Difference between revisions of "Resources"

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Resources are split into two categories: Global and Local.
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{{Version|1.2}}Resources are split into two categories: Global and Local.
  
 
== 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 a global resource that is used for constructing [[Units]] and [[Structures]], unit [[Upkeep]], launching [[Operations]] and [[Modding]] units.
  
{{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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Each [[Colony]]'s energy income is added to the global energy reserve, and all energy spent is withdrawn from this pool. Colonies can increase their energy income by building energy [[Sector Exploitations]] in their [[Province Sectors]] and assigning [[Colonists]] to energy [[Colonists Slots]].
  
{{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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Energy can be traded through [[Diplomacy]].
  
{{icon|Rep neutral}} Reputation: Your reputation determines how other Empires and NPC factions see you. Reputation modifies your Influence gain and Global Morale.
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=== Cosmite ===
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{{iconify|Cosmite}} is a rare material that has an origin beyond the void, harnessed by the Star Union for highly advanced weapons and technology. It is a global strategic resource used for the building of Tier III and Tier IV units, the upkeep of Tier IV units and the purchase of equipping unit mods.
  
{{iconify|Knowledge}}: Knowledge is used to rediscover and apply the lost technologies of the Star Union.
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Cosmite [[Resource Nodes]] are the primary source of cosmite income and are relatively rare in the world, making it a highly valuable resource. A small amount of cosmite income can be generated by certain [[Colony Structures]] that are unlocked trough [[Research]]
  
{{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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=== Knowledge ===
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{{iconify|Knowledge}} is the global resource used for [[Research|Researching]] the lost technologies of the fallen empire.
  
{{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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You can accumulate more knowledge trough the following actions:
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* Annexing Landmarks that provide knowledge
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* Annexing Resource Nodes that provide knowledge
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* Producing [[Sector Exploitations]] that grant knowledge bonuses
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* Producing [[Colony Structures]]
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* Assigning Colonists to Slots that generate knowledge
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* The use of [[Doctrines]]
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* Specific [[Operational Strenght]]
  
{{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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=== Influence ===
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{{iconify|Influence}} is the currency used for performing diplomatic actions involving other players, NPC factions and settlements. It is gained by completing [[NPC faction quests]] and trough building certain colony structures.
  
'''Global Morale''': 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.
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Influence is used in the following actions:
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* Making [[Pronouncements]] about other players
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* [[Trading]] with NPC faction dwellings
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* Convincing an NPC faction to leave their position
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* Peacefully resolving an encounter with a [[settlement]]
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* Priming certain [[covert operations]]
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Influence income can be increased in the following ways:
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* Achieving peaceful relations with native factions (+1 per level, capping at +3)
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* Annexing sectors containing exploration sites that give influence
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* Building influence generating buildings in the capitol
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* Annexing dwellings of native factions either peacefully or through conquest
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=== Tactical Operation Points ===
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{{icon|Tactical Ops}} Tactical Operation Points are only used during combat to cast [[Tactical Operations]]. Unlocking more tactical operation points requires you to invest research in the [[Operations Tech Group]] to unlock some of the [[Empire Upgrades]] that award these operation points.
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The Operator doctrine will also add 2 Tactical Operation Points along with making operations 15% cheaper.
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=== Strategic Operation Points ===
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{{iconify|Strategic Ops}} points are used for priming [[Operations]] that are launched on the [[Strategic Map]]. You can prime them by selecting them in the operations tab. You then need to spend [[Energy]] and operation points to launch the operation. If you do not have enough points to prime an operation in one turn, the operation will consume points each turn until it has accumulated enough.
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Operations that use strategic operation points include:
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* [[Strategic Operations]]
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* [[Covert Operations]]
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* [[Doctrines]]
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* And doomsday operations.
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Unlocking more strategic operation points requires you to invest research in the [[Operations Tech Group]] to unlock some of the [[Empire Upgrades]] that award operation points.
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An Orbital Relay Sector upgrade can also give +1 Strategic Operation Points for each one built.
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=== Doctrine Slots ===
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{{iconify|Doctrine Slot}}s are used to indefinitely sustain [[Doctrines]]. Every player has up to 7 (8 for syndicate) doctrine slots, limiting the number of doctrines you can have active at once. Additional doctrine slots can be acquired by unlocking the [[Empire Upgrades]] that grant doctrine slots, located in the [[Operations Tech Group]] as well as select research nodes along the topmost branch of society research.
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=== Popular Support ===
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'''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 ===
Reputation determines how other commanders and NPC factions see a commander. It affects a commander's {{iconify|Influence}} gain and Global Morale and is influenced by the commander's actions.
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Reputation determines the way you are perceived by the world. It reflects your actions, good and bad, as you build a new civilization from the Ruins of the Star Union. Reputation influences the [[opinion]] of other players and the cost of [[Dwelling shops]]. Players with a negative reputation grant other players a [[Casus Belli]] on them.
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Reputation is divided into 7 levels; each is dependent on the reputation value:
 
