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[Terra Invicta] 30% off for Gamescom, come and shoot space in the face

Mr RayMr Ray Sarcasm sphereRegistered User regular
edited September 2023 in Games and Technology
69d6de3298e78c3906e7e2137ab5083f451910d9faa25f63bf15435eafe16d87.jpg

https://www.youtube.com/watch?v=musvPt93VKY

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

https://www.gog.com/en/game/terra_invicta

An extraterrestrial probe is detected approaching Earth. Unknown to humanity, an alien force has arrived in the far reaches of the icy Kuiper Belt and has begun mining a dwarf planet to prepare for an invasion.

With Earth’s nations unable to unite to address the alien arrival, transnational groups of like-minded political, military and scientific leaders develop covert channels to coordinate a response. With the aliens' motives uncertain, factions emerge, driven by hope, fear or greed.

You will control one of these factions.
  • The Resistance works to form an alliance of nations to mount a coordinated defense
  • Humanity First vows to exterminate the aliens alongside any who sympathize with them
  • The Servants worship the aliens and believe they will solve all the troubles of the world
  • The Protectorate advocates negotiated surrender as the only means to avoid annihilation
  • The Academy hopes the alien arrival heralds the opportunity to form an interstellar alliance
  • The Initiative seeks to profit from the chaos and destruction
  • Project Exodus plans to build a massive starship and flee the Solar System

Gameplay

From the creators of Long War, Terra Invicta bridges the gap between civilization on Earth and the vast interstellar empires of other space strategy games. Gain command over Earth's nations...

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... and take humanity’s first steps in colonizing our Solar System...

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where over 300 asteroids, moons and planets in constant motion create an ever-changing strategic map.

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You begin on Earth as the head of a shadowy organization competing with other factions for control points representing a region's military, economic and political leadership. Geopolitics is your sandbox, and you may unite or break apart nations as best serves your ends, while using those under your influence to conduct proxy wars against the other six factions.

USA.jpg

Factions work through a council of politicians, scientists and operatives whose abilities can be enhanced by obtaining influence over organizations like intelligence agencies or powerful corporations.

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Terra Invicta has a global research system that creates opportunities for both competition and cooperation. Shared scientific advancement unlocks private engineering projects. Factions can choose to focus on private projects, at the cost of weakening Earth as a whole and ceding influence over global research direction to other factions with different priorities.

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The other six human factions are not your sole competition. Throughout the game, illustrated events will present you with difficult choices as you investigate growing alien activity on Earth.

AbductionEvent.jpg

You cannot remain on Earth alone, and space launch facilities are of vital strategic importance.

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Your conflict with the other factions will extend to space, where you will compete to mine asteroids and construct bases on planets and moons throughout the Solar System.

JupiterMoon.jpg

Stations built deep in space can refuel your ships, while those closer to home can serve as research or construction facilities.

Spaceship design in Terra Invicta draws from the best of scientific speculation and hard science fiction. You can design your own ships, selecting from an array of weapons, drives and radiators to place on a variety of hulls.

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Tactical combat is built around a realistic simulation of Newtonian physics, where momentum and maneuver in 3D space are just as important as the firepower your ships carry.

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Okay, so that's all the copy + paste guff out of the way, so what is it, really?

Terra Invicta is a grand strategy game, the first standalone release by Pavonis Interactive, the development team which grew from the original mod team that created the Long War mod for XCOM 2012, and was subsequently hired by Firaxis to make the Long War 2 mod for XCOM 2. It is pretty much exactly what you would expect from a full game developed by a team of modders that wanted XCOM to be longer, harder and more complicated. Rather than taking command of an existing anti-alien taskforce, your role is to build an anti-alien taskforce out of politicians, scientists, activists, officers and operatives, along with various real-world organizations such as NASA, CERN, MI6, Delta Force, the FSB and even criminal organizations like the Italian Mafia or the Yakuza. You won't be assaulting downed UFOs with a hand-picked team of elite operatives, you'll be sending one of your councilors with the Australian SAS or French GIGN or Dutch Frogman corps attached and hoping that they can get the job done; you are the XCOM now.

In terms of actual gameplay, it feels a lot more like something like Crusader Kings, where you slowly establish your control over territories via both covert and overt methods, with the goal of eventually building a space fleet and fighting the aliens directly. Assuming of course that you're playing as The Resistance, the closest analogue to XCOM in the game. you may also want to play as one of the other factions...
  • The Resistance is basically XCOM. They want the Aliens to leave Earth the hell alone and go back to where they came from.
  • Humanity First is the faction of choice for those who want to PURGE THE XENOS. They don't just want the aliens to go away, they want their entire species exterminated, every single one. And anyone collaborating with them. And anyone even thinking about collaborating with them. And their pets. They are mechanically similar to the Resistance, except as an extremist Xenophobe faction they will get access to a few more "questionable" responses to events (we've detected alien activity in this forest... BURN IT DOWN!), and are in general a lot more comfortable with collateral damage and dealing out indiscriminate murder. If you're playing as one of the other factions, best not let Humanity First get hold of the nukes, because they will use them at the earliest opportunity.
  • The Servants are the compulsory "bad guy" faction, although if you play through their campaign there is a little more nuance to them than that. They're lead by a former Southern Baptist Preacher, who believes that the aliens were sent by god.
  • The Protectorate are the worst. Don't play Protectorate. They are the "appeasement" faction that advocates "protecting" humanity by surrendering to the aliens and doing whatever it is they want in the hopes that they will spare humanity.
  • The Academy are basically the Federation from Star Trek; they want to be super best friends with the aliens, though not at the cost of actually becoming subservient to them. They want to prove to the aliens that we are equals and enter an alliance with them.
  • The Initiative are Corporate douchebags of the worst kind. They want to be kings of the ashes, basically. Its telling that their ethos is described as "various exploitable beliefs". In some nations they promote alien denialism, in others they sell "cures" for Alien diseases that they made up
  • Project Exodus plans to build a massive starship and flee the Solar System... which is a sensible enough goal, but in practice is kind of boring to play. You can basically just turtle up and then just fast-forward your way to victory.

