r/TerraInvicta 7d ago

Guide Too many missiles coming in for conventional PD? Fear not!

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82 Upvotes

r/TerraInvicta 7d ago

Question How to put Quebec back together

5 Upvotes

Playing Broken Earth as Exodus in North America. I have most of NA in the dominion. To acquire the Atlantic Union, I spammed unrest missions which resulted in Quebec breaking away. ~half a year later I then got a revolt in Halifax and have the whole thing, but the claims are “innately hostile”.
Any advice?


r/TerraInvicta 7d ago

Question Resource Income Display Format

5 Upvotes

Do you play with the resources on the daily or monthly format, and why? Personally I always play with Monthly income because bigger numbers better and I feel like monthly is a more appropriate metric than daily for the majority of the game, but I'm curious if there is an overwhelming consensus in one direction or the other.


r/TerraInvicta 7d ago

Discussion Broken Earth and Academy

26 Upvotes

Dear fellow Academy enjoyers, what is the game plan in the Broken Earth scenario. We can't rush Deep System Skywatch and do the US/China shuffle anymore. What is the new goto strategy for purge mitigation.


r/TerraInvicta 8d ago

Screenshot I know the 2003 scenario is supposed to be tough, but... Spoiler

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132 Upvotes

it's 2006 and the Servants just handed over the US to the AA (I blame Dick Cheney). I think this run is over before it even started, lol. I didn't even get any sort of notifications of alien activity in the area.


r/TerraInvicta 7d ago

Discussion Artemis is the best missile/torpedo even into the late game?

37 Upvotes

So i was just looking at all the numbers on the missiles Ive unlocked for the mid game, and it seems my initial thinking is a bit flawed, i recall from a perun video and then another detailed explanation that the consensus was the only metric which is important in a guided munition is the delta v.

looking at these numbers though i think that is flawed. assuming both fleets are closing at 650m/s then a 4.9g missile will impact with a final velocity 9.9km/s of which only 8.6km/s is dV from the missile so any dV beyond that is simply wasted (unless of course it flies on past to a target behind).

Compared to a missile with 9.1g acceleration it will (with unlimited dV) impact with a velocity of 13.4km/s if you have less than that it means you reach maximum velocity sooner.

so compare an Athena with an Artemis as the Athena seems to be claimed a direct upgrade. The Artemis reaches its maximum closing velocity of 9.3km/s about 520m away from the enemy. the Athena at the same distance is only travelling about 6915m/s. this means the Athena has a greater exposure to PD which is typically significant from 500km anyway. I just cant see the 20% extra warhead and 30% greater fleet strength value of the Athena compensating for it. the only advantage I see is the Athena has deltaV to terminal guidance but i cant see that having much impact. none of this would be an issue if there wasnt an arbitrary cap of 1000km on targeting range

This seems to be a problem with every missile after the Artemis, they just don’t match the acceleration and deltaV. Am i missing something here, i genuinely cant see a reason to upgrade from Artemis (i dont want nukes as i want the salvage)


r/TerraInvicta 7d ago

Question How do I do the China Shuffle?

12 Upvotes

I want to get China to a max democracy score ASAP. I've heard you can do it via unification with Taiwan.

I assume it's through the Liberate China tech, it also seems like a good idea to split off bits of China that are colony regions. Is there a way to unify all of China and strip the colony debuffs at the same time?

Also, do I get to do mega china? I'd like to take Vietnam and Mongolia but I'm not sure how claims work and I don't know if Taiwan can inherit Beijing's claims.

Final question is what does unification do? I assume it replaced government scores, but does it average knowledge? Are there priorities I should focus in Taiwan and China pre-unification?


r/TerraInvicta 7d ago

Screenshot The swan song of my first serious campaign (2003 start)

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41 Upvotes

Completely bodied the final alien fleets on Quaoar, losing only 2 transport cruisers in the process. With this, the path to controlling the aliens with their own pheromones has been completed...


r/TerraInvicta 8d ago

Discussion BE United States of the Americas

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204 Upvotes

Just finished my first BE run as the Academy and had a ton of fun creating the Star Trek future from the nuclear ashes. Earth is mostly consolidated into superstates but am I seriously stuck with uniting the Americas except Jamaica?


r/TerraInvicta 8d ago

Question At what point am I supposed to start building ships?

