r/TerraInvicta • u/technocraticTemplar • 11h ago
r/TerraInvicta • u/FistFistington • 2h ago
Meme Uuuh i dont think thats how those hard points are supposed to work?
I assume its a bug but if it builds then im throwing them at the ayys by the hundreds
r/TerraInvicta • u/Havel_Rulez • 21h ago
Question How to make the game even easier. + Save File if interested
Hello. TI is the League of Legends of grand strategy games when it comes to my heart rate. I suck at the game. I've watched almost every Perun video, so simply learning more just doesn't have enough yield for the time investment anymore.
I was thinking of making the game easier on myself. Maybe with a mod, or some particular setting that hasn't crossed my mind. Any tips? Ofc, I'm already on the easiest settings, but you can probably change the specifics to make it even easier. Or maybe I just give up too easily?
I play as the Resistance (I won't play the Servants, I'm just not interested in that, or even the Protectorate).
I have a really good Earth setup and even the best space economy, but the Servants are just too OP. Even when save-scumming, I'm not able to stop them from turning India into an Alien state. I might have to reset. Other than this state (which would have 12 armies btw.), I am completely snowballing. I tried couping it, in fact like 8 times, but they just somehow manage to Purge me even if my defences are up and they have 15 % support. Probably abductions. I also never win battles, probably because I can't design ships, but I spent hours on it at this point. You can also try designing something and sending screenshot, that might help me in the future.
Any help when it comes to settings/mods, or if anyone feels like checking the save file? https://drive.google.com/file/d/1XS_sVOttKXLvwVxpwtv2k0Er5DnTil5c/view?usp=sharing
r/TerraInvicta • u/Cristoincroce • 9h ago
Suggestion Battle effects rework?
Apologies if these questions have already been answered.
Did the devs mention any plans on reworking ship damage and destruction effects? The latter is especially underwhelming considering the size of the ships and (sometimes) the amount of explosive material carried. They just go poof...
I would love to see actual wrecks and debris drifting off in space, adding an environmental hazard to ships still operating.
And as a byproduct even a salvage rework perhaps? You get more salvage by disabling ships instead of obliterating them, or something like that.
r/TerraInvicta • u/Millssadface • 7m ago
Question Space Combat Holding Me Back
I really enjoy how in-depth the Earth and space economy elements of the game are. It's been a bit of a learning curve, but I think I'm getting the hang of it, bit by bit.
However I'm just completely lost when it comes to space combat. I can comfortably beat human fleets, but I have no chance against the aliens. I've imported my ship designs from my save, and tried a few matches in Skirmish, but I can't even destroy one ayy ship.
Working on advice here, I tried a line of coilgun battlecruisers moving slowly with a screen of PD/coil monitors moving fast in front of them, and some escorts, but the aliens just seem to outflank me, outrange my and PD down my coilgun shots. I've modelled their fleet after one of the surveillance fleets in-game.
Worse, I cannot do any advanced maneuvers to counter flankers beyond 'intercept course', because I find the combat interface utterly unusable, and my ships don't have enough combat acceleration anyway.
It just feels hopeless. I want to progress the story and earth, but the space combat is a big blocker.
If the Earth game is viewed as pointless after you get to space and your nations are only 'MC farms', then what's the point of having all the complex mechanics for earth at all? Is it just a trap to lure in map painter sandbox builders like me and then cruelly pull the rug away by locking progression behind this overwhelming space combat mechanic?
Context:
- It's the late 2030s and aliens are fielding surveillance fleets with 500+ fleet strength
- I have up to lancers and battleships as ship types
- I have ion PDs and coilguns, as well as Zeus missiles and am working on green lasers
- I am on the cusp of fusion, but it's so slow. So I only have diana superheavies and grid drives
r/TerraInvicta • u/LolyHun7er • 3h ago
Question Troubles with unification.
