Terra Invicta (Initiative) E7 – Alien armies and new generation warships



The next step in our war of annoy..I mean attrition is to develop a warship that can catch aliens (in orbit) rather than relying on them just attacking us voluntarily.

With fusion off the table, that means we’re going to the Firestar nuclear engine, attaching a TW scale Gas Core nuclear reactor to a warship and sending it into battle.

This is safe and normal.

Also appologies to those expecting RT today – there are some robovoice issues to deal with and it had held me long enough that I pulled TI forward.

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27 thoughts on “Terra Invicta (Initiative) E7 – Alien armies and new generation warships”

  1. Sorry to those of you expecting RT today – I'm struggling editing some bad audio and it took so long I thought I'd release this while I worked on it.

    New House Rules Active:

    A place among the stars (for the right people) – Our backers understand the need for military efforts, but what they really want is to be able to tour and heal among the sights of our solar system. We must establish tourism and geriatric facilities in all major systems

    Profit taking – Long term uses are good, but shareholders expect short term gains – we have to sell at least half of all exotics and Antimatter we obtain to the market

    Security backstop – We have permission to send major assets to the Jovian sub-system and belt, but only once the only alien warships in Earth orbit are destroyed or, at least, damaged

    Don't rock the financial boat – our web of supporters is so vast that robbing from one source often damages another – for now, we need to play it straight and safe in budgetary terms (temp ban on spoils as it's an easy solution to the financial crunch of the 2030s)

    More added next episode

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  2. I'm very glad I didn't have to wait as long for this! What happened to the British empire/East India Company plan? Is that Commonwealth union/federation unification option even possible?

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  3. Speaking of fighting death stacks with missile boats – I recently found out you can crank up the number of ships you can have in an engagement in the options menu, if your computer can handle it. It makes missile swarms a little bit more viable for longer since you're not just dying to PDs a swarm of alien ships might have…

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  4. I do think you undersold the Earth game a bit.

    On higher difficulty runs, which I admittedly only play rarely, I've found that aggressively going for the EU and Eurasia allows me to soft lock a lot of the AI nations out of the early space game. Doubly so if I ignore Asia and go for North America after that. Doing that allows you to, more or less, beat stick any threats should they appear.

    It also has the added benefit of pushing up the development of places like South America or Africa, because you'll usually see a lot of direct investment by the AI in places like that. Adding on to that is that the AI also rarely develops expensive nations intelligently, leaving them to squat in a country, get their armies nuked by other AI, and repeat ad infinitum.

    This is even better if you aggressively hunt their bases and stations, even if only to abandon them immediately after, since you can gut their early push.

    The aliens, ironically enough, I usually find easy to deal with, since it can take them so very long to actually arrive on Earth in force. And that's without cheesing them with ramming attacks as a main tactic.

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  5. Captain of the Bullhead: Well boys, we can't run. So we got two choices. We can sit here and let them kill us like dogs, or we can drink, snort, and inject all the fun supplies in the med bay and go on one hell of a ride before we go! We're gonna die. Might as well make a show of it!

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  6. What's the final plan for Earth's orbit? If I recall right to max out all the bonuses you get from modules, you will need 48 different modules(with media centers being the weird one and requiring 15 whole units to fill the bonus cap for unity priority if I recall right).

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  7. I propose that the 3rd variant of the Lower Taxes be called the Stage 3 Tax Cuts. Thank you as always for more Terra Invicta vids! I'm saving your Rogue Trader stuff for when I play the game myself.

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  8. We need to remember to have an automated message show up letting the ship crew know about the no-fault dismissals before unintentional orbital encounters occur. Otherwise we might incur death in service liabilities.

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  9. Because of these videos i went ahead and bought this game. 28 hours in (third run, taking over the EU was insanely hard start. So i gave up and grabbed Russia.) and i just took out my first alien ship. Pyrrhic victory, 4 of the 6 missile escorts didn't make it back, but we took it down.

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  10. Honestly continuing to go with cheap nearly disposable small ships with missiles to defend your bases is incredibly viable, even in the late game because they can dodge just about anything with a drive like firestar. Think "a swarm of Fletcher class" they are good enough and crucially will cost zero exotics. This will allow you to pay for your fancy antimatter fleet that you can only afford to refuel via mass scoop.

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