it's hard to find this in game, but in addition to you getting to select the next global tech being researched, being the highest contributor also gives you a boost to unlocking the newly available projects, so that you'll access them earlier
@@Ci-el-ka i mostly find the detailed information by hovering my mouse over things or reading the details in the codex. it's still early access sot he user interface isn't the best or most intuitive yet. for example, if you hover over the name of the priorities, like hover over the word 'welfare' if will give you a detailed breakdown of what each completion does, and will also tell you what your cumulative bonuses towards it are if you have any, but it doesn't give you a breakdown of 5% from this and 10% form that, or if it does i haven't found it i think i figured this specific one, about getting the boost to unlocking the projects, in the detailed text of amid game unlock that increases that boost, but i don't fully remember where i saw it
The Administration attribute is also extremely useful. The Hostile Takeover missions from the Tech Mogul and Executive will allow you to steal orgs from investigated enemy councillors. You can then sell the orgs you don't want and stack up on all the juicy space program, engineering and boost orgs. (Also keeping them from the enemy) Probe the moon and mars as early as you can and a simple base with a mining habitat and some solar panels will cut your space costs significantly.
To add to that: Administration is not only useful, but becomes by far the most important stat at a certain point. It raises the org cap for a councilor and - if you take a look at the orgs - gives you more stat points then investing in the stat themself. One star Orgs that gives you 2 stat points are fairly frequent. And as you can´t get over 25 in any given stat - with or without orgs - investing in Admin is after a certain point just better then investing in any other stat (unless you are lucky and role for lots of administration orgs.) A 25 espionage councilor for instance will almost always succeed when you set up an assassination, can purge control points without crackdown, even protected ones if you prep it right.
The Delta V is more a measure of how far a ship can travel then anything. Thrust is much more important early game when you are trying to build a ship that can get traversal on an enemy rail gun to dodge enemy shots. Normal Rockets work well for that. Your issue with speed is that the Ion engines are a trap until later game when they start getting the acceleration needed to justify their efficiency. They are more suitable for things like building a cheap colony ship then combat roles.
Hmm. I think your Delta V recommendation is wrong. Delta V have nothing to do with how quick you get to your destination. It only shows how far your can get without refueling. Ion drive in your example is the slowest drive possible. That is the rate of acceleration is tiny. And in combat it is useless. It is only good if you want to send say a colony ship far away in early game. From my experience in early-mid game you build fleets locally near a planet without the intent of leaving the orbit. Early engines for example have acceleration (thrust) larger, than even alien ships. So you can even evade them and run to the station with layered defenses. Sure you need to refuel often, but you reach your targets fast.
Something to keep in mind if you're deciding who to have as an ally... (Scrolled for Spoilers) Project Exodus when controlled by the AI does not end the game when they achieve their victory. Everyone else does.
Another tip : Don't trust the power score of your ships. Unless you add a component armor and heat sink your ships die like flies . However making your ship without them actually increases their power score because they are suddenly alot faster
That was helpful, I just bought it today and early steps are a bit rough. But its the same in paradox games since practically ever, i assume it will take couple hundreds hours before truly mastering what I am doing… Thanks for your tips, I will keep them in mind 👍
"I couldn't add Israel to the Arab League and couldn't find why." "Oh, I have a guess..." "There was a cool down on political decision!" "I guessed wrong..."
This video was super helpful thank you! I'm 20 hours in and this game is so complex, I'm loving it but the learning curve is steep these are a huge help!
I'm not super deep, I'm only at like 2027 on my firstish playthrough, but I am SUPER happy I went hard for boost just by default. I have 2 extractors on the moon, and I've got 3 separate spots going in on mars, and I can already tell how multiplicative just getting INTO space is. Things that would cost me 60 boost to get off earth for cost soooo much less when I can draw on space resources to do them instead, and that just means I can expand out progressively quicker and quicker on the resource extraction front. I'm sure I'm behind elsewhere - I can see the AI has mountains of $$ while I'm kind of poor, but I've got a resource economy up and running and they don't... Also, if there are factions who are semi-friendly to you, it is possible to buy boost from them, sometimes fairly cheaply. By repeatedly sending contact missions to the Exodus for a while, I was getting an extra 2 boost per month by just trading 300ish $$, and other factions by trading 500ish + some extra special ops currency. Early on that's saving me half or a quarter year in getting my economy kickstarted, as well as slowing their space economy.
