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What went wrong?
>>
Is it bad? Haven't played the demo yet
>>
>>1101171
It's a just a boring land grab game
>>
>>1101167
They don't have a good texture artist and the Earth lacks city lights that can disappear when regions are nuked, depopulated or attacked in a war, sea level rise that happens over time (I want to watch Florida fucking disappear), desertification, xenoforming gradually turning parts of the Earth purple a la UFO Aftermath, the world becoming snowy in winter, especially if you do a fucky wucky and reduce temperatures BELOW preindustrial levels and last but probably least visible debris in orbit after ship battles. All in all, it's sovlless.
>>
>>1101210
All true and yet also the least of its problems. Fix the gameplay before you fix how it looks.
>>
>>1101167
The demo not having some kind of auto-save function makes it quite hard to get into. Not everyone has time to dedicate 8 to 12 hours for a demo.
Everything else I'm prepared to accept as just pre-release kinks. Since the game was being offered as a free demo I can accept some features being wonky or still WIP.
If they were selling it as early access then I'd be more critical.
>>
>>1101248
Yeah I don't know what they were thinking with that. The first few hours of the game are the absolute worst.
>>
>>1101167
Too much repeated micromanagement. Going back and forth on random bullshit gets annoying after a while.
>>1101248
Also this. The demo not having saving is unacceptable.
>>
>UI is shit.
They need more tooltips for everything, moving windows around and better lists that can be filtered.
>Automation.
Rather then picking a country and having my agent perform an action on them they should have you highlight a group of countries you want your agent to gain influence in so the agent is constantly attempting to grow in all of them.
Just automate the agents in general, I should be telling them to do something in general and having them do it while I focus on fighting the aliens, not micromanaging everything they do.
Also expand the agent types. I should have special forces teams to send to alien sites while the current agents focus more on big picture nation control and manipulation.
>>
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Game is great but yeah needs a lot of art assets, rebalancing, automation, quality of life, ect.
Good thing it was built to be modded or it would be a piece of shit.
>>
>>1101167
Lacks UX work. Mhm yes, I sure do love manually drag and dropping space station modules hundreds of times or right clicking to have them randomly appear somewhere, triggering my autistic OCD.
>>
Damn I wish someone will make a mod to remove all the alien stuff or make them a more outright late game threat.
>>
>>1101320
>picrel
Bergoglio being replaced by a rabidly anti-alien pope would be hilarious
JUST WAR DOCTRINE
PICK UP A WEAPON AND FIGHT THE DEMONIC INVADERS
>>
>>1101210
Sounds like a pretty rad idea actually
>>
>>1101313
>They need more tooltips for everything, moving windows around and better lists that can be filtered
Yeah, the UI takes me out of it the most. It's the same complaint I had about both Beyond Earth and Stellaris: changing the Microsoft Excel settings to green text on a black background does not constitute immersive UI design. Put some fucking decoration on them, somewhere, please
>>
I think the UI is fine.
>>
>>1101456
I think you should shut the fuck up.
>>
hope the final game has more setup options
>>
>>1101484
There will be a cold war start and an early space start, 2030 or 2035 or something.
>>
Niggers, stop with "what went wrong", game is fun. It has problems but it's enjoyable still and they have time till full release.
>>
>>1101495
>Giving a council member a mission then clicking play is not fun anon.
>>
>>1101505
If it isn't why I played it for over 30 hours then?
>>
>>1101507
How autistic are you? Do you sleep with a hoover like it's your teddy bear?
>>
>>1101513
The fuck is a hoover?
>>
Call of Dutards upset about a game focused on mechanics and management instead of shooting
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>>1101519
They should've gone all in with simulation instead of halfassing the geopolitical simulation.
>>
>>1101167
GO BACK /v/IGGER
>>
>>1101519
>mechanics and management
Where?
>>
>>1101550
kek. Exactly my thought.
>>
>>1101167
>retarded and nonsensical hero characters
>tiny incremental economic changes (what does 0.005 of something every time an arbitrary counter fills mean?)
>boring space combat that seems to have gone way too heavily in on realism over anything else
The hero characters are what concern me most at the moment. The economic stuff could be changed and/or have the UI improved fairly easily, adding more complexity to space combat could be done, but the council and action system seem like a core part of the game that they couldn't remove without redoing lots of work.
>>
>Simplistic ground combat and geopolitics
>Complex as fuck simulations space combat
I hate space austists so much is unreal, nobody cares about hunks of space floating in space
>>
If you want complex ground warfare in an alien invasion scenario, consider playing Xcom Long War
>>
>>1101558
How'd you do it yourself, anon? Definitely not planning my own game. What would you replace the councillor system with?
>>
>>1101574
But the two action system and meme hero abilities are dogshit, anon
>>
>>1101583
Actually the most dogshit thing is small deployment groups where you can't afford to lose anyone
>>
>>1101583
considering playing the original X-COM
>>
>>1101589
I know, OpenXcom with mods is the way to go for this kind of thing.
>>
>>1101576
It really depends what you're going for. If I was going to do a game on the kind of scale Terra Invicta does, I'd go with a simpler system where you have more generic and interchangeable assets, and you just care about how many of each you have rather than any specifics.

>scientists
>spies
>crime rings
>influencers/diplomats/activists - some political name
etc

Then you temporarily commit a certain number of those assets to do missions, with the kind and number of assets depending on the type of mission. You might also have some overlap - maybe diplomats and spies can both influence public opinion but you need fewer diplomats to do it. Maybe some missions need multiple types.

If you really MUST have hero units in a game at this scale, I can see two ways to have them work nicely.

One option would be to have them set up more like leaders of sections in your organization - sort of like CTO, COO, CEO positions. Their actions should revolve around the whole area they oversee. At no point should they ever be doing things themselves - these guys work at a multinational level at minimum.

One example of an action one leader for your politics branch might have available could be the following:
>For the next month, unrest and public opinion gain actions have their effect doubled

Another option have them work more like orgs do in the current game (purely passive bonuses) but assign them to a specific country/military base/army/spaceship. That lets you have a more reasonable number of especially talented individuals without having to constantly micromanage a billion characters.
>>
>>1101607
Makes a lot of sense, anon. It'd also be fitting with the idea of it being somewhat like XCOM but you play as the Council, so you're the one sending elite teams everywhere
>>
>>1101609
>somewhat like XCOM but you play as the Council, so you're the one sending elite teams everywhere
Yeah, I felt that was kind of the idea the developers were going for with Terra Invicta. An Xcom game which leans into a proper worldwide scale and limits the tactical elements in favor of a more grand strategy-like gameplay.

It's a cool idea and I like the parts which fit into that, but I just don't think the hero system makes much sense for that goal. Telling me I control the entire damn US government and have enough money to outright buy off national worker strikes in the UK, but then saying I can't get more than 5 suckers to do shit for me just completely broke any ability to immerse myself in the game world.
>>
>>1101576
>What would you replace the councillor system with
Replace all characters with faceless organizations.
Id remember and identify agencies/societies/organizations with a simple name and a logo much better than 3d goblins masquerading as humans
>>
>>1101574
>Xcom
>Complex
lmao
>>
>>1101173
>when you want to make a 4x game but aren't autistic enough to add the fun shit
>>
Is this even legal? That fucking haunted forest event (which apparently only happens to the player for some fucking reason i dunno) has kept by cohesion so fucking low.
>>
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forgot pic
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>>1101878
It is a symptom of alien activity. Time to go hunting.
>>
>>1101895
you can... hunt aliens? is it that scanning thing you can only do in regions?
I've honestly never interacted with aliens yet.
>>
>able to hunt down and capture aliens pretty much as soon as they land
>they start bombing me instead
>>
>>1101905
You should have a picket fleet by 2005 lmao imagine being bad at the game.
>>
>>1101907
>>1101905
>not having a picket fleet 17 years before the game starts
ngmi
>>
>>1101931
its only 2026...
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>>1101931
Fuck I meant 2025.
>>
>>1101210
it doesn't matter
I want clean map that give me all information easily
flat map would be good enough
>>
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>>1101309
>>1101264
there was hack around that added save and lifted time limits
and there is also leaked dev build
>>
>>1101562
kek but also well said
>that shitty autistic space ship designer
like for what purpose?
>>
>>1101592
Except they're ass
>>
>>1101962
>US
>servant controlled
>shit GDP
>shit income
>absolute shithole
>>only nation in robotics age
>>constantly starting wars
>>canada owned by the player and a literal utopia

Now show me your EU!
>>
>>1101966
It was made for Me.
>>
>>1101962
Yeah, but most people are just going to play the regular demo.
>>
I genuinely love building the ships, my only complaint is that some of the ship components will never get used. I wish there was something forcing you to put out the shitty ships. Like a nazi moonbase attacking earth or something I don't know.
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>>1101969
canada was owned by humanity first
I am resistance(its demo)
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>>1101972
their choice
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>>1101979
>Grosssgermanious
Fuck this destroyed me.
>>
>>1101982
How can one faction be so fucking based?
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>>1101969
servants also own china and india
>>1101985
?
they only own benelux and swiss/austria
I don't want to merge them because their armies will go down in tech
>>
>>1101987
>Servants have the US and China.
Man you are setting yourself up for pain man. They will push for war with you eventually.
>>
>>1101982
I'm waiting for the full release but Humanity First is 100% my first playthrough. Suffer not the xeno to live
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>>1101989
and India
and usa have 5.0 robotic armies
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nuked uk
nuked by south korea kek(they nuked each other and Sk also nuked UK army in SK)
>>
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>>1101995
They are gunna take out your armies with the nukes and force you to nuke there armies back. I hope you enjoy the radioactive winter.
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>>1102000
this chick probably can overthrow them solo
>>
>>1101985
I wanted to post the exact same thing lol
>>1101987
Yeah they always do when you don't go for the big three consolidated powers at game start.
>>1101995
In most of my games I'm allied with both, so they just tend to gobble up africa and south america and then death spiral because they don't care about the economy.
>>
>>1101951
Any tips for ship build?
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>>1102010
dunno
I just autodesign this shit
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>>1102010
Sure, you want fast missiles with a high G tolerance in your early ships as your main armament. The rest of the ship depends on what you want to do with it, picket ships don't have to go many places so you can skimp out on range. don't build single ships, you want at least 3 in a fleet to fight against 1 alien, this allows you to surround the alien and attack unarmoured parts of the ship and overwhelm the point defence. Bringing more ships to the fight means your ships are also more likely to survive in general. If an alien ship runs from you in the early game let it get away, there is no way in hell you are catching them so don't even bother trying.
In this picture I have for example gone for the a cheep ship with nasty teeth, if you look at the armour I did not get the best possible armour I just got the lightest that still has good quality and put enough on that I can resist human ship weapons.
A ship like this is perfect for defending planets but cannot go places without some refuel locations.
>>
>>1101167
Nothing. It's fun.
>>
>>1102031
>30 prop tanks
the auto design put like 380 on my ships...
>>
Okay, so is anyone else really bothered by defections? It feels like the AI can just take your stuff whenever it feels like it while you can't realistically (1-3% chance) take it back, space station, bases &c.?
>>
>>1101562
>shows up to space game
>wtf, there's space here? Ew
Not quite sure what you expected, m8

