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When starting a new game, a player can choose various options to their liking. Changing some options could disable [[difficulty]]-related [[achievements]], and you'll see notification about this. | |||
When starting a new game, a player can choose various options to their liking. Changing some options could disable difficulty-related achievements, and you'll see notification about this. | |||
== Scenario == | == Scenario == | ||
Currently, there are | Currently, there are three [[scenarios]] in the base game, distinguished by starting year; the [[2022]] scenario, the [[2026]] scenario, and the [[2070]] scenario. The tutorial is only available in the 2022 and 2026 scenarios. The [[Dark Skies]] DLC adds two additional scenarios; the [[2003]] scenario and the [[Broken Earth]] scenario. | ||
The | The 2026 scenario is the default setting. Human [[Game_Options#Factions|factions]] start with no significant [[Technology|technological]] advancements. The political, economic and demographic situation is modelled on available real-world data of 2026. | ||
The 2022 scenario was the default setting when the game was in early access. It has same starting technologies with 2026 scenario. The political, economic and demographic situation is modelled on available real-world data of 2022. | |||
The 2070 scenario offers a form of accelerated start, with some key research already completed, factions already having a small [[Spaceships|spaceship]] [[Fleets|fleet]], and some [[Habs|habitats]] constructed on and around some [[Celestial Bodies|celestial bodies]]. The global situation has been updated based on a mix of data projections, game lore, and poetic license. | The 2070 scenario offers a form of accelerated start, with some key research already completed, factions already having a small [[Spaceships|spaceship]] [[Fleets|fleet]], and some [[Habs|habitats]] constructed on and around some [[Celestial Bodies|celestial bodies]]. The global situation has been updated based on a mix of data projections, game lore, and poetic license. | ||
The 2003 scenario's political, economic and demographic situation is modelled on available real-world data of 2003. This scenario is harder than other scenarios; factions start with various penalties which can be fixed by researching technologies or projects. Also, the global techs of the 'normal' game are only accessible after researching expensive roadblock techs. There are some additional projects for alternative early progression, but it isn't enough to keep pace with other scenarios. | |||
The Broken Earth scenario starts in the year 2112, with the premise of global nuclear war in the year 1962. Humanity has suffered a major setback - no nation has a nuclear arsenal or space program, and the global population is only about 5.38 billion. Various rule changes are applied to this scenario. One example is that nations get more {{icon|ip|bgcolor=DarkSlateGray}}[[Nations#Monthly_Investment_Points|Investment Points]](IP) - while the nations start at worse position, they can be fixed faster and can become stronger than nations of other scenarios. Also, each faction has a unique faction project which grants very distinct bonuses. | |||
== Solar system == | == Solar system == | ||
Decides how many stellar bodies will appear in the game. This option | Decides how many stellar bodies and Lagrange points will appear in the game. This option may change [[Game Options#Global Mine Productivity Rate|Global Mine Productivity Rate]] too, which affects the amount of space resources deposit in mining sites. For the full list of sites by scenario, see [[Space_Body_List#tabber-System_Size|the Space Body List]]. | ||
* Full Solar system - | * Massive Solar system - 472 stellar bodies, 91 Lagrange points, 100% Global Mine Productivity Rate | ||
* Medium Solar system - | * Full Solar system - 373 stellar bodies, 91 Lagrange points, 100% Global Mine Productivity Rate | ||
* Light Solar system - | * Medium Solar system - 240 stellar bodies, 71 Lagrange points, 100% Global Mine Productivity Rate | ||
* Minimum Solar system - | * Light Solar system - 114 stellar bodies, 53 Lagrange points, 130% Global Mine Productivity Rate | ||
* Minimum Solar system - 71 stellar bodies, 2 Lagrange points, 210% Global Mine Productivity Rate | |||
== Factions == | == Factions == | ||
