Planet Attributes

Each planet will have a set of attributes. These determine the characteristics of the planet, resources available and the indigenous life.

Planet Attributes

Each planet has its own set of atmospheric conditions. Some conditions help the player while other hinder them. For example: a turbulent or high-energy atmosphere makes it difficult for player craft to travel through, slowing them down and consuming more fuel.

Radius

size of planet

number of strategic points (range x to y), increases travel times for missions if planet is large.

Orbit Type

The planet’s orbit type and axis spin determines if the planet has a regular orbit, elliptical or other orbit.

Affects climate/weather,

DLC

If one side always faces the sun, then planet is only habitable in a mid-ring.

Regions inhabited by humans

Resources & weathering

Rotation Time

Speed at which the planet cycles through its day/night revolutions.

Each planet records its days in day/night cycles as ‘local time’ but then uses a universal cosmic time UCT so that the player can sync all planets together

Orbital Distance

Distance the planet is from its sun

Used to help describe heat/weather, habitable climate etc

Gravity

Force exerted on all objects, creatures, craft etc

high gravity slows soldiers down, ships need more fuel to get back to orbital base.

If the gravity is too high, the planet is not practical for manned missions. Standard Horde gravity is 1.2g

Core density

Influences gravity, weather and day/night cycle.

Determines the level of heavy resources vs refined resources exposed on the planet’s surface.

Affects gravity setting, which effects soldier & craft movement speeds, time units etc

Moons (DLC)

Number of moons

additional resources to be exploited.

Can affect the mindset of humans

Atmosphere type

(Breathable, nitrogen etc) -

player soldiers may not be able to remain in the environment for more than so many turns. Additional technology would need to be researched, new mutations created for soldiers to extend their time units.

Planet Energy

Wind speed,

storms,

air pressure etc)

Energy output for on-world bases, resource refineries etc.

Higher wind speeds slow craft down in the atmosphere, increasing fuel consumption.

Affects rainfall and frequency of rainfall.

Average Temperature

This setting affects how hot/cold it is in the World. Temperate strikes a balance between the two, while you may make it colder to have more Snow/Tundra in the World and hotter to produce more Deserts.

Types of resources available

Scarcity of humans / food

Different land tiles, which have different effects on missions.

Rainfall

Higher levels of Rainfall will transform the land, making more Forests into Jungle Tiles and Grassland into Marshes (think Rain forest) and lower will make fewer grassland tiles with more Deserts and plains.

Since Resources spawn on only certain Terrain types, this Setting can change the availability of Resources in the game indirectly.

Median World Age

The World Age affects how many hills and mountains the World will have. An older World will have undergone more Erosion, while a younger World will have more hills due to less erosion

Humans tend to do well on Hills and will benefit greatly from this game Setting. Cities are likely to have more Production and less Population as a result.

While humans living on younger worlds will have cities with greater defenses, humans will be more elusive and agile.

Vegetation Levels

Humans flourish with greater vegetation

Vegetation supports more life

InhabitantLevel

Inhabitants are generated based on planet stats and overall game difficulty. All planets are inhabited by humans.

Planet population & growth rate

NEW ResourceVein Array

Type

Max Amount

Amount

Tracking of vein data

Max Vein Count

How many veins on planet

Limit of veins to create

Controlling a Planet

Each planet has several key strategic holding markers- World Bases, Resource Veins, Satellites & Asteroids. A player must investigate and discover these locations. Once discovered, players can choose to launch a breaching mission to capture (RV, WB, AS). Players must also hold all the markers, with the local inhabitants launching counter missions to retake their homelands. Once all strategic markers are held by the player, they will receive additional bonuses and be able to open a planetary portal to pull that planet into their home dimension.

Static Locations

These are the static location sites for the player to investigate. They are cities, towns or other fixed re-visitable locations. Each location has a threat level (a kind of reputation allocated to each player). Locations switch from AI to player’s favor as their threat level lowers from successful missions and actions of the player over time. As a location’s threat level reduces, the player is fed resources on a monthly basis. If the threat level reaches 100% for a location. They are taken control by local authorities. This location is locked to the player unless they launch a full scale assault or orbital bombardment.

See the Strategic Marker section.

Geo Markers

There are a wide range of points of interest on each planet. From strategic capture points, enemy bases, player and enemy craft in flight. All of which are represented as 3d 'markers' on the planet's surface (or just above)

MarkerRalleyPoint

Ralley point where player craft returns to base.

Oribital Locations

MarkerSatellite

MarkerAsteroid

Markers that orbit around or geosync with the planet. Not on planet surface. See Asteroids Page See Satellites Page

Fixed Locations

MarkerLocation

MarkerEnemyBase

MarkerEnemyComplex

MarkerAncientRuins

MarkerEnemyHeadquarters

MarkerPlayerWorldBase

Resource Veins & Mining

MarkerResourceVein

Resource veins scattered across the geoscape. Players can build refineries of particular types to mine the resource vein. These are linked to refineries built on world bases. See world bases for more details.

Mining is automatic These external locations are more prone to discovery and attack. See this page

Dynamic Locations

MarkerCrashSite_Enemy

MarkerCrashSite_Player

These are missions that fall outside of the static locations and are the result of: Crashed player craft from attack, downed enemy/player craft in attack.These missions can affect the planet’s overall threat level.