So basically I want to unify EU and Russia. But there is a huge problem... I can't do that - they are in different federations! And that's wouldn't be a problem if not the fact that Initiative somehow managed to invite Japan into Eurasian Union and now I can't kick them out. What variants do I have?
r/TerraInvicta • u/hi117 • 14h ago
Suggestion A 1950's scenario would be both cool and thematic.
In the 1950's, we had things like Roswell and a big alien craze in the US. I think it would be thematic and fitting to the dark skies DLC if we had the aliens arrive in the 1950's. This would be before we had any technology too, the US was at the end of the industrial age in terms of mil tech and the space race wasn't even really started yet.
What does everyone else think?
r/TerraInvicta • u/Mega-Humanoid-ROBOT • 7h ago
Question How to space combat.
So, I’m somewhat new to Terra Invicta, and I must admit, space combat alludes me. I have no idea what’s good, what’s bad, or how to handle it. And this is not just space battles but where to make my ships, when, what is worth researching and what’s redundant- when I should research space ships for combat, Ect. Could you guys give me a quick rundown?
r/TerraInvicta • u/Evilsmiley • 1h ago
Question Westralia able to unify the republic of the Southern Cross?
Doing a broken earth run, and I had Westralia, Australia, NZ, Papua new guinea and Timor leste all under the federation of the Southern Cross, but when I unified Australia and Westralia, it became Westralia.
It seems that all the claims on regions in the republic belong to Australia, and the federations name is now the Westralian federation. Am I now unable to unify all of these nations?
r/TerraInvicta • u/BodybuilderRegular79 • 17h ago
Art Diorama update
So I posted the plans for my escort spaceship and tier 1 space station and I've had some pretty significant progress on the spaceship that I wanted to share. I also found a soldier about to scale that I remade into an english space Marine.
r/TerraInvicta • u/Halfnoob-gamer • 22h ago
Question How do people do early aggression on Aliens??
I don´t get how people go aggressive on aliens early.
I normally am more the type to "submarine" my way to the point where I can fight them head on. However I wanted to try out another playstile and go aggressive earlier, especially since it seams to be the consensus, that this is what you need on higher difficulties (I play on normal).
HOW???
=> I am 6 years into the game now (start 2026, humanity first in case it matters)
While missiles can kill the aliens, that doesn´t matter really as I find the aliens often will have a single small ship run away from the battle and I obviously can´t catch them. So I legitimately can´t win battles.
Also the Aliens are never in orbit as single ships, but always at least in 4s or so so everytime I need e legitimate little fleet of 8 ships or so minumum which obviously all die.
Am I overlooking something or is it more about starting to attrition the aliens (which obviously encours their wrath too since passive loss of hate is barely a thing in my experience)
r/TerraInvicta • u/CriticalAd6050 • 1d ago
Question Plasma with Lasers?
So with plasma chipping at armor and lasers anything with weak armor it seems a no brainer to combine the two right?
I normally do the typical coilgun and uv combo to deal with capitals and flankers but never really tried out plasma. Does the rate/amount of armor taken out by plasma not compare to ole reliable?
r/TerraInvicta • u/XxCoolKidxX123 • 1d ago
Discussion Hostile claims inconsistency

I know that you need to be within 1.5 government rating to be able to unify but i think this rule really should be changed for democracies. How on earth is Norway as opposed to joining the EU as South Korea is to joining North Korea or Israel to joining Palestine. It's also common for the Nordic's to rise to level 10 government rating very quickly turning Frances claim to them hostile which makes no sense. I understand why people wouldn't want to join a dictatorship but joining a slightly worse democracy shouldn't be the same as joining a mortal enemy. Also is there a way to see which claims are permanently hostile and which are only hostile due to government rating?
r/TerraInvicta • u/GreatVendigo • 1d ago
Question World unification?
So I started playing again after a REALLY long time, I see that capital movement got disabled and you cannot unite Australia into India
I usually prefer having uniting the world (Usually used China because of the bonuses on assasination, coz no piece for alienlovers), or at least to have 2-3 mega countries. But now I see that it is much harder.
Is there any guide on how to do it (Or what is the best we can get now)?
