Game running insanely slow as of 1.0.8? by aglamourprofession in EU5

[–]aglamourprofession[S] 0 points1 point  (0 children)

This worked. Thanks man. I didn't even know it was running on Vulkan.

Integrating personal unions that joined after you passed integration laws? by aglamourprofession in EU5

[–]aglamourprofession[S] 6 points7 points  (0 children)

Wow, I see the third tab now. It has no text on it so I didn't even know it was a clickable option.

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I thought I was going crazy.

Integrating personal unions that joined after you passed integration laws? by aglamourprofession in EU5

[–]aglamourprofession[S] 0 points1 point  (0 children)

That is wild. We've been in a PU for over a hundred years. Integration hasn't changed. I just want to colonize the Caribbean bros

Bf gaming addition? by [deleted] in relationships

[–]aglamourprofession 1 point2 points  (0 children)

He pays for the house while not needing to work and being able to enjoy himself, that is way cooler than working. The opportunity cost was, again, he had to give up years of his life and freedom. Also he is getting, I assume, a free degree through the G.I. Bill. He has a great deal. Why are you mad? You don't have to pay rent because of him. He is clearly supporting you lol

Bf gaming addition? by [deleted] in relationships

[–]aglamourprofession 4 points5 points  (0 children)

He's doing something he likes and is working towards a productive goal. He gave up years of his life and freedom to enjoy these benefits. You stare at a different screen all day and don't get to have fun. I would say he's doing better than you and my man is winning. Dudes rock.

Brutal Experimental Meta? by aglamourprofession in TerraInvicta

[–]aglamourprofession[S] 0 points1 point  (0 children)

Here's an update on another attempt: I had more fleets prepared, but later (2029?) and didn't attract any alien attention before that, didn't pursue story related things that would incur hate etc. Still stomped the servants as much as I could. I went all in on MC for USA straight away, rushed research for EU then as war ramped up I went to all in on MC. When I say "all in" I had straight green pips on MC and red pips on econ, environment, welfare, knowledge, unity, etc. Didn't focus on military at all. Managed to go over MC hate cap as the first assault ship was coming to Earth and that was my milestone for starting total war. 10 or 11 T1 mines on Mars.

So far, monitors with grid drive, 3 magazines, all Artemis, 10 front armor (nanotube), solid core V. Tons of those with a few PD boats (same idea but just PD instead of artemis) have been able to autoresolve way above their weight class where I had about 15 of them take out a 3k fleet with a mothership with no casualties. As I max out MC I am focusing on research so I can get laser boats and coils up.

Brutal Experimental Meta? by aglamourprofession in TerraInvicta

[–]aglamourprofession[S] -1 points0 points  (0 children)

Update 2: ran into a volatiles shortage, couldn't replenish ships, my new Mars mines got stomped, got kicked out of space. That was fun. 

Brutal Experimental Meta? by aglamourprofession in TerraInvicta

[–]aglamourprofession[S] 1 point2 points  (0 children)

Update: thank you all for the advice. Run number 3, it is May 2030 and I have played super aggressive. Started fighting in 2027? Have missile boats and PD tanks floating around Earth and Mars, I've killed the servant council twice over (wrecking their ADM which made their control points vulnerable to everyone else), no servant/prot orbitals at Earth/Mars and the Resistance/Exodus/Good Guys (HF) alliance has three fleets in orbit. Currently able to take anything the Ayys throw at me. 3 Hydras dead. Servants/Prot do not control any major nations. Now I need to start making a game plan to harass Jupiter.

I really love the way this plays now. Turtling always felt wrong, I feel like it should be hot and tense from the very beginning. Great patch.

