Resources

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Revision as of 23:26, 21 February 2020 by Deshiba (talk | contribs) (Global)
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Resources are split into two categories: Global and Local.

Global

Energy

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Each Colony's energy income is added to the global energy reserve, and all energy spent is withdrawn from this pool.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 trough Diplomacy.

Cosmite

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 and upkeep of Tier III and 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

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

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:

Tactical Operation Points

Interface Tactical Ops.png Tactical Ops 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.

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