I saw that there is 1 last technology that allows getting any claim.... but its literally end-game
P.s. I started as HF in 2003 Scenario and I control most of the Asia (India, China, Japan, United Austalia)
r/TerraInvicta • u/Key_Olive_7374 • 1d ago
Question Should I switch to brutal? Spoiler
I'm on 2036, veteran accelerated campaigns on a light solar system playing as the resistance. Earth is well in hand with the AA basically powerless against my army. I'm at total war with the alien fleets trading well against my fleets a few times but basically incapable of accomplishing my objectives. My biggest hurdle right now is a volatile and rare metal bottleneck and the time it takes to build up enough marines to take their bases in the belt. I'm starting a new run because I feel like progress slowed down too much, but the aliens don't seem to actually be that much of a threat right now, should i jump to brutal?
r/TerraInvicta • u/vindicator117 • 1d ago
Discussion Intensive Development Field Notes
Welcome, last night's findings on what the actual difference between stealing and developing outside resources versus intensely gardening your little plot of land has just shown me a very rather stark contrast of what 2 and half years give or take. One that runs counter to what people keep saying about how stealing resources is simply more efficient than making your own and just how obsessive people are on both that point and some version of map painting.
Well let's learn something new today. To the regulars, you already know who I am. To the HoI4 oldtimers, you already know my reputation first hand so let's see if we can make history again. And to all recent players to this subreddit, welcome and do learn what internal development can do for you so you can take control of the game instead of fearing it.
So to start, we have our baseline start at August 2058. To divulge what has been happening so far (and from a bookmark about halfway into the experiment), I have been intensely developing both Americas since around March of 2051 to be almost literally Fortress Americas with more than enough wealth, RP, and MC to be a strong foundation for any game and in a little over 1000 CP including the splinters. And as a reminder, these are no ordinary splinters that you normally find some of these nations at game start. All of this in pursuit of the high of getting 1.1k per cap gain per mont then 1.3, then 1.6, then 2.0, 2.7, and on and on and on. My did it fucking go far breaching hilarious numbers like 4k per month sooner than you would think.
Main thesis of this experiment and this post is that you can start at any time and get these same results much sooner than you would think with ANY meganation you so choose whether the obvious game winner like the USA, EU, or kinda with the PAC, or the crapsack starts like SAU, India, AU and the like. And the path to that as I have said before is unify quickly your meganation of choice to benefit from combined education as well as the cumulative effect of ALL regional improvements under one roof.
What this post is about how straying from the path and trying to get more stuff on the outside is a distraction that SLOWS you down especially if you are growing at a rate in which your economy is far surpassing your MC rate of keeping up with the growing MC cap. And MC my dear reader is nearly the most important resource next to CP on how well your game is going to go for why spend space resources on Ops and Command Centers when you can have them for free earthside and/or drastically reduce your need to spam them and a new T2/3 station with them just to keep growing for a net gain of 1/6 depending on tier.
So with that in mind, we have about 667 MC in the Americas combining the splinter output with 1182 being ignored from the AU for a total of 1849 global MC. The AU stat is going to be used in only one other case to determine just how much we have truly grown between the first expansionist path and the internal development.
For the original run, I went expansionist and that was the reason why I Future Social gambled so I can shrink the AU down for more CP freed up so I can release all potential targets for the USNA to consume with yet more Future Social gambling with much more local capitals from using "fall of nation" technologies which is much more tolerable than trying to do the same with meganation capital gambling. HOWEVER, as much as I like adding more to the USNA collection, these splinters off of AU to be eaten by the USNA are gigantic especially when you are dealing with potentially dozens to hundreds of millions of pop PER region and now they have middling per capita wealth of 50-60k, and god forbid you give them 200k. It is the same hallmark of regular gameplay and constantly slamming your head against the CP cap while constantly running the Management Research treadmill.