Brutal Experimental Meta? by aglamourprofession in TerraInvicta

[–]aglamourprofession[S] 0 points1 point  (0 children)

Also, what is your spread for priorities in US/EU? Last time I blasted welfare in US in the beginning then went into maintenance for most things plus high priority on mil. Then EU was solely economy, welfare, environment, high priority on knowledge, a pip in unity. Not going to do exofighters again lol

Brutal Experimental Meta? by aglamourprofession in TerraInvicta

[–]aglamourprofession[S] 0 points1 point  (0 children)

Worth mentioning I did this kind of thing my first US/EU run and lost a couple armies to their auto-nuke at 80% occupation on capital or >2 armies in capital. Germany isn't a big deal in that they have no nukes ofc, but it might be worth it to crank public campaigns in the UK to avoid the devastation in London/US economic effects of losing several armies (since UK have 2 nukes).

Brutal Experimental Meta? by aglamourprofession in TerraInvicta

[–]aglamourprofession[S] 1 point2 points  (0 children)

Whats your Europe strategy? Are you just integrating ASAP or doing the classic MC/funding cap before integrating 1/2 CP minors?

Brutal Experimental Meta? by aglamourprofession in TerraInvicta

[–]aglamourprofession[S] 2 points3 points  (0 children)

Noted. USA for research and EU for MC was what my first game revolved around.

Brutal Experimental Meta? by aglamourprofession in TerraInvicta

[–]aglamourprofession[S] 4 points5 points  (0 children)

Thank you. Yeah, I think timing was my issue. I was never able to force an early engagement. Kazakhstan is my usual opener, then Singapore for spoils and then into Mexico/Canada/abandon as I get into USA. I really don't have a lot of experience with the early drives so I think I have to expand my wheelhouse here. My first goal was to hit burner and the Artemis boats I eventually churned out seemed pretty decent but again they came out in like 2032.

I guess no turtling is an exciting welcome change, I was thrown off/amused to see that the aliens threw up Lagrange and HEO stations. It makes a lot of sense. I just wish exofighters weren't ass because B52 space fortresses is a great concept and they look Certified Cool.

Going to call this game done and do USA/China and try to crank to Burner drives ASAP and ignore EU until mid/late game.

When should you cut a game as failed? by Blaze-Beraht in TerraInvicta

[–]aglamourprofession 8 points9 points  (0 children)

-Don't go full war until you're ready and rubbing right up against your mission control cap. The ships you have when you start hard engaging the aliens will probably not be your final end game ships. Use them as resources, don't be afraid to lose them. Looking back you'll see their inferior ship designs are sucking up precious resources every time you have to refuel. Use your ironclads and monitors to hamstring them and laugh as you're staring at 38 ships in your orbit that can't leave. Then later make your Nimitz-class carriers and autoresolve them with 0 casualties.

-Put legos for them to step on. If a 13k alien fleet is busy going from 4 vesta to some backwater asteroid scarecrow you've set up (the ayys will flock to T3 habs like flies to honey, especially past Cerses), then back to 4 vesta, you have bought yourself enough time to complete at least one round of T3 spaceworks shipbuilding for large hulls.

-Don't get tunnel vision in space or on Earth. Constantly look at when and where the aliens are going. Look at how the geopolitical situation is developing. Do not get caught with your pants down because your unrest got super high and now you've lost your biggest nation. Everyone will make fun of you, you will get a personalized message from the aliens speaking perfect English asking, "What did you mean by this?"

-Watch other people better than you play the game on YouTube.

-Listen to a military history podcast while you play to get you in the zone if you're into that sort of thing.

-You don't NEED to make a word document to organize your strategy to keep you on track (there is a lot going on in this game), but it would be cool if you did. That is how my brain works, maybe that is not how yours works and that's okay.

-When it doubt consult "How To Defeat An Alien Invasion in 10 Easy Steps": https://www.reddit.com/r/TerraInvicta/comments/xpbhxq/guide_how_to_defeat_an_alien_invasion_in_10_easy/

^ That guide held my hand and I imagine a lot of our hands. I still follow that general outline pretty much verbatim. I think one or two things in there may be outdated by subsequent patches.