I kind of missed the jump off point to switch to MC. After I've set up some mining boost becomes less important, but MC really limits you (esp. if you get that solar flare evnt :( , better have some spare)
I would also add. building war ships is really a late game activity. Yes, it is possible to cobble together a weak ship that has a couple guns or a missile launcher on it pretty early. But it's not going to have the propulsion systems to go anywhere and will be nothing but target practice for the aliens, all it will really do is eat up your control points and cost money for upkeep. Unless you are purposely hunting down and killing every alien that lands on Earth, they will pretty much leave your space assets alone until late in the mid game. Use this time to build up your tech, expand throughout the inner solar system and get space resources flowing in. Once you do all that, then you start thinking about building war ships and taking the fight to the aliens.
I needed ships by 2030 all the servants were handing over the territory to the Aliens. I couldn’t stop them without causing max aliens aggression and them wiping out my stations
i've definitely found that i have stations with effective point defense that can somewhat fend off attacking fleets 2-4x their 'combat rating' (i've had one that was about 500 have a draw with a 2K alien fleet) long before i could get effective ships that could fight, but that could be because i'm so far very bad at ship design i did this with level 2 stations with 2 layered defense modules, and my tech level was adamantine armor and point defense arc lasers/point defense particle beams. the tier one point defense modules were never useful
@@delphy2478 bro I had a random station in LEO notify me an alien destroyer was on course to arrive in a couple months, so out of curiosity I built 2 tier 1 point defence modules and sure enough they managed to save the station. They were the lowest tech version with 8cm cannons, it was funny to watch, the rounds were so slow they only hit the ship because the AI would fly right up to the station and slowly stop and turn around. Fast forward to 2041 and that little station is now my only station around Earth, a ring habitat with 5 battle stations and shipyards. The aliens are scared of it and don't attack, anything else I build is blown up instantly. Mercury is my refuge and I'm going to build a high-tech fleet there to clear Earth orbit from Xenos and then bring the fight to them!
Thank you for making this really practical video. Like you say this is a great game but it isn't always clear what to do when or how you go about doing it!
Found this hilarious cheese against aliens. I had 3 moons on Jupiter filled with bases but 0 defense and 0 battleships. All bases tier 3 with mining colony. So aliens started to bomb them and wiped them out. Reloaded and if your income is large you can keep alien fleet indefinitely bombing one base and not move on. All you have to do is spam build cheapest building all over the place they are bombing at the same time when they destroying it. If you start time and spam like that, they wont be able to destroy new ones under construction fast enough. That bought me time to build defenses on all other bases and build ships to destroy that alien fleet. Alien fleet did not move to other base and were stuck to destroy that one base.
I managed to get the whole of mars in my play though. I missed out on earth and no other nations pushed to the mission to mars tech. I saved up lots of boost and then pushed the research. I spammed outposts all at once
Spoils is a short term way to get money that is rather bad for long term prosperity. You basically plunder the nation so rather not burn down your main base of operation. Though I did use it a few times when taking over a control point in a nation I don't plan to hold. While we are on the priority tab for nations a few things Economy goes by capita so more powerful the more people you have. Welfare isn't useless but reduces inequality which in turn reduces the treshold for unrest. Knowledge also pushes the country towards democrathy. Unity also increases public opininon for all owners of control points besides reducing unrest. Funding is a permanent increase to the money you get from that nation, a long term alternative to spoils that doesn't destroy the nation.
it's in the detailed tooltips as well, but economy priority increases greenhouse gasses and environmental damage of the globe (Which can sort of be seen in the global intel tab), while welfare does the opposite, improving the environment globally, and techs and projects over the course of the game will locally to your faction and globally affect how much welfare and economy do that
@@1Thral thats what it says, as far as i can tell not having enough spoils just raises your 'resting point' for unrest, which you can manage with more military spending or having councilors stabilize the nation periodically. i've gotten 0-20 years into the game and i've had nations with 0 spoils for that whole time that have never done any sort of uprising. maybe i've been lucky, i don't know for sure
@@delphy2478 It's definitely possible, especially if you put that money into welfare and knowledge, which over the long run decreases the effect not having enough spoils has. Honestly spoils is only really good if you want to burn an economy early game (i.e. Russia or other secondary powers) before then going into US or China.
