Age of Wonders: Planetfall – Dev Diary #41: The Assembly Faction - The Road to Harmony

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Nefarious_Nyx

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Jun 12, 2018
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Good day everyone, this week’s dev diary will be all about the last of the six factions; the Assembly.
LoadingScreen_Assembly_03.jpg
Conceptualization:
With the step into sci-fi with Planetfall, we really wanted to explore a more robotic / cyborg focused faction. We wanted to keep a human element in it however, not creating the hive mind type feel of the Borg, or the enslavement and clear evilness of the Strogg. More like a faction of engineers and scientists who do not fear technology but rather embrace it with open arms, not even stopping to consider the question ‘Are we going too far?’.

A common thread in all the various faction designs in Planetfall is the concept of transcendence, of humans (and aliens!) transcending who they are, to become more, to become better. In the Assembly, this transcendence focuses on trans-humanistic beliefs, which relates to using technology to enhance human intellect and physiology, through the use of cybernetics and augmentation.
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The Assembly lineup, click on the image for a the full size!

History:

All these high concepts are nice and all, but a faction needs a good story, a strong history that informs their actions, motivations, societal structure etc. to bring the whole of the design together.

The Assembly are a faction of former super soldiers created by the military branch of the Paragon Augmentations corporation on a remote black site planet called PRGN-X5 during the time of the Star Union.

After the Collapse, these super soldiers rose up and rebelled against the scientists and military controlling them, which started a long and dirty war that engulfed the planet. During this war, the vilest biological and nuclear weapons were deployed, which left both sides of the conflict diseased, scarred and ultimately, infertile.

Facing extermination, both sides started using any means necessary to survive and continue the war. They harvested organs from the dead and used scavenged augments and machinery to replace lost limbs. As they degenerated further, they were forced to grow replacement body parts and organs in cloning vats to keep renewing the remaining biological components of their bodies.

As the war raged on, both sides began looking more and more alike and a new type of human appeared, gradually absorbing the differences between the two sides until eventually they were one and the same, the Assembly.

The conflict that created them is at the core of the Assembly, and it fuels their believes that in any conflict, both sides need to destroy themselves in order to reassemble and become harmonious. They have deep-rooted beliefs that in order to achieve true harmony in the universe, it must first be taken apart and then reassembled.

Heroes:
The Assembly has a large freedom of form, which is represented in their heroes and commanders. Assembly can have a bit of a dark edge to them, but as with all factions, it’s up to the player to decide if they want to be a cruel, or benevolent, leader, and we have plenty of customization options to satisfy the accompanying visuals!

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Will you take the Assembly down a dark path of destruction and reassembly? Or will you chose a more harmonious path?

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Some of you might recognize the fair lady to the left here, the star of the Assembly Faction gameplay preview!

Cities:
Assembly cities are places of science and engineering. The Assembly are constantly innovating and chasing the perfect, most harmonious merger of technology and biology. In their cities they grow their replacement organs and body parts, and develop new cybernetic technologies to enhance themselves.
Event_City_AssemblyGOOD_01.png

Event_City_AssemblyBAD_01.png


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An Assembly harvesting tower for replacement body parts.

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Some of the Tactical Map assets that can be found when engaged in combat on an Assembly colony, including a cheeky Vanguard Walker!

Technology:
The Assembly value research and science a great deal, after all half of their origin lies within scientists! Below is an excerpt of their early game tech tree, which mostly revolves around using advanced science to gain an edge, both economically and militarily. Below are some examples of research they unlock throughout the game.