All of the faction's goals are achievable on some level; a large part of the game will be investigating the alien menace, figuring out what their plans are, and how to stop/help them. As invading alien species go, they are pretty well written and have very believable motives for doing the things that they do. What are these motives exactly? You'll have to find that out for yourself...

Terra Invicta enters Early Access on Monday September 26th. The game is mostly finished, but with a few rough edges, notably balance and AI changes, space combat UI improvements, quality-of-life fixes, and a few remaining bugs. All that said, I have been beta testing the game for a while and currently have 300+ hours invested in this game, so I would have to say that it is pretty good. If I had to describe the game in a single sentence, I guess I would call it Crusader Kings meets XCOM via Kerbal Space Program; you will spend most of the early game building an XCOM style multinational council of government spooks, consolidating your hold on Earth, or part of it at least, and then use this foothold to eventually expand into space to fight the aliens on their own terms. Then you'll have to worry about things like orbital transfers and Delta/V and how to conserve precious fuel when moving your initially very inefficient spaceships around. Meanwhile you'll be contending with the other human factions along with alien infiltrators, who have their own freaky alien goals which will not be immediately apparent without some investigation and research on your part.

This game is long. The alien invasion will not be over within a single year as in the other XCOM games; this is very much a "slow burn" alien invasion where the invaders will start in the far reaches of the solar system and slowly make their way towards Earth while consolidating their resources, as well as infiltrating Earth's governments by nefarious means. A full campaign will take about 30-40 in game years. Yes, this means that you will need to consider the age of your starting councilors, as someone who is 50 years old in 2022 will probably have died of natural causes by 2050.

One of the main appeals of the game is its potential as a geopolitical dicking around simulator; you can end the Ukraine war, reverse Brexit, reform the British Commonwealth, unite the EU into a single mega-nation, conquer Taiwan as China, conquer China as Taiwan, build a bridge across the Bering strait, and various other geopolitical shenanigans.

One last note, yes, the game is early access, and you should probably all know by now everything this implies. I've been playing the beta for some time and I'm still under NDA for the next day or so, so I'm not sure what I'm allowed to say specifically, but I'm happy to answer any questions in this thread to the best of my ability.

Mr Ray on
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Posts

  • AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    I've been waiting to give the aliens some Go The Fuck Home by the megaton for at least a year now. I am excited for this to an indescribable degree.

    A Capellan's favorite sheath for any blade is your back.
  • CantidoCantido Registered User regular
    edited September 2022
    The only Grand Strategy game I've played is Stellaris. But I'm a fan of the movie Contact, and the theme is so strong that I want to try this.

    Cantido on
    3DS Friendcode 5413-1311-3767
  • ForarForar #432 Toronto, Ontario, CanadaRegistered User regular
    Okay, this is intriguing.

    Definitely going to keep an eye out for more info.

    First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
  • Mr RayMr Ray Sarcasm sphereRegistered User regular
    Some content creators have been given access to an early version of the game (Beta is currently at 0.3.15, this is 0.3.4). Here's one from Perun, who you may also know as that guy who does surprisingly informative videos on the Ukraine conflict:

    https://www.youtube.com/watch?v=M1moqo_QmRY

    I'm in the process of writing an "Idiot's guide", but its taking a little longer than I thought, I'll probably append the OP once I'm finished.

  • ED!ED! Registered User regular
    Cantido wrote: »
    The only Grand Strategy game I've played is Stellaris. But I'm a fan of the movie Contact, and the theme is so strong that I want to try this.

    I know it isn't going to be, but I hope STELLARIS is next on their "next generation" list for games (after CK and Victoria). If we're being honest, it should probably be EU that's next up, but boy would a "modern" Stellaris be something else.

    That said, and speaking of TI, my number one issue with the game is the issue I have with most grand strategy games - they have gone too far down the programming hole and forgot about the UI/UX requirement. Trying to assign a councilor to the UFO crash site, I was making the exact same face as Leslie Knope here:

    https://www.youtube.com/watch?v=R5fBO-Ua2rk

    Like this needs to be their top priority other than balancing (which I'm assuming is one of the main reasons this is releasing into EA as I thought this game was going to skip that). I'll be trying it out for sure, but just kind of put off by the UI/UX work which feels really amateur compared to everything else about the game.

    "Get the hell out of me" - [ex]girlfriend
  • Last SonLast Son Registered User regular
    Has there been any changes to space ships/combat since the beta?

    I really enjoyed the early game building up your power base and sabotaging enemy factions but the mechanics of space were just bleh. Weird things like being unable to actually intercept alien ships before they reach their destination, Humanity First(and some of my own councilors) being upset with me for destroying Servant's space dock, and the combat controls being extremely obtuse.

