Tier 1 space marines aren’t super soldiers, they are a dozen guys in slightly tougher space suits with guns modded _just enough_ to work in a vacuum. Their success is more to the fact that no one is equipping bases and stations with internal defenses yet. *Yet.*
Learning about the other slave races makes me wonder if the Resistance faction would have missions or technologies that focus on inciting slave rebellions. It seems like something that would set them apart from Humanity First, because so far those two factions don't seem that different.
It would be cool if 5-10 years down the line we get a second game on an interstellar level. Freeing the slave races and eventually exterminating the hydras altogether
I feel like Humanity First could do that too but the Resistance could actually try and support them where Humanity First would use do that so they're easier to kill
@@romulusnuma116 Humanity first would probably let the Hydras and slaves fight to the death and once one faction is close to winning, HF would move to eliminate both.
I feel like this may be hard to phrase in a TH-cam way but if I recall correctly Ireland is a Servant nation and the servants just lost their nuclear umbrella. Perhaps it might be prudent to “readjust the dynamic reality of the border vis-a-vis synergistic kinetics”
Peruns strategy of letting the aliens vent steam by destroying his bases and then rebuilding reminds me of that video of a bunch of Amish rebuilding the barn they are hiding in every time Peter Griffin destroys it, its hilarious!
Some brief-ish numbers on farms and upkeep, since I've already taken this way to seriously and made spreadsheets for my own station upkeeps (all numbers are monthly): each crew member takes 0.029 and 0.0083 spacebucks in upkeep, which is separate from the upkeep of the modules themselves. For example, an operations center only takes 15 money and 0.1 rare metals a month on its own - the rest of the water, volatiles, and money upkeep is in the 50 crew. This means that each T2 farm (which supports 250 crew, but requires 5 to operate, so net 245) effectively saves about 7.1 water and volatiles. Note that the in-game display combines these upkeep numbers, but when a module is turned off, only the module maintenance itself is saved - the crew costs are still there. Regarding mission control costs: at least with both T1 and T2 stations and platforms, each slot effectively takes 0.25 mission control, plus more for its power generation. So for non-inner orbits with a basic T2 power module (earth with solar or further out with fission) , it's about half a mission control in slots to save (up to) 7 water and 7 volatiles. Obviously keep in mind that farms only offset crew life support costs when there's crew to offset; no net-positive production here. But when a T1 mining base with nothing else takes 2 mission control, those numbers are close enough to be worth considering in some situations. Another possible, but probably niche use case is that the T1 farms on some T1 stations can offset the entire upkeep before space mining is stable (though watch out for some labs that require additional resources as upkeep). Unrelated to farms, but regarding space economy in general if you're short on cash: the nanofactories make 60 spacebucks a month when idle, minus their crew costs for a net ~50. Nanos and mission controls can be barely net positive in both cash and MC (costing towards alien hate for MC used plus other space resources in upkeep) around Earth, or majorly positive when around Mercury (6 and 4 for example produces net +3 MC and net +93 spacebucks per T2 station). Small caveats, the game operates with more decimals than it displays so I've had to calculate and/or round some numbers, and I don't have T3 space tech in my game yet which will likely have different ratios of mining, farms, and MC costs/outputs. Side note: loving the videos Perun! I can't get enough of this series, but don't burn yourself out if you need more time between episodes.
@@mikev343 eh. The US went into those expecting nominal resistance and ended up with insurgencies. The aliens went into this expecting limited fights with an enemy they would nevertheless quickly bring to their side - but ended up with a near peer fight. IMO the better analogy is Russia in Ukraine.
@@Cyrribrae that would require a force superior to the hostile aliens backing us as a proxy against the hydras. Ukraine is doing well, but that’s off the back of nearly a decade of more limited aid, followed by an amount of aid just this year that I believe exceeds the entire budget of the Russian military. In contrast, humanity is pulling off the alien fight all on its own.
So satisfying to see the other factions get wrecked. It starting to feel like the 'map painting' might actually be super useful (other than for "roleplay" or fantasy reasons), as I guess having an Earth broken between multiple territories while the Servants try to rush their landings is bad. Obligatory "this series is awesome" comment. I'm actually curious to see how you would play other factions once this is done - it feels like the Initiative or the Academy would be SO weird - but I'm in too deep the Humanity First mindset at the moment, lol!
Since you say "one of", may I ask what other playthroughs you'd recommend? Not planning to ditch Perun (heresy to even mention that, really), but other factions/strategies would be interesting to watch
Its important to note, the servants absolutely do not need to invest ins space to progress their goals. It will likely be different as they are AI and did not cripple your opening, BUT i just finished a game where i never went above 25 MC as them. Due to end game things, they can really mess with peoples earth gameplay. I dont know if youve experienced it, but for other commenters im avoiding spoilers.
@@tlpineapple1 As it's so rare to find a Servant anywhere, might I take the chance to ask you: Does the Servant faction get free research from the aliens in some way? Because in my current game they control 0 nations, 3 virtually empty space stations and only a single councilor has a higher life expectancy than 14 days (because he's in my pocket). Yet they still sit at 2.1k research per month, while I control a smidge of territory for only 13k res/mo. Drives me crazy...
I had no idea your MC level influences alien rage. Explains why they suddenly got super aggressive in my first attempt, where I was just happily expanding everywhere. Guess I'll have to watch that now.
@@PerunGamingAU what would you recommend for someone that neglected their interfaction diplomacy and has massively surpassed the safe orbitals limit, but has battleships unlocked, a massive tech and economy base, and several powerful unions? Asking for a certain veggie.
@@YourLocalMairaaboo They have two choices. Get small by shutting things down, selling, scuttling or abandoning while pushing for strategic deception and maskirovka. with both he wouldn't need to shrink as much. or push on and try to win an attrition fight with not great tech.
