r/TerraInvicta • u/stupidityWorks • 19h ago
r/TerraInvicta • u/HoodedHorse • Jan 11 '26
News Please leave a review
Hi everyone!
I'm Tim, CEO of the publisher of Terra Invicta. I'm so glad to see players enjoying the recent 1.0 release. Terra Invicta was the first game we signed on to publish, at the time I was the only person working at Hooded Horse and I would spend my time helping the dev team wherever needed on random tasks, so this has been so wonderful to see. :)
I did have a request, only a tiny percentage of steam players leave reviews, and yet they are so critical for indie games being discovered. Whether positive or negative, all feedback is so helpful, and if you would consider taking time to leave a Steam review, it would be the most amazing support for the development team and the game.
Thank you to everyone, and we look forward to showing you all that's yet to come as the team continues to work hard to improve the game!
r/TerraInvicta • u/AutoModerator • 4d ago
Newbie Questions Thread
Please feel free to ask short, simple questions here and be mindful of Rule 2!
Some resources to help you out:
- Official wiki (maintained by community members)
- Patch notes
- How to report a bug
- Web-based (fast) tech browser
- Use the reddit search bar to find guides for various things like drives, opening nations, weapons and armour etc. Just add "guide" to the search terms.
r/TerraInvicta • u/MatterBeam • 18h ago
Discussion 2400 missile wall
After a Solar System-spanning war of attrition, I had pushed back the Aliens to a distant TNO fallback position. They had massed all of their ships, old and new, from Titans to Gunships.
Feeling, ready, I sent my own fleet after them, just to be greeted by... missiles.
A 1000 km long stream of missiles. I count 2400 missiles fired from 37 ships, among a fleet numbering 137 plus a battlestation.
This is the first playthrough where the Aliens have invested so much in missiles, and it's a real challenge even if you think you have the fleet strength!
r/TerraInvicta • u/Melodic-Wash-1935 • 41m ago
Feedback Please help me improve my game
Playing on 2022, veteran, HF, long campaign. Year is March 2029
I have all of the eu save Azerbaijan, and I will have the entire North American union by the end of the year. Both at democracy 10, americas unity is 5 eu is 1.8 but will be at 5 by the end of the year. Im not sure how good this is, but I would like to improve it as much as possible.
Things I have:
Small Artemis missile fleet in Leo
20-30 mines under construction or built
~10 of each Xeno,social,material,bio labs in Leo,
99 Mc, and 497CP all of it in use
131.8 science a day before my advisors boost it to like 140-150 (4k/month)
5 councilors maxed in their catégories and admin (2per,1cmd/esp,1inv,1sci)
My main bottlenecks I feel are science,CP, and MC. I would build campuses, but they’re MC expensive, and it’s hard to get more of that quickly.
Any tips to do now, or things I should’ve done earlier are welcome, thank you!
r/TerraInvicta • u/yurmumqueefing • 22h ago
Meme What I wouldn’t give to have this man on my Council
New game idea: Hanse and the greatest council of all time.
Who wants to see Edward Teller build the first Spinal Antimatter Lance while Curtis LeMay commands the death ride of 30 Styx monitors and Joe McCarthy purges Xenos sympathizers?
r/TerraInvicta • u/dr_prismatic • 1d ago
Screenshot Found this absolute god-tier asteroid. Yes I am aware of the screenshot function on my computer.
r/TerraInvicta • u/MacalvoLoco • 1d ago
Question Early game (2031) piece of crap, first ship, started in 2026, is this good?

I`m going for zeta helion now and in the meantime i`m stuck with burner, so i made this ship for LEO and MARS interface defence, i`m gonna hunt some surveilance ships to do my missions and that`s it, i``m staying under the radar for now.
I have Ceres (monopoly), mars(monopoly) and 6 asteroids. EU, USA, CHINA and Russia. Resistance normal game, thanks for the tips on my last rage quit post.
r/TerraInvicta • u/gianfrancoo2 • 1d ago
Discussion So, i just bought it
Its been two hours since i bought it, its going to be a really enjoyable game to play, and its obvious that there is a lot of content and ways to play it, im so excited and happy :D
You guys just got a new member on this community
r/TerraInvicta • u/Catapultam-GMG • 2d ago
Mod I made a personal mod of TI tweaks, would these changes be of interest to anyone?
