Hi there, welcome to this week’s Planetfall Journal! Following last week’s Kir’ko spotlight and next week’s Kir’ko gameplay stream we present you with the Kir’ko development Journal.
Conceptualization. One of the design pillars for Planetfall is that all major content is linked to the shattered galactic empire of the Star Union in one way or another. The deeper, the better for the main races. More importantly, we also wanted something truly non-human among the main races. Insectoid races were a favorite, but it needed an original twist. This is how the Kir’ko we’re born: A bug race that the empire enslaved, seeking to mend their broken hive mind. After the collapse the slaves are freed, and the Kir’ko must find a new path: reconciliation or retribution. The Kir’ko can be a likeable underdog (actually one of my favorite races) or a menacing swarm; with the faction resembling the origin story of a faction like the Zerg or the Buggers in Ender’s Game.
History: The Kir’Ko were the first sentient xeno life form discovered within the reach of the Star Union. Terratech, the biotech and terraforming conglomerate, discovered the pre-industrial insectoid species on a jungle planet, where a thick globe spanning Growth harbored man eating flora and a priceless neuroactive Nectar.
Here the termite-like colonies survived through natural resilience, hard work and coordination through their psychic hive mind. The first expedition to the Kir’ko homeworld went badly. Those who weren’t eaten, went insane from the psi fields or succumbed to the lure of the Nectar.
On their mission to secure this precious Nectar, the Kir’Ko were seen as both a threat and an opportunity. Imperial Xeno non-intervention policies were quickly brushed aside when faced with the psychic, profit stalling, toxic monstrosities. Terratech’s bio engineers genetically lobotomized the hive queens, changing them to mindless breeders. Having taken out the psychic threat of the Kir’Ko gestalt consciousness, they evolved casts of slave workers and hardened warriors through rapid epi-genetics.
Most Kirko meekly took up their new roles, but their will wasn’t totally broken. Terratech’s tinkering made them quickly adapt to the hive-less situation. Some Kir’Ko ran off and lived life in the fringes, selling the Nectar derived drugs, others made a living as skilled assassins or practiced their psionic powers in secret.
After the cataclysm, the Kir’ko managed to come up on top in various worlds. Through quick evolution, and learning their former masters technologies, they seek retribution for the horrors that have befallen their species and restore the power of their hive mind.
Fight the Power
Kir’ko Heroes
The presence of human like intelligence varies per caste; with the bipedal heroes and commanders being the most human, as they were the most suited to operate in human society.
The trained eye can discern female Kir’ko (on the left) – the earth tones are female, the cool tones are male.
Kirko Techs
Here are some excerpts from the Kir’ko tech tree and doctrines. It is themed about their reawakening, their search for retribution or reconciliation and the formation of a new society.
Kir’ko Doctrines: (note: we specifically removed exact modifiers as designers are still working on them.) Doctrines are empire wide bonuses that require limited Doctrine Slots.
Kir’ko Units
The Kir’ko species has a wide range of castes, some have a natural origin, some are mutations caused by the meddling of the Terratech scientists.
Kir’ko Gameplay / Summary / Strategy
Through rapid evolution, the Kir'Ko seek to restore what was broken and will find retribution for the terrible fate that has befallen them. Their doctrines also reflect this choice, with a split between highly aggressive bonuses and those which encourage faster population growth and making peace with other factions.
On the world map they prefer the lush, fungal biodome and get bonuses from fighting and settling within it.
They have access to the powerful Psionics weapons tech, Psionic powers bypass a unit’s armor defense completely and have powerful debuffs and damage switching mods. Psionics can set targets on fire, drive them insane, or poison them with Biochemical damage. Mechanical units all resist psionic damage however, which can be a dangerous limitation to have.
They also make heavy use of Biochemical weapons, which allow them to melt armor and weaken biological units. For example, the Blight Infection mod allows units to infect targets with a disease that causes them to violently explode when they die. The Ionic Infusion mod gives them more flexibility, by switching the damage type of their attacks to Arc, helping them against pesky mechanical units.
In combat they are more melee focused than other races, their ranged options are effective, but tactically limited compared, relatively speaking. They also have access to the unique Swarm Shields mechanic, which grants their units extra protection when they are adjacent to each other. This can be very useful against single target attacks, but leaves them vulnerable to area of effect weapons, like artillery and grenades.
Conceptualization. One of the design pillars for Planetfall is that all major content is linked to the shattered galactic empire of the Star Union in one way or another. The deeper, the better for the main races. More importantly, we also wanted something truly non-human among the main races. Insectoid races were a favorite, but it needed an original twist. This is how the Kir’ko we’re born: A bug race that the empire enslaved, seeking to mend their broken hive mind. After the collapse the slaves are freed, and the Kir’ko must find a new path: reconciliation or retribution. The Kir’ko can be a likeable underdog (actually one of my favorite races) or a menacing swarm; with the faction resembling the origin story of a faction like the Zerg or the Buggers in Ender’s Game.
The Kirko Unleashed (click for wall-paper sized image)
History: The Kir’Ko were the first sentient xeno life form discovered within the reach of the Star Union. Terratech, the biotech and terraforming conglomerate, discovered the pre-industrial insectoid species on a jungle planet, where a thick globe spanning Growth harbored man eating flora and a priceless neuroactive Nectar.
