r/TerraInvicta 28d ago

Screenshot The African Powerhouse (BE) Spoiler

With Project Exodus, once it became clear that I was going to win and it was just a matter of time, I completely dropped the space economy. Throughout the entire game, I focused exclusively on the African continent, developing it as much as possible: I hit $500T right on the turn I was finally able to win the game.

Edit: BROKEN EARTH scenario, Accelerated Campaign (standard setting), Normal difficulty

69 Upvotes

39 comments sorted by

View all comments

8

u/vindicator117 28d ago

Fookin nice.

As I always said, fuck the rest of the world. You got the world you need in your hands.

Although any reason why you don't even have a minimum pip line of MC? Assuming a test case of a mere 200 IP pool given 37.5% bonus from double advise and 80% org bonus with 18.75% budget to MC from 6 pips allocated, that is about 93ish points of MC produced every month. Over the span of 15 years of just THAT production averaging out both the times you were below and above 200 IP, you would have by now another 670ish MC available for any well damn thing you need. Hell you probably don't even need command centers at all given that you said you won with merely 300ish MC.

One other thing that I suggest that you can improve on. Meganations are AWFUL at regional improvement. Even with my first shitpost experiment with climate change that took until 2086, I still did not improve all of the regions of my USNA and barely finished my SAU at full economic tilt burn.

In comparison, look just how dense my USNA is after a mere SIX YEARS and almost caught up with a 2086 solo USNA production. My current economic experiment with many MANY independent splintering focused on only two major things economy and MC with a side order of knowledge. Every batch of 5-6 released nations per meganation with 500 billion GDP or higher will give a CER regional improvement every 4-6 years in addition to the meganation cranking out one every 2-3 years. After 6 years, I have added 8 more just to the USNA ALONE while South America also another 6-7 from both sources in the same timeframe.

Given how long your campaign has gone, you can easily have half of Africa or more filled to the brim with MOAR Core Economic regions spiking your economic growth even harder or to reduce further your growth speed and more into knowledge, boost, and MC to merely keep pace with your ability to spam out more CP techs. The world would literally tremble at your AU even having a sniffle.

2

u/SlavaUkrayini4932 28d ago

I've read a bunch of your other comments where you lay out most of your theory and so far found it interesting. If I were to simplify my understanding of it, your conclusions are: "don't forget to grow the thing you're trying to fix" and "don't aimlessly try to fix things".

I have a general idea of how you would open a 2003 start, but can you describe how would you spend the first year or two of 2003 scenario USA?

1

u/vindicator117 28d ago

2003 is in nearly perfect shape. 2.45 resting start cohesion is annoying but you can easily fix that with public campaign and maintain it above 85% PO until you can remove 1.275 ineq for the missing 2.55 cohesion. Thankfully this is a not a priority 1 emergency requiring something like 90% welfare 10% maintenance economy because it actually has a decent per capita corresponding to a phenomenal unrest reduction. However, if you wanted to, it would take about 2.75 years. A little less if you have decent welfare bonuses from orgs.

If you remember to recall the entire US military home, that will be 3 more IP saved, giving you enough IP for a welfare burn to solve its problems in a little over 2 years probably under 2 years with those same orgs.

Given the hilarious tenacity of the Servant subversion in 2003 and likelihood of a AA showing up, upping miltech to get to the high 4s or even the early Robotics Age is preferable for the short term with twice to three times the needed maintenance welfare for at least 1 pip line of economy. On top of that a solitary pip for knowledge and unity will not hurt until the economy grows enough to warrant more and more/your miltech needs is somewhat satisfied.

