Terra Invicta Guide - early ship design (with common mistakes & example battles)

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  • เผยแพร่เมื่อ 4 ต.ค. 2022
  • I wasn't happy with my first guide on shipbuilding in TI - so here's (what I think) is an improved guide on tips, tricks, and sample designs and tactics to help you score your first kill with functional warships.
    Terra Invicta starts as a grand strategy game on Earth - but for most factions, that's only really a base from which to make the jump into space. Space unfortunately is filled with extremely advanced alien warships and unforgiving physics that laugh in the face of our 2022 era technology.
    So how do we defend Earth in that environment? How do we get the salvage we need to emulate our new arrivals.
    Well the answer is usually some nuclear engines and a warship that's at least 25% missile tubes.
    Welcome to Earth.
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ความคิดเห็น • 452

  • @shortwave737
    @shortwave737 ปีที่แล้ว +513

    I built 4 battleships with tier 2 weapons that were beasts in 2032. Those four ships murdered everything for almost an entire decade and they were my first warships. They were less than a year away from being retired to the ISS as relics before a fleet of 2 dreadnoughts plus escorts managed to kill 1 of them which was enough of a break in their firepower to allow another to die and then the last two to another double dreadnaught in late 2040. I’m planning to write a speech about those four captains and name the flagship of the next generation after those ships.

    • @spikey6694
      @spikey6694 ปีที่แล้ว +67

      First Mate: Captain the hydra’s are coming at us what do we do?
      Captain: Hold our ground, then do what we do best, kill the invaders!
      First Mate: Sir! We’re the last ship alive!
      Captain: well it’s been an honour serving alongside you, perhaps we will get a ship na-

    • @dansiegel995
      @dansiegel995 ปีที่แล้ว +14

      were you playing servants? else, I dunno how you could survive the hate from killing all those ships. For me, if you win, they just keep on sending more and more ships - and they will be sending more and more shock troops to earth. How do you beat an army of 9 shock troopers that early without nukes? And certainly all of your mines must have been destroyed.

    • @shortwave737
      @shortwave737 ปีที่แล้ว +37

      @@dansiegel995 I focused on have a smaller but well defended space presence. Layered Defense on every space asset means alien attacks destroy 1 or 2 modules before their ship become scrap. The land army did take a few nukes, but nothing serious and my earth is fully clear of aliens at the moment. Lastly, aliens attacking you doesn’t increase tensions it seems like even if they lose ships. If it does it’s very slow. And having that fleet of 4 battleships out of stations make it a magnet for attacks that just kept coming. It was a good few years that gave me a ton of exotics to build a flagship for my gen 3 ships.

    • @zhshsG7
      @zhshsG7 ปีที่แล้ว +2

      Mighty leader, share your knowledge with us!
      Firstly, how did you build your ships? I am also in 2032 and I have the resources to make battleships but I am so bloody scared I'll lose them all for nothing!
      Secondly, what do you mean by "Layered Defense", is it a specific tech or just the regular "point defense array"? If so, with what weapon tech, if it even matters?
      I want to bloody kill some aliens and some servants but I can't touch them in fear of reprisals... help me make space safe for humanity!

    • @shortwave737
      @shortwave737 ปีที่แล้ว +15

      @@zhshsG7 I went in with nanotube armor at 10-5-5, but I would change that to 20-1-2 since I don’t think the ships ever got hit on the side or rear.
      The nose I did the mark 3 railcannon, with a mixture of m3 light rail batteries and and the phase laser PD. The mk3 railcannons are just good enough velocity to hit targets consistently and the railcannons are actually pretty good at hitting the enemy mag batteries when you get enough of them on your ship, but I believe that the laser batteries (not PD) are better for that purpose so the light railcannons can probably be replaced. Everything else is up to you, but don’t forget you can save the design and try it out in skirmish mode.

  • @Itsjustavy
    @Itsjustavy ปีที่แล้ว +367

    "Its the late 2020s and I dont have any spaceships, I feel like I'm really behind"
    If only NASA thought like this...

    • @pougetguillaume4632
      @pougetguillaume4632 ปีที่แล้ว +47

      I'm ready to bet Nasa thought like this during the cold war

    • @dean_l33
      @dean_l33 ปีที่แล้ว +17

      With the way China is looking to dominate space, you might just get your wish

    • @Perrirodan1
      @Perrirodan1 ปีที่แล้ว +14

      @@dean_l33 Yes China is willing to assert itself in the world and they are smart enough to know that control of space will be vital in the future.

    • @roberteltze4850
      @roberteltze4850 ปีที่แล้ว

      @@Perrirodan1 hopefully as soon as China dies something aggressive in space it will ignite a new space race.
      I haven't been following they're efforts but it seems like they are wasting effort on moon projects. There is little to be gained from the moon and it's an extremely harsh environment. Moon dust is very abrasive and wears out equipment quickly.

    • @accountname9506
      @accountname9506 ปีที่แล้ว +22

      blame congress for not giving them funding

  • @TheDrDakka
    @TheDrDakka ปีที่แล้ว +221

    HOT TIP for sorting all items. Right click on the category(nose weapons, hull weapons, etc) to list the items as more of a spread sheet showing the stats side by side

    • @conors7914
      @conors7914 ปีที่แล้ว +16

      Yo, that's huge. Thank you for the tip.

