Sectors

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The planet is divided into sectors, each containing one or more identifying features. Sectors are themed around geography, or a particular landmark of the fallen Star Union. Sectors are very important for the economy of any colony, as they can be annexed and subsequently exploited to generate resources.

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

  • A single clime feature determines the overall climate of a sector.
  • A single dominant terrain feature.
  • Locations, such as landmarks, dwellings and resource nodes that provide flat income, as well as other structures like visit sites, hazards and spawners that have strategic effects.

Sectors can be owned by players, as well as NPC factions and marauders.

When a sector is annexed to a colony, it becomes a province sector and adds its income to that colony.

Sectors can also be claimed by both players and non-player factions. An uncontrolled sector is claimed automatically if it is adjacent to any province sector or forward base a player controls. Taking control of a claimed sector incurs a 5 point casus belli with each player that had a claim on it. If your relationship with a player is a non-aggression pact or better, you may negotiate for permission to settle on claimed sectors without penalty. If a claim by an NPC faction is ignored, they will send demands to the invading player as compensation. Players in an integration relation state with the NPC faction can safely settle in their claimed sectors.

The sector banner is found in the middle of a sector, and clicking on it will open the sector information panel. In this panel, all the information about the sector can be found, as well as any interactions that can be undertaken.

Clime[edit]

Sectors each contain a clime associated with two of the four main resources. Each clime has economic potential that can be unlocked via research. The exceptions to this rule are the volcanic and ocean clmes, which are not linked to any specific resource. Players can also unlock global bonuses through research, which improve unit regeneration and colony happiness with sectors of each clime.

Sector Upgrade Clime Arcadian.png Arcadian[edit]

The arcadian clime is a fertile, temperate biome, the goal for many Star Union terraforming efforts on planets across the galaxy.

Increase the level of all arcadian Interface Food.png Food and Interface Energy.png Energy sectors in a colony by constructing Arcadian Sectors Upgrade, unlocked by the Arcadian Exploitation technology.

Researching Arcadian Exploitation also grants a happiness bonus to a colony for each arcadian sector within its domain.

Sector Upgrade Clime Arctic.png Arctic[edit]

The arctic clime is a frozen, harsh biome defined by heavy snow, ice cover and a layer of permafrost over the land.

Increase the level of all arctic Interface Knowledge.png Knowledge and Interface Production.png Production sectors in a colony by constructing Arctic Sectors Upgrade, unlocked by the Arctic Exploitation technology.

Researching Arctic Exploitation also grants a happiness bonus to a colony for each arctic sector within its domain.

Sector Upgrade Clime Arid.png Arid[edit]

The arid clime is a dry, sweltering biome, and while it generally lacks water, a few oases can be found where life can bloom.

Increase the level of all arid Interface Energy.png Energy and Interface Production.png Production sectors in a colony by constructing Arid Sectors Upgrade, unlocked by the Arid Exploitation technology.

Researching Arid Exploitation also grants a happiness bonus to a colony for each arid sector within its domain.

Sector Upgrade Clime Fungal.png Fungal[edit]

The fungal clime is a wild, overgrown biome full of strange flora and fauna, the result of introducing non-native fungal species for their aesthetics. They have now taken over whole swathes of planets on which they were spread.

Increase the level of all fungal Interface Food.png Food and Interface Knowledge.png Knowledge sectors in a colony by constructing Fungal Sectors Upgrade, unlocked by the Fungal Exploitation technology.

Researching Fungal Exploitation also grants a happiness bonus to a colony for each fungal sector within its domain.

Sector Upgrade Ocean.pngCoast[edit]

Coast sectors are water sectors that are adjacent to at least one land sector.

An exploited coast sector provides Interface Food.png Food, Interface Energy.png Energy and Interface Knowledge.png Knowledge. The level of a coast sector may be increased twice, by constructing Water Sectors Upgrade I and Water Sectors Upgrade II, unlocked by the Aquatic Development and Hydro-Expertise technologies respectively.

Sector Badlands.png Volcanic[edit]

A volcanic clime is a hostile, dangerous biome typically located around recent volcanic eruptions and lava flows. Its inherently harmful properties can be negated using technology. It is a sector clime with no specific economic potential.