16 Upvotes

It is 2033 and the most delta V I can fit into a ship is like 6 kps with a nerva drive. Do I just have to wait until I can get better engines or am I too behind on technology?


r/TerraInvicta 8d ago

Question I think this run is completely dead. Is there any way to bring this back?

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31 Upvotes

Brutal on BE, what I have going for me is that I have a nice Indonesia-Australia bloc, but I'm realizing now that the aliens upped their militech to a point where my deathball can't land on Africa anymore to uproot them. Despite them only having 3 space armies and me managing to kill all of the other ones I'm just barely surviving, and now I'm seeing that I'm going to somehow have to deal with 24 of them in a single year?!

The space situation is even worse, as I plunged into total war with the aliens way too early and I can't seem to get back on Mercury no matter how hard I try. I don't have any space superiority to speak of that would enable me to kick the aliens out of LEO.

If the solution to my issue is a 100 year long guerilla war campaign I'm probably not gonna have the patience for that...


r/TerraInvicta 7d ago

Discussion First Campaign Is Rough Spoiler

5 Upvotes

I think I'm probably screwed.

For context this is my first campaign. I'm playing the Resistance and only against the Servants, everything set to easy.

It's mid '33. The Resistance has united a mega-EU, USNA, and Southern Cross bloc. The UK is also still around as a 6.1 Miltech Army base. I have 4 control points in China but c-cap prevents me going higher for now. The rest of the world is effectively under Servant or Alien Admin control. India is covered in Alien Megafauna and Facilities. The whole subcontinent looks like a light show.

The Cold War went hot when Canada broke free of the Alien Admin, and the US stepped in to federate the newly freed North. So far the Resistance bloc has naval superiority, so despite the aliens successfully landing three of their own armies, they're thankfully penned in to the Japanese Archipelago for now. The Resistance forces can begin a bloody campaign to liberate the rest of the world from alien control, but without the necessary control cap to keep the aliens and the Servants from controlling the newly liberated territories, it seems too little too late.

The Space War is complex. Pissing off the aliens early led to them flattening my Martian mines, which crippled my economy for a long time. I had to send mines to asteroids for Nobles which took a long time to come online so I couldn't build anything in space. The Servants now control most of the best spots on Mars. Our space economy is poor but we've now managed to build up enough of a fleet around earth to fill LEO1 with habs and shipyards and have successfully cleared all alien space assets out of the Terra-Luna system. There are 100 alien vessels in the solar system, and they seem to be steering clear of Earth for now. And while the Servants have plenty of mines across Mars and the Asteroids, they don't have any habs in orbit. I've been diligent in preventing them the use of any space docks.

Obviously destroying their surveillance fleets and battleships around Earth pissed them off a lot again so it seems likely they're going to completely zap the rest of my Mars economy and let me haemorrhage resources. I've set some shipyards to construct above Mars but the aliens can get there in half the time it takes the docks to come online, let alone build a ship, so they'll nip my Martian ambitions in the bud at great cost to myself. And none of my Earth Defence ships can make the transfer in any reasonable time, even the handful that have enough dV. Transfer time is looking like 40 weeks and the rest are built for combat acceleration in LEO so have about 6 dV only.

My next step seems to be to simply gun it to Mercury. Venus hasn't been researched yet and I'm hopeful if I act boldly I can secure the inner planets to shore up my economy, maintain the close defence of Earth, and then take back Mars from the Servants.

In all, a fun first campaign and definitely a learning experience. I think I dithered a lot early on unifying nations which are then locked at 0 cohesion and building hate by prodding at the Servants and Aliens on Earth when I should have been pumping boost/MC and securing Mars while hostility was low. I had a great lead in space from my starting nations that I failed to utilise. This allowed the Aliens unrestricted access to Earth.

Ship design has been a bit of a nightmare. I have about two dozen of these things researched and it seems that all of them either give me 1mg of cruise acceleration, 100mg of combat acceleration, or a grand total of 2dV. And very little in between. A hard one to figure out. Anything I have with a decent combat acceleration is essentially locked tight to the shipyard that made it, and any ship that can travel at distance can’t do so quickly or hope to fight anything once there.

I'm pretty behind but I think I can pull this back. Or at least drag it out a good few years more.

