Mechanics

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This page lists all the Strategic Map mechanics.

For mechanics related to combat, see Warfare.

Desertion[edit | edit source]

Desertion occurs when a Unit has low Morale at the start of its owner's Turn. A unit that deserts vanishes completely and cannot be recovered. Heroes and Mindless units cannot desert.

Unit Morale Desertion Chance perTurn
-200 to -399 5%
-400 to -599 20%
-600- 40%

Diplomacy[edit | edit source]

When you meet other plays you can start to engage in diplomacy. The commander is the player representative in Diplomacy, and Diplomacy is therefore limited when the commander is recuperating. The relationship between players is represented by their opinion & diplomatic state.

Casus Belli:[edit | edit source]

Casus Belli represent a point value that are used to denounce players and declare war on them. It is important to have Casus Belli against a player before declaring war to avoid large penalties in Repuation & Popular Support. Having Casus Belli against a player reduces your opinion of the offending player. Casus Belli can be renounced in negotiation with the offending player.

Sources of Casus Belli
Source Amount Note
Insulted 3
Fabricate Casus Belli Cannot be forgiven through negotiation. Trying to denounce using these Casus Belli will give the opposing player Casus Belli
Effect of Casus Belli on Declaring War
Casus Belli Amount Popular Support Reputation
0 -200 -300Reputation bad really.png
Minor 1-5 +200 for 10Turn -200Reputation bad really.png
Moderate 6-10 +300 for 15Turn -100Reputation bad really.png
Major 11+ +400 for 20Turn

Diplomatic State:[edit | edit source]

  • Neutral: Neutral is default state for two players when they meet each other. Neutral players can sign non-aggression pacts, offer/demand vassalage, or declare war without any turn delay. Neutral players can attack trespassing units without penalty.
  • Non-Aggression Pact: Unlocks Open Borders treaty, Good Neighbors treaty, & Defensive Pact. Signing Non-aggression pacts increases your reputation, your opinion with the other player, and increases race relations with the race of the other player. In this state players can still declare war, but suffer a 1 turn delay before they may attack the opposing player, and may attack trespassing units without penalty.
  • Defensive Pact: Unlocks the Share Vision treaty & Alliance. Players can now be called to war when waging a defensive war, and can join each other in battle. Signing Defensive Pacts increases your reputation, your opinion with the other player, and increases race relations with the race of the other player. Players must first break this pact before they able to declare war on the opposing player. This takes 2 turns to complete, and may attack trespassing units without penalty.
  • Alliance: Unlocks the Share Intelligence treaty. Allies can be called into any war. Allied Victory is unlocked if it is enabled. Entering alliances increases your reputation, your opinion with the other player, and increases race relations with the race of the other player. Players must first break this pact before they able to declare war on the opposing player. This takes 2 turns to complete.
  • War: Unlocks Truce treaty, Call to War action, Call to Arms action. Declaring wars decreases your reputation depending on the Casus Belli, your opinion with the other player, and decreases race relations with the race of the other player. Players must first break this pact before they able to declare war on the opposing player.

Pronouncements:[edit | edit source]

  • Compliment: +100 opinion from another player for 15 turns. Costs 10Interface Influence.png
  • Denouncement: Requires a Casus Belli against the other player. Can only be sent once per type of Casus Belli. Reduces all other players' opinions of the target player. The target player's Reputation is reduced. CostsInterface Influence.png
  • Insult: -150 opinion from another player. Gives them 3 Casus Belli against you. Costs 10Interface Influence.png
  • Warning: Lowers the opinion of the target player towards the warning player.

Reputation:[edit | edit source]

Reputation represents the way you are perceived by the world. It reflects your actions, good and bad. It influences the opinion of other players and the costs of Dwelling shops. Having a negative reputation grants other players Casus Belli against you.

Reputation Value Reputable Player Opinion Disreputable Player Opinion Dwelling Shop Cost Free Casus Belli for other Commanders
Reputation good really.png Virtuous 600+
Reputation good.png Honorable 400 - 599
Reputation good little.png Trustworthy 200 - 399 +50 -50 -10%
Reputation neutral.png Neutral -199 - 199
Reputation bad little.png Untrustworthy -399 - -200 -50 +10% 1
Reputation bad.png Dishonorable -599 - -400
Reputation bad really.png Deplorable -600-

Treaties:[edit | edit source]

  • Good Neighbors: Grants a player the right to build on sectors that are claimed by another player without triggering any penalties. This treaty is one-sided and requires a Non-Aggression Pact or better.
  • Open Borders: Allows another player to move within the domain of the player without causing trespassing conflicts. Open Borders is a one sided treaty, the player who is opening their borders may not freely walk through the domain of the other player unless they also open their borders. Requires a Non-Aggression Pact or better.
  • Open Relay Agreement: Allows one player to make use of the orbital relays & forward relays belonging to another player, effectively connecting the two networks and allowing travel both to and from friendly relays. The Open Relay Agreement is a one-sided treaty; a player making this agreement cannot use the Orbital Relays belonging to another player unless they also agree to an Open Relay Agreement.
  • Resource Trade: Sets up a one-sided gift of resources per turn to another player. During negotiation, the player sets a specific amount of either Energy or Cosmite to give each turn. This treaty is one-sided and requires a Non-Aggression Pact or better.
  • Share Intelligence: Grants both players increased operation strength & operation defense. Shared Intelligence is a mutual treaty: both players forge this pact at the same time. Additionally, the players suffer decreased defense against covert operations from each other. Requires an Alliance.
  • Share Vision: Grants vision of all of the player's units and domain to another player. Shared Vision is a one-sided treaty: the player who is sharing their vision may not see what the other player is seeing if that player does not share their vision as well. Requires a Defensive Pact or better.
  • Truce: Ends a war between two players and makes them Neutral. Lasts 10 turns. If a player decides to declare war on the other player during that time period, they will receive a very high reputation penalty.

