From AoW: Planetfall
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Resources are split into two categories: Global and Local.



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Each Colony's energy income is added to the global energy reserve, and all energy spent is withdrawn from this pool.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


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


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:


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 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.

Strategic Operation Points

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.

Doctrine Slots

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

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 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 resources and stored in colonies individually.


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

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.

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




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 trough 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