TI Multiplayer/Saves and Sessions

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Revision as of 21:51, 15 October 2026 by Henrik Long (talk | contribs) (Created page with "<!-- Wiki page: TI Multiplayer/Saves and Sessions --> ''This page is part of the TI Multiplayer mod.'' A TI Multiplayer Sandbox campaign is stored as a '''session'''. The host's session save is the master copy. Every client keeps a copy too, so that another player can take over if the host leaves. {{icon|warning}} Multiplayer sessions and single-player saves cannot be converted into each other. Do not edit session files by hand - it can corrupt the save and cau...")
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This page is part of the TI Multiplayer mod.

A TI Multiplayer Sandbox campaign is stored as a session. The host's session save is the master copy. Every client keeps a copy too, so that another player can take over if the host leaves.

Multiplayer sessions and single-player saves cannot be converted into each other. Do not edit session files by hand - it can corrupt the save and cause crashes or desyncs.

Save slots

Session saves are in Documents\My Games\TerraInvicta\Saves\, named TIMultiplayer_Sandbox_<session>….

Slot When it is written
Primary save continuously updated session state
Auto 1 - Auto 3 at every month end, rotating - up to three months to go back
Manual saves when the host saves with Esc → Save. A client's save is sent to the host as <label> by <client> and also kept locally.
Quicksave the vanilla quicksave key writes a session quicksave
Combat autosave by the host before every tactical battle with players (can be turned off, see Settings)
backup the previous primary save, when you continue from an older slot

The vanilla autosaves are switched off in multiplayer. The host's Esc → Save writes a session save, not a vanilla save.

Continuing a campaign

The main menu shows MY SANDBOX SESSIONS when session files exist (they are detected when the game starts). The list looks like the vanilla Load screen, with sub-rows for Auto 1-3, manual saves, Combat autosave and backup, and a Session block with turn, host and players.

  • Continue as Host opens the session's lobby with you as host. The players join and the host starts the game.
  • Delete removes the session (with the vanilla confirmation). Open Folder shows the files.
  • Continuing from an older slot makes it the new primary save. The old primary is kept as backup.
  • Unreadable saves can only be deleted.

A continued session restores co-op pairs and the co-op switch, the custom faction names and the Extended Trading Options setting. Continuing from the combat autosave restarts the battle once everyone has loaded.

Back in the lobby

  • A player who joins the lobby of a continued session gets their saved faction back automatically, in co-op with their saved role. If that does not happen, Rejoin on the faction takes it back.
  • Sessions saved with version 0.8.0 or newer also show the custom faction names in the lobby and no longer offer factions that were disabled in that campaign.

Sessions from older versions

Sessions saved with 0.7.4 can be continued with 0.8.0. When such a session is loaded, a faction that is still marked as human but has no player is handed back to the AI, so it can no longer hold the clock with its open events. Going back to an older mod version after playing a session with 0.8.0 is not advised.

See also