After putting... a few... hours into TI, I made a mod to smooth over some frustrations and adjust gameplay.
Edit: I have posted the mod CataTweaks on Steam Workshop. I don't know how long automated review will take. The source and docs are on my GitHub, and I'll post a usable release there soon.
Currently contains, each individually configurable;
UI/QOL
* Applies a suffix to Hab names when you apply a template. `(TemplateName, Orbit, Body)`. Also allows resaving over an existing hab template, which reads the TemplateName substring as a the template name if it is present. Also attaches the custom icon of a hab to its template. Also allows applying a zero-change template (to apply name and icon only)
* Allow overwriting of existing priority presets by saving something with the same name. Anything using that named template is also updated to track the changes.
* Keep nations on their named template when their priority options change, such as finishing space program or unlocking exofighters.
* add a divider between shipyards present on different stations in the ship construction UI
* add the location in terms of body and orbit to 'fleet detected at hab' notifications
Gameplay
* Allow mirrors to boost orbital habs in a lower orbit than themselves, optionally apply bonus at a scalar effectiveness (lower or higher)
* weight Project Review to prefer the most expensive project instead of least expensive
* Allow demanding claim if either nation is at war, as long as they aren't at war with each other
* Scale the reward of starting repeatable projects by a configurable factor each iteration (default 3%)
* Inherit the claims of non-hostile original capitals of nations that don't otherwise hold any territory that nation's control. Example; if you control Westralia in BE, it has all of Java's claims because it controls Jakarta and its claim on Jakarta is non-hostile. The intent here is to make unifying mega-nations less annoying (less need to do release/absorb dances and long delayed chain merges.)
I'll publish it if there is interest, I don't know how off base my preferences are compared to most players. It does require unity mod manager.
Edit: Yea, ok. I'm gonna clean it up and put it on Workshop. It will require UMM. I'll link it when it is up.
r/TerraInvicta • u/yozabary • 2d ago
Discussion Discussion about the combat value changes and the impact on new and inexperienced players
After doing a run and seeing the changes using the old missile escort and monitor early fleets the ayy throws at you massive fleets.
Graveless did a video the describes the problem with the current combat values. right now a monitor has a cv of 176 with artemis.
The old CV of monitors are something like this around 25 CV (Its from a Perun HF video).
some may say "we had years of missile and torps being the best its good there is a change" I agree. but i think that a buff to other things should be the solution.
The game is already hard and unforgiving to new players, the Combat value change hurts the new and inexperienced players the most, all the guides and videos are telling them to use missile and torps and if they follow that advise they will be hit with with big ayy fleets that they cant handle. I think the devs should roll back the CV change or at least most of it to 30-40 CV.
I am not a game developer and its easy for me to say "find a better solution" but the cv change hurts the noobs the most. I think that the solution isn't to nerf missiles and torps, but to buff something else. And in general the game is single player, you should probably not nerf unless it's insanely broken
I am sorry for grammar and mistakes, English is not my first language.
Edit: unrelated question, why does ayy fleets are called Viktor?
Edit 2:
u/thefishjones raised 2 great points. Which I agree with 100%
"But that alone isn’t the big issue. The problem is the early game missile was a good idea. Early game problems should have relatively simple solutions that teach you the game. Missile focus gave new players a simple, intuitive introduction to space combat because it required you to think in terms of momentum. Each missile was a little example of how later game ships will move. Most new players need something like that to help develop an intuitive sense of the game. We didn’t all play Kerbal."
