Locations

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A sector may have one or more locations. A landmark is rated bronze, silver or gold, depending on its strength and the amount of defenses that must be defeated to claim it. Landmarks are always situated in the centre of a sector, and when annexed automatically provide a level of exploitation of that sector based on their strength. Additionally, each landmark allows you to build a unique sector building and silver and gold landmarks grant you access to unique doctrines.

A sector may also have resource nodes, visit sites or hazards within its borders, and pick ups are scattered throughout the map.

If a resource node or bronze landmark is guarded by units belonging to an NPC faction you are not at war with, you may bribe them with Interface Influence.png influence to make them leave.

Landmarks[edit]

Bronze[edit]

Monument Bronze TML.png Bronze landmarks are guarded by a stack of marauders or NPC faction units visible on the map. If you bribe an NPC faction to leave a bronze landmark, the sector will become a forward base under your control and may be annexed.

A bronze landmark is automatically a level 1 exploitation.

Bronze Landmarks
Landmark Type Base Yields Colonist Slots Unique Building
Imperial Biodome Compound Interface Food.png +20 Interface Food.png +2 Interface Food.png
  • Nutrition Center, 150 Interface Production.png
  • All non-mechanical units produced in this colony gain +5 Attribute HP.png.
Imperial Energy Complex Interface Energy.png +20 Interface Energy.png +2 Interface Energy.png
  • Shielding Laboratory, 150 Interface Production.png
  • All units produced in this colony gain +1 Attribute Shields.png.
Imperial Mining Facility Interface Production.png +20 Interface Production.png +2 Interface Production.png
  • Reinforcement Facility, 150 Interface Production.png
  • All units produced in this colony gain +1 Attribute Armor.png.
Imperial Research Center Interface Knowledge.png +20 Interface Knowledge.png +2 Interface Knowledge.png
  • Learning Center, 150 Interface Production.png
  • All non-mindless units produced in this colony gain +25% experience from all sources.
Imperial Sunken Colony Water movement +10 Interface Energy.png, +10 Interface Knowledge.png, +10 Interface Food.png +1 Interface Energy.png, +1 Interface Knowledge.png, +1 Interface Food.png None

Silver[edit]

Monument Grey TML.png Silver landmarks are protected by a moderately powerful stack of marauders. They can only be fought by entering the site using a single stack of units. The adjacent hex rule does not apply to this battle. If you win, the landmark becomes a forward base under your control and may be annexed.

A silver landmark is automatically a level 3 exploitation.

