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Terra Invicta
Cheat Codes:
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Submitted by: David K.
Easy Cheats:
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Written by 40tez
How to quickly make things easier for yourself, no special software/programming
skill required.
-=Getting More Resources=-
1.Go to:
n:\Program Files (x86)\Steam\steamapps\common\Terra Invicta\TerraInvicta_Data\
StreamingAssets\Templates\TIFactionTemplate.json
It can be opened with any text editor, such as Notepad.
2.Find the faction you want to play next and scroll down to their "baseAnnualIncomes".
Right below that should be "startingResources". These represent, as expected, the
faction's base resource income (before being modified by everything you do in a
playthrough) and its starting resources.
3.Take note of what these values are currently.
4.Edit them to be higher.
5.Start a new save file with the edited faction (if you edited startingResources) or
just load a current one (if you edited baseAnnualIncomes).
Congratulations, you are now rich! Like Earth’s protectors/guiders/overlords/whatever
should be. Enjoy a much easier game.
Make sure you edit the values back to their original before your next game! Unless
you want to make things harder for yourself, which is a valid option. You could also
verify the game files via Steam to reset the values.
I haven’t fully looked through all the .jsons but there’s probably other good things
to edit. In the TIFactionTemplate there is also the AI’s decision-making weights, so
you could edit that to make them lay off a certain activity, perhaps.
-=Info From Darkrajin=-
* You can edit saves if you select uncompressed in the game settings"
[save files are in C:\Users\YourUsername\Documents\My Games\TerraInvicta\Saves]
* You can rather easily edit your councilors. Just search their name
[in TICouncilorTemplate.json], than scroll up to find their stats. I think the max
stats is like 25 for each skill. So I just change them to 20. You can also change
their traits. but they seem to be named slightly differently in the file, to what
you see in game. So just copy and paste from another councilor to make sure it’s
correct. I did this with one of my agents.
That had the indulgent trait, and changed it to streetwise.
How Mining The Moon Reduces Boost Cost:
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An Explanatory Guide About Mining and Boost
Once you get space resources, you can use the "build in space" option when
constructing modules (Not founding new platforms/outposts).
Space resources will be used instead of boost for any resource you have enough of
and boost will be used for the rest.
For instance, a space science module costs about 0.5 volatiles and 1 metal.
To get that into low earth orbit (LEO) that normally costs 1.5 boost.
If you have 1 metal, building in space then costs 1 metal and 0.5 boost instead
(assuming you’re building in LEO).
If you can build using only space resources, then you also get the module faster
(nothing needs to be sent from Earth).
Boost costs increase the further out you get, so it usually makes sense to build a
mine on Luna to get enough resources (mines cost a lot of metal, so primarily that)
to make a mine somewhere more profitable (Mars or its moons, typically).
However, it is possible to instead use a combination of technology and a bit of
extra boost to start on Deimos instead. But obviously only one faction can do that.
Tips to Take Over the Countries:
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Useful Agressive Advice
3 basic paths to control a country:
Raise support by running support mission and controlling surrounding countries.
* Destabilize. Then coup or raise support.
* Take it off someone else. Crackdown and purge.
* For Large Countries (with Example)
You need to factor in that the chances to get a successful roll is heavily influenced
by the amount of control you hold in nations that surround the owner of the CP you’re
targeting.
Taking that into account, in my current campaign I had full control over Russia by the
6th December year 0 playing as the resistance. And that was whilst learning how to
achieve it…. next campaign it’ll probably be within the first month or two.
And yes, by design some factions start off significantly stronger in terms of support
and ability to influence the world at the start, but as events play out and the
narrative changes things shift on the world stage.
Basic Save Editing Guide:
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Written by H208OM8
For Terra Invicta players, this guide will show you how to navigate and edit your saves,
let’s check it out.
-=Where is my Save?=-
Your save can be usually be located at,
(Drive usually C):\Users\(You)\Documents\My Games\TerraInvicta\Saves
In this folder you can view all saves
Note: that it must be an uncompressed file, this is a setting that is changed in game,
and the save must be made while deactivated as saves between disabled and enabled states
do NOT carry over. (no you haven’t lost your saves, you just need to toggle save file c
ompression) – will verify
But unless you really need the storage, you should leave file uncompressed if you wish
to edit saves frequently.
-=How to navigate your save.=-
Most file editing software should work, personally I’ve used Notepad++ without issue,
and haven’t had any issues.
Now that we’re in our save we can start to look around, which is scary because even new
(-ish) saves can have well over 350,000 lines, and save files get bigger the save I’ve
been testing on has just shy of 400,000 lines mid 2023.
