Upgrades are not shown in the picture, but once you exploit a sector the exploitation and buildings will be listed here. Anything that has a physical location within the sector goes here. Locations are the resource nodes mentioned above, as well as the Sector Base representing the center of the sector. Some examples are "Mountains" or "Arcadian" or "Fertile Plains". Climate and Terrain are what contribute those resource pips - listed next to them in this menu. There's a handful that just don't show up anywhere on the Economy view.Ĭlick on a sector center to view its Features and Locations and Upgrades:įeatures are things like Rivers, Climate and Terrain. When you first annex a sector (we'll get to colonization) its only resource income is from the resource nodes in the sector (farms, research stations, w/e), and from certain features (Rivers and Lava Rivers provide food/income with appropriate tech). But these symbols Do Not Inherently Provide Resources at all. If you've played literally any other strategy game, you might expect these to be tile yields or something - and in a way, they are. When you scroll out on the strategic map, you might see that sectors have a bunch of resource pips under them. Its damage type is thermal, but it cannot accept mods from the Laser tech tree. There are some Weapon Groups that don't currently have a tech line. Examples of this are Dazzler Systems and Arc Retaliation Defense. Some Weapon Group mods are able to be equipped on anything, as specified in their descriptions. Some abilities won't have a type this is fine, it just means that they won't be able to equip any mods. You can't equip Firearms mods on Explosive weapons, even though they share a damage channel.Ī weapon's group will be specified in the bottom of its description: The operations are usually themed around the weapon group's concept, while the mods are designed to go on weapons of that group - NOT on weapons matching the channel. These tech trees provide mods and operations. Plasma is in parentheses this is to mark that the weapon group doesn't have a tech tree. As a general rule, if the ability is identified as being of that Weapon Group (see image below), then you can equip mods to it. The last 2 weapon groups are a bit inconsistent in their naming. Weapon Groups are associated with one primary damage type: The game isn't changing and I think everything in here is accurate, but updates may still come.Įach Race in the game gets access to 2 Weapon Groups, which each have their own tech tree (the middle 2 in the military line). Given that development has come to an end, that kind of discussion might start to work its way in. On Strategy: In the past I was trying to explicitly avoid discussions of strategy here. If something's wrong, leave a comment or on the Planetfall discord - I'm pretty reliably floating around there if I'm awake. If you're from the wiki (which, by the way, is here ), feel free to grab straight from here without attribution. I'll thank contributors in individual sections. Most of the information present here was worked out through gameplay. I'm compiling the answers that I end up giving a lot and putting them here. This game has some trouble properly explaining mechanics all over the place. Last Update: : Removed message here about Residential Sectors not being reflected.
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