>>1101966
>like for what purpose?
You could say the same thing about HOI4's tank/naval designer, it's all just crunching numbers in the end.
>>
>>1101907
>>1101951
Wait, are you really supposed to start building a fleet that early? I've just hit the 2030s and I don't have a single ship. Yes, the alien nation exists and yes the rest of the world is falling into complete and utter chaos but I'm just teching out.
>>
>>1102076
>Not quite sure what you expected
A modern day geopolitical simulator focused on uniting humanity to face unknown alien species
>>
>>1102095
>focused on uniting humanity to face unknown alien species
I wish there was more uniting and less "shadow organization geopolitics but aliens are also involved."
>>
Anyone use the ship kits? They seem like they could be pretty cool.
>>
>>1102097
The diplo cooldowns are probably what I hate most. It makes uniting multiple regions almost impossible without giving in somewhere else. The diplo should scale to national size and consider, as someone in the prior thread said, political blocs. You should be dealing probably with African Federations and the Big Russia through a pity timer by 2030 or sooner. It should just open some even that says: hey, we want to join Russia because Aliens keep fucking with our cattle.
>>
>>1102127
the diplomacy cooldown is an abstractrion taking the place of simulating the internal politics/foreign policy of a country. Simulating that in a meaningful way for a modern setting would require making Victoria 3 AND Terra Invicta and shoving it into one game. That would be the best fucking game ever in existence, but it's such a monumental task that the small team at Pavonis just can't handle it. The only alternative would be to half-ass it and get the internal politics/political party system of Hoi4, but I don't think anyone wants that. It'd just be flavor.
>>
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Just spent 700 boost on this. It's yet to be seen how this strategy will play out. It certainly isn't playing out well for Earth.
>>
>>1102142
That is a fantastic fissiles roll at arcadia planitia
>>
>>1102153
Holy shit, I didn't even notice that. What do you even do with that much?
>>
>>1102142
1.) Why are you an Academy?
2.) Can AI factions other than Servants even compete? From what i've seen, you can outscale them permanently easily.
>>
>>1102166
Because I felt like playing Academy. More specifically, I felt like playing EU and I opted for an easier start.
>Can AI factions other than Servants even compete?
Yeah, sort of. The Initiative and Humanity First are still doing fairly well. The latter got into a nuke-lobbing match with the aliens and "won" because they had the US. US is down to $1.4T GDP now. The Resistance has Russia and they just declared war the aliens, so probably more nukes. I was completely untouched by the war but my economy still got slashed in half (and as I was typing this the economy contracted and I lost a control point). Maybe that explains why GDP is so hard to increase. I think higher chaos and violence in general in the world hurts the global economy.
>>
>>1102156
Orion and minimag orion drives
>>
>>1102067
That will give you enough juice to go to other parts of the solar system, you don't need to do that on a picket ship. They are just going to be sitting in orbit so you need just enough to get around.
>>1102085
The aliens will just keep fucking with earth, might as well shoot them down, plus you get some techs for doing it. And they will send warships after you next that you can outnumber, remember every mission the aliens send at you is resources that they are not expanding.
>>
anyone figured out console commands already? I keep typing it in and pressing the enter button but nothing happens.
>>
>>1102205
Just edit your save.
>>
>>1102142
How are you playing Academy? I thought the demo is restricted to the Resistance?
>>
>>1102209
ah. okay. yeah I just eh I just found it. thanks for pointing that out
>>
>>1102210
dev build/full game up to this point (essentially EA) got leaked. it might or might not be on archive, who knows.

anyways, here's like 15gb (32 or so unpacked) of dolphin porn and space stuff
>https://arch.b4k.co/vst/thread/1090698/#q1097466
>>
what is the demo missing from from a full release? is it a complete game or should i wait until it gets released to play?
>>
>>1102283
oh nvm ill just play the leaked build lol
>>
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>>1102283
In the demo you can't save, the game stops in 2029, and only Resistance is playable.
There may be other things but those are the ones I know.
>>
While it is possible for a player to construct military ships as early as 2025, and be strong enough to even shoot down the alien ships approaching Earth. I think this is a unwise strategy.
Every time you shoot down an alien ship or kill an alien agent, you antagonise the aliens. Do that enough and they'll send punitive ships to blow up some of your orbital assets, if you shoot those ships down they'll dedicate more ships to punish you until you are overrun. The alternative is to let the aliens blow up your orbital assets until they think you've learned your lesson and stop.
Of course if you do this later in the game the aliens will just declare total war on the player.
The balancing act is to build up a serious fleet that can contend with the aliens at a point where your industrial, scientific and military capabilities afford you the strength to stand up to the aliens. In 2025 you simply are not in a position to match the alien's strength, or at least hold them off. But by 2030 or 2035 you should be in a safer position.
The only reason to launch an early strike mission against an alien ship is to advance your faction research, as one of them require you to shoot down a UFO.
>>
>>1102312
The aliens are sending battleships at me but all I do is speed past them, drop a ton of missiles and laugh as I destroy a huge asset with some cheep tin cans that only take minor damage. Seriously, you push to full speed past them and the aliens won't be able to attack you while you have dumped all your weapons anyway.
>>
>>1102347
To add to this it is 2029 and I have close to 400 mission control, I can support fleets of dozens of ships. The aliens just don't have the coordination to fight an open war against me.
>>
>>1102221
Are the other factions playable? Liek the servants?
>>
>>1102133
>but it's such a monumental task that the small team at Pavonis just can't handle it
Better waste time on space combat then, i.e. something that already dozen other games does
>>
>>1102348
Wait fuck they just sent 4 battleships and some gunships to my mission control sats around mercury. I am pulling my entire fleet together at mercury to defend.
>>
Wyatt I have no clue who you are or what your like but I don't think you rolled well in the genetic lottery
>>
>>1102358
Yes
>>
>>1101288
I've been doing some systematic experimentation with diplomacy. As far as I can tell your diplo options are mostly determined by whether it's a 3-CP country or not. If it's got 3+ CPs, it can pretty much ally or be allied by whoever. If it's an interaction between two >3CP nations, you're restricted to countries you share a border with.
Pictured: I own Ethiopia (2CP) and Somalia (1CP, borders Ethiopia) plus a bunch of 3CP and 2CP Euro countries. Ethiopia can ally Somalia because they share a border. Ethiopia can ally all the 3 and 4 CP European countries. But it can't ally the 2 CP European countries.

Can any anons confirm that these rules hold on their own saves?
>>
"Never fight a land war in Russia" is apparently true in Terra Invictus.
Not because I lose the land war, but rather whenever I put one toe over the border, Russia instantly nukes my army.
I don't *want* to build 24 disposable militaries and walk them into nuclear bombardments one by one, but idk what choice I have, the Russian control points are locked down tight no matter how much aerosol they put into the atmosphere
>>
>>1102463
I don't think they polished diplomacy properly
When making Central American federation i had to ally Guatemala to Honduras first and form federation
Then ally Honduras to Nicaragua and add it to federation
Then proceed to do the same with Costa Rica, Panama and El Salvador (you can't ally El Salvador before adding Panama to federation even though it neighbors with Guatemala)
And i couldn't ally Belize to any of these countries no matter what i did.
There was no options to do it in any differently, i had to follow this exact order of actions.
>>
>>1102491
well you dont invade them but for countries with small amount of nukes you could put your army in sea so its safe and bait nuke war with them
RIP GDP
>>
>>1102491
you can grind that or cheat a little. mash around on your keyboard until the console opens, type coup after clicking on russia and see all control points reset, then disarm russias nukes and you're done
>>
>>1102309
You also can't build third tier habitats and later ship components. Not like that really matters since you can't reach that far into the tech tree before 2030, but still.
>>1102348
>400 mission control
Holy fuck, man.
>>1102386
lmao
>>
anyone know where resource data for site resources is stored in the save data?
>>
>>1102629
search the location name, you should see the daily resource output
>>
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Does anyone understand naval blockades?

The tooltip says
>"During wartime a nation must have a higher naval score than its enemies to be able to transport troops across the ocean. otherwise, such movement is prohibited"

I, the EU, have 8.7
I am in (two separate) wars against Russia (naval 4) and China (naval 8).
As far as I see it, they should both be blockaded and I should be on boat (because 8.7 > 8, and 8.7 > 4).
However, what's actually happening is China's got freedom of the seas and me and Russia are blockaded.
???
>>
>>1102705
Did you get into a war with Russia first?
If so then it might take yours, subtract the enemy's, and then update yours with a new effective value. So after declaring war on Russia you'd have only 4.7 against China's 8.
If not then it might do something similar, but prioritize smallest to largest.
Or it might just be fucked.
>>
anyone know a solution to the "InvalidOperationException" error?
>>
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>>1102713
Did you get into a war with Russia first?
I did, actually.
I suppose what you describe makes a kind of order-of-operations mathematical sense, if not any other kind of sense
>>
are servants stronger in dev build? since they seem to take a lot of executive CP and at end of 23 i have megafauna attack
>>
>>1102778
>if not any other kind of sense
Why not? If part of your navy is tied up with blockading one nation then you won't have that portion available for other things.
>>1102782
I think you just got unlucky.
>>
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>>1102785
> If part of your navy is tied up with blockading one nation then you won't have that portion available for other things.
Yes but if we're talking about things that make SENSE then I would also be able to tell the men on those boats
>"Don't bother blockading Russia, all their armies are already on our hueg land border so it's pointless. Blockade China instead, they're the ones on which a blockade actually does some good"
>>
>>1102792
True. I suppose it's just another instance of the game lacking military granularity.
>>
>>1102792
>>1102803
The devs did state at one point they'd like to expand naval gameplay, as they are well aware some nations are more naval focused than ground so they are not as well represented. Not to mention how odd the naval system can be represented in game.
>>
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>>1102830
Fair enough, I guess if I'm going to insist on playing a leaked prerelease build not for public consumption I can't really accuse them of being hacks can I.
I complain about the navies not to blame, but to rage.
>>
>>1102830
devs are fags and game is shit
>>
How do you make ships in this damn game? The hab and ship menues were empty to me. Does one of the technologies unlock it? I legit thought this game was just missing a huge chunk because it's a demo. I only played until uh when the assignments go from every one week to every two weeks.
>>
>>1102844
Yeah. That is the downside of playing months before it's supposed to be out. Hopefully they take the advice they get and improve the game. Don't know how much will change or if they're willing to do very big changes like >>1101607 but we'll just have to wait and see.
>>1102846
>I only played until uh when the assignments go from every one week to every two weeks.
Yeah, that's way too early. You have to get a habitat, get a construction module on it, and then build ships from there, all of which require techs to unlock.
>>
>>1102846
If you were to unite the nations of Earth at the very start of the game, the combined might of all the boost that Earth has to offer might let you build half a military spaceship in one year.
The key to building any spaceship is, as >>1102849 says, building space based shipyards.
If you are committed to building a halfway decent military spaceship it will take a significant research investment, theoertically doable within the 7 year timelimit.
Even then the early human warships are pretty much discarded soyuz spacecrafts wielded together and strapped with an array of primitive guided missile launchers being thrown at the enemy in high enough quantities that you hope to overwhelm them.
>>
>>1102850
How in the hell do you do shit around 2030? By that time aliens are already starting to seriously fuck shit up and within the next few years they start invading. At that point it seems like they'd just blow up whatever you make before you can do anything about it.
>>
Is there a reason in the fluff why the aliens keep crashing their ships in to the ground?
>>
>>1102871
Its how they deploy their agents to Earth. One way single-man transports.
>>1102860
Invasion times are quite variable from my experience. Generally the Aliens will only start getting hostile with you if you are overtly hostile to them. I'm not 100% on the minutia.
>>
>>1102871
Because, in classic alien fashion, this isn't actually an invasion. It's actually more like an alien frat party getting super drunk and fucking up an area in a national park.
I don't actually know.
>>
>>1102871
It's the fastest way to the ground. It also helps fuck up the ships so that they're easier to blow up after the ayy disembarks.
>>
>>1102871
I guess they don't care about getting off the planet once the operative is on the ground. Also scary to think that the individual aliens are tough enough to survive just crashing down onto the planet like psychos I guess
>>
>>1102879
All I'm gonna say is there's a reason HF brings machine guns to anti-alien operations.
The resistance doesn't and they lose multiple men for the trouble.
>>
>>1102871
>My name is Ayy Lmao
>Welcome to Jackass
>>
>>1102879
its likely either
>the occupant is in a section of the UFO that is designed to survive the crash
>the alien jettisons prior to the crash
I suspect the UFO crashes just to avoid an intact ship being recoverable by any human group
>>1102884
ehh its slightly more complicated than that, then again I've not seen the HF version
>>
>>1102887
HF straight up doesn't lose anyone at all in the first alien-killing operation.
>>
>>1102876
But this was in my ultra turtle run. Absolutely zero ships or hostile space activity of any sort, not even from other factions because I forced them to be locked to Earth as well. Does stuff on the ground count? Are you just supposed to let them do what they want in terms of the xenofauna and other events on Earth to delay their main invasion? Or did I just get super unlucky with the alien administration showing up in like 2031?
>>
>>1102879
>Also scary to think that the individual aliens are tough enough to survive just crashing down onto the planet like psychos I guess
Absolutely. That's one nice little aspect of it. Not seeing them and only seeing the effects of their actions from them being here (at least as far as I've gotten) gives a surprisingly horror-like feel to the game, which is certainly not something you'd expect from a strategy-level game like this.
>>
>>1102890
To be fair the resistance just shoot the alien until they think its dead. I suspect the HF are just unloading until the corpse is reduced to a big purple splat
>>1102891
Aliens are coming either way, but there's a difference between their overall strategic goals for Earth versus them focusing on attacking a faction.
>>
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>>1102142
I like how what I'm assuming is the construction icon a traffic cone, I'm imagining that the bases are actually already built but are having to deal with VLC'ing for a given amount of time before becoming operational
>>
>>1102884
>>1102887
QRD?
>>
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>>1102899
>>1102896
Sounds like this happened
>>
>>1102899

Can't speak for HF but resistance goes
>spec ops team gun down alien
>team leader approaches alien body, comments its facial appearance makes it look like some kind of hydra
>team leader gets eviscerated by the alien as its not actually dead
>rest of the team unload into the alien until its very, very, dead
>team waits a while before recovering the corpse

I suspect HF just go full >>1102904
>>
>>1102907
>The chief pathologist complained at the number of bullets he had to pick from the corpse.
>I told him to stop whining.