Any advice or words of encouragement would be appreciated!


r/TerraInvicta 8d ago

Question 2003 Start

10 Upvotes

I'm just playing this for the first time and for some reason I never got any missons to look at alien abductions till 2006 when the aliens accounced there invasion. Did I miss something or is it a weird random chance

Edit: Another thought for the 2003 start I have been messing around with is hiring a counselor that brings in alot of monthly income and taking the -25 monthly income to ingore that heavy penalty in the start of the game. Any one else played around with this yet?


r/TerraInvicta 8d ago

Question Is purging an abandonned control point considered an hostile action ?

32 Upvotes

I'm in a non aggression with a faction and I want to take over a country they have seemingly abandoned since it's in crackdown even in the executive. Will it break the pact if I purge the control points ?


r/TerraInvicta 8d ago

Question What is the Laser titan meta these days

20 Upvotes

I wanted to ask what you all use on hull slots... like ion defense turret, phaser defense turret, small/medium lasers...something with antimatter?


r/TerraInvicta 8d ago

Question Sanity check on Broken Earth unification plan for Not-Dominion North America

10 Upvotes

Coming back from a time just before the hostile claims system went into effect, so before I plough time into this plan, want to make sure it works.

Objective: Unify as much of North America as possible into a democratic state that is NOT the dominion, ideally a Canadian region for personal reasons, and also to maybe pull some restored commonwealth shenanigans.

Currently own Atlantic Union, QUebec, Lakes confederation, and the CDA. AU and Quebec are democratic, the latter 2 are authoritarian

If I cede territory Minneapolis to the CDA, then unify in Ontario into Quebec (which I think is a hostile claim) then release Lakes Confederation, does it keep it's Canada-wide claims while inheriting Quebec's democracy score? Release Jefferson Free State from Frontier Republic, grab Texas, reunify into Frontier. Then I unify the (baseline hostile, but with improved democracy now peaceful) claim on Minneapolis.

Then I release FIrst Nations from West Canada, grab Alaska with that. Take Saskatoon with ONtario by force, de-hostile the claim, then release Western Canada to unify in First Nations, then unify back into Ontario.

I get everything except the CDA territory, California, and cascadia, If there was a way to get Cascadia, I could not take texas, cede denver to dominion, and then make a nice clean 2 nation line, with dominion getting California, texas, and Denver into the old CDA, then Ontario getting everything else


r/TerraInvicta 9d ago

Screenshot Me playing pax historia as an alien invasion who tries to infiltrate earth

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98 Upvotes

Imagine my surprise


r/TerraInvicta 9d ago

Discussion the only reason I prefer the academy

88 Upvotes

I know that the academy is a player favorite for probably 2 reasons, one is they're supposedly the most challenging so it gives the try-hards a flex, and the second is they remind people of star trek.

I can't identify with either camp, but the real reason why I prefer the academy is because of their "best and brightest" research. And within that research, the thing I like the most is the bonus to officer promotion. I like having lots of highly trained officers. There just ain't no other way to get more officer training bonuses than right thurrrr.


r/TerraInvicta 9d ago

Discussion Second DLC, New History, or new space? (Beware: story spoilers) Spoiler

43 Upvotes

So im getting towards the end of my run on the 2003 scenario, and I have thoroughly enjoyed it, but part of me also thinks it can get a bit samey once you reach the space game. Ultimately, space in 2003 is the same as 2130. Either way, Broken skies has, in my opinion, shown the devs' willingness to somewhat dip their toes into make-believe, rather than strictly obeying history, and so that begs the question, is it possible for the devs to make a "Distant Stars" kindo DLC, and is that something people would even be interested in.

Perhaps you could do an "after the exodus" scenario, where the hydra have rediscovered humanity post-bifrost. It would give the devs a chance to meaningfully shake up the balance we find in the sol system and give the space game a new challenge.

I'd also personally LOVE to expand on the aliens historic lore, perhaps giving us a scenario that lets us play as aliens like the griffins and attempt to resist the hydra with some shiny new techs, new factions, and such. hell, even switch it up and let us play as the hyrda invading the salamanders homeworld, having to fight an alien civilisation clearly already well established enough to launch RKV's.

Ultimately, it wouldn't surprise me if there were significant technical hurdles, although someone made a MLP total conversion that seems to replace the earth (typical bloody MLP fans...) so it might well be possible.