    • @fang_xianfu
      @fang_xianfu ปีที่แล้ว +5

      Holy shit

    • @daffyf6829
      @daffyf6829 ปีที่แล้ว +2

      Super hot tip, thanks

    • @Thegreathairyone
      @Thegreathairyone ปีที่แล้ว +2

      🔥

    • @JB-pu8ik
      @JB-pu8ik ปีที่แล้ว +3

      That's amazeballs, thank you.

  • @2bridgesproductions392
    @2bridgesproductions392 ปีที่แล้ว +199

    Some useful timestamps for quick reference:
    6:36 - Early design to hunt aliens
    29:37 - Ships to absorb enemy fire and survive engagement
    33:08 - Outpost ship
    37:52 - Marine Transport to assault stations
    44:00 - Example battle to take down 1st alien ship

    • @2bridgesproductions392
      @2bridgesproductions392 ปีที่แล้ว +1

      @@ccdee89 Yeah - this video is one to index on my next run for sure. Very helpful as the physics can get quite techy with this game.

    • @Niskirin
      @Niskirin ปีที่แล้ว

      @@ccdee89 This, or even better, add chapter markers to the video, like on his main channel's videos. It's not that important for the regular playthrough videos, but educational ones like this could use them.

    • @JohnSmith-yc6uv
      @JohnSmith-yc6uv 9 หลายเดือนก่อน

      Hero!

  • @MrCharles7994
    @MrCharles7994 ปีที่แล้ว +43

    @30:00 A quick correction for you-ECM modules only work against "familiar" missiles, I.E. human ones. Alien missiles go right through until you go down the alien computers tech (which requires killing them) and research the ability to scramble their guidance-there might be some other steps there in terms of computers tech too. The take away is that ECM is useless in the first engagements, even on survivor ships, unless you're going against humans.

  • @ildiran
    @ildiran ปีที่แล้ว +276

    the effort of remaking the video is greatly appreciated mate, I'm in about 2034 right now and I only just felt confident in starting to make ships so this helps

    • @desertdude8274
      @desertdude8274 ปีที่แล้ว +6

      Is it normal for an alien invasion to initiate by 2032? I have one on Earth during my initiative playthrough and it collapsed in civil war within 6 months.

    • @AnonSeacat
      @AnonSeacat ปีที่แล้ว

      @@desertdude8274 Going by Perun's latest video, there's a Servants project that creates an alien nation on Earth and for many people it can complete in the early to mid 2030s. Unless you sabotage it of course.

    • @TheGrouch91
      @TheGrouch91 ปีที่แล้ว +14

      @@desertdude8274 That's probably not an actual invasion but the Servants creating an alien nation which (spoilers) is one of their objectives.

    • @eddapultstab2078
      @eddapultstab2078 ปีที่แล้ว

      2032-34 for normal, 2037-40 on cinematic for what I hear

    • @desertdude8274
      @desertdude8274 ปีที่แล้ว

      @@TheGrouch91 Update Incase your curious. I've pushed the aliens out of Earth almost. I lost all my space stations and ground facilities twice but the aliens can no longer maintain their presence on Earth without opposition. I control The U.S, China and Europe and gave the Resistance Russia. Kicked the aliens out of Brazil and have been rebuilding it and have slowly been creating a fleet of project Orion battleships. The aliens keep targeting my stations making the game a slog.

  • @frite2002
    @frite2002 ปีที่แล้ว +26

    I'm currently in a playthrough where luna generated with a 36 and 12 fissile resource. About to finish orion drives and fusion generators (to save fissiles for the drive). Definitely about to throw heaps of nukes out the back of my ships :D

    • @PerunGamingAU
      @PerunGamingAU  ปีที่แล้ว +14

      yes. with those yields, go fission

  • @parokki
    @parokki ปีที่แล้ว +75

    I trusted the autodesign for my first warship. It gave me the tiniest class of ship with a railgun... and an ion drive with something like 20 milligees of acceleration. Tried fighting with it exactly once before realizing you really need to learn to make your own ships in order to fight absolutely anything in this game.

    • @andrewmattox1233
      @andrewmattox1233 ปีที่แล้ว +27

      Auto-design is limited to the selected ship type. The tinniest ship can only have a nose mount of 1 point.
      Granted you are still correct about auto design. Custom ships are better.
      But if you had selected the Escort or a larger ship class, the auto-design would have made a design that probably had missiles on it. Early game Escort auto-design 1 point defense auto-canon (30mm) and the starter missile. The dropdowns determine what the auto-design will try to make.

  • @Jay2JayGaming
    @Jay2JayGaming ปีที่แล้ว +16

    Lasers also have the disadvantage/advantage that they gain nothing from energy difference between two ships. If you are firing with the direction of your momentum, kinetics do more damage- but if you are firing against it then they do less.
    With enough difference in momentum, kinetics become unavoidable, instant death shots.

  • @GC13
    @GC13 ปีที่แล้ว +63

    I was satisfied with your first ship guide, but this one went so much more in-depth in crucial topics (the engines especially, but touching on the weapon selection was also helpful) that it's an amazing upgrade. The time spent making this video was time well spent!

