Getting Started: Your First 10 Turns as a Beginner’s Guide
Age of Wonders: Planetfall Guide
Welcome rear citizens of the Star Union. Age of Wonders: Planetfall has fully breached sphere and is making waves on PS4, XBox One, and Steam. Join us as we establish the early game strategy and utilising your first 10 turns. So what are we waiting for ? Let ’ s make planetfall ! As a note, this steer will not go into faction specific or secret engineering strategies. This will be looking at the general rules of ovolo and considerations to explore within the early game.
These considerations will allow new players to get a leap start and getting their feet wet whilst establishing a a foundation leading into the early to mid game. The inaugural 10 turns of the game are all-important. This is the function where you will make pivotal choices and besides it is where your faction will need the guidance to stand against the rest of the universe. so, how
do you make the most of these first 10 turns ? Let ’ s take a attend.
Forewarned is forearmed. Scouting
Scouting is one of the chief factors in the early game. As detailed in the Art of War by Sun Tzu, “ Knowing is half the struggle ”. Knowing what is around you will allow for better decision reach and
evaluations leading into future turns. Take a scout and border bite by piece into neighbouring sectors. Your initial sight from your colony should give you some indication on what ’ s around you. But, there are some things you should
keep your eye out for. They are the be :
- Resource deposits. These glimmering hexes are pockets of resources that can give you an edge in the early game. For instance, if you find a deposit of food it could push your capital up
in population which in turn allows you to annex a sector quicker. An annexed sector will pump even more resources into your colony giving you an early advantage. - Encountering NPC factions. NPC factions such as the Psi-Fish, The Paragon, and The Growth can be encountered early on. These factions, if allowed, will provide quests that will award
resources, equipment, and even units. Build your reputation enough and you can trade mods, doctrines, and units from them which can assist you in many ways. By scouting early, you can
also make sure you select the faction that most benefits and aligns with yours before committing to one that doesn’t. - Finding landmarks. Landmarks are powerful features within sectors that can provide a large boost to resource production. For instance, some increase production which allows you to
build quicker once under your control. Locating local landmarks early will allow you to make the decision to claim it early giving you the benefit as soon as possible. - Your next annexed sector and colony. Leaning from the same tuned played above, gathering information on the local sectors is useful. By selecting the sectors you can
see what resource benefits it has and any special features. Identifying what your colony needs and which sector provides it allows you to boost your efforts efficiently. Same goes for your
next colony. Knowing which sectors are good for colonisation will aid your border expansion and faction growth which can start during the end of the first 10 turns.
Kick start your colony. Economy
Without a hard economy, your faction will gather dust like the Star Union during a 200-year cryosleep. From turn 1 knowing what build order and research to invest into can make or break
your prospects. Whilst your scouts are scouting, you need to look at how your colony is doing right now. Does it have increased food due to the rivers ? Or does the fungal terrain provide extra research ? Knowing what you have, and more importantly, what you don ’ t have will allow you to make choices easier. For example, we have landed and the aforesaid situation is on-key. We have rivers and plains which gives us an amazing food add but our other supplies are lacking slenderly. Noticing that
there is a pit in a nearby sector we know that annexing will come soon and grant us the extra production from the quarry. That leaves energy and cognition. The choice then becomes focus on energy to accelerate buildings and units construction or, allow for more rapid research . Another top tip is the focus your settler into food and growth. By pushing to your 1st Annex you gain access to the valuable resources earlier frankincense boosting your colony ’ mho economic strength at the expense of happiness. If could even push towards the second Annex provided you have a happiness build on the way. You can switch to a unlike focus such as production to crank out a light up military or crucial buildings afterwards. With regards to Annexing, each colony will be able to expand at 4, 8, 12, and 16 colony size. You normally start before the first milestone, unless you select a commanding officer trait advance. More on that in a unlike article. Knowing when you will gain access to another sector is crucial data and should always be separate of your plans .
The topic of Tech. Research and Doctrine
Upon committing to the initial build up in your colony, the decision then comes down to research options on bend 2. Both military and society inquiry come on-line which choices to be made. For
the military, as you have scouted early, you should have a rocky estimate of what threats are in the local area. Identifying the type of units around you allows you to gear your united states army ’ s with the mods and
equipment needed to survive.