Just reciting it from memory because Hanse Castillo is the most based man on fucking Earth.
>>
Does anyone know how the damage an army takes while trying to conquer hostile territory is calculated? Obviously population is a factor, but are there any specifics?
>>1102896
Ah, so if I leave them alone they'll generally leave specifically me alone? Does this apply to space or just in general? If in general I don't really see how that can work. If you let them do whatever then you'll get overrun.
>>
>>1102910
I cannot speak to how the aliens work but from what I've observed the aliens will mostly leave you alone in a strategic sense. But they are still advancing their plans to take over the Earth, and this does effect you.
While I've read of a lot of different strategies, one of the more common one's is to avoid antagonising the aliens until you've started producing decent ships, with a general benchmark of around 2030 to 2035. Some people have started much earlier to some success, but you have to be careful since if you piss the aliens off too much they'll go full total war and bomb you off to hell.
>>
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>>1102908
based as fuck
>>
>>1102916
what do you mean piss off aliens because if you mean leaving servants alone then it cant be done
>>
>>1102967
I've done it.
>>
>just now found out you can found settlements in lagrange points
>>
>>1103045
>settlements in lagrange points
DO IT AGAIN CHAR!
>>
>>1102625
Habitats? Can you make space colonies?
>>
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>>1103045
Gundam mod when? I want to fight aliens with mobile suits
>>
>>1103051
Yes? That's a core part of gameplay.
>>
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>>1101167
>>
Is the starting max military tech level 5?
Also, after doing some napkin math I figured out that it would take about 55 years of direct investments to build space defenses in every region on Earth.
>>
>>1103054
I wouldn't know, been waiting for full release before playing
>>
Is it possible to put Canada in a federation with the USA? If it is, how do you do it?
>>
>>1103083
yes, you can also unify them with the anglosphere, you need to research the appropriate unification tech
>>
>find first proper xeno
>hes in my big country spreading havoc and has 13 security and is hard target
fuck
>>
>can't just nuke the ships bombing me from orbit
>can't just call in an airstrike on the identified xeno agent
pain
>>
>>1103089
Thanks, I didn't realize it needed a tech.
>>
>>1103095
There are actual alien agents?
>>
>>1103103
yes and can do cool missions
>>
>>1103104
"Cool" sounds like code for "massive pain in the ass."
>>
Does anyone know how the advise mission works? It says my advisors are increasing the value of investment points by 46%, but the base is 20.15 and the effective value is 20.8. What's going on?
>>
>>1103095
>>1103103
>>1103104
>>1103108
Hope you did not create a massive Europa, because that alien bastard will just 100% yonk your fucking Control Points without breaking a sweat, while you have practically no ability to take them back due to the massive size of the country.
>>
>>1103130
good thing he just fucked off somewhere else like warsaw from hamburg haha

how does declaring war works i rivaled a nation but i have to wait a while before i can declare war?
>>
>>1103131
have to use the set policy with your councilor
>>
>>1103133
i know but i still cant select them immediately
>>
>>1103130
Oh no. I had enough trouble removing the one control point the protectorate had. Also, good lesson to be learned there: Make sure that when you're unifying that none of the control points in the other nation belong to any other factions. They might get a control point in your bigger nation and then it'll be even harder to get rid of it.
>>
>>1103138
Honestly the fact that in huge nations that you control 90% of you can't push out other factions is utterly retarded. There should be some long term effort you can make to push them out besides boosting unrest though the fucking roof.
>>
>>1103126
Someone told me it affects GDP for calculating IPs but doesnt boost them directly. Guess the math isn't linear.
>>
>>1103138
>>1103146
Move all armies away from the capital, have big daddy America invade them. You gain all CPs in a regime change.
>>
>>1103176
Fuck, no wonder it's so shit.
>>
FUCK YEAH ALIEN DOWN 50% chance
>>
>>1103183
The command bonus for armies and science bonus for research are good still. 25 command = +0.25 miltech and +25% research output on the united EU or USA seems good.
>>
>nanofactory
>speeds the construction of tier one and two hab modules
>and allows founding additional orbitals and settlements in this region of space
>have station in orbit with these
>go to found other stations
>still wants to launch from Earth
What the hell's wrong?
>>
>>1103204
Do you have the resources to make the stations?
>>
>>1103219
30k water, 18k volatiles, 19k base metals, 2.2k noble metals, and 1.6k fissiles. Yes. I also have enough mission control.
Right now I'm doing a test save to see if a mining complex, construction module, or space dock will fix it.
>>
>>1101167
>What went wrong?
Cuckoldry in the dev team. Rampant leftism. Supporting the current thing. Climate change without any understanding of what those two words mean separately or combined. BLM.

That and the devs are hacks.
>>
>>1103224
Holy fuck. It has to be specifically a construction module on a base, not a station. That's the only thing that matters. Not only that, but the construction module can construct orbitals and settlements as well, and probably rings and colonies too.
>>
>>1103264
>Cuckoldry in the dev team. Rampant leftism. Supporting the current thing. Climate change without any understanding of what those two words mean separately or combined. BLM.
kek
say the dev team are from colorado without saying the dev team are from colorado
>>
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what do you do if you go way over your control point cap? am i fucked
>>
>>1103328
Abandon nations you don't care about and hope someone takes them from you.
>>
>>1103332
how do you abandon nations?
>>
>>1103338
Click on the nation, go to priorities, and hit the "ABANDON NATION" button.
>>
>>1103328
>rush africa cause cnn said blacks are best humans
>find out first hand why black racial stereotypes are heavily rooted in fact
Getting what you voted for.
>>
>>1103089
how many federation you can do?
EU, EuroAsia, Slavic CW(only for west and south slavs wtf), Nord Fed, Bigger Germany I know about
can you make bigger nipland or something?
>>
>>1103338
you say to their leaders
>sayonara niggers
and leave
>>
>>1103345
Pan asian combine, which is basically china absorbing its asian neighbours. Once the pan asian combine is done there is a democratic federation lead by Japan where various democratic nations unite under their leadership.

There is the caliphate and house of islam, south american union, african union, and bunch of smaller ones
>>
>>1103345
You can look into the full tech tree and do full search for "gains a claim."
>>
>>1103045
Sure but there's no point, low earth orbit are the only ones that give you good bonuses
>>
>>1101513
This is an American website. Talk like it.
>>
>>1103264
I like the game, though, needs some polish but it's fun
>>
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how the FUCK do you deal with the insane servants rush around 2030? at this point I control the EU and the US, but the aliens declare an alien nation, I instantly lose all my cp to invisible alien enthrall elites missions, servants rush in to fortify the CP before I can react, and suddenly the pro-alien coalition is China/USA/EU/India versus... Russia? This shit is just ridiculous.
>>
>>1103385
The problem is that you're treating the game like a map-painter rather than an "insidious shadow org" simulator.
You're not *supposed* to be locking down superstate a and blobbing because that does, indeed, leave you wide open to mind control. You're supposed to be a decentralised series of control points in shitholes funneling money to black ops.
One councilor with good stats is worth more than a whole superstate, and they can't be Enthrall Elites'd.
>>
>>1103385
There are researches under terrestrial military science and arrival security that provide defenses against aliens actions. I think you need to kill one and research their pherocytes to unlock them. Increasing your councilors loyalty also defends against it.
>>
>>1103400
That seems a little counterintuitive though. Most people say the meta is controlling Europe. I've seen a gameplay by a beta tester and uniting Europe is one of the first things he did. Besides, the shitholes in the game barely give any resource income
>>
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>>1103400
yeah ok let me NOT control the US and let the servants just immediately grab it with their fucking insane "instantly control a CP even through defend interests" powers, after which they'll annex the US into the alien nation. if i just have some control points in libya or whatever this won't somehow be a problem.
>>
>>1103413
This. Control Europe, unit, try to at least keep Russia at peace and maybe go for either the US or China. Hope that different councils each claim the third superpower you don’t control, India, Japan, Korea and Canada. Servants should be stuck with said shitholes.
Ignore the rest and slowly expand through unity movements by spamming social science stuff, build a gazillion space stations for that purpose, while putting everything into space/boost to claim a good six or seven bases on Mars and two or three on the moon, build orbitals everywhere.
>>
>>1103400
>one councilor is worth more
No, boost and satellite are the most important resources and those you can only get to any large capacity from nations, influence and investments are also far more effective on large nations and the return on investment is also larger, as well as the natural growth you get percentage wise in larger states, it’s also more difficult for national stats to be influenced/degraded contrary to the more volatile control points.
The EU is literally meta because it ticks all these. Also French guyana so equator boost.
There is no other GP or SP who can come close. Maybe Nigeria or Brazil as regional powers.
>>
>>1103345
Can you form the United Nations of Earth when you control like 2/3rds of Earth in some way /Is there some way you can combine EU+Rus with either Jap East Asia or China Pan Asia? That feels like the only way to truly win as most of the factions.
>>
Can you really only declare war against nations that have an army?
>>
>>1103455
what? no. in fact, you normally do not want to declare war on such countries; they are more likely to have nukes
>>
>>1103429
> No, boost and satellite are the most important resources
True...
> and those you can only get to any large capacity from nations
Totally wrong, lots of small nations give much better ROI for boost than suoernations
> influence and investments are also far more effective on large nations and the return on investment is also larger
I'm not certain this is true, but even if it was: your direct investments are no good to you when the servants just yoink the supernation, are they?
>>
>>1103429
>those you can only get to any large capacity from nations
Absolutely not. Councilors are far better for boost than nations.
>it’s also more difficult for national stats to be influenced/degraded contrary to the more volatile control points.
That's what you'd expect, but in early/mid 2030s I have to have 2 councilors dedicated to boosting popularity in the EU because otherwise the Protectorate will fuck it all up.
I still don't get how others have EU plus Russia with its federation plus America.
>>1103455
No.
t. got my big black ass raped by the Japs
>>
>>1103413
>Most people say the meta is controlling Europe.
It is the meta... for the demo. But if you're playing the demo that ends in 2029, you never experience the 2030 Servants rush, so your meta is very different.
>>
>>1103436
You cannot unite the entire planet into one supra-state, but with late game techs you can seriously scale down the amount of nations. I think you can get it down to around 7 or 8 nations such as.
>Greater North America
>South American Union
>African Union
>European Union (plus Russia) alternatively Eurasian Union
>Greater India
>Pan Asian Combine
>Greater Austronesia
>Caliphate

The claim system can get wonky and I've heard of things like the Caliphate getting claims on half the world or Australia getting claims on China, this is not to mention there are a lot of alternative nation-states you can make that are technically less effective. Such as splitting up the United States or smaller national coalitions (Dominion of America, South Asian Association, etc, etc)
>>
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>>1103477
Some person on Discord posted their 'African Union' as an example of how strong you could theoretically get it. I think this player was trying for an Africa only run as Exodus, but they did also form the Caliphate in the ME.
The player stated they had to abandon the game as they were being overrun by alien attacks, they assumed they could ignore the aliens since they were Exodus and said they were not setup to fight the Aliens.
>>
>>1103482
>$83.5T GDP
How in the fuck?
>>
>>1103492
AFRICA CAN INTO SPACE
>>
Global research projects are (supposed to be) the things that can only be researched one time and their effects are shared by all factions.
Faction projects are (supposed to be) the things that each faction has to research independently and their effects only apply to the faction.

