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Adventure Mod Manual v1.13
Adventure Mod Manual v1.13
Adventure Mod Manual v1.13
Introduction
People, who played Age of Wonders 3 a lot, know that the starting settings also include several game
flow options: Apart from a balanced game flow you can choose between Empire Building and an Ad-
venture Mode – the latter leads you to a map with only a few cities but a lot of treasure sites.
For the standards of the Age of Wonders series, Planetfall offers already a lot of empire management.
Accordingly, this mod aims to shift this imbalance again a bit towards role play elements. While it
doesn’t reduce the complexity of city development (if anything it does the opposite), the number of
cities, the player has to manage, is usually much smaller. Instead the focus is on a few armies, clearing
the surroundings and getting stronger with each fight.
Collecting experience is extremly important for boths, heroes and units: Units are no longer limited by
an experience cap after reaching their fourth medal, but will be elevated in the rank of Veterans, and
finally even into the Champion ranks. These achievements grant them additional abilities, many of
them unique and comparable to the gold medal rewards in Age of Wonders 3. Heroes on the other
hand have access to a large numer of new skills. Overall more than 250 hero skills are present. When
reaching level 15, heroes can unlock a powerful ultimate skill that depends on their combination of
faction and secret tech.
Chapter 2 and 3 are about the new abilities of units and the development options for heroes. Chapter
4 covers the economical changes to limit unit and city spam.
3
2.1 Mechanics
LEVELS
One of the core ideas of the Adventure Mod is to make experience and unit progress more rewarding:
Combats grant units not only more health and damage but an additional „Prime“ ability and – even
more important –access to mod slots. At the same time, the experience cap is strongly increased, so
even Veteran units can still benefit from fights.
A regular unit can gain up to 12 ranks. The ranks are again grouped into three levels: Recruit (rank 0-
3), Veteran (rank 4-7) and Champion (rank 8-12).
The level of a unit can be easily identified through the background color of the unit. Some units also
get a different shape when upgrading.
The following picture shows the special abilites a Mirage can get at Champion level: Delirium Projector
increases the Psionic strength of its ability to apply Halluzinating, Cloaking Field grants it a stealth
mode.
5
RANKS
Apart from stat bonuses and abilities higher levels allow the units the use of additional mod slots:
Recruits can only use one mod slot, Veterans two and for Champions all three mod slots are available.
Iron +4 +4 +4
Silver +4 +4 +4
Resurgence
Gold [Level Up to Veteran] [Level Up to Champion]
+1 / +1
The additional abilites, the units get at Veteran and Champion level are listed in the chapters 2.2 and
2.3. Some of them are based on the original Prime rank abilites, some of them are new. The final de-
fensive bonus depends on the faction or secret tech of the unit: For example Amazon, Syndicate and
KirKo gain a shield bonus, DVAR, Vanguard and Assembly gain armor.
6
The table below provides an overview of the unit upkeep at higher levels:
Only faction and secret tech units – with the exception of Xenoplague – have access to Veteran and
Champion level. NPC- and wildlife-units don’t level up on Prime rank. Thus in the long run, they cannot
keep up with regular produced units but on the other hand they can start very strong hav ing access to
all three mod slots from the very beginning. Due to higher upgrade costs it is expensive to rely a lot on
wildlife and NPC-units though: The cosmite cost for mods is increased by 50%.
7
2.2 Faction Units
VANGUARD
Ability descriptions
Sends a drone to target unit that purges any negative status
Combat Assist System (active)
effects and provides 2 for 3 .
AA Missile (active) Launches a missile that deals heavy damage to a single Air unit.
8
AMAZONS
Ability descriptions
Grants target animal unit Regeneration for 4 , allowing it to
Regenerative Infusion (active)
heal 8 each turn.
Air Superiority Flanking Maneuver grants +100% damage against Air units.
Killing Momentum The unit regains 1 action point upon dealing a killing blow.
9
ASSEMBLY
Ability descriptions
The unit heals for 6 when attacking enemies. This ability re-
Comprehensive Assimilation
places Assimilate.
10
DVAR
Ability descriptions
Deep Cover The unit gains +2 when in cover.
The unit can enter defense mode even if it has spent all its action
Vigilant
points.
The unit becomes 25% harder to hit, cannot be flanked and gets
Quick Repair (Defense Mode)
healed by 18 .
Afterburners grant +4 and an extra level of Stagger Impact
Fusion Afterburners
for Aerial Ram.
Nitro Battery grants Vigilant, activating the defense mode after
Neodym Battery
actions.
Converts the Barons backpack into a heavy Flak Cannon. Disables
Air Defense Mode (active)
all support tools.
Each successful attack provides +10% . This buff lasts until the
Finetuned Targeting
unit moves and stacks up to 2 times.
11
KIR‘KO
Ability descriptions
Sprint (active, free) Increases the units movement radius by 12 for 1 .
The unit can reach higher levels of Frenzy. It lasts for 3 and
Total Frenzy
stacks up to 10 times.
Shrouded Rift (active) Teleports target friendly unit to a hex adjacent to this unit.
The unit deals +50% damage when flanking. This ability replaces
Backstab
Flanker.
12
SYNDICATE
Ability descriptions
Indentured in the unit’s army gain in total +20% critical hit
Absolute Discipline
chance.
Melee attacks have a 6 chance to reduce movement speed of
Crippling Strike
Biological and Cyborg units.
Marksmanship The unit has +10% and deals +30% damage against Air units.
Activates the Cloaking Field for 1 making the unit 50% harder
Cloaking Field (active)
to hit.
Attacks can apply Hindered or Hallucinating if an Enforcer or a
PsiTec Absorption
Mirage is on an adjacent hex.
Activates the secondary shield generator providing +3 until
Secondary Shields (active)
the unit moves.
13
SHAKARN
Ability descriptions
Devastating Omni Rush The unit has +4 to apply Concussion when using Omni Rush.
