GrogHeads Forum

Digital Gaming => Computer Gaming => Topic started by: Millipede on October 28, 2019, 12:10:30 PM

Title: Terra Invicta
Post by: Millipede on October 28, 2019, 12:10:30 PM
Oh my goodness!

Check it out... https://www.youtube.com/watch?v=W2rv1NvINMU
Title: Re: Terra Invicta
Post by: Gusington on October 28, 2019, 12:16:27 PM
Pretty cool looking...ambitious too.
Title: Re: Terra Invicta
Post by: hellfish6 on November 02, 2020, 08:02:58 AM
They just completed a successful kickstarter. Here's their dev diaries, which are what hooked me. Those ships are totally up my alley: https://www.pavonisinteractive.com/phpBB3/viewforum.php?f=7 Also happens to have a lead developer who is also one of the few sci-fi authors I like.

(https://www.pavonisinteractive.com/phpBB3/download/file.php?id=345)

(https://www.pavonisinteractive.com/phpBB3/download/file.php?id=348)

(https://www.pavonisinteractive.com/phpBB3/download/file.php?id=346)

(https://www.pavonisinteractive.com/phpBB3/download/file.php?id=340)

(https://www.pavonisinteractive.com/phpBB3/download/file.php?id=329)
Title: Re: Terra Invicta
Post by: FarAway Sooner on November 02, 2020, 07:00:40 PM
Wow.
Title: Re: Terra Invicta
Post by: Ian C on November 04, 2020, 04:12:41 AM
Looks very promising indeed. My kind of game.
Title: Re: Terra Invicta
Post by: glen55 on November 04, 2020, 07:40:39 PM
I hunger for this game.
Title: Re: Terra Invicta
Post by: bobarossa on November 04, 2020, 09:36:31 PM
So does anyone see a resemblence between this and Children of a Dead Earth (which I own but of course have never played)?  The design screen's emphasis on realism (turn rates, delta v, etc) reminded me of it.  This game is much better looking.
Title: Re: Terra Invicta
Post by: hellfish6 on November 05, 2020, 08:37:27 AM
They both come from a hard science background (see Atomic Rockets (http://www.projectrho.com/public_html/rocket/) versus the usual Star Wars/Star Trek-type of wet navy in space of nearly every other game. Lumpkin, the head dev of Terra Invicta, is also a sci fi writer. I'm not sure about the background of the Children of a Dead Earth devs, but I bought that game first and foremost because of Lumpkin's writing - it was/is the only game that simulated a more realistic kind of space warfare.
Title: Re: Terra Invicta
Post by: airboy on November 05, 2020, 09:47:07 AM
^ That was my impression also.   The screenshots scream "science nerd simulation!"
Title: Re: Terra Invicta
Post by: hellfish6 on November 05, 2020, 11:39:38 AM
I've tried and failed so far to get into Aurora 4x. Even with a lot of time to spare ("working" from home) I just can't get into it. And I've been exhausted from all the MOO 4x clones for years... I really want this game to scratch the itch I've had for a long time.
Title: Re: Terra Invicta
Post by: airboy on November 05, 2020, 04:59:32 PM
Hope that it is wonderful and makes many happy.
Title: Re: Terra Invicta
Post by: Jarhead0331 on September 21, 2021, 06:54:55 AM
New factions trailer. Looks interesting...certainly not your father's x-com.

Title: Re: Terra Invicta
Post by: Skoop on September 21, 2021, 01:25:22 PM
Actually looks pretty cool, near future scifi.  I bet a total conversion mod to the expanse lore would work for this.
Title: Re: Terra Invicta
Post by: Millipede on October 07, 2021, 02:50:09 PM
The September update with video... https://www.kickstarter.com/projects/terrainvicta/terra-invicta/posts/3323245?ref=ksr_email_backer_project_update_registered_users
Title: Re: Terra Invicta
Post by: mbar on October 09, 2021, 10:31:13 AM
The impression I got from this video was "Aurora 4X with graphics". Not that I play Aurora 4X.
Title: Re: Terra Invicta
Post by: Rayfer on October 09, 2021, 10:48:06 AM
Looks to be a quite deep and complex game, probably with a steep learning curve. 
Title: Re: Terra Invicta
Post by: GDS_Starfury on October 13, 2021, 11:07:51 PM
Quote from: mbar on October 09, 2021, 10:31:13 AM
The impression I got from this video was "Aurora 4X with graphics". Not that I play Aurora 4X.

and a fair dose of Homeworld and Honor Harrington.
Title: Re: Terra Invicta
Post by: CJReich46 on October 15, 2021, 02:51:12 PM
Wow. That looks amazing. Call me curious.
Title: Re: Terra Invicta
Post by: SirAndrewD on October 15, 2021, 02:56:37 PM
Quote from: Skoop on September 21, 2021, 01:25:22 PM
Actually looks pretty cool, near future scifi.  I bet a total conversion mod to the expanse lore would work for this.

There's also going to be a cold war era campaign, so space war with 80's tech. 
Title: Re: Terra Invicta
Post by: Gusington on October 15, 2021, 02:59:47 PM
Now that sounds very cool.
Title: Re: Terra Invicta
Post by: Millipede on February 01, 2022, 04:25:58 PM
The latest dev diary is at https://www.pavonisinteractive.com/phpBB3/viewforum.php?f=7 and it's about how reasonably accurate space travel is implemented. It's pretty damn cool.
Title: Re: Terra Invicta
Post by: FlickJax on February 02, 2022, 05:23:20 AM
Quote from: Rayfer on October 09, 2021, 10:48:06 AM
Looks to be a quite deep and complex game, probably with a steep learning curve.

I'm with you, looks great but just too much for this old brain to absorb without falling asleep :)
Title: Re: Terra Invicta
Post by: JasonPratt on February 02, 2022, 03:16:32 PM
Worth remembering, that this comes from the XCOM: Long War mod designers! Glad to see it reaching the light of day!
Title: Re: Terra Invicta
Post by: JasonPratt on February 02, 2022, 03:22:17 PM
Other games from the same publisher coming out Q2 this year (supposedly) along with Terra Invictus:

https://store.steampowered.com/franchise/HoodedHorse/#browse

Not from the Long War devs, apparently (they're Pavonis Interactive), but still a highly interesting roster including a spiritual remake of Emperor of the Fading Suns!
Title: Re: Terra Invicta
Post by: Jarhead0331 on February 02, 2022, 03:33:40 PM
Quote from: JasonPratt on February 02, 2022, 03:22:17 PM
Other games from the same publisher coming out Q2 this year (supposedly) along with Terra Invictus:

https://store.steampowered.com/franchise/HoodedHorse/#browse

Not from the Long War devs, apparently (they're Pavonis Interactive), but still a highly interesting roster including a spiritual remake of Emperor of the Fading Suns!

