Prepared Council

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Author: Maxatron

Last revision: 16 Apr at 02:21 UTC

File size: 552.46 KB

On Steam Workshop

Description:

"Rerolling councilors. Over and over. For hours. Like addicts at a slot machine. There is a better way, and naturally, it came from us."
— Soren Van Wyk, The Initiative

Prepare Council

Tired of rerolling councilors at the start of every campaign? So was I.

Prepare Council adds a Ruler Designer-style councilor customization screen to Terra Invicta’s campaign launch flow. When you click "Launch Campaign," an editor appears letting you fully customize both starting councilors before the game begins.

!!!!THIS MOD IS ACTIVELY IN DEVELOPMENT!!!!

This is my first modding project so I’ll make changes whenever I can. Right now the plan is to slowly refine the features, this current version can be define as "useable" (for real this time) for those that are just sick of rerolls and need something now.

Refer to changelogs for detailed changes.

"You’ve been hitting ‘New Campaign’ for 3 hours trying to roll a commando with decent stats. Soldier, that’s not persistence — that’s insanity. Gear up and pick your squad."
—Commander Fiona Ayoade, The Resistance

Features
  • Point-buy attributes — distribute points across Persuasion, Investigation, Espionage, Command, Administration, Science, and Security
  • Select a "Difficulty" that enables a higher/lower point cap depending on preference
  • Profession picker — choose your councilors’ professions from the full list
  • Trait selector — pick up to 3 traits per councilor with full in-game descriptions and tooltips
  • Loyalty control — set starting loyalty (separate from point budget)
  • Age control — set councilor age (24-80)
  • Nationality — pick your councilor’s home nation with searchable list
  • Custom names — name your councilors or leave blank for random
  • Randomize button — generates a random build within budget constraints
  • Two tabs — configure both starting councilors independently
  • Achievement compatible — does not disable Steam achievements

Experimental Features

  • Starting Resource and Orgs — A New page that enables more starting customization
  • Resources — You can now edit starting Money, Influence, Boost, Ops
  • Starting ORGS — You can now add up to 5 orgs to your free ORG pool at the beginning of campaigns (Make sure to read disclaimers and restrictions.)
  • Recruit 1 and 2 — customizable councilors that appear in your recruitment pool when the campaign loads

"I ran the numbers. The probability of rolling two optimal councilors without intervention is approximately 0.3%. You’ve been brute-forcing a statistics problem. There is a more elegant solution."
—Chancellor Li Qingzhao, The Academy

How It Works

Set up your campaign as normal and click "Launch Campaign." The Prepare Council editor will appear automatically. Configure your councilors, click Confirm, and the campaign launches with your customized council. Click Cancel or press Escape to skip and launch with default random councilors.

"The Hydra do not leave the selection of their instruments to chance. And yet here you are, clicking ‘restart’ like a prayer. They have shown me a better way. Let me show you."
—Superior Judith Howell, The Servants

Installation

Requires Unity Mod Manager installed via the DoorstopProxy method. Search "Unity Mod Manager" on Nexus Mods to download (site mods, ID 21).

1. Download the "Unity Mod Manager" and in the download folder open the unitymodmanager.exe
2. Select Terra invicta in the list of games (or folder who’s path should something like ->UserSteamLibrarysteamappscommonTerra Invicta)
3. Select the installation method – DoorstopProxy
4. Install Unity Mod Manager for Terra Invicta
5. Subscribe to this mod
6. Launch Terra Invicta and enable mods in the Mods menu
7. Start a new campaign — the editor appears automatically

"The window to leave this planet is closing. You can spend it rerolling councilors, or you can pick your crew and start building rockets. I know which one gets us to Alpha Centauri."
—Director Khalid Al-Ashgar, Project Exodus

Compatibility
  • Works with Terra Invicta v0.4.90+
  • Compatible with other mods that don’t modify RecruitInitialCouncilors or OnLaunchCampaignClicked
  • Does not modify any game template files
  • Save game compatible — only affects campaign start

"Every minute you spend rerolling is a minute the aliens are already on the ground. You want to fiddle with RNG, or do you want to pick your two best killers and get to work?"
—Colonel Hanse Castillo, Humanity First

Known Limitations (V1)
  • Sloppy Text and Different nations/tags in nationality selector not refined
  • Trait selection does not filter by profession compatibility — you can pick any trait for any profession
  • No preset save/load yet
  • UI uses system Arial font rather than the game’s native font
  • Some trait tooltip text may show raw stat names instead of icons
  • Current version doesn’t discriminate between scenerio types when selecting nations

"I’ve watched you reload this campaign Sixty times. Sixty. You can’t even negotiate with a character creation screen. How exactly were you planning to negotiate with them?"
—Commissioner Kiran Banerjee, The Protectorate

Feedback & Bug Reports

This is V1! Please report any issues in the comments/Bug report discussion. Include your:

  • Game version
  • Other mods installed
  • What happened vs what you expected
  • Other details you feel are important to message

Roadmap
  • Profession-filtered trait lists
  • Preset save/load for favorite builds
  • Visual polish to better match TI’s native UI
  • Other things not yet considered
  • Features suggested by you and the community

Credits

Built with Unity Mod Manager and HarmonyLib.
Inspired by Rimworld’s Prepare Carefully and CK3’s Ruler Designer.

If you enjoy this mod, you can support me — search "maxatron001" on Ko-fi.