Advanced Holoshift The unit can holoshift into Tier III units.
Swift Holo Mend The unit can use Holo Mend multiple times per combat.
Drift Engine (active, free) Increases the units movement radius by 8 for 1 .
The unit deals additional damage with Sonic Ebb at shorter dis-
Accumulating Ebb
tances, up to a maximum of +30% at range 4.
14
OATHBOUND
Ability descriptions
When Gift of Adamance expires the targeted unit is healed for
Gift of Renewal
40 instead of 20 .
Immediate Providence (active,
The unit gains +100% critical hit chance for 1 .
free)
Warden’s Protection The unit and friendly adjacent units have All-round Awareness.
15
2.3 Secret Tech Units
CELESTIAN
Ability descriptions
Whenever the unit is struck by an attack its melee damage will
Righteous Zeal
increase by 10%. This lasts for 1 , and stacks up to 4 times.
16
PROMETHEAN
Ability descriptions
Sweeping Fire This units Plasma Bombs create larger burning Hazards.
Point Blank Shot The unit deals +40% damage when targeting a unit within 3 .
PSYNUMBRA
Ability descriptions
Consuming Strike The unit regains 12 upon dealing a killing blow.
17
Mind Breaker Soul Seeker has +2 to apply Broken Mind.
SYNTHESIS
Optimized Substructure
Veteran Ability Ability
Ability descriptions
Hyperintelligent Daemons Haywire Daemon has +4 to apply Disabled.
Quick Analysis The unit can use Sonar Analysis for one action point.
Offensive Daemon Support Supporting Daemons in a 4 hex radius grant +10% critical chance.
18
VOIDTECH
Ability descriptions
Creates a link to target friendly light unit that grants it the ability
Phase Shift: Teleport (active)
to teleport a short distance.
Dimensional Desync is applied guaranteed for 1 . On a success
Multidimensional Desync
it is applied for 2 .
HERITOR
Ability descriptions
Harvest Transfer (active) Harvest Essence and bestow 1 Charge on target unit.
Essence Reservoir The unit can carry one additional Essence Charge.
19
3.1 Mechanics
SKILL WHEEL
The skill wheel is all about finding effective combinations of abilities, combat upgrades and army buffs.
To do this, the hero can choose skills from eight different segments; as these sections depend on the
hero’s origin, different heroes have different strengthes and weaknesses. Additionally, a hero can only
learn a limited number of skills from every segment.
As the picture below shows, from the eight parts one represents the faction and one the secret tech;
two correspond to the weapon groups of the faction. Finally, the remaining four segments are globally
available.
21
Every segment – with the expeption of the weapon trees – has a primary skill that can be upgraded
two times, at hero level 5 and hero level 9. Each of these upgrades unlocks two additional subskills.
Heroes can learn up to three subskills, they have only one tier 3 slot, one tier 2 slot and one tier 1 slot,
though. However, a hero can still choose to take a tier 2 subskill in place of a tier 3 subskill or – alter-
natively – downgrade a tier 2 subskill-slot to tier 1.
After getting the first primary skill the hero can choose between the sub-
skills Renewal and Visual Acuity or take both instead of a tier 2 subskill.
Every faction gives access to a unique combat skill – either in the Ranged Specialist segement or in the
Melee Specialist segment. Secret techs on the other hand can unlock unique army bonusses that are
available in the Offense and Defense tree. Finally there’s a unique Ultimate skill that depends on both,
the faction and the secret tech. The Ultimate requires hero level 15.
The unique skill Killing Momentum, available for Amazon melee specialists
22
3.2 Faction Hero Skills
VANGUARD
Launch Laser Drone I- Launch a flying drone to aid in combat. Defense and weapon
III damage of the drone increase with each level. [active, 3AP]
I Dig In The hero gains +2 resistance in all channels while in cover.
I Field Medicine Units in the hero’s army are healed for 6 each strategic turn.
The hero gains +3 Psionic resistance and immunity to Psionic sta-
II Iron Discipline
tus and hazard effects.
Martial Inspira-
II Units in the hero’s army gain +200 .
tion
Grant all friendly units +15% and +10% damage for 2 .
III Battle Plan
[active, 3AP]
Allow friendly units to ignore morale penalities for 2 . [active,
III Rallying Cry
leaves 1AP]
23
AMAZONS
Friendly units within 2 (3/4) hexes of the hero deal +10% (+20%/
War Cry I-III +30%) damage for 3 and their attacks reduce the resistance
against status effects by 2. [active, 1AP]
I Renewal Heal a Biological or Cyborg unit by 25 . [active, 1AP]
I Visual Acuity The hero gains +1 when in cover.
Biological units in the hero’s army gain +2 Biochemical resistance
II Biology Expert and are healed for 6 after each battle. Doesn’t require the
hero to be the army’s commander.
Animal and Mounted units in the hero’s army gain +5 and
II Animal Discipline
+200 .
Call a random tier II wildlife unit to an adjacent hex to aid in com-
III Call of the Wild
bat. [active, 3AP]
III Ranger Training Units in the hero’s army gain Forest Concealment.
24
ASSEMBLY
25
DVAR
26
KIRKO
27
SYNDICATE
28
SHAKARN
29
OATHBOUND
If the hero has Precognition, they also gain +20% damage on all
I Intuitive Strikes
abilities.
I Trailblazer While in a vehicle, the hero has Fast Movement.
II Oracle’s Favor The hero gains Precognition after killing an enemy unit.
Vehicles driven by this hero gain Regeneration. If destroyed, the
II Field Repair Droid
vehicle is restored at 50% at the end of battle.
For every level of reputation above Neutral units in a 3 hex ra-
III Glorious Leader
dius around the hero gain +200 . [active, 1AP]
Overload Power When in a Battlesuit vehicle, the hero gets the ability to deal
III
Core damage (20 ) in a 2 hex radius by destroying the Battlesuit.
