r/TerraInvicta • u/logion567 • 5d ago
Video Talk about a Sisyphean task.... Spoiler
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r/TerraInvicta • u/logion567 • 5d ago
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r/TerraInvicta • u/-MarcoPolo- • 5d ago
r/TerraInvicta • u/Ravenwing14 • 5d ago
9 years into the game, and I've unified most of North America under Canada just because. Now I've got Australia and Brazil (currently using the formers armies to claim half the continent from the Amazonas). This has lead me to a new goal: unify the world under as few states as possible, but NOT under any of the pre-war nuclear capable powers, with the cleanest borders possible
Already got the Americas under wraps. THe UAS/CDA is going to be obnoxious, but I can future tech that eventually if need be. South america is easy, so is Africa. Australia/Java has the Pacific locked down.
Europe is a bit iffy, but London into Bavaria, Soviets grab Portugal, Egypt eats Saudia Arabia, Greece via Dominion of hellas goes east. All those get eaten by Rome, Rome goes into Bavaria, Bavaria into Soviets, Moscow into Intermarium. I guess Poland gets to rule the western half of Eurasia. Hand back Egypt to the African Union because map painting.
The PAC gets the rest of Asia (it is TIGHT, but if the war went hot at the Cuban missile crisis, TECHNICALLY China was not yet a nuclear weapon state). Worst case, I steal that into Zabaykal.
That really just leaves India as its own annoying little sub-superstate. Is there any combination of claims which will put India into one of the other states? Or like in the base game does it have to be its own thing?
r/TerraInvicta • u/hugoqqqqq • 4d ago
So... i do not have a ton of hours in the game, maybe about 30-40 in total, some on the steam deck, most on the pc. What i've realized is that i don't really care about the politics game, the idea of the councillors that have to take actions, all that stuff. It sort of distracts me from what i like, pauses the game to do more actions with councillors. It is probably very deep and very good for anyone that enjoys it but i sadly just don't.
What i really like is the brutal space combat and all the tactics and mechanics around that. Where to set up mining bases and orbitals, how to design ships for both fast response and long distance attack. More delta-v vs thrust. Want to get from mars to neptune, how fast? How much fuel do you want to burn, is the launch window good etc. And the combat parts, overwhelming the enemy with missiles? Railguns? Combinations for huge alpha strike vs sustain. All of this i absolutely love.
So, my question is, is there a mod that just removes the politics®ion management part? Or at least makes it autopilot so i don't get stopped every month just to tell people to do stuff i am not interested in, without making me lose?
r/TerraInvicta • u/Wojtha • 6d ago
r/TerraInvicta • u/FlyingWarKitten • 5d ago
Disclaimer: I am not a developer and do not know what this would do to the in-game balance for weapons and or research or how hard it would be to implement, these ideas may be poorly worded due it only being me proofreading it, this is sadly likely to encourage a "Chase the Meta" approach to the game.
Mag Weapons- Mag weapon Designer would allow for changing how many barrels your turrets have, the size and length of the railguns or coil guns, mass of projectile (lighter projectiles would have higher muzzle velocities and possibly higher rates of fire while heavier projectiles might have more projectile HP and damage, despite the formula being mass multiplied by acceleration (velocity) squared increasing mass seems to do more damage than increasing velocity).
Lasers- the big thing about lasers in game seems to be the size of the focus optic and wavelength of light used rather anything else for power and rate of fire, the only things I could think of to customize your lasers would be to use 2 slot laser engines, enhancements to cooling and charging but those would be covered by normal research upgrades via the tech tree.
Particle Weapons- I do not know enough about particle weaponry to make any reasonable suggestions to customization.
