PC Gaming Terra Invicta general thread

JagerIV

Well-known member
Working on building up China as the main point of operation, when I've discovered the servants have taken over Russia and are setting all my countries to rivalry with Russia. Have had one nuke fly, Humanity controlled Iran nuking a Servant controlled Russian army invading.

Doing an all hands on deck to try and dislodge the Servants from Russia before nukes really esculate, even quickly researched the Siberian independence movement, see if I can make overthrowing Russia a bit easier by triggering some break aways.

Have to see if I can recover, or this is the beginning of the end.
 

Marduk

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Working on building up China as the main point of operation, when I've discovered the servants have taken over Russia and are setting all my countries to rivalry with Russia. Have had one nuke fly, Humanity controlled Iran nuking a Servant controlled Russian army invading.

Doing an all hands on deck to try and dislodge the Servants from Russia before nukes really esculate, even quickly researched the Siberian independence movement, see if I can make overthrowing Russia a bit easier by triggering some break aways.

Have to see if I can recover, or this is the beginning of the end.
That won't help you much. If you want to do it without more nukes flying, you need to increase unrest and then use it to support a coup. Shouldn't be hard with Russia. If you can sneak a purge through between their control point protection refresh or have enough investigation to power a crackdown through, that can also work.
 
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JagerIV

Well-known member
Coup worked to push the Servants out. They're remaining stronghold is India, which I might work a simular plan. They have so many fewer nukes that I'm less scared of it.

Also finally got my first alien agent kill. Which suggests to me having some space capacity is probably top priority at this point.

Was tempted to restart, since I'm already aware at this point how suboptimally I've played: 2030 and have 1 ship right now. I think I'm going to try and play this first game through to the end: how humanity loses is probably just as interesting as winning. Preserve the newness of the fist game, and pound home the stakes of a future game.
 

Marduk

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Ship numbers early are not nearly as important at they sound. Better have no ships than have shitty early ships that can't do much, eat resources, and are just practice targets for the aliens. You don't even get much resources back when you scrap them. How ahead are you in station construction and station defense technology, that's more pressing. Lasers? Railguns? Ship engines, at least advanced nuclear coming up?
From my experience the bare minimum ships useful against aliens are possible when you have the second size tier frigate\monitor\destroyer, 500+ combat milig drive setup with sane delta v to spare, and a good selection of basic laser and missile weapons. As a rule of thumb ships without minimum one energy based point defense weapon are easy targets and probably won't survive a fight against aliens. And you need some fleet tactics with just one usually.
Worse ships can work if you know what you are doing, but you will probably take horrible losses anyway and it's not worth the resources these ships cost. Better spend those resources on more space infrastructure to research faster, mine more and build the minimum viable ships few years down the line in quantity.
Specialist ships excluded. Having few of essentially glorified space police boats that carry marines has obvious uses, and early colony ships can have few uses.
 
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JagerIV

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I've just researched destroyers, and might build some missile, I think monitors.

current fleet was about 4 gunboats with IR lasers I built as station defense and maybe enough to do the counter destroyer mission, who are all currently being refitted to green laser cannons. fission pulse, so all about 10 kps, so only local eath/mars defense fleets.

Active fleet is 2 marine ships, which I've used to take out the defenseless servant station as part of my mission to try and neutralize the servants as a serious threat: get rid of more of their assets, build up mine. They're still relatively contained to India, though trying to make break outs in Europe and Russia, and I had turned one of their councilors and have a max command agent so for a while was able to assassinate their agents more or less at will.

I'm putting a layered defense module on all my space colonies, so hopefully that's a bit of deterrent as I keep building up to fleet.

Planetside the main threat, besides aliens who I'm researching up to the capture mission on, is the Protectorate: they've announced their manifesto and win conditions of orbital dominance by alien aligned forces (96% currently, not unexpected), and controlling the surface, which there much further from, about 8% I think.