29:15 The Resistance is finally researching pherocytes? Could that research be shared? That seems like the sort of thing to be made widely known, at least among like-minded factions, to better detect and resist the alien infiltration. Plus to help sway more neutral players.
I am playing in paralel with you and it's my second playthrough. This time it comes much better as you really help by explaining the hidden mechanics of the game. Thank you! Request - could you please make a general video with looking into Tech Map. Just to explain what is more/less priority and general explanation what techs you definitely want by what time. I struggle with this the most, as you can spend a ton of research and time to push some tech, that turns out later to be 'semi' useful or useless at all Thank you for what you are doing, playing from Ukraine, so your playthroughs keeps me sane :D
I was thinking to myself "How in God name does he make 3k science daily in 2030" then I noticed it was monthly, I am still impressed by the sheer skill of the guy
Space marines, fighting in high tech facilities on Mars, to ultimately repel an invasion of creatures from another world. Where have I seen this one before?
The game probably needs to give new players a bit more info about what exactly angers the aliens and how and why to keep a low profile, I've seen a lot of people on Reddit and the Steam forums talking about how they're killing dozens of Servant councilors and alien agents and building 200 MC in operations centers on Mercury but then they have to restart because the aliens won't stop destroying all their stuff and they can't do anything to stop them and it's got to be some kind of bug
Yeah there are some hints in there, but it is not clear how big a deal it is. They should emphasise it a LOT more. I might have screwed my game by doing exactly that. The first time it seemed like it went better, and I could hold them. This time they have two nasty fleets going around. Maybe can pull it back, can pick up the 2nd tech to allow more stuff in space, and see if it helps. I guess early point defense is NOT the way to go, even though it can defend your stations, as it does not reduce the anger. Lots of noob traps in this game.
Killing aliens and the servants should be obvious, but the MC angering aliens is just plain stupid in terms of how little it's hinted at. Nobody does know they'll be destroyed if their MC goes above 90 and nothing in game hints at that.
The Internet when a game ramps difficulty because of player actions: this must be a bug Also the internet: games are too easy and tutorialize far too many key mechanics
@@Jenna_Talia I mean except for the description of the Alien threat meter, the effects of Strategic Deception, and the near constant messages from your councilors about the Aliens doing more things in space because we keep investing in space and maybe we should tone it down. So yeah it's not hinted at except for the 3 very obvious and unambiguous places the game puts that information.
It sounds like the best strategy for bases might be to make sure each base has a little of everything, so if one gets flattened you don't end up crippled in one area.
Alien hate level is 10 MC per hate pip on brutal, 16 MC on Veteran, 24 MC on normal, and 200 MC on cinematic. This is base MC per hate, before modifiers like that tech you researched.
The best Terra Invicta content currently on youtube. Your depth of knowledge in the mechanics makes you worth watching over everyone else. If I wanted to stumble around blindly I'd be playing it myself, watching someone who knows what they're doing is a real treat.
Love the videos. Maybe instead of the Space Marines being Adeptus Astartes, they could be your ODSTs? Seems to fit with how the early ODSTs were first deployed to deal with insurrectionists on Mars.
Looking through the achievement list there is an interesting achievement I noticed "Phoenix: Win as the Resistance, after the Servants or the Protectorate have won." So that tells me, that having the protectorate or the servants win does not mean game over, though it will definitely be quite the uphill battle. I have been enjoying your HF playthrough in the background as I am working on my solar exodus. xD
@@PerunGamingAU I mean, 65% of humanity under control of the aliens and 80%+ of all fleet power on aliens and alien supporters, VS a bunch of battle stations in LEO. I think The Protectorate win condition is probably heck a lot easier to reverse. But then again, I have no clue what sort of levels of power such stations would have.
« We have 7 billions brains to think of solutions » My good sir, in an earlier video, i could see there 8.6 billions people on Earth. You have a little more than 7 billions brains.
This game feels too dense for me to bother figuring out, but I've been enjoying watching these videos a lot; I'm really curious what the endgame is going to look like, whether you'll get to invade their solar system or not
Yeah cause so far I'm failing to see a difference between the resistance and humanity first, both effectively have the objective of wiping aliens off the solar system.
I feel like the various ships and units need to be renamed in honour of their achievements (at least at the start). Eg first to shoot down an alien vessel (griffin slayers?) and live to tell the tale, first marines to launch space war (interplanetary democracy bringers). Would help to build the lore and prestige amongst these units
Not a bad idea, but especially early game these ships are way the hell to fragile to be worth naming. They die in one hit from anything and a single survivor of a battle is a minor miracle.
Your gameplay is so clean and well researched, but also has humor and entertainment. Truly the best of all worlds. This is now my number one TH-cam series.
If you need to create unrest in the U.K. you just need to have our Chancellor of the Exchequer make a budget statement. You’ll get financial chaos in the bargain too.
Got so confused when he started talking about "Matte painting technology" For those who heard this like me, he said "map painting". As in, techs that let him unify countries freely so that he can "paint the map".
Loving the play though and learning a lot. That alien battle group in orbit is truly terrifying though. How can Humanity First ever hope to stand up against that abomination?
Hell yeah, love your TI series. This has been my favorite on YT since you seem to have a very good understanding of the systems in the game. I'm here to learn as much as be entertained lol. Massive fan of all your content, mate!
Cool episode. Also yeah, 'great nations' tech would be awesome. I'm all for United Earth (or most of it) under your 'benevolent' guidance. But yeah seeing the greater earth nation stuff would be cool. Also, on the aliens, hmm, interesting. What cool reveals here. I wonder if humanity can use the wormhole if you take control of that planetoid.
Absolutely love this playthrough series. Very informative. I'm playing my own game, watching this on my second monitor, and I was thinking: "Man, I thought I was doing pretty well, but I'm so far behind"... then I saw I was in year 2025 and was comparing it to 2030 XD.