  • Molecular Computing: Early game technology which unlocks the Ocular Implants mod which increases strategic map vision and critical hit chance for ranged units, as well as the Signal Shredding tactical operation, which sends a disruptive signal to a cyborg or mechanical unit, with a high chance to stun them, a very powerful operation to have access to this early!
  • Adaptive Systems: Mid game technology which unlocks the Cloaking Implants mod for your units, granting them universal camouflage on the world map and making them harder to hit by overwatch in tactical combat, a must have for quick strike melee armies on the map! Additionally this technology unlocks two powerful tactical operations; the Linear Accelerator, allowing you to supercharge your units, granting them back their action points, and Deploy Constrictor, which is a powerful combat summon which can deal strong melee damage and constrict units, which locks them down completely, making them unable to do anything!
  • System Reload: Late game technology which unlocks the powerful Reassembly Module, which grants the units strong regeneration in tactical combat, and if the unit should fall in battle, will reassemble the unit back to life at the end of battle, should you prove victorious. With this mod equipped, your units keep getting back up! As long as you win of course.. This technology also unlocks the Temporal disruption tactical operation, which disables some of the unit mods of enemy units for a few turns, which can give you a vital edge in battles!

ResearchTree.png
A glimpse of the Assembly tech tree including their weapon groups; Firearms and Arc.


Doctrines:
The Assembly have strong doctrines that focus on scavenging from the battlefield, as well as strong military doctrines that boost your armies and clever ways to boost economy through your colonists. Below are some examples.

  • Battlefield Autopsies: Early game doctrine which grants research for each enemy unit killed after each successful battle, great for kick-starting research.
  • Scavengers: Gain increased rewards from clearing structures on the world map.
  • Connected Society: Jack into the brains of your colonists, and borrow some of their spare processing power, granting a boost to research. Let’s be honest, they probably weren’t using it anyways.
  • Re-cycle of Life: Late game doctrine which focuses on the Assembly cycle of reassembly after destruction, granting all cyborg units a powerful morale bonus. Additionally, if units should fall, you gain a large boost energy back from them, allowing you to quickly recoup your losses.
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Assembly is all about the merging of biology and technology.

Units:
The Assembly line-up is all cyborgs, they are unique in that their 'vehicles' are basically
  • Inspector: The scouting unit of the Assembly, with three heads, these guys see everything! They can patch fellow cyborgs up with some quick and dirty battlefield repairs in combat.
Inspector.png
  • Scavengers: The mainline infantry unit of the Assembly, one of their arms is replaced with a shotgun, while the other has vicious claws they can use to rip apart enemy units in melee combat and heal themselves with the parts they tore off through their Assimilate ability.
scavs.png
  • Electrocutioners: The Assembly's main ranged infantry. These guys launch lightning across the battlefield and have powerful ranged area of effect attacks, perfect for supporting your melee troops at range.
Electro.png
  • Reverse Engineer: A staple in any well balanced Assembly army. Wielding an array of tools and weapons, they are very versatile. On top of a melee saw attack and an Arc blaster, they can bring dead cyborg units back to life, and create constructs that run into the enemy lines and self-destruct!
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  • Lightning Rider: The Assembly flying unit, A very powerful close ranged unit that can overcharge itself and deal massive Arc damage from above in a wide area of effect, a few of these can quickly turn the tide in any battle.
LightningRider.png

  • Wrecker: One of the most iconic units of the Assembly line-up, the Wrecker is a force to be reckoned with. It has some of the most powerful melee abilities in the game and wrecks (heh) havoc on the battlefield when it gets close. Even death does not stop it, due to his unique Self-Reassembly ability, which allows it to piece itself together and come back to life in combat!
Wrecker.png

  • Storm Wader: One of the naval units of the Assembly. This unit is capable of launching a barrage of lightning at their enemies, dealing heavy Arc damage at long range with strong area of effect options... And it looks super cool doing it.
StormWader.png

  • Reaver: The Assembly tier 4 unit exemplifies the core of Assembly beliefs, able to disassemble and reassemble itself at will. Taking a page directly from Dracula, the Reaver can disassemble itself into a swarm of cyborg bats, transforming the unit completely. In its Reaver form it has long range Arc attacks and powerful support abilities, and in its Swarm form it has devastating melee abilities, capable of transforming an enemy unit into a Assembly construct under your control.
Reaver.png


Reaver-Swarm.png

Assembly Gameplay:
The Assembly has a strong focus on research through their doctrines and their faction building Neural Interfacing Datacores, which gives them increased research from ruins on the world map. This research focus means they can quickly gain a technological advantage over other factions as the game goes on.