Popular Support[edit | edit source]

Popular support is affected by starting wars, ending wars, and the amount of Casus Belli involved.

Popular Support Amount Unit Upkeep Unit Production Cost Colony Happiness Income
Disapproving -200 +10% +10% -10%

Regeneration[edit | edit source]

Regeneration is a measure of a Unit's ability to recover its Hit Points while on the Strategic Map. This recovery happens at the start of the unit's turn. The amount that a unit regenerates per turn can be found on the unit panel by overing over the unit's current Hit Points. This regeneration can be increased by certain Passive Abilities, Unit Mods and Economy Research.

Attribute HP.png Effect Name Effect Description Effect Source
6 Friendly Territory Unit ends it's strategicTurnin friendly territory
6 Biological Recovery 6Attribute HP.png per strategicTurnfor each Biological unit in this stack Amazon Biomancer, Dvar Foreman, Kir'Ko Transcendent, Syndicate Overseer, Vanguard PUG
6 Ecological Warfare 6Attribute HP.png per strategicTurnfor all non-mechanical units Ecological Warfare
6 Field Medicine 6Attribute HP.png per strategicTurnfor each unit in this stack. Only functions when the hero is the army's commander Vanguard Hero Skill
6 Mechanical Recovery 6Attribute HP.png per strategicTurnfor each Mechanical unit in this stack Dvar Baron, Vanguard Engineer
All Regeneration This unit is regenerating 8Attribute HP.pngeach TacticalTurn. This unit regenerates all of itsAttribute HP.pngeach StrategicTurn Regenerative Carapace
6 Strategic Regeneration The Kir'Ko are naturally adept at healing, increasing their strategicTurnregeneration by 6Attribute HP.png All Kir'Ko have this by default.

Sectors[edit | edit source]

The planet is divided into sectors, each containing or more identifying features.

The features of a sector affect how it can be exploited:

  • A single Clime Feature
  • A single dominant Terrain Feature
  • Locations, such as Dwellings, Hazards, Landmarks, Resource Nodes, Spawners, & Visit Sites

When a sector is Annexed to a colony, it becomes a Province Sector and adds its income to that colony.

Clime Features:[edit | edit source]

Every clime except Ocean & Volcanic are associated with 2-3 resources, and increase the Sector Level of corresponding exploitations in them by 1. The effects of Climes are as follows:

Clime Resource Other Effects Related Abilities
Arcadian Interface Food.png,Interface Energy.png Arcadian Restoration (Target sector is turned into Arcadian sector), Progressive Cultivation (+8Interface Food.pngfor every colony & Arcadian sector)
Arctic Interface Knowledge.png,Interface Production.png Favored Terrain - Arctic (+200Happiness.pngwhen fighting in Arctic)
Arid Interface Energy.png,Interface Production.png
Coast Interface Food.png,Interface Energy.png,Interface Knowledge.png Water Camouflage
Fungal Interface Food.png,Interface Knowledge.png
Ocean Uninhabitable Water Camouflage
Volcanic -50% income from this sector DV-R Terrain Security Bulwark or Volcanic Adaptation remove penalty

Terrain Features:[edit | edit source]

There are 4 dominant terrains associated with 2 resources, which increase the Sector Level of corresponding exploitations in them by 1. Any given sector is mostly made up of one of the 4 dominant terrain types, but other terrain types do exist in small amounts.

Terrain Resource Movement General.png cost Related Abilities
Barren 6 Rough Terrain Camouflage
Chasm 16 Rough Terrain Camouflage
Fertile Plains Interface Food.png,Interface Knowledge.png 6
Forest Interface Food.png,Interface Production.png 8 Arboreal Eden, Ecological Construction, Forest Affinity(+200Happiness.pngwhen fighting in Forest), Forest Camouflage
Mountainous Interface Energy.png,Interface Production.png 12 Mountain Breaker, Mountain Navigation (All units with Amphibious or Land Movement gain Expedited Movement in Mountains), Rough Terrain Camouflage, Tectonic Shift
Ruins Interface Energy.png,Interface Knowledge.png 8 Ruins Navigation (All units with Amphibious or Land Movement gain Expedited Movement in Ruins)
Shrubland 6
Urban 5
Wetland 8 Swamp Camouflage

Trespassing[edit | edit source]

Moving an army into the domain of another player without having an Open Borders treaty is considered trespassing. The owner of the domain receives negative opinion and a Casus Belli towards the trespassing player for each time they trespass. Additionally, they can attack your units without declaring war on you, however they do have to break an alliance if you're in one. When an army is within a sector that changed owner last turn, they have one turn to leave the sector to prevent trespassing penalties.