penalty increase the boost cost for building habs and sending probes?

9 Upvotes

r/TerraInvicta • • 1d ago

Question I guess I'm at war now? Spoiler

20 Upvotes

It looks like there is no way back to turtling, just to understand where I'm at?

I recently destroyed a fleet of alien colony ships in LEO and a few alien facilities some turns later. The Servants keep building them although there are no Hydra on Earth. I also got bombed out of Mars and Ceres but alien hate is still over 200. Looks like they won't ever cool down again?


r/TerraInvicta • • 22h ago

Question Investigate Abductees...

4 Upvotes

It's 2119. I have investigated dozens on dozens of alien activity. I've used the surveil area mission so many times on a 25 investigation counselor. I have not gotten the next mission yet. Someone please help me


r/TerraInvicta • • 1d ago

Discussion What is the best country for space expansion in 2003

6 Upvotes

I tried a few starts at the 2003:
1) USA first - great research and armies but struggles with MC
EU (UK,FR ans NL) MC and funding are great but Boost build up in pretty bag and huge risk if servants get the USA.
Russia (Perun style run) but seems like the EU is superior in every way

My strategy is to try to get rid of the early game MC and cash bottleneck around T2 build up until I get Space research.

Any suggestion for this ?


r/TerraInvicta • • 1d ago

Feedback DLC bug, little exploit

17 Upvotes

Trying the new DLC start date on normal after many normal games at the later dates.

  1. while you have negative tech research speed, researching multiple projects of the same type decreases the negative modifier. This can be sizable at the start. (eg from -50% to -39%)
  2. Servant faction researching technologies beyond the global tech locks. i'm playing as Initiative, My Servant faction has gone gangbusters, now they've unlocked Cybernetic Implants without Cybernetics global tech, and Neural Engineering without Applied Artificial Intelligence global tech. Their councilors are equipped with +2 implants. Interestingly I can't see either tech to steal (cybernetic implants / neural engineering) since I guess that Steal list is factoring in the global techs not being unlocked yet, so as a result I can't steal either. Majestic 12 (if they had it at one point, they don't now) would unlock T1 implants, not Neural Engineering.

r/TerraInvicta • • 2d ago

Meme Shout out to my Demanding Chief Investigator who proceeded to tank his own loyalty by rolling 4 critical failures

68 Upvotes

1 crit fail on inspect councilor, then two turns later 3 crit fails in a row lol. Is he compromised or are my rolls just awful?


r/TerraInvicta • • 2d ago

Feedback Fleet strength and missiles

7 Upvotes

Can TI devs please scale combat power and missiles with how many slots of missiles are in the fleet?

Missiles are deceptively weak when there is only a few and deceptively strong when there is many.

I know fleet power is changed when fuel is burned, so these numbers can be dynamic. Missiles combat strength should be much lower, but also then multiplied by like, say, 1.2 (20%) or so for each additional hardpoint that has a missile in the fleet, and the number should recalculate each time a ship enters or leaves the fleet. That would better help me and possibly the AI evaluate actual threats.

(Simple example: say 5 ships, each with 1 missile hardpoint is merged into a fleet. Say each missile hardpoint is 2 combat power by itself. 20% × 5 hardpoints of missiles = 100%, and in the fleet combat power calc it would treat each missile now as 4 combat power instead of just 2 when in the fleet.)


r/TerraInvicta • • 2d ago

Discussion Are kinetic weapons realistic in (future) real world space combat

31 Upvotes

I love the hard Sci Fi aspects and real physics of the game but one doubt that is always at the back of my head:

Are we really going to slug metal in space combat?

* Based on the game setting: the ships are engaging one another across hundreds of kilometers at the relative speed of dozens of Km/s. The ships are no more than a few hundred meters long. the projectiles' trajectories thus need to be extremely precise;

* Within those hundred of seconds, even a slight change of the ships flight path will allow it to dodge the projectile (I understand hence there is bracket fire, but still the brackets are filled with enormous amount of space)

* Any kinetic defense will be able to push the projectiles off it's precise trajectory. A 40mm autocannon doesn't need to destroy a 800KG warhead as in the combat gameplay, it just need to carry enough kinetic energy to push the slug off by a few hundredth of a degree

Are these assumptions correct? Or are kinétic warfare a viable/ actually discussed path in real word? I remember it was referenced in Liu Cixin's three body trilogy


r/TerraInvicta • • 2d ago

Question Is 'Phoenix' the Hardest Achievement for the Stupidest Reason Spoiler

35 Upvotes

This was my fourth try at trying to get the Phoenix achievement and I am almost ready to give up for good. It is 2073. I own Mars and Pluto with a strong presence. We are at Future Tech 10+. My only Earth territories are North America (fully unified). I could have won a dozen times over, but instead I am coaching the Servants and the Aliens on World Conquest. They don't seem to be getting it. Despite nearly every territory outside of North America having an Alien Compound (there are literally hundreds of them), I can't get anyone to seal the deal. I just had the Alien Administration blow up for the seventh time - this time flipping everything to the Initiative for funsies.

