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* JokeCharacter: Central American Confederation. It's one of the easiest and earliest unions to unlock and, at the same time, easily the worst and most useless country out there. The combination of population, economy size, initial set-up, modifiers to growth, and a few other factors means the whole country is disparingly expensive to create in the first place, while taking a lot of time when done in any other way than straight-out military conquest (which ''also'' takes time and resources). Even once the CAC grows to full size, it's still a middling local power that takes about twice the effort of turning all of the EU into a single country, without ''anything'' going for it. Players tend to not so much ignore the Confederation itself, but just that part of the world in general due to the abysmal performance.
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* BringIt: There is a cap on how much MC human factions are allowed to use for their habs and ships, and exceeding it will cause an alien reaction in the form of targeting the space infrastructure. But if one plays particularly cautious mid-game, it is entirely possible to suddenly build an entire fleet of powerful ships from scratch in a very short timespan, greatly exceeding what the aliens consider "acceptable" for humanity's space presence and not giving them enough time to react when they still can. Naturally, seeing such massive buildup, they will send a fleet of their own to teach you a lesson - [[FailureGambit which means they will fly straight into the newly built ships, eager to fight and not even thinking about running away]]. By then, the game will just turn into a mop-up operation.


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* ChangingGameplayPriorities:
** Early on, the goal is to secure as many lucrative countries as possible, be it for their overall economy, Boost output or potential for rapid growth. Then it is about consolidating early-game federations. ''Then'' it's a rush for Luna and  Mars for basic supplies to keep your growth and cheap space expansion. Eventually, the Earth-based politics can be ignored entirely beyond Research income, while the game turns into a series of skirmishes over the most important and resource-rich locations in the Solar System, while bringing the fight against aliens directly, rather than sheepishly keeping things under their radar.
** This is also represented by resource progression. Early on, Boost is all that matters. Then it's Volatiles and/or Water. Then it's Mission Control. Then Noble Metals, and eventually Fissures and Exotics. By the time you start hunting for Exotics (which only come from the salvage of defeated ships and habs of the aliens), Boost is almost entirely irrelevant.
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** Nigeria is an African nation with an enormous population (around 250 million at game start), it's really close to the equator and has 10 IP per month which optimizes your early game Boost development, and for some reason the AI never wants it. It's also the perfect launchpad for uniting the continent into the African Union eventually, if you want to do that.
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* SurprisinglyRealisticOutcome: Many AlienInvasion stories idealistically show the [[EnemyMine various disparate nations and creeds of humanity all putting aside their differences and standing shoulder by shoulder against the alien invaders]]. [[WellThisIsNotThatTrope Well]] ''VideoGame/TerraInvicta'' [[WellThisIsNotThatTrope is definitely not one of those stories]]. The moment FirstContact is established and it becomes clear that they do not come in peace, different ideological groups emerge and carve up the planet amongst themselves, fighting each other as much as the aliens in most cases. Some people [[OccupiersOutOfOurCountry want to fight]], but other people instead want to [[KnowWhenToFoldEm surrender]], some people want to [[ScrewThisImOuttaHere just leave]], some people even advocate for [[LesCollaborateurs joining the alien empire]], and some people just want to [[LetNoCrisisGoToWaste take advantage of the chaos to gain power]].

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