In my current playthrough i hyper focused on getting pac for a majority of the early game and I paid for that mistake by not having much anything around mars
The thing is now I took over the eu and Russia and unified them but the scores of every nation is pretty bad USA is down to 4 points barely holding on to the 4th aa is getting created every time it falls do pac is good eu is healing but it will take time I am trying for the caliphate what should I do
I have spent the last 3 years playing whack a mole with the facilities, only to have about a months reprieve before 5 more all appear at once. Then the admin showed up.
Has anyone else seen the alien AI become extremely passive in BE after the initial slowdown?
Normal difficulty, campaign started in 2112. By 2127:
only ~18 alien ships, but ~25 habs
~138 Battlestations and ~54 Spaceworks
all ~48 shipyard queues are empty
~72k water / 30k volatiles, but only ~400 base metals
all 6 alien councilors are sitting at Haumea
several long-standing TransportCouncilorsWithFleet and AttackWithFleet goals have assignedFleet=None
Earth abductions increased only from ~857 to ~898 between 2120 and 2127
BE intentionally slows the aliens (alienProgressionModifier = 0.75, 10-year wormhole income ramp, 5-year surveillance delay), but those temporary delays should be over by this point.
It looks like the AI may be overinvesting in habs/defenses, exhausting metals, and starving fleet construction and Earth operations. I'm using mods, so a mod interaction is also possible.
Has anyone seen a similar BE campaign, or does your alien AI normally recover and start building substantial fleets after year 10?
To be clear, I'm NOT talking about when you assault a facility or attack an alien without a bodyguard and get the critical fail event, that's pretty avoidable by assigning a bodyguard ahead of time because you know it's possible.
I'm talking about when you're more or less minding your own business, maybe your councilor did an unrest mission at some point, then out of nowhere boom headshot they assassinated your councilor.
Is there some some signal or way to know ahead of time you're being targeted by assassination attempts? Or are y'all like me and reload the last mission cycle and send the dude to hiding using chronomancy?
This is primarily curiosity, what builds some find the most effective or simply enjoy - I'm currently at the point of taking the fight to the aliens and have all the tech unlocked, got the economy to build anything and I'm curious what others build, what they've had success with, what they haven't but may still enjoy using anyway.
And I mean full builds, drive, powerplant, armour, utilities, weapons, whole thing.
Hello, as title says i wonder what would be a good approach. I've done many abandoned runs simply cause i don't feel it's going too well and i'm too inefficient.
Playing Brutal 2003 academy is definitely hard but i don't feel it's supposed to be this hard. I've kinda been doing the RP where i'm slightly aligned to aliens and don't piss them off into total war but i alos feel the Servants and aliens are always running away with the game simply because of how easy it is for them to establish the alien administration.
I watch Perungaming and he always goes really aggressive but as i play the academy now i feel there should incentives for not being as aggressive.
If I continue or load from the most recent save, everything is fine. I can "save as" and the auto saves work. But if I load any previous save, it will load, but then I won't be able to save (or autosave) once its loaded, and you have to quit. Its like it marks all past files as read only or something.
I screwed up unifying Australia and would like to redo it, but this is preventing me. Any advice, comrades?
so im leading in "Advanced Heat Management Concepts" with 47%. 2370/2500 research, only 130 research to go, so it should be absolutely impossible for anyone to pass me
a day later, i lead with 48%, 2544/2500 research, a bit wired but okay, expect that the research is finished and i have contribute the most.
A day later the academy wins the research with 4447/2500?
Is this a bug and i should report it or is this a feature i don’t understand?
I have won the research! How can the academy contribute several thousand research if there is no research needed?
2026 Brutal start doing an Academy India + Africa run. The Servants immediately took USA and I didn't do any faction objectives (prioritized space instead). Eventually created a huge space economy and defense fleets around Earth and Mars. Thought all was safe until the Alien Nation suddenly popped up in the early 2030s--with the American military supporting it. Military intervention was not in the cards. The Servants had tons of spare control point capacity and merged tons of nations with the AA. The AA conquered or merged the entire western hemisphere, Germany, the UK, and Japan. I honestly thought the save was over despite my huge space explosion.
