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.
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. You don't need to micro manage colonists or to deal with food sharing in a more causal game. But if you want to, there is a new layer of economic gameplay waiting for you.
It is a bit of a text-heavy journal; for the people expecting a DVAR Journal I added a small teaser at the end!
Colonists
A 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. Population units are called Colonists, and range from 1 from the smallest outposts to about 20-25 for the largest metropolises.
Income from colonies is divided into two types. “Flat income” originates from buildings and resource nodes and does not scale with the number of Colonists. The second type, “Per Colonist Income” is determined by the number of Colonists assigned to a particular Resource type. By turning on manual Colonist Management, players can fine tune their colony’s output and adjust to sudden shifts in demand.
A 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.
Colonist Growth
A growing population of colonists increases economic output and allows colonies to Annex more Sectors. The Colony Size and Sector Limit is directly determined by the number of Colonists.
A colony’s food income drives growth. Food is collected each turn, when the total amount of food collected reaches the colonist acquisition threshold a new colonist is created. The colonist acquisition threshold is gradually raised as the colony gains more colonists.
The total number of Resource Slots in a colony determines the natural growth limit. By Annexing additional Sector and producing Buildings you can increase the number of Resource Slots. If by special circumstance a colony has more colonists then resource slots, the remaining colonists will become idle. Ide Colonists cost upkeep, but do not generate any income.
Colonists 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.
Colonists have an upkeep cost of 2 Food and 1 Happiness. If the food income of the colony drops below 0 in the colonist growth pool, a colonist will starve and be removed from the colony.
Food
Food is a per colony Resources and drives Colonist Growth upkeep, which in turn leads to Colony Expansion and higher economic income. Food is also required for colonist upkeep.
Food can be shared between colonies through Food Sharing.
Food Sharing
Food Sharing allows players to distribute Food between their colonies to support colonies with low food income. This way players can help fledgling colonies grow faster, or prevent starvation at colonies that have come under attack.
Food sharing is managed individually per colony, via the income tab in the colony interface. Here a player can set whether they want the colony to take food or share food and to what degree.
Food sharing is set to Prevent Deficit by default, meaning the colony will take food until it’s food income is 0, and will not give away food. If all colonies are set to Prevent Deficit, no Food sharing will occur.
Food Sharing Popup
Colonist Expansion
To exploit the environment around your Colony Center, you need to Annex sectors as Provinces. Annexing a sector will attach it to a Colony. The number of Sectors a Colony can administer is dependent on the number of Colonists.
Colonists Sector Limit Colony Name
1-5 2 Outpost
6-10 3 Town
11-15 4 City
16+ 5 Metropolis
Sectors can only be annexed by a colony if they are within two sectors of the Colony Center,
as well as being adjacent to another sector of that same colony. Once attached to a colony, the economic potential of a sector can be harnessed.
Colony Happiness
Happiness indicates how content the population of a particular colony is with their life. Positive happiness can lead to economic boosts, while negative happiness can lead to riots.
The happiness income of a Colony is added to a happiness pool at the end of each turn. When the happiness pool reaches the Happiness Event threshold a happiness event occurs.
In case of negative happiness income, the income is subtracted from the happiness pool instead. With enough negative income subtracted from the happiness pool, an Unhappiness Event will occur. Once either a happiness or unhappiness event has occurred, the happiness pool will be set to 0.
Happiness thresholds grow together with the number of Colonists in a colony. The more colonists a colony has, the harder it is for happiness events to occur, and the easier it is for unhappiness events to occur.
# colonists Base Threshold (positive / negative)
3 30 / -30
10 50 / -20
14 70 / -10
Colonist Management
Colonists are automatically managed by default. The manager will even out colonists over the resource channels (pending slot availability) and will prevent both Food and Happiness deficits.
Auto Colonist Manager - Sufficient for most situations
Using the Colonists Tab in the Colony Interface, experienced players can fine-tune their colony’s output and adjust to sudden shifts in demand. The player has two options to influence Colonist Management. In Automatic Mode, players can set a focus on individual resources. The colony will prioritize these resources, but will keep avoiding deficits. A resource can also be deprioritized, meaning their resource slots will be the last to fill. Colonists will be equally distributed over resource slots with the same focus.
Colonists can be manually assigned by turning the auto-system off. This gives full control over where colonists are placed via arrows per resource, which can add or subtract colonists from resource slots.
Full Manual Mode for the micro-managers
Happiness and Riots
Happy colonies will gain economic boosts from their colonists as a reward. On the other side, colonies with negative Happiness will upset their colonists, resulting in riots.
Happiness events boost the income of a randomly picked Resource (energy, food, production or research) by a base value of 300% for a single turn.
Unhappiness events can occur when happiness drops too low in a colony. Unhappiness events lead to Rioters.
Through Unhappiness Events and hostile Operations, some colonists can become Rioters. Rioters remain in their assigned resource slot, but do not produce any upkeep, and cannot be moved.
Continued negative happiness income will increase the amount of Rioters. You can curb Riots by swinging happiness back to a positive value. For every 20 accumulated happiness one rioter will removed. Another is imposing Martial Law, which will also remove Colonists over time at the cost of economic penalties.
Colony Defenses
In addition to regular armies, colonies can defended by a number of colony upgrades.
Colony Militia Defenses
Colony Militia spawns units that only appear during battles when the Colony Center itself, or the bases of its province bases are attacked. This means that all colonies have a basic defense force and are protected from small raiding parties. Colony Militia Units can’t be moved freely on the map and are replenished at the next world map turn. Colony Militia can be upgraded to spawn more and higher tier units.
(renamed from Garrison to avoid confusion with regular armies stationed in the colony)
Turret Defenses
Turrets are Colony Defense upgrades unique to each race that automatically fire at the start of each Combat Round. Unlike the Colony Militia, Turrets only appear in the Colony Center spread at four locations on the citadel wall.
The Dvar Bombard Turret
There's a lot more colonies like all the upgrades and colony ops, but this is it this week!
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. You don't need to micro manage colonists or to deal with food sharing in a more causal game. But if you want to, there is a new layer of economic gameplay waiting for you.
It is a bit of a text-heavy journal; for the people expecting a DVAR Journal I added a small teaser at the end!
Colonists
A 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. Population units are called Colonists, and range from 1 from the smallest outposts to about 20-25 for the largest metropolises.
Income from colonies is divided into two types. “Flat income” originates from buildings and resource nodes and does not scale with the number of Colonists. The second type, “Per Colonist Income” is determined by the number of Colonists assigned to a particular Resource type. By turning on manual Colonist Management, players can fine tune their colony’s output and adjust to sudden shifts in demand.
A 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.
Colonist Growth
A growing population of colonists increases economic output and allows colonies to Annex more Sectors. The Colony Size and Sector Limit is directly determined by the number of Colonists.
A colony’s food income drives growth. Food is collected each turn, when the total amount of food collected reaches the colonist acquisition threshold a new colonist is created. The colonist acquisition threshold is gradually raised as the colony gains more colonists.