Alliance of the Sacred Suns is NOT a spiritual remake of EofFS. Other then the sci-fi setting and name, there are no similarities or relationship.

http://grogheads.com/interviews/21018 (http://grogheads.com/interviews/21018)
Title: Re: Terra Invicta
Post by: Millipede on June 03, 2022, 11:24:14 PM
The latest, and supposedly the last, dev diary prior to release. https://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=7&t=29439&p=56344#p56344
Title: Re: Terra Invicta
Post by: FarAway Sooner on June 10, 2022, 12:07:15 PM
That looks impressive.  Reading that dev blog, I also feel a little bit like I'm trying to model the physics behind Shadow Empire's logistical system.    \m/
Title: Re: Terra Invicta
Post by: Grim.Reaper on June 12, 2022, 08:51:03 PM
Demo is out

https://store.steampowered.com/app/1176470/Terra_Invicta/
Title: Re: Terra Invicta
Post by: steve58 on June 12, 2022, 10:23:52 PM
Quote from: Grim.Reaper on June 12, 2022, 08:51:03 PM
Demo is out

https://store.steampowered.com/app/1176470/Terra_Invicta/

Demo is 13.5GB download/227GB disk space.  Hefty, hefty, hefty!

Apparently reading what's on a screen was beyond me last nite.

Download is under 10GB...requires 13.5GB disk space.   :-[
Title: Re: Terra Invicta
Post by: CJReich46 on June 13, 2022, 09:36:30 AM
This demo is WHOA. The tutorial is very unclear on so many things at what it throws at you. It took me forever to figure out how to assign the councilors (agents).

But I will give more impressions later.
Title: Re: Terra Invicta
Post by: Jarhead0331 on June 13, 2022, 04:45:33 PM
Quote from: CJReich46 on June 13, 2022, 09:36:30 AM
This demo is WHOA. The tutorial is very unclear on so many things at what it throws at you. It took me forever to figure out how to assign the councilors (agents).

But I will give more impressions later.

Yeah...gotta say, not exactly the greatest first impression.
Title: Re: Terra Invicta
Post by: devoncop on June 17, 2022, 04:08:05 AM
Just caught up with this one and have been watching some You Tube Demo plays...I gather it is made by the guys who did the " Long War" mod for XCOM and this is certainly no beer and pretzels half hour playthrough type game.

One You Tuber did an 11 hour playthrough of the 7 year demo and managed at the very end to get a single ship into space :)

Yes it looks very deep and complex and the UI is quite old school and reminds me a bit of Xeonaughts but if they get the balance right it could be a hugely challenging and enjoyable timesink. There are some really unique  political ,economic and spy centred mechanics in the game.

Another one being published by Hooded Horse of "Old World" fame.

They are on a bit of a roll.

Title: Re: Terra Invicta
Post by: W8taminute on June 17, 2022, 07:29:05 AM
Downloaded and played the demo for a bit last night.  I like what I see so far and realize this game has great potential. 

One thing I will say however is that the tutorial seems to be nothing more than popup's that explain what all the different buttons and symbols mean and do.  I thought the tutorials for Old World were probably the best tutorials I've ever played simply because in Old World the tutorials actually walked you through what was happening with each button click.  I got a sense of understanding why I had to click something and what the goal was. 

That being said I can't wait to dive into the Terra Invicta demo some more.
Title: Re: Terra Invicta
Post by: devoncop on June 17, 2022, 09:13:39 AM
Quote from: W8taminute on June 17, 2022, 07:29:05 AM
Downloaded and played the demo for a bit last night.  I like what I see so far and realize this game has great potential. 

One thing I will say however is that the tutorial seems to be nothing more than popup's that explain what all the different buttons and symbols mean and do.  I thought the tutorials for Old World were probably the best tutorials I've ever played simply because in Old World the tutorials actually walked you through what was happening with each button click.  I got a sense of understanding why I had to click something and what the goal was. 

I agree from what I have seen of the demo.

With my new found resolution not to buy games until they are on full release I will avoid the demo for now as it is misding a lot of full game features and polish but I am definitely interested too.

I also agree re the Old World tutorials. The best I have come across.

That being said I can't wait to dive into the Terra Invicta demo some more.
Title: Re: Terra Invicta
Post by: Grim.Reaper on September 25, 2022, 02:29:58 PM
Early access starts tomorrow, $39.99.  Little steep for me to jump in right away
Title: Re: Terra Invicta
Post by: SirAndrewD on September 25, 2022, 02:56:36 PM
I'll take the hit for the team.
Title: Re: Terra Invicta
Post by: Jarhead0331 on September 25, 2022, 03:07:26 PM
I've got it. Been trying out the press build.

It is a very deep game and the UI and core concepts aren't exactly what I would consider intuitive. There is an extremely steep learning curve. I'm sure there is a very good game in here, but it will take a good deal of patience and effort to get to. I'm not sure if that is due to poor design decisions or just a product of the complexity. I'm inclined to say it is somewhat a result of both.
Title: Re: Terra Invicta
Post by: Grim.Reaper on September 25, 2022, 03:53:27 PM
Saw this first access review...just seems like a game I won't be able to wrap my head around

https://m.youtube.com/watch?time_continue=3&v=7ZWZyGSEj3c&feature=emb_logo
Title: Re: Terra Invicta
Post by: Pete Dero on September 26, 2022, 02:36:52 AM
Quote from: Grim.Reaper on September 25, 2022, 03:53:27 PM
Saw this first access review...just seems like a game I won't be able to wrap my head around

https://m.youtube.com/watch?time_continue=3&v=7ZWZyGSEj3c&feature=emb_logo

A little more info in this 10 hour game play video on Twitch : https://www.twitch.tv/videos/1601340107

Title: Re: Terra Invicta
Post by: mbar on September 26, 2022, 10:26:57 AM
I was excited, but I will wait and see. The review video says it looks like 2 games put together. I'm not sure I want to play the first global intrigue one. I can see the appeal though.
Title: Re: Terra Invicta
Post by: Ian C on September 26, 2022, 10:49:06 AM
Played the demo for several hours. The game appears to be solid and stable. The first part of the game is very XCOM-ish but without the combat - it's all about espionage, building your faction on a global level, controlling nations, doing research, etc.

Learning how to assign your councillors to missions is not intuitive at first. You have to un-pause the game, fast forward time until your councillor assignment phase is active. Then you select them, click on a nation, and select mission. Their mission buttons don't appear until the phase is active, then you confirm the mission at the top of screen. The rest of the game is mostly logical to figure out, and there's a lot of it.  I think that a 5-minute tutorial video would actually clear up any confusion and complexity. The design is first-class, and if everything works as designed, it might border on astonishing.

I suspect this * could * be an epic strategy game with much depth.

If you are thinking of trying the demo -watch out - be prepared to invest an hour or two as there is no save game  for the demo version.