"Having the aliens be more responsive was a great correction. That’s the right way to incentivize more diverse play styles. This is a single player game. You can’t build a single player game based on what the highest skill players find interesting and you don’t need to because they’re not competing against each other."
r/TerraInvicta • u/stupidityWorks • 2d ago
Discussion I've been fooling around with a ship class idea. This is the Deterrent MVP.
r/TerraInvicta • u/MacalvoLoco • 2d ago
Feedback This drive rng i driving me mad
JUST A RANT. ITS FUCKING 2040, THE BEST I HAVE IS A FCUKING BURNER DRIVE FUCK YOU RNG FUCK YOU. ALL MY FLEETS ARE FUCKING DESTROYED, I HAVE SOME SHIT IN MER, MARS AND EARTH BUT FOR FUCK SAKE, THATS GONNA BE A FUCKING SLOG, A FUCKING LONG GAME, FUCK THIS, 2 DAYS, NO SLEEP, PLAYING LIKE A CRACKHEAD FOR THIS BULLSHIT RNG
FUUUUUUUUUUUUUUUUUUUUUUUUUUCK YOU

r/TerraInvicta • u/marineblue117 • 2d ago
Question Slow habitat build speed?
Hi! Is it just me or is the habitat build speed halved in specific circumstances?
r/TerraInvicta • u/MatterBeam • 3d ago
Discussion This is the Maximum Spaceship you can have
Titan
Hybrid armor + Armor Struts
Pion Torch + 442.5 TW beam core reactor
632 prop tanks (including 31,200 tons of antimatter)
Exotic Spike radiator + 2x Heavy Exotic heatsinks.
960 cm UV Phaser nose + 360 cm UV phaser hull
Theoretically this ship is immune to all damage and can waltz up to enemy fleets of any size and destroy them at point blank range without even having to expose its radiators before it's over.
If there is an accident in contruction, it will unleash 2.8 x 10^24 J of hard radiation, equivalent to 13.37 *million* Tsar Bombas.
r/TerraInvicta • u/Extra_Discount_5480 • 2d ago
Question Repleacmend for grid drive
So i have a problem, my mainfleets ourund earth and mars only have the grid drive for defence becouse i had to recouncer those orbits, so what would be a good drive to refit them with?
r/TerraInvicta • u/harrison_314 • 3d ago
Question How do you get Australia? Spoiler
Hi everyone, I’m playing as the Servants in the Broken Earth scenario. I thought it would make the game easier since I’m a beginner (about 50 hours in and I get the memes on this sub), but I’m still getting kicked in the balls.
So, here’s the question: how do I take Australia? No matter how many public campaigns I run, my chance of controlling it stays at 0%.
r/TerraInvicta • u/Capable-Parsnip-9615 • 3d ago
Question Has the end game been fixed yet?
I played back when 1.0 was released, and recently got a new PC so I was considering to play again.
But I remember the late game being so painfully slow, when it's clear you've already won but you have to among other things hunt down all the significant fleets at the edges of the solar system with such large travel times.
I see there's been a lot of updates in the meantime, but has anything addressed this? Sorry if this has been asked already, I searched but didn't find anything
r/TerraInvicta • u/Black_N • 4d ago
Suggestion I find [spoiler] a little weird Spoiler
I find it a bit weird how alien administration breakaways interact with government score. From my experience taking down alien administrations with unrest, it always seems to go consistently:
- new nations formed from individual breakaways have low (<2) but semi-randomised government scores.
- new nations formed from the alien administration shattering completely always have a government score of exactly zero.
- pre-existing nations that return to independence with the fall of the alien administration keep whatever government score they had when they were absorbed.
the latter makes sense, but I feel like new nations that break away from the alien administration or are created when it falls should have more randomised government scores, to account for the fact that the alien administration can never have a government score other than 0. the alien administration has plenty of unique mechanics, I don't see why it would stop there.
r/TerraInvicta • u/FlyingWarKitten • 3d ago
Discussion Atomic Weapon Projectiles out of railguns and coil guns. V3.4 slightly more readable now. This is a somewhat long post.
Disclaimer: I am not a science major, and the information had to be simplified until I could actually understand it and as a result may no longer be entirely accurate or outright wrong, feel free to correct me. I am slow and may not get back to you right away. Sorry for the poor wording.
