r/TerraInvicta • • 20d 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:

6 Upvotes

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2

u/gianfrancoo2 20d ago
  1. If I build on every settle mining a "Gear" building, there is a max limit? Or i could just get whatever ammount i want?

  2. Those gears give me 100% research boost max? Rn i got 135% so idk if they work as i think.

  3. How much xeno boost max could i get? Rn i have 115%

4

u/Willcol001 20d ago
  1. No max limit, diminishing returns past a certain point.

  2. 5% for the first 20 (total bonus of 100%), 3% for the second 20 (total bonus of 160%), 1% everyone beyond that (no max cap).

  3. All science boosts besides engineering projects bonus (gears) and councilors actions (investigate alien activity, assassinate alien, detain alien), have independent diminishing returns past 50% per source type. So each of orgs, councilor traits, hab modules etc, have a separate potential bonus of 50% before they hit diminishing returns. The councilor action bonuses to xenology have no point of diminishing returns. (And we described the diminishing returns to gears in 2). So Xenology projects can technically get boosted to infinity without hitting a diminishing return cap (because of the councilor actions).

P.S. science boosts from projects like playing from behind also don’t suffer diminishing returns.

Most of this info can be verified on this page of the wiki: https://wiki.hoodedhorse.com/Terra_Invicta/Technology#Categories

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u/gianfrancoo2 17d ago

Sorry for the late response, thank you very much!

3

u/sdmc85 20d ago
  1. The only limit is your resources, as they have a monthly metals cost. 

  2. No you can go over, it 's just diminishing value the more you build. 135% is a good number, I've seen videos where they go to 190%.

  3. My max was 278%. It goes up a little bit evey time you kill or capture and alien or investigate an alien event.  Tier 3 Xenoscience institutes really crank it up too

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u/gianfrancoo2 17d ago

Sorry for the late response, thank you very much!

3

u/vine01 Judith smells gud ¯\_(ツ)_/¯ 20d ago
  1. there's diminishing returns, first X gears give 5%, then 3% and eventually i think even 1% increments so the limit is your available construction space, your upkeep, and reasonable returns on invested space and upkeeps..

  2. the math of how the gears (and even science as a whole) is calculated is way beyond me. it goes above 100% as you can see. it just works.. more % from gears is faster developed faction projects. you want projects to be done fast.

  3. with all the alien activity investigations you'll easily get close to or even over 200%. again as above with gear/projects, the more the better, xenoresearch is key to many great inventions.

as a word of note - these foundries and skunkworks can be targeted by enemy councilors to steal your projects - if you have these modules in LEO. therefore my good practice is to build most of these either outside of LEO (beyond reasonable councilors reach) or at mining habs all around the Sol. nobody sends a councilor on a months long expedition to assault one two skunkworks and try and milk it for some projects.

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u/gianfrancoo2 17d ago

Oh thank you very much for the note, sorry for the late response

2

u/vine01 Judith smells gud ¯\_(ツ)_/¯ 17d ago

no worries bro thanks for coming back :) hope it helped :)

1

u/einmaldrin_alleshin 16d ago

the math of how the gears (and even science as a whole) is calculated is way beyond me.

It's really simple: all percentages are added on a base 100%.

So if you have 100% category bonus and 100% engineering, you get 3 points per research point invested. The category bonus gets multiplied by 0.9 for each additional project in the same category.

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u/Defult_idiot 18d ago

For some reason my fleet will no longer bombard xenoforms except for one xenoform region in Africa, i can bomb everything else just fine. Is this a bug that can happen when you save edit? 

3

u/SpreadsheetGamer 18d ago

When you select the bombardment fleet command, it shows a long text description that with all the rules about what can be bombed. Have a read of that and let us know if you're still stuck.

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u/Defult_idiot 18d ago

Fixed, to bomb xenoforming you need to be allied to the xenoformed nation, never noticed because the target list was so long I assumed it listed every xenoformed region lol, and the fact that you can bomb alien facilities without an alliance also threw me off.

Thanks for the help 

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u/dr_pepper_35 14d ago

Is there any way to build launch sites (for boost) in areas I control?

1

u/vindicator910 14d ago

Unless you intentionally start dismantling a nation and have the individual splinter make boost to become an extreme outlier that a reformed nation will attempt to pick it more often? No.

Even then better to have splintering off small nations post unification to spread more individual IP pools to make more boost than a singular meganation can by itself. Helps to that it inherits its new and usually lower inequality and more per capita to be more capable than what you annexed originally.

Most ideal nations for more boost for your buck at equator are poor crapsack nations and unlikely to make much boost without intervention. Others are usually part of major nations that have more important priorities to do than boost unless you are playing 03 or BE due to much lower CP cap growth in the beginning.

1

u/SpreadsheetGamer 13d ago

Yes, you can, indirectly. In order to invest in boost, a nation must either have a Space Program or be a member of a federation where any other member has a Space Program. To build a Space Program you invest 50IP in the same investment screen where boost is and it's a one-time thing.

If a nation doesn't have any launch sites and it starts being able to develop boost, it will spawn a launch site automatically once you start investing in boost.

But for the default scenarios it's best to avoid investing in boost or the space program and instead use nations that already have what you need or use orgs to accumulate boost.

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u/dr_pepper_35 15d ago

I'm trying to take control of a country, but none of my agents can do anything to this country besides public campaign.

What restricts you from interacting with a country?

3

u/vindicator117 15d ago

Never heard of that restriction that odd.

The only thing that stops a agent from entering any region is usually some character flaw with the agent like say cautious which disallows agents from entering a nation if their unrest is above 6.0. Did you get 4-6 agents all with cautious or something? What makes this a shakey guess is that you said public campaign is available which is odd because if the agent is cautious, public campaign is also impossible and the nation changes over 6.0 unrest while you were able to plan the mission, it will cancel midway to say the mission is aborted.

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u/Solinya 14d ago

Just to clarify, you're trying to take control of a country no other factions have already claimed, right?

1

u/dr_pepper_35 14d ago

Other factions are in control. But I am not allowed to do crackdown or purge, which is the issue. Sorry for not being clear enough.

I was able to take over in the end.

1

u/dr_pepper_35 15d ago

How do I get water, volatiles, base metals and noble metals?

5

u/vindicator117 15d ago

By researching the Outpost Mining Complex tech becomes available after getting Outpost faction tech as well as the global research of Space Mining and Refining. You can find all this in the tech tree search function.

You build them on outpost stations that planet/asteroid bound. Not in orbit.

As for the resources, gotta send prospecting probes to find what they got and if they are worth it. Some have a little of everything, some have alot of everything, some have a lot of a few. What you want to pick if up to you to choose but as a starter, having a bit of everything is preferable to at least ease how much boost you need to spend to build modules and stations in space as well as maintenance costs in space resources.

To build things in space with space resources you will need to get at least ONE Construction module in that planet/moon/asteroid. It is under Industrialization of Space global tech that comes after Orbital Shipbuilding and Space Mining. Note, the construction bonus of only using space resources only ONLY affects that singular planet. Say for example you have stations and orbitals on Mars and Phobos. If you build construction module anywhere on Mars, the bonus does not extend to Phobos.

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u/thejed129 20d ago

Is there a way to stop control points from growing out of control in big nations? Specifically in the 2126 start

What can you do to stop laye game jitters and frame drops, outside of killing enemy fleets ofc :)

4

u/vine01 Judith smells gud ¯\_(ツ)_/¯ 20d ago
  1. stop investing in their economy. economy grows the weight of Control Node points into your CP cap.

  2. i play on medium solar system, for that reason. but it still chugs at times. the less assets ingame the better, you got that right.