As such we’ll need to make good friends with the find tool, and be specific with what
we search for, no point searching for ‘research’ because that’s an attribute to every;
nation, operative, org, hab, and some more I’ve forgotten, (will check and add more
later). Instead we can look for a specific tech, In my test case, I wanted to change
the progress on the Deep System Skywatch, as the events that it’s completion triggers
would’ve messed with my Academy game timings.
It seems the dev’s have chosen to remove spaces inbetween words for the most part
instead of using underscores, which just means that to search for Deep System Skywatch,
we can instead look for “DeepSystemSkywatch” (capitalisation doesn’t matter as far as
I can tell). However most entities in game are referred to by a number. In my case my
faction was assigned 4444. To determine things like what our faction is referred to as,
and other such mysteries, we can use uniquely named items. For instance, if we can
find a global research project and know who has contributed research to the project,
we can figure out which factions are assigned which values.
Important note: the game can be left running while we edit the save, as we’re editing
the save, not the current game state, this can make it easier to check values if both
the game and open save file are windowed.
-=So I can navigate this mess, now what?=-
That’s up to you. For me I wanted to change research project completion time, so I
changed the values for the project. You may want to edit your operator or org stats
(make sure it’s your own op/org, not one that the AI can see), or maybe you want to
set an org from not owned (but available) to owned (afaik the orgs you can buy are
faction specific, that is all the factions can see and buys different factions at
any given time, but change as the markets are refreshed).
-=Editing States (Nations/Countries)=-
Oh no one of your control points is on crackdown! Don’t Worry, with modern technology
we can rebuild we can fix this.
There a few different things that can be changed for a nation in the save file.
-=Thing to change: COUNTRY level economic data=-
Search by country name until you find
"templateName": "NAT",
"displayName": "NATION",
"$type": "PavonisInteractive.TerraInvicta.TINationState"
for your particular nation, the data is ABOVE this (JSON), here you can change
investment points, research miltech level etc. Stats for the Whole country.
-=Thing to change: CONTROL POINT level stats=-
Search by country name until you find
"templateName": "NAT",
"displayName”: "NATION (CONTROL POINT TYPE)",
"$type”: "PavonisInteractive.TerraInvicta.TIControlPoint"
Again info is above this, but here we can change who owns the control point, aswell
as if the control point is defended, and for how much longer, aswell as if it is on
crackdown and for how long. (be careful changing defended/crackdown status’s as some
lines change between them will get pic).
What the AI is doing in a particular control point can be changed here by changing
values between 0 – 3 for respective stats (unsure if the AI will instantly change
back upon reloading save).
Guide to Build India:
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If you’re actively trying to not exploit, then I wouldn’t exploit knowing where the
birth rate thresholds are.
Just keep working on economy, and decide if you want to tech up the military, or if
you’ll be using another country as the beat-stick to fight Alien ground armies with.
At the same time, you’ll need to think about how much investment you want to put into
India’s space program.
-=In Details=-
I crunched a lot of numbers to figure out the tipping points of when to invest in what,
and why. TLDR, if you want max population growth (and you do), pump economy until your
GDP per capita goes a bit above 25.2k, then pump knowledge until your government hits 10,
then go back to economy (With welfare as needed ofc.).
Don’t take these numbers as gospel, but I wanted to share the fruits of my labor, no
matter how questionable they might be.
There’s three important pop growth bonuses: The “big economy” bonus, the “trashfire
country” bonus, and the “developed country” bonus. The developed country bonus is the
biggest, but also harder to get. The economy bonus is just “gdp per capita = pop growth”
but it’s small enough that it won’t affect our thinking.
For the trashfire bonus, you get a pop growth bonus based on the lowest value of either
your government or education. That’s a little confusing, but there’s at least something
to be said for leaving Knowledge alone up-front. It’s a pretty small bonus for India and
its 6.9 starting government, and it’s not worth tanking it into an anocracy for pop
growth because its education isn’t that much lower of a score, but it’s something. This
bonus is most pronounced for true trashfires like Chad.
You get a pop growth bonus if you cross a magic threshold into being a developed country,
but that’s pretty far away for India. India starts with government of 6.9, education of
5.6, and GDP per capita of 7k. You can hit “developed” at G=6.9, E=5.6, GDPpC=50k, or
G=10, E=8.7, GDPpC=25.2k. It’s easier to raise your government and education by 3.1 than
it is to raise your GDPpC by an extra 24.8k – almost half as much IP investment, in fact.
So if you’re shooting for the “developed” pop bonus ASAP, you’ll want to pump Knowledge
at some point. The “trashfire country” bonus gives you an incentive to raise econ first,
and then sprint for knowledge at the end.