So why the FUCK are the secession movement techs (e.g. Italian Partition, Quebecois Independence), which change the global state only by granting claims which any faction can then exploit, and can only be researched once globally, counted as Faction Projects rather than global research?!?!?

I'd be madder, but luckily(?) they're all useless whether they're global or faction research.

t. Elmet secessionist, fuck Wessex
>>
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>>1103492
Spoils farming to Direct Investment is a path to many abilities some would consider unnatural
>>
ui sucks, tutorials aren't enough, the 3d characters look like shit, no clear objective, spamming the same 3 "missions" isn't fun
>>
>>1101962
where
>>
What's the best strategy for the EU?
>get four high persuasion councilors with control nation
>spam them on all the 2cp nations
>only get one cp in each nation
>get the 1 cp nations
>after that, get 2cps in every 3cp nation
>spam into UK
>get Norway
>spam into France
>federate the others as soon as possible
>spam into Germany
>start unifying pure nations
>purge any other cps in nations before you unify them (mainly a concern with UK and Germany)
>unify one nation at a time to keep four free councilors
>have your other councilors focus on all of the nations around Russia
>slowly convert and purge through them
>then get Russia
>unify Eurasian Union
>Great EVROPA
This feels pretty damn good.
>>
>>1103497
Holy shit, that's a real strategy? What's the way to do it?
>>1103482
Also the African Union and the Caliphate can be unified since the Caliphate gains a claim on Addis Ababa.
>>
>>1103482
>AIDS ABABA
I bet this discord tranny is the biggest reddit blm libcuck of all. The gigacuck.
>>
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how the FUCK do you prevent the servants from taking every nuclear power on the globe and then just wardeccing every country/nuking the globe into oblivion in 2030???
>>
Has anyone done anything with the future techs in the top right of the tech tree? What do they do? Can you even get to them? It seems like they're late game repeatables, at least based on the military science one giving +0.5 to max military tech.
Also, what do the automated hab modules do? Is it just no crew? Also also, what is the upkeep of crew? It seems like modules have a water and volatile upkeep that's separate from the crew and that there's no way to see how much the crew is taking up.
>>1103523
I'm looking through the techs and can the Caliphate really not unify India? They get multiple Indian territories, but never New Delhi.
I think that means the minimum number of nations is six. North America, South America, Europe and Siberia, Africa and the Middle East, East and Southeast Asia, and then India just on its own. If you wait a long time you can have the UK reunite the commonwealth to bring Australia and New Zealand into the EU, otherwise they're just stuck on their own. Very unfortunate that India is just sorta there.
>>
>>1103533
You get the nations first. Its perfectly doable to secure most of the major world powers.
China is the big outlier as its 50/50 if the Servants get alien boosted into it or it just stays uncontrolled for a few years until you can secure it. You can only realistically secure it early on if you spam in to it with good counillors, even then you will only be rolling <20% per control attempt.
Big strategy tips
>form the European Union, secure France and gobble everyone else up
>try and secure Russia at some point, its a shit country but it has some uses and it has the largest nuclear arsenal in the game
>secure the USA by taking Mexico and/or Canada and spamming in
>india can be good in the long term but its low priority amongst the superpowers

now if Servants get into China your only option is to conquer it with daddy America
>get some shitty country you don't care about that has nukes to declare war on China (this is usually Russia, you need at least 3 nukes)
>nuke china 3 times to make china waste all of its nukes on counterstrikes against the attacker
>get America to invade Beijing and instantly conquer the country
congrats, you've eliminated the existential threat that is the servants for the time being, at the cost of wrecking the global economy for a while but its a small price to pay

You could alternatively try to spam 'public support' missions and try to slowly break in via crackdowns, but your odds will be terrible

unrelated but here's all the army models from a year ago
>>
>20 habs just finished building
>now have to go through them and add 240 modules one at a time
I really hope hab templates become a thing.
>>
>>1103270
Wait, it might work with stations as well. I think the problem was that the L1 and L2 points aren't considered part of the same system and so you can't found things from them.
>>
What's with the schizo losing his mind every time this game is mentioned?
>>
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>>1103523
>Holy shit, that's a real strategy? What's the way to do it?
I did it by accident. Spoils gives you a warning if it's producing any elite dissatisfaction, and on my first play through I didn't realise that Elite Dissatisfaction is basically a nothingburger unless you're on high unrest and low popularity. So I made sure to have Spoils at warning-removing levels in every country.
Fast forward 3 years and I have ~3 trillion space dollarydos in the bank. Spend it all on Economy direct investment in a supernation and boom, instant fully automated luxury gay space communism.
>>
>>1102908
You can cherry pick the lines from the game's code, here's the outcome

Well, that was satisfying. The alien walked into the ambush right on schedule and went down to rifle fire.
It tried to get up, so the boys broke out the heavy weapons.
Long story short, it's definitely dead.
Our chief pathologist has complained about the number of bullets he's going to have to pick out.
We told him to stop whining.


versus the resistance interpretation


We have acquired an alien corpse for study, though not without casualties of our own.
The target alien was neutralized with minimal collateral damage, and the recovery team arrived within the allotted window. Unfortunately, during the process of securing the alien corpse for transport, it revived and attacked.
The leader of the recovery team was killed by a single blow from one of the alien's upper appendages, and two more suffered serious injuries while attempting to flee. At this point our strike team re-engaged the alien, fired on it until it went down a second time, then continued firing into the body until they ran out of ammunition. Some cautious experiments led them to conclude that the alien was finally dead, at which point the body was recovered without further incident.
Shortly before he was killed, the recovery team leader, a biologist, said that the alien's facial structure reminded him of the microscopic organisms known as "hydras," which themselves are known to regenerate from injuries. In the absence of any other description for the invaders, the name has quickly proliferated throughout our research and operations divisions.


The devs did state that while the Resistance intel logs are far more technical and try to remove the emotional statues of the writers, the other factions reports tend to be far more ideological and emotional. I guess that shows.
>>
China has nuked Lhasa so many times I'm going to start calling them the Red Comet. At least global warming isn't a problem anymore.
>>
wow the dev version runs like shit. high cpu utilization even when paused. can really feel that unity flavor
>>
>>1103624
The Resistance does feel a little too... middle-of-the-road when it feels like they're trying to replicate some Alpha Centauri feels with the different faction leaders and techs being voiced by them, etc. I guess it's just the 'XCOM' faction though?
>>
>>1103639
There's definitely a lot of little differences in terms of code execution between the dev build and the demo build. Was probably built as a debug build rather than a release candidate, so it's to be expected as a price to pay for accurate stacktraces when shit goes wrong and error logs.

I'm more miffed at the serializer they're using for saves is horrifically inefficient. Using stopwatches to time it, creating the actual save file data takes ~0.6-1s whilst writing it to disk (on an SSD, at least) only takes 14ms.

They either need to spend the effort to use a better serializer (the 'pros' of fsSerializer is that it just works, which is fair) or run saving on its own thread which'd probably require locking the big ol' dictionary they have. Which'd still cause lag if you're trying to interact with the game whilst it's saving, I guess? But at least it wouldn't make the game freeze up very obviously every time an autosave hits.
>>
>>1103645
I suspect the developers believe that the majority of people who play the game are gonna have their first playthrough as the default faction, the Resistance. Ergo they likely want their reports to be more detailed and technical. Whereas they can keep the more fluffy and less in-depth reports for the other factions.
Might back fire if everyone plays HF first.
>>
>>1103482
>Exodus
Is this the most retarded faction in this game?
Why the FUCK would aliens that try to conquer your planet also not follow few dinky rushed "escape ships" to the outer space and just shot it down or board it and turn it around.
>>
>>1103658
Its a coin toss between Exodus and the Protectorate.
I've not delved into the Exodus storyline but I must assume their plan involves constructing a space craft that can outrun anything the aliens could send after them, hoping at some point the aliens would cease pursuit. This is assuming the Exodus find a viable way to execute their plan instead of aborting it.
Protectorate just come across as massive cuckolds and cowards. At least the servants have no pretence at the situation, the Protectorate seemingly have a somewhat logical, if imo a bad view, on the situation but they quickly devolve into retardation as they decide to murder anyone who won't agree to cultural suicide
>>
So any of you playing the dev build had a problem reaching a station in earth - luna L4? i can reach the point just fine but reaching the station takes me 180 weeks lmao
>>
>>1103664
Protectorate don't seem that dumb. They're kind of like France in 1941. I guess their theory is that it is better to collaborate with this overwealming foreign power and so retain at least a bit of independence, rather than try to resist and then lose everything.
>>
Is the leaked build playable?
>>
accidentally based tranny?
>>
>>1103677
>bring nuclear armageddon to Br*tain
yes please
>>
>>1103675
Yes, odd bug here and there but nothing a restart doesn't fix
>>
>>1103658
>Why the FUCK would aliens that try to conquer your planet also not follow few dinky rushed "escape ships" to the outer space and just shot it down or board it and turn it around.
Well the obvious answer to this is that maybe the Terra Invictus ayys have the same attitude as those ayys in the Three Body Problem: they don't give a shit about humans (or at least they're not determined genocidal exterminators), they just want a nice stable biosphere to lord over and the humans are in the way. If the humans would just... fuck off, then the ayys are satisfied.
>>
>>1103726
Incidentally in my game I forgot that Exodus even existed as a faction, because until about 2028 they had a grand total of ~3 African and Central American shitholes to their name. Turns out they were playing the long game though, they took China in 2028 and now they have some sort of fetish for Norway 'cos they keep naval invading me there
>>
>>1103684
After much trial and error I found that the best way to get round the "won't unpause" bug is to go on the research screen and change something.
The game (legitimately) refuses to unpause if you have an empty faction project, so I guess messing around with the faction projects triggers the unpause permission
>>
is there a way to prevent the ai from taking over your stations
>>
>>1103781
Do not allow your mission control (MC) to fall into the negatives ever. The moment they do the AI will launch their councillors into orbit to steal your stations.
Personal tip, maintain at least a 25% buffer of excess MC so if something bad happens you won't dip into the negatives. There's a rare event that can occur in game (solar flare) that can wipe half of your MC capacity for half a year (you can reduce this to 25% with a certain early game tech, and eliminate the reduction completely if you spend 100 boost).
Furthermore, any stations in low Earth orbit are more vulnerable to being taken over simply because its very easy to launch a councillor towards them. Stations on other planets are less vulnerable to being stolen simply because it would take a councillor a very long time for them to reach the station.
>>
>>1103368
English language. Talk like it.
>>
>>1103781
Defend interests on the station
>>
>>1103783
thanks for the tips
>>1103804
thought you could only do that on nations, thanks
>>
How do you unify? I made the Gran Columbia federation but I can't unify the members. Do I have to wait for a cool down?
>>
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>>1103821
>Do I have to wait for a cool down?
yes
also question
where you can check how many bonuses you have?
also do orgs with +% bonus give only bonus locally or its faction wide?
>>
>>1103826
Faction wide
>>
This game would be better if you controlled countries.
>>
>>1103863
You do.
Hell there's no reason you can't just re-name your fleet to the "NATO Task Force - Epsilon" since that's what it is.
I'm 100% sure someone will make a mod replacing the factions with nation-states
>>
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>>1101167
Demo ended, beta fucking expensive, gamo not out yet.
CAN'T COPE!
>>
>>1103863
>>1103867
there should be both
ideological movements and nation state factions
>>
Is it possible to shut down bases?

I built too many and went over my mission control.
>>
Is it possible to cancel fleet orders?
>>
>>1103869
you can play demo directly from steam folder(no drm)
or you can grab leaked dev version
>>
>>1103876
>play demo directly from steam folder(no drm)
nice
>grab leaked dev version
nicer
>>
>>1103877
you can play all factions and there is save and autosave so its much better
anon also posted some fixes to it(from demo as its more recent) so it work better
>>
>>1103658
it's the asteroid survival theory. If all of humanity is found only on earth one bad event can wipe us out, but if we spread out among the stars we can still survive losing earth.
>>
>>1103835
where to check how many bonuses you have?
>>
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>>1103878
>>1103584
No idea if this'll fix that issue because the code for it does nested barycenter hell so I don't really understand what it's trying to accomplish as a 100% certainty, but the demo vs dev code for it was slightly different so I just updated GetSunOrbitingRelatedObject to use the demo code. For all I know the lagrange points not being able to help build outside of that point is intentional, I mean, they are kinda far from shit usually.