After you said "Suffer not the alien to live" and sighed I half-expected you to end it with "Ave Imperator. Gloria in excelsis Terra." Oh well... Maybe next time...
Regarding the mission control, as far as I can tell it's just a binary cut off at 100. At 98 I get warnings that they are concerned about my space based operations going any further, similar to the ones about operations against them, but threat still drops. When I was briefly over 100 the warnings changed to more serious ones.
Oh yeah I've had to pump the brakes on expansion as I really don't want to provoke them, but I've been in the 80's and 90's since about 2032, it's now late 2034 and it doesn't feel like they care so long as I don't go over 100, I think you're safe to go until there. They have done the "thing" though. I actually managed to shoot it down before it happened, but there's another one arriving in September 2035.
1st awesome u placed more then 1 episode a day :-) and you know your this game properly .. every episode is a learning one .. this game is a beast in terms of how match u need to know to play it right
These episodes are GREAT! I found your channel via your Ukraine presentations, and I still spend about 2 hours a day following the war in great detail, but I enjoy these Terra Invicta episodes more than the Ukraine content. If you keep making one per day, I'll keep watching one per day.
Also I know that you are doing an edited playthrough, and that is what it is, but I look forward to watching one of those moment by moment playthroughs people do on like twitch and stuff (and then upload to youtube). It will be cool to see everything as its gotten done.
Spoilers ahead, I think Perun will show that in a near future, but I want to ask strategy question: How to deal with aliens landing on earth? They landed in my teritorry I might be able to engage and destroy their landing spot. But this makes them hate my guts and going after my space assets. Layered defense helps detering them from attacking my space stations, but mining bases are getting bodied (layered defense seems to be ineffective there). Right now I am planning to create high delta-V colony ship and start spamming the shit out of mining bases in asteroid belt (so they cannot target them all). I wonder if base missiles,visible lasers, adamantine armor, advanced pulsar drives can be enough to actually fight them in space (around earth/mars/mercury)
Im new to the game but I am about at the same spot as he is in the video and I feel like im doing alright. I own most of mars, I own USA Japan and russia both the main enemy factions are locked out of water and influence(mostly) and my monthly tech is about 3.2k. Point is I have learned alot from watching your videos man keep up the good work and teach me to keep ruining enemy factions
FYI I think you missed the reveal of the Salamanders. I noticed last episode you had the autopsy tech for them available to research and you mentioned them in this episode, but I don't think you actually ever showed you killing one or looking at the Salamander orgs that the Hydras sometimes have.
lol i'm jealous, you got a fleet of small ships, i got an assault carrier and a mothership playing bombardment role... Completely wiped my US boost eco to dust because i tried to clean up those armies early and fast but i was just a little too slow
Hey Perun, I had a question that was sparked by the aliens suffering from "Particularly excitable ice," specifically do they suffer any ill effects of orbital clutter? If so, would it be possible to create a 'Kessler shield' to prevent the aliens from landing or conducting observation missions, or at least delay them while you gets things sorted planet-side. It seems like something that is just stupid enough to work, but I'm not sure how the game handles it, or if the aliens have ways to trivially counter it.
@@infinitehonkworks195 Absolutely, but how much? They can obviously be overwhelmed with missiles. Can they be overwhelmed with debris? Is there any plausible way to create enough debris to overwhelm these defenses, or is it completely unrealistic?
@@SpyCactus Sounds completely unrealistic. Don't forget that Earth's orbit is several magnitudes larger than the Earth. You would need trillions of objects in Orbit to conceivably overwhelm the Aliens.
So the Hydras are basically the Ur-Quans from Star Control 2 but with mind control? I doubt it was intentional, but it would be cool if they did draw inspiration from that game.
Hey Perun love the content. As far as you can see do the Aliens have tech they can research as the game progresses? If so do you think doing a sort of Blitz would be beneficial because you could cut off those inner belt resources before they could exploit them. Love the series!
I've messed around with Direct investment and it seems like a pretty good tool to bail out on MC trouble or other fixed-cost stuff. You could use the 152k stash buff some of your countries up
@PerunGamingAU 48:45 So what you’re telling me is that the US Government needs is to give us the kind of military spending we had in the Reagan years and soon we will have kaiju-killer guns in their hands, with the prospect of civilians getting their hands on equivalents soon thereafter…? Sign me up, I didn’t need my fleshy body anyway when I can get Kill-o-matic 9000s installed into my arms with neuroslaved aiming modules so I can waste kaiju with but a thought…!
Hey man, love your vids So far this is THE best TI playthrough that I've seen on YT! Small question, do you know of Command: Modern Operations? I would personally love to see your playthrough of that, especially some larger scenarios
Very nice, i wonder how you would transition from ignoreable humanity to fighting of the aliens, i imagine it would be sothing with a huge dockyard station, and mass space MC, properly just after a key military tech, or something like ring habs.
Is there any way you can discreetly get word to the Resistance on that the Aliens are up to? Or just outright tell them (not sure if they would believe you). Not thinking from in game, just you know, diplomacy. They may already know but in that case it would reinforce what they know.
In your next video if you can, please address Alien Fauna - I'm using 1-2 councilors full time, and 8 marine divisions from the USA and 1-2 from the EU (where the EU is allied and the USA is not) to keep it under control. Plus the requirement to ally EVERYONE every several turns (or spent a lot of time and clicks going into allying each individual country that has Fauna). I am seeing the AI use armies from time to time, but never the councilors. Any tips and tricks to help would be great - I dont think I've ever seen you actual take care of any Fauna.
It'd be nice to complete the alien interrogation, but despite a maxed out operative, I can't ever manage to get better than a 10% chance of a capture. It's quite aggravating.
