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- Updates? Yes, fairly often. Mostly smaller updates, but the developers have big plans.
- Recommended genres: global strategy, geo politics, sci-fi, space physics
- Confusing? More like terribly complex. Everything makes sense, but it takes a while to learn how it all fits together. The game has a tutorial for the basics. But in order to play properly, a walk-through is recommended.
Map painters, games where you have to worry about not only individual battles but also long term economies and where campaigns take triple digit hour counts.
The classical map painters I can think off are Paradox games like Europa Universalis and Hearts of Iron, although something like Civilization can also be seen as one.
The map painting part is not the real dominant one, though. Later in the game you will create mega nations, but at the point it's more for consilidation of your ressources.
Also - I like the game, but it is an early access game. And the criticism regarding the UI I can understand, not everything is always as clear cut. So to get into it there's a barrier to climb over. But if you manage that, it's a real enganging game.
Early Earth gameplay is complex but enjoyable. Indirect nations control is definitely unusual and interesting. But space part is a complete disappointment. Ships/Stations building and management are over-complicated and space combat mechanic are one of the worst in a gaming history.
I have to disagree with that. The station building is pretty straight forward - you get a clear description what each module does, and you get a warning if you do things like building more modules than you can power. Ship building is also not that bad anymore. The only thing which might be a hassle is to know which of the 50 available drives you should aim for.
Space combat is probably different to most games because it's actually close to real world physics. Space ships don't act like ships on water. They actually use three dimensions, and you can't just stop in space. The UI is tricky in some parts, so there is a steep learning curve. But once you manage that, space combat is quite engaging.
Terra Invicta is mostly a GSG. (Grand Strategy Game in style of what Paradox makes.)
I wouldn't call it confusing per se. It is just that it is really hard for a new player to wrap his head around what's important and what isn't and what their goals should be.
well what's the trick
you won´t get to the best parts in 2hours since this game has different 'stages'
the first hours are only on one planet, after that the space game begins.
if you are a certain type of person then this game is a must-have.
Escorts with artemis missiles spam backed by monitors or some other light ship providing PD using 40mm cannons and ions covers early combat and small alien fleets.
Very late game is 960cm UV phasers and Coil3s on floating brick dreadnaughts (mixed fleets of two separate designs) using the ICF7 powerplant and one of the end game fusion drives like Protium Converter or Helion Nova Torch and highly tweaked utility slot loadouts.
Mid game is a gas core fission plant with Firestar or Flare on cruiser or battlecruiser, but the particular weapon loadouts can be vary quite a bit with need/purpose and what you have.
I wouldn't call ship design trivial or a simple "meta", but combat itself tends to focus on minimizing the need to interact outside of starting formation. Although you definitely can try dodging missiles and kinetics. The 40 mms and the Ion PD are quite effective as long as your fleet isn't facing overwhelming numbers.
space combat is my favourite part. i wish it was even more like nebulous fleet command.