Scenarios: Difference between revisions

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* [[Broken Earth]] is based on a fictional post-apocalyptic world in 2112, which is designed to emphasize terrestrial warfare and to make each faction play more uniquely.  
* [[Broken Earth]] is based on a fictional post-apocalyptic world in 2112, which is designed to emphasize terrestrial warfare and to make each faction play more uniquely.  


== GDP scaling ==
These scenarios have different starting [[nations]] with different national statistics, different starting [[technologies]], and different [[GDP Scaling]] for {{TV|unrest}}, [[mission]] difficulty, and {{TV|CP}}. The [[Dark Skies]] scenarios also feature changes to the [[technology]] tree, and [[Broken Earth]] has a wide variety of differences to game mechanics. See the scenario pages for details.  
 
Various scenarios have different size of economy at the start. To make the game balanced in different scenarios, GDP scaling is used.
 
Per capita GDP to reduce unrest rest value by 1 is calculated by (global GDP at start of the scenario) * (6.26 * 10^-11). 2026 scenario has ~158.8T initial GDP, which means ~$9941 Per capita GDP is needed to reduce unrest rest value by 1.
 
CP cost of nations and Mission difficulty uses value (global GDP at start of the scenario) * (6.26 * 10^-6) as scaling factor. The scaling factor for 2026 scenario is ~994.1million dollars - which means ~994.1million dollars is equivalent of 1 billion dollars on 'normal' scaling. i.e. a nation with 5000 billion dollars GDP in 2026 scenario is equivalent of ~5030 billion dollars GDP nation without scaling, thus costing ~83.16 CP cost, rather than ~82.86.


{{Scenarios Navbox}}
{{Scenarios Navbox}}

Latest revision as of 03:21, 21 September 2026

Terra Invicta has five scenarios - three in the base game, and two in the Dark Skies expansion.

The base game's scenarios are:

  • 2022 was the original main scenario, and is based on the real world as it existed in 2022.
  • 2026 is the current main scenario, and is based on the real world as it exists in 2026.
  • 2070 is the "quick start" scenario, based on a fictional scenario of how Earth may look in 2070. It gives each faction a small space presence at the beginning of the game.

Dark Skies added the following additional scenarios:

  • 2003 is based on the real world of 2003, which is designed to be more difficult for anti-alien factions.
  • Broken Earth is based on a fictional post-apocalyptic world in 2112, which is designed to emphasize terrestrial warfare and to make each faction play more uniquely.

These scenarios have different starting nations with different national statistics, different starting technologies, and different GDP Scaling for UnrestUnrest, mission difficulty, and control pointsControl Point Capacity. The Dark Skies scenarios also feature changes to the technology tree, and Broken Earth has a wide variety of differences to game mechanics. See the scenario pages for details.