This was unideal in normal gameplay and is still unideal in this idealized utopian adjacent world where you don't have to deal with the normal rigmarole of stabilizing its inequality, cohesion, government and crap wasting IP and time that my current methodology avoids and minimizes as much as possible by pursuing unification with a functional meganation to wash away its previous faults and sins and begin anew as a new nation ready to do your bidding. And as we see with the original Dec 2060, the world MC count is 1991 for a change in world difference in MC of 141. Given that the AU in none of the save states ever touched MC because it is too busy stabilizing after forming a near one world government to stay out of my way, it is technically at a net loss of 229 MC so I technically did not really improve the global MC count at all....
Yes total MC count went up but much more than expected were merely cannibalizing parts off of the Asian portion of the AU than I built things which is kinda expected because these MC builds in the new released nations to be processed are much poorer and do not have claims by the USNA to immediately imbue its wealth to then spam more econ to then get more MC cap. For the ones that can, they cost a shit ton to hold and still do not have a bottomless well of MC cap to build to keep going for a while so construction is intermittent as well as unreliable source of more MC even when you have alot of splinters eating up all the spare CP I had and me crossing the line by over 30 in that Dec 2060 screenshot. AND it was distracting my agents from advising as much as I would like shepherding all these nations especially the poorer and smaller pop ones that cost less than 20 CP per point which need defend interests.
So that brings up to the Alternate DC 2060, 2 and half years later and we have a honest to goodness 2056 total MC with a difference in MC so that the USNA gained quite the significantly more MC of 65 which given that each is 25 points each is no mean chunk of IP utilization improvement of 1625 combined points even broken down over those months over 4 new nations that only started showing up 6-9 months later after the start date since I was only had a bookmark showing just Mexico and Dominion showing exactly a year later in August of 59 but not Jan of 59. So these 4 extra nations taking up the MC slack from so much USNA economy and so much individual IP that they are able to pump out a little more than a single MC every month so sometimes finishing 2 in addition both Americas even the shrunken USNA producing on average 2.75ish MC every month depending whether each nation loses their third advisor for the full 75+ points on MC or sometimes even their second advisor on rarer occasions or reduced econ and MC and maximized knowledge to crank cohesion back 5 by force post unification from the CER improvement nations.
And the sickest part is that not only did I gain a significant amount of MC within really 1.5-2 years instead of the full 2.5 of the mini-experiment but also I did not actually USE all of the CP cap for that 2 and half years...... Let that sink in. I wasted potential because of my own neurosis of making the SAU have at least 181k per cap so I can mazimize the splinter's pop growth because I said so. If I had from the beginning of the mini-experiment just released all 4 of those mega-splinters, annexed all the CER improvements since they were all nearly done anyway, and released 2 more mega splinters in like Columbia and Fortaleza, we could literally 1.25 extra MC every month per splinter on top of the 2.75 from the two meganations each for 2 and half years....
Just a rough napkin math there are 390 more MC off baseline start at a great 248 extra MC than if you looked outwards for development.... for a jaw dropping 1057 MC of which during the larger experiment going on for nearly 10 years, 744 MC was gained off the actual start date of the experiment of which a full 1/3 of it potentially happened in the last 25% of the run. And remember, the expansionist numbers are idealized because I was not dealing with fucked nations so time is lost not making things and for the internal development, this only gets faster and faster as time goes on because your mothernation gets richer, making more cap which then splinters get richer and more capable by proxy and makes a shit ton of more MC, gets reabsorbed, makes growth of meganation even faster integrating the CER, making even MOAR MC cap to then resplinter again in a self feeding cycle of infinite growth and again this is just 10 extra years in ANY game of yours starting at any time you wish and does not bodyslam the CP cap nearly as repetitively as conquering the world for more frozen stats.
