Cyberarmy
Love fool
Meh, another early access :/
Probably. There's just a few too many actions, and like a 100 countries each with their own strengths and weaknesses, which makes it really hard to know what to do, especially when you don't even know which resources are needed in what ratios for medium and long term goals the game hasn't even told you about.You just really need to figure out the councilor game and get to know some useful strategies.
Supposedly it is feature complete, and the early access is just to gather feedback, figure out the AIs weaknesses and so on. No idea how true that actually is though.Meh, another early access :/
What ratios lol... Influence is key early game. I like to get at least 2 persuasion councilors with propaganda and control nation. Then you decide what you want to do, check out claims because they allow you to unify countries, for example the EU, or the Eurasian union. Research unlocks more claims for further unification. Some countries are hard to control so you first take over countries around them to get some bonuses.Probably. There's just a few too many actions, and like a 100 countries each with their own strengths and weaknesses, which makes it really hard to know what to do, especially when you don't even know which resources are needed in what ratios for medium and long term goals the game hasn't even told you about.You just really need to figure out the councilor game and get to know some useful strategies.
Supposedly it is feature complete, and the early access is just to gather feedback, figure out the AIs weaknesses and so on. No idea how true that actually is though.Meh, another early access :/
It makes some kind of sense when you consider that the game starts with just a crashed alien spaceship, and no one really knows anything else about them.The "join the aliens!" factions are silly if the aliens are indeed bloodthirsty savages that want to exterminate humanity. Hopefully the presence of these factions means the aliens are not one-note monsters. Otherwise, it would be akin to trying to negotiate with space bugs.
Terra Invicta Released + Development Plans
Hi everyone!
After many years of development, we are thrilled to share Terra Invicta with all of you!
Learning to Play
If you'd like to see some materials to help learn some strategies for your own playthrough, you can check out our release stream at the store page of Perun's playthrough, where he goes through each aspect of how to handle both geopolitics on Earth and Solar System colonization, or take a look at the quick start guide on the wiki: https://hoodedhorse.com/wiki/Terra_Invicta/Beginner%27s_Guide
Early Access Plans
This is a rough roadmap for what we’ve got planned for Terra Invicta in EA and beyond. This is hugely subject to change based on player feedback and our own judgment, so don’t regard any of this as a promise, just a plan as it exists. We hope that during EA you’ll watch the game get better and better as we work toward a 1.0 release.
Scenario
We’re planning to work on what we’re calling a “2070” scenario during EA. This is essentially a start for players who want to play with a (smallish) space program up-and-running from the get-go. This will show up in a regular update of the game at some point. (See below for the status of the Cold War and Foothold scenarios.)
General UI
Nations
- Camera operation will get a look. Right now the UI tries to helpfully focus/zoom/pop an information panel when you click something. Sometimes that’s not desired. We’ll look at making mouse-camera interactions consistent so you can, say, get the information panel without moving your camera.
- Notification controls. There are a few of these already, but the game generally is coded for notifications pop an alert, add info to the top-center horizontal feed, or just add something to the left-side vertical newsfeed. We remain hopeful we can reach player consensus on what specific events belong where but we’ll look at adding specific controls for alert priority if we can’t.
- We will look at scaling UIs for greater accessibility and better Deck support. This may not be trivial to pull off; there’s a lot of information to present.
Nation Policies
- Numeric breakdowns of what’s changing certain nation values. Along the lines of “In the last month, GDP in Mexico went up due to the Economy priority by $20M, went down due to environmental damage by $3M, and down by $5M due to warfare.”
- Longer term, if we can keep it performant, we’ll record interesting national data for long term performance reviews.
- Also this kind of feedback for climate change values.
Add major policies for nations.
Army Warfare
- Close Borders. Massive hit to economy. Defense bonus. Severely limits which councilors can visit. Essentially how North Korea is now.
- Mobilization.
Space Combat
- Army manual pathing and/or destination selection that allows for multiple steps.
- A UI breakdown for army combat about all the modifiers going to a battle.
- We’ll test an “annex region” option during warfare. This will be a long-duration operation by an army to transfer a claimed and occupied region to its home nation. Right now armies capture a capital and claimed territory transfers as a part of a regime change. This is an alternative mechanism to slowly transfer territory in what is otherwise a stalemate.
Habs
- AI that works better towards flanks and protects its own flanks better. AI that uses standoff tactics on stations. Greater preference for self-preservation.
- Controls for ships to stay in formation with other ships.
- Group commands.
- A “Pincer” pre-combat option (or some other name like that). Right now, the way to engage fleets that have more Delta-V than you do, and don’t want to fight, is to send two fleets at once so they are forced to engage the second one. We’ll simplify that by letting you split your fleet as the combat starts; the enemy will be forced to fight the weaker of your two fleets.
Modding
- A “duplicate hab design” button. This will be limited in some ways because habs in different locations have different power production and requirements.
- Shipyards need some work; the higher-tier shipyards aren’t helpful enough.
- Need to review antimatter mining. It will never be that much – there is very very little natural antimatter created in the Solar System.
Startup options
- Our current modding setup doesn’t allow you to add or substitute new text in easily. We’re planning to fix this.
- Down the road we’ll start conversing with modders about how we can open up aspects of TI better for modding – like exposing a constant in code to config.
Space Exploration / Navigation
- Some control of your initial councilors professions, etc.
- Difficulty fine tuning
- Global research speed multiplier
Councilors
- Aerocapture
- Gravity-assist trajectories
- Allow fleets to abort planned trajectories while waiting for their launch window (this is in progress.)
