Terra Invicta – Wiki Guide for New Players

Terra Invicta – Wiki Guide for New Players 1 - steamlists.com
Terra Invicta – Wiki Guide for New Players 1 - steamlists.com

This is Part 2 in the Beginner's Guide. You can also find it at
https://hoodedhorse.com/wiki/Terra_Invicta/Main_Page – [hoodedhorse.com] 
 

Managing Nations

After your Control Nation missions are resolved, you might end up with a Control Point (CP) under control. CP are the various institutions and elements that have power within a country. Each nation has between 1 and 6 CP. Larger countries with larger economies will have more CP. This is because it is more difficult to control powerful nations fully.
 
 
In the case of nations with just one CP, the rightmost (or the only) CP in a nation is the Executive CP. This CP represents the most powerful office(s) within the nation. If you have at least one other CP in the country, you cannot attempt to take control of the Executive CP. The example shows that we have taken the Executive CP in Sweden and are now looking for the Executive.
 
 
If you didn't get CP after your first Councilor Phase you don't have to worry. You can continue the process in this guide (or hire another councilor) until you do get CP. It is also possible to boost the mission by spending Influence.
 
 
Terra Invicta - Wiki Guide for New Players - Managing Nations - 5B0AFD0
 
 
Control CP allows the user to influence the nation's Priorities. These priorities determine where the national budget will be spent. They will default be set to your Factions default Priority templates. However, you can change them by clicking on each pips – these work in the same way that in Research. For example, 50% per CP for a nation having 2 CP, 25% per CP for a nation having 4, etc.). The pips will be divided according to their distribution. Uncontrolled CP will have a default Priority configuration based on the nation's real world policies.
 
 
You can also adjust the nation's foreign policy once you have control of the Executive CP of the nation. Once you have the Executive CP of a nation, you can adjust its foreign policy via the Relations tab. A Manage button will appear after you have control. This will allow you to pay Influence to change your country’s stance towards other countries, from Allied to Neutral or Rival. You should plan ahead as changes have a cooling down.
 
 
The Executive CP can also be used to make other policy changes such as declaring war, forming federations or unifying with other nations, or disbanding arms.
 
 
Terra Invicta - Wiki Guide for New Players - Managing Nations - 6D3EDE2
 
 
 

Consolidating power

After gaining some CP, your next priority should to be to gain full control over some of the nations.
 
 
Nations with 2 CP are best for this. Once you have the first one, it's impossible for any other faction to take the Executive CP if the (is not controlled (. To do so, you need at least 1 CP. You have the only).
 
 
You may encounter cases in which another faction has a CP. In these cases, you will only have partial control of the country even if the Executive CP is taken. This is where Crackdown and Purge missions are useful.
 
 
Crackdown is a way to disable or weaken a CP under the control of an enemy faction. This will make it much easier than Purge. Crackdown-affected CP have the Crackdown mission icon in the Nation Panel and a yellow/orange icon beside their on-map CP.
 
 
Purge can be used to take over a CP under the control of an enemy faction. As with Control Nation, to take control of an Executive CP you must also control at least one other CP within the nation. It is much easier to execute Purge operations against CP that are affected by Crackdown.
 
 
In countries with high Public Support, Crackdown (and Purge A), as well as many other missions), are easier to carry out. The Public Campaign mission can increase that, and it is highly recommended to use it if your goal is to pursue larger (3 or greater CP) countries or enemy CP in nations where there is high Public Support for their faction.
 
 
The Defend Interests icon is another symbol that you might see on the Nation Panel and on-map CP. It is indicated as the mission icon on Nation Panel and as a shield beside on-map CP. Defending Interests is a mission that will add this modifier any CP under your command in the targeted country. Any CP affected by this modifier becomes much more difficult targets for Crackdown or Purge missions. After a certain period, the modifier expires.
 
 
 

Long-Term Planning

After the first month or so, you should have some control over at least one nation. After gaining some initial footholds, it is worth taking a step back to consider what you will need in the long-term plan to fight against the aliens.
 
 
First, we must consider Resources. This will refer to the Space Resources on the right side. In the long term, however, it will be Influence, Influence and Ops.
 
