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Terra Invicta - Grand Strategy from Long War mod creators

Discussion in 'Strategy and Simulation' started by Space Satan, Nov 8, 2017.

  1. Space Satan Arcane

    Space Satan
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    Terra Invicta is a grand strategy game in which the player leads the defense of Earth during an alien invasion.

    An alien force has arrived in the far reaches of Solar System and begun probing Earth's defenses and building an invasion fleet. The player must assemble a council of scientists, politicians, military leaders and operatives who can unite Earth's squabbling nations with the ultimate goal of taking the fight to the aliens in the high ground of outer space.

    Status: In production; preparing crowdfunding campaign and seeking publisher

    First Dev Diary published on nov 7:

    Some caveats: We've got no regular plan for dev diary updates yet, but with the end of our XCOM work I wanted to describe in general terms our vision for Terra Invicta. Release of the game is still a long way off, and I want to emphasize this is where the design stands now and NOT a pledge that all these features will be in the game. We may not be able to afford all of them, or we may test them and find they aren't fun, or they may be technically too tough to pull off.

    We're billing Terra Invicta as a "grand strategy alien invasion game." The player leads a transnational faction of humans who are dedicated to resisting the aliens' infiltration and invasion of modern-day Earth. Other factions on Earth see the alien arrival in a different light and will be working against you for their own ends. We hope to let you play those other factions, too, but we're building the initial story around what we're calling the "Resist" faction. (It will get a more imaginative name in-game.)

    The player's overall goal is to harness Earth's resources to both fortify Earth and challenge the aliens in space, where they are building an industrial base in the far reaches of the Solar System to support their planned invasion. Earth's nations are unable to form a coherent policy on their own to deal with the aliens; the various factions will instead be competing for influence within individual countries around the globe, and once they have it, they will be able to direct those nations' politics, economies and militaries. Several factions, including the player's, will attempt to direct those resources toward industrializing space and building a space fleet to take on alien forces. The aliens themselves will be working to subvert Earth's governments until they can bring their heaviest forces to bear.

    What does the player actually control?

    Each faction is led by a small team of councilors, who travel around the world and, as the campaign develops, into space. These can be diplomats, spies, military commanders, tycoons, even celebrities and criminals. They vie for influence in the world's nations, investigate alien landings, and hunt councilors from other factions. The player may also direct national armies, build space stations and surface habitats, and command space warships in battle.

    How is the game "grand strategy?"

    We're using the term for two primary reasons: One, the action moves in pausable real-time, similar to Paradox titles, although at regular intervals where the game will stop and ask you to position your councilors all at once. Two, we're starting with a high-level simulation of Earth's current geopolitics, and imposing the alien invasion narrative upon it. While our space development piece is more 4X-ish in that you are industrializing from scratch, your ability to do so will be grounded in your ability to steer Earth's nations to your banner.
     
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  2. Jimmious Arcane

    Jimmious
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    meh
     
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  3. PanteraNera Savant

    PanteraNera
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    agreed, meh!
     
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  4. thesheeep Arcane

    thesheeep
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    Well, at least it's not Long War: The Standalone Game.
     
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  5. Galdred Studio Draconis Patron Developer

    Galdred
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    Divinity: Original Sin 2
    You say that as if it would have been a bad thing.
     
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  6. thesheeep Arcane

    thesheeep
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    You say that as if it would have been a good thing.
     
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  7. Space Satan Arcane

    Space Satan
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    DD: Factions
    Show Spoiler

    As noted previously, the 'players' (human and AI) in the game are called "factions." The human factions are defined by their ideologies in dealing with the aliens. This dev diary will explore the factions and describe a bit of what they do.

    (One of the challenges we are finding in discussing development, even internally, is what we mean when we say "human" -- that is, do we mean the flesh-and-blood human player as distinguished from the AI, or the seven human factions as opposed to the alien faction. So I'll try to keep those straight.)

    We designed these factions around the range of relevant human reactions we could come up with to the arrival of a potentially hostile alien species in the Solar System. Each faction will have a name, which can vary between campaigns. Here I'll simply define them by their ideology. In game terms, the factions have distinct victory conditions -- which aren't always mutually exclusive.

    RESIST -- The Resist faction, which is the default faction for the human player, sees the aliens as a threat to human autonomy. They are prepared to fight to preserve it.

    DESTROY -- The Destroy faction responds to the alien arrival with xenophobia. They want not just to defeat the aliens, but to wipe them out entirely, along with any humans who work with them.

    APPEASE -- Supporters of this faction acknowledge the aliens' technological superiority and believe that any resistance is doomed to fail, at a potentially huge cost to the human race. They hope to maintain a measure of human independence through granting concessions to whatever the aliens demand.

    COOPERATE -- This optimistic faction believes the aliens can ultimately be persuaded to establish peaceful trade and an exchange of ideas, if only Earth can unite and speak with one voice.

    SUBMIT -- This faction regards the aliens as superior beings in every facet and wishes for them to conquer Earth. They will support the aliens at every opportunity.

    ESCAPE -- This faction believes the aliens will eventually enslave or destroy humanity and intends to build interstellar generation ships to flee the Solar System in an attempt to save the species. They will attempt to direct Earth’s resources away from resistance and toward this outcome.

    EXPLOIT -- This faction sees opportunity instead of danger in the aliens’ arrival, and its leaders seek to enrich themselves and gain positions of power around the world, perhaps by taking the aliens' tools as their own. Many of their "supporters" have been persuaded the aliens are a hoax.

    And finally, the aliens themselves form the eighth faction in the game.

    How to factions work?

    Players in most grand strategy / 4x games lead independent polities -- a nation, a unified planet or empire. In Terra Invicta, we're starting with the assumption that existing human institutions cannot work together to address the alien arrival in any meaningful way without a guiding ideology that is provided by the (human and AI) players. These players will seek to invest in and control various nations and other institutions, which have key resources needed for the factions to achieve their objectives.

    As mentioned previously, players have four primary tools in the game. They are:

    * Their faction council. This is a group of up to six or eight (TBD) leaders who interact with nations, various faction assets and each other. They are the primary means to gaining control of some or all of Earth's nations. More on councilors in a future post, but they are your primary proxies in the world, and can be developed like characters in other games.

    * Armies. Armies represent multiple modern divisions that are capable of gaining and holding territory in other nations. Control of an army is gained after councilors gain at least partial control of a nation. Most nations don't have armies (but nations can build new ones with sufficient investment); their armied forces are abstracted as local defense forces. While powerful, armies are still subject to the international relations of their home countries (which too can be managed with sufficient control of a nation). Some armies have a "Navy" upgrade that allows them to transit oceans.

    * Habs. Habs, or "Habitats," are off-Earth space stations and bases on planets and asteroids. These may offer places to mine resources for construction, research advanced technologies, and provide defensive strongpoints. Once you get an industrial base in space going, it's far, far easier to do things relative to boosting all your resources up Earth's gravity well.

    * Warships. One of the main reasons to build habs is to build these, as the aliens can't be stopped just by fighting them on Earth.

    In a future post, we'll detail the various resources councils must manage.
     
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