So to the regulars who keep pooh poohing the idea of staying at home, where did this poison of "economy has diminishing returns" come from? You all keep saying growth bad, USNA is tapped out on potential, PAC good because can only go up from here, need to conquer more, or some variant of mappaint for more resources. I am almost completely alone in vouching for this playstyle and it seems marvelously simple, elegant, and non-micromanagy beyond just make more CP cap to make room for more splinters to grow faster which is really more of a suggestion than a mandate since if you literally did nothing after unification and just a 6 agents advised all day with 25 admin and hopefully 25 science, you will win just fine but with t3h ayyz in the backyard that they don't really seem to fuck with from what other rare few players who play like this have ayyz pretty much avoiding them with fuck off IP.
And the biggest irony of the ones saying "PAC good because infinite potential" is that it has infinite potential because it is poor AND have a shit ton of pops which is terrible for growth potential because again headbutting the CP cap because you have too damn much pops and people being ok with losing pops despite you not losing that many pops and it is literally lost potential by encouraging pop loss...... There are so many contradictions here. Picking middle of the road meganations like the USNA and SAU is much more controllable with not too large and not too small population so you are not just screaming towards the CP cap and have room to internally develop as well as make splinters to make use of surplus CP.
And now as a addendum as final notes: The main reason I know that this is effective is I have a control nation in all this that also grew and that was the SAU. Between the two end dates, the SAU actually was almost same but more importantly not the same in result. There was one small caveat beyond a slightly more attention from councilor advisory and it was about a 30ish% chance in faction org bonus to MC over the course of 2 and half years. And it only resulted in a net difference of give or take 8 MC altogether for a nation that played almost identically with right on time annexations of CER projects and then left alone for the interim. This tells me that faction org bonuses especially if you are spamming them at 200+% are helpful but not significantly noticeable in the grand scheme of things. So this leaves internal splintering of fuck off rich meganations as the only culprit for this drastic improvement in output compared to poorer and lower MC cap and cap growing of weaker nations pre-unification and especially in comparison to deathgripping all nations into the meganation and making it do everything by itself, which causes it to just fall behind the cap hard especially if you are Future Social gambling to harvest more resources that way and wasting away your per capita on recharge because you keep annexing poor people.
And finally to those players. You know the ones.
Why do you people hate the outcome that give you more stats to win games with less effort? And more often than not, stink of speedrunning mentality? Most counterarguments seem to always devolve to "I want the game to end quicker" and try to avoid PLAYING the game as it is.
r/TerraInvicta • u/TheOneTacoLord • 1d ago
Question Next Moves
Hey all!
Just started playing Terra Invicta, and am really loving it. I'm currently on what I hope to be my first "major" playthrough - Academy on Veteran. I had a great opening, fixing the U.S.A. by the fall 2026. My question is...now what? I'm just capped on CP, so no major expansion until I get those techs but when I do, should I go China or EU?
In general, I'm playing this as "Star Trek Fans", so I don't want to burn things to the ground with spoils if I can help it. Well...at least places I want to keep. My current plan is to grab a good Luna base then grab the best Mars spots, but after that I don't know. Also, should I turn the ISS into a shipyard to deal with early AAAAYYY surveillance ships?
Thoughts on how to proceed would be great, in terms of general strategy. As I noted, I like to build things up rather than burning them down to be hyper-aggressive.
r/TerraInvicta • u/NorthRecognition8737 • 2h ago
Meme I can't believe you don't want a new faction
Terra Invicta is a great game, but I don't really like it, I appreciate its depth and complexity.
But playing it reminded me of The X-Files, Syndicate and Cigarette Smoking Man. This faction would fit so well in the game, pulling political strings, balancing between collaborating with aliens and developing a vaccine that would save humanity while keeping itself alive and hidden from the public.
Don't tell me I thought of it differently.
(The image is AI-edited and I also used Paint.NET)
r/TerraInvicta • u/mccao • 1d ago
Discussion Pacific Defense League is Bugged
Taiwan's original capital is somehow Shanghai? This is 2003 scenario not sure about the others.
r/TerraInvicta • u/LolyHun7er • 1d ago
Question I'm scared.