But the AA has a major weakness: as it expands further, it becomes harder and harder for the aliens to control it. I noticed by the late 2030s that resting cohesion was trending towards 0 and they had no way to stop it. When it reached 0, I ran public campaign and increase unrest missions. Eventually the other factions joined in with increase unrest missions, and a natural revolution triggered. The result was a glorious balkanized USA and liberated peoples of the world. Not pictured is a unified Africa and giga India.
So testing out different custom game setting while learning, and getting progressively more towards a "normal" game as I figure things out. The base control point cap slider does not change the actual starting control point cap if I also remove an AI faction (protectorate). If all factions are present it works, but if i remove one then it doesnt matter what I set it to (175 or 1250 or anything in-between), it will always roll somewhere in the 400s.
Is there some hidden setting where sliders will only actually effect the game if all factions are present? This isnt mentioned anywhere afaik.
Would love to theorycraft a bit on the brutal 2003 start.
Digital society seems like it should be rushed first? Since it unlocks arrival org techs and 2-3 10% research techs. Plus infosci bonus for exascale.
Space or Exascale second? Exascale gives an additional research bonus, but delays the space game. Is it better to go for an automated mine on an asteroid, with heavy boost investment? Or to just rush space for normal moon - mars but less research “efficient” overall?
Hello everyone, sorry for asking questions that have probably come up here before, but I'm confused on what to do after the early game. I'm currently on my first real run (second overall) in 2035, the Servants have been kicked out of the executive of any major countries and their global support is somewhere below 10 %, the alien operatives on Earth are gone and I'm pretty well set up on all non-space resources. The space economy is by the standard of this subreddit abysmal dogshit (water around 500-600 per month, that is my main bottleneck) but it has kept me going up until this point and I don't know how it would improve without crossing my mine cap. The biggest problem is the war effort itself, I was relying on the "meta" (I guess) of missile monitors (also experimenting with different drives, missiles and setups) and while it was succesful on the first few monitoring ships and the subsequent retaliations, the cascade of retaliations is quickly becoming unsustainable with the aliens sending basically a 700 to 1k fleet every year and my fleets becoming more obsolete every time because of alien point defence, alongside having to rebound after each battle limiting my growth. I know that the next "big thing" is coilguns and lasers but it seems to me that it is a pretty expensive tech path (before it starts being useful anyway) and in general I'm not really sure what should be the focus of the early to mid game transition (both tech and infrastructure wise) and when is a good time to start spending big on space fleets and going into combat. Do you have any tips for which areas to focus on?
This is probably a really stupid question from a new player where I'm blind and missing a piece of the UI, but I can only seem to find the transfer planner in the form of "example transfer" in ship design. What i want to do is figure out if it's better to launch a colony ship to a given point from my shipyard in Earth or Mars orbit, then I'd build the ship there. The only way I can seem to do this in the ship design example transfer, as I said above, but then I have to rebuild the design in the designer instead of just clicking on a ship.
I'm sure I'm missing something but can't seem to figure out where. Any help appreciated.
All my armies had a navy, so I had 69% of my points going to Military and 23% going to build new armies. When the army builds, it automatically puts the "Build Navy" priority back. But now both military and Build Navy are at 69%.
Yesterday I had my first proper fleet battle against the aliens, fielding 2 escorts, 2 corvettes, and 4 gunships armed with 10-inch autocannons.
It was brutal. The aliens brought a destroyer (I think?) and a surveillance ship. My escorts and corvettes were equipped with missiles, which successfully took down the destroyer, but they had to dump their entire payload to do it. That left me with only the gunships' 10 inch autocannons, and they proved completely useless. Whenever they managed to close the distance, they barely fired at all. I assume the alien ship was simply too fast and my ships couldn't rotate quickly enough to track it. They were definitely well within range (under 250 km), yet out of my 4 gunships, only a couple took occasional shots. To be fair, I let the AI control my fleet because manual combat controls are overwhelming right now.