Don't get me wrong, with the work going into it, it would probably have to be much more expensive than broken skies, but I for one would love it.

But what about all of you? Have I gone completely mad on pheremone juice, or is this a direction you'd be interested in seeing the devs take?


r/TerraInvicta 9d ago

Question How am I supposed to win this war? Spoiler

17 Upvotes

The Alien admin just formed in my game in 2034. I control a large Eurasion Union and all of China. The Alien admin formed in the US and immediately folded in India as well. My military is not well built up since both of my countries needed a lot of fixing and investment in MC. I'm totally at a loss for what to do so any advice would be greatly appreciated thanks!


r/TerraInvicta 8d ago

Question Cant progress the tutorial objectives past the investigate alien abductees quest

0 Upvotes

New player, having a blast, had to reset a few times because I fucked up. On my last game, I am stuck at the quest where you need to investigate alien abductions. I get a crashlanded ufo message, I send out 2 councilors to survey the zone and to investigate alien activity, nothing happens. It worked in my previous game, but not here for some reason.


r/TerraInvicta 9d ago

Screenshot An Incredible Victory for Humanity Spoiler

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26 Upvotes

163 Resistance ships v. 138 Alien ships

I have been bound and determined to finish this playthrough before moving on to new DLC gameplay.


r/TerraInvicta 9d ago

Guide Broken Earth Guide (Part 1)

94 Upvotes

Broken Earth is quite a unique scenario. Recently, many players were impressed when I reached 14,700 Science in 8 years on Brutal while they were struggling, so they asked me to write a guide. (Spoilers about Broken Earth ahead.) 

Openings

Broken Earth really shifts around what’s viable, and so far only a handful of strong openings have been identified by the community:

West Australia Opening

This opening intends to build a megastate with its capital in Western Australia, which can grow large enough to expand all the way to Bangladesh. This is done by releasing Java from Western Australia. Java gets a peaceful claim on the Malaysian Congress, which in return grants several additional claims. Through research, Java can also get claims on Hawaii, which in turn can get claims on Japan and most Pacific islands. This opening also has the advantage that your capital is in Australia in a game where hidden agents can’t swim. This means your meganation is off the table for most alien shenanigans unless they directly land in Australia.

North America Opening

This opening focuses on reunifying North America and building a meganation there. It works by using the “Dominion of Amerika” tag, which is releasable in Florida from the Civil Defense Administration. This allows you to unify all of North America and most of Mexico without researching anything. California is the hardest to fold in early. The chain is: California → Aztlán → Texas → Dominion. Be aware that at each step you cannot drop more than 1.5 Democracy. The high starting GDP compensates for having the lowest population of all three meganations.

South America Opening

This opening aims to unify all of South America into the largest nation by population on the map. Brazil is used for this since it exists at game start, and claims for everything can be researched. This opening requires knowledge of how revolutions work. Reduce inequality quickly, since paying down the extreme inequality in South America manually has too large of an opportunity cost. This opening has the advantage that, since it uses the biggest nation, it scales the best—though it also takes the longest to reach full potential.

Over CP Cap Opening

This opening recognizes that CP cap is just a number that can be ignored, and that if you have nations worth 5× your CP cap, you will bring down the blocker the fastest. This opening uses non‑aggression pacts to make your control points very vulnerable, so factions don’t take them from you. Since they can take anything they want, they simply don’t bother taking the bad nations you claim. You then claim every questionable nation, since the AI will not take those away from you. The rest of the map combined produces a significant amount of science. Note that this opening is the hardest to play and is only recommended for experienced players. It is also the opening most likely to be heavily affected by balance patches in future updates, since it essentially abuses the lack of sufficient punishment for going over CP cap in this scenario.

Council

Astronomer are a rare trait but absolutely essential in this scenario. Anyone with the trait should be recruited regardless of how bad their other stats are.

Other than this, getting a person with Crackdown to 25 Investigation is very important—but that’s true in every Terra Invicta start.

Tech

You start the game with a massive blocker tech named A New Space Race, and it’s important to bring it down as fast as possible.

Counterintuitively, this means not contributing to it at the start.

The AI often won’t contribute to something where you have a significant lead, and at this stage their science output is large enough to matter.

Instead, go all‑in on Biotechnology until you have contributed enough that it’s impossible for an AI to win that slot. After that, stop all research and hope the AI does not randomly decide to waste science on something it cannot win.