The Assembly doctrines such as Scavenging and Battlefield Autopsies can also give bonuses to fighting and defeating NPC’s and clearing structures on the world map. This, combined with their increased healing after successful combat by their Scavenge Spare Parts passive, an ability that every Assembly unit has, as well as strong support units such as the Reverse Engineer that can bring dead cyborg units back to life, makes them very strong at conquest and rapid expansion.

The Assembly uses a mix of Arc weaponry, which is lightning based attacks that are highly efficient against machines, and Firearms weaponry, which is a more general damage channel which is very good at staggering units and has powerful damaging operations. They are also one of the few factions that have access to strong melee mods in their main tech tree, like Shredder Claws, which increases melee damage done and has a chance to cause enemies to bleed, taking damage over time.

Assembly_Infantry_Wrecker.png


In combat, you will most likely be rushing forward with versatile melee forces, supported at range by artillery and infantry. The Assembly has a strong focus on melee, and this is where they truly shine. Factions that utilize a lot of shields for defense, and factions with a lot of mechanical units, will have a hard time dealing with a well-balanced Assembly army, since melee attacks bypass shields altogether, and Arc damage is devastating against mechanical units.

Being cyborgs, the Assembly have an inherent vulnerability, as they can be affected by most status effects that mechanical units can be affected by, as well as most status effects biological units can be affected by. To make up for this vulnerability somewhat, they have an increased natural resistance to all status effects. The melee focus of the Assembly can make them vulnerable against overwatch however, and they have less ranged and area of effect options then other factions. Their weapon technologies are the most limiting in switching damage type, so which Secret Tech you pair the Assembly with can be an important strategic choice.

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I forgot to show this off on the Assembly gameplay stream, so to make up for it, here’s Azer Starg on the Assembly assault vehicle, the chopper!


Do you want more Assembly? Check out the Assembly Faction Spotlight and the Assembly Gameplay preview!
 

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Intelligent Neural Interface Oracular Conscien.ce Hypercore: INIOCH.

Cute :p
 
I knew it that the Assembly would be my favorite faction, so thanks for not disappointing me :)

I really love them, the aesthetic, their abilities and the options. They look great in every aspect, well except for the fluids leaking from some units, but well... that must be an assembly line error ;)

Thanks for doing this game and this guys i really like them :)

We wanted to keep a human element in it however, not creating the hive mind type feel of the Borg, or the enslavement and clear evilness of the Strogg. More like a faction of engineers and scientists who do not fear technology but rather embrace it with open arms, not even stopping to consider the question ‘Are we going too far?’.

All hail the Omnissiah, all hail the Assembly ;)

As the war raged on, both sides began looking more and more alike and a new type of human appeared, gradually absorbing the differences between the two sides until eventually they were one and the same, the Assembly.

Interesting choice, i don't usually hear of a faction that is born by merging with his enemy. Great idea :)

During this war, the vilest biological and nuclear weapons were deployed, which left both sides of the conflict diseased, scarred and ultimately, infertile.

For a faction who is ripping body parts of people and then use into themselves, they are ignoring a fairly obvious way to resolve the fertility problem ;)

They have deep-rooted beliefs that in order to achieve true harmony in the universe, it must first be taken apart and then reassembled.

What greater weapon is there than to turn an enemy to your cause? To use their own knowledge against them? Specially when you take away his arms and change them for shotguns :)
Assembly's enemy conversion simulator, from Triumph emplees nightmares to yours :)

it’s up to the player to decide if they want to be a cruel, or benevolent, leader

Benevolent leader? Were is the fun in that? :)
 
are Incubot/succubot parts avavilable as options for the anorganic areas of assembly leaders/heroes? ;-)
 
I think the hypercore screwed up its TAS calculations when it decided to use Electrocutioners to 'stun' Assembly citizens. They all have Arc resistance and some sort of extra status resist bonus. That isn't going to work well...
 
My problem with this factions is that it always looks like the human bits are just their for aesthetic purposes while 90% of the actual functionality of the unit comes from robotics, which makes me wonder why they didn't just make a full robot. I understand the original Assembly guys wanting to prolong their own lives, but I'm assuming they use corpses or clones or something in order to make new colonists to grow, which seems inefficient if your just going to make them into mostly robots.
 