Consolidating the Russian holdings had freed up control points, so I'm using my coup agent to go around and take out any protectorate territories that are vulnerable. They're main stronghold though is America, which is going to be much more difficult to resolve. I could have a sacrificial nuclear war between the US and Russia if necessary, Russia is not particularly valuable after all the damage the servants have done to its economy, but I'd prefer to avoid that if possible.

So, current plan to to continue to loot the servants, contain the Protectorate, and research up to more effective space and build up unification: I'm about half way to the Pan-Asian union and control most of it: Once I can merge my China and Japan control points, let alone the rest of it, should free up several more control points, along with other control point research and some Africans unification I've done to consolidate there.

That should give me the control point freedom to move against the protectorate and Servant remaining strongholds politically. Maybe I'll even have techs which will make a military conflict against America less suicidal. Assuming the War doesn't come to me: I get the sense the Protectorate are less nuke happy, but...
 

Marduk

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I've just researched destroyers, and might build some missile, I think monitors.

current fleet was about 4 gunboats with IR lasers I built as station defense and maybe enough to do the counter destroyer mission, who are all currently being refitted to green laser cannons. fission pulse, so all about 10 kps, so only local eath/mars defense fleets.
That's not bad for the year. Though gunships, a bit small to be survivable. I've found that the smallest ships die quite often in space battles.
Active fleet is 2 marine ships, which I've used to take out the defenseless servant station as part of my mission to try and neutralize the servants as a serious threat: get rid of more of their assets, build up mine. They're still relatively contained to India, though trying to make break outs in Europe and Russia, and I had turned one of their councilors and have a max command agent so for a while was able to assassinate their agents more or less at will.
Frigates have 4 utility slots, so i'm trying using them as marine secondaries while being perfectly good combat ships, what else i'm gonna do with 4. Heatsink, optional magazine if using missiles, hydrogen storage...
Yeah, assassinating enemy agents once they get too good is necessary to get anything done.
Goes double for aliens. I'm enforcing a full suffer not the alien policy on Earth as soon as i have the means, they just generate too much trouble on the map to keep cleaning it up, they are worse than a veteran servant agent. Left them to roam for some time to not provoke aliens and all i got was most of the map covered in xenoforming. Still got Africa and South America covered, though they aren't mine, so screw whoever runs them, of course they won't clean it up because AI is dumb.
I'm putting a layered defense module on all my space colonies, so hopefully that's a bit of deterrent as I keep building up to fleet.

Planetside the main threat, besides aliens who I'm researching up to the capture mission on, is the Protectorate: they've announced their manifesto and win conditions of orbital dominance by alien aligned forces (96% currently, not unexpected), and controlling the surface, which there much further from, about 8% I think.

Consolidating the Russian holdings had freed up control points, so I'm using my coup agent to go around and take out any protectorate territories that are vulnerable. They're main stronghold though is America, which is going to be much more difficult to resolve. I could have a sacrificial nuclear war between the US and Russia if necessary, Russia is not particularly valuable after all the damage the servants have done to its economy, but I'd prefer to avoid that if possible.

USA and Russia are the one nuclear war you don't want. Had a Russia-China nuclear war and it was bad enough. There is an easy way to change USA control, between high democracy and way less population than China, you absolutely can do public campaigns there, and once you get support, you can do crackdowns or unrest easily.
So, current plan to to continue to loot the servants, contain the Protectorate, and research up to more effective space and build up unification: I'm about half way to the Pan-Asian union and control most of it: Once I can merge my China and Japan control points, let alone the rest of it, should free up several more control points, along with other control point research and some Africans unification I've done to consolidate there.
Watch out with consolidating holdings too much. You will lose investment points and research points even more so. Armies can lose tech levels, and you really want high democracy countries if you like having research points. Japan often makes almost as much research as China.
Also control points seem like the right focus early on, but once more xenoforming, nuclear exchanges, few unifications and such happen, 2-3 factions with 400-500 of them will be able to hold everything worthwhile. I'm at 450 or so now and i'm struggling to find places worth controlling (research, nukes, amphib armies, mission control) that aren't already controlled by frenemies (AI of even ideologically closest factions gets hostile for any reason or no reason at all, that needs fixing) or me.
That should give me the control point freedom to move against the protectorate and Servant remaining strongholds politically. Maybe I'll even have techs which will make a military conflict against America less suicidal. Assuming the War doesn't come to me: I get the sense the Protectorate are less nuke happy, but...
If you can't hold them, neutralize them. That's what unrest is for. Control-abandon combo is also viable if you are over control limit, then some faction you don't mind might grab the place. As i said, campaign-unrest-coup\crackdowns is the best option for USA. China can be a bigger problem because good luck with public campaigns there if they don't already support you, and without support from public opinion, good luck with anything else.
India can be also a pain in the ass with its population.
ZndbSoy.png

