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Age of Wonders: Planetfall

I really like this game! I've just gotten started with the campaign, but here are some first impressions.

The tactical combat is still the star of the show, of course. With the change to a science fiction setting, guns are more important. Many units now have an overwatch mode like in XCOM. This can be countered by staggering weapons like grenades or sniper rifles. They knock enemies out of overwatch and also drain movement points for the next turn. One thing that I like a little less about Planetfall is that it went with a hit-chance system. In AoW3, cover, range penalties etc. reduced the amount of damage, but your basic attacks always hit. (Yes, halflings were an exception. They also were annoying.) I liked that because it made combat less random than in AoW2. So I'm a bit disappointed that Planetfall changed it back. Still, it's not that bad: if you have a reasonable hit chance, most misses will become grazing shots that still do half the normal damage. Another thing I was skeptical about were the unit mods. There's now a wide variety of ways to customize your units. I thought I was going to encounter lots of units with surprise abilities that I didn't expect, or forget which of my identical looking soldiers has what upgrade. But on the tactical map, every unit has a little marker to indicate what kind of upgrade it has, so it's all good!

The biggest change to AoW3 (besides the whole science fiction business) is that there are a lot more city management options. On the one hand, that means more fiddly stuff: every city now has workers to assign to different resources -- food, energy (= money), production and science, the usual -- like every other 4X game. I really didn't miss that in AoW3... On the other hand, the new sector system is really interesting!

The map is chopped into sectors, consisting of multiple hex tiles each. There can be only one city per sector and only in a fixed location. At certain population milestones, a colony can annex a new sector. That gives it access to any special structures in there, like an old biodome for additional food or a power plant for energy. You then choose how to exploit that sector by selecting one of the four resources. An exploited sector has a level between 1 and 5. At low levels, it increases your income per turn by a small amount and gives you additional worker slots: at the start, a colony has only four worker slots for each resource, and sectors are a way to increase this cap and specialize the city. On higher levels, sectors increase the income produced by each worker.

To level up sectors, you need to research and build certain improvements in your colonies. For example, one gives a boost to all the city's production sectors. Some are terrain-dependent: "Mountain Exploitation" gives one level to energy and production sectors in mountain regions, for example. Getting sectors to level 3 is fairly easy with the right terrain, but you have to choose to specialize in that type of sector at the expense of other types. Getting a sector all the way to 5 requires enormous amounts of research and production, and perfect terrain for that type of sector.

On top of that, every sector can have up to one special improvement whose effect scales with the sector level: For example, a food sector can have a building that makes its colony grow faster, or a building that lets it export food to other cities more efficiently. A research district can be specialized towards military or civilian research.

Planetfall has a classical tech tree, unlike its predecessors. Or rather, a collection of tech trees. Some parts are determined by your faction or your Secret Technology (like class in AoW3), other parts are common to all, like the Economy tree. That's where you find all the sector upgrades, and it has a pretty interesting structure which allows you to skip many technologies. It's actually like a deterministic version of MOO1's "tech ladders" where researching a technology on one tier unlocks all techs on the next tier. There are lots of ways to approach this depending on how far you want to specialize in what sector type, and what terrain you have available. Maybe it'll turn out that there's one right way to do things, I don't know. But I'm having fun playing around with it.

In my previous game, I went all-in on research sectors in city ruins. In my current game (with the Kir'ko space bugs), I'm gearing up my starting colony to be a huge food exporter to quickly build up further cities.

The "fluffier" parts of the game are also great! Graphics are neat, and I love the soundtrack, especially the battle themes. The setting is very interesting: you're rebuilding on top of the ruins of the Star Union, a fallen galactic empire. Ancient precursor aliens are a pretty stale concept by now, but in Planetfall, the precursors are human, and the empire is still in living memory for those who spend a lot of time in cryo pods or otherwise have an extended lifespan. The ruling class of the Star Union is still around, as a minor faction of cybernetic zombies that terrorize the countryside with demands for tribute and style themselves as the last guardians of civilization.
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Thanks for the impressions, RFS-81. Sounds pretty interesting, I will have to look into picking this one up.

(August 13th, 2019, 19:03)RFS-81 Wrote: The ruling class of the Star Union is still around, as a minor faction of cybernetic zombies that terrorize the countryside with demands for tribute and style themselves as the last guardians of civilization.

