Terra Invicta scratched an itch I didn't know I had. Let me make this clear, this game is not for those who are inexperienced in the strategy genre and those who cannot stand a long playthrough. This game took me 88 hours to beat. I have seen people say that, with a free time of 6-8 hours a week that it has taken them over 3 months to beat. The two biggest critiques I see with this game is with its UI or people describing it as long and tedious. Both are absolutely valid complaints. I've watched videos of the game with the older UI and it was awful, the UI is much better now but still complicated, clunky, has a very weak tutorial in most places and no tutorial in others. The game tells you about resource sales in Earth, I had to google how to find access to the feature - it was in the station pop up for any low Earth orbit station, only to discover about 85 hours in that I can click on the monthly resource icon to see it as well. I did not know until 75 hours in that you can choose which control points to affect. I had seen the multiple percentages on points at various times at the game but it was only when I realised that the AI was attacking multiple points in the same country at once which I could not do, that I realised I could choose between points. The game is also long and tedious. However, I have hundreds of hours in paradox games, I like tedious. I also have dozens of hours in games like Divinity Original Sin 2 and Rogue Trader, I like long. I did not mind the combination of the two but I can see why people complained. When I got to the final five hours it was miserable. As the resistance you have to assault the alien main base in the solar system. I arrived there with my strongest fleet only to discover that I could not assault the main base, I had to complete every other objective first. I had to destroy all tier 3 bases and kill all fleets over 2k power. I had to send new fleets to Neptune and Chaos and send small ones to clean up Jupiter and Saturn. That took almost 3 hours, then as I was finishing up the aliens created a new 2k fleet at Deimophos. I had to send more ships out there and that 2k became a 7k, killing the first fleet. I had to gut a few of my fleets of everything undamaged and send them over only to discover the aliens had made a new hab on Coatlicue, a hab so strong I could not bombard it with the ships that arrived, so I had to wait 8 months for my main fleet that I had gutted to arrive to destroy them. This game is also very complex without being concise. Cohesion is a national value that represents how cohesive a population is. The tooltip that describes how cohesion functions was over 3 paragraphs long and complicated. I never truly understood cohesion and I never understood what 'moving to rest value' was so I gave it three pips in each point and left it alone. It is details like that, that make this game complex and difficult to understand. The also game has lots of noob traps, boost is an example. Low Earth Orbit stations are very important, that is emphasised by modules very early on in the game and there is only a finite amount of station orbits in Earth. I grabbed as many as quickly as possible and began filling them out. I then made it to Luna where I discovered that I would need 60 boost to send a mining station up. If you do not have a mining station in space then you cannot build in space. The game does not warn you about this so I had to wait over a year to send it up which severely hampered my progress. This game does not make it clear that this is a marathon, not a sprint. You cannot greedily grab everything you desire, you have to be precise and calculating in what you take, lest you incur the alien's wrath. The game does not make it clear though in what you should be calculating for. It takes 400 to 550 days to send a hab to an asteroid, that seemed absurd when I had the better Martian sites with resources I desperately needed. Why would I need an extra 50 volatiles a month when I had over 600 from Mars. Decisions like this made me nearly quit in the mid game as my incomes fell as you do not know about future crew and module upkeep, I had to trade and steal for the best hab spots. I think that if you can stomach it and the have time for a second playthrough then it will be much more fun than the first when you know when and how to expand, how to correctly plan for the future and how to harass the aliens. My biggest piece of advice from this review and the one thing I would recommend everyone looking to purchase this game to do is watch Perun Gaming on YouTube. He has done a playthrough on the game in the current 0.4.78 version and he concisely explains the game, its mechanics and your future priorities. I would watch the first five or six videos and one of the later ones. If there is no appeal or interest in any of those videos then this game is not for you. A lot of this review is focusing on the negative parts however, I do believe that I should mention some of the positives. Ship design was fantastic, a lot of modules feel like bloat or redundant but I loved the sheer variety of choice and design. Some weapons feel more powerful than others and are must haves in any fleet composition but I did enjoy a full variety of plasma, lasers and coils in my final fleet. The Earth based chess/cat and mouse game of politics I found really fun for the first decade or two, watching all the factions squabbling and fighting over nations and barely being able to manage my budget, I gained a real fondness for my councillors throughout the game and I am quite happy that I never lost one. I loved that, when an enemy councillor annoyed me just a bit too much or they got a bit too big for their britches I would just send my espionage councillor to 'dispose' of them and that gun shot sound was quite possibly the most satisfying part of the game for me. The space combat is fantastic. I have not seen any other media present space combat and exploration in the manor that Terra Invicta does - with realism. When in combat, if your ship is moving forward with speed, to get it to come to a dead stop you have to flip the ship around and burn your thrusters in that direction, exposing your rear to the enemy. Flanking is a thing in space combat, you cannot think about two dimensional directions like normal combat, you have to think about three dimensional planes. The alien light ships love to attack from above, below and the sides because they have the best combat acceleration. My favourite part of the game though, is the snippets of story and background you get about the characters and the scientific explanations for technology are fantastic, I adored them. The creative director was John Lumpkin who was written a fantastic book series called The Human Reach, which I have been reading during my playthrough and I adore it, I could see where his experience and influence shined through in the game and experiencing both side by side was quite possibly my favourite part of this. I thoroughly recommend that if you are interested in this game for its setting and its realism, then read the books of The Human Reach. It focus less on politics and more of the warfare aspects of interstellar warfare but I was truly giddy when I unlocked lasers in the game and read about the way mirrors were used in the laser arrays and then later read about Rand and his laser batteries and how they functioned in the book. I think that the greatest indicator I can give, if you have enjoyed the idea of the game from videos and what you have read, is that I played 88 hours in two weeks, a feat I have never achieved on Steam. This game is so incredibly gripping that all of my free time where I wasn't playing I spent devising plans and creating courses of action. I was actively paying to attention to the time of day just so I could play some more Terra Invicta.
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