Title: Re: Terra Invicta
Post by: Pete Dero on September 26, 2022, 11:11:32 AM
There's a quick start guide up on the Terra Invicta wiki : https://hoodedhorse.com/wiki/Terra_Invicta/Beginner%27s_Guide
Title: Re: Terra Invicta
Post by: FarAway Sooner on September 26, 2022, 10:44:59 PM
That looks impressive!  If they can make the game pieces hang together in such a way that it's immersive and not too grindy, it could be really awesome.  They still have a lot of polishing work to do, but I'm curious to see how this one continues to evolve.

Worst case scenario, they can always turn it into a twin-stick shooter...
Title: Re: Terra Invicta
Post by: Pete Dero on September 28, 2022, 03:06:53 AM
Small notice : if you have NEBULOUS: Fleet Command on Steam you get an extra discount (9%) for Terra Invicta.
Title: Re: Terra Invicta
Post by: HoodedHorseJoe on September 28, 2022, 05:29:36 AM
Hello everyone! My name is Joe, I'm the new communications director (read: PR guy) at Hooded Horse. Thought I'd drop by and say hey since we're all talking about Terra Invicta.

You may recognise me - I used to be 'WargamerJoe', and I was the former editor of Wargamer.com and Strategy Gamer. It's good to be back! Let me know if anyone has any questions!
Title: Re: Terra Invicta
Post by: FarAway Sooner on September 29, 2022, 12:09:40 PM
Welcome (back), Joe!  The game is getting a lot of buzz here, best of luck as you guys continue to get it into shape.

I'd love a game that's even vaguely like the lovechild of X-COM: UFO Defense and Civilization.  I've often thought that asymmetrical games with a 4x feel have been sorely neglected (XCOM, AI Wars, ???).
Title: Re: Terra Invicta
Post by: Boggit on September 29, 2022, 12:39:30 PM
This game has me intrigued! O0
Title: Re: Terra Invicta
Post by: Geezer on October 01, 2022, 09:27:02 AM
Watching the PerunGamingAU series on Youtube.  Getting harder and harder to resist picking it up with each episode.
Title: Re: Terra Invicta
Post by: Grim.Reaper on October 02, 2022, 10:53:57 AM
Kind of reconsidering myself...
Title: Re: Terra Invicta
Post by: Tripoli on October 02, 2022, 11:17:10 AM
Quote from: Grim.Reaper on October 02, 2022, 10:53:57 AM
Kind of reconsidering myself...

I may be the first to break here.....
Title: Re: Terra Invicta
Post by: Pete Dero on October 02, 2022, 11:19:17 AM
Quote from: Tripoli on October 02, 2022, 11:17:10 AM
Quote from: Grim.Reaper on October 02, 2022, 10:53:57 AM
Kind of reconsidering myself...

I may be the first to break here.....

Too late !
Title: Re: Terra Invicta
Post by: Tripoli on October 02, 2022, 11:24:20 AM
Quote from: Pete Dero on October 02, 2022, 11:19:17 AM
Quote from: Tripoli on October 02, 2022, 11:17:10 AM
Quote from: Grim.Reaper on October 02, 2022, 10:53:57 AM
Kind of reconsidering myself...

I may be the first to break here.....

Too late !
I may be the second to break here.... :)
Title: Re: Terra Invicta
Post by: Silent Disapproval Robot on October 02, 2022, 11:26:38 PM
I've been slogging through the tutorial. Zero idea what I'm doing or supposed to be doing.
Title: Re: Terra Invicta
Post by: SirAndrewD on October 02, 2022, 11:39:51 PM
Quote from: Silent Disapproval Robot on October 02, 2022, 11:26:38 PM
I've been slogging through the tutorial. Zero idea what I'm doing or supposed to be doing.

You and me both.

I did finally pick it up.

First, my Virpil devices messed with the camera so I had to unplug my USB hub.

But yeah, I'm going to likely spend the week baby stepping on this with youtube on my TV.
Title: Re: Terra Invicta
Post by: Grim.Reaper on October 03, 2022, 07:26:11 AM
I did pick it up, while it was still on sale for 10% off (ends later today).  Figured I'll give it a couple of hours to see if remotely makes sense to me, if not, then will return...if close enough, likely will just hold on to it and see how it evolves in early access.  We'll see...
Title: Re: Terra Invicta
Post by: Geezer on October 03, 2022, 10:25:28 AM
Whoa, I didn't realize the early access discount ended so soon.  Thanks Grim!   :bd:   Resistance was futile so I'm in.
Title: Re: Terra Invicta
Post by: ArizonaTank on October 03, 2022, 10:56:39 AM
Quote from: Silent Disapproval Robot on October 02, 2022, 11:26:38 PM
I've been slogging through the tutorial. Zero idea what I'm doing or supposed to be doing.

I had a hard time getting started at first.

Eventually I started a 'learning' game with only two other factions and set to the easiest level. That really helped, because with a full slate of factions there is just too much information coming at you all at once. With only two other factions, you can more easily track and block your rivals.

I am just coming out of the first phase of the game...the race to space. Moving to the next phase, the industrialization of space.
Title: Re: Terra Invicta
Post by: Silent Disapproval Robot on October 03, 2022, 11:40:01 AM
Thanks, I'll give the minimum factions a whitl then.  I just went with the default setup using "The Resistance" tutorial.  That helped me learn the interface but how to actually play still eludes me.  I do control Russia, Canada, Ireland, Malaysia and Singapore and I have a bit of a space station in LEO, but Humanity First seems to control everything else.
Title: Re: Terra Invicta
Post by: Tripoli on October 03, 2022, 11:46:32 AM
Quote from: Silent Disapproval Robot on October 03, 2022, 11:40:01 AM
Thanks, I'll give the minimum factions a whitl then.  I just went with the default setup using "The Resistance" tutorial.  That helped me learn the interface but how to actually play still eludes me.  I do control Russia, Canada, Ireland, Malaysia and Singapore and I have a bit of a space station in LEO, but Humanity First seems to control everything else.

As long as you have Ireland, you got that game in the bag... ;D
Title: Re: Terra Invicta
Post by: W8taminute on October 03, 2022, 12:24:49 PM
Quote from: ArizonaTank on October 03, 2022, 10:56:39 AM
Quote from: Silent Disapproval Robot on October 02, 2022, 11:26:38 PM
I've been slogging through the tutorial. Zero idea what I'm doing or supposed to be doing.

I had a hard time getting started at first.

Eventually I started a 'learning' game with only two other factions and set to the easiest level. That really helped, because with a full slate of factions there is just too much information coming at you all at once. With only two other factions, you can more easily track and block your rivals.

I am just coming out of the first phase of the game...the race to space. Moving to the next phase, the industrialization of space.

It pains me to admit that I'm not really interested in this game anymore however please do let us know how the industrialization of space phase goes.  That's the part that really interests me in this game but not a lot of information from other players yet on how this aspect of the game plays out. 

