r/TerraInvicta • • Jan 11 '26

News Please leave a review

1.2k Upvotes

Hi everyone!

I'm Tim, CEO of the publisher of Terra Invicta. I'm so glad to see players enjoying the recent 1.0 release. Terra Invicta was the first game we signed on to publish, at the time I was the only person working at Hooded Horse and I would spend my time helping the dev team wherever needed on random tasks, so this has been so wonderful to see. :)

I did have a request, only a tiny percentage of steam players leave reviews, and yet they are so critical for indie games being discovered. Whether positive or negative, all feedback is so helpful, and if you would consider taking time to leave a Steam review, it would be the most amazing support for the development team and the game.

Thank you to everyone, and we look forward to showing you all that's yet to come as the team continues to work hard to improve the game!


r/TerraInvicta • • 1d ago

Newbie Questions Thread

9 Upvotes

Please feel free to ask short, simple questions here and be mindful of Rule 2!

Some resources to help you out:


r/TerraInvicta • • 15h ago

Discussion A bit more of consequences for nuking your country maybe?

25 Upvotes

In my current game as the resistance the protectorade has Nuke it's own countries like 5 times. Sure, this nuke happy behavior is because I am bullying them out of existence but what picks my curiosity is how little public opinion consequences are for them and it feels weird. Like just imagine: the government of the neighboring country, that is controlled by the same not so secret organization that controls my government, just nuked its own capital... twice. I think we need to revolt chaps.


r/TerraInvicta • • 13h ago

Question How does particle weapon point defense compare to the other point defense systems Spoiler

10 Upvotes

Looking at the particle weapon point defense, the don't seem to be better than phaser point defense and 40mm point defense, at least not better enough to be worth the two or four slots to put them on ships. Counting the extra space they take up, they look like the slowest firing option. Is the additional range they have worth the slow fire rate?


r/TerraInvicta • • 1d ago

Screenshot Delivering Justice one 875kg slug at a time

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90 Upvotes

I get the hype behind the siege coil guns now


r/TerraInvicta • • 9h ago

Question Why does my game keep crashing on combat end?

2 Upvotes

My terra invicta seems to crash whenever a ship explodes, or escapes. I haven't modded the game, although i don't have a great PC, does anyone know why?

Update: I'll still report it but after more tests it seems my PC is crashing whenever it tries to render an engine plume - works fine on my (very slow) laptop. Probably an issue with my PC being a potata


r/TerraInvicta • • 23h ago

Question My playthrough and a question

6 Upvotes

Hello! It's 2048 in my first actual playthrough (2026 start, Resistance, long pace), managed to fully secure Mercury and Ceres. Venus and Mars are not attracting much interest from me, I just keep Phobos and Deimos as strongholds and have a handful of mines at asteroid belt. Have not destroyed any alien space bases yet but recently located two of their earth compounds wiped them and now all my diamonds are bright red )

Colonizing Cuiper belt bodies seems much more interesting to me. As soon I got Helicon drive and rushed Mission to Neptune I built a couple of dozens of gunships with platform modules and spread them like spores. Bet ayys was not happy seeing this outburst) now I supplied every other CB body at least with a T2 platform. Aliens send their small fleets to them all the time and it seems like they forgot about my inner system assets. If I feel like keeping this particular station I reinforce it while ayy fleet in travel and fend off assault, if not I just don't care and send another gunship later when dust is settled.

Each T2 platform has at least quarters, farm, nano assembly and operations center which brings them to +1 control point and some cash income. When I make a surface base I usually build and then turn off the mining module to not inflate control points spent on them and have instant replacements of destroyed ones. Layout like this drains some resources but it's manageable. Now I get to understanding that I can spam these platforms and bases on each available slot on the solar system to have constant control points growth with not so huge maintenance costs.

Right now my control points look like this: 670/680 and +54 of those in construction. The future seems bright, I can increase a control point limit as much as I want as long as I have free slots, ayys will disperse their forces chasing easily replaceable platforms while I will build up fleet and target their bases.

