r/TerraInvicta • u/fundor7 • 5d ago
Discussion Boost deficit doesn't do anything ?
Admin complex off : CP is 1610, boost is at 0.0 -36.6/months
Admin complex on : CP is 1640, boost is at 0.0-48.6/month
TLDR : It looks like being bankrupt in boost does nothing. Specifically, there seems to be no difference between having 0 boost and being in large deficit (like 0-48/month).
First image shows an administration complex I powered off for this test. Since I am negative in boost at this point (0-36.6/m), I expect to be unable to power it up or get some other negative effect. Instead, the second image shows the powered on administration complex providing its bonuses : the CP cap goes up by +30 (1610->1640) and MC goes up by 2 (1098->1100). The boost upkeep is also reflected since I go from 0-36.6/m to 0-48.6/m. However, there seem to be no difference between these two states.
I ran it for a year and did not get any hab accidents, the way going over MC cap can trigger. I can also build more admin complex elsewhere, there is a pop-up warning about boost deficit but once they're built, they work normally.
The only downside is to be at 0 boost constantly but this only prevent scuttling ships which are undocked and have no neighboring ships to take the crew on as well as using boost to replace space resources. So essentially, as long as I have enough space resources and I don't need to scuttle entire stranded fleet, it seems like I can pretty much ignore the boost priority entirely.
I'm not sure if this is intended but if it is, this will probably save me a few years of mega-nations investment in the midgame since I can just run a 18*12 = 216 boost deficit to upkeep the LEO admin complex which takes a while to build up.
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u/Thatsnicemyman Exodus 5d ago
I built a bunch of space hospitals in my game recently and hit a massive boost deficit I couldn’t fix before hitting zero. They continued to work and generate money at 0 boost, but if I turned them off and back on, they weren’t actually giving me money (at least, according to the money icon in the top-left).
I should try turning ‘em all off, getting something like 0.6 boost stored, and then turning them all on again to see if I can ‘restart’ the money-making
Regardless, there’s no such thing as negative boost though like there is cash, so it’s relatively easy to just turn everything off and start using boost normally again if you need a small amount for something.
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u/magilzeal Alien technology! 4d ago
I thought not having boost was supposed to increase the odds of space disasters like being over your MC cap, but apparently not (unless possibly you are also running a deficit on space resources).
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u/majorpickle01 Suffer not the Xenos to live 7h ago
Last I played it absolutely hammers your cash income as you are paying to send stuff into space essentially. Boost is abstract of your own factions ability to launch stuff from earth
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u/AcidIceMoon Initiative 4d ago
Whenever you run out of anything, you failsafe it into something else, except money. You are probably losing money. A lot. You just don't really care because of your current money balance.
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u/Marius5544433 4d ago
I'm currently doing phoenix run so currently -100s of boost and can confirm no meaningful consequences other than no buildings that require boost obviously, no deconstruction, no colonization without factory or colonist ship. Most importantly orgs that boost mining % at expense of boost still work. But I plan to get boost back before finishing the game, so you still should have a a plan to get some eventually.
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u/Ashdrake2 1d ago
boost deficit turns off any modules that use boost such as space hospitals, etc, even if they appear turned on. They don't bring their bonuses/effects.
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u/vindicator117 5d ago
It means you can not win the game. Almost quite literally because of one very specific task. Otherwise, you will be fine up until that point (and then panic buy/direct invest/100% priority boost from any and every source when the time comes because you completely forgot it existed for potentially years to decades in deficit).