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TreborTheTall

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Mar 24, 2018
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I just posted my Beginner's Guide to Colonies for Age of Wonders: Planetfall on youtube:


In the video I tackle these 4 question that new players may have about colonies:

1) What sectors should I send my colonizer too?

2) What sectors should I annex?

3) What jobs should I assign my pops too?

4) What should I build?


My written answers to the questions can be here:

1)

- As you look around, you may be tempted to try to send your colonizer to the sectors with the most resource icons on it, which actually provides no benefit to the colony in the current build of the game.

- Some icons are more important than others. In this game, it is far more important to look at the large locations icons, which represent landmarks, visiting sites, resource nodes and hazards than the resource icons when trying to pick a location to colonize. I recommend colonizing as close to as many diamond shaped icons as you can while avoiding the triangle shaped ones, until you have the tech to remove hazards.

- Colonies produce a lot more resources in the late game if their sectors share the same climate, and terrain, but sectors can be transferred between colonies in one turn, which means it is very easy to match those feature up as soon as that starts to be useful.

- With that being said, I do like colonizing around the river feature, as it produces +10 food income as soon as Environmental Conditioning is researched. (good for early colony growth, at only 280 research)

- I tend to build my first few colonies within 2 sectors of my HQ, so that they are easily defendable w/o an escort. After the 4th or 5th colony I feel more comfortable sending out colonizers with escorts as wasting a colonizer is a massive setback.

- each colony is limited to 5 sectors, and you can’t annex more than 2 sectors from the center of a colony, which means your colonies can afford to be close to each other.

- a few locations provide exploitation bonuses, which you should colonize nearby, but not on top of

- colonize on sectors with locations that do not have exploitation bonuses, like the cosmite spatial rift, or the celestian artifact. Some sites are better than others. Most sites >> teleport station (+5 energy)



2)

- The first thing I like to look for when annexing a sector is landmarks

- If you can get one inside your space, you can get a prebuilt exploitation sector, which provides a large passive income.

- After I check for landmarks, I check for some of the better sites, like the cosmite spatial rift, or the celestian artifact

- And if I can’t find any locations I would like to annex, then I tend to try to annex sectors to colonies that have the same terrains and climates as the colony, so that they can specialize in a terrain and a climate. Specialization upgrades the exploitation level in sectors will the relevant features, which provides fairly minor bonuses, especially when considering that specialization has to be researched and then built inside of each individual colony. Arguably, not even worth investing the research and production into.

- NPC Dwellings count as Level 5 sector exploitations. So setting up a nearby colony and either conquering or integrating them is a much straightforward way of getting a level 5 sector exploitation


3)

- Each colony gets 4 free jobs, and then every other job is either provided by a landmark, or an exploited sector

- The best way to assign each pop is to try to reduce the estimated time to complete a task, whether that is to grow a population, build a building, or research.

- Keep in mind that growing your population quickly in the early game can be worth it, as not only can more pops can produce more resources, they can annex and exploit more sectors.

- Production can be rushed on one task per turn at a rate of 2 energy per unit of production (so it can be worth leaving a bit of production if you need a worker to grow the colony a turn quicker)


4)

- what you build depends a lot of your approach, and is quite debatable.

- some say you should go for the early food, but a lot of sites provide a lot of food, so I like to focus on production

- after that I tend to build units so that I can clear out sites with less risk of a unit dying, while also getting a lot of units a bit of easy experience.
 
Great guide! One addition I'd like to make is two types of very strong colonies, ruins colonies and mountain colonies.

Ruins colonies become very strong research centers. Every ruins tile provides +1 research every pop and you can put 8 researchers to work with 2 research exploitations. If possible add a coast sector to add even more research slots.

Mountain colonies are energy and unit production centers. The units you'll produce are cheaper, have less upkeep and have extra armour due to how the energy and production sector buildings synergise.
 
Great guide! One addition I'd like to make is two types of very strong colonies, ruins colonies and mountain colonies.

Ruins colonies become very strong research centers. Every ruins tile provides +1 research every pop and you can put 8 researchers to work with 2 research exploitations. If possible add a coast sector to add even more research slots.

Mountain colonies are energy and unit production centers. The units you'll produce are cheaper, have less upkeep and have extra armour due to how the energy and production sector buildings synergise.

I'm super happy you enjoyed the guide! I am planning on doing an Advanced Guide to Colonies in a couple weeks, and, when I do, I will definitely try to include your tip about ruin and mountain colonies. I just am not sure when it is best to go for them (if you prioritize them too early, then you may end up missing out on other opportunities)

Not sure if you have seen this yet, but the Assembly get extra research production in ruins, kinda like the amazons gets more out of forests than the other races.
 
As far as teaching information goes this is a good guide and I learned a lot from it.

I don't completely agree with one of your conclusions though.

1. You claim that players shouldn't look at resource blips to determine where to colonize/annex
Okay, I am somewhat on board with what you're saying. I slightly disagree because in TBS games I think you should make both long and short term-planning equally, but I can agree that for beginners maybe this is a good way to learn.

2. Then you claim players should use terrain types to determine where to colonize/annex
This is inconsistent with #1. The techs that provide benefits based on terrain types A) are exactly what those pips are about that you recommended people ignore and B) are actually later in the tech tree than other technologies that improve exploitation and would provide players bonuses in the "late early" game and mid-game.

