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National GDP is a defense against it.
Didn't you read what the game told you when you completed the objectives prior to researching Alien Movements?
So?
Wherever you see alien activity pop up is somewhere that they were on the turn that it was discovered. They can only move to adjacent regions until the pro-alien factions research Alien Diplomacy, which will allow them to move between those pro-alien factions' CPs.
You can also find them by finding suspicious Servant CP changes, or a large amount of pro-alien sentiment in places that don't make sense otherwise (generally a rather even split between Servant and Protectorate)
How is that different from anything else councilors do? Almost all of their actions are chance-based.
There are other, cheaper projects that defend against it, most of which are locked behind the global tech Arrival Security.
Of course it is.
Then watch Lets Plays before you buy games.
So you'd ignored / skipped the story at your first run - definitely not the best move, TI is not some kind of mobile casual "CLICK IT and BUY BOOST" game.
That's happening mostly because you:
a) Ignored the story and allowed aliens to roam on Earth (they're preparing for the enthrall first so stack bonuses to it).
b) Ignored the space and allowed alien ships to perform Surveillance missions on Earth orbit (that helping A LOT to enthrall later). So you basically ignored 2/3 parts of the game and now blame game from falling into death spiral? O_O
also your collective councilor science point helps you defends against enthrall but that does nothing if they stack up a huge bonus over the years.
TI warn you several times through story objectives texts (after first abduction research, then following interactions with alien on Earth).
Plus IMHO you don't need a detailed information to find out that alien ships doing missions on Earth orbit = bad thing (c'mon - we already know from Store page that TI is about repelling alien invasion so they're definitely not come in peace).
P.S. But I will agree and AFAIK it was already suggested to devs - probably it would be better to get a special warning message on first alien enthrall elites done against player CPs. It could help such players like OP who get used to skip story texts.
it's also often worth it to strip +persuasion orgs from aliens, they need high persuasion to really pull it off in rich countries.
whats weird is how pointless Enthrall Public is and how the aliens just dont bother with it after a while it feels like
Stopping alien surveillance missions in earth orbit also slows down their ability to enthrall elites I believe, since that skill relies on abductions and surveillance missions give them free abductions. Eventually, once you can stop them from deploying new agents with ship crashes, you can kill all the alien agents on earth and stop the problem permanently.
This actually makes a lot of sense to me, as someone who has worked professionally developing new technologies. The first implementations are "Well, we have a vague clue about what's happening, and we can do some horrendously expensive stuff to get some basic information based around working really hard to interpret vague clues."
And then later on, it's "We know exactly what's going on, so we can just do X."
I still haven't completed the 30,000RP project that I got as the first tool against the aliens - the later ones were so much better. The trick is to have someone with Investigation 25, and someone (else, probably) with Espionage 25. That can give you a fair chance that (with repeated attempts) you can kill an alien. The good news is that the aliens have difficulty replacing their dead agents - one assassination buys you a lot of quiet.
Like stopping a sickness rather than treating the symptoms AFTER getting sick, yes?
Contact tracing is an option, once you have some of the prerequisites in place. As is full prevention for the select few. (Perhaps the Academy is willing to give the cure to people for free. I haven't played them yet.)
I think they should only be able to do it when you have low public opinion. Or also have the size of economy debuff.
When you early fight the Aliens aggressively (on Earth and in space), as you should, you don't even have to research any pheromone-protective techs (except needed to advance the story) and as was already said by gimmethegepgun they already have the "size of economy debuff".
What is helping them (additionally to what was already said) is if you use more CP points than your current limit.
Winning game by sitting on Earth and ignoring space until maxing tech is definitely not expected way to play the game (also it's a most boring way to play the game).