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3.3 Secret Tech Hero Skills
CELESTIAN
Units in the hero’s army gain +5 resistance in all channels for the
Justicars I-III
rest of the turn (for 1/2 ) when their HP fall below 40%.
Heal 20 and additionally 5 for each Enlightened unit in
I Cleansing Light
battle; dispel negative status effects. [active, 1AP]
The hero gains Enlightened and units that attack the hero have
I Revealing Soul
a chance of being afflicted with Soulburn.
The hero’s reflects 50% of the incoming damage back to the at-
II Empathic Link
tacker.
II Aura of Guidance Units in the hero’s army gain +10% .
Target non-Mindless unit gains Resurgence for 2 . [active,
III Soul Shield
leaves 1 AP]
Units in the hero’s army have +2 resistance in all damage chan-
III Deny the Wicked
nels against attacks from units with Soulburn.
Ultimate Factions
31
PROMETHEAN
II Fallout Protocols Units in the hero’s army gain +1 and +2 Thermal resistance.
Chemical Additi- Attacks from units in the hero’s army cause enemy Mechanical
III
ves units to explode on destruction, creating burning Hazards.
The hero gains +1 and the hero’s defense mode is replaced
III Hyper Armor
by Hyper Armor defense mode.
Ultimate Factions
Purging Field affects all friendly units on the
Purging Protocols
battlefield and heals them for 5 .
32
PSYNUMBRA
Units in the hero's army deal +10% damage for 2 (3/4) whene-
Dark Presence I-III ver a non-Mindless enemy is killed. The effect stacks up to 2
(4/6) times.
Non-Mindless enemy units adjacent to the hero receive -2 re-
I Sinister Chorus
sistance and -20% .
Attempt to apply Filled with Despair to target enemy. If this suc-
I Devour Hope
ceeds the hero is healed for 20 . [active, 1AP]
Inescapable Echoes of Despair under the control of the hero gain Fast Move-
II
Echoes ment and +10 .
II Sadism The hero deals +25% damage against units with low morale.
Ultimate Factions
Echoes of Despair gain an extra level of Stagger
Abyssian Echoes
Impact and the Devour Hope ability.
33
SYNTHESIS
Ultimate Factions
Compromising Sub- Units in the hero’s army have a chance to apply
routines Compromised on their attacks.
34
VOIDTECH
Ultimate Factions
The hero’s ranged attacks ignore penalties
Void Rays
from cover and have +1 .
35
XENOPLAGUE
Ultimate Factions
The hero heals for 15% of its overall every
Rapid Regrowth
turn in tactical combat.
36
HERITOR
Ultimate Factions
The hero can carry 2 additional Essence Char-
Essence Grandmaster
ges and gains an Essence Charge each turn.
37
OVERVIEW: SKILL REQUIREMENTS FOR ULTIMATES
38
3.4 Global Hero Skills
DEFENSE
39
OFFENSE
40
MELEE SPECIALIST
Close Quarter Specia- The hero deals +10% (+20%/+30%) damage with melee weapons
list I-III and gains +10% (+20%/+30%) critical hit chance.
I Fast Movement The hero gains Fast Movement.
I First Strike The hero’s melee Overwatch triggers before the enemy’s attack.
All-round-Awa-
II The hero cannot be flanked.
reness
The hero's melee Overwatch can no longer be cancelled by Stag-
II Counter Attack
ger and will never miss.
Devastating The hero deals +40% damage with melee attacks after moving at
III
Charge least 4 hexes.
III Tireless The hero does not leave melee Overwatch after it triggers.
41
RANGED SPECIALIST
42
UNIQUE SKILL OPTIONS
Certain skills within the global skill segments are only availably for specific secret techs or factions. All
of these skills require at least a tier 2 subskill slot.
Tech Cost
Robot Commander: Mechanical units in the hero’s army gain +1 .
Mechanical Mindless units gain additionally +5 . 3
Segment: Defensive Tactics
Mech Commander: Mechanical units in the hero’s army gain +1 .
Battlesuit units gain additionally +5 . 3
Segment: Defensive Tactics
Cyborg Commander: Mechanical and Cyborg units in the hero’s army
gain +1 . 3
Segment: Defensive Tactics
Spiritual Commander: Biological and Cyborg units in the hero’s army
deal +10% damage. Non-Mindless Infantry units deal +15% damage
3
instead.
Segment: Offensive Tactics
Psionic Commander: Biological and Cyborg units in the hero’s army
deal +10% damage. Psionic units deal +15% damage instead. 3
Segment: Offensive Tactics
Animal Commander: Biological units in the hero’s army deal +10%
damage. Animal and Mounted units deal +15% damage instead. 3
Segment: Offensive Tactics
Armor Integration: The hero gains +2 whenever killing an enemy
in melee. 3
Segment: Melee Specialist
Mounted Combat Expert: Ther hero gains Very Fast Movement when
using a vehicle. 3
Segment: Melee Specialist
Martial Artist: The hero is 30% harder to hit with melee attacks.
3
Segment: Melee Specialist
43
Tech Cost
Apart from the skills below, heroes under the command of an Oathbound Leader still have access to
gouvernance skills. These are unchanged and not listed.
Level Cost
Archeology Adept: The hero and their army earn +50% experience from
1 3
anomalous sites and the resource costs in sites are reduced by 25%.
Ancient Insights (Heritor Bonus Skill): The hero and their army earn
11 3
+100% experience from anomalous sites.
Piloting (Advanced): The hero can equip Tier III and IV vehicles. 6 8
44
3.5 Weapon Group Hero Skills
ARC
Elektromancer The hero deals +10% damage with Arc weapons and gains +1 .
BIOCHEMICAL
EXPLOSIVES
Chief Blaster The hero deals +10% damage with Explosives and gains +1 .
