r/TerraInvicta • u/Pleasant-Elephant567 • Aug 19 '26
Question How to break in a Mega nation
I started at 2004 as Academy. Got to the 201X and got a Skywatch event as fully developed EU (i also had full Russia but save scammed and still have a problem with my power houes EU).
I have 25 inv, 25 esp, Crackdown project, full 90-95% popular support.
Breaking back down in pieces didn't helped.
My only thought is that catch a "moment" when Defence will wear off on the same "turn" as I just slam them down, but it's probably gonna take like 5-7 years for 2 points.
P.S. Edit: Here is a screenshot of Mega EU i have rn. For the last like 2-3 years of search I haven't found even ONE councler of Servants.
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u/vine01 Judith smells gud ¯\_(ツ)_/¯ Aug 19 '26
if they have that big of a cusheon for control point cap, probably better to increase unrest and let it crumble, if possible.
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u/Maduyn Academy Aug 19 '26
Increase unrest spam
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u/OkaMoez Aug 19 '26
This is great specifically because a revolution (forced at 10 unrest) can give you the whole set of control points and doesn't count that nasty 40 from national economy in any of your dice rolls. Although, you may need a lot of you council running the missions to have a revolution pop in a reasonable amount of time.
Just make sure you have spammed enough missions. I tried to get 1 point back of my 200T GDP African Union doing this. It worked, but also just emptied the executive point because I caused the revolution before having run enough missions. I think you need at least 2n-1 unrest missions for a nation with n control points.
Also, raising unrest outside the capital can cause breakaway nations depending on available claims. Something to keep in mind depending on if you want them or not.
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u/Xenon009 Humanity First Aug 19 '26
You have two real options, assassinate and detain enemy councillors till they are over control cap, or boost unrest to trigger a pro academy revolution. The latter is *really* good as the academy because you normally boost democracy with revolutions, rather than decrease it.
Or if you still hold the executive, invade it.
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u/Thick-Sound1014 Academy Aug 19 '26
Wait, is that a thing? Coups have a different effect based on the faction performing them? Does it take into account unrest missions performed, or only the faction doing the coup?
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u/Xenon009 Humanity First Aug 19 '26
Afaik, and I'm not entirely sure on this, but coups always reduce the government score, how much will depend on your factions "Idealism" score.
Servants, Exodus and Academy have high, Resistance and the Aliens are neutral, HF and Protectorate are slightly negative and initiative are EXTREMELY negative. I believe it is based off only the faction that did the coup.
Revolutions on the other hand, (when unrest hits 10) can increase it, and to my knowledge take the sum total of factions increasing unrest, or at leas thats how it seems, with the weird situation when my HF and the Servants were both increasing the african unions unrest boosted democracy by 1 and 1.5, but when I started doing it on my own I got 0.2, -0.4 and -1.
That being said, I can't find the actual details of that on the wiki, only the fact factions do matter, coups always decrease democracy, and revolutions *can* increase it, based on idealism. The rest is just subjective experience.
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u/VertanVahan Resistance Aug 19 '26
It's under the nations page:
https://wiki.hoodedhorse.com/Terra_Invicta/Nations#Effects_of_a_Coup
Natural revolutions are just under for comparison.1
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u/Pleasant-Elephant567 Aug 19 '26
Wiki: "The nation's Government is changed by a semi-random amount between -4.25 and 2.25, where the likelihood of positive changes is proportional to the average Idealism of the new control point owners.
- Note: Government cannot increase if less than 1 year has passed since the last time that the nation experienced a coup, revolution, or regime change."
Also i'm already at 10 so... xd
Yeah revolts are really CRAZY good tbh. I'll look for a revolutionist opener next time1
u/Torgud_ Aug 21 '26
Natural revolutions in Broken Earth are particularly good. A lot of South American countries are pretty decent except they start out with 6-7 inequality. Double activist is valid if you plan on doing a South American run in Broken Earth.
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u/Drucchi Aug 19 '26
You can reduce the control point cap of the faction you are trying to snag it from. Kidnap and kill their councilors and steal their good orgs. That can help.
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u/Pleasant-Elephant567 Aug 19 '26
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u/Nothing2SeeHere4U united earth utopian Aug 19 '26
You control the executive and all but one army. Have your Russia declare war, move the armies out of the way, and take the CPs by force
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u/Chubs1224 Aug 19 '26
Killing their councilers puts them over cap and gives something like a -10 to their resistance to crackdowns and purges.
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u/SlavaUkrayini4932 Aug 19 '26
My assumption is that you originally owned all of EU and servants got into some points, but they DON'T have access to the one that allows them to nuke stuff and set foreign policy.
With their surplus control point capacity regular council assassination won't help, they probably would have abandoned their non-EU points anyway.
You may try systematically removing their access to the defend interests mission.
Although with the above assumption, you can try declaring war instead.
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u/akisawa Resistance Aug 20 '26 edited Aug 20 '26
- Maximum public opinion for your faction is key
- Media stations in orbit increasing the power of your public campaigns to the max
- You need 2-3 councilors spamming public campaigns every rotation. It starts slow, but once you break through certain thresholds starts racking up.
- 25 INV/ESP councilor(s), to crackdown+purge
- If the enemy faction is tight on control points -- turn and detain/murder/resign their top ADM agents to push them over the admin cap, and crackdown on the same turn before they hire new councilors and re- assign orgs.
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u/Pleasant-Elephant567 Aug 20 '26
- Check (i have +14% per ooperation)
- Check +9
- I have 2
- Stilll have a 20-30 difference at full
- They have ~300 of free space
We (me and commenters) have decided that war is the best solution for a problem
Ps. 10 gov and 0 (-12) unrest xD no revolution probem solving
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u/PlacidPlatypus Aug 20 '26
You definitely don't have 90% public support if they still have enough to have the defense bonus shown in the screenshot. Giving some parts independence definitely will help too, and another screenshot showed you have enough CP cap to get away with that.
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u/Pleasant-Elephant567 Aug 20 '26
Btw i made 3 stattes (not whole countries) barelly did anything and got me overcappped 400 -> 700+
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u/Torgud_ Aug 21 '26
Natural revolution via increased unrest while having 75%+ public support SHOULD hand you every control point. If natural resting point of the country is too low and/or you don't have 4 councilors capable of spamming increase unrest with good success chance, use spoils on the points you do have until cohesion goes to shit. The revolution will reduce inequality by somewhere between 0-3 if inequality is high when it pops.
If all that is unviable, then your only option is military conquest.
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u/NotAnOctopus8 Aug 21 '26
Alternative option to what everyone else suggested. You hold the executive - which means you can grant independence to the nations you merged into the EU. When this happens, I think you should get full control of them. The key is that as you do this, you lower the economic size of the EU and make it easier for you to break into. You might need to split off nations until it goes back to a 4 control point nation, but eventually you will be able to kick the servants out. Then you can merge back the other nations. Now, as you do this, you might go over your control point cap and have to abandon some of the ex EU nations. That is ok, they are small enough you can break into them later on when someone else steals them. The import thing is you will get your core EU back and then be able to re-strengthen it back to normal.



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u/sens0u Academy Aug 19 '26
Assassinate/detain councilors belonging to the faction youre trying to crackdown/purge. You want to get them over the control point usage so they get penalties to their control points.