Terra Invicta Guide: National Priorities & Unifications

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In Terra Invicta, final victory tends to be won in space, but to get there, you need resources produced by the hands and minds of the billions of people on Earth.

Building your nations well is one of the things that divides the AI and average human player, as the AI sends their nations into the ground, while humans build effective super countries in record time (some of the time).

In this video I look at national priorities, tips for how to allocate spending, and give a brief overview of unification processes and methods to help you produce the kinds of meganations that prove to the aliens that humans are united, rich, and very very dangerous.

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0:00 Introduction
1:20 Nation Attributes
5:21 Nation Armies
6:12 Priorities
14:01 MC Nations
15:40 Large Nations
19:07 Investment Point Multipliers
20:49 How to build MC nations
22:12 Spoils Nations
25:42 How to get $$$ out of countries
30:34 $$$ From Spoils Nations
31:41 Effective $$$ from Knowledge/Economy
35:20 Priority Templates
36:57 Federations + Mega-Nations
37:16 Invasive Annexation
37:32 Claims Tech
38:47 Advantages of Invasion
39:40 Unification
43:25 Conclusion

bigayysfromspace
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Tyvm. Please do more TI guides, this game is a crown jewel of sci-fi as a whole, gaming and literaly wise (Cixin Liu FTW), and is criminally uderrated. Partialy beacuese no one knows how to play it.

prosysus
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One trick is that abandoned nations keep following the priorities you set, so you can set a bunch of small nations to building spaceflight/mc/funding and not actually spend the cp on them while they aren't producing much, and then aggregate them together later. It also is a great way to distract enemy councilers

Lantalia
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FYI: The number of investment points is proportional to the GDP raised to the power of 0.33. This is pretty close to the cube root of GDP, but it's literally 0.33000, not I figured this out by putting the 8 to 10 different GDP/ipoints pairs in a spreadsheet and trying various transformations.

ddopson
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Perun, you've missed another type of large nation that's viable in Terra Invicta, the totalitarian military-spoils state. This nation primarily acts as your military powerhouse, but with a secondary goal of producing spoils income instead of science. Because the nation naturally slides into totalitarianism & inequality with the spoils focus, armies this nation controls have a large effect on its unrest, easily keeping it at 0. Staying at 0 unrest means it gets the full value from military investment. For a large nation like the Eurasian Union, this produces several thousand income per month while developing an alien destroying military.

Now the follow up point, why would you want thousands of income per month? Direct Investments. In a large nation, each point of direct investment costs $500-1000. With sufficient spoiling, you can direct invest in a country up to 200 times per year. For an early game China, this is stacking another 50% of its base IP into economy and knowledge growth. With stacking investments your democratic-science nation will improve far past the ~1k or so science you've lost in the totalitarian state. It also enables jump-starting Mission Control in smaller nations you intend to unify. Instead of waiting the awkard 2-3 years it takes a country to hit its MC cap, you can simply direct invest MC and invade it immediately. There's no requirement you actually control the country to do this.

ninjabus
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Thank you for your guides. I like to think every step through carefully before moving forward when I am playing Terra Invicta. Therefore it will take me a long time, certainly more than a month real-time, to play a game. I have restarted several times, mostly because I always enjoy the early stages of nearly every game the most, but also because I feel very unsure about what engine to aim for towards the end-game.

Therefore I would very much appreciate a part two of your ship building guide. A guide that don't have to be so detailed, but that points out some possibilities for end-game ship concerning engine, propulsion, weapons and more if needed.

henrykri
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Perun, you have amazing focus and time management skills.

bobdouglas
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I knew there were efficiencies I was missing, but 28.9K science income in 2036? DAMN My next game was already going to be a far cleaner ride, but I gained a lot from this still. The mission control trick is something I was in the process of noticing, I think. The play for mega India is also very interesting I was looking and looking for ways to do that, having started with early game India, I would never have thought of using Taiwan like that, well done.

s.c.
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Hi Perun, can we have a guide on councilors that answer the following questions?