1) i figured out basic things to do on Earth, by play for few hours then restarting game as lean new things, what I don't understand how build a low Orbit platform and building on it
Unifying is not the be all and end all. In fact unification has a huge downside that is often overlooked. Unification is dangerous because control points are more valuable dispersed then concentrated, and too many people see a reduced cost towards your cap as the goal, but that is limited thinking. If you have France, Italy & Germany you have 12 control points with 3 executive points. This means to gain critical control of these nations they have to capture 6 control points, as you can't capture executive CPs without first capturing at least one non-executive control points. Even if you lose those 6 points you are still in control of 1/2 of the Cps of these nations, meaning you are still getting have of the resources from these locations. A united Germany France & Italy in the form of the EU can be crippled with taking only two control points and with control of the executive could dismantle and army, leave a federation or start a war you don't want and if you lose all 6 points like the example above you have lost the entire EU. Unified nations put more boost, mission control, armies and general wealth under fewer and fewer control points making them Easier to manage but easier to lose. And it when you do lose a CP from the aliens (and you WILL) you lose more in a unified nation than non-unified nations, because there are more resources accumulated under those unified control points. Terra Invicta has a limited action economy and when you unify nations you it cost far less actions to take your resources away from you. I don't want to imply the unification is bad, it is not but unification is also not good. It is a neutral option with great benefits, less control cap usage allowing for more resources but it also an option with great liabilities in that it take fewer actions for the enemy to cripple you because you have put your eggs in a large basket vs have many smaller baskets. I can carry more eggs in one large basket but if it gets stolen, I lose everything or I have fewer eggs in many smaller baskets that if one basket is stolen, I lose a bit, but I still have most of my eggs. Remember as you make larger nations, they become juicier prices and when these super nation control points cost you less, they also cost less for the Ai and thus they become a more likely target. Also, all the actions it takes to unify a nation isn't being used to sabotage enemy factions to keep them from learning key Projects like clandestine cells. Keep the servants from learning this project for multiple months and you cripple the factions action economy because they can't recruit as many agents as yourself. Assassinate an agent and you again limit their action economy and newb council members are less effective. Unification comes at an opportunity cost that most people ignore.
Tbh against the current AI defending your nations is pretty simple, The one major downside is that you only have one Capital and if the Aliens take that you loose the whole nation to them, but on the otehrside your military in the Mega nations should also be stronger. Also managing and defending Multiple nations takes away much more Actions then defending a single one, allowing you more interaction with other factions instead of less. (only 1 agent to boost them instead of 3)
@@sd_league And I knew you wouldn't understand the concept. Because people just see 1 nation fewer control points equals better. It isn't better. It is different. And even as you state the flaw of a giga nation you refuse to accept its reality.
@@AIRGEDOK The bigger a nation is, the more difficult it becomes to perform a crackdown and to occupy its' CPs. You say you WILL lose a CP to aliens but that's not true as if you keep public opinion high enough and defend interests, you won't. Even though you're wrong about this there is a downside to ultra-mega nations as cohesion starts to be a big problem.
Control points are not more valuable. It is like breaking into USA, you can't do it this easy, because the penalty from the size of the country prevent it.
@@kenshijschatten2347 err how can you say they are not more valuable? That makes no sense. The more boost, mission control, funds, economy & armies tied to a single control point makes it more valuable. Do you honestly not understand value? And what the fuck does a size penalty have to do with value? Your comment is so stupid it must be a troll comment, because if not you are the type of person who could die and any moment because you lack the brain power to remember to breath.
First game, it's 2030, I have an alien treat level of 5 since 2 years, I built 2 or 3 ships that got blown up. Aside from that, I control GigaEurope+Russia (soon fusionned) + the US, with 110 mission control. The aliens blew up a few of my stations/outposts (110 control pts), I just rebuild them immediately, no big deal. I didn't feel the need to build a serious spatial army to destroy them (+ I fear it would make things escalate) Maybe the aliens are bugged in my plauthrough? 🤷🏻♂️
high mission control will aggro the aliens. There are techs that reduce the threat but until then you should keep around 90 MC to avoid them sending gigafleets and destroying everything you love.