Planet Game Bonuses

Exploitation Technology

research_projectDurationTime

Reduce time to research by 20%

research_SupportStaffPerProject

Research Projects require -1 support staff for every difficulty Enemy Intelligince

mission_statEnemyIntelligence

Commanders with low bonus difficulty range reduces the calculated enemy intelligence effects on missions by 1.0

Only on intel above 0.2 & under 0.7

Exploitation Resources

res_payloadIncreaseOnCommomVeins

Additional +5 resources obtained per load on harvester for common resources,

res_payloadIncreaseOnUncommomVeins

+3 per harvest resources on uncommon when resource scarcity in the top rage.

ELSE:

res_payloadIncreaseOnUncommomVeins

+1 resources obtained per load on harvester on uncommon resources

craft_harvester_collectionSpeed

Reduce harvesting time at common veins by 15%

monthly_res_bonusProduction

Resource bonus adds extra resources collected monthly.

res_payloadIncreaseOnCommomVeins

+10 per harvest resources when resource scarcity in the bottom rage.

craft_harvester_travelSpeed

Increase harvesting craft velocity/speed by 11%

Exploitation Inhabitants

monthly_sentiment

Even with high threat levels, sentiment towards player gets a +5 bonus each month added to the score calc (not compounding)

mission_statHumanResilliance

Human resilience is reduced by 1 for mid-range. Reduced by 3 for high range difficulty

monthly_sentiment

Influence bonus adds 1 to monthly sentiment calc.

monthly_sentiment

BonusProcess high or BonusDifficulty high, reduces monthly sentiment by -2

Expansion Colonization

monthly_stratPoints_occupyPoints

Additional 5 bonus points for every SP occupied per month.

geo_enemy_statDetection

High Enemy encounters values increases the chance of detection by 5%

mission_statHumanDetection

Influence bonus reduces chance by 2 of detection while E.Encounters are within low range.

mission_itemRecovery_common_nonHomePlanet

Missions on other planets than home planet gain +5 on common items recovered from missions

Expansion Followers

base_processing_followerProduction

During processing, player gets+5% production bonus if humans are funneled into followers instead of food.

base_facility_powerProduction

+10 facility power production

monthly_followers

+10 monthly followers awarded

mission_statHumanResilliance

Reduce human resilience by 20%

base_processing_allExcludingFollower

Process bonus (> 0) increases production output of non-followers by 12%

monthly_followers

Influencer bonus adds extra followers each month:

1 = +5

2 = +3

3 = +1

Expansion Soldier

Recovery_soldierMutationDuration

Soldier mutations complete 11% faster.

merchant_buySoliderPrice

New soldier recruiting costs are reduced 12%.

mission_soldierWeightStats

Soldiers loadout weight increased by +2 on missions

craft_loadout_soldierCarryCapacity

Craft can deploy +1 solider on missions

merchant_buySoliderPrice

Market bonus also reduces recruiting costs further 15%

Recovery_soldierHealDuration

Soldier bonus >0 Solider recovery time halved

Expansion Craft

craft_enemy_statSpeed_common

Enemy craft speeds slowed by 7%

craft_enemy_statDetection

Player craft detection chance reduces by 8%

craft_loadout_soldierCarryCapacity

Craft can deploy +1 solider on missions

recovery_craftRecoveryDays

Craft repair/recovery time reduced by 2 days for damage exceeding 5 days

No extras

Expansion Markets

merchant_localGoodsSellPrice

merchant_localGoodsBuyPrice

Increase sales prices of inhabitant items by 10%

mission_soldierOffensiveStats

Solider attack stats reduced by 9%

merchant_allGoodsSellPrice

High resources scarcity increases sales prices by 2-6%

merchant_allGoodsBuyPrice

Bonus Merchant reduces purchasing prices by 2-5%.

res_payloadRedeem_commonVein

Resources sold return 1 for every 10 units sold. When resources bonus >0

Extermination Locals

mission_civilianPanicStat

I

ncrease human panic levels by 1 on missions

mission_civilianDefensiveStat

Increased soldier attack strength by 20% on civilians

mission_enemyCritChanceStat

Reduce enemy critical hit % by 0-3%

merchant_humanSellPrice

merchant_humanPartsSellPrice

Sale price of human parts or alive increases by 15%

No extras

Evasive Enemy

craft_player_statDetection Enemies detection range is reduced in the air by 20%

mission_enemy_detectionRange_statImprove

Enemies with sight squares greater than 2 tiles have a 50% chance of not detecting player soldiers. with difficulty: enemy intelligence high

mission_enemy_detectionRange_statImprove

Reduced to 20-10% with difficulty: enemy intelligence low

mission_enemy_detectionRange_statImprove

Reduced from 50-20% depending on enemy intel slider with difficulty: enemy intelligence medium range

mission_enemy_detection_holdTurnCount

Bonus Influence or bonus Difficulty provides Soldiers remain undetected for 1 turn if in front of enemy

Geo_player_statEnemyDetection

Bonus Builds provide Range of detection net increased by 2

craft_enemy_statDetection

Bonus Builds Player craft detection chance reduces by 8%

Evasive Knowledge

mission_difficultySlider_enemyIntelligence

Reduces the effects of enemy intelligence during missions. Set amounts not in struct

research_projectDefense_DurationTime

Defensive research is reduced by 1 day for tier 2 projects

mission_soldierMutationDefensiveStat

Soldiers with defenisve mutations receive +6 defense bonuses.

No extras

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