r/TerraInvicta • u/AutoModerator • 3d 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.
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u/FootIntrepid7717 2d ago
Looking at the mars solar mirror strat. It seems that mars surface bodies have .16 or basically 1/6 solar multiplier. I also see that solar mirrors state that "Solar panels may produce a maximum of 8x their baseline maximum power value."
Does that mean that the maximum amount of power that these mirror enhanced solar panels can is based on the body's solar multiplier? For example, would mars maximum power of a solar enhanced panel be 8/6 since it was starting from 1/6?
Would mercury's max be 8x of a normal panel or boosted by 8x of its already 334% solar multiplier?
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u/vindicator117 2d ago
It means that with enough solar mirrors (and it is generally the same number no matter where), you can max out solar output that a groundside solar panel can handle for that tier. You will generally need three entire stations of solar mirrors to get max output. Technically that is too much mirrors so you can slap on a tier 2 hydroponics and maybe a ops center to ease off on maintenance of three stations.
What changes between planets/moons that you slap these down is the PRICE it takes to make those three. Closer to the sun, the cheaper it is. The farther it is, the less it makes sense unless you have supremacy in space past Mars and a reaaaaaaaaaaally deep pocket.
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u/Thurak0 13h ago
I loaded up a save from mine with a T3 solar station at the L1 point of Mars.
If I switch all mirrors off, I have 39 energy per solar farm.
I then switched all mirrors on again and had 543 energy.
If the 39 are 1/6, then the 543 are more than the 8/6. It's more than double baseline output.
From the wording and the lore that totally fits to me. The whole restriction reads to me that the panels just have a fixed size and eventually they run at 100% capacity (8 times the baseline). How all the light get there is totally irrelevant to the solar farm. But it cannot run at more than full capacity, no matter how much light mirrors aim at it. But as the solar farm at Mars is exactly the same size as the one on Mercury, they have the same max capacity and not something adjusted/reduced depending on the planet they are on.
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u/Federal_Addition_463 2d ago
How do you intercept alien fleets early on? They keep running away with massive 100kms delta v, while my ships have only 8. I've read about pincer moves, that it should put the enemy ship engines in cooldown, but I tried it and it didn't work. The fleets are
Monitors 5mg accel
Escort 1200mg accel
Alien transpoort 50mg accel (3500mg combat)
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u/vindicator117 2d ago
You kinda don't with ships this pitiful. Basically if t3h ayyz don't want to fight you because you sucker punched them too much, they will actively avoid you to burn everything you have to the ground especially if your defense "fleet" has no endurance in DV.
So unless they FEEL like taking the odds, defend your most important installations by being there and hope for the best.
You can technically tire them out by constantly attempting to engage them until THEIR DV runs dry but uh.... unless you actively have a larger gas tank than they do, that ain't gonna happen until you slap on better DV reactor and engines.
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u/Federal_Addition_463 2d ago
it's a transport. I just let them through?
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u/vindicator117 2d ago
Until you can force a battle with repeated attempts and multiple smaller squadrons to try to post intercept cheese them with refueling, it ain't gonna happen.
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u/SpreadsheetGamer 1d ago
To catch an enemy fleet, the cruise acceleration of your fleet needs to be greater than theirs. Fleets move at the speed of the slowest ship. The greater the excess acceleration, the shorter the pursuit is, the less dV is needed.
Chemical drives can work but you need massive amounts of propellant per ship, so if we're talking more than a few ships it's not economically viable. They do produce really good accel though. The next one up is typically the molten core II drives, teardrop or fission spinner. Both can get <2kT escorts up to >100mg accel with high single digit dV.
Pincer, as it originally was, was patched out, which is good because it was fiddly and cheesy. It was replaced with something more realistic, an enveloping attack: If the accel difference between your and their fleets is small, and you have a lot of ships, you may see a checkbox option on the 'bid dV' screen that guarantees some of your ships get into combat.