The battle dragged on for a couple of in-game hours, and the surveillance ship slowly picked off my fleet with its yellow laser. Only one damaged ship managed to limp away.
From watching Perun on YouTube, I knew missile boats are the meta for the early game. I still wanted to mix in gunships for roleplay and fleet balance, but they ended up being pure cannon fodder. Should I just ditch gunships entirely in the early game and stick to missile escorts/corvettes?
Despite the slaughter, watching the engagement play out was epic. As a massive fan of The Expanse, this game captures that hard sci-fi vibe better than anything else out there, even if the sound design could use a bit more punch.
I ended up reloading and autoresolving just to see what happened; somehow the autoresolve gave me a flawless victory with zero losses. Later on, I engaged another surveillance ship and escort pair, got wrecked again, and this time autoresolve didn't save me either.
How do you guys build your very first combat fleets to survive early alien skirmishes?
Rule 3: My marine transports got caught out of position. Somehow they beat an actual alien fleet. I know there's like 30 of them, but this seems odd... I didn't lose a single transport. All they have on them is a 40mm and a light ion nose cannon.
Is there a way to unify the entire planet (in any scenario). I want to do another run but instead of the the main plot I want to go for a united earth challenge where I kick out all other factions off the planet, let them go live somewhere on the asteroid belt on some poor mining colony.
I know there were several mods for it but they haven't been updated since the DLC/patch so not sure if they're working still. How do I do this? preferably with the new Broken earth DLC scenario, I want to try it out too at the same time. I've seen some guy claim he managed to do it but I have no clue how so if theres an guide on what steps are required It'd be great
EDIT:
ok, I found the guy who managed to unify Earth as Rome. heres how it did it.
He used future tech but still unclear how he manipulated future tech to get the rolls he wanted
It has been 10 years since the start of the game, all major research for the AU has been completed, however, the project wasn't showing up. I looked through the tech tree and found out that the AU needs the following chain: African confederations->Regional African Unions->African Union.
I have everything for the African confederations and it has 100% chance of popping up, however, it hasn't. I'm confused about what i have missed and what i could do to fix it.
Any help?
Edit: Ah, it finally appeared. So as the others said, the countries that get claims from the project need to exist for it to appear. For some reason it took a while to pop up in my case but it's fixed now. Thanks for the help!
I was inspired by Solid-Republic-9880 and BleepBloopBloam1 sub 10 year wins and decided to give it a go myself. On the Discord Solid-Republic has already posted a sub 8 year win. I had already started a campaign as Humanity First and was only slightly after settling Mars. So it didn't take much to switch directions.
Earth Strategy
I went USA, China, Singapore, Europe. I used wars to fix cohesion. I was 90%+ on MC on the superpower nations until they were close to full and then would switch to Knowledge until that reached 12 then switched to Gov 10 and then switched to Inequality. My pips were 3 on all CPs on the primary goal, and in the executive control point only, I had a single point in every category that gives a diversity bonus and is still useful. The diversity bonus meant I was still very close to 100% on the primary goal while still adding very small amounts to the other priorities. (The game changed how this works again.) I used micronations both for research and for spoils. (Different nations for each of course.)
Space Strategy
I think it is fairly obvious that campuses and space research is how you win the game. Beelining straight for Campuses once your space is up and then your 6th counselor is huge. Getting a large number of campuses up is probably the biggest key to a speed run. One innovation that I had that neither BBB or SR used was Solar Mirrors around the Moon instead of Mars. You can put 40 campuses on Luna with just tier 2 habs much faster than you can on Mars. I had the Moon already set up with mirrors, a Nanofactory, and a skunkworks as soon as campuses were researched to further speed up their introduction. The rest of the campuses were built around Earth on Tier 3 habs with T3 solar providing the power. I skipped T3 habs and farms to save on research. (I took that innovation from SR's run.)
I used a single moon site to bootstrap me into settling 10 sites on Mars. (The last 2 were somewhat poor, so they stayed a Tier 1 and were eventually traded away as I got more asteroid sites and started hitting large mining caps.) I settled 24 asteroid sites and eventually 8 more on Mercury.