@@PerunGamingAU I didn't even know maximum effort was a thing, so that's high on my list to grab. otherwise, the aliens just all have massive security (i've seen mostly 20+) . and they're sticking to servant and protectorate territory for some reason so they also mostly get control point bonuses too. so looks like mostly just bad luck in terms of the difficulty.
hey Perun you said orbital platforms that have layered defences with rail guns on interface orbit can bombard targets on planet. i was wonder once you have it set up how do you actually order the bombardment. the option exist for fleets but not platforms
What is the Servants faction project before alien nation? Can't find out however hard i try looking for it. There is no data even in their full tech tree when i searched for it. And i definitely don't want to sink dozens of hours into playing the servants to find out. A research guide going into specific faction projects too would be godsent.
Hey Perun! Great video, but I had a question for you: was laying as the Resistance, and I discovered the Hades Nuclear Launcher. Is it worth it? Are there any negative effects at lobbing them at capital ships and hoping for the best?
Do the devs plan to add even basic QoL improvement like "wtf was this damaged module I haven't looked at in a who knows how long?" or even better, just auto-rebuild
"People like map painting." My man, are you taking us for an average crowd of teenage strat gamers? I myself enjoy keeping an eye on the overall state of our planet and thus break up countries to max mission control output and optimize humanity, not just my faction.
So, in the end, the Hydra are just a faction like Humanity First, Space Pirates or just a bunch of dudes who want make easy money enslaving peoples. Wow, to think we are so inferior than even a small group of Aliens can forced us to starting a total mobilization is.... VERY scary. Owever their mistake, our opportunity; Because with their tech we can improve the Human races of centuries ijn few years.... Anyone feel Mass Effect nostalgia like me? XD
Hey Perun! Was wondering, what's the overall station and basesetup you've got going per planet, modules-wise? I find myself blanking on what to do with the module slots outside of "Mercury=spam command centers and maybe a shipyard" and "slap a mining module in there I guess"
In my game, the protectorate are in conflict with the aliens according to the intel screen. Can I beat them up with impunity? Or does that not matter, and like you said, it will gen hate, but not as much as beating up the servants? If it doesn't matter, I wonder why they are in conflict. You'd assume they would atleast be at a tolerance state.
Would it be possible to trade the UK for the Resistance pressence in the (totally not Russia) Eurasian Union? It would probably give them quite a boost but having them closer to your power might make them more likely to cooperate? It would also free up the points to take more stuff from the alien lovers. Is it not possible to "reconstruct" a destroyed module or do you always have to remember what it was? Or can you define templates for stations and then just say "rebuild to template". What you did seemed rather clunky and as it's basically unavoidable for most factions to earn the ire of the aliens...
There really should be a "Rebuild destroyed modules" button.
They added it
Tier 1 space marines aren’t super soldiers, they are a dozen guys in slightly tougher space suits with guns modded _just enough_ to work in a vacuum. Their success is more to the fact that no one is equipping bases and stations with internal defenses yet.
*Yet.*
Learning about the other slave races makes me wonder if the Resistance faction would have missions or technologies that focus on inciting slave rebellions. It seems like something that would set them apart from Humanity First, because so far those two factions don't seem that different.
It would be cool if 5-10 years down the line we get a second game on an interstellar level. Freeing the slave races and eventually exterminating the hydras altogether
I feel like Humanity First could do that too but the Resistance could actually try and support them where Humanity First would use do that so they're easier to kill
That's a really cool idea.
Unfortunately, I doubt that's possible considering the alien slaves are thralls. They are both slaves in body and soul.
@@romulusnuma116 Humanity first would probably let the Hydras and slaves fight to the death and once one faction is close to winning, HF would move to eliminate both.
I feel like this may be hard to phrase in a TH-cam way but if I recall correctly Ireland is a Servant nation and the servants just lost their nuclear umbrella. Perhaps it might be prudent to “readjust the dynamic reality of the border vis-a-vis synergistic kinetics”
THey have an army, as well, so that ould be useful to acquire.
Peruns strategy of letting the aliens vent steam by destroying his bases and then rebuilding reminds me of that video of a bunch of Amish rebuilding the barn they are hiding in every time Peter Griffin destroys it, its hilarious!
Some brief-ish numbers on farms and upkeep, since I've already taken this way to seriously and made spreadsheets for my own station upkeeps (all numbers are monthly): each crew member takes 0.029 and 0.0083 spacebucks in upkeep, which is separate from the upkeep of the modules themselves. For example, an operations center only takes 15 money and 0.1 rare metals a month on its own - the rest of the water, volatiles, and money upkeep is in the 50 crew. This means that each T2 farm (which supports 250 crew, but requires 5 to operate, so net 245) effectively saves about 7.1 water and volatiles. Note that the in-game display combines these upkeep numbers, but when a module is turned off, only the module maintenance itself is saved - the crew costs are still there.
Regarding mission control costs: at least with both T1 and T2 stations and platforms, each slot effectively takes 0.25 mission control, plus more for its power generation. So for non-inner orbits with a basic T2 power module (earth with solar or further out with fission) , it's about half a mission control in slots to save (up to) 7 water and 7 volatiles. Obviously keep in mind that farms only offset crew life support costs when there's crew to offset; no net-positive production here. But when a T1 mining base with nothing else takes 2 mission control, those numbers are close enough to be worth considering in some situations. Another possible, but probably niche use case is that the T1 farms on some T1 stations can offset the entire upkeep before space mining is stable (though watch out for some labs that require additional resources as upkeep).
Unrelated to farms, but regarding space economy in general if you're short on cash: the nanofactories make 60 spacebucks a month when idle, minus their crew costs for a net ~50. Nanos and mission controls can be barely net positive in both cash and MC (costing towards alien hate for MC used plus other space resources in upkeep) around Earth, or majorly positive when around Mercury (6 and 4 for example produces net +3 MC and net +93 spacebucks per T2 station).