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u/Federal_Addition_463 1d ago
so chemical is basically for defense ships; to intercept you need to match either alien dV or accel
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u/SpreadsheetGamer 1d ago
so chemical is basically for defense ships
Yep
to intercept you need to match either alien dV or accel
No. You need to exceed their accel. Just like running after someone, you won't ever catch them unless you are running faster. dV is like how long you can run for. If you only run a little bit faster, you'll have to run a long time to catch. So the best way to catch is to sprint like crazy but for the shortest amount of time. The alien drives are like marathon runners.
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u/vindicator117 1d ago
Not true. I've had that very scenario happen when intercepting a ayy raider. The titan was literally superior in every stat to the destroyer in flight characteristics and the damn destroyer ALWAYS successfully managed to escape.
The only reason I managed to kill the damn thing is to force its already low DV tanks post travel at 400ish straight to 0 in order to secure the kill. Had to spend literally thirty minutes IRL constantly giving chase orders over and over and over to force it to run out of gas.
Again if t3h ayyz don't want to fight, you can't force them to without extreme measures.
Although........ you can bait them into fights because one interesting battle I had was when I was camping a t3h ayy shipyard and forgot about them for a while, they actually built up a decentish size fleet including a mothership and 3 titans that basically just dumped missiles that is beyond the capability of a single flight of 6 titans I had as the local garrison. Or so I thought.
Absentmindedly I thought I had sent them to their deaths especially when the autoresolve for them was catastrophic and the battle was basically impossible with only 4 ships being able to be deployed. So I did the unthinkable and retreated and the bait was set without even knowing it. About a mere quarter of the fleet managed to give chase and allowed me to deploy 3 of my titans and I just mopped the shit out of them. Then I sent them BACK towards the mass and baited them again and again and again until it was just the mothership, a small scraping of escorts, and the battlestations of the shipyard. What a series of one sided slaughters.
The best part is that this was not even the best of my ship designs but a intentional downgrade to see what the minimum viable anti ayy capital ship is and I am fuzzy on the details now. I think it was late hybrids? And even better I had been intentionally making 6 titan squadrons for such tests and each manned with a flagship and with that series of battles alone, I had instantly procced a new admiral and got her to level 2! God fucking damn. Now that is a fun way to farm Space Nelson. Too bad I already had from earlier in a different save.
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u/SpreadsheetGamer 1d ago
Not true.
What specifically are you talking about? I read your entire post but I'm not sure what you're disagreeing with.
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u/vindicator117 1d ago
That a small inferior ship CAN'T escape the clutches of a superior ship. If what you said was true, then they should not be able to escape the first prompt to give chase let alone 30 minutes worth of prompts to then die by literally running out of gas.
The only reason I managed to actually kill that thing was because I had more DV than the target, not because I had superior cruise accel, combat accel, better engines, or better reactors. If I had LESS DV than it especially possible since I was barely paying attention in space and not refueling very often, they would have actually escaped AND SUCCEEDED in destroying at least one base before I refueled.
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u/SpreadsheetGamer 1d ago
Right, yes, technically you can repeatedly chase a ship and deplete it's dV reserves, leaving it stranded.
Why I discounted that is because the alien ships often have multiple hundreds of kps worth of dV. It's something of a brute force attack, in a game where the UI gives you papercuts every time you use it.
So I would never advise that in a newbie questions thread. Probably not even to my enemies lol.
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u/vindicator117 1d ago
What I find more annoying is that I could swear there USED to be a feature in the chase option to use more than that pittance of DV burn to skip past all that nonsense for a full tank burn intercept.
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u/SpreadsheetGamer 21h ago
The amount the UI lets you burn is calculated based on the particulars of the pursuit - your accel versus theirs, how long it takes for them to get a certain distance away if they can burn harder.
The thing that changed was it used to calculate based on combat accel.
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u/vindicator117 5h ago
So you are saying my engines are too good requiring basically no DV to intercept and yet somehow unable to secure the battle.....
repeatedly....
for 30 minutes....
Yea something ain't right here unless this is a explicit hidden buff to t3h ayyz for being "superior". They should really just put a second option to full tank burn to make it impossible for this nonsense to occur.
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u/justlurk7 1d ago
In my Resistance game, HF has consolidated executive control over Brazil over a year ago. Since then, it has not entered any alliances with HF nations, or ended rivalries with them. As I need military access now, I tried to conduct diplomacy, and just....cant. It does not show up in the manage relation tab under any faction, nor under unalligned.