  • SonelanSonelan Registered User regular
    Man I am having a really hard time wrapping my head around this game. Like the AI seems to run circles around me in getting big countries and stuff and then it seems I fall further and further behind.

    [SIGPIC][/SIGPIC]
  • TerrendosTerrendos Decorative Monocle Registered User regular
    edited September 2022
    ED! wrote: »
    Cantido wrote: »
    The only Grand Strategy game I've played is Stellaris. But I'm a fan of the movie Contact, and the theme is so strong that I want to try this.

    I know it isn't going to be, but I hope STELLARIS is next on their "next generation" list for games (after CK and Victoria). If we're being honest, it should probably be EU that's next up, but boy would a "modern" Stellaris be something else.

    That said, and speaking of TI, my number one issue with the game is the issue I have with most grand strategy games - they have gone too far down the programming hole and forgot about the UI/UX requirement. Trying to assign a councilor to the UFO crash site, I was making the exact same face as Leslie Knope here:

    *snip*

    Like this needs to be their top priority other than balancing (which I'm assuming is one of the main reasons this is releasing into EA as I thought this game was going to skip that). I'll be trying it out for sure, but just kind of put off by the UI/UX work which feels really amateur compared to everything else about the game.

    Funny you post this, because while watching Perun playing the game I was reminded of the phrase that was used to describe Ben's game in a later episode of Parks and Rec: "punishingly intricate." (I forget if it was a reviewer talking about Cones of Dunshire or if he made a different game during the time skip that earned that review.)

    Yeah, it definitely looks like it could be fun, but I'm gonna hold off for non-early access. Again, referring back to Perun playing, he's talking about all these details he's reading at a glance and I'm just kind of asking myself "okay, what's that mean, and where do you see that? Because I don't see that anywhere- and we're moving on to something else."

    Terrendos on
  • MegaMan001MegaMan001 CRNA Rochester, MNRegistered User regular
    Everything I've seen or read about this game is that it's just going to be too much

    I am in the business of saving lives.
  • AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    In terms of complexity I'd say it isn't any more so than CK or HoI. The game throws a lot of new terms at you and understanding that you aren't controlling a nation, merely nudging it, can take a minute.

    The game really does ease you in to things though and doesn't throw everything at you all at once.

    A Capellan's favorite sheath for any blade is your back.
  • Mr RayMr Ray Sarcasm sphereRegistered User regular
    edited September 2022
    Axen wrote: »
    In terms of complexity I'd say it isn't any more so than CK or HoI. The game throws a lot of new terms at you and understanding that you aren't controlling a nation, merely nudging it, can take a minute.

    The game really does ease you in to things though and doesn't throw everything at you all at once.

    I bounced off HOI hard, so I would rate this as a level of complexity less than that, probably on-par with Crusader Kings. That said, this is definitely not going to be for everyone; if you like big complicated Grand Strategy games that take weeks to finish, this might just be your jam. Otherwise maybe not so much.
    Last Son wrote: »
    Has there been any changes to space ships/combat since the beta?

    I really enjoyed the early game building up your power base and sabotaging enemy factions but the mechanics of space were just bleh. Weird things like being unable to actually intercept alien ships before they reach their destination, Humanity First(and some of my own councilors) being upset with me for destroying Servant's space dock, and the combat controls being extremely obtuse.

    A couple of things here. First of all yes, there have been some improvements to the combat controls, although they've acknowledged that there is still additional work to do, and is a big part of why they released to EA rather than full release on day one. Controlling a single ship is fine now, but we still desperately need the ability to select multiple ships and give them all the same order; big battles can turn into a lot of clicking.

    You can't intercept ships before they reach their destination because that's not how orbital transfers in space work; you need to match orbits with the thing you're trying to intercept. Which, if you're intercepting them in the middle of a transfer, is going to mean that after the battle, you're going to be left in a weird orbit, or possibly flying out of the solar system. Earlier builds did allow you to do this, and it was not fun being told "Hey you won, but now your ships are flying off into the endless void with not enough fuel to turn around". This is something that the game should probably spell out a bit better, but generally speaking you'll want to wait until they reach their destination and THEN intercept them. The alien's ships will be much much faster than yours anyway, especially early on, so trying to do long intercepts is a losing prospect. You want your ships to already be in the same orbit when you launch the intercept, wait for them to come to you and make sure your ships are already in the same orbit waiting.

    Humanity First didn't like when you blew up the Servant's space dock because blowing up any orbital is an atrocity. The station may have been controlled by the Servants, but there were innocent civilians on that station, and you murdered them, and put a bunch of debris into orbit that could cause problems later on. Atrocities cause a big hit to PR for the faction that caused them, and make them less attractive to PR campaigns later on. Atrocities are most commonly caused by nuking things, but also by nations without a nuclear program developing one, or sometimes randomly by event during a war.

    In future, if you want to deal with an enemy station, its better to tech up to Space Marines and board the station. They will murder a bunch of people and probably blow up half the station in the process of taking it, but this is not an atrocity somehow, and you get to keep (what's left of) the station afterwards, even if only to decommission it.

    Its only when actually sitting down to write my "Idiot's guide" that I realize how complicated this game actually is to a new player, I guess having had months of beta to get used to how everything fits together its easy to forget how overwhelming it must all be to a new player. If you're enjoying the game, I strongly encourage you to leave a positive review; gentle reminder that this is Pavonis's first full release game and the success of Terra Invicta could literally make or break their future as a game studio. There was also a bit of an early review bomb due to an issue in the French localized version of the game which caused it to crash on launch, which has now been fixed.