If there is endorphic fun to be had in space I may change my feelings towards TI. 
Title: Re: Terra Invicta
Post by: Geezer on October 03, 2022, 01:47:41 PM
Started my first game as The Resistance wo I can get the tutorial tooltips.  My first goal is to take over Kazakhstan since it has a good boost capability and my son was born there.   :)

Longer term goal will be to take over Russia for some mission control capability and to merge it with Kazakhstan.  Also my daughter was born in Russia.   :)
Title: Re: Terra Invicta
Post by: Geezer on October 04, 2022, 12:34:21 PM
RNGesus hates me!  I have failed at least 5 missions in a row with a 75% chance of success on each!   :knuppel2:
Title: Re: Terra Invicta
Post by: Jarhead0331 on October 05, 2022, 09:43:50 AM
For those of you who are playing, I'm curious if you've found any creative strategies that work in the early game. My impulse thus far has been to focus on recruiting councilors who specialize in persuasion and who generate influence in order to seize control points. These tend to be academics, celebrities, and activists. The best viable strategy, at least the most obvious, for the early game seems to be to just try to take as many control points as fast as possible so that your faction can begin directing national development in spots across the globe. I can't really think of anything else viable.

As a secondary objective, I also invest in the sciences, although I'm still too new at the game to have developed particular strategies as far as what technologies are best to invest in. My approach thus far has been to invest most heavily in those techs that will further the overarching goal of swaying public opinion and taking control points. 

I have no idea how these strategies will play out in the mid or late game, or whether other strategies would yield different, but equally successful results.

Thoughts? Ideas?
Title: Re: Terra Invicta
Post by: ArizonaTank on October 05, 2022, 11:19:19 AM
Quote from: Jarhead0331 on October 05, 2022, 09:43:50 AM
For those of you who are playing, I'm curious if you've found any creative strategies that work in the early game. My impulse thus far has been to focus on recruiting councilors who specialize in persuasion and who generate influence in order to seize control points. These tend to be academics, celebrities, and activists. The best viable strategy, at least the most obvious, for the early game seems to be to just try to take as many control points as fast as possible so that your faction can begin directing national development in spots across the globe. I can't really think of anything else viable.

As a secondary objective, I also invest in the sciences, although I'm still too new at the game to have developed particular strategies as far as what technologies are best to invest in. My approach thus far has been to invest most heavily in those techs that will further the overarching goal of swaying public opinion and taking control points. 

I have no idea how these strategies will play out in the mid or late game, or whether other strategies would yield different, but equally successful results.

Thoughts? Ideas?

There may be better strategies, but initially I did the same as you. But as I came closer to my cp cap, I let go of some of the politicians and replaced them with space/scientists and operations folks. The operators to start blocking rivals, and protecting my key peeps. One guy I got good use out of, was a business tycoon who was great at stealing organizations from the rivals.

Although I will say it is hard to cut the cord to a guy you have been using alot. After all, you have probably invested quite a bit in their skills, and then you just cut them loose...hard, but necessary.
Title: Re: Terra Invicta
Post by: Jarhead0331 on October 05, 2022, 11:37:29 AM
Quote from: ArizonaTank on October 05, 2022, 11:19:19 AM
Quote from: Jarhead0331 on October 05, 2022, 09:43:50 AM
For those of you who are playing, I'm curious if you've found any creative strategies that work in the early game. My impulse thus far has been to focus on recruiting councilors who specialize in persuasion and who generate influence in order to seize control points. These tend to be academics, celebrities, and activists. The best viable strategy, at least the most obvious, for the early game seems to be to just try to take as many control points as fast as possible so that your faction can begin directing national development in spots across the globe. I can't really think of anything else viable.

As a secondary objective, I also invest in the sciences, although I'm still too new at the game to have developed particular strategies as far as what technologies are best to invest in. My approach thus far has been to invest most heavily in those techs that will further the overarching goal of swaying public opinion and taking control points. 

I have no idea how these strategies will play out in the mid or late game, or whether other strategies would yield different, but equally successful results.

Thoughts? Ideas?

There may be better strategies, but initially I did the same as you. But as I came closer to my cp cap, I let go of some of the politicians and replaced them with space/scientists and operations folks. The operators to start blocking rivals, and protecting my key peeps. One guy I got good use out of, was a business tycoon who was great at stealing organizations from the rivals.

Although I will say it is hard to cut the cord to a guy you have been using alot. After all, you have probably invested quite a bit in their skills, and then you just cut them loose...hard, but necessary.

Yes. This is exactly my plan. Once sufficient control is established and councilors with influence are no longer top priority, I was planning on replacing them with others who have skills more appropriate for the next phase of the game.
Title: Re: Terra Invicta
Post by: Ian C on October 05, 2022, 11:41:37 AM
Quote from: Jarhead0331 on October 05, 2022, 09:43:50 AM
For those of you who are playing, I'm curious if you've found any creative strategies that work in the early game. My impulse thus far has been to focus on recruiting councilors who specialize in persuasion and who generate influence in order to seize control points. These tend to be academics, celebrities, and activists. The best viable strategy, at least the most obvious, for the early game seems to be to just try to take as many control points as fast as possible so that your faction can begin directing national development in spots across the globe. I can't really think of anything else viable.

As a secondary objective, I also invest in the sciences, although I'm still too new at the game to have developed particular strategies as far as what technologies are best to invest in. My approach thus far has been to invest most heavily in those techs that will further the overarching goal of swaying public opinion and taking control points. 

I have no idea how these strategies will play out in the mid or late game, or whether other strategies would yield different, but equally successful results.

Thoughts? Ideas?


Watch out for hostile takeovers by the AI. Guard your best assets: I spent most of my game building a solid base of CPs in nations, the U.S.A being a tough nut to crack, but I eventually got all of it and was able to cut loose a lot of smaller nations with less resources, to free up my CP cap limit.

I left the U.S. undefended for a little while, while my counsellors were on other ops, and two groups then took the entire nation in a sudden revolution. It was a stunning move by the AI. It left me reeling, trying to salvage other minor nations I had CPs in.

Another tip I read about is to turn a rival councillor from another group to join you. If you do this, you have access to all intel on the other organisation. Locations of their councillors, projects, everything.
Title: Re: Terra Invicta
Post by: Geezer on October 05, 2022, 11:57:21 AM
Brand new to the game so take this with a large does of salt.

My initial moves were pretty focused rather than just grabbing easily available control points.  As mentioned above we went to Kazakhstan first for the Boost capability.  We then focused on Russia to get some Mission Control and, more or less, start rebuilding the former Soviet Union.  It has a decent economy and lots of nukes to discourage anyone else from considering nuking our territory.  We have a couple of councilors who specialize in operations that have been picking off rival councilors as they pop up, and otherwise stirring up trouble for the other factions.  We have a non-aggression pact with the Humanity First faction since they are closest to us in alignment.