{| class="mildtable"
 
{| class="mildtable"
 
! Reputation !! Value
 
! Reputation !! Value
Line 41: Line 87:
  
 
== Local ==
 
== Local ==
Local resources and stored in colonies individually.
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Local resources are stored in colonies individually.
  
 
=== Food ===
 
=== Food ===
{{iconify|Food}} income drives Colonist Growth upkeep, which in turn leads to Colony Expansion and higher economic income. It is also required for colonist upkeep.
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{{iconify|Food}} is a resource that is separate for each colony. It drives [[Colonist Growth]] which in turn leads to [[Colony Expansion]] and higher economic income. Food is also crucial for [[Colonist Upkeep]], as insufficient food income can lead to [[Starvation]]
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Colonies can increase their food income by building food [[Sector Exploitations]] in their [[Province Sectors]] and assigning [[Colonists]] to food [[Colonist Slots]].
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Food can be shared between colonies using the [[Food Sharing]] mechanic.
  
 
==== Food sharing ====
 
==== Food sharing ====
Food sharing allows commanders to distribute {{iconify|Food}} between colonies to support the ones with low or insufficient food income.
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Food sharing allows players to distribute {{iconify|Food}} between colonies to support other colonies with low food income
 +
This can help new and struggling colonies grow faster, or prevent [[Starvation]] at colonies that have focused their colonists on different production slots.
 +
 
 +
All food sharing options distribute unused food in a colony after [[Upkeep]] of their colonists needs.
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There are 4 options for Food Sharing in a colony:
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* Prevent Deficit -  This is the default option, taking no food from the [[Global Pool]] unless needed to prevent deficit (Starvation). All unused food is put towards growing the colony and adding a new colonist to the population.
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* Share All and Sell Excess - This option distributes any unused food to the global pool, allowing other colonies to take from it. Food remaining from the global pool at the end of the turn is sold for [[Energy]] at a rate of 2 food per energy.
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* Share Half - This option provides half of the unused food from the colony to the global pool, remaining food is put towards growing the colony and adding a new colonist to the population.
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* Take - This option means that the colony takes all food available from the sharing pool to increase growth speed, if multiple colonies have this option selected food in the shared pool will be evenly split between them
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When sharing food with other colonies, 40% is lost through Food Sharing Tax. This tax can be reduced with colony upgrades.
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===Production===
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Production is a measure of the total productivity of a colony, it is used for both building colony structures, producing units, and can be converted into knowledge or energy at a highly inefficient rate. production is produced by basic colony structures and is produced most effectively using production exploitation and colonist jobs . it is recommended to carefully balance energy and production empire wide since production is nearly worthless without any energy to fuel it. Excess energy is still useful for a variety of things but if you have more energy than you can spend you may want to look into expanding production
  
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.
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Production specialization
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For every production sector you can build one of two production specialization buildings in the exploitations tab, if the sector has a landmark or other structure that adds special buildings they are built in the same way.you may only have one of each per colony
  