45
FIREARMS
Ballistic Specialist The hero deals +10% damage with Firearms and gains +1 .
LASER
The hero deals +10% damage with Laser weapons and gains
LasTech Engineer +1 .
Target friendly unit's Laser damage gets increased every turn by
Laser Overload I-II 25% for 3 (4) (up to a maximum of +75% (+100%)). Cannot
target heroes. [active, 1AP]
The hero's attacks with Laser weapons have a 10 (14) chance
Charring Beams I-II
(6 (10) for repeating attacks) to apply Charred.
PSIONIC
The hero deals +10% damage with Psionic weapons and gains
Channeler
+1 .
Target friendly Biological or Cyborg unit is brought back to life
Psionic Revitalization
with 50% for the duration of the combat (permanently).
I-II
Cannot target heroes. [active, 1AP]
The hero's attacks with Psionic weapons have a 8 (10) chance
Mental Projections I-II
(4 (6) for repeating attacks) to apply Immolation.
46
SONIC
The hero deals +10% damage with Sonic weapons and gains
Echo Fusioner
+1 .
Concentrated Sonic Apply Concussion to target enemy unit for 1 (2) .Cannot target
Field I-II heroes. [active, 1AP]
The hero's attacks with Sonic weapons have a 8 (10) chance
Impairing Waves I-II
(4 (6) for repeating attacks) to apply Impaired.
ENTROPY
The hero deals +10% damage with Entropy weapons and gains
Seer-Paladin
+1 .
Curse of Fatalism I-II Apply Fatalism to target enemy unit for 1 (2) . [active, 1AP]
Atrophy-Disruptions I- The hero's attacks with Entropy weapons have a 10 (14)
II chance (6 (10) for repeating attacks) to apply Atrophy.
47
4.1 Overview
PRIORITIES
CITY MANAGEMENT
In the base game it’s much more important to get many cities as soon as possible than to find a valuable
sector to colonize. A high city count typically beats a thoughtful city positioning – and that’s because
the player will sooner or later annex all the sectors in the area anyway.
With the Adventure Mod it’s much harder to get additional cities. Thus it’s usually not the best choice
to settle in a safe location close to the headquarters but to find a place that offers access to Cosmite,
Landmarks or good terrain features. For production cities Exploration Sites are extremely important as
well (see below).
The Adventure Mod limits both, the neutral settlements and the founded colonies: Colonists are more
expensive to produce with a starting cost of 30 Cosmite and 150 Energy.
Colonizer No. 1 2 3 …
Cost 150 30 250 40 350 50 …
Settlements are by default absent on random maps and in Galactic Empire Mode. Of course they can
be added manually for random maps. In Galactic Empire Mode the trait No Survivors is replaced by
Plenty of Survivors that includes settlements.
Due to the overall reduced number of cities the remaining ones have to be planned carefully. The
terrain has to be considered (see 4.4 Terraforming) as well as strategic structures (see 4.3 Landmarks
and Exploration Sites) and finally building options that particularly benefit specialized cities (see 4.2
City Structures and Doctrines).
49
STRATEGIC STRUCTURES
As described in chapter 2, higher mod slots and additional abilites get unlocked when units reach Ve-
teran or Champion level. This is why a city, that can produce units with several starting ranks, provides
a huge advantage.
In the base game, Military Innovation Centers in research sectors grant these additional ranks. Because
this would make research sectors overall too powerful, in the Adventure Mod the rank bonus is shifted
to strategic structures instead, precisely to Exploration Sites and Landmarks. Whenever a city annexes
a Landmark or an Exploration Site, it enables a rank upgrade for a specific unit type. By choosing ap-
proriate sectors, bigger cities can even produce Veterans directly. Depending on the structures, some
cities may be especially suited for Biological Specialist units, and others for Heavy Elite units. In any
case, the colony placement and the choice of sectors have increased importance.
An arctic
DVAR empire
Similar to the way Amazons like Forests, in this mod other factions have terrain preferences, too – and
a unique option to terraform sectors into their favoured type. For one thing, this gives empires of all
factions a particular flavour: Kir’Ko have benefits when spreading fungal spore clouds all over their
territory, while Oathbound transform everything into arcadian gardens.
On the other hand this makes it harder for all factions to collect resources that don’t fit to their prefe-
red terrain or climate: For example terraforming Fertile Plains into Forrests destroys some of the sec-
tor‘s technological potential and makes it instead more suitable for production. This leads to more
distinct strengthes and weaknesses between the factions – some of them have especially difficulties
with technological progress, some with the growth of their cities.
More details about terraforming and the corresponding benefits can be found in chapter 4.4.
50
4.2 City Structures and Doctrines
To encourage economical specialization of cities, the Adventure Mod includes four Advanced Central
Structres. Each of these buildings requires a corresponing sector linked to the city – for example the
Research Nexus requires an annexed reseach sector. Only one Advanced Central Structure can be built
per city.
Cost
Research Nexus: Provides +10 for every research sector linked to the
colony and +5 for every water sector linked to the colony. 300
Required Tech: Advanced Processing Plants
Several new buildings enable a rank upgrade for produced units. Only one Training Ground can be built
per city. (The Elite Academy does not count as Training Grounds.)
Cost
51
Specialist Training Grounds: Specialist and Core units gain +1 rank.
100
Required Tech: -
Vanguard units can’t benefit from Traning Grounds because they start with this bonus already when
recruited. They still have an edge as they don’t need to choose which unit type should be promoted.
The access to rank upgrades though the Military Innovation Center would lead to balance issues, giving
colonies with a large science potential too much benefits. Instead it now provides a faster experience
gain for produced units. Due to changes in the happiness mechanics (see 4.4 Terraforming), the Bota-
nical Garden gives a bigger flat bonus instead of additional happiness slots.