Popups have breakdowns explaining the mechanics behind growth.
A new colonist arrives in 1 turn, but a riot will break out in 9 turns if no action is taken.
A new colonist arrives in 1 turn, but a riot will break out in 9 turns if no action is taken.
The total number of Resource Slots in a colony determines the natural growth limit. By Annexing additional Sector and producing Buildings you can increase the number of Resource Slots. If by special circumstance a colony has more colonists then resource slots, the remaining colonists will become idle. Ide Colonists cost upkeep, but do not generate any income.
Colonists 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.
Colonists have an upkeep cost of 2 Food and 1 Happiness. If the food income of the colony drops below 0 in the colonist growth pool, a colonist will starve and be removed from the colony.
Food
Food is a per colony Resources and drives Colonist Growth upkeep, which in turn leads to Colony Expansion and higher economic income. Food is also required for colonist upkeep.
Food can be shared between colonies through Food Sharing.
Food Sharing
Food Sharing allows players to distribute Food between their colonies to support colonies with low food income. This way players can help fledgling colonies grow faster, or prevent starvation at colonies that have come under attack.
Food sharing is managed individually per colony, via the income tab in the colony interface. Here a player can set whether they want the colony to take food or share food and to what degree.
Food sharing is set to Prevent Deficit by default, meaning the colony will take food until it’s food income is 0, and will not give away food. If all colonies are set to Prevent Deficit, no Food sharing will occur.