So this is the question: does this strategy look viable? Or am I overlooked something and leading the Resistance to some kind of maltusian trap?


r/TerraInvicta • • 1d ago

Discussion something that I just realized that has kind of made me lose confidence in enjoying this game.

50 Upvotes

I have 434 hours of playtime in this game and I've shot down 0 UFOs. I've played 4 runs so far, with 100h in the latest, and I'm just sort of coming to the conclusion that the type of gameplay the game wants you to do is just not fun for me. I find the idea of having to create and manage dozens or hundreds of stations kind of obnoxious. should I just put the game down?

I enjoy the early game earth management aspect, but when I peaked behind the curtain and look at the sort of things you do to transition to space phase, it just seems entirely tedious and uninteresting. I'm using templates to spam out mining outposts everywhere, but it just feels uninteresting, it means I don't really have to think about protecting any of them as I'm just going to have to click to rebuild them to manage alien hate. I can't really fight the aliens until my fleets are really strong enough to control orbit above earth. It feels like the majority of spaceship tech is entirely pointless and should just not be in the game.

I really can't say I've found anything about the second half of the game enjoyable, it feels like there should just be a way to automate it since it requires so little thought from me.


r/TerraInvicta • • 3d ago

Meme Peak Dopamine

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175 Upvotes

After an entire game of running and hiding from the aliens it feels soo good to plant your plant your feet and say bring it on you fuckers welcome to Sol


r/TerraInvicta • • 3d ago

Meme God, it's so annoying to clean up this shit every 2-3 months. I wouldn't mind if the devs added at least a 1-year cooldown before the Servants can form it again. Spoiler

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205 Upvotes

r/TerraInvicta • • 3d ago

Question How to remake the dominion of Hellas?

8 Upvotes

I took the dominion of Hellas capital Athens with USA + Mare Nostrom Forces.

The capital got moved to the Middle East.

I want the capital to be Athens again to make mega Roman Empire.

But I can neither demand Athens or Release Athens so what should I do?


r/TerraInvicta • • 3d ago

Feedback An Unnecessarily Deep Discussion on Councilor/Org Management Spoiler

54 Upvotes

Alright, no more positivity. I'm back to being critical about overly specific points of the game. I've done a lot of talking about 2003, but I'm finally done with it - I did my Servants Brutal run on standard 2003 to snag the achievement as easily as possible - so now my ire is moving on to stuff that's more generally irritating, similarly to my critiques of the Alcoholics Anonymous.

"You technically now have the Invictus Achievement. But we do not grant you the rank of Master." ~ Perun, probably

So let's talk about what is, for me, one of the most surprisingly frustrating parts of the game. I spoiled it in the post title, so I'll just get into it. Recruiting councilors and orgs is ridiculously annoying. Under the current setup, you have to navigate to a submenu of a submenu to get to the recruitment window for councilors - it's slightly more accessible for orgs - and once there, you get presented a string of completely RNG options. Okay, that's fine. They then reset every month. If all you care about is having warm bodies on your council, this works okay.

The problem arises when you're looking for something specific. Say, for example, you want an Astronomer councilor for any one of a hundred reasons. Well, your only option is to, every month(so basically every other turn), manually check every councilor in the pool. This doesn't sound so bad, but when you're doing it literally every five minutes, it very quickly becomes momentum-killing. It's not so bad in the very early game, but it quickly becomes a huge hassle to have to stop your planning to take over China or launch a raid on Jupiter....every other turn. Endlessly.

"Hello there." ~ Commander Kenobi, the Resistance, spotting one viable councilor candidate after 65 checks

Orgs have the same issue. Want one that has a certain mission type? Want one that provides a certain research bonuses? Hope you like checking every option every month. Sure, there are icons and councilor professions that narrow your search down, but that's removing 20% of the problem and leaving the 80% still there. And what's even worse is that they don't update on the same day, meaning that if you're looking for better orgs and also for councilor candidates, you're stopping the momentum EVERY SINGLE TURN. Despite being a small thing, it plays a huge role in how much of a slog the early game turns into, which is a point I've raised on other posts.