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.
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*The civilian engineering center reduces production costs for buildings in the colony and increases production per colonist, best used in the early game, limited use late game
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*The military engineering center reduced production costs for units in the colony and at higher levels adds armor to non-elite units
  
 
=== Happiness ===
 
=== Happiness ===
{{iconify|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 {{green|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.
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{{iconify|Happiness}} indicates how content the population of a particular colony is with their situation.Positive happiness can trigger economic boosts, whereas negative happiness can cause [[Riots]].
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 +
You can gain happiness through [[Colony Structures]] which also provide happiness slots which in turn generate more happiness when colonists are assigned to them trough [[Colonist Management]]
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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 happiness event occurs.
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 +
If happiness income is negative, the amount is subtracted form the happiness pool instead. Once happiness reaches its lower threshold, an [[Unhappiness Event]] occurs. Once either a happiness or unhappiness event has occurred, the happiness pool wil be reset to 0.
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 +
The following Colony Structures provide happiness in your Colony:
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* [[Recreation Dome]]
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* [[Botanical Gardens]]
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* [[Virtual Entertainment Plaza]]
  
 
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.
 
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.
 
{| class="mildtable" style="text-align: center;
 
{| class="mildtable" style="text-align: center;
! Colonists !! Colony size !! Max provinces
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! Colonists !! Positive treshhold !! Negative treshhold
 
|-
 
|-
 
| 1-3 || 30 || -30
 
| 1-3 || 30 || -30

Latest revision as of 15:33, 14 May 2020

Resources are split into two categories: Global and Local.

Global[edit]

Energy[edit]

Interface Energy.png Energy is a global resource that is used for constructing Units and Structures, unit Upkeep, launching Operations and Modding units.

Each Colony's energy income is added to the global energy reserve, and all energy spent is withdrawn from this pool. Colonies can increase their energy income by building energy Sector Exploitations in their Province Sectors and assigning Colonists to energy Colonists Slots.

Energy can be traded through Diplomacy.

Cosmite[edit]

Interface Cosmite.png Cosmite is a rare material that has an origin beyond the void, harnessed by the Star Union for highly advanced weapons and technology. It is a global strategic resource used for the building of Tier III and Tier IV units, the upkeep of Tier IV units and the purchase of equipping unit mods.

Cosmite Resource Nodes are the primary source of cosmite income and are relatively rare in the world, making it a highly valuable resource. A small amount of cosmite income can be generated by certain Colony Structures that are unlocked trough Research

Knowledge[edit]

Interface Knowledge.png Knowledge is the global resource used for Researching the lost technologies of the fallen empire.

You can accumulate more knowledge trough the following actions:

Influence[edit]

Interface Influence.png Influence is the currency used for performing diplomatic actions involving other players, NPC factions and settlements. It is gained by completing NPC faction quests and trough building certain colony structures.

Influence is used in the following actions:

Influence income can be increased in the following ways:

  • Achieving peaceful relations with native factions (+1 per level, capping at +3)
  • Annexing sectors containing exploration sites that give influence
  • Building influence generating buildings in the capitol
  • Annexing dwellings of native factions either peacefully or through conquest

Tactical Operation Points[edit]

Interface Tactical Ops.png Tactical Operation Points are only used during combat to cast Tactical Operations. Unlocking more tactical operation points requires you to invest research in the Operations Tech Group to unlock some of the Empire Upgrades that award these operation points. The Operator doctrine will also add 2 Tactical Operation Points along with making operations 15% cheaper.

Strategic Operation Points[edit]

Interface Strategic Ops.png Strategic Ops points are used for priming Operations that are launched on the Strategic Map. You can prime them by selecting them in the operations tab. You then need to spend Energy and operation points to launch the operation. If you do not have enough points to prime an operation in one turn, the operation will consume points each turn until it has accumulated enough.