Silver Landmarks
Landmark Type Base Yields Colonist Slots Unique Building Unique Doctrine Location Effects
Celestian Archives Interface Food.png +40 Interface Food.png, +20 Happiness.png +4 Interface Food.png, +2 Happiness.png
  • Starlight Observatory, 450 Interface Production.png
  • All units produced in this colony have +200 morale.
  • In addition, all Celestian units produced in this colony deal +10% damage.
  • Seek Celestian Enlightenment, 3 Interface Strategic Ops.png, 50 Interface Energy.png
  • Celestian tech is 25% cheaper to research, and Celestian units cost 20% less Interface Energy.png to produce.
  • Can only be used by Celestian commanders.
Every 2 Turn, Celestian favor aids the defense. Attacking units have a strength 4 Strength psy.png chance to suffer Soulburn until the end of combat. Defending units gain Enlightened and are healed for 10 Attribute HP.png.
Promethean Vault Interface Production.png +40 Interface Production.png, +20 Interface Knowledge.png +4 Interface Production.png, +2 Interface Knowledge.png
  • Heavy Duty Manufacturing Plant, 450 Interface Production.png
  • All units produced in this colony have +1 Attribute Armor.png per tier of the unit.
  • In addition, all Promethean units produced in this colony deal +10% damage.
  • Access Phoenix Archives, 3 Interface Strategic Ops.png, 50 Interface Energy.png
  • Promethean tech is 25% cheaper to research, and Promethean units cost 20% less Interface Energy.png to produce.
  • Can only be used by Promethean commanders.
Every 1 Turn, the vault's purification protocols intitialize, choosing 2 random hostile targets, dispersing PyrX gas to those and adjacent hexes. Biological and Cyborg ground units caught in the cloud are inflicted with Choking. After 1 Turn, the cloud explodes, dealing 30 Damage Thermal.png damage with Massive Impact.
Psynumbra Sanctorum Interface Knowledge.png +40 Interface Knowledge.png, +20 Interface Energy.png +4 Interface Knowledge.png, +2 Interface Energy.png
  • Shrine of Darkness, 450 Interface Production.png
  • All units produced in this colony have +15% evasion.
  • In addition, all Psynumbra units produced in this colony deal +10% damage.
  • Access Forbidden Library, 3 Interface Strategic Ops.png, 50 Interface Energy.png
  • Psynumbra tech is 25% cheaper to research, and Psynumbra units cost 20% less Interface Energy.png to produce.
  • Can only be used by Psynumbra commanders.
Every 2 Turn, the Abyss calls to all. Non-mindless attacking units have a strength 4 Strength psy.png chance to become Filled with Despair until the end of combat. If resisted, they suffer Broken Mind for 3 Turn instead.
Synthesis Network Interface Production.png +40 Interface Production.png, +20 Interface Energy.png +4 Interface Production.png, +2 Interface Energy.png
  • Weapons Facility, 450 Interface Production.png
  • All units produced in this colony have +15% accuracy.
  • In addition, all Synthesis units produced in this colony deal +10% damage.
  • Synthesis Datamining, 3 Interface Strategic Ops.png, 50 Interface Energy.png
  • Synthesis tech is 25% cheaper to research, and Synthesis units cost 20% less Interface Energy.png to produce.
  • Can only be used by Synthesis commanders.
The adaptive nature of the Synthesis network grants all defending units Integrated and Adaptive Network, granting them +1 Attribute Shields.png whenever they take damage.
Voidtech Complex Interface Energy.png +40 Interface Energy.png, +20 Interface Production.png +4 Interface Energy.png, +2 Interface Production.png
  • Rift Generator, 450 Interface Production.png
  • All units produced in this colony have +1 Attribute Shields.png per tier of the unit.
  • In addition, all Voidtech units produced in this colony deal +10% damage.
  • Access Voidtech Archives, 3 Interface Strategic Ops.png, 50 Interface Energy.png
  • Voidtech tech is 25% cheaper to research, and Voidtech units cost 20% less Interface Energy.png to produce.
  • Can only be used by Voidtech commanders.
Every 2 Turn, the unstable systems of the Voidtech complex create an Unstable Echo of a random unit. Unstable Echoes deal 50% less damage, but are otherwise indistinguishable from the original.
Xenoplague Labs Interface Food.png +40 Interface Food.png, +20 Interface Knowledge.png +4 Interface Food.png, +2 Interface Knowledge.png
  • Genetics Lab, 450 Interface Production.png
  • All non-mechanical units produced in this colony have +5 Attribute HP.png per tier of the unit.
  • In addition, all Xenoplague-modded units produced in this colony deal +10% damage.
  • Research Xenotech Samples, 3 Interface Strategic Ops.png, 50 Interface Energy.png
  • Xenoplague tech is 25% cheaper to research, and all spawned Xenoplague units gain +6 Attribute HP.png per tier.
  • Can only be used by Xenoplague commanders.
Every 2 Turn, the infectious vapours of the Xenoplague infect a random attacking unit. That unit takes 15 Damage Bio.png damage, with a strength 12 Strength psy.png chance to suffer Unstable Contamination and Parasitic Infection for 2 Turn. The effect jumpts to another target within 2 hexes up to 2 times.

Gold[edit]

Monument Gold TML.png Gold landmarks are protected by a very powerful stack of marauders. They can only be fought by entering the site using a single stack of units. The adjacent hex rule does not apply to this battle. If you win, the landmark becomes a forward base under your control and may be annexed.

A gold landmark is automatically a level 5 exploitation.

Gold Landmarks
Landmark Type Base Yields Colonist Slots Unique Building Unique Operation Location Effects
Cryo Facility Interface Energy.png +60 Interface Energy.png, +30 Interface Production.png +6 Interface Energy.png, +3 Interface Production.png
  • Cryo-Medical Facility, 450 Interface Production.png
  • Biological and Cyborg units produced in this colony have +4 resistance to status effects.
  • Cryo Repopulation Protocol (Instant), 16 Interface Strategic Ops.png, 140 Interface Energy.png
  • Target colony instantly gains 3 population, but also suffers from Major Unrest (-10 Happiness.png for 10 Turn.
Every 2 Turn, more of the cryo facility's denizens awaken, summoning 2 Paragon Troopers or Guards for the defender until the end of combat.
Elysium Parks Interface Food.png +60 Interface Food.png, +30 Happiness.png +6 Interface Food.png, +3 Happiness.png
  • Relaxation Centers, 450 Interface Production.png
  • All units produced in this colony gain +50% experience from all sources.
  • Elysium Camp Followers (Doctrine), 3 Interface Strategic Ops.png, 50 Interface Energy.png
  • All non-mindless units gain +400 Happiness.png. Biological and Cyborg units also gain +5 Attribute HP.png.
Defenders have +15% critical hit chance. Every 2 Turn, the entrancing atmosphere of the Elysium Parks takes hold. Attacking units have a strength 8 Strength psy.png chance to start Hallucinating for 2 Turn.
Government Palace Interface Knowledge.png +60 Interface Knowledge.png, +30 Interface Food.png +6 Interface Knowledge.png, +3 Interface Food.png
  • Imperial Training Center, 450 Interface Production.png
  • All units produced in this colony have +2 ranks.
  • Palatial Propaganda Networks (Doctrine), 3 Interface Strategic Ops.png, 50 Interface Energy.png
  • You gain +200 reputation and
  • +200 relations with all races.
  • At the start of each of the defender's turns, the Government Palace's regency engine chooses a random defending unit as its champion,
  • granting it +5 damage resistance and
  • +20% damage on all abilities.
Spaceport Interface Production.png +60 Interface Production.png, +30 Interface Energy.png +6 Interface Production.png, +3 Interface Energy.png
  • Starship Maintenance Bay, 450 Interface Production.png
  • Mechanical units produced in this colony have +2 resistance to all damage.
  • Spaceport Tactical Integration (Doctrine), 3 Interface Strategic Ops.png, 50 Interface Energy.png
  • The cost of tactical operations is reduced by 30%. In addition, tactical operations can now be deployed in the first turn of combat.
Every 2 Turn, the defenders resupply from the spaceport, gaining stacking 1 Attribute Armor.png, healing them for 10 Attribute HP.png and resetting their ability cooldowns.