    Mr Ray on
  • Albino BunnyAlbino Bunny Jackie Registered User regular
    edited September 2022
    Mostly I’m just looking for how to best establish the first few months. Currently I’ve got executive control of France, Ireland and the UK among a few other smaller states but it doesn’t seem to meaningfully translate into much progress for my grand appeasement efforts.

    Albino Bunny on
  • Mr RayMr Ray Sarcasm sphereRegistered User regular
    This is a pretty good "how should I get started" guide in terms of what nations to pick:

    https://www.youtube.com/watch?v=AlTK8qPNUjM

    Still writing my "idiot's guide"... its turning into a lot more words than expected and I'm probably going to split it into a few parts at this point.

  • SonelanSonelan Registered User regular
    I am doing a China/Russia game and not really sure how I feel about it. It takes so long to be able to actually make inroads into China I feel like I was setback aways. Now that I have it I kinda feel like it doesn't make up for how long it takes to get it? But I am also probally really bad at the game and have no idea how to build countries. I mostly just use the resist setting with spoils off.

    [SIGPIC][/SIGPIC]
  • MonwynMonwyn Apathy's a tragedy, and boredom is a crime. A little bit of everything, all of the time.Registered User regular
    edited September 2022
    I haven't played yet but from reading/watching stuff my understanding is that the changes you make via priorities are handled per capita. Given China's huge population this means that a very small shift can have huge outcomes in absolute terms and that you can fairly easily get China into a virtuous cycle where their productivity just absolutely explodes.

    India is apparently similar; starts poorer, but can semi-easily federate with several of its neighbors and go from there.

    Monwyn on
    uH3IcEi.png
  • CantidoCantido Registered User regular
    Counselor popups: "TAKE A BIG COUNTRY TAKE A BIG COUNTRY TAKE A BIG COUNTRY TAKE A BIG COUNTRY"

    Big Countries: (impenetrable)

    3DS Friendcode 5413-1311-3767
  • SonelanSonelan Registered User regular
    Cantido wrote: »
    Counselor popups: "TAKE A BIG COUNTRY TAKE A BIG COUNTRY TAKE A BIG COUNTRY TAKE A BIG COUNTRY"

    Big Countries: (impenetrable)

    I always have to grab smaller/easier countries around them to have a chance at the big ones. Each neighboring CP gives a bonus to doing stuff in other countries.

    As for my china game, yea I think its mostly I just dunno what priorities I should be doing to make super awesome countries really.

    [SIGPIC][/SIGPIC]
  • AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    You start small, grassroots and work up.

    I started in South America, grabbed almost all of it save Brazil. By that time my Councilors had a fair bit of experience under their belts and I was able to run a killer PR campaign in the States to drum up quite a bit of support. I got two nodes for free thanks to great PR and the others I was easily able to snag thanks to a very high support rate among the populace.

    Something to keep in mind, since I didn't realize it for the longest time myself, is that when you go to take a node you can dump a bunch of money in to it to significantly up your chances. Off the top of my head I think 680 monies up'd my chance to take a US node from 11% to near 80%. This actually applies to every kind of operation your Councilors can undertake.

    A Capellan's favorite sheath for any blade is your back.
  • Mr RayMr Ray Sarcasm sphereRegistered User regular
    edited September 2022
    Yeah, I find its better to start with a "medium" nation, somewhere like the UK or Japan, so that you at least have some resources coming in while you build up to being able to take a major. In my current run I started with Canada, with an eye to take the U.S later, then grabbed the UK and Japan before starting to grind out the public opinion needed to have a reasonable chance to take the US. And that put me over the CP limit so I had to abandon Canada, but they're back in my collection now as part of the glorious restored British Commonwealth.

    Those three countries in particular have very good research output, which let me take control of one of the Global research slots early which is nice, but not essential. They were my Research/Funding nations early on, later once I'd grown my CP limit considerably I was able to grab China and I made them my main research Nation instead and switched UK and Japan to focusing on Military; both good options for doing so as they both have a good starting Military tech level and have large populations that can support 3 armies each. Without spoiling too much I will just say that ground-based armies are one of those things that are not all that important until they suddenly are.

    Honestly I wouldn't recommend China as an early grab at all; the AI will struggle to make any headway in China for a while as well so there's no particular rush, and it takes a bit of TLC before becoming worthwhile, in my opinion.

    Mr Ray on
  • Last SonLast Son Registered User regular
    Having played 2 games to the mid 30s I think the superpowers are a trap.

    mid-game spoilers
    Once the aliens start mind controlling points they can still take your CPs in them and then because of the size of the economy, opposing council bonus, and the defend country action(which the AI always does) you can never take them back

    Like they took China from me and they had ~60 defense score.(30 size of economy, 9 from council stats, 10 from defend, 8(?) from base difficulty, 3-5 from popular support)

    Even maxing out the pay-bar to get like a +10 I had less than a 10% chance of crackdown and 0% chance of purge

    Also, does anyone know if adding marines to your space stations defends them from councilors or just enemy marine assaults. It makes sense that they would defend against mutiny but it doesn't actually say that; on the other hand after adding them to all my stations I stopped losing stations to people and got a bunch of messages about failed attempts.