Cost
Military Innovation Center: Increases military research by +10% and
+5% for every level above 1. On level 3 (4/5) produced unit gain +20%
250
(+40%/ +60%) experience from combat.
Required Tech: Research Development I
52
DOCTRINES
Four additional doctrines can be unlocked in the economical research tree. They support specific em-
pire-wide strategies.
Cost
Development Focus: Mobility: Forward Bases cost 50% less to build.
Additionally all units with Amphibious or Land Movement gain Expedited 50
Movement reducing the cost of moving through difficult terrain. 6
Required Tech: Expansionistic Agenda
Development Focus: Knowledge: Unit unlocking technologies up to tier 6
cost 25% less . Additionally newly-recruited Elite units start with +1 50
rank. 6
Required Tech: Protectionistic Agenda
Development Focus: Power: All Skirmisher and Specialist units gain +30% 50
experience from combat.
Required Tech: Expansionistic Agenda 6
ECONOMICAL TECHS
Cost
Resource Optimization (Tier V): Unlocks Elite Academy, Molecular Forge 800
53
4.3 Exploration Sites and Landmarks
EXPLORATION SITES
The role of Exploration Sites in the Adventure Mod is shifted towards military support. They don’t
provide the same amount of resources as in the base game but instead additional rank upgrades for
units. These bonuses only refer to specific unit types, though. As a result, it can make sense to create
different production cities – e.g. some specialized in Skirmisher units and others in Specialists.
Resources
Broadcast Station: Mechanical units built in the linked colony gain +10% on their
5
attacks. Additionally these units start with +1 rank.
Cosmic Manipulation Complex: Flying units built in the linked colony gain +20% on 2
their attacks. Additionally these units start with +1 rank. 5
DNA-Vault: Infantry units built in the linked colony gain +5 . Additionally these units 5
start with +1 rank. 5
Heavy Weapons Factory: Heavy units built in the linked colony gain +1 . Additionally
10
these units start with +1 rank.
Imperial War Monument: Skirmisher units built in the linked colony gain +200 . Ad- 5
ditionally these units start with +1 rank. 5
Paragon Barracks: Light units built in the linked colony gain +1 . Additionally these 5
units start with +1 rank. 5
Psi-Shrine: Core units built in the linked colony gain +2 Psionic resistance and +1 . 5
Additionally these units start with +1 rank. 5
Ressonance Halls: Specialist units built in the linked colony heal for +5 whenever
10
they use a non-damaging ability. Additionally these units start with +1 rank.
Terraforming Outpost: Ground units built in the linked colony gain +2 resistance
10
against status effects. Additionally these units start with +1 rank.
Therian Alteration Lab: Animal and Mounted units built in the linked colony gain +2 5
Biochemical resistance and +1 . Additionally these units start with +1 rank. 5
54
LANDMARKS
Landmarks provide additional ranks as well. The affected unit type depends on their level:
Two Landmarks are changed further, they provide – apart from resources – only a rank bonus: The
Learning Center, unlocked by the Imperial Research Center, and the Imperial Training Center, unlocked
by the Government Palace.
In the base game the Learning Center grants an increased experience gain to produced units. As this is
transfered to the Military Innovation Center (see chapter 4.2), the Learnung Center boosts non -Elite
units with a +2 rank increase instead. The Imperial Training Center gets a similar buff:
55
4.4 Terraforming
FACTION PREFERENCES
Factions in the Adventure Mod have noticable strengths and weaknesses from an economical point of
view: Every faction has easy access to resources that correspond to their preferred terrain or climate
type. Settling in an area that is considered as unfavourable or even disliked terrain, causes happiness
penalties in the colony though. In these cases it has to be carefully evaluated if the benefits in income
outweigh the discontent of the citizens.
DVAR, Kir’Ko and Syndicate have preferences with regard to the climate zone:
Oathbound have a prefered climate type as well – Arcadian – but unlike DVAR, Kir’Ko and Syndicate
no disliked climate. Their terraforming operation is by far the most expesive though.
Terrain types don’t have an effect on the population happiness for these factions.
56
Amazons, Assembly and Vanguard are not influenced by climate but have different preferences regar-
ding terrain:
Mountains cause less penalties but also cannot be terraformed through the factions‘ unique operati-
ons.
Shakarn don’t have particular preference for sector types. However, as they come from an ocean
world, they have a general -6 happiness penalty per colony due to Dry Air. Annexing additional sectors
doesn’t increase this value, though it can help to integrate water and river sectors when using the
Homeworld Reminescence doctrine.
TERRAFORMING OPERATIONS
Terrain terraforming is generally cheaper than climate changes but also more limited (as it cannot af-
fect Mountains). Each faction has it’s unique terraforming operation available from the start of the
game.
Faction Cost
57
Faction Cost
58
5.1 Mechanics
UNIQUE UNITS
To give the choice between different secret techs a greater importance, this feature aims to add new
strengthes to the secret techs depending on the faction they are combined with: Every secret tech
offers a unique upgrade for one of the usual faction units. These unique units are more powerful and
more expensive than their corresponding regular variants but they are usually not a straight upgrade
and come with some downsides as well.
Therefore a Vanguard player with the Psynumbra secret tech might for example have a strong early
game – as their unique unit is a improved version of the Vanguard Trooper. A Vanguard Voidtech player
on the other hand is probably more dangerous in the late game.
PRODUCTION REQUIREMENTS
Apart from researching the corresponding tech (if necessary) the production of unique units requires
the construction of a secret tech building in the city. The production cost of the building depends on
the unit tier.
Below are four examples of the production cost for a Vanguard player. While other factions can get
the same buildings (if their secret tech matches) the cost will change if it unlocks a different unti tier.
Vanguard Building Dark Shrine Star Observatory Weapons Facility Genetics Lab
Unit Tier 1 2 3 4
Production Cost 50 150 450 600
A city can also get one of these buildings by annexing a silver landmark of the associated type. It can
then produce the unique units even if the secret tech doesn’t match with the players secret tech. Of
course in this case the building additionally provides its typical bonusses – e.g. +20% evasion from the
Dark Shrine.