Decides the number of [[Factions|factions]] in the game. The default option includes all 8 factions (7 Human factions and The Aliens). Removing a faction increases base cap of the {{icon|cp|bgcolor=transparent|size=20px}}[[CP|control points]] by 50. | Decides the number of [[Factions|factions]] in the game. The default option includes all 8 factions (7 Human factions and The Aliens). Removing a faction increases base cap of the {{icon|cp|bgcolor=transparent|size=20px}}[[CP|control points]] by 50. | ||
The minimal number of factions is 3: which will spawn {{icon|alien|bgcolor=transparent}} | The minimal number of factions is 3: which will spawn {{icon|alien|bgcolor=transparent}} [[Aliens|The Aliens]], {{icon|resist|bgcolor=transparent}}[[The Resistance]] and {{icon|submit|bgcolor=transparent}}[[The Servants]]. {{icon|exploit|bgcolor=transparent}}[[The Initiative]], {{icon|escape|bgcolor=transparent}}[[Project Exodus]], {{icon|cooperate|bgcolor=transparent}}[[The Academy]], {{icon|destroy|bgcolor=transparent}}[[Humanity First]], and {{icon|appease|bgcolor=transparent}}[[The Protectorate]] is added by increasing the number of factions, in that order. | ||
== Game Difficulty == | == Game Difficulty == | ||
Chooses the difficulty of the game, which changes various things like AI bonus and alien behaviors. | Chooses the [[difficulty]] of the game, which changes various things like AI bonus and alien behaviors. | ||
* 1 = | * 1 = Forgiving | ||
* 2 = Normal | * 2 = Normal | ||
* 3 = Veteran | * 3 = Veteran | ||
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It also makes the Aliens missions easier to achieve, increases the number of mines the Aliens can have, increases the Alien exotics income (while reducing how much you can salvage), and reduces shipbuilding costs for all AI factions. | It also makes the Aliens missions easier to achieve, increases the number of mines the Aliens can have, increases the Alien exotics income (while reducing how much you can salvage), and reduces shipbuilding costs for all AI factions. | ||
It also increases the rate at which both Human and Alien AIs come to hate the player. (more details on the [[Diplomacy|diplomacy page]]) | It also increases the rate at which both Human and Alien AIs come to hate the player. (more details on the [[Diplomacy|diplomacy page]]) | ||
When playing as {{icon|submit}}[[The Servants]], the {{icon|alien}}[[Aliens]] have inverted difficulty settings. For example, on Brutal difficulty for {{icon|submit}}[[The Servants]], the {{icon|alien}}[[Aliens]] behave the same as on Forgiving difficulty for other [[Factions]]. | |||
== Start Game Buttons == | == Start Game Buttons == | ||
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* [[Game Options#Alien Progression Rate|Alien Progression Rate]]: 200% | * [[Game Options#Alien Progression Rate|Alien Progression Rate]]: 200% | ||
* [[Game Options#Global Mine Productivity Rate|Global Mine Productivity Rate]]: Double of the base amount set by Solar system setting | * [[Game Options#Global Mine Productivity Rate|Global Mine Productivity Rate]]: Double of the base amount set by Solar system setting | ||
* [[Game Options#National | * [[Game Options#National Investment Rate|National Investment Rate]]: 200% | ||
== Customize Campaign == | == Customize Campaign == | ||
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=== Variable Project Unlocks === | === Variable Project Unlocks === | ||
[[Technology|Projects]] have [[Technology#Unlocking_Projects|unlock]] chance and you may fail to unlock some projects. Turned on by default. | |||
If turned off, projects have 100% unlock chance and will be available to be researched, eventually. | |||
=== Show Triggered Projects === | === Show Triggered Projects === | ||
Turning on this setting will cause any project that fails its [[Technology#Unlocking_Projects|unlock]] chance roll for the player faction to show up in a different color in the tech tree, allowing the player to know which projects they have failed to unlock. | Turning on this setting will cause any project that fails its [[Technology#Unlocking_Projects|unlock]] chance roll for the player faction to show up in a different color in the tech tree, allowing the player to know which projects they have failed to unlock. Turned off by default. | ||
=== Fellow Citizen Councilor === | === Fellow Citizen Councilor === | ||