  • @conors7914
    @conors7914 ปีที่แล้ว +18

    My biggest takeaway here is that the "Autodesign" feature in the ship designer needs some major work. It's been recommending Ion drives to me regardless of the hull type/role I pick ever since I unlocked that tech. It led me down a trap and cost me a bunch of ships. Seems like the over-prioritization of cruise delta-v regardless of role by the autodesigner is a big problem.

  • @soul1d
    @soul1d ปีที่แล้ว +33

    Survivor vessels also can try to save people on the other ships, just a little roleplay detail.

    • @Self-replicating_whatnot
      @Self-replicating_whatnot ปีที่แล้ว +4

      They can also leave them behind, which is my head canon :P

    • @malloc7108
      @malloc7108 ปีที่แล้ว +2

      Can't waste good pilots!

    • @soul1d
      @soul1d ปีที่แล้ว +8

      @@Self-replicating_whatnot in space you will always have more dead than injured, but morale is a precious resource and trained personnel for space are even rarer

    • @Niskirin
      @Niskirin ปีที่แล้ว +7

      @@soul1d Well, realistically, anyone aboard a space ship that's headed for combat is going to be suited up 100% of the time. If you put some development time towards those and armor them up, you're going to have quite a bit better crew survivability than you'd otherwise have. So long as you don't have a massive nuclear explosion rip through the ship of course.

    • @soul1d
      @soul1d ปีที่แล้ว

      @@Niskirin the big issue is if the suits are damaged, and how quickly rescue can arrive. Do the suits have enough oxygen to be rescued. Space battles in reality would take hours to days to weeks as things scale up

  • @sparkz6135
    @sparkz6135 ปีที่แล้ว +24

    Thanks for the update cleared up a few things. One thing I noticed, the ECM says it only works on familiar missile systems, so I took that as ones I had reserched.

    • @pacifistmob3568
      @pacifistmob3568 ปีที่แล้ว +6

      Yeah I took that to mean it's utterly useless against alien ships unless we get to research their weapons later down the line

    • @shortwave737
      @shortwave737 ปีที่แล้ว +15

      There is a technology later on to get the ECM to work against alien missiles.

    • @sparkz6135
      @sparkz6135 ปีที่แล้ว +3

      I figured somthing like that. I've been using one of the small missiles, forget which one, but it can be used as point defense pretty well.

  • @STzim
    @STzim ปีที่แล้ว +40

    Future interesting topics might be along the line of space station defense (when and how to defend your space stations) mid game ships or maybe a quick overview over possible uses of the other weapon systems. Could make use of the ship builder and cobble together something useful as an example for mid game ship types. Mentioned planetary bombardment with kinetic weapons, or the unlimited ammo of lazors for bringing the fight to them. But how would such a ship look like. Could use the examples to showcase diffrent tech path. Something to aim at. (Next game... this one failed, first actual invasion could be stopped, second... not there in time... lost china... yeah I got in a death spiral, but gave it a good kicking and left them nothing worthwhile)

    • @varthaner4617
      @varthaner4617 ปีที่แล้ว +3

      I was hoping for some tips for tactical layer myself. Perhaps we will get dedicated guide.
      Also, I wonder if alien drop pod could be downed by low tech ramming kamikaze.

    • @richardmichaelson
      @richardmichaelson ปีที่แล้ว

      Yes to this. Would very much appreciate guides on defending space stations and defending against planetary bombardments. The academy destroyed my four Martian bases and my lone Martian space station. 😢

  • @lolroflroflcakes
    @lolroflroflcakes ปีที่แล้ว +15

    You would figure using disposable SRBs would be a thing for warships, atleast early on, so they can get in last ditch evasive maneuvers in a fight while still using more efficient engines. You could even pop them off the ship to ditch the excess mass if you needed.

  • @OneRedKraken
    @OneRedKraken ปีที่แล้ว +16

    I think they might as well include TWR (Thrust To Weight Ratio) as one of the stats for the ship. Mass becomes very relativistic in terms of the impact it has to your ship. Having this value you could have a better idea of how much impact are the modules or tanks you are adding are having on the acceleration potential of your ship.
    This reminds me of KSP Ship Designing since there is a point where adding more fuel gets diminishing returns as you push your TWR further down. At least for me seeing the TWR helps me understand whether I'm causing a more significant impact to my acceleration than I am adding range by putting more fuel. You have to avoid being inside the diminishing returns pocket if you don't want to be essentially wasting resources in building an inefficient ship.

    • @Cyberspine
      @Cyberspine ปีที่แล้ว +1

      Acceleration = thrust/mass

    • @Copperdust29
      @Copperdust29 ปีที่แล้ว +1

      TWR is basically just the acceleration, at least on Earth. 1G of acceleration = TWR of 1. It only changes if you are referring to other planets. 1G of acceleration is not a TWR of 1 on, say, Luna, but since we aren't designing landing vessels, a pure absolute unit for acceleration is more useful.
      That being said, we can take a look at the Fuel Fraction instead. If a vessel is 99% propellant and gets to 10kps, it's hugely inefficient, if a vessel is 10% propellant and gets to 100kps, it's hugely efficient. Generally you just care about "how much kps do I need?" and then you figure out how much propellant you require for that, and if it's an acceptable efficiency, and if the engines you have provide an acceptable acceleration.