Has some other things. Only thing I remember is that I still have the save timings left in. Now you too can check your log file and marvel at the slow turtle the devs chose that is FullSerializer!

Entirely unrelated but related to image, I wonder if KSP2 will ever come out this year, too. Space games fun.
>>
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>>1103889
I forgot to actually add the link lmao

https://easyupload.io/4c9kst
>>
can you abandon a hab/satellite?
>>
>>1103893
No. You can not even deconstruct a module. Still a work in progress obviously.
>>
>>1103893
Not to my knowledge. But you CAN sell it to one of the other factions.
>>
>>1103896
Good point. The diplomacy is still not very refined so factions are generally very willing to trade stations from you. They'll usually offer quite a lot for the station so you could snag some good resources or orgs in exchange for a useless station
>>
>>1103896
this has been my way to "decommision" stations. Sell it to the cuckolds, then blow it
>>
any advice how to run a country? or what research to choose?
i always get behind in military technology
>>
>>1103896
ah good idea
>>
>Finally grind up a councillor to be able to kill aliens
>"Alright, what's coming up next?"
>Ayylmao's start blowing up my hubs with 1k+ destroyers
>Literally one-shots anything I throw at it
At least I had fun nuking India to get rid of servants in this run.
>>
federations are fucking retarded
and there is not enough of them
>>
>>1103045
>humanity payed a terrible price, but dropping that colony crippled the servants
>servants?
>>
>>1103045
I built my main shipyard around L4, name it Loum. Too bad I'm too hard up for kerosene and titanium to actually build anything.
>>
>>1103783
Can councilors travel to other planets without a ship?
>>
>>1103975
I think you just pay a boost cost, but I've not done it myself. I don't think sending councillors into space is strategically worthwhile, they can do far more good on Earth and 99% of things you need to do in space can be achieved with pre-existing orbital assets.
>>
>>1103929
Spam missile boats. Some guy had a strategy of just making tons of the smallest and cheapest ships he could with missiles on them, then running them at max speed past the enemy and dumping their entire salvo onto it as they speed by. Sort of like jousting.
>>1103936
The worst part is how easy it is for them to get fucked up and how long it takes to recover from that. Oh and also how some seemingly just can't be made correctly (Central America).
>>
>>1103980
The devs fucked up the adjacencies so Belize can only be reached by sea. If you somehow GDPMAX Guatemala you should be able to build a navy and reach it
>>
>>1103980
>Spam missile boats. Some guy had a strategy of just making tons of the smallest and cheapest ships he could with missiles on them, then running them at max speed past the enemy and dumping their entire salvo onto it as they speed by. Sort of like jousting.

early on, missiles are great, its my strategy. Also, balance is out of whack, because you can only have 1-6 engines but infinite fuel, smaller ships are better than big ones because they can be better armored (armor weight less on them)

Big ships are just worse all around. Slower, more expensive and less armoured.
>>
>>1104022
if you limited the number of fuel tanks and engines for each hull the system would balance itself. its stupid to have a "escort" with 200.000 tons of hydrogen in tanks that can be armored 10x times better than a battleship
>>
>>1104029
Should make it Aurora-style where armor cost is based on the total tonnage of the ship. You've got that much more shit to armor up, yeah it's gonna cost more to get the same protection.
>>
so is there a block that EU cant declare wars on european countries and anglos on anglosphere?
because i have rivaled canada by EU UK USA but only Eu can declare war
>>
>>1104034
Also needs to scale properly with volume. Armor can be a smaller fraction of your mass the more initial mass you have.
>>
>>1104042
It's called NATO, every Euro country, the USA, Canada and AUS+NZ start allied
You're gonna want to have to end all of those alliances
>>
>>1104051
you cant be rivaled and allied at the same time jimbo
>>
>>1104043
I mean, sure, but doing it based purely off of tonnage is probably easier than having to keep separate track of volume as well. Still way better than purely based on ship class, at least.

Really, given how in-depth they were seemingly trying to go for the ship combat, why even restrict to classes to begin with instead of having Aurora-like customization?

Probably because the AI wouldn't be able to handle it, I guess.
>>
>>1104056
ALL of them
>>
This little AI gonna get bukkaked hard. Those are Anaconda missiles, 5Gs max burn and that little ayyboi has 2.5Gs
>>
>>1104058
You just scale non-linearly with mass.
>>
>>1104056
You're a fucking jimbo
>>
>>1104065
>>
>>1104065
honestly why even bother with any other weapon system?
>>
>>1104075
>>1104076
because ayys will have better anti missile weapons. Also, missiles are slower than lasers, railguns can bombard and have long range capabilities and laser at long range suck ass.
>>
>>1104080
>because ayys will have better anti missile weapons
clearly your not using enough
>>
Also, for new anons. Grid drive is great for long range travel, VASIMR or the upgraded variant is great for rushing long range travel and the advanced pulsar engine is the best for combat early on.

The ion grid engine is way better than ponderomotive but ponderomotive is easier to develop earlier
>>
U gotta run faster ayyboi
>>
How are you guys playing this stillm
>>
>>1104112
dev build
>>
>>1104114
Can you link it good sir?
>>
>>1104119
Check the archive for this thread. I'm going to give you the spoon, but I won't feed you, it's already been linked like like a dozen times.
>>
>>1104122
If I ever meet you in real life I'll strangle you to death and spoon your asshole faggot.
>>
>>1104119
>>1104126
I will point you one the path
https://arch.b4k.co/vst/thread/1090698/
>>
>>1104126
I'll give you the link if you tongue my anus right now.
>>
>>1104133
No thanks I don't like black people
>>
>>1104136
please
>>
>>
It's 2029. I built a single warship but I've never used it. What should I do with it? I don't have enough mission control to capture more territory, nor influence to capture more counties.
>>
>>1104153
Start killing ayy operatives and they'll give you something to fight ;)
>>
>>1104153
If you are not actively attempting to engage the aliens the only reason to have a warship is to make sure one of the other factions (servants) don't build one and send them to blow up your stations.
Theoertically you could construct specalist ships equipped with science stations/outpost or platform kits that can let you send ships to scout mining locations or establish bases in far-away locations far quicker than sending a probe or launching a station from Earth would. But that comes down the line a long time later.
>>
>>1104153
develop railguns and rain death on traitors
>>
>>1104156
I killed one who was hanging around my territory. I haven't had any in my territory since then. They're very active in other countries though. I'm not sure if this is intentional on the part of the ai, but it's neat if it is.
>>
>>1103726
to be fair, the aliums in three body problem did send a droplet along with a human ship to destroy that one ship that got away
but that was for a very specific in-universe reason that maybe doesn't apply to this universe.

that's assuming i remember everything right
>>
>>1104122
Can you spoon feed me please? What's different in the dev build compared to the demo?
>>
>>1104175
see
>>1104132
scroll down a bit and you should find it
>>
>>1104190
I asked nicely and I'm lazy. Give me a tldr. Please.
>>
>>1104192
You're a nigger.
>>
>>1104175
>>1104192
you can save, play all the factions, more than 7 years of content, more tech
>>
>>1104195
Please don't be mean
>>
>>1104175
>spoon feed
>>1104192
>I'm lazy.
I managed to get it 3 minutes.
Maybe the game is just not for you.
>>
>>1104196
Thank you friend.
>>1104195
Wasn't so difficult was it?
>>
>>1104198
You're probably right, but I'd still like to try it
>>
>>1104175
>>1104153
>>1104112
>>1103975
>>1103909
>>1103893
>>1103887
>>1103874
>>1103873
>>1103781
I don't know if you are the same poster in these, but stop asking people to spoon-feed you information on every literal mechanic in the game. Experiment a little! Learning things in-game yourself will make the game far more enjoyable and engaging in the long term than getting everything taught to you.
>>
>>1104205
How do I change the resolution?
>>
The demo is far more polished than the dev version.

There are bugs everywhere in the dev version in the trajectories, specifically L4 and L5 regions cant be reached, and sometimes parking orbits.
>>
>>1104205
how i can slap you through internet?
>>
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>aliens haven't done shit to me
>have all of Europe
>strong, stable, and growing
>high military power, plus a few nukes
>but the aliens collected enough shitholes so they win
>>
lmao i found a bug so strange. after combat a couple ships where in strategic mode facing away from the rest of the ships, and that made it unable to transfer to any point. it ended in a different point every time. Saved and restarted and the ships were facing at the right direction
>>
>>1104242
It gains $51.7 per economy point. I'm tempted to dump 200 development points into it because that would increase its gdp by $83T, up to $115T, and I'm interested in seeing how many development points it would get.
>>
>>1103741
hit the spacebar
>>
>>1103889
>KSP2
it was pushed back to 2023 a while ago
>>
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>>1104298
>pushed back to 2023
>>
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> Nothing significant happening whatsoever
> "A nuclear warhead has been detonated in the center of Washington"
> USA isn't even at war
> It was the Initiative, their own Executive, who did it
This is some spooky Illuminati false flag shit here.
F Burger Town
>>
>>1104368
That's the nuclear terrorism event.
>>
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>papists
>>
Mmmm tasty leak. I'm hoping the game is compelling after this risk mini-game.
>>
>>1104416
if you figure out how the fuck combat works, let us know
>>
>>1103726
It's been a few years since they conquered Earth and they still haven't touched me in the slightest. Maybe you're right.
>>
My mission control usage just went from 500 to 130. I have no clue why this happened but I'm sort of scared that something's gone horribly wrong and I haven't figured out what it is.
>>
>>1104421
>Make gunboat
>Slap rockets on it
>Max out speed
>Spam build your new rocket speeder
>Demolish everything
>>
What happens if you run out of money?
>>
>>1104470
are large ships really that shit?
>>
>>1104196
isn't it more resource intensive than the demo and worse performance wise?
>>
>>1104520
it is fine if you do not have a potato pc
>>
To be honest, Beta was better polished. Dev build has a lot of bugs with trajectories
>>
>>1104524
I do have a potato PC but the demo uses only like 50% of my resources. Well, now it does, when it first launched it was practically choking my system and I don't want it to go back to that.
>>
>>1104470
I think I was trolled; these gunboats are shit and get instagibbed
>>
>>1104571
You're using them incorrectly. You're supposed to joust the ships. Fly fast towards them but at a decent distance and unload the entire salvo. I can't tell you exact numbers, but you should outnumber the enemy by quite a wide margin and expect to lose some. Think of these ships less as ships and more as cluster missiles.
>>
I don't know what it is but the demo has really put my off buying this game.
>>
>>1101620
The most autistic of answers.
>>
>>1101879
>forces europeans into a federation despite citizens of multiple countries voting against it
>cohesion goes down the drain
>surprised pikachu.jpg
>>
>aliens bombard my base
>i have several defense fleets, so I go to engage
>aliens run away
>aliens have infinite delta-v and repeat this process over and over again, constantly running away any time I try to engage them