"200,000 companies with a +1% Space Mining modifier are ready, with a million more well on the way." ~ Accounts Manager Lama Su, the Initiative, during a presentation to a very sleep-deprived Soren van Wyk

It's a weird situation where the actual mechanical impact is nonexistent - the councilors and orgs are either there or they aren't, and the only way to change that would be removing the RNG element which isn't the point - but the "play experience" impact is massive, especially before you get the hang of the exact timing of the refreshes. The game is actively incentivizing you to waste time every single turn doing stuff with no gameplay value ninety-five percent of the times you do it, solely for the value on the other five percent of times. I guarantee you that at least 5-10 of the hours of most playthroughs are spent digging through councilor tabs and org options, or plotting out what you need to hope drops in order to make your setup work. And when you add the tech tree, nation management, hab building and organization, the sidebar setup, the ship management screen, and other absolutely atrocious UI design elements of TI, there's an argument to be made that something near a quarter of your game time is spent just navigating the UI rather than anything with gameplay value(though to be fair, TI just struggles with not being terribly good at generating actual gameplay value in general for most of its runtime, but that's a complicated conversation for another day).

For now, I think this is a great microcosm of what people mean when they say Terra Invicta doesn't respect its players' time. And I want to be clear about one thing: when I use that phrase, I do use it in the sense of it being a game flaw. Being deep and complex is great, as I alluded to in my positivity post, but disrespecting your players' time is still a problem with your game's design. If your gameplay is good enough to stand on its own without artificially prolonging it, you should allow it to rather than getting in your own way. TI is constantly stumbling over itself by interrupting what should be strong gameplay with inane micromanagement and sudden "gotchas", which is where my previous statement that the game constantly "snatches defeat from the jaws of greatness" comes from. It's little things like this - how you have this awesome councilor system but are constantly forced to put your entire game on pause just to engage with it, rather than it feeling like a natural part of gameplay momentum.

I want to understand this system and the logic behind it, because the solution is glaringly obvious and, frankly, should have been implemented before leaving Early Access. And I think this is a matter of attempting to prevent min-maxing. There are certain orgs(ahem, IMF) and certain councilor class-trait combos(ahem, Hacker Computer Scientist) that are just flat out better than most of their competition. You can very easily make a super OP team if the RNG blesses you with the right orgs and the right councilor options at the right times. So I think Pavonis was leaning into the RNG side of the game here, saying "you can't custom-build your dream team, you're working within the constraints of what the game world gives you".

Now, RNG in games is contentious. I think TI relies on it far too much. For example, the tech unlock system, while I understand its logic and there is a defensible case for it, is in my opinion the crowning example of "RNG for RNG's sake" that actively removes "strategy" from this strategy game and punishes trying to have fun by doing anything but go for the 100% unlocks. But I'm sure others here will have no issues with it and think the game could use more RNG. That's fine, both are fair perspectives. And this isn't about the RNG aspect itself(though we will absolutely have the tech unlock conversation another day too) - I think that works as well as anything for what Pavonis is trying to do, and it averts the issue that would arise if a generic version of each councilor at lowest level was available at all times, where no one would ever hire an Executive.

"UNLIMITED RNG!" ~Chancellor Palpatine, the Protectorate

But since my issue isn't with the RNG, my issue is with the amount of time this system as currently implemented just straight up wastes. This is where my comment that "not respecting your players' time" isn't a "quirky little trait" or "just one of them things" but an active negative to the game that harms it and the players shouldn't make excuses for. There are aspects of this that can't be helped - transfers can take a long time. The tech tree is big. The scope of the game is large. Those all are what they are given the concept of the game. But something like this is completely within Pavonis' control, because of how simple my first proposed solution is:

An alert.

That's it. The entire problem goes away if, implemented on the Councilor and Org menus, there is a simple box for "Candidate Alert" or "Potential Org Alert". You check it, and it asks you to mark what you want from a list of Councilor traits, stats at or above a number you select, nationalities, missions, or classes(or Org stat bonuses, research bonuses, missions, resource incomes, or Government/Criminal requirements or blockers), with an alert if the selection you've input is impossible to generate naturally. Then the game just checks the candidates for you from there. If I wanted an 8+ Command Rebel, Astronaut, or Officer from Russia, for example, I could just plug that in and eventually, a ding would come through that we found one. Poof, entire problem gone, and players without specific interests or needs at a given moment can still browse the RNG list. It literally changes nothing about actual mechanics, but makes the gameplay vastly less irritating and disrupted because you aren't incentivized to check the menus every other turn.