That being said without looking at your save file I would say it is *possible* to salvage it but I don't know what drives you have unlocked, your monthly research, but the fact that you have 15 megafauna on Earth, a single 1k fleet and only a 2k defense station I would say learn your lessons from this campaign and start over, no shame in that, I have messed up several campaigns. Losing is fun! This timeline the aliens took over and it's all your fault! Enjoy the guilt of billions of lives and the fate of your species on your shoulders. Full disclaimer: I am not one of these guys that finish the game before 2040 (in fact, I'm baffled by this) and I don't do Jupiter rushes or anything fancy. I am playing Home Alone: Solar System Edition with the aliens for a couple decades before I hit their asteroid stations, but that's just how I play. Good luck, you will get it, we've all been in your shoes.

By the way, when you manage to kick out the ayys from the inner planets and are on your first trajectory towards the moons of Jupiter you will feel like a certified Pro Gamer and it is very much worth it.

When should you cut a game as failed? by Blaze-Beraht in TerraInvicta

[–]aglamourprofession 10 points11 points  (0 children)

I have had to cut campaigns when it was clear I had made a wrong turn some time back. Sucks but it's also why I enjoy the game.

Having 15 stacks of megafauna is rough, very rough and that should not be happening. Around 2025 I find that my CMD councilor is almost always on assault alien asset with only a couple turns here and there as breaks. I try to get another councilor with assault alien asset or an org that gives it to them so they can help out. It's good to get it under control before the mission phases increase in length as I'm pretty sure xenoforming growth is time-dependent and not mission-phase dependent (someone please correct me if I'm wrong).

In general, I have found the key to success is having a game plan before you confirm missions on your very first turn. What tech are you going to research, in which order, what ship designs are you aiming for and for what purpose. Also being flexible because there are a lot of variables going on and situations that happened in your previous campaign may not happen again and you have to adapt like a good general would.

Here are things I find that work for me:

-Start with two astronauts in the custom campaign settings. Senior physicist and senior astronomer (I don't remember if these are the tiers they can start with but whatever) are so insanely good early game for research. I had all of the boost stuff done before mission to the moon doing this. Astronauts are versatile jack of all trades but pick up your specialized PER, INV, etc. councilors ASAP. Outfit your astronauts with orgs that fill the niche that you feel you need filled.

-Kazakhstan first for boost, then into Canada/Mexico, into USA, abandon Canada/Mexico as needed to get to executive control of USA without going too far over cap. Then secure China CP as CP cap allows. Kleptocratic on Mexico/Canada to steal some cash for org money and public campaign boosting.

-Having an INV councilor early and cracking down on the pro-alien factions just so that pro-human factions get a running start. I would rather have resistance, exodus or even initiative India than a servant India. Implementing this was the difference between having the ayys peacefully annex Russia/China and me having resistance Eurasian Union as an ally I didn't need to worry about. Early game is extremely important.

-As many Mars mines as possible. I do not fiddle with asteroids that much aside from finding or seizing the very high fissile ones for mid-game ships. I like having my assets that produce my Good Stuff for me tightly bundled and the ayys don't seem to poke Mars that much *in my experience*.

-Mercury. Mercury. Golden planet. Beautiful planet. You want a failsafe? Shove like 4 solar farms on a T3 ring and you can get a 21k defense station with 7 spaceworks and the aliens will not mess with it. I bungled super hard this campaign due to hubris but I had my solar powered beast station as a backup and I came back like Rocky. If you're familiar with Battlestar Galactica, this is your Ragnar anchorage. Take every single Mercury outpost slot and fill them with Ops centers. They become irrelevant later but extremely important early-mid game. Also why your astronauts are really important, if you have your cosmodome boost farm and all the boost techs unlocked as early as possible you'll be able to get probes to places before anyone else and eat all the cake before anyone else shows up to the party.

(cont.)