My Resistance run, as you can see between few events and Servants blowing up a few facilities i have a bit of a mission control crisis, habs on Mercury with ops to address that just began construction.
Also this is the successful multirole frigate build i'm using, pair them up, fly them close for mutual PD, add a couple escorts just to be sure, and they handle 1-2 usual alien ships destroyer or below pretty reliably, sometimes they may lose an escort but no worse than that.
Also no need to use the expensive mobyldenium radiator, gonna replace it with a cheaper, lighter nanotube one in newly built versions.
 

Agent23

Ни шагу назад!
I saw this on GoG a while ago, not buying another early-access/in dev game again, period.
Tell me what you all think 6 months after the release.
 

JagerIV

Well-known member
Well, I sent my two marine ships out to seize a station around the moon, 10 kps available, 6.5 used to get there. Seemed fine: I'd get refilled at the station post taking it. But, they can't seem to actually board the enemy station: some exodus fleet is docked at the Servant base, that seems to prevent me from attacking. Hopefully I will have enough fuel to land at a lunar base to do some resupply after building a supply base on the surface. If that doesn't work, well, those ships might be fucked.
 

Marduk

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Moderator
Staff Member
Well, I sent my two marine ships out to seize a station around the moon, 10 kps available, 6.5 used to get there. Seemed fine: I'd get refilled at the station post taking it. But, they can't seem to actually board the enemy station: some exodus fleet is docked at the Servant base, that seems to prevent me from attacking. Hopefully I will have enough fuel to land at a lunar base to do some resupply after building a supply base on the surface. If that doesn't work, well, those ships might be fucked.
What kind of shitty transfer window did you take to spend 6.5 kps to get from Earth to a Luna station?
 

Martenzo

Active member
In my experience, heatsinks are worse than worthless: dead mass and also wasting a utility slot. Hits to the front armor can't damage radiators anyway, and armoring the central segment of the ship isn't viable anyhow. If a ship is at risk of losing their radiator, it's likely in a position where it's going down either way, and retracting isn't going to save it.

What kind of shitty transfer window did you take to spend 6.5 kps to get from Earth to a Luna station?
There's something wonky going on with dV expenditure when using extremely low-thrust engines. Somehow, transitioning from a high orbit around Earth to another body costs way more for ships with minimal cruise thrust than the same ship with the same destination starting from LEO.
 

Marduk

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In my experience, heatsinks are worse than worthless: dead mass and also wasting a utility slot. Hits to the front armor can't damage radiators anyway, and armoring the central segment of the ship isn't viable anyhow. If a ship is at risk of losing their radiator, it's likely in a position where it's going down either way, and retracting isn't going to save it.
True early on, but at that point ships aren't really worth it in general. Once you have lighter armor materials like carbon nanotubes, combined with mid-late game engines, armoring the sides absolutely is an option. Also you have lighter heatsinks then in case you don't want to spare a lot of weight for one.

There's something wonky going on with dV expenditure when using extremely low-thrust engines. Somehow, transitioning from a high orbit around Earth to another body costs way more for ships with minimal cruise thrust than the same ship with the same destination starting from LEO.
Could be the thing the game warns about - too low cruise thrust = inefficient spiral transfers.
 

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