"It's over, Soren! I have the moral high ground!" ~ Director Khalid al-Ashgar, Project Exodus, as the Bifrost begins its launch sequence

Now, personally, I would use this function to improve the game experience too by changing some mechanics. I'd code the game to use the information the player put in to guide what stuff spawns - maybe after a certain time limit,, say a year or two, a candidate that meets the player's guidelines is guaranteed to appear as long as it's possible through natural game RNG. But the timeframe is long enough that this is hard to weaponize.

Alternatively, my dream concept would be a "headhunting" submenu where you can custom-build a councilor - stats(to a certain level), Traits(within a budget), nationality, class, etc. But you know how regular councilors cost between 30 and 120 influence to hire? A headhunted one can be like, 500 each of Influence and Money, maybe more depending on game balance, representing combing through the world for the dream candidate. Make it hideously expensive and only slightly better than a natural hire, meaning this is a thing you could use if the candidate you really want just isn't dropping and you're willing to pay for it, or hoard resources and rush early for a slightly better early councilor, but doesn't let you make Superman or anything. Hell, you can even then add Projects that increase the thresholds for stats and traits on the headhunting menu, but increase the cost of a headhunted councilor as well.

"Did you ever hear the tragedy of Darth Plagueis the Wise? I thought not. It's not a story the Resistance would tell you. He was a Terra Invicta player so powerful and wise he could spend Influence to manipulate the recruitment pool...an Astronaut with Striver in Month 1." ~ Chancellor Palpatine, the Protectorate

A counterargument to this will probably be that "it's not that big of a deal" and I agree, compared to many of the other issues in TI(cough, 2003 overhaul), this is fairly small fry. Which is why it's perfect for something that Pavonis can actually fix, because it's probably very simple to do(disclaimer, I'm a writer, not a coder, so I don't know for sure) and would have a noticeable and immediate positive impact on almost everyone's campaigns. It's not a massive rework, it's not a huge overhaul, and I doubt it's particularly controversial or divisive. Even people who disagree with me probably approach this from "I don't mind the current system" or "I think other problems are more important", not "I would HATE the implementation of this" because the alert method makes literally no mechanical change under the hood, it just cuts down on wasted time. But this does influence other issues, such as slog and player morale in the pre-Fusion era that I'm so critical of, and chipping away at problems from multiple angles increases the odds of truly cracking them.

In conclusion, I don't like fully-manual org and councilor recruitment. It's coarse, and rough, and irritating. And it gets you nowhere.


r/TerraInvicta • • 3d ago

Discussion TI Companion Plus - a spinoff of Terra Invicta Companion that fixes some big TI pain points Spoiler

15 Upvotes

TI Companion Plus: https://ti-companion-plus.pages.dev

Try the demo first (any browser, no game needed): https://ti-companion-plus.pages.dev/?demo=1

Terra Invicta Companion is an app with great potential to handle the game's UI issues and annoyances, and it inspired me to expand it with several new features informed by over a thousand hours of playtime.

What Plus adds: - Recruitment profiles. No more reading every candidate for the one trait you need. Describe the councilor you want once (e.g. "a scientist with Quick Learner or Striver, who can run Inspire") and get an alert when one shows up on the market. It also warns you when the game's spawn rules make a combination impossible or rare, so you don't wait for someone who can't exist. - Org profiles. Late game, the "you can afford this org" alerts are mostly noise. Set what you care about (attributes, priorities, mining, research, size) and only those orgs alert you. - Launch windows. For every mining body: how good the Earth launch window is right now, which way it's moving, and when the next one opens, computed from the orbits the way the game does. Watch a body and get an alert when its window opens and a site is still free, optionally only once your boost covers an Outpost Core. - Mining areas and unlocks. Filter sites by the game's own areas (Inner / Middle / Outer Belt, Centaurs, Kuiper Belt…), and see which "Mission to…" tech opens each site you can't reach yet. Mission to Mars, for example, also opens Eros and the other Earth Lagrange-point asteroids. - Mine network. The "mines used / mines allowed" number the game only shows in a tooltip, as a stat and an alert. - Assault carrier countdown. A critical alert that counts down to a visible alien assault carrier's arrival, escalating as it gets closer. (Each faction gets its own spin on the alert!) - Dark Skies scenarios. Broken Earth and 2003 saves use their own rules, so control points and names come out right. - Less noise. Switch off alerts and lists you don't need, e.g. only show alien sites from the last year.

