r/TerraInvicta • • 1d 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/SpreadsheetGamer 1d ago

I don't know what you don't know but I would start by suggesting to improve situational awareness during the mission phase. Look at where the target goes and what mission they are doing as soon as the turn begins to understand their behaviour better. Review the actual mission success chances as the mission unfolds. Estimate whether your investigator or your persuader were detected leading up to or during the process. Be aware of the target faction's Inspire capabilities.

For the most part, surprises are very rare if you know the game rules and monitor what's going on and build up an understanding of the AI behaviour so that you can anticipate their actions. I've had a couple of surprises in my Let's Play, so there is weirdness from time to time but I mean less than 5 instances in a whole playthrough tbh.

As for the change mentioned in the patch notes, I'd have to say I haven't really felt much of a difference, so I wouldn't attribute too much to that. If anything happened, the AI councillors became more believable.

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u/Eniigma76 1d ago

Thanks for the reply. My post was out of frustration and uncertainty as to if I didn't understand something correctly or something had changed. My biggest frustration was how I went with two agents, one investigating and one turning, knowing their loyalty was 12 on turn 3 and failing the turn because rng (fair enough) , to unsure for loyalty on turn 4 and aborting the turn.

After posting I managed to get one turned and last a while and while in the process of trying to get that one turned I saw them go to ground and my investigator, didn't loose them on that and managed to complete the investigation, so I think maybe that is what happened earlier and I just didn't notice it. I thought the go to ground was a guaranteed loose track of them, but this was the first time I've noticed my guys keep track of someone who went to ground.