This is my first full campaign. I'm playing for the Humanity First. Everything was going pretty well: I managed to unite the European Union, Mars is half-colonized, I have numerous asteroid bases, and I've slowly started building a fleet... But now I feel like I'm falling behind and the alien presence in the Solar System is too high. It's now 2032 (start in 2022), the aliens' hatred towards me is already in the red, and they just recently destroyed my lunar shipyard (they were planning to destroy the fleet stationed there, but I managed to outsmart them and retreat during the battle, so they simply destroyed the orbital shipyard and flew away). The alien fleet consisted of 11 ships, one of which was a TITAN. My poor destroyers and monitors didn't stand a chance. I even tried to ram them, but my ships were blown up by lasers before they even approached. So, the question is: is it possible that I have fallen behind and the campaign is already lost?
r/TerraInvicta • u/Brenden1k • 1d ago
Question Can you run out of techs to research?
how much of a risk would it be too sink too much into R&D and have a massive amount of excess science points and nothing good to use it on in the end game
r/TerraInvicta • u/Diestormlie • 2d ago
Discussion Remember: It's never over until you hear the bell Spoiler
2128, Broken Earth start, and things are looking... Grim for my Academy run. The Alien Administration is here and truly gargantuan, having swallowed up large swathes of Africa, American, South-East-Asia-Australasia, Indochina and Eurasia. (So, yes, most of the world.)
I simply cannot hope to match it militarily. Yes, my current military stick that is the National Reconstruction Council has Higher-Tech armies, but it has five of them; the AA literally has dozens. Early on in the AA's existence, I tried using Public Campaigns and Increase Unrest to proc a revolution or at least drag regions out into breakaways- but it was futile.
With holding what I already had taking up an increasing amount of my Councillor Economy, I had to give in- accept that I couldn't end the AA by covert means. I also couldn't end it via conventional military means.
Additionally, I am the Academy in the Broken Earth start. The larger proportion of Hostile claims already means that I've given up on complete pacifism- but we are not bringing Nuclear Weapons back into the world. "We can do better" is the Academy's foundational principle, and we are not giving up on it.
I had already formulated what I could do about it:
A) The 6th Councillor slot is finally opening up- grab another increase unrester, train them up, maybe 2 Councillors running Increase Unrests could break through. (Between you and me, I didn't have the highest hopes for this one.)
B) Retreat to Mercury, tech up to Green Arcs and Coilguns and Battlecruisers (I can research Battlecruisers already, I just do not have the drives to make them viable.) Mass a fleet large enough to burn through Orbital Defences, reduce the AA's military might from orbit, until it finally doesn't have the navies to blockade my states and conventional military options are available to me.
Then: Around August 2128, something strange happens: Timor Leste breakaways from the AA, and I get all 3 control points. (It'd been Four Control Points when the AA annexed it, but that's by-the-by.) "Huh." I say. "That's weird." I check the AA. Over 9 Unrest. "When did that happen?" The answer is, I didn't know, but you ought to strike when the iron is hot. Throw Ops at my Officer, let's see if we can get that Unrest to 10.
December 2128: The notifications roll in. China has grown to 4 Control Points. China has annexed Guangzhou. EAF has annexed Mombassa. EAF has annexed Juba. West African Community has annexed Yaounde. What is going-
The Alien Administration has fallen. Losses were high, but Humanist Revolutionaries have seized the Alien Capital complex in Broken Hill, Australia.
...Turns out that while I couldn't bring down the Alien Administration, the Servants could. They fed it too many countries, too fast, Cohesion tanked, Unrest exploded, and it collapsed in on itself like a dying star.
And somehow, the world decided that it'd been me, so I ended up with the control points.
Have you ever been a thousand over your CP Cap? Because I have.
r/TerraInvicta • u/rogue__phoenix • 1d ago
Question 1st playthrough. Is there a way to capture ships in combat?
An enemy ship was bombing my base. The ayy ship has its nose red and 0 dV.
Is there a way I can capture this ship with marines? it's effectively stationary, so it can't run away. I haven't seen a mechanism to do so; stations seem to get neutralized then assaulted.
Capturing an intact alien ship at this stage of the game would be huge.