    Also, also, super late game protectorate victory condition spoilers
    How the heck am I supposed to control 65% of the world's CPs? The massive penalty for being that far over my cap would absolutely cripple my influence and would give everyone else almost guaranteed success to purge the ones I hold.

  • SonelanSonelan Registered User regular
    edited September 2022
    Last Son wrote: »
    Having played 2 games to the mid 30s I think the superpowers are a trap.

    mid-game spoilers
    Once the aliens start mind controlling points they can still take your CPs in them and then because of the size of the economy, opposing council bonus, and the defend country action(which the AI always does) you can never take them back

    Like they took China from me and they had ~60 defense score.(30 size of economy, 9 from council stats, 10 from defend, 8(?) from base difficulty, 3-5 from popular support)

    Even maxing out the pay-bar to get like a +10 I had less than a 10% chance of crackdown and 0% chance of purge

    Also, does anyone know if adding marines to your space stations defends them from councilors or just enemy marine assaults. It makes sense that they would defend against mutiny but it doesn't actually say that; on the other hand after adding them to all my stations I stopped losing stations to people and got a bunch of messages about failed attempts.

    Also, also, super late game protectorate victory condition spoilers
    How the heck am I supposed to control 65% of the world's CPs? The massive penalty for being that far over my cap would absolutely cripple my influence and would give everyone else almost guaranteed success to purge the ones I hold.

    For the victory condition question:
    I would guess it would involve the late game techs that let you make super nations so you use less cps. So you merge all of NA then take a bunch of small nations with your sudden leftover cap?

    Tried doing a EU game and I don't think I like it much. I have federated north and western europe except for Spain and Portugal and it just seems like a worse US?

    I also need to try and find a way to look up what to prioritize cause all my countries seem to stagnate pretty quick.

    Sonelan on
    [SIGPIC][/SIGPIC]
  • Mr RayMr Ray Sarcasm sphereRegistered User regular
    Last Son wrote: »
    Having played 2 games to the mid 30s I think the superpowers are a trap.

    mid-game spoilers
    Once the aliens start mind controlling points they can still take your CPs in them and then because of the size of the economy, opposing council bonus, and the defend country action(which the AI always does) you can never take them back

    Like they took China from me and they had ~60 defense score.(30 size of economy, 9 from council stats, 10 from defend, 8(?) from base difficulty, 3-5 from popular support)

    Even maxing out the pay-bar to get like a +10 I had less than a 10% chance of crackdown and 0% chance of purge

    Ok, so something that isn't well documented (if at all) and really needs to be communicated to the player or just reworked completely, is that losing stations to Councilor persuade missions or losing CPs to the method in your mid-game spoiler can be mitigated by increasing your Councilor's collective Loyalty score. This can be done by another councilor with the "Inspire" mission. If you aim to max out your Councilor's loyalty scores (and get more councilors asap) you'll have less issues with this kind of thing, although to some extent its unavoidable that you're going to lose points this way.

    Mid-game spoilers:
    The only way to truly stop them is to find the alien responsible and detain/assassinate them.
    Last Son wrote: »
    Also, does anyone know if adding marines to your space stations defends them from councilors or just enemy marine assaults. It makes sense that they would defend against mutiny but it doesn't actually say that; on the other hand after adding them to all my stations I stopped losing stations to people and got a bunch of messages about failed attempts.

    As far as I know marines only stop actual assaults my other marines, however the difficulty of taking over a hab is modified by the number of crew (as well as Council loyalty as mentioned above), and marine barracks have quite a lot of crew. I think the barracks also increases the odds that the Councilor is detained if they do fail. Personally though I find the simplest solution is just to have a battle barge full of marines standing by to take back any stations I lose.
    Last Son wrote: »
    Also, also, super late game protectorate victory condition spoilers
    How the heck am I supposed to control 65% of the world's CPs? The massive penalty for being that far over my cap would absolutely cripple my influence and would give everyone else almost guaranteed success to purge the ones I hold.
    Is it 65% of CPs, or 65% of the world's population? I'm not super familiar with the Protectorate win condition but for the Servants it was based on population, so grabbing the high-pop nations is the way to go.

    In terms of increasing your CP cap, you'll want to get to 6 Councilors asap; a Councilor with maxed Persuasion, Command and Administration is worth a whopping 75 CP cap. I believe most of the factions also have a faction-specific tech that increases their CP cap considerably, and a lot of the "social" engineering projects have "Slightly increases CP cap" as a secondary effect, so its worth picking a few of those up. And keep an eye out for the one or two that say "Significantly increases CP cap".

  • Last SonLast Son Registered User regular
    Sonelan wrote: »
    Last Son wrote: »
    Having played 2 games to the mid 30s I think the superpowers are a trap.

    mid-game spoilers
    Once the aliens start mind controlling points they can still take your CPs in them and then because of the size of the economy, opposing council bonus, and the defend country action(which the AI always does) you can never take them back

    Like they took China from me and they had ~60 defense score.(30 size of economy, 9 from council stats, 10 from defend, 8(?) from base difficulty, 3-5 from popular support)

    Even maxing out the pay-bar to get like a +10 I had less than a 10% chance of crackdown and 0% chance of purge

    Also, also, super late game protectorate victory condition spoilers
    How the heck am I supposed to control 65% of the world's CPs? The massive penalty for being that far over my cap would absolutely cripple my influence and would give everyone else almost guaranteed success to purge the ones I hold.