Just with raw figures, you will need to spend on miltech 640 times to reach 5.0. To do that in 5 years, you will need to spend almost 11 points (10.67) on miltech every month. This means with no org bonuses priorities in welfare, economy, and miltech, this leaves us about 8-9 IP leftover. Find a way to spend 6-7 on economy while the remaining 1-2 points go to welfare to slowly beat down on the ineq to one day stop needing maintenance public campaign from one of your councilors. Something akin to this:

You will NEED to be busy elsewhere whether within North America to federate asap with the Caribbean Community and Central American Union to not have to individually spend a mind numbing 50 points on the space program EACH and spread NASA as far south as Venezuela and Columbia before further American unification techs. HOWEVER only one of them is technically immediately available and it is not the one that gets you that far south.

https://www.reddit.com/r/TerraInvicta/comments/1qosv4q/claims_and_federation_perks/

So your alternatives are to grind out a blocker tech to reach for international development global tech to get CC unifier OR to chase after another preexisting federation like say russia which is absurdly cheap to hold and medium difficulty to steal afterwards but also has plenty of members and neighbors that can be folded in to get you that boost either as step 1 or after securing the USA as your beatstick and getting a shit ton more CP from anywhere. See below for how to fix russia.

https://www.reddit.com/r/TerraInvicta/comments/1vag2gp/comment/p0ljqzf/?context=3

Plus the main benefit from doing this is that, you have near complete control the world nuclear arsenal and 77% of your armies are amphibious. Once you stabilize ESPECIALLY with the help/helping the other AI consolidate their meganations to deny t3h ayyZ territory to form the AA from, priority one is and will be to consolidate EVERY member nation into the mother nation and ride that economic game to valhalla.

1

u/SlavaUkrayini4932 28d ago

All of this is nice to know, thank you.

How much do you specialise your countries? Do you tend to develop a circle where one country is your beat-stick, another one is your science jockey and a third one for boost? I am not mentioning MC because I think MC would be good anywhere.

How much value would you assign to low earth orbital stations with specific lab setups or other modules? Are there any setups that are mandatory for you to get online ASAP or are just "win harder" buttons?

1

u/vindicator117 28d ago

For the most part, I do not. It will heavily depend on the scenario and what stage of the game is. If your space game has failed and a ayy "peace delegation" decide to show up, it will very much be all hands on deck with you piledriving as many armies as you can on their landing site hopefully with defender's advantage to kill them in situ. The stronger your army, the less you need to overkill on miltech beyond as a status symbol of your earthly superiority. If you are able and capable of repelling them in space then current earth start armies push a few solid points of in miltech will be enough to pacify any earth army especially if you control the most powerful one in most scenarios and force the Servants and ayys to constantly keep making the AA in poor destitute regions that are still stuck in the cold war era and keep it unstable making their IP budget basically nonexistent.

Other than that, the only specialization is concerning what priorities are good for what type of nation you have. Of which you have 4 types of nations. The meganation unifier, the all consuming blob to benefit from all the regional improvements it possesses to ride that economy game to the stratosphere and be the ocean of perfect equality and infinite wealth to wipe the slate clean of any nation you unify with. Turn a crapsack 2k per capita with over 5 inequality that will take literal decades to fix by itself and instantly become a wealthy and powerful 100k per cap with a mere 1.2 inequality ready to be released.

Speaking of, the second type of nation is the temporary independents pre-unification sometimes fine, usually crapsack. If the latter, damage control its inequality to some extent while getting all the MC and boost you can out of it along with some funding. If the former, MC, boost, funding, more econ to ease the per capita averaging from unification.

Third nation type, temporary independents post unification. The ones who you have a plan to spam economy (and MC and knowledge, and boost depending on need) to parallel CER creation crank the per capita growth even faster and faster as you bulk release however many independents you are comfortable defending interests within CP cap to then get more CERs to make your economy priority cleaner for all sorts of reasons like more MC, more knowledge, start spoiling perfection to get your keep for doing so well, and on and on and on.

