Terra Invicta

Terra Invicta

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Is this habiate stealing that easy?
Hello guys,

a general question.
I have my savegame with over 30 hours. Aliens invaded and i fight with the euopean union like Merkel on drugs.

The question, i lost 3 of my 4 habiats by "overtaking habiate missions" of the enemy. My last station was prepared, 2 2-T marine quarters and 2 T-2 point devense. I lost this station to...ok...

I took my best commander (25 command skill) and a fleet with 4 ships.
I chose the "overtaking habiate missions" and my OWN habiate, i lost 30 ingame days had a devense count of over 200. My own fleet had 20 power.

This cant be true? is it a bug by the bot? When its incredebile to steal, how they get the stations? You have the same experience, stole someone of you a habiate to?

Thx for you sharing!
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Showing 1-8 of 8 comments
Kiwoeoe Oct 1, 2022 @ 7:41am 
bro its not a bug but the sation commander just gets talked into switching sides it does not matter how much defensive capabilitys your station has, the only way to secure is to sent yout agent there and use the "defend interests" ability
Pandemic Oct 1, 2022 @ 7:45am 
I think this is the most BS councilor action. I could live with it when there are no marines onboard. But my marines shoot just cap the commanders ass and restore order. This is too annoying
Kiwoeoe Oct 1, 2022 @ 7:48am 
Originally posted by Pandemic:
I think this is the most BS councilor action. I could live with it when there are no marines onboard. But my marines shoot just cap the commanders ass and restore order. This is too annoying
but thats not how it works, you having a stations with hundrets of people on it, and one more or less does not seems sus to the guards and the guards do what ever their commander tells them to do, tho i agree there should be an module like "elite guards" or something that prevent hostile take overs
As far as I can tell, councillors who can infiltrate and seize habitats are quite rare. The only type who seems to reliably spawn with both the mission and the undercover trait are spies, who don't tend to have amazing starting persuasion. That said, it does seem a bit too easy and is one of the things that should maybe be toned down during early access.

For now, it might be worth making sure you have an undercover spy so you can flip those habitats back.
RandyNewman Oct 1, 2022 @ 8:29am 
It's funny how the AIs all get the same idea at the same time. It'll be quiet for months and then I suddenly lose 3 habs to different factions.
becephalus Oct 1, 2022 @ 8:45am 
Like almost every enemy agent I see has this ability, and none of the ones I ever see and none of the orgs have it. Luckily they don't use it that often.
Kuattro Oct 1, 2022 @ 9:07am 
The next version is going to make marine barracks add to the defence of asset stealing. But it won't guarantee it won't happen, so once more, keep your councilors' loyalty up, or suffer the consequences.
Vacknishkara Oct 1, 2022 @ 9:12am 
And this is why i have a councellor dedicated to 'hunt' and kill every other hostile nation councellor it can catch. as far as i know councellors always spawn on earth, not on the other side of the solar system (except for aliens).

By killing them i prevent them to level up their stats and annoy me in the future. Stealing their most valuable orgs also helps a lot since without admin boosts they cant equip most of them.
Dealing with a councellor with 25 adm and 10-15 orgs is usually more difficult than dealing with a newbie councellor with at best 7-8 adm.
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Date Posted: Oct 1, 2022 @ 7:31am
Posts: 8