Heh. So sort of like the old Empire in Asimov's Foundation books, useless fops clinging to past glories. lol Still dangerous until the new empire was strong enough, but ultimately brushed aside.
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Yes, the setting does remind me of the Foundation trilogy. They've taken a lot of inspiration from different science fiction novels. The Vanguard faction reminds me of The Forever War, except with cryonics in place of relativistic time dilation. They were soldiers and colonists on the frontier, where the FTL warp gates may have been destroyed or not yet built, and therefore spend many journeys in cryosleep. So it can happen that they wake up to a completely different world. Sorry, leave is cancelled because the apocalypse happened!

The Kir'ko are actually boring by comparison: Bugs, check! Hivemind, check! The Star Union had enslaved them by controlling their queens, and now some of them are trying to wipe out humanity while others just want to get as far away from them as possible.

I finished the first campaign mission of the Kir'ko yesterday, and it nudges you towards high food production with some early quests. Exporting that to other colonies worked really great, with new colonies growing by one every turn until size 12. That's great because new sectors can be annexed at sizes 4, 8, 12 and 16, so at 12 it already has 3 of the 4 sectors it can ever acquire. The Kir'ko also have an early building that gives you a production discount on units depending on your food income. I didn't really need it because in the campaign, you can get a lot of units from quest rewards, but I want to try out a Zerg Kir'ko rush in a scenario some time.

The AI in the tactical combat seems pretty good, but I wasn't impressed out of combat. One of the leaders didn't ever expand past his first city! I hope that's just the campaign AI. The campaign is more focused on completing quests than fighting the AI players, after all.
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Good to hear they are drawing upon some of the classic scifi tropes. Yes, most of them are well known and have been used before. But the classics became classics for good reason.

AIs not expanding is a bit worrying. frown Hopefully you are correct and that is just an effect of the campaign set up. A 4x type game just does not work well if the opponents do not expand and challenge you for territory.

Any thoughts on the UI? How easy is it to get to things you need? How well is information presented?

Thanks again for sharing your impressions of the game with us, RFS-81! thumbsup
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Thanks for your impressions, RFS-81!

(August 15th, 2019, 11:40)RFS-81 Wrote: The AI in the tactical combat seems pretty good, but I wasn't impressed out of combat. One of the leaders didn't ever expand past his first city! I hope that's just the campaign AI. The campaign is more focused on completing quests than fighting the AI players, after all.

This is definitely a campaign thing. Or at least in my games the AI expands aggressively, so I was surprised that the reviews Bob read denigrated the AI empire management. I suspect the sector system is a gigantic help to the AI.
There is no way to peace. Peace is the way.
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AI settles aggressively on random maps. It's trivially easy to bait an AI into a war so becoming a vassal is totally worth it ($, free ally for only a 10% drain). I'm sure you can lean on this and other things (stack splitting) for an easy win if you don't get killed before you can do anything.

As for the environment/plot it's a clever solution that explains why you don't lean on earth and why things go so fast. Just blow everything up instead of the "let's get stranded" cliché plot or the nonsensical Beyond Earth's "earth cannot do anything because it sucks" plot. SMAC pretended Earth didn't exist by having them not respond.
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(August 15th, 2019, 12:47)naufragar Wrote: Thanks for your impressions, RFS-81!

(August 15th, 2019, 11:40)RFS-81 Wrote: The AI in the tactical combat seems pretty good, but I wasn't impressed out of combat. One of the leaders didn't ever expand past his first city! I hope that's just the campaign AI. The campaign is more focused on completing quests than fighting the AI players, after all.

This is definitely a campaign thing. Or at least in my games the AI expands aggressively, so I was surprised that the reviews Bob read denigrated the AI empire management. I suspect the sector system is a gigantic help to the AI.

Nice, glad to hear that!

(August 16th, 2019, 11:19)MJW (ya that one) Wrote: AI settles aggressively on random maps. It's trivially easy to bait an AI into a war so becoming a vassal is totally worth it ($, free ally for only a 10% drain). I'm sure you can lean on this and other things (stack splitting) for an easy win if you don't get killed before you can do anything.

The plan is to vassal yourself to an AI and then it beats up your enemies for you? That sounds funny. Maybe only once, but still.

(August 15th, 2019, 12:41)haphazard1 Wrote: Any thoughts on the UI? How easy is it to get to things you need? How well is information presented?