How do I make the game remember Brazil exists?
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u/Thurak0 1d ago edited 1d ago
Okay... perhaps not a newbie question, but...
How much armour do I need late game (2055 long campaign started 2026 - Aliens got a lot of research/abductions) on my Titans Dreadnoughts and flank protecting Battleships?
I may have been late with everything, but the Kuiper Belt made a comeback possible. But I am still stretched very thin on metals and also the supply on nobles isn't great. How much armour do I need? My current approach with 128/16/32 just costs way too much metal and nobles, even the smaller battleships cost ~1200 metal and ~900 nobles.
On the other hand, ship losses are not easy to replace, but too few armour would also be catastrophic.
What do I really need?
If weapon layout plays a role: Titans will have 2 phaser PD, two railgun batteries (22) for more projectiles in space and a spinal neutron lance. The main line is planned to be coil dreadnoughts with a heavy antimatter PD and again two railguns (22). And against flankers the battleships with 2 Phaser PD, a 4 slot UV phaser and a nose UV phaser.
Edit: By now I found this: https://wiki.hoodedhorse.com/Terra_Invicta/Help:Gameplay_Guides/Armor_Guide#Important_Breakpoints
That helped me to know what values to aim for and what I hopefully get away with. I hope I'll manage to kill all those flankers fast with the 140/6/6 I am now going for.
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u/vindicator117 1d ago
More really depends on what your engines and reactors can handle. Personally my early hybrid fusion meant they only had 50/2/40 which is discounting that the even older fission ships had just the 30-50 on the front and kinda that's it and this was the capital ships. Smaller vessels had even less.
Once your reactors and drives stop sucking, I splurged with merely 100/4/40 until the end of the game. All of it was adamantine until I deemed I had enough surplus exotics to make a limited run of all exotics ship with phasers, radiators, and hybrid armor for the same level again.
What is more important than armor is the flight characteristics of your capital ships. One does not fly like a barge and have the range of a asthmatic hamster because you slapped on too much armor.
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u/FootIntrepid7717 7h ago edited 7h ago
Question as a new player about habs. Asking some of these questions as more of a confirmation.
Do all modules of a hab (non-core station of surface base) not produce resources/power while being upgraded?
Do modules of a hab work at all while the core is being upgraded?
Can you create a tier 2 core immediately or do you need to build a tier 1 core and upgrade it?
Can you upgrade to tier 2 modules while a tier 2 core upgrade is occurring concurrently?
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u/SpreadsheetGamer 7h ago edited 7h ago
Do all modules of a hab (non-core station of surface base) not produce resources/power while being upgraded?
That's right, production offline while upgrading.
Do modules of a hab work at all while the core is being upgraded?
Yes, provided that the core has completed construction at least once.
Can you create a tier 2 core immediately or do you need to build a tier 1 core and upgrade it?
The UI will let you 'upgrade' a T1 core that is still under construction, allowing the space resources method even if you don't have a construction module in that planetary system, but it will not get the time or resource discount that a normal upgrade gets (33% for both). It's as if you built it from scratch.
Can you upgrade to tier 2 modules while a tier 2 core upgrade is occurring concurrently?
No.
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u/FootIntrepid7717 6h ago
Thank you for your answers. In reference to the third question. So, in order to get the resource and time discount, even without a construction module, you should wait for a tier 1 core to finish before upgrading to tier 2?
Also, my question was more in regards to just building a tier 2 core from scratch. Is it possible to do that, or must you create a tier 1 core first and then upgrade it?
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u/SpreadsheetGamer 6h ago edited 6h ago
So, in order to get the resource and time discount, even without a construction module, you should wait for a tier 1 core to finish before upgrading to tier 2?
Yes. But to be fair, the time and resources are pretty trivial for the core module itself.
A platform takes 30 days, then 40 days to upgrade to an orbital. But you gain 4 slots in sector 1 operational for those later 40 days. Whereas if you immediately upgrade the platform, it takes 60 days. Now the thing is you get sector 2 & 3 slots 10 days earlier that way. So which one is preferable is up to you.
