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I am pretty sure with the Resistance, already in early game they got 2 techs which each will add +2 difficulty for the aliens to take over.
Oh really, I was in 2028 and they had nothing.
Security measures is locked behind alien operations, arrival security and advanced neural networks.
Both techs give -2 to enthral against your control points.
You will initially have aliens trying to enthral you before you can defend against it. However, the average science of all your council agents will help.
The best defence though is surveil location where you suspect they might be (they can do missions from an adjacent province), investigate councillor for better odds then assassinate.
Idea of becaming "allies" with beasts capable to naturally mind control humans is absolutely sick >_<
From the storyline, the Academy actually allow their more anti-alien memeber to leave and join the Resistance. They are simply the opinion that a race as advanced as the alien must be able to reasoned with.
And given the background of the alien who bascially suffers from PTSD due to their history, I agree with them.
Don't go too far over the CP cap (China ♥♥♥♥♥♥ me lol); prune back alien growths even though it's a pain; and try to rush the alien research questlines, which also means building strong investigator/assassin councilors ASAP.
You do get one or two more "Pherocyte resistance" techs later on, but honestly I'm not sure if those are Academy-only.
And yes, the other factions have unique defense projects, but they normally don't have them researched/unlocked when I need them. I know the Initiative has "Rapid Response Teams" which gives some resistance to Terrorizing missions.
Stacking science is good too, but you know damn well you don't have time to boost that on everyone. You can at least max it on one councilor fairly early, though.