There’s another factor that makes your econ investment more interesting: You get a l
arger gdp boost, per point of economy, the higher your democracy and knowledge are. This
is a much bigger share of the pie for smaller countries, but it’s still worth looking at
here.
India’s starting gain is something like $11 per capita GDP per Economy, but if you pump
Knowledge high enough to max out democracy, you’ll be getting $12.2 per capita GDP per
economy. That’s just a 10% boost, and it’ll take 1200 IP to get there.
If you spend those same 1200 IP on Economy from scratch, you’ll raise your GDP from
the starting 11 trillion to about 30 trillion, which is a +172% increase in GDP (but
only a +39% increase in IP because of the cube-root IP factor). Still, it’s a lot bigger
than the efficiency boost you get from Knowledge.
There’s probably an interesting inflection point, as your GDP goes up, where the per-IP
boost from Knowledge is equivalent to the per-IP boost from Economy. But wherever that
point is, it’s way above the point where you want to transition purely for the sake of
that “developed” pop growth bonus.
Biggest Super State Possible:
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Written by Changer
-=How to Create the Biggest State Possible in Terra Invicta=-
* Control China.
* Research Pan-Asian Combine.
* Absorb everything via war or unification diplomacy it gives claims on into China,
except for Taiwan.
* Meanwhile, research Greater Indonesia and Greater Austronesia.
* Control Indonesia.
* Absorb everything else in Asia that PAC does not have claims on ex-Taiwan and ex-India.
At this point in time, nothing in game gives claims on India.
* Research Reclaiming Mainland China.
* Unify PAC into Taiwan, must be done peacefully or you get baseline China.
* Unify Taiwan into Indonesia.
* Research the Caliphate projects, and Greater African Union.
* Claim Ethiopia.
* Absorb the other states to form United Africa.
* Absorb Indonesia.
-=Bonus=-
* (Bonus) pry regions off India using claims from China, Bangladesh and Pakistan.
Tips to Deal with Low Cohesion:
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Usually, the main contributor to low cohesion is inequality, so welfare is likely your
best bet in the long term. But it can take a long time. Many nations need a few decades.
If your nation is high in unrest, too, I recommend doing stabilize first, until it’s
below 2.0. Higher unrest drastically reduces montly investment points, and thereby your
investment programs will be hampered.
A good short term solution might be declaring rivalries with near-peer nations (i.e.
same size or larger). You get +.5 cohesion per near-peer rivalry, as long as your nation
and/or the rival isn’t a democracy.
Dealing with cohesion in mega-nations eventually will just mean using enough Unity to
keep it where you want it. The Cohesion resting point is calculated, in part, based on
how big the country is, so a sufficiently-large nation won’t be able to raise it above
0 even at minimum Inequality. But, a nation of such size can afford to use enough Unity
to counteract the monthly cohesion loss.
Explanation of Population Growth:
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Population growth is calculated by region, and as far as I know there are six factors:
-=The Nation that owns the region=-
Each nation has a base population growth rate, reflecting the recent history of
that nation. China for example, has -1% base pop growth because of its one-child policy.
-=The GDPPC of the region=-
(This can differ from that nation’s GDPPC).
Richer regions attract more immigrants, increasing population growth by 1% for
every 300k GDPPC.
-=The Education/Government of the region=-
Lower government and education scores prevent access to birth control and so increase
the pop growth rate. The pop growth from this factor is calculated as follows:
100% * Min(0.035, Max(10 - Govt,0)^2 / 1000, Max(10 - Edu,0)^2 / 1000).
-=The Cohesion and Development of the region=-
A region is developed if it has at least two regions (or contains a special merged
region) and its education + government + GDPPC/4000 is at least 25.
Developed regions gain a pop growth bonus for having moderate cohesion, representing
a diverse and non-segregated population. This pop growth bonus is calculated as follows:
100% * (5 - |5 - Cohesion|) / 7.
-=The Xenoforming in the region=-
Dangerous alien lifeforms increase the death rate of people living in the region.
If a region contains xenoflora, then population growth is decreased by max(0.375%,
xenoflora growth % / 2).
Xenoflora growth % is how far along the xenoflora is to spawning a megafauna.
-=The nukes used on the region=-
Nuclear fallout contaminates a region permanently, causing deaths and fatal birth
defects and so reducing population growth by 4% ADDITIVE for every nuke previously
dropped on the region.
These six factors are simply summed up.
Then if the result is positive, it is multiplied by 0.95. Otherwise if the result is
less than -95%, it is replaced by -95%.
The final result is the annual population growth rate of the region.
There is also a small amount of randomness added in when calculating how many people
a region actually gains/loses each month.
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