Similar situation for me, I waited almost 5 years for them to chill but they would always attack my space assets regardless, so I guess it's war-mode from now on and that's actually not so bad. I have layered defence / battle platforms and they don't even try to attack anymore. Just building up my tech until the point I can make a fleet to get rid of them, plus now I don't care about annoying them on Earth so there's no more danger from them on the surface, I stamp it out instantly.
@@sd_league The resistance Update: at some point their behaviour switched and they started destroying >5 stations per turn. I kept rebuilding systematically, but after 2 or 3 years at that rythme, I got fully bored and left the game. It's not that difficult so far, but it get so repetitive...
Do the aliens stop with their base building? Im at 2025 and already sporadically hearing of aliens building bases. I am (at least to my knowledge) trying to do my best, limiting servants to a few places in Africa and fighting them directly and indirectly to keep their boost and Mission Control low and keep them away from nukes, and engaging aliens as they land. I have a mining operation on the Moon, an outpost on Mars, and Asteroid tech on the way. Am I way behind (it seems I have the second best Boost and best Mission Control)? I pushed for industrialization and lower haul price/increase boost missions early on. Is it normal to get aliens building bases every now and then? I am (apparently) at alien threat level 1 but all the base detected warnings have me thinking I should have been building ships already by 2025ish? I mean maybe in a year earliest with the first round of missiles but idk how it is possible to do so really. Also I researched Space Dock and Supply Depot thinking they would be useful early on, is it worth to wait until you can put an orbital on the Geosynchronous Orbit? Seems logical to me. Great tips by the way will definitely implement them to my games. But I am almost at a total loss for the midgame and what to do really, feel like got a nice grip of early game and then these happen lol.
Why is keeping missing control low on nations important? why not just max it out? There are station/hab modules which grant mission control as well. A bunch of solar powered habs around mercury can help too.
Didn't say keep it low but just know that there is a national Maximum so you can't endlessly boost it in one nation (esp smaller ones) so spread them out
@@sd_league Late, but does annexing countries increase your mission control by the maximum amount they possessed, or does is ultimately net you less overall?
I agree you should max it out, if you view the 'regions' of a nation you can see how many MC are possible to build there, being part of a larger nation doesn't change this as far as I've seen. I always highly prioritise land-based MC and for this reason have yet to need any other types as of 2041
How do you fix a crackdown? I had 1 day where the AI did a crackdown on every nation I have disabling multiple nodes. I was 175/184 to my cap and now I'm at 90/184. I can't find anything on how to fix this. Everyone says to use it but nothing about what to do when it's used on you
@@sd_league Everything was protected, but it's okay. I was blinded by panic but stopped to read the text on my second attempt to find out that it's a mechanic to quell the Academy. Oops. After playing for a year of damage control all is well.. for now.. Edit: I did think the academy start was way too easy with taking over almost half of Europe but the crackdown was a fair balance, though I wish it lasted for the standard 6 months instead of a year.
I guess you were playing as the Academy, am I right? Playing as the Academy - all your nations zones get crackdown for 12mths when the Deep Space Search tech is completed. Since they are the scientist's faction, it simulates the fact that the rest of the world is shocked at the discovery of militarist alien forces and infrastructure in the outer solar system and the scientists didn't know about it - the Academy loses all credibility. So, Academy nations are all crackdown, and you lose a massive amount of public support. The Acadamy is the hardest difficulty for that reason.
it's hard to find this in game, but in addition to you getting to select the next global tech being researched, being the highest contributor also gives you a boost to unlocking the newly available projects, so that you'll access them earlier
Where can I read these stats bonuses in game?
@@Ci-el-ka i mostly find the detailed information by hovering my mouse over things or reading the details in the codex. it's still early access sot he user interface isn't the best or most intuitive yet. for example, if you hover over the name of the priorities, like hover over the word 'welfare' if will give you a detailed breakdown of what each completion does, and will also tell you what your cumulative bonuses towards it are if you have any, but it doesn't give you a breakdown of 5% from this and 10% form that, or if it does i haven't found it
i think i figured this specific one, about getting the boost to unlocking the projects, in the detailed text of amid game unlock that increases that boost, but i don't fully remember where i saw it
If you miss the research is there any way to get them? I’ve had awful luck on end game drives
The Administration attribute is also extremely useful. The Hostile Takeover missions from the Tech Mogul and Executive will allow you to steal orgs from investigated enemy councillors. You can then sell the orgs you don't want and stack up on all the juicy space program, engineering and boost orgs. (Also keeping them from the enemy) Probe the moon and mars as early as you can and a simple base with a mining habitat and some solar panels will cut your space costs significantly.