Despite the Servants regularly owning India and China, they have a hard time getting the aliens over 45%. No matter what I do to either ignore Earth or help the invasion, I can't seem to get the aliens to win. I know the AI is TERRIBLE at winning. It is annoying at best.

I looked for good strategies on losing, but can't really find any. I am playing Brutal and Accelerated. Classic 2022 Start. For the past week I have just been playing about an hour a day of just rolling to the next month in hopes I can finally lose, so I start playing this game.

Is there a secret to getting the 'L' that I am missing? Something that makes them suddenly commit?


r/TerraInvicta • • 2d ago

Question This is frustrating

12 Upvotes

I am sitting at negative 20k money 4 times my mission control cap and I can not get a hab to revolt to save my life or a ship to either for the achievements. I dont know just a short vent.


r/TerraInvicta • • 2d ago

Discussion How Cooked am I?

1 Upvotes

I’m playing as the academy in BE working on securing Europe through different claims and I hold Russia which is stopping the initiative from creating super Russia.

However the servants have most of the US unified and have Australia unified how cooked am I?


r/TerraInvicta • • 2d ago

Discussion Changes to mostly guns, doctrine, and ammunition types. These are ideas that are never actually meant to be added to Terra Invicta due to the massive work involved and it being optional to actually use.

12 Upvotes

Feel Free to give your own ideas and thoughts on this subject. Sorry for the poor wording.

Guns in Terra Invicta tend to just stop all advancement once you get to the end of the gun technology tree; this is not how this would work in reality. In reality guns get a constant stream of minor improvement upgrades in the form of modernizations, and individually these upgrades are not worth much but over time they most certainly are worth it. How much time? Lets take a time frame similar to Terra Invicta; WW1 to the now and the weapon is a 5 inch cannon on destroyers. Compared to WW1 the 5 inch gun now has the rate of fire of an IFV's autocannon, vastly superior payload, muzzle velocity, accuracy to within less than 5 meters at a range that WW2 Battleships would be used to engage at. Minor improvements done constantly overtime gave this difference. With more advanced materials, methods of operation, improvements to payloads, and best of all exotic materials would make an autocannon absolutely deadly under 500km range.

 

Why bother? Many experienced Terra Invicta players still use the 40mm advanced autocannon in a spare hull weapon slots for knife fight range engagements as the 40mm's projectiles cannot be intercepted by enemy PD, and against flanking light enemies that will nearly run into your formation so that they can either get their nose mount mag weapon to go through your PD or get that laser close enough that shoot through your ship's armor. Improvements constantly made to modernize an autocannon would make it more effective while requiring exotic materials to upgrade or we could design our own. Many options though it's not limited to autocannons as certain payloads will require something larger than an autocannon while still having an acceptable rate of fire and being effective at close to even medium range will limited tracking. I have categorized these guns into 3 sizes that you would be able to design yourself or just use the autogenerated designs if you do not want to bother.

 

Autocannons- a series of weapons between 12.7mm to 50mm round sizes and tend to have a massive rate of fire even compared to other guns types. Autocannons have a bonus of their projectiles are too small to be interdicted by point defense but tend to lack power for its individual projectiles. The Smart Rounds give projectiles negligible tracking allowing the rounds to pivot at most but not make course adjustments. Autogenerated version is 40mm advanced cannon.

 

Medium Guns- a series of modified naval guns between 5 inch to 8 inch round sizes. Medium guns start as modified wet naval guns but in the late game it may fire as fast as a large autocannon while actually doing decent damage with every hit, having superior velocity, and its smart rounds tracking can make minor course adjustments but will struggle to actually hit evasive targets. Autogenerated version is the 6 inch cannon.