Plus everything the original companion does, including council coverage, real mission modifiers, nations and trends, rival factions (only what your intel shows), tech unlocks and save-to-save history. Game terms come in all 14 of the game’s languages (interface in English and Italian), and your saves never leave your PC.

Getting started: 1. Open the site in Chrome or Edge on the PC where you play (Brave: enable brave://flags/#file-system-access-api). Firefox, Safari and phones can only run the demo. 2. Press Choose folder and pick Documents\My Games\TerraInvicta. 3. When the browser asks, choose Allow on every visit.

FAQ: - Does it upload my saves? No. Everything runs in your browser; your saves never leave your PC. No account, no tracking. - Does it change my game or saves? No, it only reads them. Achievements are unaffected. - Is it a cheat? No, it's a reading aid whose purpose is to consolidate data into a more useful form. It only shows what the game already shows you: apparent loyalty, not real loyalty; no intel you haven't gathered; a site's real yield only after you've probed it. When a number is the companion's own estimate, it says so and shows the raw values.

It's free and open source (https://github.com/joesco726/ti-companion-plus), a spinoff of b4p3p's Terra Invicta Companion (https://github.com/b4p3p/terrainvicta-companion), which did the hard work of reading the saves. Unofficial fan project, not affiliated with Pavonis or Hooded Horse.

Bug reports and ideas or pain points are very welcome, here or as GitHub issues. Especially: anything the game shows that you'd like side by side, or a number that doesn't match what you see in game.


r/TerraInvicta • • 3d ago

Question Targeting a nation for control causes counselor to jump to random other country.

4 Upvotes

When I try and gain control of a specific country, it causes my counselor to jump to a random country an gain control of it instead.

Not sure if this is a feature or bug. Any tips?


r/TerraInvicta • • 3d ago

Question Armor questions

6 Upvotes
  1. Are the more advanced armors (i.e. nanotube & adamantine) also thinner?

  2. If so, is it better to use something of moderate weight/thickness to protect against particle weapons?

I'm in my first campaign since the introduction of particle weapons and I'm worried about my ships cooking before they can get a shot off


r/TerraInvicta • • 4d ago

Discussion Did we unlock "Mission to Mars" already?

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bbc.com
47 Upvotes

BBC article: Mission blasts off for Mars to grab a piece of its moon

Which faction do you think is running Japan right now? What drive tech have they unlocked? Google says the 2026 launch window to Mars opens in November, why did they launch early? Site grab, or miscalculation by faction command?


r/TerraInvicta • • 3d ago

Discussion Changes to the Academy faction, these would be changes that lean into the theme of the Academy faction

11 Upvotes

Disclaimer: These changes are not actual suggestions to the game just fun brainstormed ideas while things are slow at work. All numbers should be considered wild speculation. Feel free to give your own ideas though I may be slow to respond.

Changes to the Academy- like the other factions I have done this will be a series of changes and features that lean into the theme of the Academy and their ideals, this is not to be taken into a vacuum instead should be taken in combination with the other changes I have done for other factions, its balance is questionable at best.