To add to that: Administration is not only useful, but becomes by far the most important stat at a certain point. It raises the org cap for a councilor and - if you take a look at the orgs - gives you more stat points then investing in the stat themself.
One star Orgs that gives you 2 stat points are fairly frequent. And as you can´t get over 25 in any given stat - with or without orgs - investing in Admin is after a certain point just better then investing in any other stat (unless you are lucky and role for lots of administration orgs.)
A 25 espionage councilor for instance will almost always succeed when you set up an assassination, can purge control points without crackdown, even protected ones if you prep it right.
@@MrSarakash Yes Administration allows access to orgs which already provide more benefits than +1 attributs at any point.
Also administration increses control pool (How many national controls points you can have).
I believe Tycoons also receive this, as well as you can get it from certain Orgs
The Delta V is more a measure of how far a ship can travel then anything.
Thrust is much more important early game when you are trying to build a ship that can get traversal on an enemy rail gun to dodge enemy shots.
Normal Rockets work well for that. Your issue with speed is that the Ion engines are a trap until later game when they start getting the acceleration needed to justify their efficiency. They are more suitable for things like building a cheap colony ship then combat roles.
Hmm. I think your Delta V recommendation is wrong. Delta V have nothing to do with how quick you get to your destination. It only shows how far your can get without refueling. Ion drive in your example is the slowest drive possible. That is the rate of acceleration is tiny. And in combat it is useless. It is only good if you want to send say a colony ship far away in early game. From my experience in early-mid game you build fleets locally near a planet without the intent of leaving the orbit. Early engines for example have acceleration (thrust) larger, than even alien ships. So you can even evade them and run to the station with layered defenses. Sure you need to refuel often, but you reach your targets fast.
For example I transfered a Mars fleet to Earth with less than 20 kps.
@@Astuar Yeah, coming from playing Kerbal Space Program for years that was a but painful to watch but it's an understandable mistake.
Something to keep in mind if you're deciding who to have as an ally... (Scrolled for Spoilers)
Project Exodus when controlled by the AI does not end the game when they achieve their victory. Everyone else does.
Another tip :
Don't trust the power score of your ships.
Unless you add a component armor and heat sink your ships die like flies .
However making your ship without them actually increases their power score because they are suddenly alot faster
That was helpful, I just bought it today and early steps are a bit rough.
But its the same in paradox games since practically ever, i assume it will take couple hundreds hours before truly mastering what I am doing…
Thanks for your tips, I will keep them in mind 👍
"I couldn't add Israel to the Arab League and couldn't find why."
"Oh, I have a guess..."
"There was a cool down on political decision!"
"I guessed wrong..."
This video was super helpful thank you! I'm 20 hours in and this game is so complex, I'm loving it but the learning curve is steep these are a huge help!
I'm not super deep, I'm only at like 2027 on my firstish playthrough, but I am SUPER happy I went hard for boost just by default. I have 2 extractors on the moon, and I've got 3 separate spots going in on mars, and I can already tell how multiplicative just getting INTO space is. Things that would cost me 60 boost to get off earth for cost soooo much less when I can draw on space resources to do them instead, and that just means I can expand out progressively quicker and quicker on the resource extraction front. I'm sure I'm behind elsewhere - I can see the AI has mountains of $$ while I'm kind of poor, but I've got a resource economy up and running and they don't...
Also, if there are factions who are semi-friendly to you, it is possible to buy boost from them, sometimes fairly cheaply. By repeatedly sending contact missions to the Exodus for a while, I was getting an extra 2 boost per month by just trading 300ish $$, and other factions by trading 500ish + some extra special ops currency. Early on that's saving me half or a quarter year in getting my economy kickstarted, as well as slowing their space economy.
I kind of missed the jump off point to switch to MC. After I've set up some mining boost becomes less important, but MC really limits you (esp. if you get that solar flare evnt :( , better have some spare)
@@MrNorker77 That event suuuuuucks
Nice my dude
You can chain crack and purge since crack happens before purge.
While accurate, out of context sounds like the kind of advice a crack addict might give for losing weight.