60
5.2 Vanguard Units
PHANTOM (PSYNUMBRA)
Damage Type
61
SKYWARDEN (CELESTIAN)
Damage Type
Rapid Laser Cannons
15 5 90% Repeating
Targets: Air
Psionic Draw
Move target light enemy unit to an adjacent hex. 3 100% Single action
12 Psionic strength to apply Soulburn.
62
ARCHITECT (HERITOR)
Damage Type
Es’Teq Shotgun
8 Entropy strength to apply Energy 18 5 90% Single action
Drain
Place Obelisc
Single action
Create an Obelisc at target loaction that attacks enemies and pro-
CD: 2
vides +1 range and +10% accuracy to adjacent units
Repair Tools
1 100% Single action
Heal target mechanical or cyborg unit for 30 HP
63
VALKYRIE (PROMETHEAN)
Damage Type
Laser Sword
13 1 90% Repeating
Stagger Impact
Grenade (Flashbang)
10 Single action
Massive Stagger Impact, Demolisher 3 100%
(AoE 1) CD: 2
12 Kinetic strength to apply Blind
Assault Jump
Free
Jump to target location and activate a forcefield 7 100%
CD:3
that provides +3 shields for 2 turns.
64
ARC TANK (SYNTHESIS)
Damage Type
Shock Cannon
16 8 90% Repeating
Targets: Ground
Arc Charge
Reinforce all attacks until the end of the next turn 0 100% Single action
by providing +50% damage and Stagger Impact.
Straight Shot
Passive
Penalties from cover and units in the way are doubled.
Range Overwatch
65
IRON SENTINEL (VOIDTECH)
Damage Type
Heavy Autocannons
14 6 90% Repeating
Stagger Impact
66
PLAGUE CARRIER (XENOPLAGUE)
Damage Type
Bio Repeaters
Stagger Impact
15 7 90% Repeating
12 biochemical strength to apply Para-
sitic Infection
67
5.3 Amazon Units
Damage Type
Spirit Arrow
5 Single action
Stagger Impact 5 100%
(AoE 1) CD: 2
12 thermal strength to apply Soulburn
Damage Type
Dreadful Visions
The unit deals +30% damage against units affected by Broken Passive
Mind or Filled with Despair.
Damage Type
Dimensional Micro-Rift
Single action
Create a microscopic rift, teleporting the target 5 100%
CD: 2
and causing Massive Stagger Impact.
Damage Type
9
High-energy Bio Shell
+4 per 5 90% Free
Targets: Ground, Demolisher
(AoE 1)
Entropic Gun
9 7 90% Repeating
Targets: Air
Essence Drain
12 entropic strength chance to apply Energy Drain. 5 100% Repeating
On success the unit gains an Essence Charge.
Damage Type
Bio Cannon
Ignores cover penalties
18 7 90% Repeating
8 biochemical strength to apply Para-
sitic Infection
Damage Type
Rapid Laser Cannons
15 5 90% Repeating
Stagger Impact
Shattering Roar
Single action
12 psionic strength to apply Shocked in a cone area 1 100%
CD: 3
(Shocked units cannot move)
Exhausting Sprint
Free
Regain all movement. The unit cannot use any ac- 0 100%
CD: 3
tions apart from Defense Mode for this turn.
Damage Type
Thermal Lance
25 3-7 90% Single action
Ignores cover penalties
Stimulating Subroutines
Single action
Friendly Integrated units in a 4 hex radius gain 0 100%
CD: 4
Hyper Focussed.
Range Firm
SMELTER (PROMETHEAN)
Damage Type
Plasma Stream
Stagger Impact 18 1 90% Single action
8 thermal strength to apply Incendiary
Claw Slash
10 1 90% Repeating
Stagger Impact
Damage Type
Damage Type
Bio-Repair
Single action
Heal target biological, mechanical or cyborg unit 1 100%
CD: 1
for 20 HP
Bio-Reassemble
Single action
Bring target light biological, mechanical or cyborg 1 100%
Once per battle
unit back to life with 50% HP
Damage Type
Lightning Cannon
Targets: Ground, Stagger Impact 20 11 90% Full action
Ignores cover penalties
Damage Type
Hammer Strike
15 1 90% Repeating
Massive Stagger Impact
Hypnotic Gaze
Single action
12 psionic strength to apply Sleep to a non- 5 100%
CD: 2
mindless biological unit
Damage Type
Gatling Gun
13 7 90% Repeating
Stagger Impact, Anti-Air
Damage Type
Dark Storm
Stagger Impact 13 7 90% Repeating
Ignores line of sight penalties
Raise Echo
Raise target dead non-mindless biological or cy- 5 100% Free
borg unit as an Echo of Despair under your control
Swarm Form
Single action
Split the Reaver into a swarm of devouring robots, 0 100%
CD: 1
restoring 25 HP
DEFENDER (HERITOR)
Damage Type
Shield Bash
Stagger Impact 8 1 90% Single action
Knocks back light units
Quick Entrench
0 100% Leaves 1 AP
Create a trench that provides cover, requires 1
Shieldwall
Defense Mode
Grants additionally +2 armor, Stagger Resistance and +1
Damage Type
Autocannons
12 7 80% Repeating
Targets: Ground
Movement Scan
Leaves 1 AP
Target enemy becomes 20% easier to hit by 7 100%
CD: 1
Synthesis units for 1 turn
Jump Leaves 1 AP
4 100%
Jump to target location CD: 3
Damage Type
Chaos Bombardment
13
Stagger Impact 2-6 50% Full action
(AoE 1)
Chaotic, Demolisher
Train Weapons
Increase accuracy by 40% and range by 2 as long as 0 100% Single action
the unit doesn’t move
Damage Type
Purifier Cannon
Massive Stagger Impact, Anti-Air
25 5 90% Single action
Armor Penetration
12 thermal strength to apply Soulburn
Reinforcement Kit
Single action
Heal target mechanical, cyborg or DVAR unit for 15 1 100%
Once per battle
HP and grant it +3 armor
Universal Recovery
Heals biological, machanical and cyborg units for 6HP each strate- Passive
gic turn