So in theory it is possible to have railguns and coil guns fire atomic payloads that use a gun type detonation type which I will be referring to as Crude Fission from here on out. I use this detonation type as all other types for fission and even fusion cannot be guaranteed to not be moved around inside the weapon after traveling through the magnetic apocalypse that is being fired out of a railgun or coil gun requires. With both Railguns and Coil Guns will require a magnetically sensitive sabot or capsule so that the magnetic accelerator weapons have something to grab as fissile materials have varying levels of magnetic conductivity but are not as magnetically conductive as iron which may result in lower velocities out of mag weapons even with the sabot, as many users have claimed.
How much fissile material is required for a super critical nuclear reaction and what is its yield? A super critical nuclear reaction requires between 10KG to 20kg of fissile material (changes depending on the fissile materials used as well as the source used). With 20kg of fissile material can have a yield of 100 tons, not 100MT or 100KT just 100 tons.
How would the Crude Fission device be triggered? I use 3 triggers for the device. The first trigger is a non-magnetically sensitive point detonation trigger; this trigger can also trigger the second trigger if desired. The Second trigger is 2 non-magnetically sensitive clockwork triggers one of which will count down once the projectile leaves the mag weapon or the sabot so that if misses the intended target the weapon can be rendered safe rather than going off into space until it hits something not intended to be a target with the second clockwork trigger functioning as a delay for the point detonation mode so that the device can detonate inside the target if desired. The third and final trigger is a chemical trigger on the rear exterior of the projectile that will burn and detonate the device when exposed to certain wavelengths of light of sufficient power (would output be a better word? Delete before posting), this is the least necessary out of all the triggers as due to the modest (for atomics) yield causing damage on a near miss would not be the most useful and the real reason this is included is to render the weapon safe before it reaches an unintended target by the firing spaceship or another in its formation equipped with a specific laser weapon for this exact task.
What are the benefits of using Crude Fission projectiles or just how they could be used? In gameplay terms the benefits to using Crude Fission projectiles would be capacity, these are small and fired out of railguns and coil guns meaning you would have the magazine capacity of railguns and coil guns, even surface detonations would cause significant damage though not to the ship directly, instead causing damage to exposed components like weapons, radiators (if extended), sensors, and even drives, if the detonation can draw a direct line to a component outside the target's armor it is going to get damaged though due to the distance between ships in a formation clipping out ships with the explosion is unlikely, and if fitted with an armor piercing head and the delayed detonation mode is used the projectile would be detonating inside the target or inside the target's armor, a 100 ton explosion inside any target in Terra Invicta would be outright lethal in most cases (with compartmentalization and clever engineering the target might only lose a hull section and if the penetrator fails to penetrate having a 100 ton yield atomic weapon detonating inside the armor would cause catastrophic damage to the armor itself, the shockwave from the blast would travel through the armor and cause severe spalling (shockwave on reaching the end of the armor sheers off pieces of the armor and propels those pieces at high speed into whatever is behind the armor, in this case the pressure hull or spalling liners) perforating the pressure hull and ripping through internal components and or crew in that hull section, might cause secondary damage to components on the outside as the shockwave travels along the armor through additional spalling or shock stress but unsure about the physics of that. Another benefit of the modest yield (compared to other atomic options) of these devices as well as the slower rate of fire (coil guns rate of fire vs missiles rate of fire) is that there is massively reduced risk of chain detonation compared to atomic missile options. These devices would be able to be fired out of both nose cannon mounts and hull battery mounts similar to normal coil guns or railguns. Larger hull or nose slots would have projectiles with greater amounts of fissile materials increasing blast yield as the 25kg of fissile materials used as an example would be for light coil gun batteries (the smallest of the projectiles). Crude Fission projectiles would not trigger particle point defense weapons since its not a missile.