I would also add. building war ships is really a late game activity. Yes, it is possible to cobble together a weak ship that has a couple guns or a missile launcher on it pretty early. But it's not going to have the propulsion systems to go anywhere and will be nothing but target practice for the aliens, all it will really do is eat up your control points and cost money for upkeep. Unless you are purposely hunting down and killing every alien that lands on Earth, they will pretty much leave your space assets alone until late in the mid game. Use this time to build up your tech, expand throughout the inner solar system and get space resources flowing in. Once you do all that, then you start thinking about building war ships and taking the fight to the aliens.
Thats a point already :)
"You don't need ships"
And "delta v is everything"
I needed ships by 2030 all the servants were handing over the territory to the Aliens. I couldn’t stop them without causing max aliens aggression and them wiping out my stations
i've definitely found that i have stations with effective point defense that can somewhat fend off attacking fleets 2-4x their 'combat rating' (i've had one that was about 500 have a draw with a 2K alien fleet) long before i could get effective ships that could fight, but that could be because i'm so far very bad at ship design
i did this with level 2 stations with 2 layered defense modules, and my tech level was adamantine armor and point defense arc lasers/point defense particle beams. the tier one point defense modules were never useful
@@delphy2478 bro I had a random station in LEO notify me an alien destroyer was on course to arrive in a couple months, so out of curiosity I built 2 tier 1 point defence modules and sure enough they managed to save the station. They were the lowest tech version with 8cm cannons, it was funny to watch, the rounds were so slow they only hit the ship because the AI would fly right up to the station and slowly stop and turn around.
Fast forward to 2041 and that little station is now my only station around Earth, a ring habitat with 5 battle stations and shipyards. The aliens are scared of it and don't attack, anything else I build is blown up instantly. Mercury is my refuge and I'm going to build a high-tech fleet there to clear Earth orbit from Xenos and then bring the fight to them!
Thank you for making this really practical video. Like you say this is a great game but it isn't always clear what to do when or how you go about doing it!
Glad it was helpful! :)
Found this hilarious cheese against aliens. I had 3 moons on Jupiter filled with bases but 0 defense and 0 battleships. All bases tier 3 with mining colony. So aliens started to bomb them and wiped them out. Reloaded and if your income is large you can keep alien fleet indefinitely bombing one base and not move on. All you have to do is spam build cheapest building all over the place they are bombing at the same time when they destroying it. If you start time and spam like that, they wont be able to destroy new ones under construction fast enough. That bought me time to build defenses on all other bases and build ships to destroy that alien fleet. Alien fleet did not move to other base and were stuck to destroy that one base.
Thank you for your counsels, helped me a lot !
More coming next week :)
I managed to get the whole of mars in my play though. I missed out on earth and no other nations pushed to the mission to mars tech. I saved up lots of boost and then pushed the research. I spammed outposts all at once
Spoils is a short term way to get money that is rather bad for long term prosperity. You basically plunder the nation so rather not burn down your main base of operation. Though I did use it a few times when taking over a control point in a nation I don't plan to hold. While we are on the priority tab for nations a few things Economy goes by capita so more powerful the more people you have. Welfare isn't useless but reduces inequality which in turn reduces the treshold for unrest. Knowledge also pushes the country towards democrathy. Unity also increases public opininon for all owners of control points besides reducing unrest. Funding is a permanent increase to the money you get from that nation, a long term alternative to spoils that doesn't destroy the nation.
it's in the detailed tooltips as well, but economy priority increases greenhouse gasses and environmental damage of the globe (Which can sort of be seen in the global intel tab), while welfare does the opposite, improving the environment globally, and techs and projects over the course of the game will locally to your faction and globally affect how much welfare and economy do that
Just keep in mind that if You do not attend the rich in a country via spoils, you might loose it entirely with a coup launched against you
@@1Thral thats what it says, as far as i can tell not having enough spoils just raises your 'resting point' for unrest, which you can manage with more military spending or having councilors stabilize the nation periodically. i've gotten 0-20 years into the game and i've had nations with 0 spoils for that whole time that have never done any sort of uprising. maybe i've been lucky, i don't know for sure
@@delphy2478 It's definitely possible, especially if you put that money into welfare and knowledge, which over the long run decreases the effect not having enough spoils has. Honestly spoils is only really good if you want to burn an economy early game (i.e. Russia or other secondary powers) before then going into US or China.
