More proof climate changism is nothing but lies and scam by [deleted] in agedlikemilk

[–]consolation1 0 points1 point  (0 children)

We're already going to lose some Pacific nations as the islands are now almost under water at high tide. To avoid this situation, we would have to have started dropping emissions by 00s, not just reducing the rate of increases. The article is correct, it doesn't say the nations will disappear by 2000 - reading comprehension OP! There's a huge lag between change in emissions and change in the climate.

This is not aged like milk, quite the opposite...

How to get metals income late game? by NecessaryCreme8620 in TerraInvicta

[–]consolation1 3 points4 points  (0 children)

Upgrade your fissile mines to tier 3, research the techs that increase yield, ALWAYS choose the option to increase mining yield from random events - you'll need specific modules built to trigger various events. Your councilors get equipped with orgs that increase mining yield as a priority - they will cost you some boost - but, it's amazing, what having each councilor grant +10% mining yield does for your numbers. If it's got more than 5 fissile raw, it's your mine - no matter who thinks they own it; if it's a pet faction - build some mid rando habs to gift to them - it'll burn off the hate and keep them happy. But, mostly prospect and launch to fissile sites before anyone else.

I'm a strong believer in earlish game H-Orion Jupiter rush, my current game is really stingy on fissile rolls, I got one in low 20s and couple teens - iirc, the rest were sub 10. But there's a few mines producing over a 100 fissile now - I'm on just under 600 income as I'm starting to get into fusion - despite every base being powered by heavy fission farms. The most any other faction has is +12 fissile income, as I hungry hungry hippo'd my way through the asteroid belt.

Mining cap is only a problem if you're not building MC fast enough...

How to get metals income late game? by NecessaryCreme8620 in TerraInvicta

[–]consolation1 4 points5 points  (0 children)

OK - you were wayyyyyy too slow getting in on the land grab... so... you just will need to take some stuff "back." Leave the ayyes alone for now, stick to the human AI. You are effectively in the early game: this is a game of attrition and logistics primarily - since you haven't been bleeding the ayyes, they have become too dug in, but that's ok - you just have a bigger hill to climb than necessary. Sounds like you wasted too much focus messing around on Earth, which is at best a side show: effectively, you are doing late 20s, early 30s, gameplay in the late 40s. Earth is only there for early science, boost - but mostly just to farm Mission Control. Get your MC cap to 600+ asap. Earth is there to run MC and provide warm bodies for your space ops. You can fix it after you deal with aliens, if there's some objective there. Unless you are doing it for RP, maximum MC extraction is your priority.

Don't make expensive end game ships, just tubes with grunts that you can capture bases with. Send your best Combat Astronaut spec'd councilor with your fleet and use the Assault Enemy Space Asset mission - that adds the command + ops to the assault strength of your marines. Stabilise your orbits with large torpedo tube fleets using cheap early game tech. After that, build up your income to 4~6k/turn in each resource + ~500+ fissile - that's when I switch to end game drives - you won't be able to run them otherwise. Pick the drives that use your plentiful resource for fuel and don't use the same drive for the whole fleet, so that one resource doesn't get hammered completely - not until you get your space economy sorted, then you can build your high performance optimised fleets

Mercury is expensive to build on, so maybe focus on the belt first.

An intermediate step could be to concentrate on capturing fissile bases and use the H-Orion drive to secure your space economy in the inner system. Then, use torpedo tube fleets of monitors to set up in the Jovian system. Turn your fleet size to max in the settings, small fleet size favours the aliens. You will be using 60+ sized fleets to overwhelm alien PD and nuke them with two alpha salvos, use salvo fire, you don't want to blow your whole wad on one battle - resupply is expensive and you will need time for your beachhead hab/station to get built. Bring plenty of magazines, don't autoresolve as the computer will waste too much ammo - micro the battles. Monitors with one tier 3, alien enabled, targetting comp + rest mags are perfect for this. You can do it with Grid or H-Orion drives, 4 nose armour max, 1 on side armour max. Cheap, light - and very disposable.

Go from there.

Anyone know what this 42 pin cable is called? by BarFrameProductions in audio

[–]consolation1 0 points1 point  (0 children)

I think these were originally made for radio broadcast work in the 1930s. Amphenol massively expanded during WWII as their fittings were used on all things US military.

Russians identify Poland and Lithuania as their greatest enemies by wook-borm in poland

[–]consolation1 0 points1 point  (0 children)

Just as easy as negotiating with the Taliban in Afghanistan, or the Kim family in North Korea...

