TI OUTERWORLD+

Terra Invicta mod

TI OUTERWORLD+

Space colonies become real nations.

Subscribe on Steam Workshop How to install

// What it adds

Features

All pictures are real screenshots. More in the gallery.

Sector 01 // Colonies

A colony is a nation

With TI Space Nations (a separate mod), a colony gets its own panel, budget and priorities. Its GDP grows with what it mines.

Details
  • GDP. Grows with mining output and +$25,000 per new resident. No limit by default.
  • Control points. The 2nd comes at about $15 billion GDP, the 3rd at about $262 billion. A developed colony (3 or more provinces, 0.30 million residents, 4 open mining districts) gets one extra.
  • Priorities. New: Orbital Shipyard (a small station in orbit) and Ship Silos (stored ships pay half upkeep).
  • Land. An army standing still in an unclaimed province claims it after 30 days.

Sector 02 // People

The Immigration window

Click the Population chip on any nation to see who arrives, who leaves and why.

Details
  • Tabs. Overview, Arrivals, Departures, Programs and a 12-month History.
  • History is recorded from the day you install, so an older save starts empty.

Other tabs, swipe sideways

Sector 03 // Map

Five new places

New sites and orbits on the map. With TI Space Nations you can found them as colony nations.

Swipe sideways

Details
  • Luna II. A moved asteroid at the Earth-Moon L3 point.
  • Side 3. Colony cylinders riding the Moon's orbit.
  • Solomon. A fortress asteroid at Sun-Earth L5.
  • A Baoa Qu. A twin asteroid fortress at L4.
  • Axis. A resource satellite in the asteroid belt.
  • Refuge rocks. Eight small rocks near Earth and Venus come too.

Sector 04 // Nation panel

Chips and tooltips

Small chips under a nation's control points show its Home Guard, Population and more. Hover one to see what it does.

Two more nation panels, swipe sideways

Three tooltips, swipe sideways

Sector 05 // Military

Xeno Home Guard

New Xenology research (15,000). Every region where you hold a control point raises a militia that, once a month, fights the weakest alien army there, or the xenoforming. It raids alien facilities and landed UFOs only in nations already at war with the aliens, and never starts that war.

Details
  • Research. Xeno Home Guard, 15,000, after Alien Army Analysis and Networked Global Defense.
  • Odds. The same as an army assault. Militia strength is at most 3 and grows with population, military tech and education.
  • Captures. Won strikes can capture small alien armies and give a little exotics: at most 3 exotics a month per faction.
  • Limits. At most 6 facility or UFO strikes a month per faction. A won fight also cuts the xenoforming.
  • Costs nothing. No units on the map, no upkeep, and your army limit does not change.

Sector 06 // Nation panel

The Home Guard window

Click the Home Guard chip on a nation panel. A map of the nation's regions is tinted by militia strength, with markers for this month's strikes and captures. Every region shows its name.

Two windows, swipe sideways

Details
  • Tabs. Overview, Regions, Actions and History.
  • Overview. This month's strikes won and lost, captures and exotics, the xenoforming held back, and a 12-month chart.
  • Actions. Every strike with its result. Filter the list.
  • Before the research. The map shows where the Home Guard bonus applies.

Sector 07 // Research

106 new research items

12 techs and 94 projects in the normal Research screen. Each says what it does.

Browse all 106 items

Sector 08 // Security

Harder to take your control points

Research that weakens enemy Purge, Coup d'Etat and Dominate Nation missions against you, plus four loyalty projects that keep people on your side.

Details
  • Sentinel Countermeasures. Dominate Nation gets -5 against your control points.
  • Servant Countermeasures. The Servants' Purge, Coup and Dominate Nation get -5.
  • Home Guard. Enemy missions get -1 where your faction holds the executive.
  • Neighbourhood Assemblies. Rival Public Campaigns are 1 step harder.
  • Rebuttal Desks. Pushes toward another faction are 25% weaker.
  • Civic Festivals and Citizens' Charter. More support for you, and campaigns against you are harder.

Sector 09 // Defence

Shields and space defences

Advanced Space Defense Arrays shoot at enemy fleets in orbit. Three new military techs give your armies a shield, shown on the map when it takes a hit.