Most races have difficulty operating in volcanic regions and suffer penalties if they attempt to colonize it. A colony with at least one volcanic sector in its domain suffers a -8 Happiness.png Happiness penalty.

Increase the level of all volcanic sectors in a colony by constructing the Volcanic Sectors Upgrade, unlocked by the Adaptive Exploitation technology. This also eliminates Happiness.png Happiness penalty.

Sector Upgrade Ocean.png Ocean[edit]

Ocean is one of the two water climes a sector can have. Ocean sectors are uninhabitable.

Terrain[edit]

A sector can contain a terrain feature which is associated with two of the main resources and provides it with economic potential that can be unlocked via research. A sector can only have one main terrain feature. Different features cost different numbers of move points to move through. Through research, faster movement through terrain can be achieved.

Sector Upgrade Overlay Wetlands.png Fertile Plains[edit]

Increase the level of all fertile plains Interface Food.png Food and Interface Knowledge.png Knowledge sectors in a colony by constructing Fertile Plains Sectors Upgrade, unlocked by the Fertile Plains Exploitation technology.

Fertile plains has a Movement General.png Move Point cost of 6 per hex, which can be reduced to 4 by researching Fertile Plains Exploitation.

Sector Upgrade Overlay Forest.png Forest[edit]

Increase the level of all forest Interface Food.png Food and Interface Production.png Production sectors in a colony by constructing Forest Sectors Upgrade, unlocked by the Forest Exploitation technology.

Forest has a Movement General.png Move Point cost of 8 per hex, which can be reduced to 6 by researching Forest Exploitation.

The Amazon race has special technologies that allow them to make extensive use of forest sectors.

Sector Upgrade Overlay Mountains.png Mountain[edit]

Some mountain sectors are completely mountainous, have no clime and are uninhabitable.

Increase the level of all mountain Interface Energy.png Energy and Interface Production.png Production sectors in a colony by constructing Mountain Sectors Upgrade, unlocked by the Mountain Exploitation technology.

Mountains have a Movement General.png Move Points cost of 12 per hex, which can be reduced to 10 by researching Mountain Exploitation.

The Dvar race has special technologies that allow them to terraform mountain sectors.

Sector Upgrade Overlay Ruins.pngRuins[edit]

Increase the level of all ruins Interface Energy.png Energy and Interface Knowledge.png Knowledge sectors in a colony by constructing Ruins Sectors Upgrade, unlocked by the Ruins Exploitation technology.

Ruins have a Movement General.png Move Point cost of 8 per hex, which can be reduced to 6 by researching Ruins Exploitation.

Special Features[edit]

A sector can contain various unique sector features which provide economic benefits when the sector is annexed. Rivers and lava streams give a unique bonus to the sector, while other features expedite movement through terrain.

River[edit]

Colonies with a river going through their domain generate +10 Interface Food.png Food per sector with a river once Environmental Conditioning has been researched.

River hexes have a Movement General.png Move Point cost of 16, which can be reduced to ? by researching Aquatic Deployment.

Lava Stream[edit]

Colonies with a lava stream going through their domain generate +10 Interface Energy.png Energy per sector with a lava stream once Adaptive Exploitation has been researched.

Lava stream hexes have a Movement General.png Move Point cost of 16.

Roads[edit]

At the start of the game, there may be pre-existing roads connecting several sectors. Roads have a Movement General.png Move Point cost of 4, regardless of the base terrain of the hex. Roads are automatically constructed between adjacent sectors owned by the same player provided there is an unobstructed path across their border.

Barren, Shrublands and Wetlands[edit]

A proportion of the hexes in a sector may be occupied not by the sector's terrain feature, but by barren, shrubland or wetland hexes. These hexes have a Movement General.png Move Point cost of 6, which may be reduced to 4 by researching the exploitation technology corresponding to the sector's terrain.

Barren, shrubland and wetland hexes have no effect on a sector's economic output.

Locations[edit]

A sector may contain a location that gives an economic benefit to the colony if the sector they are in is annexed. If an army is stood upon a location within a player's domain, the location is considered occupied and will not yeild any economic benefit.

See Locations for details on each location and their effects.