    For the victory condition question:
    I would guess it would involve the late game techs that let you make super nations so you use less cps. So you merge all of NA then take a bunch of small nations with your sudden leftover cap?

    Tried doing a EU game and I don't think I like it much. I have federated north and western europe except for Spain and Portugal and it just seems like a worse US?

    I also need to try and find a way to look up what to prioritize cause all my countries seem to stagnate pretty quick.
    Victory Condition Spoilers
    Maybe, though I'm pretty sure even fully consolidated theres at least 1500cp in the world and my current cap is like 450. It also runs into my problem with superpowers where if the aliens take it(which they do, even from the protectorate for some reason) you'd never get it back.

    For investment I mostly do unity until cohesion is at 5, welfare until inequality is less than 3, then just pump everything into economy, funding, boost, and/or mission control depending on what I want from that particular country. With a sprinkling of military spending to keep unrest down. It seems to do well
    Mr Ray wrote: »
    Ok, so something that isn't well documented (if at all) and really needs to be communicated to the player or just reworked completely, is that losing stations to Councilor persuade missions or losing CPs to the method in your mid-game spoiler can be mitigated by increasing your Councilor's collective Loyalty score. This can be done by another councilor with the "Inspire" mission. If you aim to max out your Councilor's loyalty scores (and get more councilors asap) you'll have less issues with this kind of thing, although to some extent its unavoidable that you're going to lose points this way.

    Mid-game spoilers:
    The only way to truly stop them is to find the alien responsible and detain/assassinate them.
    Ooof yea that would have been useful to know. I know the game is early access but they really need to do a tool-tip pass.

    mid-game spoiler
    can you detain them? The detain councilor button wasn't letting me target them so in my resistance playthrough I had to just keep taking sub 10% shots until I finally got it for the objective.
    Mr Ray wrote: »
    Last Son wrote: »
    Also, also, super late game protectorate victory condition spoilers
    How the heck am I supposed to control 65% of the world's CPs? The massive penalty for being that far over my cap would absolutely cripple my influence and would give everyone else almost guaranteed success to purge the ones I hold.
    Is it 65% of CPs, or 65% of the world's population? I'm not super familiar with the Protectorate win condition but for the Servants it was based on population, so grabbing the high-pop nations is the way to go.

    In terms of increasing your CP cap, you'll want to get to 6 Councilors asap; a Councilor with maxed Persuasion, Command and Administration is worth a whopping 75 CP cap. I believe most of the factions also have a faction-specific tech that increases their CP cap considerably, and a lot of the "social" engineering projects have "Slightly increases CP cap" as a secondary effect, so its worth picking a few of those up. And keep an eye out for the one or two that say "Significantly increases CP cap".
    65% of CPs, also 50% of population but I figured the first would easily get the second since I was heavily invested in Asia.

    Yea it seems most of my cap is from the base 100 you start with and my councilors. The techs I haven't been impressed by at all, they all seem to only add ~5 points each. Which, I mean, I took them all anyway because I was desperate for more CPs but it would be nice if they were a little higher. Don't think I've seen a tech that said significantly increases though, its all been marginal/small/slightly increases.

  • Mr RayMr Ray Sarcasm sphereRegistered User regular
    edited September 2022
    My CP cap is at 560, and that's letting me hold the USA, China, British Commonwealth, Japan and three of five slots in the EU. Mind you I'm at 2046 so it took me quite a while to get the cap that high. You might also consider consolidating whatever nations you can; the various EU nations combined have something like 30-40 CPs as individual nations, but can be condensed down to a 6 CP mega-nation. Likewise my British Commonwealth takes up 4CPs when as separate nations it would be 10. You can do likewise with the Eurasian Federation.

    Mr Ray on
  • TerrendosTerrendos Decorative Monocle Registered User regular
    How does consolidating nations work? It'd be really cool if I could, say, take a bunch of cheap African countries and combine them into a federated major power.

  • SonelanSonelan Registered User regular
    Terrendos wrote: »
    How does consolidating nations work? It'd be really cool if I could, say, take a bunch of cheap African countries and combine them into a federated major power.

    Theres some starting unions like the EU and eurasia (and some surronding countries) which are federations you can do unification with other members if you are the leading country (France in the EU).

    For those you use the national policy option on a counciller on say France when its been long enough ingame and you hold all cps in each country to do unification.

    For like making korea whole you need to own both parts and go to the relations tab and get them to ally together. Then you can make a federation with them and unify. Same with the balkan states.

    Later game there are techs you can research which let you do the same with more countries, like unifying all of africa into one meganation or the same wit north america.

    [SIGPIC][/SIGPIC]
  • mittensmittens he/himRegistered User regular
    edited October 2022
    I watched some let's plays last night and this game really feels like something I'd either sink 1000 hours in or bounce off of after 3 hours of floundering around having no idea what to do.

    I guess there is a demo? Maybe I'll give that a shot before diving in.

    edit: seems like the demo has been removed when they went into early access :(

    mittens on
  • SeGaTaiSeGaTai Registered User regular
    Been interested in this as well and still sounds like another month or two of early access will help a lot in not bouncing off it, once more tooltip and UI stuff improves

    PSN SeGaTai
  • Last SonLast Son Registered User regular
    m!ttens wrote: »
    I watched some let's plays last night and this game really feels like something I'd either sink 1000 hours in or bounce off of after 3 hours of floundering around having no idea what to do.