 
We will also need suitable Technology to help us expand our council, advance the story missions, as well as put the resources above to better work. Technology will give us the tools to expand into other solar systems, build Spaceships and fight the aliens more effectively.
 
 
Terra Invicta - Wiki Guide for New Players - Long Term Planning - 8C8C400
 
 
 

Resources

  • Money is available from councilors or nations via the Funding and Spoils priorities. It can be used for Direct Investment, acquiring Orgs, or later for various costs-related space assets. It is also essential for Boosting Public Campaign missions.
  • Influence can be used to increase your share of global Public Support as well as through councillors. It is essential for acquiring Orgs and Direct Investment, as well as for hiring Councilors and certain new traits. It can also be used to increase the Control Nation, Purge, and Crackdown missions.
  • Ops can be obtained mainly through councilors (() and, more specifically, relevant Orgs that are assigned to councilors ()). It is used to boost various missions, especially those that target enemy councilors or assets.
  • Boost can be obtained via Orgs that are assigned to councilors or nations with space launch infrastructure. The key players are the USA, Japan and China as well as any nation belonging to the European Union or Eurasian Union (, which is weighted to the larger members). For space expansion, boost is essential.

 
 
These resources can be used in other ways than the ones listed above.
 
 
Control Points Capacity is the last resource you should consider for the longer term. This is a limit on the number of nations/CPs that you can effectively control. You can increase it by using certain technology and councilor attributes.
 
 
 

Technology

Your initial research will focus on simple projects that provide some resources and global tech for awareness of Aliens. However, you will soon want to direct your efforts with specific goals.
 
 
We can broadly divide early technology into three broad categories.
 
 
The first is those that directly benefit your operations and expansion on Earth. These include the 'Clandestine Cells' project to recruit a 5th councilor, the Commercial/Audience/Operations/Management Research ones providing additional resources, and others with similar bonuses.
 
 
The second category is those that open the way for serious expansion in our Solar System. These technologies include those that increase your Boost, create Orgs that provide Boost, lower the amount required to send payloads beyond Earth Orbit, and allow you to probe the Moon and build bases and mines there.
 
 
The last category is those that help your faction advance their story missions. They reveal more about our 'guests,' and possible objectives. These missions should be done (unless it is absolutely impossible). Understanding the enemy is the only way to defeat them.
 
 
Last but not least, remember that the number of Research Points you contribute to a Global Research will enable you to choose the next slot. This is a powerful tool that allows you to work towards the technology you need to reach your goals over time.
 
 
 

Developing Councilors

After your councilors have completed some missions, it is worth looking at their pages in the Council Panel.
 
 
There are two ways to improve your councilors: you can use the Augment button for XP to improve their Attributes or Traits, or by acquiring Orgs and assigning it to them.
 
 

Augment

 
Augment allows you spend XP (, and in some cases other Resources like Influence) to either increase their Attributes (to a maximum 25 or to purchase new or improve existing Traits. You will focus on improving Attributes that are relevant to the mission types you are running with your councilor. Or, on improving Administration which will allow them to manage more Orgs and increase their CP Capacity.
 
 

Orgs

 
Orgs are displayed on the right side, with Orgs assigned by this councilor shown at the upper half and Orgs available to acquire or unassigned in the lower half.
 
 
Orgs are displayed with their icon, name and 1-3 stars for their level. Small icons show what they do and their cost. This cost is usually in Money or Influence. However, sometimes other resources may be used. Clicking on an Org will reveal more information about its bonuses and any additional requirements for acquiring it (e.g. some orgs require you to have the Government trait)).
 
 
An Org needs to have as much Org Capacity free ((based on Administration attribute)) as the number stars on its icon. If you have sufficient Org Capacity or Resources to acquire an Org the icon will be displayed in a brighter color in the Org Panel.
 
 
It is worth checking out what Orgs are currently available each month.
 
 
Terra Invicta - Wiki Guide for New Players - Developing Councilors - 837D78B

 
 

Written by Snow

 
 
Hope you enjoy the Guide about Terra Invicta – Wiki Guide for New Players, if you think we should add extra information or forget something, please let us know via comment below, and we will do our best to fix or update as soon as possible!
 
 


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