    • @zanaduz2018
      @zanaduz2018 ปีที่แล้ว

      @@Copperdust29 1 G is a constant value: it refers to the value of gravitational acceleration of an object on the surface of Earth. Hence why you can pick a different celestial object (say, Luna) and it will display the surface gravitational acceleration in gees (or milligees). Luna's, for instance, is 166 milligees (1/6 G).

    • @Tuzszo
      @Tuzszo ปีที่แล้ว

      @@zanaduz2018 The G is a constant value, but thrust-to-weight ratio isn't because weight isn't constant. A TWR of 1 on Luna would be 1/6 G as you said.

    • @zanaduz2018
      @zanaduz2018 ปีที่แล้ว

      A more useful ratio would be thrust-to-mass, not thrust-to-weight. Still, I understand why he phrased it that way since thrust-to-weight is what it is commonly termed as in aerospace applications (which is something more commonly known).

  • @wildwest664
    @wildwest664 ปีที่แล้ว +9

    I think an interesting idea would be using a "kite" ship where you got a shit ton of armor in the back and as soon as you get off all your missiles you just start running. Plus the PDs will have more time to intercept/recharge before missiles stike.

    • @UsernameNeutrality
      @UsernameNeutrality ปีที่แล้ว +6

      The potential downside is that if the ship does take substantial damage, it will be to the thrusters. Then you might end up having to scuttle the vessel. The upside, as you said, is that you might not take that damage and the combat will time out before some enemy shots hit.

  • @riffzifnab9254
    @riffzifnab9254 ปีที่แล้ว +13

    "Basic bitch liquid rocket" oh great, now I'm wondering if pumpkin spice is an oxidizer or propellant. (:

  • @kerravon4159
    @kerravon4159 ปีที่แล้ว +8

    Great video Perun, extremely well explained and very useful. I had no idea that space combat was so deep and tactical, the devs did a fantastic job with designing the space combat system.

  • @ManyAsNone
    @ManyAsNone 10 หลายเดือนก่อน +1

    Great video dude, I was struggling with the written guides I found - was a bit hesistant to sit down and watch a 50 minute video, but I'm glad I did. Super helpful, I think I've got a an especially good grasp on how to evaluate drives and the colonization sequence now.

  • @shawntorno
    @shawntorno ปีที่แล้ว +6

    Incredible video. Your play throughs have already helped me so much with the detail and depth of this game, but this is above and beyond. Really appreciate it.

  • @gallusdomesticuskfptechpriest
    @gallusdomesticuskfptechpriest ปีที่แล้ว +1

    An alternative strategy that worked super well for me - build nothing smaller than a battleship, with at least 5 point defence on it. Point defence in a big phalanx is our biggest edge over the ayyys, and by the time they bring out the plasma, you'll (hopefully!) have your own plasma/phasers, and the economic edge

  • @andrewugalde967
    @andrewugalde967 ปีที่แล้ว

    Perfect tutorial, exactly what I was looking for. Thanks for putting this together!

  • @fang_xianfu
    @fang_xianfu ปีที่แล้ว

    What an absolutely fantastic video, you're smashing it mate. Quality work.

  • @alexanderpetras499
    @alexanderpetras499 ปีที่แล้ว +1

    Thanks so much for this video and for such a great lets play series on this truly amazing game!

  • @JohnVanderbeck
    @JohnVanderbeck ปีที่แล้ว +1

    One of these games I aim to actually get far enough to need this guide lol

  • @rido77
    @rido77 ปีที่แล้ว +2

    Thanks, was waiting for this one

  • @loveisontheroad7155
    @loveisontheroad7155 ปีที่แล้ว

    You are an absolute hero for this guide my friend.

  • @xw1ngnutsx952
    @xw1ngnutsx952 ปีที่แล้ว +3

    Excellent vid. Thank you for these uploads. You're producing the best Terra Invicta material on here. Suitably liked & subbed. Keep them coming!

  • @ravenwargaming5612
    @ravenwargaming5612 ปีที่แล้ว

    Really great guide! Especially the end displaying how to do ship combat in practice.

  • @thomasgordon9366
    @thomasgordon9366 ปีที่แล้ว

    Keep up the good work....You have the best guides I've found for the game so far. Look forward to your videos going forward

  • @land0land0
    @land0land0 ปีที่แล้ว

    Thanks Perun. You convinced me to give this game a try and I absolutely love it.

  • @Tarrtarus
    @Tarrtarus ปีที่แล้ว

    Thank you for this guide!! It was tremendously helpful!

  • @caseygoddard
    @caseygoddard ปีที่แล้ว +3

    I was looking forward to a deep dive into ship design and combat. Thanks for making this video, Perun.

  • @apollogamer8758
    @apollogamer8758 ปีที่แล้ว +1

    A really, really good guide. Really enjoyed your video and hope to see more guides on this game. Keep up the good work :)

  • @daffyf6829
    @daffyf6829 ปีที่แล้ว +2

    Wow this was comprehensive! The maneuvering you pulled in the second battle was amazing.