    I guess there is a demo? Maybe I'll give that a shot before diving in.

    edit: seems like the demo has been removed when they went into early access :(

    Its definitely a game where you're going to need to watch/read a guide unless you want to restart a bunch as you learn new things; there are a lot of noob traps that while they may not wreck your game will slow you down/waste resources if you do them.

  • SonelanSonelan Registered User regular
    Last Son wrote: »
    m!ttens wrote: »
    I watched some let's plays last night and this game really feels like something I'd either sink 1000 hours in or bounce off of after 3 hours of floundering around having no idea what to do.

    I guess there is a demo? Maybe I'll give that a shot before diving in.

    edit: seems like the demo has been removed when they went into early access :(

    Its definitely a game where you're going to need to watch/read a guide unless you want to restart a bunch as you learn new things; there are a lot of noob traps that while they may not wreck your game will slow you down/waste resources if you do them.

    Such as? I have probally hit a bunch without knowing.

    [SIGPIC][/SIGPIC]
  • Last SonLast Son Registered User regular
    Sonelan wrote: »
    Last Son wrote: »
    m!ttens wrote: »
    I watched some let's plays last night and this game really feels like something I'd either sink 1000 hours in or bounce off of after 3 hours of floundering around having no idea what to do.

    I guess there is a demo? Maybe I'll give that a shot before diving in.

    edit: seems like the demo has been removed when they went into early access :(

    Its definitely a game where you're going to need to watch/read a guide unless you want to restart a bunch as you learn new things; there are a lot of noob traps that while they may not wreck your game will slow you down/waste resources if you do them.

    Such as? I have probally hit a bunch without knowing.
    I'm going to spoiler these because some people like playing blind. Theres nothing really spoilery though.
    1) Picking your councilors, if you don't pick up a second person who can do public campaigns right away you'll have a much slower start. Recruiting hackers/rebel/investigator type people early is also bad in general since they won't have anything really useful to do until the other factions start getting established.

    2) Not sending out probes ASAP, particularly to Mars. If you don't good mining sites on the Moon/Mars you'll be screwed come mid-game when the aliens start attacking you directly(assuming you're not a pro-alien faction anyway). If you have mining on Mars you can station a small fleet there to protect your stuff, if you are forced to rely on asteroid mining you'll never be able to afford to defend every single asteroid.

    3) Early space ships. They suck, like the first 25% of the space techs should just be tossed because building them is throwing away resources. Early ships won't be able to do anything of note and building them causes the aliens to attack you faster.

    4) Researching engines. Theres like 80 different engines in the game a lot of which are so similar that even if they're useful(which a lot aren't) you really don't want to research them all. Someone made a graph that had all the engines sorted by performance:
    Engine spec spoilers obviously.
    35z5jv0s92r91.png
    Note that the graph's axis are using a logarithmic scale rather than a linear one with each major line being 10x the previous. So a Pion Torch drive is around 10,000x faster and 2000x more efficient than that Resistojet.

    5) Loyalty. Its hilariously important and the game doesn't really tell you this. Also the only way to increase it(afaik) is the inspire mission so unless you get two councilors who can do that mission and throw everybody into a giant motivational ball until their loyalty is maxed out you're going to have a really bad time.

  • SonelanSonelan Registered User regular
    edited October 2022
    Last Son wrote: »
    Sonelan wrote: »
    Last Son wrote: »
    m!ttens wrote: »
    I watched some let's plays last night and this game really feels like something I'd either sink 1000 hours in or bounce off of after 3 hours of floundering around having no idea what to do.

    I guess there is a demo? Maybe I'll give that a shot before diving in.

    edit: seems like the demo has been removed when they went into early access :(

    Its definitely a game where you're going to need to watch/read a guide unless you want to restart a bunch as you learn new things; there are a lot of noob traps that while they may not wreck your game will slow you down/waste resources if you do them.

    Such as? I have probally hit a bunch without knowing.
    I'm going to spoiler these because some people like playing blind. Theres nothing really spoilery though.
    1) Picking your councilors, if you don't pick up a second person who can do public campaigns right away you'll have a much slower start. Recruiting hackers/rebel/investigator type people early is also bad in general since they won't have anything really useful to do until the other factions start getting established.

    2) Not sending out probes ASAP, particularly to Mars. If you don't good mining sites on the Moon/Mars you'll be screwed come mid-game when the aliens start attacking you directly(assuming you're not a pro-alien faction anyway). If you have mining on Mars you can station a small fleet there to protect your stuff, if you are forced to rely on asteroid mining you'll never be able to afford to defend every single asteroid.

    3) Early space ships. They suck, like the first 25% of the space techs should just be tossed because building them is throwing away resources. Early ships won't be able to do anything of note and building them causes the aliens to attack you faster.

    4) Researching engines. Theres like 80 different engines in the game a lot of which are so similar that even if they're useful(which a lot aren't) you really don't want to research them all. Someone made a graph that had all the engines sorted by performance:
    Engine spec spoilers obviously.
    35z5jv0s92r91.png
    Note that the graph's axis are using a logarithmic scale rather than a linear one with each major line being 10x the previous. So a Pion Torch drive is around 10,000x faster and 2000x more efficient than that Resistojet.

    5) Loyalty. Its hilariously important and the game doesn't really tell you this. Also the only way to increase it(afaik) is the inspire mission so unless you get two councilors who can do that mission and throw everybody into a giant motivational ball until their loyalty is maxed out you're going to have a really bad time.