Details
  • Arrays. After the research, the Space Defenses priority upgrades your arrays. It works for colonies and the AI too.
  • Auto-fire. Arrays fire at alien fleets overhead and any fleet attacking you, never at allies.
  • Your order. Click an enemy fleet in orbit, then Fire Advanced Arrays. Cease Fire stops it.
  • Shields. Layered Interceptor Screens, Field Shield Generators and Adaptive Shield Lattices. A shield soaks part of a nuclear strike or bombardment, then recharges.
  • On the map. A ring flares around the army when its shield is hit, and it shatters when broken.

Sector 10 // Infrastructure

Build for the long run

Seven infrastructure projects boost your priorities. Seven one-time megaprojects give two regions about +10% GDP.

Details
  • Infrastructure. Fibre Backbone, Flood Barriers, Rapid Transit, Water Grids, Ports and Freight, Smart Cities, Superconducting Grid. Each adds 5 to 10% to the priorities it names.
  • Megaprojects. Brenner Base Tunnel, Lobito Railway, Irish Sea Tunnel, Nicaragua Canal, Grand Inga Dam, Korea-Japan Tunnel, Transaqua Canal. Only one faction can finish each.

Sector 11 // Politics

United Nations of Earth

With TI Space Nations, the United Nations of Earth gets a new flag. The Servants can no longer research its Charter or Global Assembly.

Sector 12 // AI

Smarter AI

AI factions drop races they cannot win, hunt aliens in smaller groups and use the new space defences.

Details
  • Research. The AI resumes paused projects.
  • Aliens. Idle armies clear visible xenoforming. At most 2 hunters chase one alien site.

Sector 13 // Quality of life

Less lag, nicer controls

Less lag on big saves. Ctrl+O hides orbit lines, and a win no longer ends the campaign.

Details
  • Lag. In one big-save test, slow-frame spikes halved (88 to 45).
  • Earth button. Right-click it for a fast-travel list of your colonies.
  • Victory. You get a notice and play on.

// Not out yet

Coming soon: Gundam (Universal Century)

In development; details may still change.

  • Mobile suits in space. Fast suit teams fight beside your fleets but run short of fuel.
  • UC-style warships and parts. New carriers, escorts, weapons and station modules.
  • New research. A shared tech line, plus projects for each faction.
  • Seven factions, seven suit lines. Each human faction gets its own suits. The aliens get none.
  • New places, already in the mod. Luna II, Side 3, Solomon, A Baoa Qu and Axis.
  • A new look for space battles. Darker space, brighter beams.

Fan-made add-on, not affiliated with or endorsed by Sunrise or Bandai Namco.

// Research catalogue

Every research item

Search, filter, tap a row to open it.

Loading research...

Costs are research points.

// Install

Install in 4 steps

Copy your saves first (Documents\My Games\TerraInvicta\Saves). A campaign played with this mod needs the mod to load again.

  1. Subscribe

    Press Subscribe on the Steam Workshop page.

  2. Enable it

    Start Terra Invicta, open Mods, open the Steam Workshop tab once, tick TI OUTERWORLD+, then close the game.

  3. Run install_plugins.bat

    In Steam, right-click Terra Invicta, then Manage, then Browse local files. Open Mods\Enabled\TI OUTERWORLD+ and double-click install_plugins.bat. Wait for Done.

    install_plugins.bat · its real messages
    Installing BepInEx 5 into C:\...\steamapps\common\Terra Invicta ...
    BepInEx installed.
    Done. Plugins are in C:\...\Terra Invicta\BepInEx\plugins\AryanTIAddon
    Now start Terra Invicta.
    Press any key to continue . . .
  4. Start the game

    Open any nation. If new chips sit under the control-point icons, it works.

Updates

For V2.1, one last time: start the game, open Mods, then the Steam Workshop tab (this gives the mod folder the new version), close the game, and double-click install_plugins.bat. It should say the updater is installed. After that, updates install themselves when you start the game.

Where the files go

Show the folder tree

// Settings

Every setting

Close the game, open BepInEx\config\aryan.addon.cfg in Notepad, change a value, save. The file appears after the first start. Delete it to reset.

Loading settings...

Safe a switch or plain choice. Advanced a tuning number. Leave internal.

// Help

Fixes and questions

I updated but see nothing new?

Start the game once more, so the update can install. Still nothing: open Mods and the Steam Workshop tab once, close the game, and run install_plugins.bat again.