  • @xModerax
    @xModerax 5 หลายเดือนก่อน

    Wow this video is informing and entertaining, very well done mate

  • @Zeroscape
    @Zeroscape ปีที่แล้ว

    What a fantastic video. Thanks Perun.

  • @steadyjumper3547
    @steadyjumper3547 ปีที่แล้ว +7

    "The onliest path" - Perun leader of humanity first.
    Never change

  • @vincenty82
    @vincenty82 ปีที่แล้ว

    Thank you! This helps a lot. Looking forward to mid and late game designs and fleet compositions.

  • @stoonersan2707
    @stoonersan2707 ปีที่แล้ว

    thank you so much for this. I was really struggling with the drives.

  • @johannesd.492
    @johannesd.492 ปีที่แล้ว +1

    oh man the space combat in this game is really next level. Thanks for your videos!

  • @Ba1th1azar
    @Ba1th1azar ปีที่แล้ว

    i wish i could like this video more than once, im having so much fun with this game just restarting and learning the mechanics before i try to finish it, and your videos are awesome!

  • @VoxDargard
    @VoxDargard ปีที่แล้ว

    This video was phenomenal. Really excellently explained the differences between engines, weapons, etc. I especially appreciated the example combats at the end. Thank you so much for this!

  • @elijahsnow3119
    @elijahsnow3119 ปีที่แล้ว +3

    Name of my crash Monitor program is Operation Macross for a reason. Covering the drives is very much appreciated.

  • @jasonwright8546
    @jasonwright8546 ปีที่แล้ว +1

    Thank you very much for this video. I learned a great deal from it, and it likely saved me a lot of ships!. I would love to see more deep dives like this for other stages of the game, including how to take the fight to the alien assets effectively, station construction tips, and later game fleet makeup tips.

  • @epicurus2163
    @epicurus2163 ปีที่แล้ว +3

    This is fantastic, I hope you make further guides down the line regarding use of combat ships in the midgame, then lategame. Loving the series too.

  • @ricks4348
    @ricks4348 ปีที่แล้ว

    You have inspired me to pick this game up. Thank you.

  • @echadit
    @echadit ปีที่แล้ว

    Thank you! Building ships is by far the most confusing thing in this game, especially with tons of different engines and their unique characteristics. This helps a lot!

  • @PainFireFist
    @PainFireFist ปีที่แล้ว +3

    Super helpful video. I have the Earth part down and dabbled (halfway successfully) with space stations and bases, but the shipbuilding and combat seemed super hard. This video helped a lot with understanding the mechanics!

  • @BottleWaterson
    @BottleWaterson ปีที่แล้ว +2

    i really wish the Skirmish mode let you customize ships so you could know what you want before researching instead of Save-Loading 5 turn in advance, build a fleet of ships with the parts available, Lose catastrophically, and Load to before doing the research to try it all again.

    • @AgaresOaks
      @AgaresOaks ปีที่แล้ว

      You can prototype a bunch of candidate ships (don't actually build anything), save the game (or just go back to the main menu, it autosaves), and then in skirmish when you go to pick the class of ship you can choose to import from a save. You can test out your designs there.

    • @BottleWaterson
      @BottleWaterson ปีที่แล้ว

      @@AgaresOaks wow that works... I Really Wish Skirmish Mode had a big obvious button with Import on it alongside a customization screen.

  • @VampiroGaming
    @VampiroGaming ปีที่แล้ว

    Fantastic videos.

  • @leonidas_bc8566
    @leonidas_bc8566 ปีที่แล้ว +2

    Extremely helpful. Thanks for feeding my TI addiction

  • @shortwave737
    @shortwave737 ปีที่แล้ว +7

    Mark 3 rail cannons are actually just good enough for space combat in my opinion. I recommend them.

    • @alrikster8377
      @alrikster8377 ปีที่แล้ว

      Have you compared rail cannons to rail gun arrays? How do they perform in comparison?

    • @mergele1000
      @mergele1000 ปีที่แล้ว

      Mark3 Rail cannons are pretty solid and quite usable in my experience as well. I don't like the rail guns, they trade in a lot of power for the turret and I have not experienced much trouble having the nose pointed somewhere in the rough direction of the enemy for most of the time.
      If you go with chemical rockets and try to dodge stuff you probably will have a different experience, but so far I usually just rely on pd and heavy nose armor.

    • @shortwave737
      @shortwave737 ปีที่แล้ว

      @@alrikster8377 yeah railgun batteries are ass and probably why people think railguns aren’t good at all. The projectile is too slow to hit anything or get through PD on slower targets. The only thing I found them good for was intercepting mag cannon shots, but even then they were very spotty.

    • @MoonwalkSA
      @MoonwalkSA ปีที่แล้ว

      Absolutely swear by Mk3 Rail Cannons for early-midgame alien hunting, yeah. They're really only functional on Destroyers out of the early ships, but a fleet of 4-6 Mk3 Rail Destroyers with point defenses can easily take down the standard destroyer scouts/scout fleets with no losses, and they can even consistently down a mothership if you decide to really take the fight to the aliens (albiet with some losses). The setup can challenge dreadnoughts too, but you have to play the tactics well to survive and it might take re-tries on the fight.
      Basically, Rail Cannons are just the right level of low investment cost, early availability, all-round effectiveness, and long-term viability. You do still wanna upgrade to coil/plasma tech or antimatter or whatever, but even in that era the leftover railgun ships won't be useless.