great balance there
>>
The Alien Administration balkanized, leaving it with only about a tenth of the world's territories. I want to start federating and uniting, but I think it's going to be in vain. They have all of the world's nukes and I believe also all of the world's armies as well. Still good to know that it's never too late and that it isn't over even when it's over though. Perhaps I could just finish the tech tree, gear up massively, and then balkanize them and blitzkrieg back the Earth.
Speaking of tech, apparently those station modules that give you bonuses to certain investment points and researches only give their research bonus as much as they give their investment point bonus. So the third tier ones can only buff their respective researches by up to 75%. Really wish I knew that before I built seven dedicated rings around Venus for each of them.
Also the mission control is completely bugged. Upgrading settlement cores to colony cores reduced my mission control by two points each. Now I'm down to under a hundred used despite having thirty-something rings around Mercury alone and fifty-something colonies throughout the system.
>>1104643
You have to have fleets sitting at every planet. Actually, you should have at least one entire habitat at each planet as a dedicated shipyard so that you can shit out a fleet at a moment's notice if need be.
>>
>>1104660
I have fleets at every planet, but they keep running away from combat every time I engage
>>
>>1104665
Oh. I don't know why they're doing that. I haven't heard of them doing that before.
>>
>>1104660
The MC for orbitals and rings only goes down during construction. I think the cost returns when they finish, leading to some people greatly exceeding their MC limit suddenly.
>>
>>1104665
Someone said to aim for having less combat power than them. Might make fights hard but if you can go in well under their combat score they might engagexjw4k
>>
>>1104670
No, they are finished. And the core modules go up as soon as you place/upgrade them. It's mines that have the variable mission control cost.
>>
>>1104660
Just nuke the Earth, live in the Belt!
>>
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>>1104678
Filthy Belter scum
>>
>>1104136
>No thanks I don't like black people
does anyone?
>>
Is there anything you can do about opposing factions turtling up with defend interests? Trying to blob europe but there is about 3 spoiler points getting in my way.
>>
How much cheating is acceptable?
>>
>>1104401
The Christcuck reveals his final form
>>
>>1104758
Not really. You just have to spam public support and get a guy with high investigation to crackdown on them. Probably use some influence as well.
What points are they?
>>
>>1104758
Throw them out of the EU, declare war on them and just occupy them. If you conquer a region you have a claim on you will instantly annex it.
>>
>>1104765
>If you conquer a region you have a claim on you will instantly annex it.
Holy shit are you serious? That changes so much.
>>
the more i play this game, the more i realize hiw fucking annoying it is
>>
>>1104786
Too many repetitive tasks that need to be streamlined.
>>
>Playing as Humanity First also gives you access to terrorist orgs
>Only requirement is sociopath trait
Now this is pod racing.
>>
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>>1104788
My getting into the EU was extremely dramatic, including a huge war; the Frogs nuking their own capital; and a post-apocalyptic French Revolution II in the smouldering ruins.
But my getting into Russia was exactly the sort of tedious repetition you describe: 2 councillors on Reduce Stability + Public Campaign every turn for like 20 action phases, and then a zero-drama purge. Yawn.
More of the former, less of the latter would indeed be preferred.
>>
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> Jan 29th 2029
> Alien Nation first appears in Paraguay
> Jan 30th 2029
> Alien Nation overthrown in Paraguay
Even ayys can't tame the INCAN BULL
>>
>>1104825
Last time Paraguay fought in a war they kept fighting till 80% of their men got killed.
>>
I just calculated it. At 60% spoils you get 5k per month from Africa, 3k from the Middle East, and a little over 4k from Latin America, for a total of $12,165 from the three regions every month.
Saving up you could get a few years worth of direct investment points. Dump them all into a Caliphate superstate and you could have quite the nation. Can't help but wonder how plausible of a strategy this really could be though. Still tempted to try nonetheless, however.
>>
How do I deal with too much control points?
Neg influence income sucks ass
>>
>>1104840
Research management research that imcreasrs the cap. I forget what it is called.
>>
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>>1104840
You got 2 choices:
Go full research and beeline the "Increase CP cap" techs
Or federate and unify
Option 2 kinda sucks though because it nukes your total investment points. You basically trade quality for quantity.
Honestly the REAL solution is to check your own blobbing instincts by learning that Terra Invictus is not a "more territory = more winning" game, and thereby not get yourself into an over-influence-cap situation in the first place
>>
>>1104840
besides the cap increasing researches, there's also the diplomatic research(es?) that enable more federations
but yeah, the best thing to do is cut the fat and at the very least not even try to defend any shitholes you picked up in the first few months (unless its from the servants)

that makes me feel like its worth it to go full spoils on those places too to try and get what value you can out while using them as a stepping stone to the quality boost sites etc. but idk
>>
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>>1104858
>besides the cap increasing researches, there's also the diplomatic research(es?) that enable more federations
Does being in a Federation lower how much a nation counts towards the influence cap?
Or do you mean it just in the sense that more Federations gives you a stepping stone to more Unification?
Pic negatively related
>>
>>1104860
Yeah, when you unify countries in a federation you combine the GDPs (and armies etc) of the countries involved while removing the individual country's control points, but apparently the relationship between GDP and investment points isn't linear see >>1104848

The EU basically goes from ~30 CPs down to just 6 CPs once you unify it for example. I suspect when considering boost its worth it just for allowing everyone to push production towards France's equatorial launch site in French Guiana. Sure you get a penalty to total investment points by unifying, but most of the countries in the EU have like a 20% penalty to boost production due to not having access to the equator.
>>
>>1104872
you still have the same stats? I do not see the problem here
>>
>>1104875
The combined countries have the same stats added up, but you lose a bit of control over them due to not getting as many investment points. "Bigger country = harder to control" is the idea I think. So each tick you get of Funding or whatever is the same amount as the individual countries added up, but it takes a bit longer (IDK what the real difference is) to get that tick of Funding than it would have if you kept the countries separate.
That may not hold true for the pop related stuff like education either, no idea how that gets combined when you unify.
>>
is there any way to stop being at war with other factions? the fucking inititive keep yonking my stations and it is fucking annoying to deal with
>>
>>1101167
I think the biggest issues are that the game does a poor job communicating important information (and things that can be done with/about it) to the player, and that time moves way too slowly. After i assign my councilors to a mission i just have to sit and do nothing because there's nothing i can do in the meantime.
>>
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>>1104878
>The combined countries have the same stats added up
This isn't true, which is the crux of the problem.
Unifying federations is good because (as you say) you reduce the control points and so can easily stay under cap.
The counterbalancing bad effect is not (just) that the superstate is less granular with its pips - the vastly more serious problem is that the stats don't sum to the same number of investment points. And it's not even close, you lose like 40% of your investment points. The total resources you can take out of the unified EU is only just more than half the total resources you can take out of a federal, still-nominally-independent Europe.
>>
>>1104905
>After i assign my councilors to a mission i just have to sit and do nothing because there's nothing i can do in the meantime.
Have you tried WAR?
>>
>>1104924
Are the GDP and pop size not just country + country? I imagine miltech would be some kind of weighted average, same with pop literacy and government.
>>
>United EU has fuckall cohesion and unrest resting value at 6+
>Requires you to basically bum-rush dozens of nations varying from easy to somewhat harder to capture control points
>Meanwhile you can get basically the same economic output with better military and no unrest from grabbing the USA which is piss easy if you just rush Canada and Mexico instead
I have a really hard time finding benefits of combining nations into superstates besides less influence costs and maybe them being harder to capture by your enemies.
>>
>>1104935
It's realistic, at least. EU is basically a house of cards.
>>
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i had to restart due to getting fucking destroyed by the aliens mindcontrolling all my shit by 2030 and it turns out that if you dont clean up any xenofungus and just kidnap one alien and kill another for research but otherwise dont molest them at all they basically dont give a shit about earth and just leave you alone. Whoops.
>>
Anyone know how randomized the materials are? In my current game only Moon, Mars, and a few Kuiper Belt objects have any fissiles. I'm wondering if the is always true.
>>
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Anyone who understands diplomacy, can you help me out comprehending this mess?

A long, long time ago, Norway was fighting two separate wars, against India and China. Italy and Germany joined on Norway's side (none of these were in the EU) for the India-Norway war but stayed out of the China-Norway war. Then, Norway got regime-changed via the China-Norway war, taking it out of the India-Norway war but not *ending* that war - Italy and Germany were still fighting India.
This has been a frozen conflict going on for about 5 years now. Since then, Germany and Italy have both joined the federal EU, but for some reason I can't bring daddy supernational-EU into the war, OR sue for peace as either Germany or Italy. None of the involved parties have any relevant cooldowns
I think something might have fucked up somewhere given that the original belligerent, Norway got separately regime-changed, so the game no longer recognises the appropriate triggers or something
>>
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> America, America
> AMERICA, FUCK YEAH
>>
>save file data suddenly stopped indenting for some reason
>>
Can anyone tell me how the servants play?

Like I want to play as the cucks but whats the end goal? Just destroy nations internally for the alien arrival? Is there any cooperation with the aliens on a diplomatic level? Liek will the aliens kill you regardless and way to win is to just watch the world burn or something.
>>
>>1104935
>I have a really hard time finding benefits of combining nations into superstates besides less influence costs and maybe them being harder to capture by your enemies.
You mean harder for you to re-capture once you get elites enthrall'd
>>
>>1104935
Better economic growth. The economy priority increases GDP for each person, so a nation with 40 IPs is going to grow faster than the corresponding amount of smaller nations because every citizen is receiving the full 40IPs of GDP increase. Someone dude posted a picture of the pan asian combine with 100+ trillion GDP.
>>
>>1104971
Well it's moot now because India just became Ayy Nation thereby cancelling the war.
Still wierd tho
>>
Is there any way to disable the nukes in an enemy nation?
>>
>>1105122
Build a number of armies equal to their number of nukes + 1, then walk them across the border one at a time
>>
>>1105125
fucking ayy nation spawned in china while i was trying to get into. i have russia, usa and europe, thinking of nuking china to dust but waht about retaliation. Soon china will have orbital defenses
>>
>>1105127
What's their nuke count? And what's your army count? Because in that situation you might want to consider this unironically >>1105125.
>>
I heard you can edit councilors in dev mode.

How? I just want to edit my starters.
>>
>>1104934
>Are the GDP and pop size not just country + country?
They are. But the problem is that influence points have enormous diminishing returns. See >>1103482. Two billion people, $83.5T GDP, but only about 45 investment points.
>>
>>1105137
>cheating
>>
Which is better, the dev build or the patched demo?
>>1105137
Just do it in the save file.
>>1105169
Is there a way to change the investment point calculation within the game?
>>
>>1105185
I think you'd have to mod the game to change IP calculation.
>>
>>1105184
>just keep reloading until you get workable councilors
>>
>>1105184
MY COUNCILORS ARE MY WAIFUS NO HAGS ALLOWED

>>1105185
>Just do it in the save file.
I can do that, thanks.
>>
>>1105169
Specifically, the math seems to be the following:
((GDP * adviserBonus) / 1_000_000_000)^0.33000001311302185

It can then be further modified by armies/navies (ofc) and unrest values above 2.

>>1105169
Sounds about right. Using that 83.5T, it comes out to 42.004~ investment points. Population has nothing to do with it, only GDP. It's the pow by 0.33 that fucks over the values. I think removing the pow entirely would wreck balance something fierce, but increasing it a bit would at least add more to the pros than the cons of unifying.

>>1105187
Entirely doable. The base code you want is modifiedEconomyScore. Should also want to change economyScore for good measure but it only really looks like it's used for the tooltip and mission difficulty.
>>
>>1105196
>MY COUNCILORS ARE MY WAIFUS NO HAGS ALLOWED
you can customize their look ingame
>>
>>1105211
But not their age, gender or slamdunk no-go traits
>>
>>1105200
Mostly I'm curious as to why the fuck 0.33000001311302185.

Why not just 0.33? Did they cite some ecnomic paper or something? Randomized extra digits just because? Why? Even with GDP numbers way higher than would actually likely appear in any reasonable length game, the difference in results are miniscule, a rounding error at best.
>>
>>1105219
because they are fags and hacks
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>>1105221
Brilliant answer, anon. 10/10. Hours of thought taken.
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>>1105225
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>>1105200
>((GDP * adviserBonus) / 1_000_000_000)^0.33000001311302185
What file is that in?
>I think removing the pow entirely would wreck balance something fierce,
If you just removed it then nations would have investment points equal to their GDP in billions of dollars. Thousands of investment points per month would absolutely destroy the game. The US would be able to add something like 4000 annual boost every single month.
>but increasing it a bit would at least add more to the pros than the cons of unifying.
0.36 seems to work well.
>>
>>1105219
>a rounding error at best.
That's probably what is was. Just some sort of quirk with the math that they didn't do themselves.
>>
>>1105128
6 nukes and i have about 15 armies. Their nukes + armies are probably same or more than me
>>
>>1105200
>((GDP * adviserBonus) /
1_000_000_000)^0.33000001311302185

Does this imply that actively trying to grow the economy of large countries is fairly pointless - that is, it would be better spending the budget on getting more boost or mission control instead?
>>
>>1105228
Assembly-Csharp.dll
I'm not enough of a math wizard to figure out a better way to calculate a more linear IP result, but I guess 0.36 would work better? It'd make USA/EU that much more powerful and worth taking, though. There's also something to be said that other countries aren't nearly as developed and have much more 'catching up' to do, they can just take tried and proven technologies and the like, whereas those at the front have to push the envelope. I don't think ^0.33 is the right way to calculate that, though. Some sort of miltech score but for 'industry' rather than 'military', maybe.