1) What are the ideal councilors for early game?
2) What to do with idle councilors at early game when the player is gated by CP while space economy is still in the process of being set up?
3) How to build the individual councilors and the council as a whole during the course of a game?
4) How to quickly reach the magical number of 25 in a chosen stat?

stevenliu
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I think they should give Mega India a proper name like they did with China and Russia, maybe South Asian Coalition or The Great Raj or something like that. Also Mega Malaysia, Mega Indonesia, and Mega Thailand should be given proper names, using names from other games like Hearts of Iron are fine too (Rattanakosin Kingdom, Greater Indonesian Thalassocracy/Greater Majapahit, Great Malayan State). In addition maybe you can form factions found on other games like CSAT from Arma and Pan-Asian Coalition from Battlefield.

rps
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Good stuff! I think your next run should be a run where you allow the aliens to build up to a huge space strength before you go get them. Make it more challenging for sure! I want to see huge space battles with a massive alien space threat!

seanhoffman
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Thanks for sharing. I would say I'd rather each faction was better at pursuing its goals through economy rather than simple Min-Max like the human.

I'm fine with the Initiative spoiling everything. It's what they are. But it bothers me that with each patch, the AI simply shifts its spending to 100% (x). Regardless of faction. I think the Academy should be trying to build academic paradises. The Resistance and HF should be scaling miltech. It should be a more efficient version of the existing faction presets, modified to deal with their existing issues.

shawngillogly
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Hiya! How are you coping with the Research Campus nerf?

adolhein
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Question about when to pursue unification:
Suppose you control two nations, call them "Big" Nation and "Small" Nation. You want to grow Big by annexing Small into it, and the situation is such that all other concerns are satisfied (Big has claims on all of Small's regions, you control all control points in Big and Small, you control a nearby superpower with sufficient armies to go marching in and take either nation). If you want to build a better post-annexation Big Nation, how do you decide between joining via military conquest or via unification? Does it make a difference in the resulting nation's statistics? Are there any rules of thumb to employ or things to watch out for?

TheSionnis
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YES! Been waiting for this. Thank you Perun

nathanellis
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I really there was more depth to these mechanics. Having such rigid rules where small nations => MC, big nations => all in science/miltech completely shatters the illusion of a realistic/eblievable/living world.

klaxxon__
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Ive struggled a lot with this game knowing it is one I'd love if I could figure out how stuff works your vids are the first that make clear concise sense to me thx

LakesideTrey
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Thanks for the breakdown on funding vs spoils vs space money. I'd like to see that tweaked in future patches, but knowing how it works now is pretty handy.

shrike
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I would love to see you go over other options for Giga-Nations besides Giga-India, and the somewhat complicated steps to form them. Forming Greater North America (USA + Can + Mex) is easy as the path is built into the tech tree. However, I always find that resulting country while nice is constrained by it's lack of population compared to something like EU + Eurasian Union, Pan-Asia, or Greater India who all have multi-Billion pop scores, let alone something like the Giga-India you made by fusing Pan-Asia + Greater India (and some extras). The South American Union has a similar problem that it basically has even less population than the North Am Union. The Caliphate + African Union you covered along with Giga-India and it seems kind of obvious since you don't really have to do any capital moving, it's almost a base game Giga-nation. This kind of leaves both the North Am & South Am Unions in the dust since I don't think either of them can crack a single billion in pop, without using some sort of capital moving to create a non-base game multi-union nation.

Basically would you mind covering any ways to form giga-nations using either (or both) North & South America + other places? Those seem to be the two continents left out from what I've seen people do so far. It feels sad to me for them to be left out of these kind of large world buildup strategies.

jamiehuebsch
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There is one question I have about the military unification, and I'm not sure it's due to a patch change. When I tried that method (having a claim on the enemy country and controlling it as well) I was told by the game I could not go to war, because the target country doesn't have any military. The country I attacked with, had military. Did I do something wrong or was there a change of rules since this video came out?

pesaduspi