Damage Type
Acid Accelerator
20
Targets: Ground, Stagger Impact
(2 hex 5 90% Single action
Demolisher, Armor Melt
line)
12 biochemical strength to appy Slow
Defensive Shot
Targets: Ground
20 1 90% Single action
Massive Stagger Impact, Armor Melt
Knocks back light units
Damage Type
Arclite Cannon
40
Targets: Ground, Stagger Impact
(14 in 2-9 80% Full action
Creates a burning hazard in the area
AoE 1)
Only available in Siege Mode
Siege Mode
0 100% Single action
Deploy into Siege Mode making the unit immobile
Auxiliary Engines
Free
Regain 12 movement 0 100%
CD: 3
Only available in Tank Mode
Damage Type
G-Cannon
Massive Stagger Impact 22 Single action
5 90%
8 kinetic strength to apply Dimensional (AoE 1) CD: 1
Instability
REAWAKENED (HERITOR)
Damage Type
Damage Type
Psi Gun
16 7 90% Single action
Anti-Air
Damage Type
Enhanced Reflex Bite
9 1 90% Repeating
Stagger Impact
Corrosive Bile 18 5 90% Single action
Armor Melt
Damage Type
Quantum Barrage
Targets: Ground
10
Stagger Impact, Demolisher 2-7 40% Repeating
(AoE 1)
10 kinetic strength to apply Interfe-
rence Effects
Damage Type
Combat Jump
Massive Stagger Impact 24 3 90% Single action
12 kinetic strength to apply Bleeding
Firebreath
Targets: Ground 16
1 90% Full action
Creates a burning hazard in the area Cone
8 thermal strength to apply Burning
Damage Type
Abysmal Hate
12 psionic strength to apply Broken
24 7 90% Single action
Mind
8 kinetic strength to apply Turbulence
Shadow Step
5 100% Free
Teleport to target hex
Shadow Walker
The unit moves by travelling through the shadows. It has no regu- Passive
lar movement in tactical combat.
Damage Type
Psi Torrent
8 psionic strength to apply Broken 13 7 90% Repeating
Mind, Anti-Air
Cleansing Light
Single action
Heal target unit for 20 HP and remove negative sta- 9 100%
CD: 2
tus effects
Damage Type
Xeno-Stim Glands
Increase damage for this turn by 40% but suffer -2 0 100% Free
resistance in all channels until end of battle.
Damage Type
PsiTec Blade
Stagger Impact
12 1 90% Repeating
6 psionic strength to apply Slow Move-
ment
Damage Type
Integrated Pulse Sniper
22 11 90% Full action
Stagger Impact, Anti-Air
Finetuned Targeting
The unit gains +10% accuracy every time it attacks. The effect lasts Passive
until the unit moves.
Damage Type
PsiTec Blasters
7 7 90% Repeating
Anti-Air
Guidance Field
Create a field around the Arbiter that grants +30% 0 100% Single action
accuracy to friendly units in the area.
Celestial Sentence
7 100% Free
Apply Soulburn
Damage Type
Phase Field
The unit can move through obstacles and is 15% harder to hit with Passive
ranged attacks.
Damage Type
Psionic Shockwave
Stagger Impact
16 3 90% Repeating
12 psionic strength to apply Immobi-
lized
Power Transfer
3 100% Single action
Increase target unit’s damage by 50% for 1 turn.
Dominate
8 psionic strength to apply Mind Control until end 5 100% Full action
of battle
Damage Type
Essence Disruptor 25
2-9 90% Full action
Massive Stagger Impact +7 per
Reinforcement Zone
Full action
Restore Biological and Cyborg units in the area to 7 100%
CD: 3
full HP.
COLONISER COST
Colonisers are cheaper for Hard, Very Hard and Extreme AI:
BASIC INCOME
The AI gets each turn a certain amount of bonus income. Some of the values have been changed; the
original values are listed in brackets:
ECONOMICAL TECHS
Hard, Very Hard and Extreme AI has access to two additional economical techs that provide additional
energy and cosmite income as well as a discount for research and for unit cosmite cost. The first tech
is Tier III, the second Tier VI. The table shows the boost each tech gives:
Hard, Very Hard and Extreme AI has access to additional military techs that unlock units on Veteran
level; i.e. the AI can directly build Veteran units with these techs. This change is important because the
AI does not know how to combine Exploration Sites and Landmarks to stack rank upgrades and build
Veteran units this way. The AI cannot unlock champion level units through technology though (simi-
larly the human player cannot stack rank upgrades to build these units).
There are four additional techs in the faction military tree and two in the secret tech tree that unlock
these units. The third faction tech (Tier 8 or 9 depending on the faction) and the second one from the
secret tech tree (Tier 9) provide additionally each +150 energy as bonus income per turn.
UNIT PRIORITIES
AI priority to build Tier 3 and Tier 4 units is increased for all difficulties. There are minor changes to
build priorites for Tier 1 and Tier 2 units.
As Veteran and Champion level units are considered as new unit types for the AI, the maximum pro-
portion for units of one type that the AI can built is reduced to 0.15 (from 0.2).
DOOMSDAY
The priority of the final doomsday tech is increased. The AI is now able to build doomsday structures
also in smaller cities. For Very Hard and Extreme AI the cost for doomsday structures and for the final
doomsday operation is decreased.