  • @HenriFaust
    @HenriFaust ปีที่แล้ว +2

    It would be interesting to see some kind of refueling-ship mechanic to extend the range of ships after combat. That's how air combat already works.

  • @richardmichaelson
    @richardmichaelson ปีที่แล้ว

    Thank you! Built my first two ships and took down my first Alien Destroyer thanks to this guide. 🎉😊

  • @shawngillogly6873
    @shawngillogly6873 ปีที่แล้ว

    Very useful guide. Thanks for providing it.😁

  • @railgun8160
    @railgun8160 ปีที่แล้ว +2

    "The only-est route to do diplomacy with the aliens is to shoot them down." Hanse Castillo, probably on a hydra corpse idk...

  • @SierraSierraFoxtrot
    @SierraSierraFoxtrot ปีที่แล้ว +2

    26 weeks to Mars is a basic Hohmann transfer, with the minimum dV at the best time.
    It doesn't matter which engine and what exhaust velocity you have, that's the cheapest in terms of delta V.
    A ship with high exhaust velocity engine can have more dV and spend it to get a shorter transit.
    You states that "if a ship doesn't have enough dV it would have to take an in-efficient transfer path", it's exactly the opposite.
    A ship with the minimum dV has to take the MOST efficient transfer, a ship with dV to spare can use an less efficient transfer and save time or leave at a bad time.

  • @MrDrCthulhu
    @MrDrCthulhu ปีที่แล้ว

    Thank you a ton for this.

  • @bulletstop100
    @bulletstop100 ปีที่แล้ว

    Thank you for this. It will help me when I get to that stage..

  • @FriendlyFrienby
    @FriendlyFrienby ปีที่แล้ว

    Thanks so much for his, super helpful. You're great

  • @onsholo
    @onsholo ปีที่แล้ว +11

    Are tanker ships a thing? Something that you can use to refuel your ships without bringing them back to a supply depot?

    • @xeroprotagonist
      @xeroprotagonist ปีที่แล้ว

      The devs have talked about adding them soon, I think they're necessary considering how easily you can strand a ship. As it is, you can bring along a ship with a solar or fission platform and eventually build a supply depot at wherever you can get to. Hopefully we'll get tugs and carriers as well at some point.

  • @justanothercommenter5835
    @justanothercommenter5835 ปีที่แล้ว

    Thanks a bunch for this guide! Bagged my first destroyers in the 2070s by launching a suicide run of 6 crappy little missile escorts. 5 perished, but one survived, and to the Resistance before 2030, those are good numbers!

  • @Slaaan
    @Slaaan ปีที่แล้ว

    Thanks for the Vid. Came to the vid at the exact intersection you described at the start (first opportunity to build and asking: should I?) and I struggled with wondering if I should expand more into space before building... You answering that right at the start and providing context is what I consider great content. I will come back to this vid once I actually feel like build ships makes sens :)

  • @Astuar
    @Astuar ปีที่แล้ว

    Great tutorial! As always. Found out a lot of useful new information, even though I spent a lot of time ingame. Decent combat and ship tutorials are scares this days. Thank you!
    I often use mass rattler escort fleet (3 rockets per salvo with quick reload, but low damage). They are relatively chip, so I'm ok with losing some of them. My main tactic is a full burn away from the enemy fleet. This gives you more time to put as many missiles out as possible. Additionally enemy fleets tends to extend and it is easier to prioritize faster approaching ships. You need to keep and eye out if any enemy ship (especially small nimble ones) are plotting a fast burn trajectory inside your formation. You can reorient couple of ships to go as closely as possible to the enemy flyby trajectory and massively increase a chance of rockets hitting them. Additionally ramming button will often create a perfect circular trajectory around and incoming enemy ship. It makes your multiple rocket salvoes reach enemy ship at the same moment basically overpowering their PD.

  • @YoungIskander
    @YoungIskander ปีที่แล้ว

    The padlock's existence and function has saved many lives (and resources).

  • @3dCraddock
    @3dCraddock ปีที่แล้ว

    This was exactly the type of in-depth build guide I needed. Won my first space battle prior to this but it was a stroke of luck, and I used 1 Battleship and 3 monitors with mixed missile and PDL's against the one alien destroyer, with a casualty. I had made the Ion mistake, which was good for transiting between Luna and Earth, but those transits had been needless experimentation of gameplay. I had long restarted the campaign since to clean up messy first time gameplay and tonight was my plan to get the fleet underway as my space econ has been flourishing.
    Building ships made sense to a degree, and it looks like I had the right idea, but had absolutely no point of reference to compare to other players, especially armour.
    Thank you, great vid!

  • @roman_sudneko
    @roman_sudneko ปีที่แล้ว

    Much better! Thanks!

  • @MrLuigi98
    @MrLuigi98 ปีที่แล้ว +5

    Are you also willing to make a video about all possible formable great nations/federations?