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=== Cinematic Combat Scaling === | === Cinematic Combat Scaling === | ||
=== Cinematic Combat Movement === | === Cinematic Combat Movement === | ||
[[Spaceships#Ship_Performance|Combat thrust multiplier]] is a pure bonus if this option is turned on. If turned off, a ship spends more delta-V to accelerate faster than its cruise acceleration. Turned on by default. | |||
=== Add Alien Invasion Fleet === | === Add Alien Invasion Fleet === | ||
The aliens start with several [[Aliens#Alien_Assault_Carrier|Assault Carriers]] and some ships to escort them. | The aliens start with several [[Aliens#Alien_Assault_Carrier|Assault Carriers]] and some ships to escort them. | ||
=== Allow AI Factions To Be Disabled === | |||
Allow factions to be disabled in certain circumstances. See [[Factions#Disabling_Factions]] for details. | |||
=== Starting Nation Group === | === Starting Nation Group === | ||
Player's faction starts with full control of | Player's faction starts with full control of a set of nation(s) chosen from a list (with the exact list varying by [[scenario]], see below). If activated, every faction starts with additional {{icon|cp|bgcolor=transparent|size=20px}}[[CP|control point]](CP) cap. | ||
{| class="mw-collapsible mw-collapsed wikitable" | |||
! colspan=3|Starting Countries by Scenario | |||
|- | |||
! [[2022]]/[[2026]]/{{icon|DS}}[[2003]] !! [[2070]] !! {{icon|DS}}[[Broken Earth]] | |||
|- | |||
|United States of America <br />China<br />France, Germany<br />Russia+ : Belarus, Kazakhstan, Russia<br />Taiwan, Japan+ : Japan, Singapore, South Korea, Taiwan<br />United Kingdom+ : Australia, Canada, New Zealand, United Kingdom<br />Egypt, Türkiye+ : Egypt, Saudi Arabia, Türkiye<br />Brazil+ : Argentina, Brazil, Mexico<br />Ethiopia, Nigeria+ : Ethiopia, Nigeria, South Africa<br />India+ : India, Indonesia ||United States of America <br />China<br />European Union<br />India<br />Russia<br />Japan+ : South Korea, Japan<br />East African Federation <br />West African Community <br />Brazil ||Quebec <br />Alaska<br />Frontier Republic<br />France<br />California<br />Pacific Defense League<br />Atlantic Union<br />Péyi Guyane<br />Chile<br />Republic of West Papua | |||
|} | |||
=== Other factions Receive Group === | === Other factions Receive Group === | ||
Each Human AI faction starts with full control of random nation group. | Each Human AI faction starts with full control of a random nation group, using the same scenario-specific list as above. | ||
Disabled by default and can only be enabled when the Starting Nation Group option is enabled. | |||
=== Base Control Point Capacity === | === Base Control Point Capacity === | ||
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=== Research Rate === | === Research Rate === | ||
Decides the cost of technologies and projects. 200% Research rate means half cost for every tech and | Decides the cost of technologies and projects. 200% Research rate means half cost for every tech and project. | ||
=== Alien Progression Rate === | === Alien Progression Rate === | ||
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Decides the amount of space resources deposit in mining sites. | Decides the amount of space resources deposit in mining sites. | ||
=== | === Mining Rate === | ||
Decides the amount of space resources mined from deposits for certain faction(s). | |||
* Player Mining Rate | |||
* Human AI Mining Rate | |||
* Alien Mining Rate | |||
=== | === Hab Building Speed === | ||
Decides the building speed of hab modules for certain faction(s). This only affects actual time spent on construction, and does not affect time spent on moving resources with boost. | |||
* Player Hab Building Speed | |||
* Human Hab Building Speed | |||
* Alien Hab Building Speed | |||
=== | === Ship Building Speed === | ||
Decides the building speed of spaceships for certain faction(s). This only affects actual time spent on construction, and does not affect time spent on moving resources with boost. | |||
* Player Building Speed | |||
* Human Ship Building Speed | |||
* Alien Ship Building Speed | |||
=== National Investment Rate === | === National Investment Rate === | ||
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=== Average Monthly Events === | === Average Monthly Events === | ||
Decides how many events will happen. | Decides how many events will happen per month. | ||