Operations that use strategic operation points include:

Unlocking more strategic operation points requires you to invest research in the Operations Tech Group to unlock some of the Empire Upgrades that award operation points. An Orbital Relay Sector upgrade can also give +1 Strategic Operation Points for each one built.

Doctrine Slots[edit]

Interface Doctrine Slots.png Doctrine Slots are used to indefinitely sustain Doctrines. Every player has up to 7 (8 for syndicate) doctrine slots, limiting the number of doctrines you can have active at once. Additional doctrine slots can be acquired by unlocking the Empire Upgrades that grant doctrine slots, located in the Operations Tech Group as well as select research nodes along the topmost branch of society research.

Popular Support[edit]

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[edit]

Reputation determines the way you are perceived by the world. It reflects your actions, good and bad, as you build a new civilization from the Ruins of the Star Union. Reputation influences the opinion of other players and the cost of Dwelling shops. Players with a negative reputation grant other players a Casus Belli on them.

Reputation is divided into 7 levels; each is dependent on the reputation value:

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[edit]

Local resources are stored in colonies individually.

Food[edit]

Interface Food.png Food is a resource that is separate for each colony. It drives Colonist Growth which in turn leads to Colony Expansion and higher economic income. Food is also crucial for Colonist Upkeep, as insufficient food income can lead to Starvation

Colonies can increase their food income by building food Sector Exploitations in their Province Sectors and assigning Colonists to food Colonist Slots.

Food can be shared between colonies using the Food Sharing mechanic.

Food sharing[edit]

Food sharing allows players to distribute Interface Food.png Food between colonies to support other colonies with low food income This can help new and struggling colonies grow faster, or prevent Starvation at colonies that have focused their colonists on different production slots.

All food sharing options distribute unused food in a colony after Upkeep of their colonists needs.

There are 4 options for Food Sharing in a colony:

  • Prevent Deficit - This is the default option, taking no food from the Global Pool unless needed to prevent deficit (Starvation). All unused food is put towards growing the colony and adding a new colonist to the population.
  • Share All and Sell Excess - This option distributes any unused food to the global pool, allowing other colonies to take from it. Food remaining from the global pool at the end of the turn is sold for Energy at a rate of 2 food per energy.
  • Share Half - This option provides half of the unused food from the colony to the global pool, remaining food is put towards growing the colony and adding a new colonist to the population.
  • Take - This option means that the colony takes all food available from the sharing pool to increase growth speed, if multiple colonies have this option selected food in the shared pool will be evenly split between them

When sharing food with other colonies, 40% is lost through Food Sharing Tax. This tax can be reduced with colony upgrades.

Production[edit]

Production is a measure of the total productivity of a colony, it is used for both building colony structures, producing units, and can be converted into knowledge or energy at a highly inefficient rate. production is produced by basic colony structures and is produced most effectively using production exploitation and colonist jobs . it is recommended to carefully balance energy and production empire wide since production is nearly worthless without any energy to fuel it. Excess energy is still useful for a variety of things but if you have more energy than you can spend you may want to look into expanding production

Production specialization For every production sector you can build one of two production specialization buildings in the exploitations tab, if the sector has a landmark or other structure that adds special buildings they are built in the same way.you may only have one of each per colony

  • The civilian engineering center reduces production costs for buildings in the colony and increases production per colonist, best used in the early game, limited use late game
  • The military engineering center reduced production costs for units in the colony and at higher levels adds armor to non-elite units

Happiness[edit]

Happiness.png Happiness indicates how content the population of a particular colony is with their situation.Positive happiness can trigger economic boosts, whereas negative happiness can cause Riots.

You can gain happiness through Colony Structures which also provide happiness slots which in turn generate more happiness when colonists are assigned to them trough Colonist Management 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 happiness event occurs.

If happiness income is negative, the amount is subtracted form the happiness pool instead. Once happiness reaches its lower threshold, an Unhappiness Event occurs. Once either a happiness or unhappiness event has occurred, the happiness pool wil be reset to 0.

The following Colony Structures provide happiness in your Colony:

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