• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Hamster1810

Sergeant
2 Badges
Nov 26, 2019
93
11
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall - Revelations
Hi all,
At first I intend to make a guide for modding units with all the free quarantine times... until I find out how many works must be done. So I get lazy and... here we have, just another topic discussing what mod are your farvorite.

For me, there are certain Mods that I pick every tin, and other rarely use even once. These info here might also provide to our developper how things in-game going now.

Feel free to join with me... and let's see what we can have at the end.
So, let's start with the RACE mods first.
There are Secret Tech and weapons mods too, we will have another proper time for them both.

Tier 1:
EX.png
GH.png
RG.png

These three Mods I can use for ALL RACE, ALL TECH, ALL TIER as long as the unit fit the requirements. The Exploitative have massive buff damage, precision and can be used by all kinds of units. Simply the best.
While the Grounding can cover the weakness of all kinds of Machines, Arc dmg, and one level of stagger resistant. The only sad thing is, the mod limit to land movement units. The Autonoms crying.
And for biological, the regeneration can beat all things. As long as you can keep your units alive, he will fight constantly. The reg be great helpful for expedition too. Where you can have one stack of army moving across the map without losing one.

There are some other Mods that I prefer at 2nd choice since they have some weakness.
The Autonom-Network Connector:AT.png this one Mod is my Must-have whenever I play Assembly with Autonom as NPC. A massive buffs for all tactical map is HUGE advantage. However, I must be Assembly and have the Autonom as NPC.
The Dvar Fortification: Dvar.png this one is my first prio when playing as Dvar. I use this mods for all game as Dvar and only Dvar.
The reactive shields: RS.png this one I mostly use for air-force where the melee atk has less effective. Compare to common shield buff, this one is much effective on big shield units, that often being high tier units.
The Vanguard Armor: Van.png this one is my best choice for Vanguard early game, when most of the deadliest damage are from melee kinetic damage... When you have to deal with Dvar themself, this one helpful too. Kinetic and stagger resistant, with one plus armor
The Kir'ko vision: Vi.png I will use this mod if I can't find the Syndicate Exploitative. If only it had damage buffs.
 

Hamster1810

Sergeant
2 Badges
Nov 26, 2019
93
11
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall - Revelations
And now, the Tier 2 Mods:
MReg.png
Reg.png
Pro.png

As the same for t1 Mod, these 3 are my best choice for ALL RACE, ALL SECRECT TECH, ALL TIER. The Amazones Bio Reg is the better ver of T1 Kir'ko reg. More health and 3+ Bio Resist. While the Self-repaired System is one of two only options for Machine reg. And the Paragon protocol can be used as replacement for T1 Syndicate Exploitative. For infantry mostly is the main force of all army, this protocol can provide much.

Beside, there are 2 more mods with some limits.
The Syndicate Control Amplifier: CA.png this one, I believe, is a Must-have mod when playing Syndicate. A full tactical map massive buffs with many ways of usage that last for 2 turns. This one can be compared with the former T4 Mass healing Hero 2nd weapon. However, I use this one only when playing Syndicate
The Reconstruc Kit: Untitled.png is the only way to revive the fallen Machines. The same reason above, I use only this mod when playing as Dvar.
 
Last edited:

Fluksen

Kir'Ko Commander
17 Badges
Apr 28, 2018
1.366
171
  • Magicka
  • Surviving Mars
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines
  • Stellaris
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Age of Wonders III
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Sign Up
  • Age of Wonders: Planetfall - Revelations
Personally I think interlocking armor (+2 phys res and stagger res) is better than grounding harness and Nanite injections (one time 15 heal and +3 res to everything for the enxt 3 turns) are pretty much as good as regenerative carpace.
For T2 mods I agree with you mostly but want to add honorary mentions to electric infusion (because electrified is a nice status effect), Rail accelerators (not sure is that T2? because of the extra range and damage) and the Jetpack :)
 

Hamster1810

Sergeant
2 Badges
Nov 26, 2019
93
11
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall - Revelations
For T3 Mods:
AM.png

The Kir'ko Accelerated Mod is a must-have whenever or not playing at Kir'ko. First, it gives 15hp. Then the ability of Skitter, make the unit harder to hit when moving and recover all Action Points when killing a unit. This mod is kinda special. Since this one the highest tier research of Kir'ko with 15 cosmite spent and applied only to light units, things seem to be not very effective at first sight. Many of high Tier units above than tier3 are Heavy units, so the only option left seem to be low tier units with the high risk getting killed and wasted the cosmite spent... until I figure out all Heroes are basically light units. Heroes at high level with many points spent to damage can be such killing machine with this mod. A must-have Hero mod for all race, all secret tech in the end.
Grw.png