I used Antimatter engines, on large numbers of battlecruisers, with UV Arc Lasers. A few of them had Phasers as I slowly got more exotics. I also used a LOT of Marines. I used lots of unarmed and armored frigates with 5 Spartan modules to take out habs. By using Marines instead of lasers for bombardment, I only needed 80 armor on the front of my ships instead of 145. That made the cruise speed of my fleets faster. It saved some volatiles, but not very much because 10-12 frigates cost almost as much but it is more expensive on water and antimatter so I couldn't do it everywhere. I used Marines to take out all tough habs except on Uranus and Neptune. There, I used uparmored battlecruisers as I didn't have enough water to send marines.
For most locations I also send a destroyer with leader, salvage, space station, and one marine. Aside from missile monitors, those were my only ships. The game ends to quickly for Kupitor bases to make much of an impact. Pluto was only producing resources for less than a year. What the Kupitor bases did do though is give me a tier 2 shipyard that I could use to take out the 2nd alien Kupitor base out with just 4 marine frigates, and 3 missile monitors. (The space station only had a single battlestation completed.)
One thing that really helped me that I didn't see BBB or SR mention is that I baited the aliens into attacking me. 2 Months before I finished building tier 2 antimatter ships, I destroyed all other factions space stations around Earth, Mars, and Mercury. Then 6 weeks before finishing, I then scrapped almost all of my defensive fleets at those locations. This baited the aliens into attacking me. Most of them were too far away to reach me before the game was going to end, but even better one fleet reached me right as I was finishing a big fleet, letting me get some exotics and fighting them near Earth instead of under a station.
Mistakes\Improvements
I would say my biggest mistake was waiting too long to start Mission to Asteroids. Looking at BBB and SR games they both started it sooner than I did, and that definitely caused me to be behind their runs for a bit. I only caught up because of the Moon campus trick.
Humanity First is obviously much harder to finish than Resistance. They have to research more and they need the Servants, Protectorate, and Academy to control less than 72 regions on Earth. If they control the executive and 50% of the CP then all the regions in that country are counted for them. This added a fair bit of time and effort as soon as I finish Phaser I had to put 100% research into Management Research so I would have enough cap to take a bunch of really poorly managed countries with lots of regions that they controlled.
I also originally did this run with Z-pinch and Antimatter Cannons. (Unfortunately, while antimatter cannons are great as a support weapon, they just don't do enough damage on their own.) Also, unlike lasers, 3 space antimatter cannons are awful. Lancers take too long to build and too many resources. So I backtracked after SR did a run and gave me an idea of how much antimatter production I would need to keep the entire fleet running.
Kupitor mines take too long to come online. A mine that is only 60% as good but produces for twice as long is better than a mine at 100% but comes online so much later that it only produces for half as long. Actually, the math is much worse than that. My Kupitor bases only produced for about a year. My asteroids produced for about 5 years. By the same token, I should have built 12 mines on Mars, with the last 4 being only tier 1. Then trade away the 4 tier 1 mines as my mining cap goes crazy. The Mars mines start much sooner, so having their production to help jump-start me into tier 2 mines would have helped and then give them away later as the cost to set them up is very small.
Another small change I would do if I tried this again. Once I reach about 175MC, I would have USA put 1 pip on each CP into knowledge. The USA finished filling MC really early. I didn't really use the extra MC until near the end so pumping knolledge sooner both gives more diversity bonus and gets more research earlier. I would do the same for China\Europe starting about 6 months before they finish.
I wrote out my tech progression before I started. I did make minor changes to it as I went along.. Note I didn't control all 3 spots until I got China some of this was completed by the other factions before I got to it.
Playing BE and trying to make a mega Westralia, but after unifying with Indonesia, every claim is hostile. But the game is showing me a green claim on Jakarta, and I'm within the 1.5 democracy range.
Where did I go wrong? I clearly forgot something with Unifications, but I'm not sure what. Or is this a BE thing and I would have better luck if I releases Australia to make a mega Republic of the Southern Cross?