Broken Earth

From Terra Invicta Official Wiki

The Broken Earth scenario is one of the two scenarios available in the Dark Skies DLC. It begins in the year 2112, one hundred and fifty years into an alternate timeline where the Cuban Missile Crisis led to a nuclear exchange that destroyed much of human civilization. It includes a number of adjustments to the setup of the game to emphasize the post-apocalyptic nature of the setting, most of which serve to increase the role of terrestrial warfare (especially in the early game).

Major changes include:

  • Nations are typically much smaller and more equal in power, with relatively few peaceful Claims but large numbers of hostile claims.
  • The multiplier for IP from the size of a nation's economy is significantly more generous, making large nations much more powerful.
  • Armies are much cheaper to build and maintain.
  • No nation begins with Nuclear Weapons or any progress towards unlocking them, and there is a global -95% penalty to the Nuclear weapons priorityNuclear Weapons Priority.
  • Each faction will receive a powerful Playing From Behind project early in the game, which gives significant faction-specific bonuses and penalties.


Detailed Changes List

SPOILERS INSIDE!  
  • Alien nuclear hardening is reduced by 35%
  • All factions get +3 defense to the Terrorize Region mission.

As below, these ones need to be translated into normal English.

  • "AI_invaderArmiesLostBeforeBuildup": 0,
  • "AI_WormholeSetupSpeed_C": 1.50,
  • "AI_WormholeSetupSpeed_N": 1.00,
  • "AI_WormholeSetupSpeed_V": 0.50,
  • "AI_WormholeSetupSpeed_B": 0.01,
  • "extraYearsToDelayAlienInvasion_C": 16,
  • "extraYearsToDelayAlienInvasion_N": 9,
  • "extraYearsToDelayAlienInvasion_V": 4,
  • "extraYearsToDelayAlienInvasion_B": 0,

These values are drawn directly from TIGlobalConfig.json, as of v1.0.53b, and show the effects that are not included in the list above. (TODO: Confirm meanings, translate them into normal human text, and add them to the list above.)

  • "occupationSpeed": 1.5,
  • "battleDamageEffectivenessFactor": 0.5,
  • "localDefensesDamageEffectivenessFactor": 0.3333333333333,
  • "ruggedTerrainDefenseBonus": 0.2,
  • "coreEconomicRegionDefenseBonus": 0.1,
  • "baseRegionDefenseBonus": 0.1,
  • "armyRegionDefenseBonus": 0.2,
  • "armyCrackdownMalus": 0.2,
  • "adjacentFriendlyForcesRegionMiltechMultiplier": 0.1,
  • "defenseCohesionMultiplier": 0.05,
  • "defenseUnrestMultiplier": -0.05,
  • "armyStrengthToLiberate": 0.8,
  • "populationBasedIPEffectScaling": -0.3,
  • "maxValueFromAttackerAdjacentControlPoints": 3,
  • "TIMissionModifier_NationalRivalries_Multiplier": 0.666,

Similarly, these values are drawn from TIEffectTemplate.json