Hi there! The gameplay of Planetfall is split over the world map and the tactical combat map layers, as in the vintage Age of Wonders. In this post we’ll be looking at one of the biggest structural changes to the world map: the Sector System.
Planets: But let’s first start with the overall world map. It now wraps horizontally, so maps feel like Planets. Of course, this has strategic consequences too as you are no longer able to camp in corners. Planets are built from a combination of distinct landscapes, such as frozen wastes, lush jungles, and deserts, with their own alien flora and fauna. There are five main land biomes + oceans, which have varied resource yields to be exploited through research.
At the start of a session, you can choose a planet template, or shape your own. All procedural generated planets get a name and are plotted on the Star Union’s galaxy map. You can create desert worlds resembling Tatooine, the feral jungles of Avatar, or the infernos of Hell. There’s loads of settings, like you can control the amount of Star Union Ruins on that particular world.
Sector System: A patchwork of bordered areas call Sectors make up the surface of planets. This sector system has a big impact on the world map gameflow. They come in a number of types:
The Sector interface brings it all together. This sector contains a Landmark: the Xenolife Institute, and a crystal node + a Targeting Array as sector defense.
The Sector System offers new gameplay possibilities:
In this screenshot a cheeky Kirko is asking for our Pleasure District Sector.
Next week Arno will talk about the improvements of the new engine - This is my last journal for a couple of weeks. Next to a major milestone delivery next week I also have a “delivery” in the family planned.
Planets: But let’s first start with the overall world map. It now wraps horizontally, so maps feel like Planets. Of course, this has strategic consequences too as you are no longer able to camp in corners. Planets are built from a combination of distinct landscapes, such as frozen wastes, lush jungles, and deserts, with their own alien flora and fauna. There are five main land biomes + oceans, which have varied resource yields to be exploited through research.
At the start of a session, you can choose a planet template, or shape your own. All procedural generated planets get a name and are plotted on the Star Union’s galaxy map. You can create desert worlds resembling Tatooine, the feral jungles of Avatar, or the infernos of Hell. There’s loads of settings, like you can control the amount of Star Union Ruins on that particular world.
Sector System: A patchwork of bordered areas call Sectors make up the surface of planets. This sector system has a big impact on the world map gameflow. They come in a number of types:
- Wilderness Sectors follow natural boundaries and reflect their terrain. A Sector contains one biome and a number of natural terrain features - these define the sector's base resource yield. Players can expand their colonies into Wildernesses and coastal waters and develop them.
- Landmark Sectors contain high value, large Imperial ruins providing unique benefits. Landmarks “occupy” the sector. This means they can be annexed by your colonies, but you can’t found a new colony on them.
- Dwelling Sectors: Contain the bases and cities of NPC Natives. Smaller spawner-like camps you can clear through diplomacy or force. Larger habitats work like landmarks in the sense they they occupy a sector..
- Additional Structures and Effects: Next to sector occupying Landmark and bases, there is a collection of secondary structures to be found. They include resource nodes, pickups and visit sites. Then there are defenses and hazards that work as status effects for the entire sector.
The Sector interface brings it all together. This sector contains a Landmark: the Xenolife Institute, and a crystal node + a Targeting Array as sector defense.
The Sector System offers new gameplay possibilities:
- World Building: All Sectors are named (including wildernesses) hinting at their contents. Landmarks such as the Xenolife Institute in the screenshot above have bits of lore added. Sectors have their own mix of inhabitants, resources, dangers or mysteries, this way each Sector tells its own little or big story.
- New City Expansion mechanics: Colonies are expanded by adding sectors to them, these sectors can subsequently be specialized in one of the main resource types and further upgraded. Landmark Sectors provide unique benefits to the colonies. Higher level landmarks unlock new city upgrades, or unlock new Doctrines. We’ll be delving into cities and doctrines later.
- Sectors as strategic Goals: In AoW3, cities were the only real strategic targets on the map, whilst in the older AoW games you could flag individual resource nodes which lead to grieving tactics. Sectors can be conquered individually (also taken from enemy cities), thus forming secondary strategic goals.
- Diplomatic Interaction: Sectors come into play during border disputes. Players may lay claim to lands by building Forward Bases in sectors. Sectors make good diplomatic trading items in order to settle disputes. Trading one of your precious cities was often a bridge too far, but redrawing the borders by trading sectors is less painful.
In this screenshot a cheeky Kirko is asking for our Pleasure District Sector.
Next week Arno will talk about the improvements of the new engine - This is my last journal for a couple of weeks. Next to a major milestone delivery next week I also have a “delivery” in the family planned.