Small caveats, the game operates with more decimals than it displays so I've had to calculate and/or round some numbers, and I don't have T3 space tech in my game yet which will likely have different ratios of mining, farms, and MC costs/outputs.
Side note: loving the videos Perun! I can't get enough of this series, but don't burn yourself out if you need more time between episodes.
Alien ship; Invades another species planet
Alien ship *Gets blown up
Alien Empire: *Surprised pikachu face*
Hey, they wanted us as "combat thralls". I'm pretty sure they will get the combat part.
@@mikev343 eh. The US went into those expecting nominal resistance and ended up with insurgencies. The aliens went into this expecting limited fights with an enemy they would nevertheless quickly bring to their side - but ended up with a near peer fight.
IMO the better analogy is Russia in Ukraine.
@@Cyrribrae that would require a force superior to the hostile aliens backing us as a proxy against the hydras. Ukraine is doing well, but that’s off the back of nearly a decade of more limited aid, followed by an amount of aid just this year that I believe exceeds the entire budget of the Russian military. In contrast, humanity is pulling off the alien fight all on its own.
@@pauldodge1927 Better analogy is the US in Vietnam
@@IgnisDomini97winning every major engagement?
So satisfying to see the other factions get wrecked. It starting to feel like the 'map painting' might actually be super useful (other than for "roleplay" or fantasy reasons), as I guess having an Earth broken between multiple territories while the Servants try to rush their landings is bad.
Obligatory "this series is awesome" comment. I'm actually curious to see how you would play other factions once this is done - it feels like the Initiative or the Academy would be SO weird - but I'm in too deep the Humanity First mindset at the moment, lol!
there is somthing satisfyingly simple about the HF game. "Oi, Alien slavers, welcome to earth, hope you like missiles."
Gotta say, one of the best playthroughs of Terra currently on YT
Many thanks. given some of the channels covering it, that's a real compliment
@@PerunGamingAU Hoping a potential Servant playthrough has as much tongue-in-cheek humor about the faction events haha
Since you say "one of", may I ask what other playthroughs you'd recommend?
Not planning to ditch Perun (heresy to even mention that, really), but other factions/strategies would be interesting to watch
@@corvus_monedula ive seen is it either biffa or potatomcspuddy have some play thrus
@@corvus_monedula potatomcwhishey did early stage quite good but is getting spanked hard now
One thing that can be added to the game is a simple rebuild function if you can't remember what you had after an attack.
Anyway, great video
Good news is this has already been suggested in the discord and the devs have seen it
Its important to note, the servants absolutely do not need to invest ins space to progress their goals.
It will likely be different as they are AI and did not cripple your opening, BUT i just finished a game where i never went above 25 MC as them. Due to end game things, they can really mess with peoples earth gameplay. I dont know if youve experienced it, but for other commenters im avoiding spoilers.
ah, i see, youve alreayd seen their nonsense. This is what i get for commenting before finishing.
@@tlpineapple1 As it's so rare to find a Servant anywhere, might I take the chance to ask you: Does the Servant faction get free research from the aliens in some way? Because in my current game they control 0 nations, 3 virtually empty space stations and only a single councilor has a higher life expectancy than 14 days (because he's in my pocket). Yet they still sit at 2.1k research per month, while I control a smidge of territory for only 13k res/mo.
Drives me crazy...
I had no idea your MC level influences alien rage. Explains why they suddenly got super aggressive in my first attempt, where I was just happily expanding everywhere. Guess I'll have to watch that now.
The game tells you a few times, but is probably not insistent enough imo
Building up Mercury as a MC shipyard hub sets them to high alert for the record
@@PerunGamingAU what would you recommend for someone that neglected their interfaction diplomacy and has massively surpassed the safe orbitals limit, but has battleships unlocked, a massive tech and economy base, and several powerful unions?
Asking for a certain veggie.
@@YourLocalMairaaboo They have two choices.
Get small by shutting things down, selling, scuttling or abandoning while pushing for strategic deception and maskirovka. with both he wouldn't need to shrink as much.
or push on and try to win an attrition fight with not great tech.
MC level?
29:15 The Resistance is finally researching pherocytes? Could that research be shared? That seems like the sort of thing to be made widely known, at least among like-minded factions, to better detect and resist the alien infiltration. Plus to help sway more neutral players.
I am playing in paralel with you and it's my second playthrough. This time it comes much better as you really help by explaining the hidden mechanics of the game. Thank you!
Request - could you please make a general video with looking into Tech Map. Just to explain what is more/less priority and general explanation what techs you definitely want by what time. I struggle with this the most, as you can spend a ton of research and time to push some tech, that turns out later to be 'semi' useful or useless at all
Thank you for what you are doing, playing from Ukraine, so your playthroughs keeps me sane :D
I was thinking to myself "How in God name does he make 3k science daily in 2030" then I noticed it was monthly, I am still impressed by the sheer skill of the guy
Space marines, fighting in high tech facilities on Mars, to ultimately repel an invasion of creatures from another world.
Where have I seen this one before?
Insert Doom soundtrack during the mission
Starship Troopers Traitor of Mars?¿ 😁
ExoSquad?
WH40k!
alpha legion and black templars fighting a genestealer cult
The game probably needs to give new players a bit more info about what exactly angers the aliens and how and why to keep a low profile, I've seen a lot of people on Reddit and the Steam forums talking about how they're killing dozens of Servant councilors and alien agents and building 200 MC in operations centers on Mercury but then they have to restart because the aliens won't stop destroying all their stuff and they can't do anything to stop them and it's got to be some kind of bug
Yeah there are some hints in there, but it is not clear how big a deal it is. They should emphasise it a LOT more. I might have screwed my game by doing exactly that. The first time it seemed like it went better, and I could hold them. This time they have two nasty fleets going around. Maybe can pull it back, can pick up the 2nd tech to allow more stuff in space, and see if it helps. I guess early point defense is NOT the way to go, even though it can defend your stations, as it does not reduce the anger. Lots of noob traps in this game.
