Terra Invicta is what you get when you cross XCOM with Paradox-style grand strategy.
It didn't take long for me to realize Terra Invicta was going to be something special. A standalone game from the creators of XCOM and XCOM 2's ambitious Long War mods, Pavonis Interactive has basically taken the strategic layer from XCOM and turned it into a Paradox-style grand strategy game. The scope is just mind-boggling from the get go, and it never really stops feeling that way.
There is a fairly sharp contrast, at least early on, between the absurd depth of the simulation and the relatively simple ways you can interact with it. Yes, it will track atmospheric CO2 on Earth to model global climate change, rising sea levels, and the resulting economic devastation, which hits some regions harder than others. Yes, there are multiple Lagrange points around the moons of Saturn where you could place a space station. But for the first year or so, this is essentially a spy game.
Once you secure all of a nation's Control Points, you get to set their economic priorities and foreign policies. You could treat this like a futuristic Hearts of Iron if you wanted, and try to solidify support for your faction by conquering the world with conventional military operations. Just be aware that if you attack a country or alliance that has nukes, you may be making the aliens' job easier for them.
The second phase of Terra Invicta opens up when you place your first space station. Using a resource called Boost that is generated by launch sites on Earth, you will join the scramble to colonize every planet, moon, and asteroid in sight. See, Earth has all this pesky gravity that makes launching large payloads of armor plating and laser beams prohibitively expensive. So you need to transition into acquiring resources in space and assembling new ships and stations out there.
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