Difference between revisions of "Resources"

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== Global ==
 
== Global ==
{{iconify|Energy}}: Energy is the main universal currency in the game. It is used for the production and upkeep of units, colony structures, unit modules and operations. Energy is generated by your colonies and no empire can go without it. Energy can be traded, and can be found as nodes and pickups on the map.
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=== Energy ===
 
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{{iconify|Energy}}is the main universal currency in the game. It is used for the production and upkeep of units, colony structures, unit modules and operations. Energy is generated by your colonies and no empire can go without it. Energy can be traded, and can be found as nodes and pickups on the map.
{{iconify|Cosmite}}: This rare material has an origin beyond the void and is required for advanced units and unit modules. Cosmite is mainly gained from map nodes. The rarity of this material means that high tier units can’t be mass produced and Sectors containing Cosmite are highly contested.
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=== Cosmite ===
 
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{{iconify|Cosmite}} is a rare material that has an origin beyond the void and is required for advanced units and unit modules. Cosmite is mainly gained from map nodes. The rarity of this material means that high tier units can’t be mass produced and Sectors containing Cosmite are highly contested.
{{iconify|Knowledge}}: Knowledge is used to rediscover and apply the lost technologies of the Star Union.
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=== Knowledge ===
 
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{{iconify|Knowledge}} is used to rediscover and apply the lost technologies of the Star Union.
{{iconify|Influence}}: Influence is the diplomatic currency used to manipulate other players and NPC factions, it can be used for things like asking NPCs to surrender locations, hire NPCs mercenaries, and to make diplomatic pronouncements. Influence is gained by performing Quests and from an inherent generation of your empire. Cooperative Doctrines and friendly play styles give bonuses on Influence generation.
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=== Influence ===
 
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{{iconify|Influence}} is the diplomatic currency used to manipulate other players and NPC factions, it can be used for things like asking NPCs to surrender locations, hire NPCs mercenaries, and to make diplomatic pronouncements. Influence is gained by performing Quests and from an inherent generation of your empire. Cooperative Doctrines and friendly play styles give bonuses on Influence generation.
{{iconify|Tactical Ops}}: Tactical Operations Points are used to launch the Operations (Air strikes, Psi Storms, etc) you can call in during tactical combat, when a battle takes place within your Operational Coverage. The Tac Ops value resets every turn.
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=== Tactical Operations ===
 
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{{iconify|Tactical Ops}} Points are used to launch the Operations (Air strikes, Psi Storms, etc) you can call in during tactical combat, when a battle takes place within your Operational Coverage. The Tac Ops value resets every turn.
{{iconify|Strategic Ops}}: Used to launch Strategic Operations that are used on the world map. Strategic Operations include summons, sector buffs and debuffs  and covert actions.
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=== Strategic Operations ===
 
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{{iconify|Strategic Ops}} are used to launch Strategic Operations that are used on the world map. Strategic Operations include summons, sector buffs and debuffs  and covert actions.
{{iconify|Doctrine Slot}}s: Determines the amount of global doctrines (e.g. empire wide bonuses) you can have active at once.
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=== Doctrine Slots ===
 
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{{iconify|Doctrine Slot}}s determine the amount of global doctrines (e.g. empire wide bonuses) you can have active at once.
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=== Morale ===
 
'''Popular Support''': Overall morale of your empire affecting Unit Morale and the Happiness of your colonists. It is influenced by the wars you enter and how justified they are perceived to be.
 
'''Popular Support''': Overall morale of your empire affecting Unit Morale and the Happiness of your colonists. It is influenced by the wars you enter and how justified they are perceived to be.
  

Revision as of 22:59, 21 February 2020

Resources are split into two categories: Global and Local.

Global

Energy

Interface Energy.png Energyis the main universal currency in the game. It is used for the production and upkeep of units, colony structures, unit modules and operations. Energy is generated by your colonies and no empire can go without it. Energy can be traded, and can be found as nodes and pickups on the map.

Cosmite

Interface Cosmite.png Cosmite is a rare material that has an origin beyond the void and is required for advanced units and unit modules. Cosmite is mainly gained from map nodes. The rarity of this material means that high tier units can’t be mass produced and Sectors containing Cosmite are highly contested.

Knowledge

Interface Knowledge.png Knowledge is used to rediscover and apply the lost technologies of the Star Union.

Influence

Interface Influence.png Influence is the diplomatic currency used to manipulate other players and NPC factions, it can be used for things like asking NPCs to surrender locations, hire NPCs mercenaries, and to make diplomatic pronouncements. Influence is gained by performing Quests and from an inherent generation of your empire. Cooperative Doctrines and friendly play styles give bonuses on Influence generation.

Tactical Operations

Interface Tactical Ops.png Tactical Ops Points are used to launch the Operations (Air strikes, Psi Storms, etc) you can call in during tactical combat, when a battle takes place within your Operational Coverage. The Tac Ops value resets every turn.

Strategic Operations

Interface Strategic Ops.png Strategic Ops are used to launch Strategic Operations that are used on the world map. Strategic Operations include summons, sector buffs and debuffs and covert actions.

Doctrine Slots

Interface Doctrine Slots.png Doctrine Slots determine the amount of global doctrines (e.g. empire wide bonuses) you can have active at once.

Morale

Popular Support: Overall morale of your empire affecting Unit Morale and the Happiness of your colonists. It is influenced by the wars you enter and how justified they are perceived to be.

Reputation

Reputation determines how other commanders and NPC factions see a commander. It affects a commander's Interface Influence.png Influence gain and Popular Support and is influenced by the commander's actions. Virtuous reputation is required to launch the Planetary Unification Protocol operation and with a unifier victory.

Reputation Value
Reputation good really.png Virtuous 600
Reputation good.png Honorable 400 - 599
Reputation good little.png Trustworthy 200 - 399
Reputation neutral.png Neutral -199 - 199
Reputation bad little.png Untrustworthy -399 - -200
Reputation bad.png Dishonorable -599 - -400
Reputation bad really.png Deplorable -600

Local

Local resources and stored in colonies individually.

Food

Interface Food.png Food income drives Colonist Growth upkeep, which in turn leads to Colony Expansion and higher economic income. It is also required for colonist upkeep.

Food sharing

Food sharing allows commanders to distribute Interface Food.png Food between colonies to support the ones with low or insufficient food income.

Food sharing is managed individually per colony via the income tab in the colony interface, where a commander can set whether they want the colony to take food or share food and to what degree.

Food sharing is set to Prevent Deficit by default, meaning the colony will take food until it’s food income is 0, and will not give away food. If all colonies are set to Prevent Deficit, no Food sharing will occur.

Happiness

Happiness.png Happiness indicates how content the population of a particular colony is with their life. The happiness income of a Colony is added to a happiness pool at the end of each turn. When the happiness pool reaches the Happiness event threshold a random resource will have its income boosted to 300% for a turn. In case of negative happiness income, the income is subtracted from the happiness pool instead. With enough negative income subtracted from the happiness pool colonists may become rioters. Once either a happiness or unhappiness event has occurred, the happiness pool will be set to 0.

The more colonists a colony has, the harder it is for happiness events to occur, and the easier it is for unhappiness events to occur.

Colonists Positive treshhold Negative treshhold
1-3 30 -30
4-10 50 -20
11+ 70 -10