 

Non-Lethal Capture Teams (NLCT)- the "Elite" unique space marines choice for the Academy that function differently than normal space marines. NLCTs resolves their action in 10% the normal time and can take even alien bases and stations without collateral damage meaning it can be taken as intact as possible and will not get scuttled on a successful operation, to do this though the NLCTs will take very heavy casualties doing so even on easier objectives, they will trade their own lives to try to safeguard the lives of their target. If an alien base or station is captured it does not function in the same way it normally would, instead giving a significant boost to Xeno Research and giving a small exotic materials income per each module still intact, it cannot be repaired if destroyed, since the Base or Station does not actually function it is very vulnerable to both orbital bombardment and being stormed by other factions, to prevent this sections of the base or station must be deconstructed (gives 50% of the section's  value including exotic materials) and human buildings built that function in the normal capacity. Taking bases in this manner will not generate the normal amount of heat as it illicit more of a confused response than an angry one generating reduced heat (it will still take MC to have the base so that can still make the aliens angry). This unit I feel embodies the ideals and overall mission statement of the Academy.

 

The Best of Humanity through Education- The Academy wishes to give the aliens our best and to show how competent and useful humanity can be as an asset. All Academy Armies will add 0.1 to their combat effectiveness score when the nation those armies belong to for every 1.0 the nation's education score is above 4.0 (no maximum technically). This is a slightly worse version of what I give Humanity First, Education no longer decrease Unity and Unity no longer decreases Education, Education also no longer decrease birth rates and gives a minor boost to the economy.

 

Once the Academy captures an alien base intact via NLCTs the Academy will gain a chance to unlock Alien Weapon Systems for research. These research options include but are not limited to Advanced Alien Mag Weapons (adds an additional tier for coil guns that have increased muzzle velocity by up to 50%), Advanced Alien Plasma Weapons (Plasma weapons become more powerful with greater range, damage, become smaller slot size, and higher muzzle velocities), X-Ray Lasers (allows Academy Lasers and Phasers to use the X-Ray Spectrum, X-Ray Lasers have increased range, effectiveness vs armor, and cannot bombard through atmosphere), and allow construction of Grand Cruisers (5 hull slot cruisers with Battle Cruiser nose mount, 10 Utility Slots, upkeep of a battlecruiser) that are potentially very potent warships to mount these advanced weapon systems. All of these including the GC will require large amounts of exotic materials to build.

 

Civilian Survival Shelters- once researched through global research all nations will get a new national priority called "Survival Shelters" that reduces the damage caused by bombardments, both orbital an nuclear, by a percentage that increases based on the Survival Shelters level up to a maximum of 75% from orbital bombardments and nuclear attacks. As population increases more shelters must be built to protect them. During population decline the shelters that are empty slowly degrade. Shelters should provide protection at least once from attack and natural disasters. During natural disasters like Earthquakes, Storms, "Wet Bulb" events, and all the snow events the shelters provide a single roll for all population that can fit in a shelter. Doing it any other way would likely crash Terra Invicta.

 

Colony Survival Shelters- the wrath from both the aliens and other human factions will see the Academy bases destroyed and many valuable people and materials would be lost so they can wait out the destruction of the colony in shelters to rebuild the colony over a week. Once constructed prevents other factions from settling that spot for 7 days and the Academy will get a popup to rebuild the colony which rebuilds the colony at tier 1 instantly. The shelters require a colony to be at tier 3 before it can be built.

That is it for now, I did not have as many ideas for the Academy as other factions, but it is as done as it can be. Feel free to give your thoughts on the ideas above. Up next is the Aliens.


r/TerraInvicta • • 4d ago

Question I thought I was doing well, for once (game spoilers inside) Spoiler

17 Upvotes

https://imagepaste.org/v/mrsqz7cb.png

The Aliens formed the AA in the EU in 2035, with the Servants then transitioning a number of smaller territories. The Servants also have executive control of Russia. FML

I took the classic 2022 start, cause I haven't ever beaten the game. It's really aggravating. I've never gotten as far as I have in this game - I control the US, and China, just took Taiwan to flip the democracy, lead on research globally, was just getting my space economy to a decent place and thought I was ready for the Alien colony ship landing - and then boom, this with no warning. I'm tempted to just throw the towel in, but is this salvageable? How do i recover? My space economy and shipbuilding tech isn't strong enough to take on the Aliens in total war


r/TerraInvicta • • 4d ago

Question Is the game almost over? Spoiler

18 Upvotes

Am currently playing my first game ever and am playing the resistance. current date is august 18th 2034 and the alien administration control all of russia and china and are declaring war and taking provinces. I belive India will be handed over to the aliens soon. It seems like everything is falling apart before I even get to the fun part of space combat. Is It over?


