YOUR FIRST TURNS - Terra Invicta Tutorial For Absolute Beginners #2

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This tutorial in Terra Invicta focuses on your first handful of turns - how to use your councillors, what missions to choose and where to focus on.

Timestamps:
00:00 - Intro
00:49 - New Game Options
02:48 - World Map Start
04:23 - Resources & Councilors
11:26 - Councilor Task Assignment - Where to Start??
13:53 - Why A Country Is Hard To Control (US/China/etc)
16:20 - Choosing a Nation to Focus On
19:54 - Science
23:44 - Hit That Play Button
24:01 - Selecting Management Team
25:50 - UN Security Council
28:15 - Turn 2
28:53 - Hiring Another Councilor
29:52 - Councillor Tasks
31:51 - Turn 3 - Councilor Organizations
33:22 - Turn 4
34:52 - Turn 5
35:49 - Advisory Team & Investment Points
37:29 - Turn 6
38:26 - Turn 7
42:41 - Turn 8
43:19 - Turn 9
43:48 - A Good Stopping Point - Take a Look Around

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You get a small research bonus, the more projects you contribute to simultaneously. The percentages don't matter just that you have your fingers dipped into multiple pots. It's labeled as Research distribution bonus in the tool tip

for_the_lore
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When you said "Deliver our manifesto would cost 50 influence points" didnt it say that you would gain 50 influence instead of spend them?

Sakura
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One of the biggest things that I could suggest for new players is that is better to pick a zone that you will consider your "home base", namely a nation/a continent that you decide you'll use as a ground to start, than to try and go for a "world political domination". The AI spreads much easier than you do, so you're not going to win a war of massive expansions; pick your battleground and start from there.

A good easier start that I would suggest is Europe for one simple reason: the EU. Many nations there start already in a Federation, or at least can enter it without much problem. It has good tech, and many nations are almost already set up to start their race to space ( some with excellent or good economies to boot ). France, Germany and UK are hard to get, sure, but the rest is much easier, and it's not nations that needs to be built from the ground up and/or a rife with unrest ( Personally I would suggest starting with Sweden, but your popular support may vary. ). Then you decide to go for one of the big ones ( I, again, personally would suggest Italy, since it's economy is in the sweet spot and can get into space fast.. though if you don't keep a check on the Nation's balance, it can devolve. ).

Now, why is the UE important? Because you can easly push for unification! Sure, the US is big and powerful, but it's a pain in the ass to keep, almost ALWAYS prioritized by the AI, and it eats away your admin points. But combining Germany, France, Italy ( and even Spain and Norway+Denmark+Sweden ) is way easier to keep and defend from the other faction incursions. ( It's also easier to develop and has access to some sweet social tech and orgs, but's that not something for beginners )

Careful not to abuse it though, with his high democracy the EU spirals into a mega-nation that's it has crippling low cohesion, which means high strife and vulnerability to a coup. Which is something that in my experience I saw the US devolve ( since people fight so much for it, it's strife skyrockets and things go downhill from there ).

drazarkabalblade
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Okay there is a very important early game strat! LISTEN UP.

IF you have NO control points in any nation with 5 points or more
AND your Boost is less than 0.01
When you finished the tech "ALIEN OPERATIONS"

You will receive a SPECIAL FACTION ORG.
+1.5 Boost
+8 Mission Control
+5% Spaceflight Program

That's like.... More mc than any nation in the game....

MYPSYAI
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Would be nice if nation "value" increases over time. For example, Africa's rich natural resources should allow it to become a powerhouse if directed properly.

drago
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If you do not have a counselor mission to attack alien ground assault, then can you use ground armies to attack alien flora?
What if the alien flora is in a non friendly country, but I do have control of the seas for naval crossings.

danhammond
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The african countries have population. They give you more influence income by controlling their opinion, and they can grow their GDP very quickly. Nigeria is a baby-india, especially once you get into the late early game and can get claims on central africa. Similarly for Egypt.

Ops income is fairly available on orgs, and its one you tend to use the last of per mission because a lot of ops missions are predetermined cost (5) or only require 1-2 to get good chances on (assault alien flora and fauna).

lord
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I had a 80.9% roll and needed a 81% today. lol

DanBarry
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I have 2 questions:

1. Why did you dismiss the bad Councillor before having enough Resources to hire another one?
2. is there a benefit of spamming Control Nation on a 4-5% chance nation, rather than going for some early weak nations and then abandoning them later on when low on the CP cap?

Also English isn't my first language so I might be Wrong here but I think "Gain" 50 influence for delivering your manifesto means you get 50 extra resources not lose them.

smismi