Furthermore, while there is a benefit to having your terrains all match, it's pretty minor and not a consideration until mid and late game. If I have a colony with 4 terrains in it, I will get the exact same amount of bonuses as if I have a specialist colony with 2 terrains. The advantage to fewer terrains is that I need to build 2 fewer buildings to get all those bonuses. So I agree with you that it will be more efficient later in the game if you can match up terrains, but I don't agree this more appropriate advice for beginners than for them to look for resource blips on the map. Both of those things are long-term planning areas.

I am being a little nitpicky here. Your advice that terrain is better than blips isn't bad per se but is a bit subtle for beginners, and it doesn't make sense to me that you use the argument "this is because blips won't help you immediately" when neither will matching terrain.
 
eh, every resource has pretty big bonuses if you have a colony that is all one terrain, a breadbasket that's five Fertile Plains is just plain BETTER than one that is any other combo of terrains because +1 food per Plain.
 
Hm, you're right that it is better to have specialist colonies because if you are lumping all your colonists into 1 or 2 resource types, then it is actually better to have the highest bonus in few types. And of course this means only having matching terrain to get the highest per pop bonus.

But I still think it's awkward to advise new players to ignore the blips on the map because they don't give you immediate bonuses. And then advise to match up terrain which also will not get an immediate bonus.

FWIW I would like to see a patch somewhat overhaul the way icons look on the strategic map to give better information. I do agree the blips are misleading and give the wrong impression.
 
Thanks for this helpful guide. Do you have any thoughts on when to build new colonies? Or on how many colonies one should have at particular points in the game? I think I'm building too few; I tend to focus on expanding existing colonies into new sectors. But then I keep developing energy shortages. When should one build colony #2? Colony #3? #4?
 
Thanks for this helpful guide. Do you have any thoughts on when to build new colonies? Or on how many colonies one should have at particular points in the game? I think I'm building too few; I tend to focus on expanding existing colonies into new sectors. But then I keep developing energy shortages. When should one build colony #2? Colony #3? #4?

Depends a lot on your strategy, and how lucky you have been with pickups, and quests. My first colony is almost always a settlement, if I can find it, but if not then I usually start building my colonizer on turn 5. After that I would make my second colony good at production so that it can pump out the colonizer. Each pop in a city requires more food to grow, so its better to get the pops for colonizer from smaller colonies with decent production. Not too sure about after that.. you maybe you can pump out a colonist every 7 or ten turns after that, but its usually more cost effective to try to conquer a colony from another player
 
eh, every resource has pretty big bonuses if you have a colony that is all one terrain, a breadbasket that's five Fertile Plains is just plain BETTER than one that is any other combo of terrains because +1 food per Plain.

I agree with you that it will be more efficient later in the game if you can match up terrains, but I don't agree this more appropriate advice for beginners than for them to look for resource blips on the map. Both of those things are long-term planning areas.

I disagree.

1 unit per turn feels like practically nothing, especially with all the resources (research+production) that need to be invested at the start of the game to see results. I have had a lot more successful when I focus my production on building units to clear out sites. That and sectors can be razed by maruaders and other players, deleting all of the levels of exploitation in a sector.

Maybe I am wrong, and I would be interested to see how the two strategies would hold up in a multiplayer game. Hopefully, we get a aowp dev clash soon XD
 
....Trebor, if you have five mountains and two energy sectors that's an extra 45 energy BEFORE percentage bonuses, same thing for Plains and Food, Ruins and Research, and Forest's and Production.

If you have five plains and NONE of them are food exploitations that's an extra 25 food toward not having a deficit.
 
ok, 45 is a bit better than 20. Still not worth it as far as I can see. Focusing hard on economy is tempting, but sets you up as an easy target for conquest.

@Ethorin I hope you know that I understand your opinion, and appreciate your point of view. I tend to try to focusing on peaceful development in 4x games, but I just can't help but feel like that is an invalid strategy in the current version of aowp.. That is just what my intuition is telling me, and, as I said earlier, I admit that I could be wrong
 
eh, in practical terms maybe... but IMO only because actually getting a bunch of one terrain is... really hard. even fiddling alot with the map gen settings I find it nearly impossible to set up colonies that are even just a 3/2 split.
 
My first colony is almost always a settlement, if I can find it, but if not then I usually start building my colonizer on turn 5. After that I would make my second colony good at production so that it can pump out the colonizer.

Thanks for your helpful reply. I think I'm too slow to build new colonies. I'll try picking up the pace. Thanks.
 
Thanks for making this. As someone new to the game, can I add some advice? I think you explained some stuff well, but others not so much. I'd have liked you to look at the map and point out good colony spots and why. This would be a good troop production centre because... I know some terrain and some diamonds offer benefits

I found it quite hard to relate the advice to an overall strategy. If a sector has two production and two energy, but has a research diamond, what should I build?
 
Thanks for making this. As someone new to the game, can I add some advice? I think you explained some stuff well, but others not so much. I'd have liked you to look at the map and point out good colony spots and why. This would be a good troop production centre because... I know some terrain and some diamonds offer benefits

I found it quite hard to relate the advice to an overall strategy. If a sector has two production and two energy, but has a research diamond, what should I build?

I'm super happy that you found the guide helpful. I'm still trying to figure out the optimal approaches.

But in situatation that you mentioned, I think it might be better to build research exploitation, until you have the tech, and potentially the infrastructure to exploit the features in that sector. Research is quite valuable in the early game, but can have diminishing returns in the late game