We are lagging a bit in influence due to having a couple of assassins and we are also a bit behind on science.  The former just means we have to pick our countries carefully.  The latter means we have been content to let the other factions set the early research topics.  My hope is we will be in a good position to take the lead when the space race starts soon.

We're also probably behind on picking up organizations, but the hope is we'll be better positioned to get some as more become available.  I've read they are a key part of the game.

Next steps will involve consolidating our holdings and improving what we control while looking for ops to thwart the other factions.

We did just crackdown and then purge an opponent from North Korea (I forget which faction) as I've read having that one nuke is a pretty safe way to nuke an opponent without triggering mutually assured destruction for the world.  It also takes a nuke out of an opponents hand.  Speaking of nukes, so far nobody has gone for the US or China.  Unlikely we'd ever have enough cap space to take either but we should be in a position to keep anyone else from controlling them for now.
Title: Re: Terra Invicta
Post by: ArizonaTank on October 05, 2022, 12:40:31 PM
Also, watch out for the AI turning your folks a few game years in. Some of my best folks had shaky loyalty. I had to find a council member who had "inspire" to keep my guys in line.

Title: Re: Terra Invicta
Post by: Ian C on October 05, 2022, 12:56:32 PM
Also - early game it's a good start to control nations that have 2 control points. If you get the first control point, it locks out other organisations from the nation because the last control point of a nation is the one that can't be won by an outsider takeover.

Quote from: Geezer on October 05, 2022, 11:57:21 AM

so far nobody has gone for the US or China.  Unlikely we'd ever have enough cap space to take either but we should be in a position to keep anyone else from controlling them for now.

The U.S. is difficult to control. Once you get enough Influence and support to take it over, the other control points are fairly easy to win. However it's vital you place a few councillors on guard duty otherwise the AI does bad things to take it off you...
Title: Re: Terra Invicta
Post by: SirAndrewD on October 05, 2022, 01:14:54 PM
My strategy was first....to do a few restarts until I got some good RNG on start position stats and councilors.   ;D

Good old Civ style.

But, what has worked for me thus far was taking Central America then Mexico and Canada.   That while doing lots of public campaigns in the US.  After getting all 6 US control points (Got one lucky turn where I nabbed three at once, one on a 7% chance) I abandoned everything but the US and then pumped all my work into stability, public support and fortifying my nodes. 

The US actually is quite disunited and not too stable at start, makes it vulnerable to Coups.

Once I had the  US I worked on my Admin score on my councilors to get enough cap to steal Kazakhstan away from Humanity First.  I'm now fortifying there, meet my cap one point under, and control all the boost.

It's the start of 2024 and I have a moon base and control the science race with the US's might.  I really need a military councilor with high command but I'm trying to slog through without one. 

My main concern now is that India is in control of the Servants and there's some weird flora and fauna popping up there.  I've got some of my agitator councilors on the ground there now and it might be time for some light regime change. 

Seems like the open went well.  I won't like I watched a lot of videos, especially the ones by Perun before I even installed the game, so hopefully the info gave me a leg up.

The tutorial in game is very lacking compared to what Youtube has available.
Title: Re: Terra Invicta
Post by: Geezer on October 06, 2022, 02:36:38 PM
Just finished up the first year of my first game.  Took me just under 8 hours according to Steam.

We continue to build up the Eurasian alliance and hope to add the Baltic States as soon as we figure out how to get them out of the EU.  We're still fighting for complete control of Belarus.  Had to abandon a few of the Asian minor countries to stay under the cap.  Also about ready to add Finland to our group.  I believe there is a way to get all these countries united somehow so that one Defend mission will cover them all.  No idea how to do that yet.

We turned a councilor from the Initiative and have been able to keep good tabs on their activities.  We just assassinated one of their councilors along with one from the boot licking Servants.  Our non-aggression pact with Humanity First has held up although they don't seem to be doing particularly well in the game.  Maybe I'm just not understanding what they are up to.

We had to take control of a global research project to push through Mission to the Moon as none of the factions seemed willing to start it.  It just completed and we immediately sent a probe there.  We should have enough boost to get at least one base started after the probe sends back it's findings in a few more days.

"You're going to the Moon!"  https://www.youtube.com/watch?v=98qw86DsdZ0
Title: Re: Terra Invicta
Post by: Geezer on October 08, 2022, 06:11:45 AM
A new video on how to deal with the alien threat level.  First 8 minutes are mostly spoiler free and then he dives into the details:



Tried wrapping it with the Youtube button but it didn't work for some reason.  Shows a broken link even though clicking on it takes me there.
Title: Re: Terra Invicta
Post by: Jarhead0331 on October 08, 2022, 09:00:43 AM
^fixed it for you,
Title: Re: Terra Invicta
Post by: Geezer on October 08, 2022, 10:29:54 AM
Great, thanks.  No sure what I did wrong.
Title: Re: Terra Invicta
Post by: SirAndrewD on October 08, 2022, 12:38:54 PM
Going to tear into this one after lunch. 

I really feel like I'm starting to get underwater though.  I know I made the decision to take the US and eat my cap with it, but it's putting me in a situation where the Servants are running wild with mind contro....er....public support in the far east. 

I was shocked when I saw India go from 80% support for my faction (I'd been running campaigns there) to 70% support for Servants and total control overnight.   Their popularity is over 70% in China and growing.  Scary portents indeed.  I don't want to go hog wild and send in the Army but I can't let the Servants get China. 

In space, that's where I'm kinda stuck.  I've got three moonbases and researched mining, but still can't really extract anything.  They're just kinda thee.  I heard it's pointless to build space stations in orbit early, but I've got ALL the boost in the world to play with and don't want it to just sit there.  2025 is coming and maybe the game is in a really early state but I just don't felt like I've done enough. 
Title: Re: Terra Invicta
Post by: Geezer on October 08, 2022, 02:16:30 PM
Just finished the second year in my game.  Russia has absorbed Kazakhstan and Belarus.  The Balkan States, Ukraine, and Finland will be next.  Fighting The Academy in Mexico to try and keep our control there to help influence things in the US.  There have been two violent revolutions in the US in the last year with control points changing hands often.  Our main interest is in keeping things fluid so nobody gets control.  We don't have the cap to take it over.

We are building our first mining station on Earth and will deliver it to our base on the Moon in about 60 days.  It will take every bit of boost to make that happen.  Our probe will make it to Mars in a few months and then we'll pick a site to grab.  Hopefully we'll have more boost by then.
Title: Re: Terra Invicta
Post by: Geezer on October 09, 2022, 06:03:31 AM
Somebody just detonated a "loose nuke" in Washington, DC for reasons unknown.  Sadly, my best councilor was there at the time and was killed.   :knuppel2:
Title: Re: Terra Invicta
Post by: Silent Disapproval Robot on October 09, 2022, 06:03:59 PM
Ugh, not a fan of the new patch.

