TI Space Nations

From Terra Invicta Official Wiki

TI Space Nations is a mod for Terra Invicta that brings nations into space. Large planets and moons become political maps: a big enough surface base grows into a city, the city declares itself an independent colony nation with its own provinces, priorities, armies and control points, and the nations of one world can unite into a planetary union. On Earth, a faction can found the United Nations and unite the planet under one government.

Overview

  • 29 colony worlds - every planet and moon that allows tier-4 habs and has at least 4 hab sites - get a political map of up to 100 provinces.
  • Tier-4 base modules turn a tier-3 base into a city: City Core, Arcology, Colonial Administration, Garrison Citadel and Hydroponic Megaplex.
  • Declare Nation: a city with 10,000 crew can become a nation. You start with all of its control points.
  • Provinces and settlement: the rest of the world is unclaimed land. Your nation settles it province by province and grows its population with new priorities.
  • Supply network: holding control points in a colony nation makes building and operating habs in that planet's system cheaper and faster.
  • Planetary unions unite the colony nations of one world; the United Nations of Earth can unite Earth.
  • Colonial armies fight on colony worlds and travel between worlds on troop transport ships; drop pods allow landings on enemy ground. Colony nations build their own surface-to-orbit fighters.
  • 16 new events for colonies and space bases.
  • The aliens react: founding nations angers them, and a hunted faction faces alien strikes, invasions and a growing alien navy.
  • The AI plays along: AI factions build cities, declare nations, defend their colony worlds and ship armies between worlds.

Installation

  1. Install Unity Mod Manager into Terra Invicta (see Installing mods).
  2. Subscribe to TI Space Nations on the Steam Workshop.
  3. Enable the mod in the in-game Mods menu and restart the game.
  4. Optional: adjust the settings with Ctrl + F10.

From a base to a nation

  1. Pick a colony world - see the list of colony worlds. Mars, the large Jovian moons and Titan have the most room.
  2. Build a tier-3 base there and research the City Core project. Upgrade the base's Colony Core to a City Core - the base is now a city (tier 4).
  3. Grow the crew to 10,000 - a City Core and two Arcologies are enough.
  4. Click Declare Nation on the city's hab screen (cost: 1,000 money, 400 base metals, 40 noble metals, 20 fissiles). The new nation and its political map appear; you hold all of its control points.
  5. Expand: use the Frontier Settlement priority to settle neighbouring provinces and Living Space to grow the population. Raise armies and surface-to-orbit fighters.
  6. Unite: with the Planetary Union project, unify your colony nations of one world into a union.
  7. Meanwhile, on Earth, the United Nations Charter and the Global Assembly projects can unite Earth.

Keep an eye on the aliens: every nation you found angers them.

Features

  • Colony Worlds and Cities - Which worlds qualify, the tier-4 modules and their numbers.
  • Colony Nations - Declaring a nation, what you get, provinces, unclaimed territory and councilor missions on colony worlds.
  • Economy and Priorities - Frontier Settlement, Living Space, changed priorities, mission control, the province power bonus and the supply network.
  • Unions and the United Nations - Planetary unions and the United Nations of Earth.
  • Colonial Armies - Armies on colony worlds, troop transports, drop pods, conquest, STO fighters and space defenses.
  • Technologies and Projects - All new research with costs and prerequisites.
  • Events - The 16 colony and space hazard events.
  • Aliens - Spoilers. How the aliens react to space nations.
  • AI - How AI factions use the new features.

Settings

The settings are in the Unity Mod Manager window (Ctrl + F10) and stored in Settings.xml in the mod folder. All features are on by default except verbose logging. In multiplayer only the host's settings count.

Setting Default Notes
United Nations of Earth on The two UN projects.
Colony nations on planets and moons on Main switch for cities becoming nations. The settings marked needs colony nations do nothing while it is off.
Crew required to declare a colony nation 10000 1,000 - 200,000.
Political maps on planets and moons (needs reload) on The colony world maps. Needs colony nations.
Colony STO fighters on Surface-to-orbit fighters of colony nations. Needs colony nations.
AI declares colony nations and pursues whole worlds on See AI. Needs colony nations.
AI defends its colony worlds and builds the largest ships on See AI.
Random colony and space hazard events on See Events.
Aliens invade colony nations (spares pro-alien controlled ones) on Needs colony nations.
Aliens hunt their enemies everywhere (total war or hate 200+) on See Aliens.
Aliens mobilize once loud… (full tier needs "Aliens hunt") on See Aliens.
Auto-resolve: a vastly superior side does not empty its missile tubes on A fix for vanilla auto-resolve, see AI.
Verbose logging off More detail in the log for bug reports.

Multiplayer

The mod works with TI Multiplayer. The host decides everything: founding, settlement, unions, troop transports, the AI and the aliens run on the host. Declare Nation and the troop transport operations are sent to the host. All players need the same mod version; a different version is refused when joining. Events are shown to every player.

Save games

  • Adding the mod to a running campaign works. The new events join the event pool within a month; unclaimed land, the UN and the military tech caps are set up at the next month change.
  • Once a space nation exists, the campaign needs the mod. Colony nations, unions, the UN, their provinces and the tier-4 modules are built from the mod's game data, so a save in which any of them has been founded or built cannot be loaded without the mod.
  • Removing the mod from a campaign without space nations works: the mod keeps its own records (for example the alien strikes) apart from the vanilla game data, and the game simply drops them when it loads the save without the mod. Turn Aliens mobilize once loud off and play one month first, so the alien war reserves are retired.
  • Saves from versions before 1.0.0 switch to this layout the first time they are saved again with the mod.
  • The mod cannot be switched off while the game is running.

Known issues

  • The aliens can still take control points in colony nations.
  • AI factions practically never research Planetary Union, and never the UN projects - a game without human players never gets a UN.
  • The colouring of a colony map only updates when you change the map mode.
  • Frontier Settlement and Living Space use the weights of the Environment and Build Navy priorities in priority presets, and some generic game texts still use those names.
  • Embark Army always takes the strongest eligible army.
  • A fleet carrying an army does not show this in its name or panel.
  • Borders on colony maps can be off by less than a degree; markers on small bodies are small.
  • Multiplayer: a client that sees the UN being founded live may need to reload the session to show Earth's map correctly.

Credits

The idea of a united Earth government and of nations on other worlds is inspired by SolarInvicta by slyhw4. TI Space Nations is written from scratch and contains no code or data of SolarInvicta.

Testing: Chrisie10101.

See also