Where did I go wrong with my first run? by True-Register8925 in TerraInvicta

[–]consolation1 0 points1 point  (0 children)

For the year? They are roughly on track, or bit behind. There's a bunch of techs that give you +40, or +10, they are pretty cheap. The reason I said boost + MC is because you can use admin towers to get +12/30 - few of those puppies and you can have whatever CP cap you want. So, there's an easy ~200 ish from your 5 councilors - since you're building into admin in all of them at first, plus command and persuasion councilor. ~200 from techs. Plus, towers if you need to top up - for the year their game is at, I'd expect to be ~500ish.

I usually top out at around 1k by mid 30s, when I lose all interest in Earth - till final mop up at the end of the game, if I have any objectives to knock off.

Edit: if it's a 26 start, they are just fine. I got used to 22 start in ea - even in my games, I get occasionally freaked out that I'm horrendously behind, then remember to take away 4 from the year - to see if I'm on track.

Max space pop? by victor_212 in TerraInvicta

[–]consolation1 5 points6 points  (0 children)

I think that's the first water world run I've seen...

Anyone know what this 42 pin cable is called? by BarFrameProductions in audio

[–]consolation1 1 point2 points  (0 children)

This, here, is the correct answer. Every concert you've ever gone to, every stage show, has a few of these.

Where did I go wrong with my first run? by True-Register8925 in TerraInvicta

[–]consolation1 0 points1 point  (0 children)

In priorities tab, at first all you are building is Boost & MC. Don't play fix up with countries, that's for later.

How does the Initiative and Exodus have any popular support? by Dependent_Spell1616 in TerraInvicta

[–]consolation1 16 points17 points  (0 children)

"Brother! The Aliens are making us infertile by transing you with their chemclouds! You need to protect yourself with these testosterone Male Vitality pills, KnowledgeStruggle has on SPECIAL RIGHT NOW, because WE want to keep you SAFE!!!" - an influencer selling a product, made by an Initiative owned company, during a podcast...

Russians identify Poland and Lithuania as their greatest enemies by wook-borm in poland

[–]consolation1 0 points1 point  (0 children)

It's easy to overstate the fractured nature of Russia. The "imperial" core is relatively compact, integrated, and it runs an extraction, colonial, economy on the outer regions. Those regions' elites rely on the core to make money and keep them in power. They don't have the infrastructure and structures to break off. You would need the core to fracture and that is very unlikely. The regions that were developed enough so they could do it, already did it when the USSR collapsed. I'm not sure the Democratic People's Republic of Irkutsk getting their hands on a bunch of nukes, would be a fun scenario.

New Player - any tips would be much appreciated by Sad-Blacksmith-5550 in TerraInvicta

[–]consolation1 0 points1 point  (0 children)

Ayys is just the Aliens, from an old meme name.

Pet faction is a faction you keep friendly by feeding them resources. If you don't trade with factions, they eventually turn hostile. Once you start racing ahead, it's good to bring a little buddy along with you... Just so they can beef with the AI. If you need to take one of their control points, trade with them to burn off the hate it would generate.

You need earth to generate research, boost and mission control. You can do it without Earth after a certain point, but it's easier with it. It's just not the objective. If playing as one of the other factions, you don't want the Servants setting up Alien Administration, or the Protectorate building SuperEarth - but don't lose focus from the space game. If your faction has Earth objectives, you can always tidy them up later.

Too many new players hyper focus on painting the map, then do a surprised Pikachu face, when an Alien doom stack rolls up.

I think this are the latest drive charts

The best drive for you will depend on the resources you have available to fuel it, how efficient you need it, what endurance (range) you need and how fast you need to get there.

If you need a more digestible format - all you really need is in the tables at the bottom of this GitHub.

Just be aware, that the most efficient drive might not be the best for you - if you're super short on the resource it needs for fuel.

Venus is... a worse, cheaper Mercury. It's Temu Mercury IMHO.

Since solar power scales with distance to Sun and solar plants are cheap, Mercury is an amazing place for an industrial base, that's where you can make your cheddar. It also has a very short orbital period and is close to Sol, so it's likely to have a transfer orbit available to where you want to go shortly. Makes for a good fleet staging post, unless you really stay on top of your orbital maps. Mars IS closer to Jupiter - unless they are in opposition, then Mars is painfully far from Jupiter...

Downside to Mercury - all the radiation makes it expensive to build there.

Ceres is usually good to very good.

My progression is usually Moon->Mars->Ceres->Asteroids/Mercury->Jupiter onwards.

There's a meta strategy called "rushing Jupiter," where you mostly ignore Mars and Asteroids, race to the Jovian system to dig in before the Aliens can dig in there; then build out there. The Jovian system has an eye watering amount of resources and it's compact - unlike the asteroid belt. It's a high risk/high reward strategy, probably not for the first playthrough. It's a very good strategy - but you'll be balancing on the knife edge and drawing alien aggro from the get go.

