Ide Colonists cost upkeep, but do not generate any income.Ĭolonists have an upkeep cost of both Happiness and Food, so care must be taken not to grown a colony too fast, as that can lead to Rioters and Starvation.Ĭolonists have an upkeep cost of 2 Food and 1 Happiness. If by special circumstance a colony has more colonists then resource slots, the remaining colonists will become idle. By Annexing additional Sector and producing Buildings you can increase the number of Resource Slots. The total number of Resource Slots in a colony determines the natural growth limit. Popups have breakdowns explaining the mechanics behind growth.Ī new colonist arrives in 1 turn, but a riot will break out in 9 turns if no action is taken. The colonist acquisition threshold is gradually raised as the colony gains more colonists. Food is collected each turn, when the total amount of food collected reaches the colonist acquisition threshold a new colonist is created. The Colony Size and Sector Limit is directly determined by the number of Colonists.Ī colony’s food income drives growth. By turning on manual Colonist Management, players can fine tune their colony’s output and adjust to sudden shifts in demand.Ī Colony’s population count is visualized next to the Colony’s name on the world map, Colonist allocation per resource is accessed from the Colonist Management Tab in the Colony Interface.Ī growing population of colonists increases economic output and allows colonies to Annex more Sectors. The second type, “Per Colonist Income” is determined by the number of Colonists assigned to a particular Resource type. “Flat income” originates from buildings and resource nodes and does not scale with the number of Colonists. Income from colonies is divided into two types. Population units are called Colonists, and range from 1 from the smallest outposts to about 20-25 for the largest metropolises. It is a bit of a text-heavy journal for the people expecting a DVAR Journal I added a small teaser at the end!Ī growing, happy population is essential for re-colonizing the worlds of the Star Union, as population drives the economic performance and the sector expansion of your colonies. But if you want to, there is a new layer of economic gameplay waiting for you. You don't need to micro manage colonists or to deal with food sharing in a more causal game. Some of this content is quite detailed - we wrote this journal along with entries for the Imperial Archives - and note that some of these features are for experienced players. ![]() How realistic should it be? What fits best with the art style? Physical Based Rendering (PBR) gave some great results but it had as drawback that it can make things look too washed out, reducing the colorfulness, and we really wanted to create colorful planets! In the end we made some modifications to the PBR algorithms until they gave the results we wanted.īelow is a screen shot that demonstrates how the surrounding environment, in this case just the terrain, influences the lighting of the object.Hi there, welcome to this week’s Planetfall Journal! In this follow up to Colony Development Part I, we’ll be looking at Colonists, Growth, Happiness, Food and the Colony Defenses. We spent quite some time figuring out what kind of lighting technique would be best for Planetfall. ![]() The second project we started was focused on improving the visuals. At the time, we were really struggling getting all the DLC content running within the ~3GB memory limit and the modders among you will also know that this really limits what you can do when you want to add cool new units and structures. The first thing we decided to do after the release of AoW3 was to move over to 64bit. We’ve been working very hard to improve the Creator engine for Planetfall and I’ve been asked to write this week’s Dev Diary about some of the big changes we’ve made. ![]() Hi there, here is some news from the tech department.
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