  • @jamesbushell7280
    @jamesbushell7280 ปีที่แล้ว

    Great guide. I recon this could lend itself to an infographic of some sort for people who have the knowledge of the game and the skills for making them.

  • @FaesRollTroll
    @FaesRollTroll ปีที่แล้ว

    Thank you. This helped a lot

  • @craigcollings5568
    @craigcollings5568 ปีที่แล้ว

    God it's hard keeping up with you. I like that.

  • @ChesterRico
    @ChesterRico ปีที่แล้ว

    Still learning something, cheers!

  • @navi2710
    @navi2710 ปีที่แล้ว

    This game just becomes even more amazing

  • @Womblewobble1321
    @Womblewobble1321 11 หลายเดือนก่อน

    Had to revisit this 9 months later!

  • @GoWokeGoBroke1
    @GoWokeGoBroke1 ปีที่แล้ว

    That end tho... Can't wait for the next episode

  • @shilohlee4332
    @shilohlee4332 ปีที่แล้ว

    Thank you!

  • @ngamashaka4894
    @ngamashaka4894 ปีที่แล้ว

    Thank you very clear now :)

  • @chraanakhxattanach1639
    @chraanakhxattanach1639 ปีที่แล้ว

    thx for your insights

  • @thewolfpack5290
    @thewolfpack5290 ปีที่แล้ว +4

    Wunderbar!

  • @slimpwarrior
    @slimpwarrior ปีที่แล้ว

    In my head cannon you're a scientist explaining me how things work lol

  • @anno-8473
    @anno-8473 ปีที่แล้ว +1

    You should a chapters so people can skip around to the part of ship design they want to know about. Great video.

  • @basbekjenl
    @basbekjenl ปีที่แล้ว +1

    Yeah I'd imagine even if we put all our efforts together instead of competing with ourselves in the face of alien threat we wouldn't be able to put together a combat capable spaceship by the end of the decade. Stuff takes time and especially this stuff it's slow complex with many hard problems to solve, flying up all the pieces of a spaceship with the tech and capability of today it would be a nightmare to do it under pressure with no mistakes facing an intelligent threat. I can't imagine the work schedule of those ship builders but I doubt it was ethical. Great job on the inclusion of the combat demo at the end, a very nice demonstration of the smaller ship class vs the monitors.

  • @AgaresOaks
    @AgaresOaks ปีที่แล้ว +1

    Note that for high-thrust (non-rocket) drives you typically want to be using the 1x (at MOST 2x) version of the drive if you want to try to travel long distances. This is because the power requirements (and thus radiator size and reactor size) increase as you add more thrusters. This usually isn't an issue but the advanced pulsar drive should perform somewhat comparably (guessing around 2-3x propellant needed) to the ion drive because the ion drive is SO bad and the advanced pulsar is quite efficient for a high-thrust drive. Your prospective advanced pulsar ship goes from 1.7k tons to 2.4k when you bump it up to 6x. (and actually had a vector at 1x, it just took 80 weeks) Given you already have 1k in propellant, that extra thrust basically doubled the mass of your ship.
    The reason is the most efficient way to a place is typically some variant of burn as much as you can to gain speed, then turn around and burn in the opposite direction to slow down so you actually go into an orbit. For an ion drive, it's pretty easy to accomplish this because its thrust is so low, so you want to increase the thrust as much as possible. For the advanced pulsar drive, this is pretty much impossible even on 1x, so it's using different less efficient trajectories. Technically speaking, the turning around part and burning isn't needed, you just need a way to slow down. As far as I can tell, aerobraking isn't in the game yet though (but intends to be implemented eventually). Alternatively, you could just do what DART did and transfer all that speed into a larger object. For obvious reasons, Terra Invicta is not implementing that.

  • @AeonStar1
    @AeonStar1 ปีที่แล้ว

    My tips.
    On missile boats and anything that doesn't need a lot of electrical juice, you should use the Salt Water Battery. It's the lightest option and still better than the Tesla batteries.
    For colony ships, I use escorts, not gunships, and equip them with a platform kit (or an outpost kit for asteroid hoppers) and a space science lab. Since the ship is faster than a probe, you can use the lab to do probing - particularly useful in the asteroids and outer system.

  • @Wineballs
    @Wineballs ปีที่แล้ว

    Thank you so much for this video! I felt stuck but you opened my eyes to the functionality of drives in regard to the ship's tactical and strategic capabilities. It didn't help that in this regard the autodesign function seems to favor cruise dv over anything else and I tried to learn from it what it was trying to accomplish but it just seems stupid after watching this video

  • @Tou1on
    @Tou1on ปีที่แล้ว

    Thank you

  • @sternenwind00e
    @sternenwind00e ปีที่แล้ว +8

    Can you make a second video for more Space Combat Tactics?
    I have seen 3 things that may be interesting.
    1. manuel dodge
    2. using acceleration and or deacceleration to stack missle salvos to overwhelm the enemy PDS.
    3. using acceleration and or deacceleration to increase the PDS intercept window against missles.

