TI Space Nations/Aliens

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This page is part of the TI Space Nations mod.

In vanilla Terra Invicta the aliens rarely attack anything inside Jupiter's orbit. TI Space Nations makes them react to humanity spreading into space: founding nations angers them, and a faction they hate enough is hunted everywhere. Each part has its own setting and can be switched off.

Alien hate from space nations

Founding a space nation provokes the aliens once, and holding it keeps angering them every month.

Nation When founded Every month (to its executive faction)
Colony nation +100 +2
Planetary union +150 +5
United Nations +200 +5
  • The one-time gain uses the vanilla rules: ±20 % random, × 0.6 while the aliens are still quiet, capped by the difficulty. The aliens' proxy and appeaser factions resent it too.
  • For comparison: vanilla alien hate decays by about 0.8 per month, war starts at 50 and total war at 200. A second colony nation can already push a faction to the total-war line.
  • AI factions pay the same.

Hunted factions

Setting: Aliens hunt their enemies everywhere (total war or hate 200+)

A faction is hunted as soon as the aliens declare total war on it, or its alien hate reaches 200 without an alien truce - on every difficulty and in every year. The aliens' proxy and appeaser and strongly pro-alien factions are never hunted.

For a hunted faction:

  • all of its habs and fleets count as intruders everywhere - also at Mercury, Mars, Luna and in Earth orbit - and destroying them no longer reduces the aliens' anger;
  • the alien war planner keeps all its attacks on every difficulty, plus 2 extra attacks, and only calls attacks off below half the war threshold;
  • alien attack fleets may be up to 1.5 × larger;
  • alien hate never falls below 200 - the hunt does not end by itself.

On Easy, alien hate stays capped near 70 until year 25.

Combined strikes

Against a hunted faction the aliens launch combined strikes: up to 8 free alien fleets from one staging system join for one attack.

  • Strength needed: the vanilla estimate of the target's defense × (1.25 + 0.25 per AU of distance, at most 3), and never less than 4 typical alien ships. Against bases they also bring 1.5 × the bombardment strength.
  • Targets: the faction's habs (higher tier, cities, colony worlds of hunted nations and defended habs score higher; distance lowers the score) and its fleets of 3 or more ships that are parked at a world without an own hab, outside the Earth system.
  • At most 3 strikes at a time and 2 new ones per month, never two on the same world, preferably in different systems.
  • A strike that is not ready after 45 days is called off, as is one that cannot catch its target fleet within 45 days.
  • When the hunt is on, a base the aliens raze is taken over by them.

Alien war production

Setting: Aliens mobilize once loud… - the full level also needs the hunt setting.

The aliens get no extra income and no cheaper ships; only vanilla's brakes on their build-up are loosened.

Lever Level 1 (aliens are loud) Level 2 (loud and hunting)
Idle shipyards build ships half of the yards, 1 ship per day all yards, 3 ships per day
Saving rule for warship upkeep vanilla relaxed: keep 15 % of a year's upkeep and 10 % of propellant, 180 days of reserves
War reserves - up to 3 shipyard systems, together as strong as the strongest hunted navy
Number of alien bases / outer-body limit / delay for the middle system +2 / +1 / −1 year +6 / +2 / no delay
Forward bases - at most 2 at a time, within 1 AU of systems with hunted habs inside Jupiter's orbit

Before removing the mod from a campaign, turn this setting off and play one month, so the war reserves are retired.

Invasions of colony nations

Setting: Aliens invade colony nations (spares pro-alien controlled ones)

Once the aliens are loud, they can open up to 2 invasion fronts against colony worlds, one per world. Each front is a vanilla Earth-style invasion aimed at a colony world.

  • A front needs a reason: the invasion of Earth is under way, or a hunted faction holds the executive or a control point of a colony nation there. Such nations are 3 × more likely targets, undefended nations 2 ×.
  • Spared: nations run by pro-alien factions (majority control or executive, for example Protectorate or Servants), alien-run nations, regions with space defenses or an existing landing, and unclaimed land.
  • Alien fleets in Earth orbit still only land on Earth.

Aliens and space nations

  • The aliens never found, unify, settle or grow space nations.
  • A nation whose executive is the aliens loses its Living Space and Frontier Settlement priorities.
  • If the aliens hold only some control points, the human controllers pay for and grow the nation alone.
  • Pro-alien AI factions value space nations 3 × as mission targets.

The Servants' victory

The Servants' victory condition gets an extra requirement: Every space nation must be under the majority control of a pro-alien faction (met when no space nation exists). Nations controlled by the aliens themselves count as pro-alien.

See also