They limit which factions you can play as based on total faction count now.  For example, you can't select Project Exodus unless you select total factions of five or greater.
They've also changed the priority button selection order for science projects.  For some reason, left clicking now lowers the priority while right clicking raises it.  This is the opposite of how it was prior to the patch.

Having a HOTAS system plugged in screws up menu selection and space combat.  Unless all your devices read a zero input value, the menus will start scrolling uncontrollably.  This is a problem with the UNITY engine and it's bloody annoying (especially since UNITY doesn't see my rudder as reading a zero value when it's centred).
Title: Re: Terra Invicta
Post by: SirAndrewD on October 09, 2022, 07:32:45 PM
Yeah, the HOTAS thing sucks. 

One of the reasons I put all my flight sim accessories on a powered USB.  I can just click it off at will.
Title: Re: Terra Invicta
Post by: Jarhead0331 on October 09, 2022, 07:47:19 PM
Quote from: SirAndrewD on October 09, 2022, 07:32:45 PM
Yeah, the HOTAS thing sucks. 

One of the reasons I put all my flight sim accessories on a powered USB.  I can just click it off at will.

+1
Title: Re: Terra Invicta
Post by: Boggit on October 09, 2022, 08:46:53 PM
I love this game! O0
Title: Re: Terra Invicta
Post by: Silent Disapproval Robot on October 09, 2022, 10:15:22 PM
Quote from: SirAndrewD on October 09, 2022, 07:32:45 PM
Yeah, the HOTAS thing sucks. 

One of the reasons I put all my flight sim accessories on a powered USB.  I can just click it off at will.

I did that a fair while back but Windows registered a power spike in the USB devices and I discovered that my TrackIR had turned into a tiny little brick.

Title: Re: Terra Invicta
Post by: SirAndrewD on October 09, 2022, 10:25:37 PM
Quote from: Silent Disapproval Robot on October 09, 2022, 10:15:22 PM
Quote from: SirAndrewD on October 09, 2022, 07:32:45 PM
Yeah, the HOTAS thing sucks. 

One of the reasons I put all my flight sim accessories on a powered USB.  I can just click it off at will.

I did that a fair while back but Windows registered a power spike in the USB devices and I discovered that my TrackIR had turned into a tiny little brick.

Wild.

I keep my TrackIR in the PC.

The hub goes into my power strip, I feel it's as safe as my PC.
Title: Re: Terra Invicta
Post by: Ian C on October 10, 2022, 05:09:47 AM
Patch Notes


Hi folks,

We've patched Terra Invicta today with a number of bugfixes and some balance adjustments.

Note that we keep multiple versions of the game available for you to play. Here's our guide to playing newer and older builds on Steam if you ever run into issues with the default build, or would like to test-drive new features while we are still making sure they are ready for prime-time: https://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=26&t=29540

A new campaign is not required. (We'll let you know if it is for technical reasons, or if changes will throw off the balance significantly).

Here are all the changes. It covers several versions we have had live on our beta branches this week, but they're all in the build.

0.3.23

Content
- 4 new event illustrations, 1 objective illustration

Balance
- reverted some combat hab module power requirements from .22
- increase research university output

Bugfixes
- crash fix 2674 (buddy movie when one of the participants got killed offscreen)
- crash fixes to refits when null parts get returned
- fix to crash when a mission is revalidated against a destroyed ship/fleet

Known issues
- Bombardment & counterfire will get looked at next
- We're still chasing a crash when an org gets duplicated somehow.
- Need to fix how the the alien threat-o-meter updates. I was gonna do that today but I finally got sick after like 4 years and my brain is kinda mushy, c'mon sudafed don't fail me now

0.3.22

Balance / Gameplay
- Messed with mining profiles: more nobles on Mercury, more water on D-type asteroids, more fissiles on Stony and Metallic asteroids. Requires new campaign to take effect.
- Missiles and gun shells require less damage to destroy.
- PD weapons will fire at mag weapon shells at a minimum expected .5 damage instead of 1, meaning they will fire at greater ranges (at less damage per hit at those ranges). These two changes should address a lot of "my pd won't fire" issues.
* All space combat modules now carry three weapons: A PD weapon; your best antiship laser (if available, otherwise best nonmissile weapon); your best "gun"-type weapon (naval gun, mag, plasma). Some human space combat modules have changed power requirements. THIS WILL MESS WITH YOUR HABS IN SAVEGAMES (sorry about that). All hab combat modules have significantly reduced hit points.
- SimulateCombat() : Starting distance between combatants now equal to the range of the longest range offensive weapon in the combat.
- a coup in a nation will cancel all pending coup missions in that nation
- Hostile Takeover attempts no longer gain benefit from councilor being detained
- Several new projects to oppose alien enthralls/terror attacks sprinkled throughout the tree
- added turkey claim on Astana with United Turkestan project
- added crackdown to a couple more orgs, increased cost of t1 admin org a bit
- added beginning of AI to favor particular weapon types in design at a "meta" level rather than just via scoring for role. Right now this is only for the aliens so their ships evolve more during a campaign. Future intent is to have responsive designs and factions favoring certain types.
- dialed back AI preference for spoils in a couple of places
- Increased antimatter output of atomsmasher and supercollider by 10x. Still to look at: Harvester mechanics
- Doubled research output of Research campus. Slight power requirement increase.

UI
- New Animated Arrow! maybe next time the patch notes will tell us what it does, ben
- Added warning that mods disable achievements
- Updated Mission Buttons with Arrows to Highlight interactablity -- oh is this it, ben? did you do operations UI too lmk
- Updated Tutorial Tips to make "Next Tip" Uninteractable when reaching the end of the tutorial
- Updated Starting Tutorial to show "Dont Show Again" rather than "Hide" for increased accuracy
- nation UI shows days to exec consolidation
- destroyed hab module tooltip should now show what used to be there
- When the game is force-paused so you do something, the PAUSED overlay will turn red.
- When a save fails, a dialog will pop instead of crashing the game
- removed some alert spam when an enemy fleet moves within an orbit that's otherwise interesting to you, but not toward one of your assets
- made UI element for org stars a little larger case we keep hearing about missing stars; maybe this'll fix it