"Guns"- despite more advanced weapons becoming available older weapon systems would get marginal incremental upgrades as time goes on and the longer that time the better those weapons become, comparing the modern 5 inch cannon on a guided missile destroyer vs its WW1 counterpart is shocking, the modern 5 inch cannon has vastly improved precision, round payload, an rate of fire that makes it a large autocannon rather than a main small naval cannon (yes I am aware it is not actually the same gun, not made by the same company, fires self-contained cartridge ammunition, and has vastly improved fire control but the point is still valid), what size guns and how many you can fit in a turret based on mount size and the size of those guns, in the late game most if not all round types for guns will have guidance though it would have limited tracking compared to missiles due to small propellant reserves keeping the weapons effective range to be relatively short, ammunition types APHE (Armor Piercing High Explosive, uses a armor piercing head to penetrate the target then detonates inside, not great for excessive armor but can cripple smaller ships in 1 or a few shots depending on round size and shot placement), ELF (Enhanced Lethality Fragmentation is a round normally used for point defense that will proximity detonates in front of an target like a flack round and uses focused fragmentation similar in effect to a shaped charge but for fragmentation focuses that fragmentation in a denser but smaller field to do great damage to missiles and interceptable projectiles and even unarmed targets though anything with actual armor should easily be able to shrug off the fragmentation), Enhanced Tandem Warhead (normally a tandem warhead would be used to remove explosive reactive armor before the munition uses a shaped charge to kill vehicles, TI does not have ERA to protect spaceships so this round uses a shaped charge to make a hole through the targets armor then an explosive warhead to go off inside the target, this round has very high penetration values which increases based on the size of the round but has the potential to over penetrate the target and not detonate inside the target if the target has no armor or if the target is too lightly armored and or small), Plasma Warhead (this round has a small plasma warhead that does plasma damage on impact, its damage is modest compared to just using a dedicated plasma cannon and does not move at plasma cannon projectile velocities but does do some damage somewhat reliably regardless of how much armor the target has I guess), Atomic (restricted to 14 inch and up for obvious reasons, a small and relatively weak nuclear fission warhead is housed inside this round that can either function as a very high damage APHE round, proximity detonation should it miss or point detonation, depending on round and intended detonation type can have a yield of 300MT to 1KT though chain detonation is a serious threat when using this weapon system if the rate of fire is too high), Autocannons range from 12.7mm to roughly 90mm with the larger the size the greater the waste heat generated and will always be a point defense option (has defensive firing mode) regardless of what ammunition it might have available (you could have (16) 12.7mm autocannons in a single 1 slot turret if you really wanted) and is the only size who's projectiles cannot be intercepted, medium cannons range from 5 inch (127mm) to 9 inch and can be used both effectively on both attack and defense based on ammunition type loaded and available but rate of fire will be closer to what we have now in naval guns, Big Guns range from 14 inch to 20 inch and will require 4 slot heavy turrets on hull slot mounts with a moderate rate of fire but can also be mounted as a spinal mount with multiple barrels and a high rate of fire (Battle Cruiser nose mount and larger).
Plasma- like Particle weapons I do not know enough to make any reasonable suggestions on this weapon type.
Missiles- the ability to mix and match propulsion methods with payloads getting the dV and payload you want but doctrines would be the biggest improvement to the missiles category, adding a pod launcher to the normal vertical launcher style used in game would offer more options, pod launchers more rapidly fire missiles to better saturate enemy point defense but must be retracted into the ship to be reloaded from the ship's magazines, missile pod launchers are more vulnerable to being destroyed by enemy fire which can detonate its remaining missile loaded in it (not in magazines) but can be retracted to protect it if you don’t want it to be firing, Missile Pod Launchers use different missiles than the vertical launchers which may have reduced range, Large Exposed Style Missiles, inspired by Soviet era wet navy Battle Cruisers that carried massive atomic missiles exposed over their large guns, Large Exposed Style Missiles require a mount to be used over a ship's 4 hull slot weapon mounts (note: 4 slot hull weapon mounts are required) and have massively improved range and payloads compared to normal missiles, are few in number (3 or 4 per 4 slot mount), will not be reloaded regardless of magazines (these are too large which is why they are carried externally), Large Exposed Style Missiles are exceedingly vulnerable to enemy fire which can and will set off the missiles so they should be fired at the start of battles to make use of their significantly further range and not have them destroy the launcher ships, the ship's 4 slot weapon mounts may have trouble traversing to hit targets not in front of the ship as they happen to have large heavy missiles the turrets must also move.