Killing aliens and the servants should be obvious, but the MC angering aliens is just plain stupid in terms of how little it's hinted at. Nobody does know they'll be destroyed if their MC goes above 90 and nothing in game hints at that.
The Internet when a game ramps difficulty because of player actions: this must be a bug
Also the internet: games are too easy and tutorialize far too many key mechanics
@@Jenna_Talia I mean except for the description of the Alien threat meter, the effects of Strategic Deception, and the near constant messages from your councilors about the Aliens doing more things in space because we keep investing in space and maybe we should tone it down. So yeah it's not hinted at except for the 3 very obvious and unambiguous places the game puts that information.
How niave
It sounds like the best strategy for bases might be to make sure each base has a little of everything, so if one gets flattened you don't end up crippled in one area.
If you want to see what happens if you go over 90 mission control, check out Potato's academy series.
he goes to like 200mc. it hurts
That was like a puppy being hit by a truck. It was awesome!
Alien hate level is 10 MC per hate pip on brutal, 16 MC on Veteran, 24 MC on normal, and 200 MC on cinematic. This is base MC per hate, before modifiers like that tech you researched.
Marines on Mars? Do you want Doom Guy? Because that's how you get Doom Guy. Just add demons.
Depending on your interpretation, the aliens might be “demons”…
I think that would actually be beneficial
The best Terra Invicta content currently on youtube. Your depth of knowledge in the mechanics makes you worth watching over everyone else. If I wanted to stumble around blindly I'd be playing it myself, watching someone who knows what they're doing is a real treat.
Love the videos. Maybe instead of the Space Marines being Adeptus Astartes, they could be your ODSTs? Seems to fit with how the early ODSTs were first deployed to deal with insurrectionists on Mars.
I like the name Solar Marines
If your looking for a 40k unit, The Harakoni Warhawks tend to drop out of ships on people wearing heavy armour
I totally agree with this statement.
Just call them Humanity's Guardsmen
@@maddlarkin They're also a very clear expy of Americans, like how Kreigers are WWI Germans in space
Looking through the achievement list there is an interesting achievement I noticed "Phoenix: Win as the Resistance, after the Servants or the Protectorate have won."
So that tells me, that having the protectorate or the servants win does not mean game over, though it will definitely be quite the uphill battle.
I have been enjoying your HF playthrough in the background as I am working on my solar exodus. xD
Reversing their win conditions seems like it would be difficult from what I know of them - but certainly possible especially if you're well prepared.
@@PerunGamingAU I mean, 65% of humanity under control of the aliens and 80%+ of all fleet power on aliens and alien supporters, VS a bunch of battle stations in LEO. I think The Protectorate win condition is probably heck a lot easier to reverse. But then again, I have no clue what sort of levels of power such stations would have.
@@alek4ever646 The protectorate one is easier to rollback
Dude are you good? Your pumping these out at an INSANE speed.
It'd be nice if the game tells you what your destroyed modules actually were, since your faction really should have that information available
« We have 7 billions brains to think of solutions »
My good sir, in an earlier video, i could see there 8.6 billions people on Earth. You have a little more than 7 billions brains.
I'm really liking this LP so far. I think you're playing the game in a really smart way and I look forward to every new episode.
Nice upload schedule, very timely. love the editing btw,
This game feels too dense for me to bother figuring out, but I've been enjoying watching these videos a lot; I'm really curious what the endgame is going to look like, whether you'll get to invade their solar system or not
Yeah cause so far I'm failing to see a difference between the resistance and humanity first, both effectively have the objective of wiping aliens off the solar system.
If the alien fleet relies too much on torpedo or missile, you can use a super cheap bait to deplete their ammo before the real fleet.
I feel like the various ships and units need to be renamed in honour of their achievements (at least at the start). Eg first to shoot down an alien vessel (griffin slayers?) and live to tell the tale, first marines to launch space war (interplanetary democracy bringers). Would help to build the lore and prestige amongst these units
Not a bad idea, but especially early game these ships are way the hell to fragile to be worth naming. They die in one hit from anything and a single survivor of a battle is a minor miracle.
Your gameplay is so clean and well researched, but also has humor and entertainment. Truly the best of all worlds. This is now my number one TH-cam series.
Thought for the day: "Faith without deeds is worthless."
Love the videos 😊🎉! They’re informative and entertaining! Can’t tell you how much they help me get through the day(especially when I’m at work) :)
thanks!
If you need to create unrest in the U.K. you just need to have our Chancellor of the Exchequer make a budget statement. You’ll get financial chaos in the bargain too.
Got so confused when he started talking about "Matte painting technology"
For those who heard this like me, he said "map painting". As in, techs that let him unify countries freely so that he can "paint the map".
Been really enjoying these videos. Excellent content and simultaneously excellent tutorials, which is a very rare combination.
Loving the play though and learning a lot. That alien battle group in orbit is truly terrifying though. How can Humanity First ever hope to stand up against that abomination?
Make it run out of DeltaV, could do that by throwing enough ships at them.
Hell yeah, love your TI series. This has been my favorite on YT since you seem to have a very good understanding of the systems in the game. I'm here to learn as much as be entertained lol.
Massive fan of all your content, mate!
Cool episode. Also yeah, 'great nations' tech would be awesome. I'm all for United Earth (or most of it) under your 'benevolent' guidance. But yeah seeing the greater earth nation stuff would be cool.
Also, on the aliens, hmm, interesting. What cool reveals here. I wonder if humanity can use the wormhole if you take control of that planetoid.
Absolutely love this playthrough series. Very informative.
