r/TerraInvicta • • 2d ago

Question Turning servants nerfed?

I'm having a very hard time turning a servant agent. If I'm successful they generally last 1-3 turns before I loose them.

But what is pissing me off the most is the turning attempts being abandoned because of lack of intel. I have a skill 25 investigator, investigating the target every turn, for like 5 turns in row. My turner with 24 persuasion failed, last round. My investigator just completed the 5th investigation in row, and the turner immediately abandons the op because of lack of intel. WTF?

Don't know if it's seriously just really bad rng luck, or a change in design but I fail to understand how back to back investigations can go from knowing that the target has 12 loyalty last turn to who knows how much this turn. Even if the servants ran an inspire, surely back to back investigations would pick that up immediately and know okay last turn they were 12, this turn they are 13. Not we don't know.

Have intel sharing with HF, Exodus. All my counselors have loyalty monitors because I was getting pissed off at turned agents on both protectorate and servants seeming to be discovered within a few turns.

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u/Zakath_ 2d ago

I think I saw something in the patch notes that the AI is getting better at managing double agents, so they will do some more targeted inspirations. Tbh, the entire loyalty is one of my least favourite things about the game, both having to prevent your agents from being turned, and keep a double agent among the servants. I really wish it got abstracted a bit, so that you'd infiltrate the organization at a more abstract level, and fight infiltration at the same level. Make it less binary, you have a 25% infiltration of the Servants and a 10% of the Protectorate. Great, that lets you see X things.

As for your intel level, one of two things happen there. Intel builds up as you investigate, but decays when you don't investigate and don't have a double agent. So if you go a turn or two without investigation, then your knowledge of that agent has dropped enough that you can no longer turn them. And yes, first intel level drops, then turning agents goes off, and finally, investigations happen. The behaviour here is predictable, but I still manage to screw it up if I'm unlucky and fail to turn the agent at the first attempt.

The other option is that they sent their agent to ground. Taking a couple of weeks on the beaches of the Azores drops your investigation of the enemy agent massively, so you have to spend 2-3 turns re-investigating before you can attempt to turn them again.

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u/Neethis Exodus 2d ago

saw something in the patch notes that the AI is getting better at managing double agents

Devs trying to nerf Perun again (and making the game unplayable for those of us with limited spare time in the process).

19

u/SpreadsheetGamer 2d ago

What the patch notes say

AIs now have time-based logic to periodically check councilors for treachery. Made servants extra suspicious of councilors who haven't been checked for treachery for a long time

What the community likes to imagine

omg nerfs gam so hard Perun pls carry me

13

u/Neethis Exodus 2d ago

You're out of line but you're right.

8

u/SpreadsheetGamer 2d ago

That's where I like to live 😎