Bugfixes

- Fix for random pauses during gameplay caused by AI fleets engaging each other.
- Adjustments/fixes to AttackWithFleet goal desired combat strength. Issue #2618
1) Aliens now consider all threats in a particular system, not just from faction's they are at war with.
2) Fixed a bug with GetThreatLevelAtLocation() where system threats from war factions weren't considered when warEnemiesOnly == true
3) Moved the warEnemiesOnly logic into GetWarAdjustment(). It now returns 0 if factions are not at war.
4) GetWarAdjustment() now returns 0.1 if factions are not at war, up to 1 if they are.(with intermediate values based on hate).
5) Reduced system threat level penalty to -66% to -30%. This is necessary to not underestimate a enemy faction's strength simply because the have many fleets as opposed to one big one (this is easily exploited by the player).
6) Fixed bug in FactionGoal_AttackWithFleet.ComputeDesiredFleetCombatValue() where the threat level was mostly ignored, resulting in the aliens sending single ships to attack stations (zero required attack strength because the station had no defense modules) despite the player having fleets in orbit waiting to intercept them.
- Tiny ships bugfix. Issue #2507
- Bugfix #2623. Prevents a crash on load when the orbit period of a fleet is < 1 second and the fleet's epoch is 1 AD. There's something wrong with the transfer planner to have produced such a situation in the first place, but the save I have to work off of is after whatever went wrong. This at least lets the game load.
- More Changes related to weird random pausing
*** Added a log note if the pause is due to time event queue being overloaded
*** Removed what appears to be extraneous gameTime.Pause in TISpaceCombatState.InitiateCombat as that might trigger it on AI/AI combat. For human player involved combat there's a Pause in SpaceCombatManager
- Fix one more crash when AI fleets looking for nearby resupply habs
- fix a bunch of typos, thanks Discord!
- Fix for pip input reversal bug when tabbing in and out of game
- AttackWithFleet goal will recheck daily to ensure the target still belongs to an enemy faction to prevent hi-larious Servant bombing of alien nation while it's conquering stuff
- Fix for 2181 - Hab rename UI will now display properly when accessed outside of the hab menu list
- Removed both joystick axis from input manager so gamepads don't send input.
- Fix cohesion calculation in anocracies (effect was reversed) FULL PROPS TO THE TI REDDIT FOR CATCHING THIS ONE ↲ -
- Fix bad project prereq requirement for Initiative objective path, which was blocking progress ↲
- Fix bad monitorcontroller.cs that was putting turrets in the wrong place and causing crashes in combat
- Fix ERROR_SHARING_VIOLATION for dropbox/Onedrive installs
- fix a couple of duplicate bonus missions on orgs (2644)
- fix 2704 (CP maintenance check on un-controlled nation)
- fix 2671 crash when AI tries to refit weapons and comes up with no candidates for a slot
- fix 2651 (chs loc bug)
- 30mm Autocannon will fire at incomings again. It can barely hit anything so it's still pretty bad. Needs more work.

0.3.21

Balance
- slightly increased years until invasion for cinematic and normal
- added difficulty setting targeting human player and "attack-the-leader" behavior. For the human player, AIs will only gain extra hate if they are the most powerful faction or have announced their win goals AND (this part is new) they are beyond a minimum ideological distance from the human player. That distance varies by difficulty. So on normal HF won't target Resistance player solely because Resistance player is winning (but Servants will). This is a pretty significant mid/late game muzzle for the AI and will get adjusted based on player feedback.
- dialed back the "how much MC you can use" threat evaluation by aliens on normal difficulty slightly

UI
- updated dV tooltip
- New font for korean mod
- Small edit to CP Cap tooltip wording

Bugfixes
- Bugfix #2585: Scuttled ships will no longer attempt to run their maneuvering thrusters (which was causing a crash to desktop).
- Bugfix #2595: Now preventing circular fleet interception (where fleet A intercepts fleet B which intercepts fleet A). This was intended to be disallowed and caused a stack overflow. Note: old saves which had circular interception will now load and play, but the fleet that hasn't launched yet will have its transfer aborted silently. The old saves will also log some errors related to the circular interception, since those shouldn't exist in the future.
- Bugfix #2598: Fixed bug in apsides calculation that would try to delay fleet launch until after the sun burned out.
- Bugfix #2627: The AI was trying to get an estimate travel time to intercept a fleet via microthrust. This doesn't work, but it also caused a null reference exception when it tried to get the target fleet's inclination. I've added the code to generate an inclination -- the microthrust intercept will get cancelled later should the AI actually attempt it (the estimate travel time code is very simplified, so it may judge a transfer to be microthrust only when it isn't).
- Fix for 2596 - Force tooltip container back to the base tooltip canvas on tooltip deactivation to prevent accidental destruction of tooltip gameobjects, added additional logging.
- Fleet with NaN position causes crash bugfix. Issue #2631
- cleaned up more tutorial tips not closing when their screen exits
- CameraManager.HandleAnimations() : selectionChangeUnityRotation zero look vector bugfix. Issue #2642
- Fix for 2625 - Notifications that are too long and prevented UI buttons from being clicked and will now scroll properly in Chinese & Japanese.
- Bugfix #2630: Fixed crashes related to fleets aborting their transfers after combat.
- Fixed rare case of fleet disband destroying tooltip container on it's 15-second delayed destroy invoke call
- Bugfix #2631: Prevented microthrust transfers that are changing the eccentricity of the orbit from producing negative semi major axis in the middle of the transfer. This would cause the fleet to dissapear during the transfer (or worse, cause a crash), since it would have an illegal orbit.
- SpaceObjectSelection.SelectObject() : newSelection == null NRE bugfix
- SingleFleetOperation() : split out ships that cannot transfer from fleet.
- GetBestOperation() : defense fleet now only targets fleets that aren't docked a station (station targeting has its own logic). Issue #2586
- (Internal) - save files now store and log when mods are active at any time during the save
- Fix for 2647 - Unity returning wrong object with gameobject.Find, using our solarSystem.FindObjectinstead.
- Fix for #2666 - Combat UI needed to be updated on ship destruciton
- Updated Ship Designer DV numbers to reflect the games internal model
- FactionGoal_AttackWithFleet.bombardmentGoal : incorrect condition bugfix. Before, bombardmentGoal == true for stations and false for bases, which is backwards. Fixed the condition and then went ahead and made this a property instead of a field.
- SingleFleetOperation() : undock bombardment fleets if they do not need to repair/resupply. Issue #2662
- Fix for 2648 - Councilor will now properly find a fallback location when onboard a ship being scuttled with no other ships in the fleet.
- Added a check in AI get best operation that resupplyhab is still valid, 2646
- Fixed NRE when nation has no executive faction but asked to score improving relations 2635
- Fixed an index error crash in the giveresources terminal command FOR YOU DIRTY CHEATERS
- Fixed a crash when a fleet with a "assemblefleet" goal was destroyed and the goal checked in on how the fleet was doing 2636
- Fixed a crash when the AI had selected the disarm nuclear weapons policy 2669
- Fixed a crash when a new councilor's trait doesn't allow them to have a starting region because no region qualifies
- SingleFleetOperation() : getting rid of "low relative dv" useless ship criterion. Otherwise, this can result in a loop of joining fleets then splitting them. Also unnecessary because once the fleet attempts a trajectory and fails due to dv, the split will occur anyways.
- MergeFleetOperation : swapping absorbing/joining roles if the actor has a join fleet goal
- fix issues related to advising councilors not being cleared on nation destruction
- prevent factions from finalizing missions outside of the mission phase
- ManageFleetGoals() : primary hab defense goal NRE bugfix.
- Fixed #2683
- Fixed issue with disengaging ships not removing the UI
- added some save-fixing for councilors with null locations
- added some error handling for a funky combat state a player sent in to prevent crash
- FIX crash when badly damaged army conquers the AA this one was driving me nuts
Title: Re: Terra Invicta
Post by: SirAndrewD on October 15, 2022, 12:31:20 PM
I am still only in Jan 2027 in 32 hours of playtime. 

