Terra Invicta | Grand Strategy + XCOM | Let's Play – Episode 25



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ABOUT THIS GAME
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 and take humanity’s first steps in colonizing our Solar System where over 300 asteroids, moons and planets in constant motion create an ever-changing strategic map.

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.

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.

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.

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.

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

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.

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.

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.

Mods
Terra Invicta is built with modding support in mind, and much of the game is accessible to modders without a coding background. We hope that the Solar System setting and geopolitics simulation will provide a useful framework for modders to realize their own creative visions.

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17 thoughts on “Terra Invicta | Grand Strategy + XCOM | Let's Play – Episode 25”

  1. You might want to specialise your ships more. 1 class just with pd (use particke lasers) and another one that spams missiles. Please look at the speed of the missiles since this means how easy it is to intercept. Generally more magazines are better than marines.

    Battleships need low delta v and high acceleration. Colonies ships or explores need the opposit. This is most likely the reason why your ships are slow. Millig is slow and useless for military ships. They need g.

    You might want to build the medium class ships currently since building bigger just costs to much resources for a benefit that is to small

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  2. Since you're getting closer to that point, don't go over 90 mission control. Since that will trigger the alien AI to start blowing up your stuff. So don't go over until you can make really strong ships.

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  3. Depending on the armor and if you concentrate it at the nose of the ship and if you face them directly so that they have to attack there 1 medium ship can survive multiple hits by a laser if it has a heat sink.

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  4. Your ships are extremely immobile in combat, I’d suggest trying to research better drive tech. Also it looks like some of your ships were facing rearward when the alien missiles impacted so the most heavily armored part of the ship was not optimally facing.

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  5. The reason you need a heat sink is in combat your ships will retract their radiators making them less vulnerable. Your weapons generate a lot of heat, which needs somewhere to go.

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  6. Great content! I started with your beginner's guide and started my own campaign, and I've been watching your play through ever since. Since I am able to put more hours into the game, I've noticed a few things that might help you with your current playthrough. First, don't try to rush to the late game without enough infrastructure and resources to support late game. Each modules on a ship support each other. If one module is way higher tech than the others, it will become useless as the other modules can't support it. I know it will take a long time, but you still need to research the not so useful modules to unlock higher tech ones. Second, early engines and techs provide really low acceleration, milligees, so ships are more of a deterrent of aliens and factions attacking and taking over your stations and bases. When you look at the alien ships, their milligees are in the 20s and higher. Your midgame and late game ships need more to intercept them, or the game won't let you do transfers. Third, use the auto design of a ship to gauge what the ship can do at your current tech. I find that it picks the modules that work well together, not necessary the best modules, but it's a good starting point. Lastly, under Intel section, Aliens tab, keep an eye on the alien threat level indicator on the top right corner. It will give you a rough estimation of what aliens will send at you. 3/4 they will send ships and fleets to destroy your shipyards. Level 5 is full invasion; they will keep coming… and coming…

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