- Ship propellant-sharing, so they can refuel each other. This should enable tanker-type ship designs.
- Large comets. Need VFX.
- 2 Hab Site space bodies, like Vesta and a few others.
AI
- We’re going to explore hard stat caps for various councilor classes (below 25) as a balancing mechanism and to make you think a little harder about who you recruit.
- Invest in your orgs to upgrade them
- Traits or other mechanisms that can lower loyalty of councilors
Translations
- The late-game human AI needs to get better at building and utilizing fleets and pursuing its victory conditions.
- AI peacemaking will get a look. Interstate wars tend to persist longer than they need to.
- Human hab AI building still needs some work, particularly with regard to non-required modules. We’ve also seen successful players fill low earth orbits with stations to gain the Earth bonuses. The AI doesn’t do this nearly as much as we’d like.
Non-English translations of Terra Invicta are still being tested and improved. The game has a couple novels worth of text, and we know there will be some issues remaining – please be patient with us as we work on fixing problems and increasing translation quality.
Performance
Content
- The main remaining problem is that the late-game AI has a lot to do and sometimes the game can get pretty choppy while it is considering its options. This includes designing and building ships, organizing fleets and managing orgs.
- We made a lot of progress with combat and Earth-UI-related performance issues shortly before release. There might be some UI improvements we can still manage.
- There are some large summary UIs (research and nations in particular) that are slow to load.
Probably post-EA: the Cold War and Foothold (far-future) scenarios
- More event/mission/objective illustrations are on the way
- More strategy layer music tracks are in production
- Additional faction leader voice files
These may not be available during the EA period. We’d like to add some additional features to Terra Invicta to better support these, like wet-naval warfare and nation-like polities in space. These are quite a bit more complex to add than some of the things we’ve listed above, so we’ll need to assess what it will take to develop these. Stay tuned.
This is all in addition to the bugfixing and balancing we’ll be doing.
Thank you!
You all have been so great in supporting us over these years of development. From the entire development team at Pavonis Interactive and the publishing team at Hooded Horse, thank you, we can't wait to see your reviews and feedback on the game!
Glad this is at the top of the list, its the first thing that stood out as annoying.
- Camera operation will get a look. Right now the UI tries to helpfully focus/zoom/pop an information panel when you click something. Sometimes that’s not desired. We’ll look at making mouse-camera interactions consistent so you can, say, get the information panel without moving your camera.
sounds more believable now?The "join the virus!" factions are silly
The "join the aliens!" factions are silly if the aliens are indeed bloodthirsty savages that want to exterminate humanity. Hopefully the presence of these factions means the aliens are not one-note monsters. Otherwise, it would be akin to trying to negotiate with space bugs.
Different things. If you meant the cough-virus, we still don't' know where it came from (and we will never learn) and the MSM tells you what to think. The Space Aliens are real and the space ship can be seen and more are coming to finish the job, so factions supporting mass-murdering aliens would dispose of themselves by default at some point...sounds more believable now?The "join the virus!" factions are silly
Unless they're like these guys who seem to be crazy to the point of being cartoon villains who want to kill themselves that hard. Even then the article mentions the "pro-aliens" have subfactions with opposed views on the matter.The "join the aliens!" factions are silly if the aliens are indeed bloodthirsty savages that want to exterminate humanity. Hopefully the presence of these factions means the aliens are not one-note monsters. Otherwise, it would be akin to trying to negotiate with space bugs.
Some people would support the aliens even if they turn out to be evil space bugs.
That's a nice way of saying absolutely nothing concrete about what faction you are playingMy pro-human faction
I mean, how do you know the aliens are real? You're not gonna spot their base in the kuiper belt with a telescope in your backyard. Same with the abductions.The Space Aliens are real and the space ship can be seen and more are coming to finish the job
That's a nice way of saying absolutely nothing concrete about what faction you are playingMy pro-human faction
This is the servants ideal scenario. The richest nations destroying each other leaving humanity very weak and vulnerable. Should be a tough game for you now.Also watch out, the AI can fuck shit up pretty badly. In my game, USA attacked EU (which was just a merge of France, Spain, and Denmark), and they proceeded to nuke the shit out of each other. EU expended ALL of its nukes, and US used like 80% of them. EU went from one of the richest places in the world into essentially an unlivable wasteland, and US didn't fare much better, being left about on par with middle eastern shitholes. Which would all be fine and dandy, except the environmental damage this caused essentially halved the GDP of everyone in the world.
The servants, funnily enough, ended up controlling both the EU and the US after the war was over, so you're likely right.This is the servants ideal scenario. The richest nations destroying each other leaving humanity very weal and vulnerable. Should be a tough game for you now.
Thank god this game is in early access.Holy fuck, this game is slow. SLOOOOOOOOOW.
Yeah, I'm hoping for some pretty big changes to the design. First of all, speed shit up. Like a lot. Second, the research is bonkers. To give an example, I have like 10 different kind of shipdrives, some of them straight up better than others, some on more or less equal footing, yet all of them SHIT when compared to even the weakest of alien vessels, with prospects of researching 10 more just as shit drives before I get to something actually good. Why? I get it, I'm supposed to have shit drives at the start so that my ship is slow, etc., but why are there 20 different flavours of garbage? Not to mention, you are researching all this shit at a point in game when you have zero reasons to actually build ships, so you're actually researching lots of stuff you don't really give a hoot about, yet feel you need to research so that you don't fall behind in the future. And it's like that with so many things in that research tree.Thank god this game is in early access.