Terra Invicta

Terra Invicta

Destroy Factions Permanently (passive influence drain)
23 Comments
MerhunesDagon 29 May @ 5:19pm 
I like this mod but it provokes bugs in the current game version... so I decided to create my version of this mod, but stronger version (-1.5 influence drain from start).

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3489964649

Works properly on version 0.4.90. Certainly should work on 0.4.9+ versions, unless a new major update is out.
Tabo 8 May @ 7:50am 
would be cool if you could maybe upload a "stronger" second mod, I have the problem that I control the entire planet but all factions keep raising discontent and their popularity in my nations so now my agents all have to work overtime to keep discontent low and our popularity at a reasonable level so I I have no spare agents not even a single one to kill enemy agents and focus down a single faction.
So maybe a second mod where everyone can get a hogher -x on influence would be cool.
-Norbert- 20 Apr @ 10:39am 
Since the last big patch, I have an issue, which I tracked back to this mod.
At game start the EU is initialized correctly, but every councilor cycle, the current leader of the federation is removed from it, and another country becomes the new leader, at which point the name of the Federation changes to that nation's name.
So it starts as the EU, after the first round of operations, France is out of the federation and it changes name from EU to "Germany." The next round, Germany is out and it switches both leader and name to yet another nation, until it eventually becomes the Intermarium, which it remains as.

Once you re-form the EU, I didn't see any further problems, except that countries that should be in it, either being completely independant or part of the Intermarium, making the start of games rather odd.

After I disabled this mod, the issue went away and new games have a normal initial EU.
Nottrson 12 Feb @ 1:53pm 
@3_dog_of_the_wasteland

2nd last paragraph. Cheat mod is probably incompatible.
3_dog_of_the_wasteland 2 Jan @ 1:44pm 
does anyone experiance crashes while using this? it likes to crash about 5-6 assignment phases in almost every time, and im only using this and a cheat mod.
MurMax 31 Oct, 2024 @ 6:07am 
Is there a way to make space hubs cost some influence as well? That would bring such factions into situation of full destruction (if you burn all their space assets, then even if they have any space resources, they would need to get some influence to build new ones)
Reman  [author] 28 Jun, 2024 @ 12:08pm 
@kenken244
Ah yes, I see that. I've updated the mod such that each faction starts with 2 MC now.
kenken244 27 Jun, 2024 @ 12:49pm 
I noticed an issue with this mod in the latest patch. factions only start with 1MC instead of the 2 MC they normally begin with, which means that the two factions which start with habs start over their MC cap. in addition, the academy and exodus are missing the boost they normally start the game with which is meant to cover the upkeep on their starting habs
Kishmond 12 May, 2024 @ 8:17pm 
It appears this needs a new game to work. If that's not a bug, please put that in the description.
ASS TO GRASS 14 Apr, 2024 @ 1:39pm 
Mod appears to be working correctly as of version 0.4.18.
Reman  [author] 11 Apr, 2024 @ 4:54pm 
@Comrade Felix
I just checked that this mod is still working on the latest version of the game (0.3.134). You can verify it's working by hovering over your influence income in a new game. You should see a line that says "Faction Headquarters" with a -0.80 value (or -24 if you're using monthly values). If you don't see this, it's likely that you just haven't enabled the mod, which I don't blame you for given how awkward it is to even enable/disable mods in TI.
Comrade Felix 11 Apr, 2024 @ 4:23pm 
Doesn't seem to be working. Protectorate has 0 control points, no councilors, 0% global public opinion, no habs with buildings that produce influence, yet their influence gain is still 21.3 per month. No other mods running. Would love to get an update to this amazing mod, destroying certain factions is super satisfying and cuts down a ton on late game annoyances.
Joedain 21 Feb, 2024 @ 10:51am 
Updated?
巡之丘的奈若酱 19 Jan, 2024 @ 11:45am 
This mod effectively reduces late lag, which is amazing
ddejong 18 Jan, 2024 @ 6:58pm 
Killing them off early seemed quite easy to me; it's just hit 2026 in my game and I've fully neutralized the Servants and Protectorate with a single round of assassinations each. I'd suggest installing the mod mid-game after you feel like your playthrough is ready for you to start putting them down for good.
nephilimnexus 18 Jan, 2024 @ 12:46pm 
This can also be done via savegame editing, but this mod will definitely save time.
Dr. Quackers M.D. 18 Jan, 2024 @ 10:37am 
thank you I can finally play this game I bought and enjoy it, screw these devs and there obstinance.
Sloth-Jaw 31 Dec, 2023 @ 3:33am 
what happens if the AI picks the early game bonus where they get 3 extra influence per month? Can they do that? Or is that just something the player gets?
Redhawk 24 Dec, 2023 @ 6:00am 
i just want to build ships and fight alians, not play babysitter and defend and recapture my interest
LordZarmack 21 Dec, 2023 @ 11:17am 
literally one of the reasons I never bothered to do more games, aint got time to f about fighting ai constantly when I've united the whole earth
Newheart 20 Dec, 2023 @ 1:30pm 
This was always the worst part of the game, clever idea for a fix.
Fruity Queen 19 Dec, 2023 @ 2:27am 
This needs to be in terra invicta two, lol
Hebrux 18 Dec, 2023 @ 3:51pm 
Nice Idea!