I'm playing my own game, watching this on my second monitor, and I was thinking: "Man, I thought I was doing pretty well, but I'm so far behind"... then I saw I was in year 2025 and was comparing it to 2030 XD.
After you said "Suffer not the alien to live" and sighed I half-expected you to end it with "Ave Imperator. Gloria in excelsis Terra."
Oh well... Maybe next time...
22:22 I SAID THAT! They came looking for a new warrior race to serve them! I said that in the comment under Episode 5!
Flora is for flowers, fauna is everything else. That's how I remember which is which.
Regarding the mission control, as far as I can tell it's just a binary cut off at 100. At 98 I get warnings that they are concerned about my space based operations going any further, similar to the ones about operations against them, but threat still drops. When I was briefly over 100 the warnings changed to more serious ones.
Was that with or without Strategic Deception? Did you notice it making a difference?
All I know is I suspect a lot of people are ignoring the warnings and getting beaten to death by the aliens as a result
Oh yeah I've had to pump the brakes on expansion as I really don't want to provoke them, but I've been in the 80's and 90's since about 2032, it's now late 2034 and it doesn't feel like they care so long as I don't go over 100, I think you're safe to go until there.
They have done the "thing" though. I actually managed to shoot it down before it happened, but there's another one arriving in September 2035.
@@kaltaron1284 don't have that researched that I know of, what does it do?
@@BlatantFix Looking forward to the "thing" then because I don't know what it is yet.
Thank you for not spoiling.
Only Perun would devote time and effort to make sure the AI factions he likes get to move further ahead in the space race
1st awesome u placed more then 1 episode a day :-) and you know your this game properly .. every episode is a learning one .. this game is a beast in terms of how match u need to know to play it right
2 episodes today, you're spoiling us Perun
they really should ad the ability of rebuilding the destroyed modules without having to think of what kind of module was destroyed.
These episodes are GREAT! I found your channel via your Ukraine presentations, and I still spend about 2 hours a day following the war in great detail, but I enjoy these Terra Invicta episodes more than the Ukraine content. If you keep making one per day, I'll keep watching one per day.
Also I know that you are doing an edited playthrough, and that is what it is, but I look forward to watching one of those moment by moment playthroughs people do on like twitch and stuff (and then upload to youtube). It will be cool to see everything as its gotten done.
I'm on a Servants playthrough right now, and just unlocked The Alien Nation =)
You made me love this game, but I know I would hate it if I played it. Your a movie dawg
21 Lu-te-tia. Roman name of Lutèce in Gaul, later known as Paris, capital city of France.
Spoilers ahead, I think Perun will show that in a near future, but I want to ask strategy question:
How to deal with aliens landing on earth? They landed in my teritorry I might be able to engage and destroy their landing spot. But this makes them hate my guts and going after my space assets. Layered defense helps detering them from attacking my space stations, but mining bases are getting bodied (layered defense seems to be ineffective there). Right now I am planning to create high delta-V colony ship and start spamming the shit out of mining bases in asteroid belt (so they cannot target them all). I wonder if base missiles,visible lasers, adamantine armor, advanced pulsar drives can be enough to actually fight them in space (around earth/mars/mercury)
Getting rewarded for staying awake all night lol
Im new to the game but I am about at the same spot as he is in the video and I feel like im doing alright. I own most of mars, I own USA Japan and russia both the main enemy factions are locked out of water and influence(mostly) and my monthly tech is about 3.2k. Point is I have learned alot from watching your videos man keep up the good work and teach me to keep ruining enemy factions
29:00 the alien nation is scary for sure but let me tell you the alien priorities are garbage and they can't keep it together to save their life.
I love this series, you are doing really well.
Amazing series. You are a true blue earth hero.
"Czech army would be interesting." I agree!
"... absorbed into eurasian union." Nooooooo!
:D
Good stuff! I am enjoying your narrative and insights on this game =)
What a great let’s play! Can’t wait for more!
What a nice speech at the end
FYI I think you missed the reveal of the Salamanders. I noticed last episode you had the autopsy tech for them available to research and you mentioned them in this episode, but I don't think you actually ever showed you killing one or looking at the Salamander orgs that the Hydras sometimes have.
lol i'm jealous, you got a fleet of small ships, i got an assault carrier and a mothership playing bombardment role... Completely wiped my US boost eco to dust because i tried to clean up those armies early and fast but i was just a little too slow
Lol the shade thrown at American policies at the end was *chef's kiss*
Hey Perun, I had a question that was sparked by the aliens suffering from "Particularly excitable ice," specifically do they suffer any ill effects of orbital clutter? If so, would it be possible to create a 'Kessler shield' to prevent the aliens from landing or conducting observation missions, or at least delay them while you gets things sorted planet-side. It seems like something that is just stupid enough to work, but I'm not sure how the game handles it, or if the aliens have ways to trivially counter it.
That's an interesting idea, but I wonder if their point defense lasers make them immune to space debris?
@@ddopson I could totally see that being the case, I just don't know if there's a threshold where they'll be overwhelmed.
if a PDC laser can shoot down missiles and railgun rounds, it can vaporize debris too
@@infinitehonkworks195 Absolutely, but how much? They can obviously be overwhelmed with missiles. Can they be overwhelmed with debris? Is there any plausible way to create enough debris to overwhelm these defenses, or is it completely unrealistic?
@@SpyCactus Sounds completely unrealistic.
Don't forget that Earth's orbit is several magnitudes larger than the Earth. You would need trillions of objects in Orbit to conceivably overwhelm the Aliens.
So the Hydras are basically the Ur-Quans from Star Control 2 but with mind control? I doubt it was intentional, but it would be cool if they did draw inspiration from that game.
Hey Perun love the content. As far as you can see do the Aliens have tech they can research as the game progresses? If so do you think doing a sort of Blitz would be beneficial because you could cut off those inner belt resources before they could exploit them. Love the series!