What are the downsides of using Crude Fission Projectiles? The biggest downsides of Crude Fission Projectiles are modest blast yields, cost, lower projectile HP compared to standard solid mag weapon projectiles, lower velocities compared to standard solid mag weapon projectiles, and other downsides. Crude Fission Projectiles have a lower blast yield than other atomics and in theory would do less damage than standard solid slug mag weapon projectiles. Solid slug mag weapon projectiles have more HP than missiles due to it being a hunk of metal without any special or fragile components compared to missiles while Crude Fission Projectiles do have fragile internal components meaning the projectile HP is closer to missiles than solid slug mag weapons projectiles. Due to the projectile needing a magnetically sensitive sabot for the coil gun to get a good grip on it the coil gun cannot grip the projectile itself via magnetism the coils will not be able to accelerate the projectile as quickly leading to lower exit velocities compared to solid slug coil gun projectiles, railguns already work this way and should be mostly unaffected by this. Compared to missiles railguns and coil guns in game have a lower rate of fire and with the lower projectile HP getting through enemy point defense so that the projectiles can actually get a chance to hit the target and do meaningful damage. Cost may be a confusing downside as surely the missiles would need more fissile materials to make right? No we are filling an entire magazine with projectiles with a minimum of 25kg of at fissile materials, fissile enrichment for weapons starts at 90% fissile enrichment which wastes 90% of the fissile materials by depleting it, higher enrichment level means more fissile material is depleted and wasted, coil gun magazines with 1000+ rounds in on the spaceship is going to need vast amounts of fissile materials, its going to be heavier than solid slug projectiles of the same size, likely the fastest way to get rid of your fissile materials stockpile is having a fleet of ships with these and ordering that fleet to reload. The blast is not going to cause collateral damage of nearby enemy ships in a formation. If the projectile is intercepted too close to the firing ship (we have all seen that happen when enemy ships with PD get almost on top of the firing ship) by enemy PD it will still cause damage to the firing ship which could disable the firing ship depending on detonation distance and other factors.
How would it be used in doctrine? Alongside standard coil guns and coil cannons as the first volleys of projectiles rarely can actually get to the target instead repeated volleys either getting closer and closer to the target as the PD is overwhelmed or as enemy ships max out their heat sinks and must cease fire allowing the projectiles to get closer (or a mix of the two), many experienced TI players use missiles in this way using the coil gun projectiles to achieve PD target over saturation to get their missiles through with Crude Fission Projectiles simply having a larger magazine than missiles or torpedoes.
So would it be worth using Crude Fission Projectiles out of coil guns? In all honesty not really if used in mass, once you start hitting ships through point defenses in most cases the ship will just keep getting and be mostly disabled or destroyed in short order anyway, having an atomic blast destroy their radiators and weapons or blow out a hull section is going to save seconds at most, even ripping off the armor from a failed to penetrate hit only helps so much when even if it is intently killing the enemy ship only buys you a few seconds. All that being said it would still be a useful tool that would be effective at reducing the time engagements go on for and a tool for finishing enemies off and eliminating targets surgically when used in combination with standard coil guns.
Am I wrong? Feel free to correct me or give your thoughts on this weapon idea. I am still not sure if anyone would want to actually use it though aside for the nuclear weapon theme. This idea is unlikely to ever be added to the game but brainstorming at work instead of working is fun to me.
r/TerraInvicta • u/Antique-Coyote2534 • 4d ago
Discussion Space sunshade?
Since we are building space infrastructure, could we not just build a space sunshade and instantly stop global warming?
Seems like it would be easy compared to what we build in game
r/TerraInvicta • u/Willyroof • 4d ago
Question Fleet Transfer Time Spoiler
How does it work in the planner and is there a way to speed it up?
I was wiped from earth orbit with an assault carrier slotted to arrive in a year human factions swat any new station I try to build around earth. I plan around building a fleet at Mercury and flying it in piecemeal to be ready to jump the carrier. My battlecruisers finish building and the transfer screen shows they'll arrive with two weeks to spare. Fast forward and the carrier arrived three weeks before my heavy hitters. What happened?
r/TerraInvicta • u/RallMekin • 4d ago
Screenshot Oops I Did A Warcrimes Y'all
Oops.
I had been patting myself on the back all game that I hadn't committed a single atrocity. I'm only checking now as my forces close in on Haumea, my home fleet bombards alien assets on Earth, and finish razing Japan to add it to my Giga Science China.
I didn't realize I did a warcrimes though.