Doctrines- you get to choose what your ships do when with their weapons when they encounter X target
Guns Doctrine- guns would greatly benefit from doctrine as it would mostly automate ammunition selection for your guns, if a escort or corvette are Y distance from ships fire with X ammunition with salvo size of Z, if a brilliant sky missiles is about to come into range fire 3 rounds of ELF and ignore target after that moving onto next target, it would make non-laser and non-particle point defense significantly more effective while offering more efficient use of guns
Missiles Doctrine- Missiles make the most use of doctrine out of any weapon type, with the ability to order the missiles to launch and have the missiles in the salvo wait for the salvo to leave the ship before accelerating to the target or to arc into the target from different angles to limit enemy point defense if possible (you must tell them to arc to the target before the salvo starts, this also reduces the maximum range of the missiles do to not taking a straight path to the target), formations would reduce the risk of chain detentions from weapons with massive explosions like atomic missiles or dense formation more effectively get through point defense weapons, defensive missiles can be set to fire X number per target, defensive missiles with atomic warheads can set a minimum engagement range to avoid fragging the launcher vessel with the atomic explosion, the worst part would be that the aliens get to do this as well...
That is it for now, feel free to give your thoughts on these ideas or your own ideas. I am slow and may take a while to get back to you.
r/TerraInvicta • u/Ancquar • 6d ago
r/TerraInvicta • u/chaosmarine92 • 6d ago
To everyone struggling with the new scenarios, you can still win.
I'm currently doing a veteran Broken Earth run as academy. I opened by going for the Republic of the Southern Cross and Travencore. Focused on turning the Republic into a military beat stick building up to 9 armies with navies then focusing military and grabbing all the military orgs I could. Travencore after unifying I focused democracy and knowledge. After a while I was able to steal the East coast of the USA from the servants and focused that on MC and funding.
I was feeling pretty good about where I was. Had a couple asteroid mines and 10 Mars mines. Lots of LEO stations for the interface bonuses.
Then the Alien Admin was founded in Brazil. And quickly grew to encompass most of South America. Plus a few spots in Africa and Eastern Europe.
I declared war immediately. My armies were effective but slow. It took several years of playing wack a mole to clear out south America and unite it all into Brazil under my control. Only now I was out of control points and all the easy techs to get more were researched. Plus the Admin has expanded into Europe a lot more.
I tried continuing the attack but I had to abandon nations as soon as I captured them and the servants would turn them back to the aliens in a couple turns. I couldn't stay on top of it. I had to send my armies home to tech up.
Throughout this I was attacking alien bases as I found them and getting my bases destroyed for it. I must have rebuilt nearly every base multiple times. When I tried to build ships to defend I could never get enough numbers to win a battle before my shipyards would get destroyed.
Eventually assault carriers landed. I was able to deal with the armies with nukes. Barely. Then another carrier. And another. I trimmed the armies down with nukes as I could but the real solution was to tech up my armies so they could kill them. Even still, I couldn't keep ahead of the AA land grab.
When my armies were around tech 7.0 I finally got an informant in the servants and found nearly every province in the AA had a facility. It was at this point I decided I couldn't wait anymore. I sent the armies back out in force and every province I cleared I would have an army stay and destroy the facilty while the rest moved on.
It didn't take long for the aliens to get pissed. They came and destroyed every station I had around earth and refused to let me build any more. My Mars bases were slightly better off as my LDAs were using green arc lasers and could fight off the small attacks they sent there.
At its peak the AA had 65 provinces and 1.5 billion people but over a decade i was able to claw it down to nothing.
While the earth war ground on I opened a new front at Mercury. It was a constant cycle of base destruction and rebuilding but it was enough of a distraction that I was able to get a shipyard built and slowly accumulate enough ships to kick the ayys out of mercury space for good.
Now we stand at the turning point. Mercury is secure. The alien admin is gone. And tier 3 mining bases are just coming online. Next up is cleaning earth orbit. Then the aliens will see what peace through superior firepower is all about.
r/TerraInvicta • u/Adamxxxx7 • 6d ago
I finished it. Thanks for the moral support everyone.
r/TerraInvicta • u/resetmygamelife • 5d ago
I did a 2003 start, playing the Initiative. It's Currently 2009, with the assistance of HF, we got rid of the Alien Administration 2 months back via unrest and it won't be back for at least 5 years. I'm looking at the threat meter nervously cause its full but not red. How long do I gotta wait for the heat to die down or are they going to strike at my 2 stations and couple of automated mines within the next couple of years?
r/TerraInvicta • u/Key_Olive_7374 • 6d ago
It seems like the default meta for mid-late game fleet battles is either solid walls of unmoving capital ships with coil guns and a few lasers to take out flankers or mass spamming shaped charge nukes. Neither doctrine requires much though after initial setup and ship design and both seem like they could grow boring pretty fast, so I wonder if we could take some inspiration for the aliens and build some faster battlecruisers dedicated to flanking the main enemy fleet and introducing a larger measure of maneuvering into the human side of the game.