=== Select Active Factions === | === Select Active Factions === | ||
You can manually choose factions in the game. | You can manually choose active factions in the game. | ||
The | {{icon|alien|bgcolor=transparent}}[[Aliens|The Aliens]], {{icon|resist|bgcolor=transparent}}[[The Resistance]] and {{icon|submit|bgcolor=transparent}}[[The Servants]] cannot be deactivated. | ||
Deactivating a faction increases the [[Game Options#Base Control Point Capacity|Base Control Point Capacity]] by 50 and disables [[difficulty]]-related [[achievements]]. If you readjust the Base Control Point Capacity to default value, difficulty-related achievements will be enabled. | |||
=== Your Faction Names === | === Your Faction Names === | ||
You can customize name of your faction. | You can customize name of your faction. | ||
Faction Name | * Faction Name | ||
Faction Adjective | * Faction Adjective | ||
Faction Leader Title | * Faction Leader Title | ||
Faction Fleet Name | * Faction Fleet Name | ||
Small Ship names: Choose the list of names used for your tier-1 ships. | * Small Ship names: Choose the list of names used for your tier-1 ships. | ||
Medium Ship names: Choose the list of names used for your tier-2 ships. | * Medium Ship names: Choose the list of names used for your tier-2 ships. | ||
Large Ship names: Choose the list of names used for your tier-3 ships. | * Large Ship names: Choose the list of names used for your tier-3 ships. | ||
Hab Names: Choose the list of names used for your stations and bases. | * Hab Names: Choose the list of names used for your stations and bases. | ||
=== Long Campaign Defaults === | === Long Campaign Defaults === | ||
Change various options to the default settings of Long Campaign. Difficulty-related achievements will be enabled with this setting. | Change various options to the default settings of Long Campaign. [[Difficulty]]-related [[achievements]] will be enabled with this setting. | ||
=== Accelerated Defaults === | === Accelerated Defaults === | ||
Latest revision as of 04:28, 16 September 2026
When starting a new game, a player can choose various options to their liking. Changing some options could disable difficulty-related achievements, and you'll see notification about this.
Scenario
Currently, there are three scenarios in the base game, distinguished by starting year; the 2022 scenario, the 2026 scenario, and the 2070 scenario. The tutorial is only available in the 2022 and 2026 scenarios. The Dark Skies DLC adds two additional scenarios; the 2003 scenario and the Broken Earth scenario.
The 2026 scenario is the default setting. Human factions start with no significant technological advancements. The political, economic and demographic situation is modelled on available real-world data of 2026.
The 2022 scenario was the default setting when the game was in early access. It has same starting technologies with 2026 scenario. The political, economic and demographic situation is modelled on available real-world data of 2022.
The 2070 scenario offers a form of accelerated start, with some key research already completed, factions already having a small spaceship fleet, and some habitats constructed on and around some celestial bodies. The global situation has been updated based on a mix of data projections, game lore, and poetic license.
The 2003 scenario's political, economic and demographic situation is modelled on available real-world data of 2003. This scenario is harder than other scenarios; factions start with various penalties which can be fixed by researching technologies or projects. Also, the global techs of the 'normal' game are only accessible after researching expensive roadblock techs. There are some additional projects for alternative early progression, but it isn't enough to keep pace with other scenarios.
The Broken Earth scenario starts in the year 2112, with the premise of global nuclear war in the year 1962. Humanity has suffered a major setback - no nation has a nuclear arsenal or space program, and the global population is only about 5.38 billion. Various rule changes are applied to this scenario. One example is that nations get more
Investment Points(IP) - while the nations start at worse position, they can be fixed faster and can become stronger than nations of other scenarios. Also, each faction has a unique faction project which grants very distinct bonuses.