Here the termite-like colonies survived through natural resilience, hard work and coordination through their psychic hive mind. The first expedition to the Kir’ko homeworld went badly. Those who weren’t eaten, went insane from the psi fields or succumbed to the lure of the Nectar.
On their mission to secure this precious Nectar, the Kir’Ko were seen as both a threat and an opportunity. Imperial Xeno non-intervention policies were quickly brushed aside when faced with the psychic, profit stalling, toxic monstrosities. Terratech’s bio engineers genetically lobotomized the hive queens, changing them to mindless breeders. Having taken out the psychic threat of the Kir’Ko gestalt consciousness, they evolved casts of slave workers and hardened warriors through rapid epi-genetics.
Most Kirko meekly took up their new roles, but their will wasn’t totally broken. Terratech’s tinkering made them quickly adapt to the hive-less situation. Some Kir’Ko ran off and lived life in the fringes, selling the Nectar derived drugs, others made a living as skilled assassins or practiced their psionic powers in secret.
After the cataclysm, the Kir’ko managed to come up on top in various worlds. Through quick evolution, and learning their former masters technologies, they seek retribution for the horrors that have befallen their species and restore the power of their hive mind.
Fight the Power
Kir’ko Heroes
The presence of human like intelligence varies per caste; with the bipedal heroes and commanders being the most human, as they were the most suited to operate in human society.
The trained eye can discern female Kir’ko (on the left) – the earth tones are female, the cool tones are male.
Retribution or Vengeance? You can wear your intentions on your sleeve (or head). Like this decorative human skull.
Kirko Techs
Here are some excerpts from the Kir’ko tech tree and doctrines. It is themed about their reawakening, their search for retribution or reconciliation and the formation of a new society.
- Unshackling: A starter tech that grants basic unit mods for melee damage and vision, as well as a powerful tactical operation to clear dangerous status effects.
- Vigorous Emergence: A mid game tech that gives you a world map operation to summon the Kir’ko Emergent, and another that heals an army whilst giving them a powerful boost to melee damage.
- Metamorphosis: An end game tech that grants powerful genetic enhancements to your units. Accelerated Metabolism makes light units faster, as well as giving them a free additional turn if they manage to kill a foe, while Adrenal Response Glands gives heavy units a stacking buff each time they take damage during combat.
- Structure Brood Cluster: This unique Kir’ko colony upgrade provides a bonus to Unit Production based on the colony’s food income.
Start Part of the Kirko Tech tree with Bio and Psionic Weapon Groups
Kir’ko Doctrines: (note: we specifically removed exact modifiers as designers are still working on them.) Doctrines are empire wide bonuses that require limited Doctrine Slots.
- Dream Sharing - By developing the psionic links that naturally occur between all kir’ko, they can share experiences, accelerating their XP gain in combat.
- Preserving the Future – Policies that focus on population expansion to protect the future of the Kir’ko race give all Kir’ko colonies increased supply income.
- Planetary Swarming – A doctrine focused on mass production of lower-tech units allows the Kir’ko to reduce the upkeep and production costs of all light units in their army.
Kir’ko Units
The Kir’ko species has a wide range of castes, some have a natural origin, some are mutations caused by the meddling of the Terratech scientists.
- Emergent – Small, primitive burrowing worms, which can evolve into more powerful Kir’ko units once they collect enough XP.
- Abyssian – A tunneling, beatle like creature that can expel a thick wax onto it’s enemies, paralyzing them for short periods of time
- Barrager – A lumbering, biological artillery unit that specializes in hurling multiple biochemical over a large area.
- Engulfer – A powerful air unit that can drop corrosive smoke bombs onto ground units, doing damage and providing area denial.
- Tormented – One of the most powerful psionic units, this partially re-awakened hive queen can channel its pain and frustration into devastating psionic attacks.
- Deep One – A high level, naval unit that attacks with a sort of Psionic plague that can spread across an enemy fleet over multiple turns.
Kir’ko Gameplay / Summary / Strategy
Through rapid evolution, the Kir'Ko seek to restore what was broken and will find retribution for the terrible fate that has befallen them. Their doctrines also reflect this choice, with a split between highly aggressive bonuses and those which encourage faster population growth and making peace with other factions.
On the world map they prefer the lush, fungal biodome and get bonuses from fighting and settling within it.
They have access to the powerful Psionics weapons tech, Psionic powers bypass a unit’s armor defense completely and have powerful debuffs and damage switching mods. Psionics can set targets on fire, drive them insane, or poison them with Biochemical damage. Mechanical units all resist psionic damage however, which can be a dangerous limitation to have.
They also make heavy use of Biochemical weapons, which allow them to melt armor and weaken biological units. For example, the Blight Infection mod allows units to infect targets with a disease that causes them to violently explode when they die. The Ionic Infusion mod gives them more flexibility, by switching the damage type of their attacks to Arc, helping them against pesky mechanical units.
In combat they are more melee focused than other races, their ranged options are effective, but tactically limited compared, relatively speaking. They also have access to the unique Swarm Shields mechanic, which grants their units extra protection when they are adjacent to each other. This can be very useful against single target attacks, but leaves them vulnerable to area of effect weapons, like artillery and grenades.
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