Good overall, seems a bit overloaded, but then there's a lot of stuff going on, too. The colony UI could be better, though. It's got 5 tabs yikes From left to right: units, colony center buildings, sectors (selecting exploitations, and sector buildings), workers, and an overview of constructed buildings and terrain features in the colony center's sector. Also note that sector level upgrades are built in the second tab because the third is for things that affect sectors individually but the level upgrades affect them all crazyeye



https://steamcommunity.com/sharedfiles/f...1836861472

There's a lot more space available for the menu here! I get not wanting to overwhelm the player with too much information at once (though they completely forgot about that elsewhere). But there are many different things going on here that all relate to each other and keeping them under different tabs doesn't make it any easier. Maybe they could have done it like Civ where you have some pop-up for selecting the next unit and a city screen for detailed information and control.

Here's the sector panel, showing the current sector level benefits.



https://steamcommunity.com/sharedfiles/f...1836861713

You can get an overview over sectors to get some details. That also works when you don't control them yet.



https://steamcommunity.com/sharedfiles/f...1836872717

The two Features have little resource icons that show which exploitations can get a boost in this terrain. The Fungal climate has locks on them because I don't have the required technology yet. That comes pretty late in the tech tree; nearly every sector has an "early" and a "late" feature. If I get all the way to the end of the tech tree in this game, it could go up to level 5.

The battle UI is really good!



https://steamcommunity.com/sharedfiles/f...1836862122

The selected unit has colored hexes around it that show how many action points it will have left if it moves there. Most weapons have one attack per action point, though some need all three and others only ever have one attack, no matter how many points you have left. If you move into the red zone, you'll have 0 points left and you also can't activate any defense mode. The dotted line is the attack range from where the unit is now. The best thing are the little crosshairs on the enemy units! The colors tell you how likely you are to hit them if you move to the hex you're mousing over. The flame thrower guys behind the wall are red because they're in cover. Of the two units in the open, one lights up green because I had hit it with a debuff earlier that makes it an easier target. Really helpful, especially since you can't undo any moves. My biggest gripe with the combat UI is that selecting flying units can be tricky.

Every unit also has a little icon. If there's nothing special, it's just the player's banner. Heros have a little portrait. When you mod a unit, you need to create a unit template with a name and an icon. The game picks some for you automatically, but you can adjust them of course. The big flying beetle has a shield because it's packed with regenerative and defensive mods. I don't know how the game came up with "Vanishing", though. My ground units out in the front have some sciency symbol because they're equipped with a VoidTech mod that lets them move through obstacles. Human players could of course pick intentionally misleading symbols, but in any case you'll know that there's something out of the ordinary with the unit and you can check the details on the unit screen.



https://steamcommunity.com/sharedfiles/f...1836862461

Oof, that's a long list. This could have been cleaned up a bit. The lower part that's out of view here mostly consists of different "tags" that some abilities care about. The unit is organic, so it's affected by poison and psionic attacks. It's light, so it can be knocked around. It's infantry, so it gets buffed by the "Infantry Commander" hero ability. This screen acts as an exhaustive reference, you can mouse over any entry in the list and get the details. I wish there was a less cluttered view of just the most important bits, though.

Also, thanks to Steam for letting me upload screen shots from games I bought on GOG wink
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Thanks, RFS-81! Very helpful. thumbsup

It sounds like there are ways to get plenty of info on things, which is good. I dislike games that make it nearly impossible to learn details about what is going on. The UI looks like they may be a little too fond of tabs. lol But once you get familiar with things that is probably OK.

Now I just need to find some time to actually try this one. Life is a little busy right now. frown
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Good luck with finding time. This is a very long game, but well worth it. I'm still waiting for a 4X game that can be finished in ~2 hours or something on a small map, though. Not that I expected Paradox of all people to push AoW in that direction lol

Did anyone find an option to loop build queues? I'm bottle-necked on energy in my current game, and I'd like to be able to have some colonies generate energy without having to select it again every turn.

That bottle-neck is an easy trap to fall into if you're too much of a builder. (Or maybe I'm just stupid.) In older AoW games, every building or unit cost X gold and X production, so it's very clear that production improvements only let you spend your money faster. Planetfall decoupled these two numbers (and finally introduced production overflow). Colony infrastructure costs no energy at all, so it's easy to build up several production centers and then realize that when you add up all the energy costs of the units you want to build, it's actually a pretty substantial sum. Oops! lol
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Figuring out where the bottlenecks really are is part of the fun. nod Sometimes they are obvious, and sometimes they do sneak up on you, as you described.

Very tempted to get this one, but the upcoming week is looking really busy. frown Maybe next weekend....
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