    • @ImperativeGames
      @ImperativeGames ปีที่แล้ว +2

      Someone should make a list of maneuvers. Big one is sending an armored ship with lots of PD ahead of damage dealers.

  • @samarkand1585
    @samarkand1585 ปีที่แล้ว

    Thanks, you rock

  • @Xorgrim
    @Xorgrim ปีที่แล้ว +1

    Fantastic explanation! I am still a little unsure about which drives and powerplants to skip. However, since the skirmish mode looks like it's fun, I will just throw some ships together and test them in that mode before launching anything in my campaign. Better safe than sorry.

    • @zanaduz2018
      @zanaduz2018 ปีที่แล้ว

      Each drive/engine tech does provide something useful in some sense, but you will want to experiment to find which one fits into your requirements (economic, role, and preference).
      Non-combatants will prioritize endurance (delta-V) and cheapness; combatant vessels will tend to want more acceleration to both perform intercepts and avoid incoming fire.

  • @MoonwalkSA
    @MoonwalkSA ปีที่แล้ว

    May as well post my first highly-successful alien hunter fleet here:
    *Ship Class* - Destroyers (Fleet of 4 ships)
    *Nose Weapon* - Mk3 Rail Cannon
    *Hull Weapons* - 1x Laser PD, 1x Particle PD
    *Armor* - Nanotube: 22 front/0 side/0 rear
    *Engines* - Advanced Pulsar Drive x6 (18 propellant tanks)
    *Power* - Solid Core Fission Reactor V
    *Batt* - Quantum Battery
    *Radiator* - Cobalt Dust Radiator
    *Utility* - Liquid Hydrogen Containment, Magazine, Lithium Heat Sink (you could put whatever in these slots honestly, like ECM is likely better than Mags)
    This fleet actually took down a Mothership as our very first kill (with heavy losses), before i learned about how dangerous the alien threat level is, and went back to snipe out one of the basic scout fleets instead. This was mid-2031 I believe.
    Most of the railgun batteries are not very effective overall, but Mk3 Rail Cannons in particular are extremely effective long-term for how accessible and low-cost they are to invest in - they can shred even the huge ships with surprising speed.
    This is also ABSOLUTELY more tech than you strictly need to just snipe an alien ship as early as possible, the vid's missiles are probably better for that. But this design makes a strong basis to establish and upgrade into Space Superiority functions going into mid-late game.

  • @Davis-H
    @Davis-H ปีที่แล้ว +3

    In the previous video you had a nice explanation of deceptive alien early game combat power due to their large engines and delta V. Sad to not see it in this upload because that section was very informative to me to help be not be intimidated by those numbers. Also I have heard conflicting reports of ECM: Does ECM only work on missiles you have researched? It mentions "familiar" missile systems. What does ECM actually protect against?

    • @socialcredit4435
      @socialcredit4435 ปีที่แล้ว +1

      ECM only works against human ships until you research a tech later on which makes it effective against alien missiles.

  • @Aspartic
    @Aspartic ปีที่แล้ว +2

    Another great video. How about another guide covering the uses and differences between different planets, obits and Lagrange points?

    • @BenjaminIsip
      @BenjaminIsip ปีที่แล้ว

      Yes, I'm not sure why you'd want to build or refuel in Extreme Orbit instead of at an lagrange point.

  • @hqiran3218
    @hqiran3218 ปีที่แล้ว +1

    Also it would be very helpful if you could do another video on how to set priorities for each kind of country

  • @Rose_Harmonic
    @Rose_Harmonic ปีที่แล้ว

    If you get the Space Research tech, you get a module that let's a ship prospect planets, moons, and asteroids. Good if you have a lot of asteroids to colonize or you think you can get to jupiter before the probes by starting from the asteroid belt.

  • @amcgregor679
    @amcgregor679 ปีที่แล้ว

    One thing to add to this guide is that not all early game missiles are equal. I tried following this guide with rattlers instead thinking that their greater acceleration would make them harder to evade, and their high rate of fire would better saturate alien point defenses. It didn't work out the way I had hoped. Their low delta v meant that the alien ship could evade most of them, and their low damage meant when they did hit, they didn't do much. I ran out of missiles before I could destroy the alien ship.

  • @devonwilliams9576
    @devonwilliams9576 ปีที่แล้ว

    This has been immensely helpful! Can't wait to give this a try. I'm in the early 2030s in my first game, and I've completely shied away from the ship building, and sort of neglected space for a while.... probably to the long term detriment of my run-through (Initiative), as now I'm feeling behind in terms of bases and stations. oh well.
    Could you do a guide at some point for mid/late game ship designs and combat?

  • @C05597641
    @C05597641 ปีที่แล้ว +1

    Iv always had this idea of combining games like defcon everybody dies, stellaris, xcom, civilisation and a game like terra invicta into one jumbo play through as if its one single game taking humanity from cradle to galaxy scale. Defcon for some eventuality in one of the games where you get a bad ending.

  • @ResandOuies
    @ResandOuies ปีที่แล้ว +2

    Crewing PD ships must be fun."whats my mission?" - to get shot at

    • @kerravon4159
      @kerravon4159 ปีที่แล้ว +2

      The role of the PD ships is to survive the battle. The missile boats are the ones expected to die for the cause.