I didn't know that if you attack the human allies of the aliens the aliens get also angry. So pay attention to that too. I died quickly
Oh yeah made similar mistakes in my stream.
1) i figured out basic things to do on Earth, by play for few hours then restarting game as lean new things,
what I don't understand how build a low Orbit platform and building on it
Unifying is not the be all and end all. In fact unification has a huge downside that is often overlooked. Unification is dangerous because control points are more valuable dispersed then concentrated, and too many people see a reduced cost towards your cap as the goal, but that is limited thinking. If you have France, Italy & Germany you have 12 control points with 3 executive points. This means to gain critical control of these nations they have to capture 6 control points, as you can't capture executive CPs without first capturing at least one non-executive control points. Even if you lose those 6 points you are still in control of 1/2 of the Cps of these nations, meaning you are still getting have of the resources from these locations. A united Germany France & Italy in the form of the EU can be crippled with taking only two control points and with control of the executive could dismantle and army, leave a federation or start a war you don't want and if you lose all 6 points like the example above you have lost the entire EU.
Unified nations put more boost, mission control, armies and general wealth under fewer and fewer control points making them Easier to manage but easier to lose. And it when you do lose a CP from the aliens (and you WILL) you lose more in a unified nation than non-unified nations, because there are more resources accumulated under those unified control points. Terra Invicta has a limited action economy and when you unify nations you it cost far less actions to take your resources away from you.
I don't want to imply the unification is bad, it is not but unification is also not good. It is a neutral option with great benefits, less control cap usage allowing for more resources but it also an option with great liabilities in that it take fewer actions for the enemy to cripple you because you have put your eggs in a large basket vs have many smaller baskets. I can carry more eggs in one large basket but if it gets stolen, I lose everything or I have fewer eggs in many smaller baskets that if one basket is stolen, I lose a bit, but I still have most of my eggs.
Remember as you make larger nations, they become juicier prices and when these super nation control points cost you less, they also cost less for the Ai and thus they become a more likely target.
Also, all the actions it takes to unify a nation isn't being used to sabotage enemy factions to keep them from learning key Projects like clandestine cells. Keep the servants from learning this project for multiple months and you cripple the factions action economy because they can't recruit as many agents as yourself. Assassinate an agent and you again limit their action economy and newb council members are less effective. Unification comes at an opportunity cost that most people ignore.
Tbh against the current AI defending your nations is pretty simple, The one major downside is that you only have one Capital and if the Aliens take that you loose the whole nation to them, but on the otehrside your military in the Mega nations should also be stronger. Also managing and defending Multiple nations takes away much more Actions then defending a single one, allowing you more interaction with other factions instead of less. (only 1 agent to boost them instead of 3)
@@sd_league And I knew you wouldn't understand the concept. Because people just see 1 nation fewer control points equals better. It isn't better. It is different. And even as you state the flaw of a giga nation you refuse to accept its reality.
@@AIRGEDOK The bigger a nation is, the more difficult it becomes to perform a crackdown and to occupy its' CPs. You say you WILL lose a CP to aliens but that's not true as if you keep public opinion high enough and defend interests, you won't. Even though you're wrong about this there is a downside to ultra-mega nations as cohesion starts to be a big problem.
Control points are not more valuable. It is like breaking into USA, you can't do it this easy, because the penalty from the size of the country prevent it.
@@kenshijschatten2347 err how can you say they are not more valuable? That makes no sense. The more boost, mission control, funds, economy & armies tied to a single control point makes it more valuable. Do you honestly not understand value? And what the fuck does a size penalty have to do with value?
Your comment is so stupid it must be a troll comment, because if not you are the type of person who could die and any moment because you lack the brain power to remember to breath.
Informative, thanks.
Glad it was helpful! :)
First game, it's 2030, I have an alien treat level of 5 since 2 years, I built 2 or 3 ships that got blown up.
Aside from that, I control GigaEurope+Russia (soon fusionned) + the US, with 110 mission control.
The aliens blew up a few of my stations/outposts (110 control pts), I just rebuild them immediately, no big deal. I didn't feel the need to build a serious spatial army to destroy them (+ I fear it would make things escalate)
Maybe the aliens are bugged in my plauthrough? 🤷🏻♂️
What faction are you playing?
high mission control will aggro the aliens. There are techs that reduce the threat but until then you should keep around 90 MC to avoid them sending gigafleets and destroying everything you love.