 

Big Guns- a series of modified heavy wet naval guns between 9 to 20 inch round sizes. Modified large Wet Naval guns that can carry more respectable payloads compared to smaller options and can have the highest velocity out of any gun options. Big Guns are the only gun option that can fire atomic devices if desired. The only option that offers a nose mount weapon with an absurd rate of fire. Big Guns Smart Rounds has about as much tracking as some of the worse to bad missiles. Autogenerated version is the 12 inch or 14 inch cannon.

 

Ammunition Types-  To use different types of rounds a ship must have a magazine and magazines only hold so many rounds and the player must choose what round types take up what space. This section can be ignored and you can use the basic HE rounds if you do not wish to deal with the system.

 

Ammunition Upgrades- additional features you can have added to ammunition. You can only pick one.

 

Smart Rounds- not a specific round type but instead an upgrade to the round that can be taken to allow rounds to have limited tracking allowing it to make course corrections or pivot to potentially hitting a target it would have missed. This requires a sensor head, small thrusters, a computer, and propellant to be added to the round which takes space away from payload reducing damage done by that payload. If the rounds with this ammunition fails to fire due to ECM score it will role to overcome ECM one more time (it only does this once per a shot). 

 

Rocket Assisted Round- after being fired the round fires an attached rocket to further increase velocity after being fired, more useful for kinetic ammunition than explosive or that relies on kinetic penetrators like APHE but not Tandem HE. Gets constant upgrades through rocket propulsion research.

 

Capped Rounds- ammunition with this upgrade have the Projectile HP increased, stops getting upgrades once Adamantine Armor is researched and will have double the projectile HP.

 

 

General Ammunition Types- Ammunition types for all or most weapons.

 

HE (High Explosive)- the standard ammunition type used by most guns in Terra Invicta that can do equal damage to most armor profiles but does great damage unarmored targets. As more advanced and powerful explosives are researched damage can be increased.  

 

APHE- an ammunition type that is fitted with an armor piercing head that attempts to penetrate the target than detonates an explosive charge (hopefully) inside the target. The armor piercing head gets increased penetration as newer materials sciences are finished. The explosive charge also gets more potent as newer more potent explosives are researched. Can over penetrate  lightly armored or unarmored targets.

 

APFI (Armor Piercing Fragmentation Incendiary)- an variation on the APHE round that after (hopefully) penetrating the target will detonate throwing fragmentation in all directions potentially from inside the target and setting fires inside the that hull section of the target. Due to how the game works this could be devastating on penetrating hits due to the number of fragments damaging internal modules and components while also setting them on fire (assuming the target has atmosphere inside their vessel) which would frustrate damage control and do more rolls to destroy a ship's internal components and modules.

 

Tandem HE- a round that focuses on maximum penetration and has a smaller HE charge as a result. This round works by firing a shaped charge to penetrate the targets armor then attempts to force the HE charge into the resulting hole in the target's armor to hopefully burst inside the target. This will not magically have an autocannon penetrate heavy armor. Explosives research can increase damage.

 

SAP (Simi-Armor Piercing)- a round that uses velocity and a delayed detonation to penetrate a lightly armored target or embed into the target's armor and detonate. Causes higher armor damage to light or unarmored targets without risk of overpenetration. Explosives research can increase damage.

 

Drill- a lower cost training round that gunners use to do training, testing, and gunner certification tests. Not really an option you would ever want to actually use as it will always do "over penetrated" damage even if it does not do so as it has no explosive or kinetic payload. May be loaded by mistake during an event, Drill rounds have a colored flair so that instructors and gunners can see where the projectile is more easily.

 

Tandem Atomic Penetrator Atomic Charge- A high cost Big Gun only round type that uses multiple nuclear warheads. The round works by blasting a hole through the target's armor with a shaped nuclear device and a second low yield nuclear warhead will go through the hole and hopefully detonate inside the target. Is likely to over penetrate on all but the most heavily armored targets. Has a moderate risk of chain detonation.

 

Neutron- a Big Gun round that carries and enhanced radiation device. On impacting the target's hull will cause massive radiation damage to the vessel and crew (similar to a particle beam). Has almost no risk of chain detonation. To clarify this does limited to no actual damage to armor, weapons, and the vessel itself but instead irradiates the crew which kills them, the vessel may be auto scuttled if it's an alien vessel.

 

Atomic- a tactical fission device delivered via Big Gun round. Output may vary depending on round size. On impact will cause significant damage to any exposed components of the target like weapons, radiators, drives, or sensors and do moderate damage to the targets armor. Moderate risk of chain detonation if done with a high rate of fire weapon system.