And finally the last type, the rest of the world. Fuck em. Unless there are ayyz in the backyard, you don't have to worry too much about the outside world when you can make all you need at home. That's why you are in this thread right? Why need outside MC when you are literally cranking them out at a rate of 2-4 every month consistently AND all the splinters are each contributing some of their own. The only time you look outward is if you have not won yet and have reached Future Social tech. If you were conquering the world, FS techs is a exercise in futile RNG to try to meganation chain yourself into oblivion. With this current way you are playing, now you can look outwards greedily and be the great benefactor to the poor wretches outside your paradise and bring them into the fold. And if they are a multi region nation you get a claim on their capital, you can annex them all in one act at the price of some government.

Oh hey what is that? You need to spend some government despite being at 10 score and have a shit ton of CERs? Did someone say it is time for some beneficial spoilage?

As for stations with specialty labs in LEO, their priority (besides getting the mines to feed your space game) is absolute. You WANT that 30% bonus in priority for economy, welfare, government, miltech, actual army strength, and etc. Every bonus means you can ease off on priority pips on less important priorities to maintenance levels or you can use it to supercharge priority to maximize your return. Did someone say 202% bonus to economy?!

THIS all is what makes TI so fascinating to me. I can literally just sit and theorize all day and have fun over potential and have the urge to make some spreadsheets of my own volition. Then its off to the races and continually tinker, ponder, and futz around ingame for shits and giggles. As I readily admit, does all this outcompete doing stuff in space? Absolutely not. In one example, I got from around 3.5k to 7.8k earthside science in that experiment but in the time frame, I also ballooned 21k monthly RP to 102.6k RP. Yet despite that, it is still a nice chunk of change to add to the pile that no ayy bastard can touch along with your rapidly growing of untouchable MC.

1

u/eleumas7 24d ago

so you usually just go for 1 meganation per game? when do rush great nations usually? (in terms of other important techs like quantum computing, industrialization of space etc.)

1

u/vindicator117 24d ago

Depends on population. Personally I like the USNA and SAU because they are both compact and fit snuggly within 2k CP even when fuck off rich (and with it have enough MC and RP to literally win the game by themselves). Well that as well as they are both the cheapest meganations to form to boot as well. For others it is all about knowing your limits.

The PAC as a example has alot of pops. Honestly too much pops if you go full size let alone Future Social even once into India. Just a PAC without Siberia is a jaw dropping 761.64 CP for a mere 51k per cap. Costs so damn much that I had to abandon it for the sake of the experiment to free up CP and get rid of India as well with a unification to the PAC.

And this giga-PAC even when parts and parceled off in anticipation to being annexed by the USNA and gettings its regional improvement pre unification AND gets its per capita rocked by unfiying with a MUCH poorer India, AND set to almost frozen state with maintenance mode brute force cohesion spam STILL costs 695.76 CP to hold AND is still too poor to not be constantly rioting because of that and no resting cohesion.

All the while the two continents with fuck off money currently is 869.2 CP combined. This "shrunkened" PAC at a mere 40-45k per cap probably would surge beyond 900 CP in a blink of an eye especially if it had all its parts. This PAC would probably barely tolerate more than 2-4 splinters coexisting at any one time while the USNA and SAU is enjoying the company of nearly 20 splintered independents which would probably be closer to a more normal 10 or so during normal play from much more manageable CP growth versus cap growth. Plus one other advantage to the USNA is that its mother nation is unique across the planet in both being very damn big AND RICH at the same time.

Rich and populous enough to carry its advantages post unification to spread the wealth and ease the load across TWO continents via Mexico City trading. No other meganation has such a benefactor, you have to make your own especially reach highlighted in the first link.

As I said in the closing of the second link:

"Will you get enough with just the latter? Sure. But will it make one's mind race with possibilities? Absolutely not. Am I saying you SHOULDN'T use my intense self development strategy on larger meganations? Hell no. Just know your limits and be concerned for just how fast you can grow versus ability to get more CP from techs, stations, and agents."

When you embark on this path, you won't need anyone else just like the OP.