Food Sharing Popup
Colonist Expansion
To exploit the environment around your Colony Center, you need to Annex sectors as Provinces. Annexing a sector will attach it to a Colony. The number of Sectors a Colony can administer is dependent on the number of Colonists.
Colonists Sector Limit Colony Name
1-5 2 Outpost
6-10 3 Town
11-15 4 City
16+ 5 Metropolis
Sectors can only be annexed by a colony if they are within two sectors of the Colony Center,
as well as being adjacent to another sector of that same colony. Once attached to a colony, the economic potential of a sector can be harnessed.
Colony Happiness
Happiness indicates how content the population of a particular colony is with their life. Positive happiness can lead to economic boosts, while negative happiness can lead to riots.
The happiness income of a Colony is added to a happiness pool at the end of each turn. When the happiness pool reaches the Happiness Event threshold a happiness event occurs.
In case of negative happiness income, the income is subtracted from the happiness pool instead. With enough negative income subtracted from the happiness pool, an Unhappiness Event will occur. Once either a happiness or unhappiness event has occurred, the happiness pool will be set to 0.
Happiness thresholds grow together with the number of Colonists in a colony. The more colonists a colony has, the harder it is for happiness events to occur, and the easier it is for unhappiness events to occur.
# colonists Base Threshold (positive / negative)
3 30 / -30
10 50 / -20
14 70 / -10
Colonist Management
Colonists are automatically managed by default. The manager will even out colonists over the resource channels (pending slot availability) and will prevent both Food and Happiness deficits.

Auto Colonist Manager - Sufficient for most situations
Using the Colonists Tab in the Colony Interface, experienced players can fine-tune their colony’s output and adjust to sudden shifts in demand. The player has two options to influence Colonist Management. In Automatic Mode, players can set a focus on individual resources. The colony will prioritize these resources, but will keep avoiding deficits. A resource can also be deprioritized, meaning their resource slots will be the last to fill. Colonists will be equally distributed over resource slots with the same focus.
Colonists can be manually assigned by turning the auto-system off. This gives full control over where colonists are placed via arrows per resource, which can add or subtract colonists from resource slots.

Full Manual Mode for the micro-managers
Happiness and Riots
Happy colonies will gain economic boosts from their colonists as a reward. On the other side, colonies with negative Happiness will upset their colonists, resulting in riots.
Happiness events boost the income of a randomly picked Resource (energy, food, production or research) by a base value of 300% for a single turn.
Unhappiness events can occur when happiness drops too low in a colony. Unhappiness events lead to Rioters.
Through Unhappiness Events and hostile Operations, some colonists can become Rioters. Rioters remain in their assigned resource slot, but do not produce any upkeep, and cannot be moved.
Continued negative happiness income will increase the amount of Rioters. You can curb Riots by swinging happiness back to a positive value. For every 20 accumulated happiness one rioter will removed. Another is imposing Martial Law, which will also remove Colonists over time at the cost of economic penalties.

A good leader doesn’t allow his Colonies to turn out like this (sorry just showing off some new skeleton props, its Halloween after all)
Colony Defenses
In addition to regular armies, colonies can defended by a number of colony upgrades.
Colony Militia Defenses
Colony Militia spawns units that only appear during battles when the Colony Center itself, or the bases of its province bases are attacked. This means that all colonies have a basic defense force and are protected from small raiding parties. Colony Militia Units can’t be moved freely on the map and are replenished at the next world map turn. Colony Militia can be upgraded to spawn more and higher tier units.
(renamed from Garrison to avoid confusion with regular armies stationed in the colony)
Turret Defenses
Turrets are Colony Defense upgrades unique to each race that automatically fire at the start of each Combat Round. Unlike the Colony Militia, Turrets only appear in the Colony Center spread at four locations on the citadel wall.
- Vanguard Repeater Turret: Kinetic, Heavy Impact.
- Dvar Bombard: Explosive, Heavy Impact, 1 Hex AoE, Single Shot.
- Kir’ko Hive Guard Turret: Biochemical, Repeating, Melts armor,
- Syndicate Suppressor Tower: Psionic Damage, Broken Mind, Armor Bypass. Repeating.
- Assembly Arc Coil: Arc Damage, Jump Targeter (jumps twice between 2 hexes), Static Charge
- Amazon Laser Turret: Laser, Repeating, Shield Overheat

The Dvar Bombard Turret