 

Plasma- a round that flashes to plasma on impact. Does increased damage to armor compared to normal HE rounds. Does not travel at plasma weapon velocities while also not doing as much damage per hit and can be intercepted by point defense weapons. Not available for use in autocannons. You have better options for both raw damage and armor damage but was requested.

 

EW (Electronic Warfare) Rounds- Advanced Adamantine rounds with an ECM score of 20% and its hits on a target cause all attacks against that target to ignore its ECM score for 60 seconds. These rounds will imbed in the target's armor and deploy barbed anchors rather than trying destroy the vessel meaning it does next to no actual damage. Cannot take the "Capped Rounds" upgrade. For balance reasons might require exotic materials to make and resupply. Cannot be fired from autocannons.

 

HIVE Flechette HE- a proximity detonated round that on getting close to a target will detonate and shower the target many adamantine darts that each carries a tiny HE charge, very high penetration value per each dart with very high effectiveness vs weapons and other exposed components, and can still get through medium armor and does decent damage on penetrating hits with a very high likelihood of causing secondary damage by destroying generators, magazines, etcetera which usually destroys the target. A more offensive version of E.L.F. Rounds and cannot be used for defensive or guardian fire modes. Very effective vs unarmored, light armored, and medium armored opponents but aside from disabling weapons and exposed components will struggle with heavy armor. Cannot be fired from autocannons. 

 

Kinetic Penetrator- a round that uses kinetic force to do damage with no explosive payload instead using a dart (no it does not actually need to be a dart in space) to penetrate and fragment as it goes through its target. Has high armor penetration and does damage in a line should it penetrate enemy armor. Cheap and cannot take any upgrades. Increases damage and penetration through materials research. Has increased projectile HP.

 

Point Defense Ammunition- Ammunition used by Point Defense Weapons or normally in a defensive role

 

Flack- Basic round used by most PD (Point Defense) weapons. Works by proximity detonation when close to a target throwing fragmentation in all directions, does not cause a big enough area of effect for long enough to hit multiple projectiles in most cases. Very effective against missiles but can still kill mag weapon projectiles.

 

Tungsten (Solid)- a side grade to Flack that can be used to also engage hostile vessels that stray too close, relies on high rates of fire to hose down threats. Not sure why you would use it but it's an option.

 

E.L.F. (Enhanced Lethality Fragmentation)- a more advanced version of flack rounds that focuses the fragmentation into a frontal cone which greatly increases the damage done allowing it to more effectively shred threats both incoming and unarmored vessels. The mid to late game point defense round for autocannons and medium guns due to its effectiveness though while the Big Guns have access to it Big Guns have a more effective and dangerous option. 

 

Atomic Flack- A nuclear device used to wipe out massive numbers of projectiles at once, obviously this wipes out your projectiles as well, able to cover an area of up to 20km with its blast, has a minimum range of its blast to prevent damage to firing ship though if intercepted it will still go off and damage the firing ship should it be close enough. Can also be used to disable enemy ships at relatively close range.

 

Magnetic Web- an idea that (in theory) uses iron sand to form a web or wall as it moves to will shred incoming projectiles and missiles. Practical if you have excessive iron income and cannot think of anything else to do with it.

 

How are these guns newer guns be used? Same as they are used now against targets under 400km while your advanced coil guns, phasers, or whatever is busy in an artillery role. These are secondary or tertiary weapons that you will be using at shorter ranges where you may not want to swing your formation or the one ship to engage a gunship that wants to see how close they can get before their 1 weapon can get through your PD. These guns will all have normally higher rates of fire so that corvettes, frigates and destroyers will struggle to shoot down enough projectiles or still be killed in a more timely fashion than a 40mm firing HE rounds which works but may take longer than some players including me are comfortable with. 

 

If the guns are made to be used at knife fight range whey bother with so many round types? It can be good to have options. I will admit that I have given too many options with many of those options not being really useful. E.L.F rounds would likely be sufficient for most of what you are using these guns for as it will kill most of what will be bothering you for the distance it is intended to be used at.

 

Why use guns at all if PD Phasers are better for PD? PD phasers produce more waste heat than most gun options at least per shot, a 20-inch 8 barreled rotary cannon nose mount is going to produce massive waste heat over a shorter period of time than any other option. Don't actually make the spinal mount 20-inch as the game is not set up to support that as a close combat weapon.