Solar system
Decides how many stellar bodies and Lagrange points will appear in the game. This option may change Global Mine Productivity Rate too, which affects the amount of space resources deposit in mining sites. For the full list of sites by scenario, see the Space Body List.
- Massive Solar system - 472 stellar bodies, 91 Lagrange points, 100% Global Mine Productivity Rate
- Full Solar system - 373 stellar bodies, 91 Lagrange points, 100% Global Mine Productivity Rate
- Medium Solar system - 240 stellar bodies, 71 Lagrange points, 100% Global Mine Productivity Rate
- Light Solar system - 114 stellar bodies, 53 Lagrange points, 130% Global Mine Productivity Rate
- Minimum Solar system - 71 stellar bodies, 2 Lagrange points, 210% Global Mine Productivity Rate
Factions
Decides the number of factions in the game. The default option includes all 8 factions (7 Human factions and The Aliens). Removing a faction increases base cap of the
control points by 50.
The minimal number of factions is 3: which will spawn
The Aliens,
The Resistance and
The Servants.
The Initiative,
Project Exodus,
The Academy,
Humanity First, and
The Protectorate is added by increasing the number of factions, in that order.
Game Difficulty
Chooses the difficulty of the game, which changes various things like AI bonus and alien behaviors.
- 1 = Forgiving
- 2 = Normal
- 3 = Veteran
- 4 = Brutal
Higher Difficulties increase the Control Point and Mission Control bonuses the Human AI receives, makes it easier for the AI to carry out missions while making it harder for the Player. Human AIs will also contribute much less to global techs except when they expect to be the primary contributor (and hence control the next selection) in which case they will aggressively seek to control the slot.
It also makes the Aliens missions easier to achieve, increases the number of mines the Aliens can have, increases the Alien exotics income (while reducing how much you can salvage), and reduces shipbuilding costs for all AI factions. It also increases the rate at which both Human and Alien AIs come to hate the player. (more details on the diplomacy page)
When playing as
The Servants, the
Aliens have inverted difficulty settings. For example, on Brutal difficulty for
The Servants, the
Aliens behave the same as on Forgiving difficulty for other Factions.
Start Game Buttons
You may start the game without changing advanced options.
Start Long Campaign
Start the game with basic game settings.
Start Accelerated Campaign
Start the game with some changes for more fast-paced game.
- Research Rate: 200%
- Alien Progression Rate: 200%
- Global Mine Productivity Rate: Double of the base amount set by Solar system setting
- National Investment Rate: 200%
Customize Campaign
You may change various options to your liking.
Starting Councilor Profession
You may choose the profession of your starting Councilor(s). Or you may remove a starting councilor or both and get 30 influence for each missing councilor instead.
Variable Project Unlocks
Projects have unlock chance and you may fail to unlock some projects. Turned on by default.
If turned off, projects have 100% unlock chance and will be available to be researched, eventually.
Show Triggered Projects
Turning on this setting will cause any project that fails its unlock chance roll for the player faction to show up in a different color in the tech tree, allowing the player to know which projects they have failed to unlock. Turned off by default.
Fellow Citizen Councilor
If selected, your first councilor's home nation will be decided by your PC's regional settings.
Cinematic Combat Scaling
Cinematic Combat Movement
Combat thrust multiplier is a pure bonus if this option is turned on. If turned off, a ship spends more delta-V to accelerate faster than its cruise acceleration. Turned on by default.
Add Alien Invasion Fleet
The aliens start with several Assault Carriers and some ships to escort them.
Allow AI Factions To Be Disabled
Allow factions to be disabled in certain circumstances. See Factions#Disabling_Factions for details.
