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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