>>1105234
Basically. Plug in values and see what it works out to, but the bigger a GDP is, the less results adding more GDP will give.

>>1105230
Right but where did they get the math from, is what I'm wondering.
>>
>>1105234
https://www.h-schmidt.net/FloatConverter/IEEE754.html

Its a floating point precision thing. Try entering '0.33' in to this calculator.
>>
>>1105245
>>1105238
I replied to the wrong post.
>>
>>1105219
Trying to Africa/niggers/BLMgods a boost. Got to love libcucks...
>>
>>1105234
>United States
>22305 GDP
>27.23 IP
>335,400,000 population
>$13.4 per economy point
>one month of IP into economy gives $361.8 GDP per capita, +121GDP
>one year of IP into economy gives $4368.4 GDP per capita, +1465 GDP
>one month GDP increase gives US 0.04 extra IP
>one year GDP increase gives US 0.57 extra IP
So you can expect it to take several years to get just one extra IP through regular economy investments as the US.
>China
>26557 GDP
>28.84 IP
>1,449,700,000 population
>$11.3 per economy point
>one month of IP into economy gives $316.4 GDP per capita, +459GDP
>one year of IP into economy gives $3909.8 GDP per capita, +5668 GDP
>one month GDP increase gives China 0.16 extra IP
>one year GDP increase gives China 1.9 extra IP
As China you can expect to gain an IP every year or two with normal economy investments.
Population is extremely important for investment points, just indirectly.
So to answer your question—yes and no. For countries that already have high GDP but don't have very large populations you're better off just investing into other things. For countries with large populations investments into economy are much better.
>>
>>1105219
>he does not know about mantissa and exponent
>>
>>1101320
why is vatican a thing in this game
>>
>>1105238
>but I guess 0.36 would work better?
>It'd make USA/EU that much more powerful and worth taking, though.
The US would go from 27.23 investment points to 36.76, China would go from 28.84 to 39.15, and EU would go from 28.5 to 38.65 (calculated by adding the GDPs of the starting EU federation members together).
I calculated 0.33, 0.35, 0.36, and 0.37 for 10, 25, 50, 100, and 200 trillion GDP and 0.36 seemed to be a good balance.
>Some sort of miltech score but for 'industry' rather than 'military', maybe.
Yes, definitely. Adding an extra layer to it like that would be a good thing. Would also fix >>1105254 with smaller but more developed countries having little reason to invest into their economies.
>>
>>1105266
The devs actually going through the effort to add these extra layers of abstractions though feels unlikely.

Certain techs increase 'nuclear fission level' but it's never explained what this does. Some sort of indtech score that's easier to raise at lower values and harder to raise the closer you get to the current global tech cap feels like it'd be a good approach, though. Or several different values, with each impacting how that nation affects global climate. An economy using fusion power is hardly going to pollute as much as one running off of coal.

Honestly, it feels like the devs split their focus too much between the geoscape game and the space game, when one or the other should've had more priority with the other getting simplified more and then shored up later as DLC or something. Feature creep running hard.

Also kinda feels like it takes fucking FOREVER for the AI to make their own ships, but that might just be me hogging most of Mars' hab sites.

The more I play the game the more I realize how its current state really needs a lot of improvements, both in terms of gameplay and UX. Mostly UX.
>>
>>1105271
>The more I play the game the more I realize how its current state really needs a lot of improvements
Given that they even started overhauling their beta feedback back when the demo was still live suggests that the devs do know themselves that their game still needs more polish.
>>
>>1105273
I think it can be a potentially really fun game, it just needs work to get there. More work than just bugfixing and UI/automation improvements alone can offer. Need to rethink game systems and the core gameplay loop of the geoscape to make it less repetitive once you've gotten your established nations and are nearing your influence cap.
>>
>>1105271
>The devs actually going through the effort to add these extra layers of abstractions though feels unlikely.
But it wouldn't really be that much effort. I think that with enough solid feedback there could be some significant changes made. Maybe replacing the councilor system would be too much, but stuff like adding granularity to the economy is definitely plausible.
>Or several different values
One thing I think would be good would be to have variable investment point requirements for how much it takes to build an army. This would be based on miltech making it harder to make an army and indtech making it easier to build an army. An underdeveloped nation will seriously struggle to produce a modern army whereas a nation with massive industry but low tech will be able to easily shit out armies.
>>
>>1105280
Then what happens when that low-tech country is rapidly developed? Do all those shitty armies suddenly become information age armies?
>>
>>1105285
They drag the integrating country's miltech down duhh
>>
>>1105285
You can't develop miltech fast enough that it would be unbelievable for the armies to be modernized at the same rate the miltech score increases. For example, China can develop about 0.25 miltech score per year with 1/3rd of its economy dedicated to just that, up to 0.7 if you're also dumping 200 investment points into miltech.
Also, a system like >>1105271
>score that's easier to raise at lower values and harder to raise the closer you get to the current global tech cap
already exists for the military.
>>
>>1104935
i got EU plus UK at 0 unrest so you are doing someething wrong
>>1104971
declaring wars can be weird
>>
>>1105311
How did you keep the EU's unrest low?
>>
>>1105312
put everything to knowledge unity military and welfare and you also can use advisor to stabilize
unrest kills your IP so it gets harder to recover
>>
>>1105312
Have a councillor occasional lower unrest. Work on boosting the countries welfare and unity which will eventually (took me around 5 years I think) eliminate the cohesion issue and remove the unrest.
You'll get to a point where the EU's unrest is set around 2 or 3 in which case its not as critical to keep it low.
>>
>>1105219
They are using float in a lot of places and for some reason that's the way they believe 1/3 should be expressed.
>>
so what is the point of construction modules and station module on ships?
>>
>>1105279
that is not happening
>>
If you settle bases on objects which have alien bases on them, will the aliens attack you? Or will they just do the same with the rest where they'll leave you alone if you leave them alone?
>>1105319
Allows you to make bases and stations without needing to use any boost. Might also let you make bases without needing to probe. I think it could be useful to act as a jumping off point. Make a ship with high thrust and as much delta-v as possible and just shoot it at the main moons of the gas giants. You can set up small habs really easily at each of them which will finish fairly quickly and then allow you to spam stations and bases all around before anyone else gets a chance to.
>>
>>1105336
ok but do you know what construction module on hab does? i dont understand the tooltip
>>
>>1105337
A construction module allows you to construct buildings at that local location instead of having to build them at Earth and get them shipped over. So instead of waiting 2.5 years to build a module on Ceres or Mercury, you can build it in 30 days.
>>
>>1105337
It allows you to found other habs in that same system using your space resources instead of boost. It's very important to get down a small staging point base at each planetary system (just don't put it in lagrange points) which will allow you to found more bases.
>>
>>1105341
>>1105339
thanks but what is it range? built on planet orbit works on planet and moons?
>>
>>1105341
They're very, very useful for dense orbits like the Jovian system
>>
>>1105344
Its not clear how far the range extends but it will generally apply to any moons around a planet. I've not gotten to the point of placing one around one of Juptier's moons and seeing if you can build outposts/platforms on other moons.
>>
>>1105344
Works for that planetary body and its orbits. Moons I'm not so sure about. haven't been to the gas giants yet but I think it worked for Mars's moons.
>>1105345
Ah, so does one hab at anything within that system allow construction of habs in the entire system?
>>
>aleinds bring landing craft
>sick my fleet after it
>it just runs away
>it lands
>"You have 30 days to destroy this or you are fucked" popup
>lands in foreign country
>have to send councilor to declare war
>takes 20 days
>finally able to send military there
>takes 5
>send them to assault the ship
>takes 7
>super alien bots wake up
>military gets wrecked
>takes one nuke to kill one alien mech
This is just one of many questionable design decisions. These devs really are hacks, and I cannot see this game being anything more than a dissapointment when it launches.
>>
>>1105347
Yeah just one platform with a construction modules works for the entire planet system.
One strategy I've used is to launch a platform + construction module at the same time you can launch a probe at a new planet/body, this means you can build ground outposts far faster than if you waited for the probe and then launched the outpost from Earth.
>>
>>1101982
>crashdown site
Game created by ESLs?
>>
>>1105349
get good. have 2 fleets and do a pincer. first engage with fleet 1 and then set an intercept with fleet 2 a couple hours later. if the ayy fleet flees, it will be intercepted by the fleet 2 and the ayys cant flee. Well, they can but will be intercepted by fleet 1
>>
hack devs
>>
>>1105354
fleet combat engagement in space is wonky I've found, aliens just ignore some fleets and other times my fleets will just teleport to engage an enemy when I didn't want them to
>>
Why don't AI countries have to deal with unrest? All across my game, every single country that is run by an AI faction has 0 unrest.
>>
>>1105354
this does not work you disingenuous fuck, the aliens just flee regardless; they have hundreds of kps.
>>
>>1105361
technically if an alien disengages from a battle there is a brief window where if another fleet engages the aliens, then a fight is forced
but from my experience I've never been able to get a fleet to time its arrive just right to hit the aliens as they have just fled, so by the time the second fleet arrives the aliens can flee again
>>
>>1105362
if that is true, then it has to be within the hour or something, since I've sent my second fleet only two hours later and the aliens still had a chance to flee.
>>
>>1105366
I believe its either 1 or 2 hours, its the same time that player fleets cannot be issued orders after a battle is won/withdrawn from
the issue is I've found there's no real way to have your fleets time their arrival to be within an hour of each other, at least not in a consistent way.
>>
>>1105369
>set one fleet to 4.9 hours
>set the other to 4.8
>they arrive separately
>alien still runs away
Kill me.
>>
>>1101167
Personally, I think the Strategy on earth segment is kind of lame and there's too much 'I did something, enemy counters it'.
I'd rather play something like XCOM/Xenonauts except you run missions on segments of Earth to fight them.

Disclaimer: I'm a gibbering retard.
>>
>>1105382
>Disclaimer: I'm a gibbering retard.
Still puts you a few rungs higher than these devs. Absolute fucking blm tier hacks.
>>
>>1105408
I can't tell if this is a troll or not
>>
>>1105410
I think it's just the schizo.
>>
>>1105410
>>1105411
its not man. its fucking not.
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>>1105410
You're not a blm supporter are you, anon? Gross if so.
>>
>>1105382
they just need a game start where you already have some early space techs so the period before you start mining the heavens is reduced
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>>1105423
I'm not, but I don't see how the game is "BLM tier"
>>
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>>1103045
A mod where you play a cold war between Zeon and the Feds would be glorious
>>
>>1105419
meds
>>
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> An unexpected rivalry blooms
I just wanted to fuck Korean whores, why you gotta be like that Park-Gyo
>>
>>1105446
>invade nuclear power
>get nuked
no one could expect that
>>
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>>1104971
The problem you have here is that you can't chain alliances to join wars. For you, Norway was allied to Germany who was allied to the EU. Only Norway's direct allies are allowed to join the war. You were trying to have Germany join the war, then have the EU join Germany. Doesn't work that way - the game does track the original belligerent, and it's only allies of the original belligerent who can join.
It sounds like you got stuck in an edge case because Norway got knocked out of the war by China, without the war with India ending. The game nevertheless remembers that Norway is the original belligerant and the only one allowed to draw allies in - but because it's not fighting any more, that means no-one can ally Norway as a way into the conflict.
Idk why it wouldn't let Italy peace out though, you should be able to do that unilaterally. I guess the strange case of the missing original belligerent fucked up a bunch of triggers.
>>
>>1103366
This is true.

I've played up to 2030.
>>
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I know, I know I've let you down
I've been a fool to myself
I thought that I could live for no one else
But now, through all the hurt and pain
It's time for me to respect
The ones you love mean more than anything
>>
>>1105483
this is why you take EVROPE, American, India, and China for yourself, so the ai just gets the bumfuck african countries and brazil.
>>
Does your faction affect how the aliens treat you? If you leave the aliens completely alone as Humanity First and the Academy will the aliens leave you alone as the Academy but try to fuck with you as Humanity First?
>>
Quite frankly, I have no idea what I'm really supposed to do.

Build fleets, aliens just run away.

Don't engage, aliens land mecha-spiders and conquer everything.