Dwellings[edit]

The dwellings of NPC factions can be purchased with Interface Influence.png influence once you have reached integrated relations with the faction. Alternatively, you can conquer the dwelling to take control of it. A dwelling may be annexed to a nearby colony and is automatically a level 5 exploitation of its type. Unlike landmarks, dwellings have no other special features.

  • Autonom Dwelling: Interface Knowledge.png
  • Growth Dwelling: Interface Food.png
  • Paragon Dwelling: Interface Energy.png
  • Psi-Fish Dwelling: Water movement*
  • Spacer Dwelling: Interface Production.png

*The Psi-Fish dwelling is level 3, as that is the maximum for a water sector.

Resource nodes and visit sites[edit]

Resource nodes add flat resource yields to the colony that owns them and may provide additional resources if the sector's exploitation is of a matching type. Resource nodes are usually guarded by a small stack of marauders or NPC faction units. Visit sites provide small resource yields to the colony that owns them. If an army enters the hex containing a visit site, the units in it gain a bonus for their next battle and the visit site must spend a number of turns recharging before it can provide this bonus again.

Land Resource Nodes
Land Resource Node Base Yields Features
Abandoned Quarry +10 Interface Production.png +5 Interface Production.png if this sector is a production exploitation.
Celestian Artifact +2 Interface Influence.png
Cosmite Spatial Rift +5 Interface Cosmite.png
DNA Vault +5 Interface Food.png Visiting units gain +50% experience during their next combat.
Derelict Power Plant +10 Interface Energy.png +5 Interface Energy.png if this sector is an energy exploitation.
Heavy Weapons Factory +5 Interface Production.png Visiting units gain +20% increased damage during their next combat.
Imperial War Monument +2 Happiness.png Visiting units gain +20% increased accuracy during their next combat.
Milestone Charge Station +5 Interface Energy.png Visiting units regain all their move points Movement General.png.
Overgrown Biodome +10 Interface Food.png +5 Interface Food.png if this sector is a food exploitation.
Paragon Training District
  • Infantry produced in this colony gain +10% accuracy and
  • +100 Happiness.png morale.
Psi-Shrine +5 Interface Knowledge.png
  • Visiting units gain +2 Attribute Shields.png, +4 Psionic resistance and
  • +10% damage for Psionic attacks during their next combat.
Quartzite Crystal Cluster +10 Interface Energy.png
  • During combat in this sector, all Mineral units are
  • healed for 5 Attribute HP.png at the start of their turn.
Paragon Inc. Repair Station +5 Interface Production.png Visiting units regain all their hit points Attribute HP.png.
Research Station +10 Interface Knowledge.png +5 Interface Knowledge.png if this sector is a knowledge exploitation.
Spacer Refinery Heavy unit production cost in this colony is reduced by 20% Interface Production.png.
Statium Arcadium +2 Happiness.png Visiting units gain +400 Happiness.png during their next combat.
Teleport Station +5 Interface Energy.png Each teleport station is linked with one other teleport station in the world..
Terraforming Outpost +5 Interface Food.png Visiting units gain +2 to all resistances during their next combat.
Transmission Tower +1 Interface Influence.png This colony gains +4 increased vision and scan range.


Water Resource Nodes
Water Resource Node Base Yields
Aquatic Algae Farms +10 Interface Food.png
Aquatic Cosmite Rift +5 Interface Cosmite.png
Deep Sea Mining Station +10 Interface Production.png
Derelict Hydro Plant +10 Interface Energy.png
Marine Research Station +10 Interface Knowledge.png

Hazards[edit]

Hazards impose economic and happiness penalties on the colony that owns them and may penalise units that fight in that sector. Some secret tech units are immune to the negative effects of certain hazards.

Hazards may be removed by moving a unit to the hex and spending 100 Interface Energy.png and 15 Interface Cosmite.png once Adaptive Exploitation has been researched. The hazard will then be removed after 3 turns. Certain strategic operations allow the player to place new hazards on the map.

Imperial defenses[edit]

Imperial defenses impose conditions on units in the sector and may have effects on battles that take place within its borders. Moving an army onto a hex with an imperial defense will remove it from the map.

Pickps[edit]

Pickups are caches of resources or technology that are often guarded by marauders. Moving an army onto a hex with a pick up will grant you its contents and remove it from the map.