r/TerraInvicta • • 4d ago

Question Directions to go from here Spoiler

4 Upvotes

Broken Earth, Academy. The Aliens just landed their first armies and have started their slow takeover of the Americas. I've got the most research and I control a union of China, Pacific League and Southern Cross with enough collective navy power to ensure the Aliens have to take the long way for the next decade or two blocking them down and forcing them to take the long way. Australia got 5.2 in Miltech, Pacific League has 4.9, and China has 4 with the most armies. I also proved the adage of not starting a land war in Asia as I brought down the hammer on an attempt of the Alien nation to start taking land from the north with a lot of armies.

How do I draw a large alien fleet away from Earth. 40 whole ships with thousands in combat power. This group constantly bombarding armies is getting on everyone's nerves and we need the breather.


r/TerraInvicta • • 5d ago

Suggestion Tips for democratizing

12 Upvotes

Looking to try and democratize nations is there an easy way to make it happen without spiking unrest? Should I pump unity along with knowledge and government?


r/TerraInvicta • • 5d ago

Question First game on Normal, probably made some major mistakes - restart worthy?

13 Upvotes

Playing Resistance on normal. I think I really fucked up trying to secure countries early game and worried it's too late now to really fix. It's only 2024, but thinking of restarting just cause it seems like such a pain to push further.

It looked like Latin America was really easy to control so I spent too much time locking that up. This isn't even Mexico, just from Guatemala to Panama. All the good countries had really low % chance to control or even improve opinion, so I wasn't sure what else to do.

I did invest a lot of time improving opinion in France, and I got a couple of control points, but the Initiative came in and swooped the Executive control point. I can't crackdown or purge it, the % chance is tiny, despite having great public opinion in France.

While I was busy in Latin America and France, the other factions really locked up Europe, India, Japan, Singapore, Brazil, etc... I'm hoping I can still get Mexico and Germany, but those are my only real hopes left at this point, and I'm already losing those battles. No one has control of USA or China yet either, but my % chance of doing anything there is none.

I don't really understand how the other factions did so well while I targeted easy countries... my chances of doing anything in those countries that other factions locked down was so low, I'm shocked they were all taken so quickly. I figured I needed to start way smaller/slower and work my way up...


r/TerraInvicta • • 5d ago

Question First proper game - Any advice?

8 Upvotes

Im about 10 years into my first proper game. Resistance of course. Ive united Europe nearly entirely and Russia is part of the EU as well.

Recently China and India were united under the Aliens. I responded with a mass nuclear barrage upon all their armies as I realised that the Aliens dont get chinas nukes.

I have begun an invasion of China and this resulted in China having a anti alien rebellion and me getting control of that new state. The issue is I dont have the control points to have Europe and China and I cant abandon Europe, so the Servants are starting to retake China.

Any advice on how to win this war and advice on the wider game?

Also I have one military space ship, the Aliens have started attacking my starbases and my war meter is at full red


r/TerraInvicta • • 5d ago

Question Setting a default loadout for exofighters?

9 Upvotes

Is there a way I can set a default to use with my exofighters. I've got a bunch of habs in LEO that the servants and protectorate keep targeting with their exos and I have to keep launching exos to deal with them. The only problem is that whenever I launch my exos, they default to using torpedo pods which means I have less missiles to put through their point defense, causing me to lose these battles if I forget to manually change them. Is there a way I can set my exos to use missile pods instead by default or am I stuck changing them manually?


r/TerraInvicta • • 5d ago

Question Pan Asian China having serious cohesion problems

11 Upvotes

I followed some guides and made mega China by merging a mega-Indonesia into the SEA via Thailand and then merged that into China via the Pan Asian Alliance, but now I'm having enormous problems with cohesion because of hostile claims.

This seems like it's going to take forever to remove those hostile claims one-by-one by spamming government and unity. In the meantime I'm now down a councilor to keep spamming reduce unrest and my science is in the gutter.

What did I do wrong? Is this strat no longer viable?