Admittedly I do walk away or tab out on pause sometimes. 

Still don't know if I've made enough progress, but I do seem to have a formidable alliance now. 

Concentrating on Admin and persuasion with management techs I now have the USA, Canada, UK, Russia, Kazakhstan and North Korea under my sway.   The tactic here is to get massive boost and as many nuclear arsenals as possible under my control, as much to prevent their use as to have them for my own. 

The Servants however, have China with 100% popular support and my councilors have no ability to do anything there.  Success chances on any actions tend to be only 1% with full spend.  Only good news there is that the Servants had to abandon India because, I assume, cap problems. 

My solution to the issue has been to send my Egyptian Super Spy operative with high Espionage and Command on assassination missions every chance.  He's wiped most of my enemies high level agents and is killing on sight every time an agent pops up. 

In space....still haven't built a ship yet.  I've got great boost and good mission control, and have 3 Moon Bases, 3 Mars Bases and 2 stations at prime Lagrange Points, but still feel like it's slow going.  Hopefully I'm not lagging behind so much that I'm already in a fail state and don't know it.
Title: Re: Terra Invicta
Post by: Geezer on October 15, 2022, 01:03:20 PM
I'm at about August 2028.  The filthy Servants have the US locked down and there is nothing I can do about it yet.  Just like in your game with China Andrew.  We did just get a project to break up America (forget what's it's called) but it's 5k research and I really don't even know how it works.

We've managed to make a nice Eurasian Union, and we control several points in China, plus all of Mexico.  We're steering research toward the inner planets as I've seen that Mercury is a good place to build due to the enormous return on solar power.  It's also about as far from the aliens as you can get.

We haven't built any ships yet but have been researching some projects to get better components for when we do start building.

I also have no idea how, or what, I'm doing but it's fun.  Probably way behind the curve compared to Perun, and I expect it will all come crashing down any time now.   :)
Title: Re: Terra Invicta
Post by: Silent Disapproval Robot on October 15, 2022, 04:07:19 PM
I keep restarting once I've discovered that I've screwed something up royally so I've yet to get past 2025.  I was doing quite well as Project Exodus.  I'd taken all of Russia, annexed Kazakhstan, Ukraine, and Belarus and also had Japan and most of the Nordic countries.  I was generating a tonne of boost (but didn't really have anywhere to go besides Mars and the Moon).  The Servants had India and had formed a mini EU with France, Spain, and the Alpine States (Not sure why Switzerland and Austria are one state in this game) and they started really coming after me.  I hit India with a single nuke, just to see how it played out.  Turns out that if you wanna nuke a country, you'd best do it thoroughly if they also possess nukes because if you don't knock them out in a first strike, they'll go tit for tat with you.  Things kinda escalated from there.  I took out France and the UK with more nukes and that pissed off the Americans so I knocked out the US as well.  There was so much crud in the air that it was getting hard to see the countries on the map.  They need to tone down the nuclear winter death cloud graphics effects a bit, I think.



Title: Re: Terra Invicta
Post by: SirAndrewD on October 15, 2022, 04:15:09 PM
Yeah, war with a nuclear power is ugly, hence why I got all the major nuclear powers.

Fun tip, always get North Korea for their little nuke.  You can keep it in your pocket as an emergency nuke strike if youe need it.  You won't care if the other side then glasses them. 

I think the key to keeping the Servants in check is kill their agents, early and often. 

Detain them first if possible, and then murde...er....make sure they have an accident in prison. 
Title: Re: Terra Invicta
Post by: Geezer on October 15, 2022, 04:26:32 PM
I have North Korea but can only declare war on South Korea.  Can't figure out how to be able to declare war on the US so I can nuke the Servants.

Edit - Looks like you can't declare war on another country unless you have adjacency or a navy.  Devs must have put that in to stop exactly what I wanted to do!   :tickedoff:
Title: Re: Terra Invicta
Post by: SirAndrewD on October 15, 2022, 06:17:24 PM
Quote from: Geezer on October 15, 2022, 04:26:32 PM
I have North Korea but can only declare war on South Korea.  Can't figure out how to be able to declare war on the US so I can nuke the Servants.

Edit - Looks like you can't declare war on another country unless you have adjacency or a navy.  Devs must have put that in to stop exactly what I wanted to do!   :tickedoff:

Yep, you checked and beat me to it. 

NK is an emergency valve for China, which is relevant to my game.  I'm not nuking them just yet, I'm not entirely sure when I should go from clandestine warfare to full scale combat. 

However, the good news is with Russia, the UK and NK in my alliance I've got plenty of invasion routes and nuclear options for when the Chinese might get reinforced with their new allies.

The Eagle and the Bear are an awful big pair, as long as I can keep them in my sphere.

I'm trying to research Great Nations right now with my extreme science income and hopefully unite NA under one umbrella.  Not sure I can drag the UK into that merger but we'll see.  I'm holding hard on the UK because of their very nice GDP, Army, Boost and European adjacency.
Title: Re: Terra Invicta
Post by: matt3916 on December 14, 2022, 05:46:10 PM
This dropped out of the discussion rather quickly.  With the Steam Winter Sale looming on the horizon, anyone have any thoughts on this one?
Title: Re: Terra Invicta
Post by: Geezer on December 14, 2022, 06:27:39 PM
I have about 80 hours played and have enjoyed it quite a lot.  Taking a break for a bit but no doubt I'll come back to it, maybe after the next big patch.
Title: Re: Terra Invicta
Post by: Silent Disapproval Robot on December 14, 2022, 07:01:25 PM
Same. I got about 60 hours in on my campaign but finally realized I was in a death spiral.  I'm waiting on the next patch before having another go.  The campaign takes a looooonnnnggg time to play through and I'm finding it very hard to gauge how I'm doing in comparison to other factions, especially in space.
Title: Re: Terra Invicta
Post by: undercovergeek on December 14, 2022, 08:45:16 PM
Love it to bits but like everyone else with relaxing time limited it's hard to know whether you're doing badly in such a long game and if it's worth the commitment

I for one am taking it easy - I'm about 30 hours in and have absolutely no complaints
Title: Re: Terra Invicta
Post by: Geezer on February 12, 2023, 07:11:05 AM
It's 20% off for the next few days in case anyone was waiting for a sale.
Title: Re: Terra Invicta
Post by: Silent Disapproval Robot on February 12, 2023, 08:23:24 AM
And they just released a massive new patch.