Hidden mechanics for stability, cohesion, democracy, etc. There seem to be hidden interactions that aren't obvious. Like what determines resting cohesion level is very obtuse
Science defends against Alien actions. It becomes very important in the later game when Aliens start trying to take over your control points or perform other hostile actions.
PS, this may be helpful to link to? "Condensed Tables of Councilor Starting Data from Wiki" - Effectively the "min-max" pick table (choices mostly depend only on player "faction")
There are 3 organization-based traits actually, apart from Government and Criminal, there is also Sociopath. Just like Government and Criminal are opposed to each other in term of what orgs are available, Sociopath effect this but there is no 'counter trait' for Sociopath but rather not having it. Sociopath trait allows the councilor to control terrorist organization like ISIS and Al Qaeda, however having Sociopath trait bars the councilor from getting humanitarian organizations. Suffice to say Terrorist Orgs are mutually exclusive with Humanitarian Orgs.
thats a good find, I find it odd no one commented on this. Is there any additional mechanics related to this (past the mentioned "ISIS like group" control), something directly effecting the Aliens or Sympathizers?
One thing to pay attention to, is that once you've gotten a few years in and are at war with 1 or 2 other factions, you probably want to start boosting security on a couple core counselors. Otherwise you'll be going to ground every other turn, or eating a lot of assassination deaths.
Or you can pump espionage and they run around undetected for 25 years like mine haha. I've had a maxed out spy for quite a while now and he's remained undetected for about 17 years now
@@PhotonwindGaming For sure the game is insane haha. I accidentally built him as a super spy and then about five years in I realized he was undetected by everyone and then started to pump it on everyone and now I have maxed esp on five of my six and they all remain undected still up to 2045 lol it's crazy!
The one to get more more councilors? Or to get more research slots? Research slots you need an org with engineering. First councilor unlock comes from the clandestine cells research you get after we are not alone. More of each requires a lot more researches
I'm gonna explain that in the nations guide I'll release soon. But basically they boost the nations gdp, Research And military scores based on the councilors skill. A few percent generally
@@PhotonwindGaming Yeah it should boost the nations properties as how the description says, But I didn't see the changes. Going forward to your new video!
It might be that you're in the middle of a cycle. Game starts needing you to advance time before you can assign missions. Definitely could do with some ease of use
Funny that you are showing Exodus, I think Exodus honestly have the worst starting position for councilors in terra invicta. You'll often start with 1 or 2 totally useless councillors, with limited to no options for 30 influence councillors to grab right away. You are usually starting at a 60 - 120 influence deficit compared to other factions.
Should I do more of these guides? anything I left out or you want me to cover next?
Ship building would be helpful!
@@ryanr3041 definitely something I want to do! That'll be a big one
@@PhotonwindGaming Advise is great lets you boast a country making your priorities more effective
Ya definitely. Need some general advice on tech tree paths to pursue for mid game. Its so hard to know whats worth pushing for
Hidden mechanics for stability, cohesion, democracy, etc. There seem to be hidden interactions that aren't obvious. Like what determines resting cohesion level is very obtuse
Thank you a overlooked subject
Thanks!
Science defends against Alien actions. It becomes very important in the later game when Aliens start trying to take over your control points or perform other hostile actions.
Thanks! This is good to know
PS, this may be helpful to link to? "Condensed Tables of Councilor Starting Data from Wiki"
- Effectively the "min-max" pick table (choices mostly depend only on player "faction")
A good guide.on how to start mining and getting into the space bases/mining side would be amazing
Great idea!
Good guide overall!
Thank you!
very good primer for beginners
Thanks!
There are 3 organization-based traits actually, apart from Government and Criminal, there is also Sociopath. Just like Government and Criminal are opposed to each other in term of what orgs are available, Sociopath effect this but there is no 'counter trait' for Sociopath but rather not having it. Sociopath trait allows the councilor to control terrorist organization like ISIS and Al Qaeda, however having Sociopath trait bars the councilor from getting humanitarian organizations. Suffice to say Terrorist Orgs are mutually exclusive with Humanitarian Orgs.
thats a good find, I find it odd no one commented on this. Is there any additional mechanics related to this (past the mentioned "ISIS like group" control), something directly effecting the Aliens or Sympathizers?
Very useful. Thanks!
Thank you!
Good video! Left a sub :)
Thank you! 😁
One thing to pay attention to, is that once you've gotten a few years in and are at war with 1 or 2 other factions, you probably want to start boosting security on a couple core counselors. Otherwise you'll be going to ground every other turn, or eating a lot of assassination deaths.
That's a good point! Protect those councilors
Or you can pump espionage and they run around undetected for 25 years like mine haha. I've had a maxed out spy for quite a while now and he's remained undetected for about 17 years now
@@kylelupisbowley super spy! Lol. That's what I love about this game. So deep. So many ways to play
@@PhotonwindGaming For sure the game is insane haha. I accidentally built him as a super spy and then about five years in I realized he was undetected by everyone and then started to pump it on everyone and now I have maxed esp on five of my six and they all remain undected still up to 2045 lol it's crazy!
@@kylelupisbowley hahaha that's awesome. I like this idea. Espionage is a way more useful skill too
How tf do I unlock the council research project
The one to get more more councilors?
Or to get more research slots? Research slots you need an org with engineering.
First councilor unlock comes from the clandestine cells research you get after we are not alone.
More of each requires a lot more researches
@@PhotonwindGaming what are some of the orgs that give that slot
@@devilhunter6192 DARPA. JPL, many others. Can also be in some of the smaller randomised ones. Look for the gear icon
I still got no idea about how the "Advice" mission works.
I'm gonna explain that in the nations guide I'll release soon.
But basically they boost the nations gdp, Research And military scores based on the councilors skill. A few percent generally
@@PhotonwindGaming Yeah it should boost the nations properties as how the description says, But I didn't see the changes.
Going forward to your new video!
@@scorpio81245 thanks! I made a short about this. th-cam.com/users/shortsLkcqlSOepio?feature=share
But the full thing will come in a few days
@@PhotonwindGaming Oh thanks! That short finally answered my question.
Really helpful!
@@scorpio81245 yay! Glad to help. Should I do more shorts? Idk what people think about them
I can not figure out how to give councilors a mission. This games interface sucks.
It might be that you're in the middle of a cycle. Game starts needing you to advance time before you can assign missions. Definitely could do with some ease of use
Funny that you are showing Exodus, I think Exodus honestly have the worst starting position for councilors in terra invicta. You'll often start with 1 or 2 totally useless councillors, with limited to no options for 30 influence councillors to grab right away. You are usually starting at a 60 - 120 influence deficit compared to other factions.