My problem with this factions is that it always looks like the human bits are just their for aesthetic purposes while 90% of the actual functionality of the unit comes from robotics, which makes me wonder why they didn't just make a full robot. I understand the original Assembly guys wanting to prolong their own lives, but I'm assuming they use corpses or clones or something in order to make new colonists to grow, which seems inefficient if your just going to make them into mostly robots.

seems like they aren't full robots, which means they don't have AI, and might not want to develop AI for fear of it going rogue (big issue if a rogue AI takes over the majority of your body). which means they need a biological brain, which means they need the organs to support that brain, which in some cases they can grow individually but the original brain is probably grown from a whole organism. so, there's a fleshy body to begin with, that they then mostly replace with machinery after.

making machine parts to replace already functional but suboptimal biological parts is more expensive than just leaving a guy with flesh-arms, so their high end units are almost entirely robot except for like, the head, while their low tier cost-efficient units are much more economical in terms of machine use. biology isn't going to make a gun, so electrocutioners and scavengers have that bit of machinery, and of course they need the basic robotic enhancements to support that (looks like one robo-leg to make sure the weight is fully supported, and a robo-frame around the torso), but otherwise if their flesh-arm works just fine for pulling the trigger, why replace it with a robo-arm that will also just be pulling a trigger? you're not really going to get more optimal trigger-pulling, and biological limbs are easier to maintain anyway because minor damage will be repaired on its own naturally. these soldiers are well optimized for their role, and will serve as good scrap/organ donors for the more elite units when they've been used to their full.

no waste, everything is utilized to the full extent it can be.

if you want to know why their skin is still being left on their high end units, rather than leaving them as a brain in a jar, if i recall correctly can't you mount your heros' heads on wreckers or some such? if the machinery on the higher end units is a chassis, with the biological components able to be swapped out should their weak flesh be damaged, it might be better to have your "core" biological component interchangeable between different tiers of machine as well. roboticizing the head with only an internal brain-in-a-jar seems more like something you'd want to do if you were specializing its purpose, but if you want your head to be able to be swapped between multiple different machines of different functions, you'd want a core set of functionalities that can be guaranteed no matter what you swap it between, as well as a universal form that you can assume any new head will have. seems like the human head fits this just fine, you have your primary sensory suite built in and every head is going to be roughly the same size and shape, and if you've already got it why reinvent the wheel? presumably there's augmentations happening under the surface, robotic eyes and probably additional protection around the brain other than the skull, but skin comes with its own set of uses, like having a built in no-extra-resources-required nervous system with features like being able to sense pain when the outer surface is damaged, letting the operator know that the component most essential to its functionality is currently under attack.

machinery is stronger and more efficient than biological equivalents but there's many biological processes that would be very complex to replace and don't necessarily create much benefit when improved. as a union between machine and biology, seems like the assembly is utilizing both to their fullest whenever it would be optimal, without particular preference between one or the other.
 
I´m not inserting anything, just reassembling whats already there xD.
Also, there weren´t any sexual fantasies inspireing me to write the above, more like one third each:
1. makeing a joke with what was revealed so far
2. asking for an option for thouse who´d like it, since thouse Ebots had quite the positive echo on the forums
3. seeing thouse guys and gals have nothing there makes me feel mildly sorry for them...and since I assume that boldly displayed absence isn´t to everyones liking, I´m mildly curious if there are other options
 
just say you want to bang the creepy cyborg zombies, those are some weaksauce excuses for asking if they come with attachable vaginas

i mean come on, succubi were a rogue unit in aow3, and this is clearly a necromancer-derived faction
 
I prefer my transhumanists a bit less body horror and a bit more shining chrome and glittering plastic. But to each his own I guess; I just feel the gritty cyborgs who wants to assimilate have been done.
 
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There is still some moral dissonance - on the one side, achieving universal harmony and peace through re-assembly, on the other side annual cullings of the most unproductive 10 % of the population - but, all in all, not bad. This is a post-carbon-existence I can uplink to.