Picking a faction in a 4X game usually
requires a lot of
consideration. But this
time I didn’t
even have to think about it.
My options were
restricted to Space
Dwarves, Space
Bugs, Space Americans or a group of stoic warrior women with an environmentalist streak who
ride laser-packing dinosaurs. Was there really any choice?
The Amazons are clearly the
best, but I’m
probably not giving the rest
a fair shake.
Every faction has unique
units, techs and
a playstyle that makes them
all tempting.
The insectoid Kir’Ko, for
instance, have a
penchant for psychic
trickery, taking over
minds during the turn-based
tactical
battles. But – laser
dinosaurs!
My army of nature-loving
warriors was
led by Sappho Tori, a premade
character
that I tweaked only a little
bit, providing
her a dinosaur mount straight
away.
Named characters like Sappho
are special
heroic units that lead
armies, annex
territory and influence
battles with
powerful abilities. When they
level up, new
skills can be unlocked,
letting you change
them into a legendary sniper
or giving
them the ability to drive a
huge tank.
Before I could send out this
mighty
army of Amazons and
stampeding
dinosaurs, I still had one
more factiondefining
decision to make: what secret
technology was I
going to pick? These
special projects dole out
flashy abilities
that can be used in combat
and on the
map, as well as giving you a
new path to
victory by letting you
construct a
doomsday weapon. I went with
the
biological nightmare that is
the
xenoplague, which, I would
quickly
discover, is really gross.
In Planetfall, years of
isolation have
ended and the various human,
posthuman
and alien factions of the
universe
are once again travelling
across space,
settling on forgotten worlds
and
competing over territory.
Despite the
stellar setting, Planetfall
is not a space 4X,
as each game takes place on a
single,
randomly generated world.
Sappho and
her pals landed in an
appropriately green
sector of the planet,
surrounded by flora.
The map is a real treat. It’s
a randomlygenerated
jigsaw full of sectors with meandering borders and special traits.
The result, at
least using the default map
settings, is a world that’s
got diversions
and shiny distractions at
every turn,
egging you on to explore
further, but still
manages to look coherent.
Within a short
march from my colony, I found
a mighty
river of magma, a dead city
spread out
across an entire sector and
even a
civilisation of intelligent
fungi.
It didn’t take me long to get
into
trouble. As well as the other
factions to
contend with, marauding
aliens wander
the map in search of fights.
Like any good
tourist, I was heading over
to the
aforementioned river of magma
to soak in
the sights, but I was waylaid
by a group of
angry plants before I could
get there.
EXPLOIT WEAKNESSES
Fights take place on a separate tactical
map informed by the sector
you’re in, so I
found myself in a dense
jungle – the
enemy’s home turf. Age of
Wonders 3’s
tactical maps were more like
conventional
Medieval battlefields, broad
and flat, but
Planetfall’s are much more
elaborate and
put a greater emphasis on
cover and line
of sight. There’s still more
than a hint of
the older games’ combat
systems, but the
sci-fi conceit and abundance
of firearms
means that, at times, it’s
equally evocative
of squad-based tactics games
like XCOM,
though fights are much
shorter.
Even with dinosaurs, it pays
to take a
step back and assess the
enemy. I
absolutely did not do that,
but it’s still a
great idea. Enemies have
various
resistances and weaknesses,
all handy
things to know if you’re
planning on killing
them. Quite a few of my units
had more
than one ability, thankfully,
giving my army
a bit of flexibility straight
away. If an enemy
was weak against melee
attacks, I could
send my pterodactyl in with
its claws. If
they were weak against fire,
it could shoot
them with lasers instead.
Operations really saved my
bacon.
These replace Age of Wonders
3’s spells
and function pretty
similarly. You research
new operations and then cast
them in
battle or on the campaign
map, buffing
units and colonies while
harming enemies.
I was rather partial to the
good old orbital
laser, but my alien plague
came in pretty
handy, too. It poisons
enemies and
spawns a horrible little
parasite who can
join your army after the
battle. In only a
handful of turns, I already
had several fun
super weapons to play around
with.
For reaching the magma river
and
surviving a few battles –
just – I rewarded
my army with an upgrade.
Every unit can
be augmented with mods,
giving them
new characteristics and
abilities, like a
jetpack that makes the unit
more mobile
in combat. Thanks to the
xenoplague
secret technology, I was able
to research
plague pods, giving my units
the ability to
lob toxic projectiles at
enemies.
Leaders can be enhanced even
more
with weapons, gear and
mounts. For my
basic rangers, it was an
obvious upgrade,
but the mod system appears to
be as
much about specialising, not
just making
your units better.
Planetfall seems to have hit
the sweet
spot when it comes to unit
customisation.
Instead of making lots of
tiny, incremental
tweaks, you’re adding a small
number of
mods that can significantly
change the
unit. It’s hard to get
excited about a two
per cent damage boost, but
the ability to
fly and a new weapon with
lots of handy
effects? That’s a bit more
exciting.
As well as exploring, I was
expanding
my borders. Expansion in
Planetfall is
methodical, and instead of
growing your
borders through influence or
culture, you
annex sectors, specialising
them for
things like industry and
agriculture and
then exploiting what you find
there via
your colony. A higher
population and
additional colonies let you
control more
sectors and increase your
reach. With the
Amazon empire growing, it was
inevitable
that I’d bump into one of the
other factions
that had made the world its
home.
I’d already met the Growth, a
plant-based NPC faction.
Marauding
plants might have beaten me
up a few
times, but the Growth was
actually very
friendly. NPC factions are
indigenous and
aren’t competing in the 4X
competition.
You can wipe them out if
you’re feeling
particularly cruel, but since
the Amazons
seemed pretty in tune with
nature, I opted
to help them instead.
NPC factions dole out quests,
rewarding you with resources
and favour.
The latter fuels diplomacy
and
can be spent on demands, like
asking an
NPC faction to leave a sector
so you can
take it over, or buying
unique units and
mods. In the Growth’s fungal
city, I
purchased some bees, as you
do.
This way you’re not locked
into your
faction’s army. Through
diplomacy and
trade, you can field whatever
you want.
And if you prefer to fight,
you can always
go and conquer a settlement
and use their
buildings to make new troops,
helpfully
shoring up any gaps in your
own faction’s
roster. I only bought those
bees, however,
and while they were very good
bees, they
weren’t exactly
game-changers. Good
mascots, though.
TALK IT OUT
Diplomacy between playable factions is
pretty familiar. You make
pacts, deals and
trade via a diplomacy screen.
They’re a
chatty bunch, always eager to
give you a
call with an update on your
relationship
status. If only this happened
in reality.
“Hey mate, just wanted to let
you know
that we’re still work
acquaintances.”
Given there were also
wandering packs
of NPC aliens looking for a
fight, I didn’t
fancy adding a war on top of
that, so our
relationships
stayed pretty friendly. With
more time and colliding
borders, I’m sure
that would have changed. I
encountered a
few visual bugs, and parts of
the UI are
sorely lacking clarity, but
Age of Wonders:
Planetfall otherwise makes a
very good
first impression. Like its
predecessor, a lot
of the systems serve to prop
up the
engaging tactical brawls, but
it’s a broader
4X with more attention given
to the
empire management and
diplomatic side
of things. Notably, this
doesn’t seem to
have a negative effect on the
pace, at least
in the early stage of the
game, which
moves along briskly despite
all the
additional
distractions.

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