Similar situation for me, I waited almost 5 years for them to chill but they would always attack my space assets regardless, so I guess it's war-mode from now on and that's actually not so bad. I have layered defence / battle platforms and they don't even try to attack anymore. Just building up my tech until the point I can make a fleet to get rid of them, plus now I don't care about annoying them on Earth so there's no more danger from them on the surface, I stamp it out instantly.
@@sd_league
The resistance
Update: at some point their behaviour switched and they started destroying >5 stations per turn.
I kept rebuilding systematically, but after 2 or 3 years at that rythme, I got fully bored and left the game. It's not that difficult so far, but it get so repetitive...
Great tips, very useful, thanks!
Glad you enjoyed them:)
New to the channel can you do a ship combat video
Planned for next week :)
Do the aliens stop with their base building? Im at 2025 and already sporadically hearing of aliens building bases. I am (at least to my knowledge) trying to do my best, limiting servants to a few places in Africa and fighting them directly and indirectly to keep their boost and Mission Control low and keep them away from nukes, and engaging aliens as they land. I have a mining operation on the Moon, an outpost on Mars, and Asteroid tech on the way.
Am I way behind (it seems I have the second best Boost and best Mission Control)? I pushed for industrialization and lower haul price/increase boost missions early on. Is it normal to get aliens building bases every now and then? I am (apparently) at alien threat level 1 but all the base detected warnings have me thinking I should have been building ships already by 2025ish? I mean maybe in a year earliest with the first round of missiles but idk how it is possible to do so really.
Also I researched Space Dock and Supply Depot thinking they would be useful early on, is it worth to wait until you can put an orbital on the Geosynchronous Orbit? Seems logical to me.
Great tips by the way will definitely implement them to my games. But I am almost at a total loss for the midgame and what to do really, feel like got a nice grip of early game and then these happen lol.
They slowed down slightly, but yes they are mighty
Why is keeping missing control low on nations important? why not just max it out?
There are station/hab modules which grant mission control as well. A bunch of solar powered habs around mercury can help too.
Didn't say keep it low but just know that there is a national Maximum so you can't endlessly boost it in one nation (esp smaller ones) so spread them out
@@sd_league Late, but does annexing countries increase your mission control by the maximum amount they possessed, or does is ultimately net you less overall?
it adds up
Another thing is that having too much mission control early pisses off the aliens
I agree you should max it out, if you view the 'regions' of a nation you can see how many MC are possible to build there, being part of a larger nation doesn't change this as far as I've seen. I always highly prioritise land-based MC and for this reason have yet to need any other types as of 2041
How do you fix a crackdown? I had 1 day where the AI did a crackdown on every nation I have disabling multiple nodes. I was 175/184 to my cap and now I'm at 90/184. I can't find anything on how to fix this. Everyone says to use it but nothing about what to do when it's used on you
You cant really, best way to deal with it is preventing it by doing the protecting action on nations you want to keep.
@@sd_league Everything was protected, but it's okay. I was blinded by panic but stopped to read the text on my second attempt to find out that it's a mechanic to quell the Academy. Oops. After playing for a year of damage control all is well.. for now..
Edit: I did think the academy start was way too easy with taking over almost half of Europe but the crackdown was a fair balance, though I wish it lasted for the standard 6 months instead of a year.
I guess you were playing as the Academy, am I right?
Playing as the Academy - all your nations zones get crackdown for 12mths when the Deep Space Search tech is completed. Since they are the scientist's faction, it simulates the fact that the rest of the world is shocked at the discovery of militarist alien forces and infrastructure in the outer solar system and the scientists didn't know about it - the Academy loses all credibility. So, Academy nations are all crackdown, and you lose a massive amount of public support. The Acadamy is the hardest difficulty for that reason.
First. Great video. Good handful of tips.
Glad it was helpful!
0:51 Voicecrack Junge
My game crashes every couple of minutes.
"Make sure you are ready!" ... wtf kind of tip is that ... what do you mean with ready ? Have some tea and cookies waiting ?!
If you are the servants, yes. Otherwise make sure you can defend your most important outposts.
WELCOME! Good Alien Sirs! Fancy a cup of tea and some crumpets? Right then, here you are! Well go on would you?! HAHA
dude talks like elon musk
Lul