Starting Nation Group
Player's faction starts with full control of a set of nation(s) chosen from a list (with the exact list varying by scenario, see below). If activated, every faction starts with additional
control point(CP) cap.
| Starting Countries by Scenario | ||
|---|---|---|
| 2022/2026/ |
2070 | |
| United States of America China France, Germany Russia+ : Belarus, Kazakhstan, Russia Taiwan, Japan+ : Japan, Singapore, South Korea, Taiwan United Kingdom+ : Australia, Canada, New Zealand, United Kingdom Egypt, Türkiye+ : Egypt, Saudi Arabia, Türkiye Brazil+ : Argentina, Brazil, Mexico Ethiopia, Nigeria+ : Ethiopia, Nigeria, South Africa India+ : India, Indonesia |
United States of America China European Union India Russia Japan+ : South Korea, Japan East African Federation West African Community Brazil |
Quebec Alaska Frontier Republic France California Pacific Defense League Atlantic Union Péyi Guyane Chile Republic of West Papua |
Other factions Receive Group
Each Human AI faction starts with full control of a random nation group, using the same scenario-specific list as above. Disabled by default and can only be enabled when the Starting Nation Group option is enabled.
Base Control Point Capacity
Decides the number of
control point(CP) cap each faction starts with, which decides how many nations you can control before triggering over the CP cap penalty.
AI bonus Control Point Cap
Decides how much
CP cap AI factions will receive, in addition to the base CP cap.
Bonus Mission Control
Decides how much bonus
Mission Control(MC) cap each faction starts with, which decides how many space assets you can control before triggering the penalty.
AI Bonus Mission Control
Decides how much
MC cap AI factions will receive, in addition to the base MC cap and bonus MC.
Research Rate
Decides the cost of technologies and projects. 200% Research rate means half cost for every tech and project.
Alien Progression Rate
Decides how fast the Aliens get access to more advanced technologies.
See Aliens#Alien_Progression_Rate for details.
Global Mine Productivity Rate
Decides the amount of space resources deposit in mining sites.
Mining Rate
Decides the amount of space resources mined from deposits for certain faction(s).
- Player Mining Rate
- Human AI Mining Rate
- Alien Mining Rate
Hab Building Speed
Decides the building speed of hab modules for certain faction(s). This only affects actual time spent on construction, and does not affect time spent on moving resources with boost.
- Player Hab Building Speed
- Human Hab Building Speed
- Alien Hab Building Speed
Ship Building Speed
Decides the building speed of spaceships for certain faction(s). This only affects actual time spent on construction, and does not affect time spent on moving resources with boost.
- Player Building Speed
- Human Ship Building Speed
- Alien Ship Building Speed
National Investment Rate
Decides the value of
Investment Points(IP) required to finish nation priorities, which is used to develop or exploit nations.
200% national investment rate means only the half amount of IP is required to finish nation priorities. Also, the cost of direct investment is multiplied by this option's value. For example, the cost of direct investment on 200% national investment rate is double.
Average Monthly Events
Decides how many events will happen per month.
Select Active Factions
You can manually choose active factions in the game.
The Aliens,
The Resistance and
The Servants cannot be deactivated.
Deactivating a faction increases the Base Control Point Capacity by 50 and disables difficulty-related achievements. If you readjust the Base Control Point Capacity to default value, difficulty-related achievements will be enabled.
Your Faction Names
You can customize name of your faction.
- Faction Name
- Faction Adjective
- Faction Leader Title
- Faction Fleet Name
- Small Ship names: Choose the list of names used for your tier-1 ships.
- Medium Ship names: Choose the list of names used for your tier-2 ships.
- Large Ship names: Choose the list of names used for your tier-3 ships.
- Hab Names: Choose the list of names used for your stations and bases.
Long Campaign Defaults
Change various options to the default settings of Long Campaign. Difficulty-related achievements will be enabled with this setting.
Accelerated Defaults
Change various options to the default settings of Accelerated Campaign. Difficulty-related achievements will be enabled with this setting.
Start Custom Campaign
Start the game with chosen options.
| Terra Invicta mechanics | |
|---|---|
| Factions | |
| Council | |
| Earth | |
| Space | |
| Aliens | |
| Modding & Settings | |