The game starts but something is wrong

Nothing seems different

Open BepInEx\LogOutput.log and search for Aryan. No file or no lines: run install_plugins.bat again. Lines saying "active" are good; [Error or "failed" next to Aryan is bad.

The new research is missing

Tick TI OUTERWORLD+ in Mods, Steam Workshop tab, then restart.

No colonies, or no Declare Nation

Those need the separate TI Space Nations mod. Subscribe to it too.

My settings edits do nothing

Edit the file only while the game is closed.

Can I use Unity Mod Manager (UMM)?

Yes, with UMM's Assembly method. Close the game, open a Command Prompt in Mods\Enabled\TI OUTERWORLD+ and run install_plugins.bat ummprep. Then run the UMM installer and pick Assembly, and double-click install_plugins.bat again. If UMM already broke BepInEx, install_plugins.bat repairs it.

My antivirus asks about winhttp.dll

It is BepInEx's loader. Allow it, or the mod's code will not run.

The Immigration window is empty

Months are recorded from the day you install. An older save starts empty.

The installer shows a message

Could not find the game.

Run the copy in Mods\Enabled\TI OUTERWORLD+, not one from a zip.

Terra Invicta is running.

Quit the game fully (check the taskbar), then run it again.

The plugins folder next to this file is missing. (or bepinex)

Redo step 2, then run the file again. Still stuck: unsubscribe, subscribe again.

The game folder already has winhttp.dll ... but no BepInEx\core.

Another tool uses that loader file. Remove that tool, then run again.

A copy step failed.

Antivirus or an open folder locked a file. Close them and run again.

Works with

  • Windows only. No Linux or Steam Deck.
  • TI Space Nations. Optional, by someone else. Needed for colony nations.
  • Unity Mod Manager works with its Assembly method. See the question above.
  • Saves. Plain-game saves load fine.

Uninstall

  1. Unsubscribe on the Workshop page.
  2. Delete BepInEx\plugins\AryanTIAddon in the game folder.
  3. If no other mod uses BepInEx, also delete winhttp.dll, doorstop_config.ini, .doorstop_version and BepInEx.

What changed

28 October (V2.1)

  • The Home Guard map now shows every region's name.
  • Updates install themselves. One last time: open Mods, Steam Workshop tab in the game, close it, then run install_plugins.bat; after that, every update installs when you start the game.
  • Works next to Unity Mod Manager (Assembly method).

28 October (V2.0)

  • New research Xeno Home Guard: a militia in every region you hold fights the aliens each month.
  • New Home Guard window: click the Home Guard chip for a map, strikes and history.
  • Cleaner research texts: no more technical names in the game.
  • One-time fix for saves where the Servants already took the United Nations of Earth.

27 October

  • New research Advanced Space Defense Arrays: arrays that fire on their own, or on your order with Fire Advanced Arrays.
  • Army shields now show on the map when hit.
  • Colony Priorities tab fits the screen. Colony GDP has no limit by default.
  • New flag for the United Nations of Earth. The Servants can no longer research its Charter or Global Assembly.
  • The Immigration window opens without lag.

26 October (second update)

  • Three military techs give armies a shield.
  • Seven infrastructure projects, seven megaprojects and four loyalty projects.
  • A colony's GDP now grows from mining and residents. Big mining colonies earn more control points.
  • The Mining districts tooltip shows the GDP the mining adds.

26 October

  • New Immigration window. Click the Population chip on a nation.
  • The Mining districts tooltip shows monthly output and your share.
  • Project and Tech Details windows show what each item does.

25 October

  • Right-click the Earth button for a fast-travel list. Ctrl+O hides all orbit lines.
  • Grouped colony Priorities, with new Orbital Shipyard and Ship Silos.
  • With TI Space Nations, colony armies claim land and colonies look like nations on the map.
  • New project Servant Countermeasures. The mod is now named TI OUTERWORLD+.

24 October, first release

  • New places and nations, Home Guard, security projects and combat effects.
  • AI fixes, economy, population, lag fixes and more, each with its own setting.

Report a bug

Post it in the Workshop comments or the Bug Reports discussion on the mod's page. Include:

  • what you did and what happened;
  • BepInEx\LogOutput.log from right after the problem;
  • if the game crashed, Player.log from %USERPROFILE%\AppData\LocalLow\Pavonis Interactive\TerraInvicta;
  • whether TI Space Nations is installed.