I really do not know what else can be done.
>>
>>1105502
I guess just keep making them run.
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>>1105506
Funny thing is, they just run to the dropoff point for the spider-mechs.
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>>1105510
Oh. Well shit.
>>
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>>1105502
I suppose part of the reason the game ends at 2030 could be that the devs know full well that the balance beyond that date is in the shitter.
It may truly be an unwinnable scenario at this time
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So how do you actually capture / kill an Alien to fulfil the Resistance objective?
It's 2029 and I still haven't got one yet. I did see one, once, back in 2025 or something, but never again since
>>
>>1105523
When this releases I'm making a mod that turns the aliens into thicc sluts
>>
>>1105426
the level of competency on display from the devs is blm tier, ergo the game is blm tier.
>>
>>1105543
Go away, Coloradoschizo.
>>
>>1105542
>aliens are here to steal men for breeding
>>
>>1105551
Unironically if the game can be modded in that way I will make an "Invasion of the Alien Succubi" scenario
>>
>>1105557
Be sure to make all of the faction heads women, since they would be the only ones opposing this.
>>
>>1105558
So does that make Judith Howell a cuckquean?
>>
>>1105560
If it's like a smut story I read a while ago called nymphaliens or some shit she's basically a half alien puppet cuckquean in this scenario who seduces then brings men to the "nest" the alien succubi have
>>
>>1101210
They should just get rid of the alien and space shit and make it illuminati simulator. Put the focus on earth and only earth.
>>
>>1105261
it's not, thats just an event. The Vatican doesn't exist on the map.
>>
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>>1105519
>>
>>1105578
They should. But they can't. They are riding the Long War coattails. They need aliens.
>>
>>1105238
>Assembly-Csharp.dll
How can you edit it?
>>
>>1105619
Yeah, cause LW was beloved for its geoscape shenanigans and not for classes and weapons variety
>>
So wait, has no one in this thread survived the actual ayylmao invasion? I'm close to 2031 and I haven't seen jackshit so far.
>>
>>1105733
Are you saying the devs are hacks?
>>
>>1105761
I'm saying I wouldn't trust JohnnyLump with selling crack in Detroit since he'd think they're buying it for medical purposes
>>
>>1105752
Don't think so, no. Also you're just about to see them start fucking shit up. Early 2030s is when they go mask off.
>>
>>1105767
Well, its December of 2031 for me and I still don't have an invasion. I do have a 3k alien fleet hanging in orbit though, so there's that. Got a research objective now that just straight up says "Their weakness", so lets see what happens next.
>>
>>1105779
>3k alien fleet hanging in orbit
you are already dead
>>
>>1105793
The good news is that the 3k fleet fucked off. The bad news is that the ayy lmao agents are now instantly taking over nations that aren't perfectly clean of xenoflora. The even worse news is that two montherships showed up on one of their larger stations with about 4k fleet power each on top of their escorts.
>>
>alien fleet has arrived in low Earth orbit
>"okay"
>immediately go back to map painting
Just ignore everything that doesn't directly affect you.
>>
>>1105857
Based retard
>>
How do I disable the time limit?

Does anyone have the exe with saves enabled? How to restore saves?
>>
>>1105935
Which time limit are you referring to; the one where the gameplay stops after 2030 or the one where the game won't launch after 7 days?
>>
>>1103366
>>1105480
I actually take it back. LEOs are certainly the *best* ones because they have a double effect (giving multipliers on research speed AND investment points / other effects), but once you have mining colonies so you don't need to spend Boost on orbitals, it's perfectly legit to spam them fucking everywhere just to stack research speed. I've filled up literally every earth orbit from LEO 1 to Extreme, now I'm working on the lunar orbits.
>>
>>1105964
Don't they only give up to 75% extra research? And for the special ones that just give straight research, how do you afford them?
>>
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>>1105968
Well they're only 3% per module so you have to build 25 of each kind of research (of which there are... 7?) to hit 75%. And with the exception of the social science lab you can only for 2 research modules on a basic T1 habitat, which means you'd need a little less than 87 habs. Which is greater than the capacity of all Earth orbits put together, even if no other factions get any slots

(And this is assuming the 75% cap even exists, as your post is literally the first time I've seen it mentioned)
>>
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Had to restore my PC because I deleted the file, is this what it's supposed to look like?
>>
>>1105985
Why didn't you just re-download?
>>
>>1105982
There are tier two and three modules as well which each give a 10% and 25% bonus to research, respectively. I had more than three of the third tier ones but only got a 75% bonus still.
Also, how in the hell do you have so many tier one habitats? How did you get enough mission control?
>>
>>1105987
> Also, how in the hell do you have so many tier one habitats? How did you get enough mission control?
I'm filthy phoneposting so I can't check my machine, but iirc the total capacity of all earth orbitals is only about 55 Mission Control, which is trivial to get by 2030
>>
>>1105993
>by 2030
Oh, that explains it.
>>
>>1105957
where it ends in 2030, but did not know it would stop after 7 days - whats taht about?
>>
>>1105986
where from?
>>
>>1105999
https://arch.b4k.co/vst/thread/1090698/#q1097466
>>
>>1105752
No, and this is with owning europa + russia, India, China, and the U.S. with influence to spare.

They run away from your ships

They land spider-mechs

the other factions constantly spam you with hab and ship persuasion missions

and this is after you deal with the onslaught of the aliens taking over your control points instantaneously

I really have no idea where I went wrong. Should I have gone for agressive ships early to have a better defense? Should I have rushed antimatter or fusion? Military techs so the U.S. could have some troops they could go toe to toe with the mechas? Should I have focused on my end game objectives more?

I was only able to win as the Servants, but they are piss easy, since the aliens help you.
>>
>>1105483
>46 daily research
>2030
Anon...
>>
>>1106038
Real men run all their countries on 50% nukes, 50% army, nothing else
>>
i don't mind aliens showing up and all but space part is really shitty
>>
>>1106038
Don't you dare to insult God, prophet (pbuh) and caliph
>>
>>1106041
Based and Humanity First pilled
>>
japan is a utopia of education, wealth equality and society harmony
india on the other hand is a wasteland i've been running at 50% economy 50% spoils for years
everything in balance
>>
>>1106041
>>1106202
I'm only half-joking. All these anons posting about "long term Welfare management and Economy growth" seem to be under the impression that they're not about to get ayy'd.
There is no long-term development in this game, the coefficients are too much niscule to be worth the investment, when you _could_ be building hydrogen bombs to obliterate the extrasolar menace
>>
>>1106414
*miniscule, FUCK
>>
>>1105361
no, retard. there is a rule that after you flee you have a time that you cant flee again. read the dev diaries
>>
>>1106414
But has anyone actually made it past 2030?
The need to invest might only become apparent once this war becomes long.
>>
>>1106463
Yes, storytime I guess.
>Grab russia, france and USA.
>Set up a mine on mars but don't invest too much, want to move to mars quickly.
>Grab china's executive slot before the servants take over the country completely.
>Invade China and don't nuke anything, gain all control slots.
>Struggle to manage influence and invest in management.
>Start slowly growing the EU with wars and coups, feeding it all into france so I can control it.
>Colonise mars then push for heat management and inner planet mission.
>Build a small fleet in earth orbit to fuck on the aliens.
>Its 2026 at this point.
>Missile boats fuck up the alien ships they are sending over.
>Build a shitload of orbitals in orbit of Mercury and put mission control on them.
>Also build a single shipyard around mercury.
>Funding and materials in space is hurting a lot so I push to colonise Ceries after this
>Takes me four years to get the mission sats and ceries up and running.
>Been fucking on the aliens the entire time.
>-120 money a day.
>It's okay because I make up for it with spoils.
>Control 2 ships in orbit of mars, 9 ships in orbit of earth, 4 ships in orbit of ceries and 5 ships in orbit of mercury.
>Aliens get pissed off when I find and kill two alien agents and start unifying continents.
>Research as at like 120 a day at this point
>Aliens build several battleships and send them in.
>It is currently 2030 and alien battleships will reach earth in 2031 and mercury in 2032.
>Feel like Mercury is more valuable because it supports everything I have in space.
>Start building ships like no tomorrow.
>-210 a day funding, it's okay my money keeps going up in spoils.
>2031 happens. Battleship time.
>Alien fleet: 1 battleship 1 destroyer
>Humanity BASED fleet: 9 gunships 12 escorts, 5 monitors, 2 cruisers.
>It's a fucking bloodbath
>Almost everything destroyed.
>At least the aliens are dead.
>Plus I unlocked the exotic materials so the battleship gave me a shit load of exotics.
1/2
>>
>>1106482
>Look at the fleet heading to mercury, 3 battleships, all in different fleets.
>Mild panic .Jpeg.
>Start pumping out ships on mercury.
>Suddenly alien administration forms in India.
>They attack china.
>They nuke China
>MY FUCKING MONEY!
>Invade with the USA and fuck up india.
>Nukes everywhere
>EU starts fracturing.
>Spoils reduced massively as China looses half it's economy.
>Alien fleet heading for my mission control
>Have 30 ships in mercury.
>Alien Battleship arrives.
>Move into attack.
>Alien battleship avoids the fight with it's delta V
>The fucking xeno's are waiting for the other battleships to arrive.
>Not enough DeltaV to do anything about it
>Shit and piss and scream.
>Alien battleship arrives and join up to attack.
>Send my entire fleet against them as earth enters an ice age.
>Fleet gets destroyed.
>Got the two battleships tho
>Can't do anything against battleship number 3
>Can only watch as the battleship goes from station to station destroying them.
>Economy falls apart
>stations and colonies start getting grabbed by everyone.
>Quit game
>>
>>1106485
Damn, the demo made this game look easy.
>>
>>1106482
>>1106485
I guess my experience will be quite different. Except for your last line.
>>
>>1106482
>>1106485
seems like you can get away with quite a bit before the aliens stomp your shit
>>
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>>1106414
That's nice and all anon but some of us have about 200 daily research income by 2030.
>>
>>1106414
>not being Nodnerb and creating 10 democracy 10 education China so you can bumrush the stars and contain the Ayys before they become a threat so you can watch number go up in peace
>>
I don't like this game
its addicting but its also shit like paradox one
i wish Earth simulation and Earth based gameplay was more detailed and better ans there was less space
space(in this game) is not fun and boring
>>
>>1106572
The space part is the best part what the fuck is up with this chronic bad taste? I wish I could automate my agents on earth so I could focus on Space Autism.
>>
>>1106578
its shit
play aurora if you want your space autism roused
desu its not that earth part is good either
>>
>>1106580
>aurora
It's very nice, but besides autism there is fucking nothing.
It just needs a solid UI/UX wrapper with aurora as autism-core.
>>
>>1106580
If Aurora had a nice UI and graphics I would play the fuck out of it. I am an old man dammit! I did the shitty graphics in the 80s and 90s! I want my games to look nice! TI is about the level I want at this point.
>>
>>1106593
>>1106588
>>1106578
desu they should made two games
one for space autism
other as x com global war
>>
>>1106580
>aurora
I search on Steam and only get a big anime titty sex game. Is this what you meant?
>>
>>1106621
aurora 4x
https://www.youtube.com/watch?v=9xhUGGEnJcU
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>>1106622
Oh... ok. Going to play the space anime titty game.
>>
>>1106631
Based.
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>>1106572
The space part just needs streamlining and expanding. Habitat templates and real cities off Earth.
>>
File: 1649390269396.png (139 KB, 483x361)
139 KB
139 KB PNG
>>1106631
Patrician taste
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>>1106531
How'd you get it that high? Hab spam?
>>
lmao
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>>1106010
thank you basedbro
>>
>>1106902
A little on the nose, isn't it?
The other 3 companies there are all channeling Greek mythology with plausibly generic-ambiguous names, and then you've got that one, "its name is what it does"
Incidentally I'm gonna pay a lot more attention to the org list on my next play through. You really need to watch it like a hawk every mission phase, to ensure you can snap up the juicy ones before the AI does. Insufficient attention to the org pool I think set me back years on my first game
>>
>558
someone make a new
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>>1106922
>>1105030
>>
>>1105312
Make sure to develop the economy. Once GDPpc in democratic nations dips into sub-30k range it seems to increase base unrest.
>>
>>1105523
Scan areas where there activity appears. You need to kill one using assassinate, then some research will appear and you have to follow that path until you get alien containment. Only then can you capture.
>>
>>1105200
>>1105238
How did you see the exact math it uses?
>>
>>1106916
just steal them from ai



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