    Man I hit like almost all of those lol.
    1) I avoided, 2) I avoided since I got like 4 or so spots on mars, 3) I just built like 5 ships around 2026/2027, 4) I think i researched every engine thats popped up so far, and 5) I don't have anyone who can inspire loyalty and I am pretty sure if I dumped someone to get someone who could I would start spiraling since almost all my council guys have max admin and my cap would implode.

    I am assuming with that drive chart I want stuff thats higher and more to the right?

    Sonelan on
    [SIGPIC][/SIGPIC]
  • Mr RayMr Ray Sarcasm sphereRegistered User regular
    I would add, building too many space stations in earth orbit and then not having enough boost to win the race to grab the best mining sites on the moon/mars. Its much more important to stockpile your boost to get your first space mines going. Once you're mining the resources you need to build things in space you'll need a LOT less boost to build things in space, eventually none, and you can start thinking about building stations in Earth orbit and elsewhere.

  • SonelanSonelan Registered User regular
    I think my biggest issue with this game is priorities. Pretty much all my countries stay roughly the same stats wise so I am assuming I am doing something wrong but no idea what it is.

    [SIGPIC][/SIGPIC]
  • Last SonLast Son Registered User regular
    Which countries, what are you trying to do to them, and what are you setting spending at?

    While make life better for the people is nice its really secondary to completing your goals. Unless you mean you aren't getting any increases in funding/boost/MC, in which case something is definitely wrong.

  • SonelanSonelan Registered User regular
    edited October 2022
    Mostly it just seems like I can't really like.... improve any countries? This current game I went Japan/Russia/Korea/Taiwan to start with china grabbed later, and about 8 years in Japan is basically the same stats wise as at the start and while Japan is better I am pretty sure thats mostly cause I am unifying it with other countries abunch.

    And mostly I use a customized abit resist setting. Its mostly the same I just get rid of the spoils pips since I want the countries long term. I tried adding more knowledge to try and get russia and china to be democratic but it doesn't really seem to do much.

    So I am pretty good with space stuff but I can't seem to figure out how to get the countries to do stuff I see other people saying they do.

    Sonelan on
    [SIGPIC][/SIGPIC]
  • Mr RayMr Ray Sarcasm sphereRegistered User regular
    Its worth bearing in mind that this is a long-ass game and those sorts of changes happen very slowly; I've finally made China a research powerhouse that is not Authoritarian anymore (its still an Anocracy but baby steps) and it took in the order of twenty years. If you want to see results from a priority in any reasonable span of time you're going to want to have them at 20/30% of your total investment budget.

  • SonelanSonelan Registered User regular
    Oh I don't expect it to be immediate or anything, but after 8 years of ingame time I figured there would be at least some improvement. My Russia is at the same democracy level it started at and my Japan might be abit worse econ-wise? I think it might have to do with its declining pop rate?

    I dunno its just really hard for me to figure out what I think should be happening from what the game apperently is. Like 8 years of 20% investment into knowledge for at most .1 increase in democracy doesn't seem worth it.

    [SIGPIC][/SIGPIC]
  • Mr RayMr Ray Sarcasm sphereRegistered User regular
    Hmm, are you doing spoils at all? That lowers democracy in addition to polluting a lot.

  • Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    edited October 2022
    I think part of it has to do with the Priority system not being clear at all. It seems like certain aspects of a country need a certain threshold of Priority to actually improve; if you put three pips on everything, the overall percentage is so low that just about nothing every changes. For the most part, Military and Build Armies are useless; it takes freaking forever for a small country to hit the number needed to spit out a new army, but usually there are 4-6 pips on those two categories. Take off all of those pips. Space Program is generally not worth much, that builds you a launch site when it ticks over; however, it's far better to just take a country or two with launch capabilities already. So then you can take those 1-3 pips and put them in something else. Mission Control builds a new, well, mission control facility every time it ticks over the limit; I currently have something like twelve missions I could do, but I don't even have the Boost to start mining on the Moon. So I could basically shut that down and be good for a while.

    That leaves stuff like Economy, Welfare, Knowledge, and Boost now soaking up a much larger percentage of resources. So far I've been seeing Economy go down, but it goes down reeeeeallly slowly; could probably focus on Economy entirely for a month or so and I'd better it'd offset a couple years of GDP decline.

    Also. UNIFICATION. This shit is key to getting stronger and faster. Unification lets you take multiple countries and make one country, freeing up a fat chunk of Cap Points plus making a nation that's easier to defend (you can fortify the whole thing in one turn) and much harder to influence by the other factions. But the tricky part is that, at the start of the game, only nations already associated with Federations can be Unified. So if you had France, Germany, and Russia, only France and Germany can be Unified under the European Union. However, if you add Kazakhstan in there, you can Unite it with Russia. Now you have two countries instead of four and you've saved a ton of Cap Points.

    What this means is, basically, focus your early attentions on Federated regions that are geographically close together. If I grab all of France, I get a bonus on getting Germany because the two are neighbors. If I have both of those, I have bonuses on every neighbor nation they touch. And every neighbor they touch can also be Unified under the EU, letting you gobble up more and more of the EU as each nation you grab can eventually be Unified to free Cap Points for another country.

    Just keep in mind that Unification is blocked until the end of the first year, and that you have to hold all points in a nation for six months before it can be Unified.

    Ninja Snarl P on
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