MOD COST
Upgrading units with mods costs only cosmite but no energy. The purpose of this change is to make it
easier for the AI to mod its units even if it is low on energy. It applies also to human players, though.
II – Balance Changes
Champion level units are extremley valuable in the Adventure Mod. This makes abilities with instant -
kill chance too powerful. Thus for balancing reasons, most of these abilities and operations simply
cannot target Champion level units.
Some of the operations are handled differently though: Instead of killing the target they now apply the
new Incapacitated status effect. Incapacitated cannot be removed and works otherwise the same way
as Concussion; i.e. the affected unit can’t take any action for the duration of the effect. The operations
that are changed this way are listed below:
Cost
PsiTec Cerebral Execution: Target Biological or Cyborg non-Commander unit
Energy: 60
has a 16 Psionic strength chance to be Incapacitated for 3 turns. If this fails,
OP: 5
it is Incapacitated for 1 turn instead.
Expedite Doom: Enemy units in a 2 hex radius suffer 25 Entropy damage.
Energy: 100
Tier I, II and III units with Doomed, Fatalism or Adversity have an 8 Entropy
OP: 8
strength chance to be Incapacitated for 3 turns.
Dimensional Collapse: Collapse reality around the target. It suffers 30 Ki-
Energy: 60
netic damage and has a 12 Kinetic strength chance to be Incapacitated for 3
OP: 5
turns. If this fails, it is Incapacitated for 1 turn instead.
Mass Driver Cannon: The Mass-Driver cannon accelerates a particle to a
fraction of light speed. It has a 12 Kinetic strength chance to apply Incapaci- Energy: 60
tated to targeted unit in the center. Additionally, it deals 25 Kinetic damage OP: 4
in a 1 hex radius of effect and causes Massive Impact.
The increase in the experience cap makes abilities that allow units to gain experience faster much
stronger. These abilites are slightly nerfed:
Heroes and units require overall less experience to gain levels or ranks. The tables below shows the
experience required to get to the next rank:
The following values describe how much experience is overall needed to reach a particular hero level:
Heroes 1 2 3 4 5 6 7 8 9 10
Level 1-10 0 8 18 30 44 58 74 90 108 126
Level 11-20 146 166 186 208 230 252 276 300 324 350
PERKS
Commander loadout perks give the leader not only weapons or vehicles but also basic skills. With the
change to hero skills these perks are adapted as well. The updated perks provide mostly general buffs
rather than skills.
Basic Equipment -
Close Combat Equipment +5% damage with melee weapons, +5 HP
Assault Equipment +5% damage with ranged weapons, +5 HP
Sharpshooter Equipment +5% damage with ranged weapons, +5% accuracy
Assault Vehicle Piloting skill, +10 HP when in a vehicle
Support Vehicle Piloting skill, +10 HP when in a vehicle
III – Minor supplementary Changes
OPERATIONS
Operation Cost
Energy: 60 (75)
Resurgence (Celestian)
OP: 4 (6)
Energy: 60 (75)
Create Phase Echo (Voidtech)
OP: 4 (6)
Energy: 60 (75)
Xeno Containment Strike (Xenoplague)
OP: 4 (6)
The starting unit composition is more random. A standard size starting army consists of 2 scouts, 2
Core units (non-scout), a secret tech unit and another Tier II unit. This can be either the basic Specialist,
the basic Skirmisher or the unit that gets unlocked through the first unit tech in the faction tree.
The colony ship always lands on a sector that matches the factions preferred terrain or climate. Usually
some surrounding sectors are from the same type as well.
TECH TREE
The tech Environmental Conditioning is no longer part of the economic tech tree. It’s upgrades are
distributed among the other techs in the same Tier (see chapter 4.2).
UNITS
The Anti-Air ability of Reavers is transfered to Reverse Engineers. (The abilites Reverse Engineers get
from leveling up make them predestined for the Anti-Air role.) Mirages gain the Anti-Air ability, too.
Launcher turret mods for the Vanguard Engineer no longer remove its ability to place Gun Turrets.
The Laser Tanks particle and sound effects when fireing its Laser Cannon are redesigned.
IV – Modified Resource Packs
UNITS/MODS
HERO SKILLS
• Definitions_SpeciesFaction.rpk
• Secrettech_Definitions_TechGroups.rpk
• GlobalHeroSkills.rpk
• HeroSkills_SpeciesFaction.rpk
• HeroSkills_SpeciesSecrettech.rpk
• Perks_Loadout_Leaders.rpk
• Perks_Loadout_Leaders_DLC.rpk
ECONOMY
• Structures_Strategic.rpk
• ColonyDefinition_Strategic.rpk
• GlobalSettings_Strategic.rpk
• Economy_Skills_TechGroups.rpk
• SectorDefinitions_Strategic.rpk
• RMG_Sectors_Strategic.rpk
• RMG_Sectors_Strategic_DLC05.rpk
• ColonyUpgrades_Strategic.rpk
• RMG_Definitions_Strategic.rpk
• Definitions_Galactic_Empire.rpk
AI/BALANCE
• StrategicAI.rpk
• AIPriorityDefinitions
• Secrettech_Doomsday_TechGroups.rpk
• Voidtech_Operations_TechGroups.rpk
• Oathbound_Operations_TechGroups.rpk
• Syndicate_Operations_TechGroups.rpk
• Firearms_Operations_TechGroups.rpk
• Assembly_UnitProperties.rpk
• Dvar_UnitProperties.rpk
• KirKo_UnitProperties.rpk
• Shakarn_Operations_TechGroups.rpk
• Upgrades_Laser_UnitProperties.rpk
• Entropy_Operations_TechGroups.rpk
• Heritor_Operations_TechGroups.rpk
• Oathbound_UnitProperties.rpk
• Celestian_Operations_TechGroups.rpk
• Xenoplague_Operations_TechGroups.rpk
• Perks_Background_Leaders.rpk
• Human_Figures.rpk