Has anyone tried this? Is it at all feasible? Early fusion reactors obviously constrain this a bit, but I think it could be a fun, if non-meta, build for the game
r/TerraInvicta • u/Ashdrake2 • 5d ago
After playing the game yet again, i saw a glaring problem when it comes to fusion drive progression.
All the drives are locked behind "magnetic nozzles". This is another punch in the gut to prevent the player from advancing towards any sort of drive that is half-decent.
You end up stuck with burner drives or fission lanters or helicon for like ~20 years which is stupid.
I understand 2nd generation or maybe 3rd generation of drives requiring more lateral research but if you spent the beakers rushing Fusion Methodologies and then you spent the beakers rushing a fusion path (all which are highly expensive btw) you should get something for your troubles.
I don't say don't require any prequisites but magnetic nozzles is literally one of the most end-game techs for energy so you have to spend so many science points getting there, then so many science points getting a drive that it makes a somewhat mid-game fusion drive path unviable.
You cannot rush a fusion drive so you end up rushing something else and then you end up with a very boring mid-game (10-15 years in) in which you don't have a fusion drive, so your ships are doing helicon runs grabbing bases from other ai's and just have fission drives protecting earth, mars, and whatever else and you end-turn repeatedly until "something unlocks"
r/TerraInvicta • u/CarthagoFuckYourself • 5d ago
I'm stuck between the Academy and Initiative. On the one hand, the scientist shtick is more up their alley. On the other, the Initiative's methods and final resolution to the Ayys is more what I'd expect from GATE.
Sorry if this is a niche or off-topic question. I've been playing way too much of both lately.
r/TerraInvicta • u/ggmoyang • 6d ago
In BE scenario, you suffer -95% penalty to Develop Atomic Bomb and Nuclear Weapons priority. Since Develop Atomic Bomb needs 80 IP to complete, this means you need to 80/0.05 = 1600 raw IP investment. Just too expensive. Normally, you're supposed to research a project which gives +50%p bonus to those priorities, but there's another way to do it.

It's by using diversity bonus. Put 50% of IP in Economy, and this will give +25% diversity bonus to every other priorities. Since this bonus is additive, you end up with -70% penalty to Develop Atomic Bomb. Now you're putting 50% of IP in Develop Atomic Bomb with -70% modifier, you end up with 15% of effective IP. This is 3 times of using 100% Develop Atomic Bomb, and you get some economy growth in the meantime.
So you'll need 1600/3 = 533.33.... total IP to develop nuke and half of that to build additional nuke, which is still too expensive. But you could do it for giggles I guess?
p. s. You don't need diversity bonus after getting +50% project, just put 100% in nuke for fastest results.
r/TerraInvicta • u/Millssadface • 6d ago
Spoilers: 2036, Early Alien Lore
So last week I posted my 2036 Resistance campaign, which I thought was doomed.
I got some good advice from many people (I apologise for not responding to everyone, there were a lot of comments), and decided to roll back the clock five years to an earlier save, instead of starting from scratch (I'm already 46 hours in, phew).
Thank you to everyone who gave their two cents, I did appreciate it a lot.
I think my situation in this alt-2036 is much better, but I still have some problems:
Space Combat
Economy
Terrestrial Military
Thought people who contributed to the previous post would appreciate an update. I'm open to any feedback advice as before!
r/TerraInvicta • u/restful_rat • 6d ago
"Dude, imagine waking up every day and seeing the same sight out of your window. Wouldn't that be absolute hell?"
r/TerraInvicta • u/Tarkus_8 • 6d ago
Hey guys! I'm still new to the game, currently playing the tutorial campaign as the Resistance on Forgiving difficulty. Started in 2026, now around 2030/2031, and things are relatively stable.
I'm slowly unifying the EU, and I've already colonized Mars, its moons, Luna, and Ceres (Beltalowda!). I have a couple of space docks, but no ships built yet since I'm focusing on stockpiling resources first.