Really love your videos on TI
I've messed around with Direct investment and it seems like a pretty good tool to bail out on MC trouble or other fixed-cost stuff. You could use the 152k stash buff some of your countries up
What do the two-gear icons mean?
Engineering projects, the bottom row of the research screen. So it's developing the specific items unlocked by the main tech tree.
Your content is amazing.
@31:18 maybe it would be good to have a "rebuild all" option, so you don't have to remember what you put where exactly.
Can you take alien bases with marines? Do you get alien buildings or techs from it?
@PerunGamingAU 48:45 So what you’re telling me is that the US Government needs is to give us the kind of military spending we had in the Reagan years and soon we will have kaiju-killer guns in their hands, with the prospect of civilians getting their hands on equivalents soon thereafter…? Sign me up, I didn’t need my fleshy body anyway when I can get Kill-o-matic 9000s installed into my arms with neuroslaved aiming modules so I can waste kaiju with but a thought…!
How to best cause chaos on Earth with your Space Marines... give them shore leave
22:52 "This places sharp limits on the quantity of personnel and technology our invaders can bring with them."
Operation Shoestring? 😏
Hey man, love your vids
So far this is THE best TI playthrough that I've seen on YT!
Small question, do you know of Command: Modern Operations? I would personally love to see your playthrough of that, especially some larger scenarios
Very nice, i wonder how you would transition from ignoreable humanity to fighting of the aliens, i imagine it would be sothing with a huge dockyard station, and mass space MC, properly just after a key military tech, or something like ring habs.
Is there any way you can discreetly get word to the Resistance on that the Aliens are up to? Or just outright tell them (not sure if they would believe you). Not thinking from in game, just you know, diplomacy. They may already know but in that case it would reinforce what they know.
In your next video if you can, please address Alien Fauna - I'm using 1-2 councilors full time, and 8 marine divisions from the USA and 1-2 from the EU (where the EU is allied and the USA is not) to keep it under control. Plus the requirement to ally EVERYONE every several turns (or spent a lot of time and clicks going into allying each individual country that has Fauna). I am seeing the AI use armies from time to time, but never the councilors. Any tips and tricks to help would be great - I dont think I've ever seen you actual take care of any Fauna.
ok, ok - I figured this one out - alien councilors are putting the fauna down, so I have to Pulp Fiction them. Only 1 hate for a cap, so no biggy.
It'd be nice to complete the alien interrogation, but despite a maxed out operative, I can't ever manage to get better than a 10% chance of a capture. It's quite aggravating.
Do a quick inventory of the pluses and minuses to track any problem - and do you have maximum effort unlocked?
@@PerunGamingAU I didn't even know maximum effort was a thing, so that's high on my list to grab.
otherwise, the aliens just all have massive security (i've seen mostly 20+) . and they're sticking to servant and protectorate territory for some reason so they also mostly get control point bonuses too.
so looks like mostly just bad luck in terms of the difficulty.
@@Daemonworks I found it helped to have an investigation monster at 25, spend outrageously, and get lucky on a 23%. Luck was a big component :/
good series, keep it up
This is so good.
hey Perun you said orbital platforms that have layered defences with rail guns on interface orbit can bombard targets on planet. i was wonder once you have it set up how do you actually order the bombardment. the option exist for fleets but not platforms
What is the Servants faction project before alien nation? Can't find out however hard i try looking for it. There is no data even in their full tech tree when i searched for it. And i definitely don't want to sink dozens of hours into playing the servants to find out. A research guide going into specific faction projects too would be godsent.
Hey Perun! Great video, but I had a question for you: was laying as the Resistance, and I discovered the Hades Nuclear Launcher.
Is it worth it? Are there any negative effects at lobbing them at capital ships and hoping for the best?
"Human resource allocations" seems a bit like the initiative talking.
Do the devs plan to add even basic QoL improvement like "wtf was this damaged module I haven't looked at in a who knows how long?" or even better, just auto-rebuild
Pretty sure that's on the request list during EA - along with a bunch of UI and QoL stuff.
Show the aliens the might of the American health care system.
"People like map painting." My man, are you taking us for an average crowd of teenage strat gamers? I myself enjoy keeping an eye on the overall state of our planet and thus break up countries to max mission control output and optimize humanity, not just my faction.
So, in the end, the Hydra are just a faction like Humanity First, Space Pirates or just a bunch of dudes who want make easy money enslaving peoples.
Wow, to think we are so inferior than even a small group of Aliens can forced us to starting a total mobilization is.... VERY scary. Owever their mistake, our opportunity; Because with their tech we can improve the Human races of centuries ijn few years.... Anyone feel Mass Effect nostalgia like me? XD
Anyone else seeing a Magnetar in the alien fleet and feeling... Expansive?
We want 8 and we won't wait
Hey Perun! Was wondering, what's the overall station and basesetup you've got going per planet, modules-wise? I find myself blanking on what to do with the module slots outside of "Mercury=spam command centers and maybe a shipyard" and "slap a mining module in there I guess"
I will try to remember to show off some station designs
In my game, the protectorate are in conflict with the aliens according to the intel screen. Can I beat them up with impunity? Or does that not matter, and like you said, it will gen hate, but not as much as beating up the servants? If it doesn't matter, I wonder why they are in conflict. You'd assume they would atleast be at a tolerance state.
Would it be possible to trade the UK for the Resistance pressence in the (totally not Russia) Eurasian Union? It would probably give them quite a boost but having them closer to your power might make them more likely to cooperate? It would also free up the points to take more stuff from the alien lovers.
Is it not possible to "reconstruct" a destroyed module or do you always have to remember what it was? Or can you define templates for stations and then just say "rebuild to template". What you did seemed rather clunky and as it's basically unavoidable for most factions to earn the ire of the aliens...