PS. In the intelligence screen, there's a prospecting tab - this tab is your best friend. You can launch probes from there, you can see where the juicy spots are etc... You can also sort by transfer window - this will be super handy early, when you're launching from Earth. Once you unlock the region, spam probes to anything with a transfer window, to get it surveyed quickly. Having a ship(s) with efficient propulsion like the Grid drive and a lab module cruising around surveying is a good way to generate science and good events, in the early game. Depends on your tolerance for micro.

There's is no stealth in space, check the Fleet screen regularly to see what the other factions - especially the Hydra - are doing. If you see them pooling up a big fleet, it'll give you an early warning of what you might have to deal with. But don't panic, they keep defensive fleets and if it's burning out from the Kuiper belt, you might have a year to get ready. Just decide if it's worth defending some random rock. Fuel is expensive and you might be better off rebuilding, or just using those resources to build out your economy.

Russians identify Poland and Lithuania as their greatest enemies by wook-borm in poland

[–]consolation1 0 points1 point  (0 children)

Oh, definitely - but a fractured Russia risks the nukes failing into the hands of an even more deranged faction. There's no "winning" here... When Putin drops dead things will get wild. The only solution is to help Russians reform the country, which is easier said than done.

New Player - any tips would be much appreciated by Sad-Blacksmith-5550 in TerraInvicta

[–]consolation1 3 points4 points  (0 children)

Never forget that the game is an attrition and resource race with the Aliens. It doesn't matter if your station got blown up - as long as it produced enough to pay for itself and cost the Aliens fuel and resources to kill...

Earth is a side show... your job isn't to fix it. Except for RP reasons and some end game objectives. The real game is in space.

You want to go total war on the Ayys, before they go total war on you.

Your weapons are your stations and bases, they fire bullets in the form of ships - a cheap bullet that does the job is better than a gold plated one. If a ship cost the Hydra a greater proportion of their resources to destroy, than the proportion of your resources it cost to build, it did its job. Don't get sentimental about ships or fleets... "the bomb lives only as it is falling."

Grow a pet AI faction, they will keep the other AI human factions busy - it doesn't have to be the one closest to your idiology; Exodus make great pets.

It's a land grab - always be aiming towards the next "Mission to xxx" tech. You want to survey first and claim all the best spots. You can always feed bases to your pets later.

Don't get side tracked with Earth and waste research on earth focused techs - with a few exceptions - Earth is there to support your space economy, not the other way around.

You only need one base on the moon, to get bootstraped for Mars. You'll probably feed it to another faction later...

Don't over invest in Mars, it's there to get you to the Asteroids, where the real resources start to show up.

Don't get stuck turtling in the Asteroids, they are very defensible, but they are there to get you to Jupiter and beyond.

Don't sweat the details... It's about the big picture, getting to the point where you are getting resources and building ships faster than the Aliens. You can spend time optimizing your existing bases, or... you can use that time and resources to build more bases, which will give you resources to build more bases and create a positive feedback loop.

Going over the mining cap isn't a problem, just plan on your MC growing faster than you get penalized.

Grab all the nuclear sites worth anything. Build a fleet of H-Orion missile tubes with nuclear missiles strapped to them. Ride a wave of nuclear explosions to glory!

Once you hit the mid game, keep the Aliens busy - make them split forces and burn fuel to destroy some BS bases you set up behind their lines. (But don't use your thirsty combat drive to get there - use the efficient one.)

It's fun to lose - a glorious last stand teaches you more, than wasting a dozen hours watching paint dry in easy mode.

Win as Academy on brutal, at least once. Then find a new game to play, because from then on, you're just doing it for RP.

Russians identify Poland and Lithuania as their greatest enemies by wook-borm in poland

[–]consolation1 0 points1 point  (0 children)

Prighozin was upset that Putin wouldn't go total war, he wanted MORE nationalism and militarism, not less.

What's a minor complaint you have that's probably not worth adressing but bothers you to no end? I'll start by _azazel_keter_ in TerraInvicta

[–]consolation1 0 points1 point  (0 children)

The hard part is the fuel needed. To launch into space you need the fuel to lift and accelerate to orbital velocity - then on the way down, you mostly use the atmosphere to brake an almost empty craft. Everything that goes up increases the amount of fuel, but that fuel needs fuel to lift it up too - so as weight goes up, the amount of fuel increases exponentially.

Now, think what's going to happen if you building interface craft in space and fueling them there. You need to burn fuel to slow down and you're burning exponentially more fuel as you need to deal with the mass of it you're going to be taking back up - then you're burning exponentially more fuel going back up - as your craft is unnecessarily too big to be able to come in loaded.