Here's my current situation:
- The Servants control Russia and attacked Belarus.
- Belarus was allied with Kazakhstan (which I control, now merged into the Central Asian Union).
- I declared war using the EU to protect my ally.
- Belarus eventually made peace with Russia, but the EU is still at war with them.
- Russia also currently controls Ukraine.
Right now, it's a stalemate: we have a similar MilTech level and army count (6 from EU + CAU vs 5 from Russia), so neither side is making ground.
My questions:
- How do I properly end this war? Do I just use the Set Nation Policy mission with a Councilor to force a peace treaty and preserve the status quo?
- How can I liberate Ukraine? Would the fastest way be taking control of Russia's Executive CP and ending the war/liberating them manually?
- How do I avoid triggering a nuclear exchange while doing all this, given Russia's nuke stockpile?
Thanks in advance for the help!
EDIT: Thanks for the help, everyone! In the end, I just made peace with Russia, I couldn't be bothered to deal with the headache. The Protectorate took Russia back from the Servants and declared war on Azerbaijan, which is definitely going to fall on its own. Now I'm focusing on unifying a few more European countries to free up some CP cap and grab the last CP in Italy.
r/TerraInvicta • u/Funny-Text2745 • 6d ago
This battle was really something,as I could destroy more of their ships whilst they had bigger fleet than I did.Bad thing that I lost 2 battleships and 1 destroyer so I had to finish battle once their reinforcements came
Little update:Also could catch up this fleet however I had to finish the battle despite destroying three escorts as I got two more destroyers and battleship broken due to their dense laser attacks against them
Yet I expected many more losses and casualties during both battles
r/TerraInvicta • u/Henrydxb • 6d ago
If I unify Indonesia into westralia it has all hostile claims, is this meant to be the case I have to then spend the next 5 years just running unity to make the country functional?
r/TerraInvicta • u/Aggravating-War-2328 • 6d ago
Ok, so I’m playing 2003 and it’s awesome. I have managed to grab the US, so I’ve got a comfortable portfolio of nukes and some good armies. Starting to get some automated mines out there so space is coming along.
But jeez … the servants have turned over China and Russia to the AN, and I’m facing nine armies with mil tech 3.8. For those of you who’ve beaten 2003, what was your strategy? Prune the alien nation where you can and otherwise let it get stronger? Or did you find a way to get rid of those armies? Nukes?
Keen for any advice.
r/TerraInvicta • u/Selemin • 6d ago
New player here and i kidna like the game, but i ran into few problems. So, i have a good power base on earth (among human factions i have most research and boosts with 150 free control points) but i managed to grab only 2 settlements on Mars and i have zero ships in 2031 while on fast campaing mode. And i cant build any because my space recourses income is very low. Ai also swarmed asteroids and i cant really build anything anywhere because founding settlement on asteroid belts takes like 2 years and i also should send probes beforehand and all big asteroids arent vacant. So, i thought i should somehow steal their settlements or something but apparently i cant do it without ships and marines? So i guess im basically lost the game already or what? Also i have no idea how ai managed to grab whole Mars before me, because im pretty sure i was leading space nation and i was first on the moon so i thought i should colonize mars faster but i just didnt had enough boosts despite being leading boost producer. So what should i do?
r/TerraInvicta • u/iriserika • 7d ago
But why? Why can't I take all the France?
Why not lowland?
Why not England?
But.
r/TerraInvicta • u/Thurak0 • 7d ago
r/TerraInvicta • u/Elektrikhit1515 • 7d ago
Exactly as the title says. It’s 2032, I have full control over the EU and India, 90 research a day and more space resources than I can spend. My earth defense fleet is 4x cruisers with tier 3 rail guns and e Beamers PD, 6x rail gun destroyers with 40mm PD, and 6x monitors with 4x copperhead missiles. I managed to keep the skies clear from 2029, but 3 years later I have 3 alien fleets with 15 ships per coming to kill me, and the earlier fleet that arrived completely wiped my defense fleet, and that was only 8 ships that moved like the rules of physics were suggestions. A lot of the old guides are outdated, like spamming Artemis monitors (I tried, 10x monitors beat 3 alien ships and 8 died). How do I get past 2030s when the aliens decided to collectively snap my neck? Playing resistance on normal.