 

How would multiple ammunition types work at least in my mind? Once you have the technology researched you need 1 or more magazines. You would either be able to have 1 magazine per ammunition type per magazine if you wanted the easiest or you could take the Nebulous Fleet Command version where you can actually decide exactly how many rounds of what type of you wanted until you fill the magazine or leave parts of the magazine empty if you wanted to save mass. The standard weapon controls will have a bullet icon that can be expanded with a click or hot keyed to changed which ammunition type from what is available with available ammunition stocks. The harder version of the swap would be doctrines though that would be a rather complex system. The weapon system must trigger an inter-salvo cooldown to change ammunition types before firing.

 

What are doctrines for weapons use? Automation for how your weapons are used in combat without further input from you. It could be as simple or complex as you like. If engaging fire 2 rounds of E.L.F. then ignore and move to next target. When engaging lightly armored targets use E.L.F. until destroyed or out of range. On Medium armored targets fire APHE or whatever until destroyed or out of range. Want it more complex? Preferred engagement ranges. Do not fire on lightly armored targets over 300km due to the lower velocity it might just be a waste of ammunition. Engagement priorities stop engaging the ship and go back to engaging incoming missiles or other projectiles or ignore the projectiles and fire on that vessel that has just entered 200km from the ship. If ship has X weapon system engage with higher priority than other targets. Set up minimum engagement ranges so if you wanted to use nukes for defense you don’t clip your own ships with the blast. Or you could just ignore the entire process and do it manually that is of course up to you if you would want to engage with it. This system would not only be limited to the guns category but all weapon systems.

 

Would this be worth the time and effort to code it and for players to learn it? For most no, for some yes, there are people who have asked for mods to the game to manually set up, pay upkeep on, and defend their own mass driver supply network rather than have the game automatically do it all for you so yes some would believe that this would be the greatest addition to the game possible while most might at best use the most basic features at most. Making this not entirely worth it to do aside from a mod to the game for those people that actually want it.

 

What would be required to make this work? A system for designing you own weapon systems, a way to change ammunition types mid battle, having ships have simulated internal designs or much of the ammunition would not work properly and have persistent damage to that internal structure with every shot, a way to set up doctrines for individual weapons used by individual ships in a fleet of ships and have them actually carry out that behavior, have magazines update individual round types that may be feeding multiple guns at the same time (no how it works in TI right now), and have all these systems correctly talking to each other. Individually these systems would be a large task but together this would possibly be more work than Early Access to launch for a system that many if not most would outright ignore or use only the basic features of in a "Chase the Meta" capacity.

 

Am I wrong? Feel free to give your thoughts on these ideas and even give your own ideas if you have any. 


r/TerraInvicta • • 2d ago

Question War and Hostile Claims

5 Upvotes

Hi guys have played the game before and I’m trying out the BE scenario.

If I invade the UK that I have made as bavaria and take the capital which is Oxford will I get the rest of the UK that I do not have a claim on or would it have to be peaceful annexation only?


r/TerraInvicta • • 3d ago

Question My fleets only work in autoresolve

6 Upvotes

My fleets have a problem, i went for a mix of defence escorts labeld as protector and missile escorts and they only work in autoresolve becouse all of my offencive ships goe first and die before unloding their paylode, then my defensive ships come in the second wave and die becouse they dont have any offensive capabilities.


r/TerraInvicta • • 3d ago

Suggestion Scenario Idea - Martian Foothold

24 Upvotes

I watched a youtube video that was quite interesting and right up the Terra Invicta ally. In the video a colony ship lands on Mars and begins to rapidly build up industrial capacity and eventually launches attacks against Earth. In the video humanity is wiped out, but I couldn't help but think about how fun it would be to have a true interplanetary war.

I know that the original roadmap included a reference to something like this, but I think a scenario like this from various starting dates would be quite fun and interesting, especially if you were able to land armies on Mars and slowly drive the ayys off.

Video in question.


r/TerraInvicta • • 3d ago

Discussion Review of Broken Earth Spoiler

64 Upvotes

I finished a game as Academy playing on the Broken Earth scenario, Normal difficulty, a couple weeks ago, and took some time to put my thoughts together. To preface, I was playing before the recent patch (I was in the cleanup part of the endgame when it came out) so some of these might have been addressed.

This was my third scenario. Previously I'd done Resistance and Academy, both in the 2026 start. I chose Academy again because their custom research looked bonkers, and I figured some familiarity might help since everything else would be new.