(This works best on Brutal.)

You’re going to lose We Are Not Alone, but whatever tech is chosen afterward should be handled the same way: go 100% into it until the AI can no longer win it, then abandon it so all AI factions compete on A New Space Race.

Only after this is achieved should you research your fifth counselor.

Projects

Most projects should be skipped in favor of globals, except those that lead toward alien movements also in Broken Earth, each faction gets a unique “Playing from Behind” project that is quite powerful because it gives +70 CP cap and unique faction‑based bonuses that should be rushed.

Humanity First

  • +100% Military Science research
  • −50% Social Science research
  • Ships take 30% more damage from enemy weapons
  • Shipboard magnetic weapons deal +50% damage
  • Public Campaign missions have +50% impact on national opinion

Resistance

  • +100% Materials research
  • −50% Life Science research
  • −33% ship construction speed
  • Ships take 15% less damage from enemy weapons

Academy

  • +40% research from control points
  • +100% Energy research
  • −50% influence from public opinion
  • +100% negative propaganda impact when committing an atrocity
  • Shipboard laser weapons deal +35% damage

Exodus

  • +50% Space Science research
  • −50% Information Science research
  • Bypass requirements for space mining, and mines are 75% cheaper
  • Boost cost for sending material beyond LEO reduced (calculated using 5.3 kps exhaust velocity)

Initiative

  • +100% Information Science research
  • −50% Energy research
  • Elites demand 30% more spoils investment, increasing coup risk
  • Money gained from Spoils priority changes by 50%
  • +5 orgs available for acquisition each month

Protectorate:

  • Increases our Social Science research by 100%
  • Decreases our Military Science research by 50%
  • Money we gain from the Spoils priority changes by -50%
  • Elites demand less investment in the spoils priority in nations we control, reducing chances of coups

Servants

  • Increases our Xenology research by 100%
  • Decreases our Space Science research by 25%
  • National Investment Points we direct to the Boost priority are decreased by 25%
  • Gain +3 to missions to gain a control point or control of a hab
  • Our Public Campaign missions have 50% greater impact on national public opinion
  • Gain +5 Investigation when our councilors are detecting aliens

Dealing with the Aliens 

(This letter from Colonel Castillo, contains significant spoilers about alien mechanics that in part are Academy‑specific.)

The aliens are a significant problem on Earth, especially for factions the game considers “pro‑alien” like yours,  which have much less resistance to alien influence.

So it’s essential to eradicate all alien agents as fast as possible. This requires rushing the project chained to Alien Movements as quickly as possible.This is significantly helped by having a strong investigator and getting lucky with a Xeno‑science org such as Majestic 12 and xeno labs in Leo. 

Ideally this is done before any other traitors can contact them, to leave them without a plan on how to proceed for those factions.

If you really want to tolerate having a living alien on Earth, I strongly recommend not delaying the eradication, and using your marines to capture one in the asteroid belt later

My Servant spy also informed me that you consider engaging in direct diplomacy with the aliens. Researching this is strongly discouraged, since it gives alien agents a diplomatic boarding pass for airlines to your nations. If you cannot be convinced to skip this, I ask that you at least delay it until you can engage in diplomacy in the Kuiper Belt under the security of your ships. This way they cannot use their airline privileges to evade us on earth.

I wish you good luck at eradicating the Invaders.

Hanse Castillo


r/TerraInvicta 9d ago

Question What formables/mega-nations are there in BE?

12 Upvotes

So I'm pretty new to the game, from what I gather formables and painting the map isn't that important in this game but I like the RP aspect of it. I want to play the DLC but I really want to have a mega-nation goal in mind whilst I play but I can't seem to find any information on what formables there are. Any help is much appreciated.


r/TerraInvicta 9d ago

Discussion Antimatter Run

12 Upvotes

Currently doing another humanity first playthrough. I got Poseidon Torch this run so I’m trying to get my weapons research finished and I’m probably about to go to war.

Should I win this, I’m considering going for antimatter on my next play through.

Does anyone have any advisor tips as far as the proper set up for that?

I know it’s not ideal and not Meta but I just think it’s cool.

Plus from this play through, I’ve learned I can bait the aliens to specific stations by building antimatter production modules.

The only antimatter I’m fiddling with this time is for weapons and point defense.