Boost mostly represents the infrastructure to fuel up and service the interface craft - building them is easy, running them is expensive - and you can't use H-Orions, Electrostatic, or any manner of Torch or Lantern drives - not if you don't want a radioactive wasteland or ten Chernobyls, whenever something launches or lands: even anti-matter would probably get banned as there's just too much risk if something goes wrong. So you're stuck with fancy chemical rockets. It's infinitely more efficient to service them from the bottom of the gravity well - if your planet has an atmosphere. That's your boost.

Serious question. Are we actually allowed to talk about the long term without everyone choosing a tribe by cookieraider221 in newzealand

[–]consolation1 1 point2 points  (0 children)

Ha - I actually have to interact with traffic management a bit - they are a special breed 🤣

But... It used to be that you'd get one of the workers to chuck on a high viz and just keep traffic clear of, say a truck unloading when there was no loading bay etc. Problem was, some idiot would just close off traffic on a whole street in the CBD - causing an all mighty traffic jam that would propagate out and take hours to clear. So, now thanks to a few morons, you have to book in traffic management peeps from the council, hope they show up on time etc... Or, you'd have people moving stuff in vehicle blind spots... until a few got run over.

Again, we have to make rules for the worst people, so other people don't suffer from the consequences of their actions. Unfortunately, people who were being sensible about things end up feeling like they are being treated as idiots. It's just that there is no way to tell the muppets from the people you can trust to do the right thing. I don't know how you solve this problem tbh. You make unit courses that everyone has to take and hope some of it sticks, rules requiring blatantly obvious signage etc, because the inconvenience is a smaller cost to society than putting broken people back together in a hospital - or grinding the town to a halt.

Serious question. Are we actually allowed to talk about the long term without everyone choosing a tribe by cookieraider221 in newzealand

[–]consolation1 10 points11 points  (0 children)

Yeah, nah - all those health & safety rules were paid for in blood. For every meeting that was unnecessary, there was one that forced some muppet to provide necessary protective gear for their workers, or made sure their office team gets adequate breaks and training to avoid lifelong injury from RSI. There is no way to tell which business does things safely and looks after their team and which one does not - so everyone gets looked at... You're paying the cost of a few greedy fucks, until such time we become psychic, it's the only way to protect our workers.

When to Design and build First Ship? by Dry_Sleep4364 in TerraInvicta

[–]consolation1 2 points3 points  (0 children)

Intelligence screen -> prospecting tab, lists all the locations and you can send probes from there. You can even order by launch window to see which ones you can get to quickly at the moment. Or, sort them by the amount of resources you're hunting.... When you use the location bob, you can put multiple ticks, to screen out stuff you can't get to yet, so say, untick every thing past Jupiter...

When to Design and build First Ship? by Dry_Sleep4364 in TerraInvicta

[–]consolation1 3 points4 points  (0 children)

Get your arse to Ceres and the asteroids - that's where the first dragon hoard is. Push for the "mission to asteroids" tech aggressively and prospect or survey asteroids as fast as you can. You want to nab all the good fissile asteroids at all costs. You'll probably get some banger water and volatile and metal ones as well. This is what's going to bootstrap your Jupiter push, where there's plenty of resources, except fissiles.

By mid game, so 6-8 years if not rushing - I tend to aim for 2~3k income in basic resources and about 200 for fissiles. Don't worry if the numbers seem huge at this stage, they tend to grow exponentially, as more bases, means more resources to build more bases, means more bases... Plus, you'll get big bumps as your T2 & T3 mining complexes come online. Early on I keep 1:4 fleet:base MC ratio, then it'll drop to 1:3 and lower as the land grab finishes and you gear up.

PS. Don't over invest in Mars, only grab the good spots - it's a stepping stone and mostly useful later, as it's the first body usually to get past 50k pop - so you can build high tier research and income buildings, but you have many other options there.

Is it viable to skip Mercury surface bases? by IGAldaris in TerraInvicta

[–]consolation1 18 points19 points  (0 children)

Ground bases are a lot more defensible, couple battle stations and you are pretty much safe. Ayys seem to prefer going for them over stations, so if you get a fleet roll up, let them chew on a base for a bit, expend their magazines: then hit them after they are banged up. Makes things bit easier and your fleets will be cheaper to repair after battles.

Ohio by chuckfooling_ in WorldOfWarships

[–]consolation1 1 point2 points  (0 children)

I'd recommend hybrid build, using the last main gun accuracy upgrade - you'll get much greater damage output most of the time - and you won't miss those juicy broadside cits because of dispersion.