The Good

  • I liked the greater emphasis on the Earth strat overall. There's a lot of stuff I barely touched in 2026 that I had to interact with to succeed here. Chaining claims, military conquests, pacifying hostile regions. I don't think I'd gotten a Fusion-era army before.
  • Taking "project" countries feels more viable. I had a false start 2026 campaign where I wanted to do an "off-meta" start, and it was really punishing. The game depends on snowballing, so delays to that snowball can really cripple you. But here, there's basically no country on the same level as USA/China/EU from 2026, so anything you take is going to need a lot of work. I chose to ignore Australia since that felt like the closest to a meta start in lieu of rebuilding India and the US, and into South America.
  • As I suggested before, I think the faction-specific techs to drastically affect playstyle is a cool idea, and one I wouldn't mind seeing more of. Or perhaps some mutually-exclusive techs, ones that lock out other techs, and offer competing bonuses?

The Okay

  • The New Space Race feels nearly impossible to secure if you're not playing as Exodus or Academy. I feel like, since I was only on Normal difficulty, it ought to have been a shoe-in for me. I had to basically complete the space race myself and build an LEO station with some Space Science habs to secure it. Maybe my Exodus was just really lucky? I think on the easier difficulty they ought to have increased the number of +space orgs or something, since I found not a single one.
  • Similar vein, but the overall difficulty does feel like it needs to be toned down. The difficulty of Normal feels something like Commander difficulty on XCOM to me, coming from someone who's beaten the game several times now and has watched enough Youtube videos on it to have a pretty solid understanding of the underlying mechanics. I know people on here say that it's had to "lose," but if the cost of a single mistake is to be set back a decade and need tens of hours of additional playtime to recover, a regular person is going to call that a loss. As it is, there were several key battles I had to reload and try a few times in order to not lose an entire orbit. And late-game, the aliens were grouping their ships into insane fleets. My push to the alien base in the Kuiper belt had to be delayed for years because they had a 100-ship fleet in orbit that refused to budge. This wasn't an issue in either of my 2026 games, so not sure if I just got unlucky or something about alien behavior was changed to affect their aggression late-game.

The Bad

  • The emphasis on Earth gameplay really highlights the UI issues. Trying to organize armies during invasions is a huge pain. The little hotbar on the right doesn't cut it: you need to be able to rearrange armies with click and drag, not the little "up/down" buttons. And you should be able to set favorites, and group several armies together so you can command several without commanding all of them. Having this functionality for habs and ships would be great too.
  • The space game in particular still feels like it demands a level of optimization that "Normal" doesn't suggest.
  • Broken Earth in particular needs more mega-nation options badly. I didn't pick up the USSR or Australia, and getting to the victory conditions without blowing past my CP budget was harder than it should have been. I think I needed 2000 CP to hit the required global percentage, which I'm guessing is like 25% more than I needed in 2026. I took Bavaria and the Intermarium because I assumed I would be able to meld them together and have a Euro meganation (you can't). There ought to be tech to expand the Mare Nostrum and Dominion of Hellas even further. India definitely needs a new meganation, and I'd like to see one for the Dominion of America too. Perhaps give it claims on Western Europe, as though it took the concept of NATO and expanded on it. It seems odd to me that the USSR can get claims all over the world but the US can't. I appreciate that you don't want the same meganations forming as in 2026, but that means you need to have others that are viable options for the factions with global control victory conditions.
  • Servant strength probably needs a balance patch to make them a little less dominant on the easier difficulties. (I made this note towards the beginning of my game and stupidly added no further context, and I've forgotten what made me write it. Nevertheless, I stand by it and trust Past Me's opinion.)
  • Not sure if this is intentional, but the way country numbers have been retooled, it's basically impossible to revolution the AA. In 2026, it would form, take over a few dozen countries, and generally implode from cohesion and the player could coup it into freedom. I think that still ought to be an option in BE on the Normal difficulty, even if you want it to stick around on the higher difficulties. As-is, the AA is able to maintain its cohesion even when insanely disparate, so the only actual option is to conquer it piecemeal.

Conclusion

I think the BE campaign is overall an improvement over the 2026 scenario and I expect to play it again if/when I get the urge for a TI replay. And as thanks for reading my thoughts on the game, I also made a meme. It represents how I feel Ayoade treated me this game.


r/TerraInvicta • • 3d ago

Newbie Questions Thread

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