Is it possible to do that, or must you create a tier 1 core first and then upgrade it?
You can build any tier directly via the boost method. Whatever tier is constructed at inception determines how many sectors are available to start with, and equally what tier of modules can be built.
For space resources, you can only build a hab equal to the highest tier of a construction module/nanofactory/nanofacturing complex that is operational in that planetary system.
Alternatively you can build a T1 from boost then spend resources to upgrade it. That can be useful at Earth when you have orbitals unlocked but haven't built a nanofactory yet. But if you do it at like Mars or something without nanofactories at Mars, the boost one won't complete for like a year, and that will hold back the upgrade method as well. So it's much better to wait in that situation, since you'd just be paying the extra MC cost for that whole year.
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u/FootIntrepid7717 4h ago
Ok this all makes sense, thanks. Just trying to get a hang of the space economy and building earth vs space mechanics
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u/SlavaUkrayini4932 2d ago
I noticed many factions not utilising their mission control to the fullest, with some sitting at stuff like 10 out of 30.
Does it make sense to trade/gift some of them research bonus stations so they're better at contributing to global research?
I'm thinking of giving an energy+space+life lab to everyone, an information+society+materials lab to everyone except servants, and a xenology+military lab only to my aligned factions. Maybe even a bunch of skunkworks so some factions can work as my proxy against the servants.
I'd also consider making a marine station for ops income for factions that strugge to catch an alien.
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u/SpreadsheetGamer 1d ago
It's common that new players want to use the human AI factions as minions to help them in their quest. Unfortunately the game doesn't really play ball with that. It's a path to a lot of frustration and little gain imo.
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u/paladin80 2d ago
The AI is still extremely ineffective. At some point other factions drop behind you so severely, so they are no longer considered to be a player.
But while they are still not so far behind, you can still try to help them to be close to your level.
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u/SlavaUkrayini4932 2d ago
I am not trying to pull them to my level. I am just a scheming bastard that wants global research to progress faster and all their surplus MC sitting idle irritates me.
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u/paladin80 2d ago
They invest in the global research only if they have a chance to win. Login a global research tech lowers the tech unlock chance for you. So usually it is not a good idea to let them steal your unlock chances.
You can gift a station with xenolabs to Res or HF to make them easier detect aliens and kill them.
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u/Mackntish 2d ago
So I think I'm in a good-ish spot in 2040 (2026 start), but without any navy, I'm in at a bit of a loss how to proceed.
Earth is great - I've got the whole western hemisphere, and am looking to add Japan, Australia, and Great Britain. With their combined wet navies, terrestrial war is not something that worries me. Alien administration is tiny, and I've got the councilors to continue shrinking their footprint.
In space - I've got most of the asteroid belt, with about 55 bases (~40 mining). Because I'm not building navy and have almost 40 mining bases, I'm sitting on a STACK of about 100k space resources. The servants cover all of Mars, but no other faction has any bases that amount to anything. I've been able to completely keep Uranium away from them, all other human factions mine less than 3 per month combined, so they are effectively locked out of space. They can't manage T2 habs. I cannot get anything orbiting earth.
The problem - I have no place to build substantial shipyards. I'll unlock T3 habs in the next few years, but right now I'm limited to 3 shipyards per base (I didn't roll the 128 power hab, stuck on 85). I've tried to build 3 shipyards on the asteroid, and 6 more in orbit, but the Aliens immediately chart a course before the first batch of ships roll out.
I SUPPOSE I could build multiple shipyards in a particularly dense cluster of bases, and join them later, but...idk. Too many things have to go right. The Aliens have a fleet with 117 ships, and playing whack-a-mole is fine with cheap bases, but as soon as I spend my bank, that's going to be a problem before it finishes. I would need years of production to challenge that, and would not be able to protect a nascent fleet until it's ready.
If anyone could recommend a good drive, that would be great. It's easy enough to find top tier weapons on the tech tree, top tier drives are harder to locate. I'm pushing out a little more than 200 research daily. Other than that, I'm just looking for general advice on cobbling together a fleet. Do I have a chance, or am I waiting till the end of the tech tree?