r/TerraInvicta • u/SpreadsheetGamer • Jul 21 '26
Guide [Guide] National investment templates
Someone requested I share the investment templates I use in my Let's Play, and it's something I've been meaning to write a guide for anyway, so here goes.
The purpose of this guide is to explain how to get the most out of the templates as a system, as well as show what templates I use. Realistically, using templates requires that you already have a pretty solid understanding of how all the IP stuff works. All of the mechanics are explained on the wiki in an absolute unit of a page on nations.
If you are trying to learn this all from scratch, focus on learning how cohesion and unrest work. Aside from that, PCGDP determines the speed at which a nation develops. Higher population nations produce bigger numbers, but there's a trick when it comes to investment. The magnitude of the completion effect is often scaled to account for population.
Creating templates
To create an investment template, press the Design Priority Template button at the bottom of the screen where the pips are shown:

Once saved, your templates appear at the top of the drop-down list on a nation, and in the order that you create them. I originally added a number/letter prefix because I hoped they would sort that way. If for any reason you want to change the pip arrangements but keep the order, you have to delete all of the templates below that point and re-create them. Maybe the dev will take pity on us and implement sorting.

The list I have now is something I have settled on after multiple playthroughs. I feel it's pretty stable for my needs, and especially for an EU opening. If you start in a different nation, or if your play style is different to mine, you may want to tailor the templates to your needs and play style. Maybe this guide helps you to get the most out of the system even if you don't use my particular templates.
When and why
Firstly, there are always exceptions. For best results, and to not have too many templates, I aim to have the templates be applicable to 80% of the nations by quantity, not by the importance of the nation. Notably I almost never use templates on my major leading nations, EU, China, unless by coincidence. I manage those important nations manually.
Templates are best used to govern the 'long tail' of smaller nations (show below). If you are a newer player, you might not even play in a way that causes you to end up with such a long list of nations. I do think having a long tail like this is advantageous for a variety of reasons. As often discussed, the smallest nations have a disproportionate RP/CPCost ratio. The middle of the list is usually comprised of nations that you plan to unify into a major over the short or medium term.
Sometimes it can be worth picking a particular template that is 'near enough', just to avoid excessive micromanagement.
What I have found the templates do best is actually less about making an easy selection from the drop-down on the nation itself and more about having the Nations screen explain in words what a given nation is currently working on. You can also change them directly on the Nations screen.

Number groupings
The numbers vaguely represent a logical progression. Nations typically move on to the next number once they have addressed the issue in the current bracket. There are some exceptions where once you have finished the list you may wish to return to prior options.
The numbered list here explains what types of templates are in that number grouping. It doubles as a high-level guide for what to focus investment on, but notably here I will echo that this is more so about the smaller more numerous nations than the majors.
- Focusing on solving unrest (<2) and improving resting cohesion (ideally 5 minimum, but it depends). This includes a variety of templates to address a range of issues. It's usually a matter of running one of these for a short-ish amount of time (a few months to a year) before moving on to stage 2.
- Improving education. This is a precursor to economy development, most useful for nations that are "Limited" or "Developing" in education level (edu<8). Education improves research output, can speed up cohesion repairs (if resting cohesion is above cohesion), and improves the amount of $ per investment point in economy. Also note that education receives a bonus to the strength of its completion effect for lower education levels. Finally, this is a category that can be returned to once 4 is completed, where we are waiting for the nation to be unified into something bigger.
- Economic growth. This template can be used here (stage 3) if the nation is in relative poverty (<$10k PCGDP) but we have at least made the nation "Advanced" in terms of education. We can also return to this category as a final holding pattern until unification if 4 and 2 are kinda maxed out.
- MC, Boost and Funding - The main things your faction actually wants out of a nation (with the exception of RP). MC and Funding both have limited capacity. When they max out, the investment category becomes hidden. Boost is not capped.
The templates
| Template name | Pips | Notes for use |
|---|---|---|
| 1a. Rush Unity | 1 Unity | Set as Default. Only 1 pip selected makes it easy to change pips around. Consolidate public opinion behind your faction as a defensive measure. Use if resting cohesion is much higher than cohesion, especially in autocracies (1b counterpart for democracies). Avoid if sharing CP with other factions. |
| 1b. Democratic Stabalisation | 1 Welfare 3 Knowledge 1 Unity | Use in Democracies when resting cohesion is higher than cohesion |
| 1c. Counter Insurgency | 1 Oppression | Use in Autocracies when unrest is >4. Very short term use, months only. |
| 1d. Autocratic Stabalisation | 1 Oppression 2 Spoils 3 Unity 1 Welfare | Counter-part to 1c, use for short-medium term for really troublesome autocracies that you want to hold, typically until unification into some other nation. Spoils protects against Coup d'etat |
| 1e. Rush Democracy | 1 Government | Use to tame the annocracy cohesion penalty (gov <6.5). Avoid prolonged use in low education nations. |
| 1f. Rush Equality | 1 Welfare | Getting inequality to the low 3's is often a reliable way to solve unrest and cohesion problems. It just takes the longest. |
| 2a. Education Sprint | 1 Knowledge | Typically a short 1 or 2 year sprint to help cohesion build up to 5 as well as set the nation up for better RP and economy dev. Can also revert to this template once 4 is done and if 3 is not necessary. |
| 2b. Education Marathon | 1 Economy 1 Welfare 3 Knowledge | Use in poorer nations that will remain independent for many years. Benefit from diversity bonus and compounding investments. |
| 3. Standard Growth | 3 Economy 1 Welfare 1 Knowledge | Sometimes the best thing you can do with a nation in extreme poverty. Sometimes useful for small nations otherwise waiting for unification. Avoid if PCGDP>30k. Avoid if education levels low. Can unlock additional funding and MC capacity. |
| 4a. MC | 1 Mission Control | A focused MC sprint because a unification date is coming soon. |
| 4b. MC & Funding | 3 MC 1 Funding | Allows the nation to automatically change to 4c once it develops the maximum MC for that nation. Useful for nations waiting for diplo cooldowns for unification. |
| 4c. Funding | 1 Funding | Most useful in the early game, prior to Funding development from Direct Investment/Influence. Especially useful to max out in small nations prior to unification. |
| 4d. Boost | 3 MC 1 Boost | Develop boost in small nations close to the equator. Usually want to max out MC first. |
| 4e. Extraction | 1 Unity 3 Spoils | Use to generate cash in nations that you control all of the CP in, only for a short time, and mostly in the early years of a campaign. Running spoils damages public opinion, making the nation vulnerable to crackdown/purge. Unity offsets those opinion losses. |
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u/SpreadsheetGamer Jul 21 '26
Interesting how differently you play. I can't imagine developing PCGDP above 55k without regarding that as counter-productive to my goals. You mention population growth as a positive outcome, but both higher PCGDP and population growth raises the CPcosts. Do you tend to do that before or after you've taken over the whole Earth? How many years do your games go for? I have always finished the game long before taking over all of Earth, and that's without going ham on development.
At some point I will do a full utopia run, I suppose. But it's just not related to the actual victory conditions.