The Growth highest, and most dangerous weapon: spreading sprouts. Though this mod can be applied only to bio weapon channel, it's effective is still huge. This mod is unlimit summon spell for tactical combat. And the vines spawned also inherit all the mods the attacker bring... that include resurrection, extra damage. special ability like damage reflection... the most fearsome bio weapon mod. Just one this mod with 15 cosmite spent is equal to the Vanguard Drone Carrier.
RAs.png

Next, is another reg ability. This time with ressurection and can be used to Machines. This mod is one of only two machine regenerate ability and also one of two machine ressurection ability. In short, Undead Machines. And for the machines, they are natural serial killer. Huge damage, huge armor, huge health, resist to stagger and psionic... there are only 2 weakness, the arc weapon and the limit of machine sustain ability... and the best thing is... you're not afraid of wasting your precious cosmite, cuz they never die. So this mod can be used too on low tier Machine unit with special ability like the Autonom Laser-bot.
Sp.png

And my last one. The Spacer Mantra of the Branded. With many weakness, include work only for psionic attack, the buff is not strong (other t3 atk mod provide 30% increase dmg), this mod still my farvorite. The reason is... this is the only psionic damage buff you can gain if not playing as Syndicate or Kir'ko. Why bother if not playing as Syn or Kir'? Because the Psionic dmg is OP when using by Heroes. Yes, this one another Heroes mod that I will use for all RACE, all TECH.
 

Hamster1810

Sergeant
2 Badges
Nov 26, 2019
93
11
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall - Revelations
Personally I think interlocking armor (+2 phys res and stagger res) is better than grounding harness and Nanite injections (one time 15 heal and +3 res to everything for the enxt 3 turns) are pretty much as good as regenerative carpace.
For T2 mods I agree with you mostly but want to add honorary mentions to electric infusion (because electrified is a nice status effect), Rail accelerators (not sure is that T2? because of the extra range and damage) and the Jetpack :)

The interlocking armor is my 2nd farvorite for T1 Mod. You can check again in the T1 list. The armor have certain weakness that can last long at mid-late game. The 2 kinetic resist sounds very good... until you realize at mid-late game, the kinetic damage source is mostly from melee attack. Even vanguard infantry at this rate will have upgrade ammunition. So the 2 kinetic resist is no longer useful while only 1+ armor is not much.
The Amazones groundess is different, the arc dmg channel is quite common, from the arc mineral animals to rogue assembly and syndicate. And for late-mid game, the war machines become more important in battle. So 2 arc resist and one stagger lv resist is fit for all tier Machines.
I use nanite injections mostly for Vanguard infantry. Though they have good resist buff... the problem is... some times you dont have chance to use it since most of the light infantry are squishy. For war machines, I prefer oustanding buff like the Amazones, Autonom and Assembly ones. They all work better than Nanite injection.

Why the Jetpack btw? :))
And electric and Rails are T1 buffs. They good too, but have certain limits so I dont have much chance to use them. Esp the Rails, with the current updates I no longer use the Rail as I used to be.
 

Hamster1810

Sergeant
2 Badges
Nov 26, 2019
93
11
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall - Revelations
I am surprised Ammunition: Fire Burst is not in the list. Being able to ignore accuracy and AoE attack on fliers is a game-changer.
I'm making of Race Mod first.

Can't you also get Psi damage buffs from PsyFishes?
the Psi-fish buff can be used the same way with Psionic weapon channel. Though it's both effect and dmg not worthed my notice.
 

Ericridge

Major
10 Badges
Jun 6, 2019
543
184
  • Warlock: Master of the Arcane
  • Age of Wonders III
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall - Revelations
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Heir to the Throne
  • Warlock 2: The Exiled
Just pretty much all modules is actually good, this list is basically a "My most favorite module list".

So i'll have to go with my number 1 favorite module and that is Plasma Disintegrator Module. I don't know if you guys noticed it or not yet, equipping this modules onto guys with laser swords means they basically get turned into jedi/sith as they proceed to oneshot most units in melee :p Be sliced in half foolish cannon fodder!
 

Mauer

Swarmherald
100 Badges
Oct 7, 2012
3.706
2.566
  • Europa Universalis IV
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Age of Wonders: Planetfall Season pass
  • Stellaris: Federations
  • Crusader Kings III
  • Europa Universalis 4: Emperor
Is it worth it to put Exploitative Target System on a firearms unit along with the Spacers Hallucinogenic Regulators?

(It inflicts Hallucinating making all attacks count as flanking)