Commander starting traits digression, your research tree should be untouched and ready for your steering. For Economic Research, it is advised to lean towards the Frontier Facilities engineering. This will give your cabal access to the Colonist Vehicle allowing early expansion to any valuable sectors you may have found during scouting. You will besides gain a happiness build to keep your colonists subject and to combat sadness as your colony grows. once you have completed the Frontier Facilities research, it is advised to aim for Frontier Policies future. This will allow you to adapt your the Frontier Survival Doctrine. This doctrine will give all your colonies a +15 to the food allowing them to grow faster. This besides means you annex sectors quicker gaining increased resources to fund later productions . Moving on to Military Research, a general dominion of finger is to research technology that will aid you against the threats around you. Do you find there are a lot of biological and cyborg enemies ? Research bleeding mods. Are their units around your cities that largely mechanical ? Go for electrify munitions. besides, gearing your troops for survival is key. Aiming for early mods that grant armor, legal action exempt healing, documentation abilities via tactical Operations that help in manual of arms combat, and mods that decrease casual to be hit all help. once you have a pair of these, and you know you can afford the cosmite and energy costs, upgrade your mainstay units and even your commanding officer. The tide of conflict will sway in your favor ampere farseeing as you keep you united states army geared up. The good tools and support can make or break early on skirmish and claiming territory from roaming marauders and NPCs .
Other Tips
When thinking about annexing your first sector or evening founding your moment colony, don ’ deoxythymidine monophosphate forget about any NPC factions holed up nearby. It is a blessing in disguise as that sector will be protected from hostiles whilst not being hostile to you, for the meter being. Don ’ thymine be afraid to spend some influence to politely ask the NPC cabal to vacate if the sector holds landmarks or other valuable resource producers. By relinquishing control from them, you can move in and claim all the benefits for yourself and boosting your economy in the procedure and nabbing some loot as a bonus. On the topic of NPC factions, completing quests for them early on can very help with production and economy. besides, it will create a great foundation for deal belated on. Build a good enough relationship with them and you will be able to trade influence for units, doctrines, mods, and more. Have a gander at the Objectives sieve. There are 3 main trees or mindsets for victory with regards to objectives. There are diplomatic, militaristic, and exploitation goals. For case, pushing for an early expansion with an annex sector and another colony will net you The Builder goal. The Builder grants you the doctrine of the same name which allows for cheaper colony structures. If you are the first to reach this goal you will besides receive an extra settler for barren. sol, knowing what you need the most and what rewards are out there is actually important .
Don ’ deoxythymidine monophosphate be afraid to use your energy ! Energy is the currency with the game of Planetfall or one of at least. If you have a crowd of buildings or units you want to produce and you have a stock of energy, spend it. You can do it once per colony. But, you can accelerate the output of any colony dramatically. This besides allows for your focus to be shifted elsewhere once you have what you need. It is besides great for when you need a refutation or umbrage power in a pinch. Make sure you remember to utilise your Exploitations in your sectors. As mentioned in a previous section, knowing what your colony is well and badly at is very utilitarian information. Knowing what you need to progress is even more utilitarian. When you gain your first annex you will gain the ability to produce and Exploitation. These enhance the resource production of the one you select. If you are raking in the food and energy but your output is lacking, develop an Industrial Exploitation pull case. conversely, if you have a boastful advantage on one resource, exploiting that resource tied further can provide an evening greater promote. Think about what you need and what you want.
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Conclusion
To summarise, the early on game is very significant. It can make or break your travel to victory. however, by utilising your early on resources you can gain a effective foothold in the world and build a hard economic foundation for the rest of the game. In short, here is the early game checklist :
- Scout. Resources, NPC factions, resource rich landmarks, sectors to annex and colonise
- Economy. Build for what your colony or focus needs. Production is always a good shout
- Research and Doctrine. Get doctrines early. Arm you military against local threats
- Diplomacy. NPC factions reward you for completing quests, can trade for units, mods, and be asked to move out of valuable sectors
- Energy. Energy can be spent to speed up production
- Exploitation. You annexed sectors are there to be used. Produce what you need
And that is your lot for now. Master your scout, develop a hard economy, and know how to expand. This entire process will allow for an easier mid-game. Go on, make other factions look on in awe and envy !