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renamed to Clone Angst


** [[QuantumMechanicsCanDoAnything Voidtech]]: Focuses on a variety of features that let your units [[IntangibleMan walk through cover]] or [[HomingProjectile shoot through cover]], [[SendInTheClones making phantom copies of your units]] or [[CloningBlues your citizens back at home]], and messing around with [[TimeMaster time]] and [[TeleportersAndTransporters space]] in general.

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** [[QuantumMechanicsCanDoAnything Voidtech]]: Focuses on a variety of features that let your units [[IntangibleMan walk through cover]] or [[HomingProjectile shoot through cover]], [[SendInTheClones making phantom copies of your units]] or [[CloningBlues your citizens back at home]], home, and messing around with [[TimeMaster time]] and [[TeleportersAndTransporters space]] in general.
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* ACommanderIsYou: Much like the fantasy Age of Wonders games, your commander, units, and abilities are generally customized by two factors, their racial background and their specialty. Instead of fantasy hero classes like "Rogue," the specialty of your commander is based on what "Secret Technology" you possess.

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* ACommanderIsYou: Much like the fantasy Age ''Age of Wonders Wonders'' games, your commander, units, and abilities are generally customized by two factors, their racial background and their specialty. Instead of fantasy hero classes like "Rogue," the specialty of your commander is based on what "Secret Technology" you possess.



* MagicFromTechnology: You don't cast "spells" in this game, but you do use "Operations" which are functionally identical to the spells of the fantasy Age of Wonders games, right down to the "casting limit" during combat. They're divided into Tactical Operations (which you deploy during a battle), Strategic Operations which affect the larger world map, and "Doctrine" operations which enhance your empire as a whole.

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* MagicFromTechnology: You don't cast "spells" in this game, but you do use "Operations" which are functionally identical to the spells of the fantasy Age ''Age of Wonders Wonders'' games, right down to the "casting limit" during combat. They're divided into Tactical Operations (which you deploy during a battle), Strategic Operations which affect the larger world map, and "Doctrine" operations which enhance your empire as a whole.



* RecurringElement: It's an Age of Wonders game, so of course it has giant, hyper-aggressive penguins. Unlike the implied demonic origin of the fantasy version, this game's incarnation is the result of a project to adapt Earth species to hostile alien environments GoneHorriblyRight.

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* RecurringElement: It's an Age ''Age of Wonders Wonders'' game, so of course it has giant, hyper-aggressive penguins. Unlike the implied demonic origin of the fantasy version, this game's incarnation is the result of a project to adapt Earth species to hostile alien environments GoneHorriblyRight.
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Blade On A Stick has been disambiguated


* BladeOnAStick: Mounted Amazon troops often wield energy spears.

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Moved over from YMMV page.


* AmazonBrigade: The Amazons are an all-female faction of bio engineers that fill the SpaceElves niche in the game. While their humanoid units are visibly female, their heavy units are all [[AttackAnimal living creatures modified with modern weaponry]].

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* AmazonBrigade: The Amazons are an all-female faction of bio engineers bioengineers that fill the SpaceElves niche in the game. While their humanoid units are visibly female, their heavy units are all [[AttackAnimal living creatures modified with modern weaponry]].



* ArtificialBrilliance: The tactical AI coordinating the movement of units outside of battles can competently execute a surprising number of nasty tactics. Standout examples include launching diversionary invasions while sending elite armies to capture poorly-defended cities on the opposite end of their target's empire, evacuating seriously threatened cities and then swarming the invaders once they're too deep in enemy territory to retreat, and hiding ambushes on the far side of teleporters. At the strategic level, the AI will iteratively improve its unit mods based on performance and will steadily expand until all available land on any given map is colonized, though both processes only shine on the highest difficulties, where the AI receives enough free resources to afford all of the mods and Colonizers.



* ArtificialStupidity: The strategic AI often leaves much to be desired in terms of willingness to take risks and choosing and changing unit mods, and while the tactical AI is often considered to be an overall improvement over previous games, it still struggles with certain unit abilities and often insists on using up every single secondary and tertiary ability on each and every unit over the often more effective primary attacks. Notable offenders in this regard are Vanguard Troopers, Syndicate Indentured and pretty much any unit that has a grenade or grenade-like ability (either innate or acquired through mods and gear), who will often suicidally rush the nearest enemy in an effort to rid themselves of their grenades asap, or units like Shakarn Tacticians, Syndicate Overseers and Heritor Siphoners, who have a tendency of obliviously and blindly applying their ExtraTurn abilities to units that still have at least one action point left, and only rarely using it on a unit that has none remaining.



* AwesomeButImpractical: Tier 4 units (Sonokarn, Zenith and the like) require a significant investment to field and have a cosmite upkeep cost. Many experienced players simply forego researching them in favor of powering up their lower tier units.

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* AwesomeButImpractical: Tier 4 Unlike other 4X games like ''VideoGame/{{Civilization}}'', each and every single unit class is unique. Earlier-tier units (Sonokarn, Zenith aren't replaced by stronger variations of basically the same thing as more stuff is researched. Stuff like Vanguard Troopers will ''always'' be in vogue, and with proper modding support they can take down things a lot bigger than them. Later-tier units, on the other hand, will become prohibitively expensive in production cost, energy cost and upkeep and the like) require a significant investment need for Cosmite to field build them ''without'' the necessary mods, which costs even more Cosmite and energy. This means that tried-and-true squad builds from the early game, which will come out hand-over-fist with later-game income supporting them, will often take precedence over the bigger, badder units.
** This is only mostly true however in short, rush-based games, due to the concept of "Stack Density". A group of T3 units is inherently "denser" and concentrates more force in a given area than one made entirely of T1 and T2 units, and even one T3 unit with three cheap mods can be an excellent force multiplier in the mid or (assuming you went for a tech rush) early game. During particularly long matches, a player focused on building more T3s can potentially easily dominate stacks full of even modded T1s and T2s without suffering too much attrition, forcing the other player to be more tricky and underhanded with their approach.
** T4 units, as purely combat units. There ARE ways to get them out much easier: the vehicles can serve as mounts for heroes once they unlock Advanced Piloting, they can be bought as NPC/Dwelling purchases, or conjured as rare summons from the Amazon "Clone Predators" operation, or the respective Psynumbra/Celestian T4 Special Operations. Building them, on the other hand, is incredibly costly in Production, Energy and Cosmite (which they also cost every turn in maintenance), making amassing armies of them impractical even on the largest and resource-abundant maps. Many
have a cosmite upkeep cost. Many experienced players simply forego researching extremely strong abilities which are otherwise inaccessible however; the key is to integrate them in favor armies of powering up their lower tier units.lesser troops as powerful support units.
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* ArtificialZombie: These make up the bulk of the Assembly's troops; they can install cybernetics in corpses, even on the battlefield, to create throwaway suicide troops. To a lesser extent, the Paragon troops are this as well; their basic troopers are mindless, make the "argh" zombie noises when selected and they often have rotted faces. The difference is that Paragon are all former Imperial nobility (or their servants) who kept themselves alive with cybernetics, so they're not undead so much as ''really'' old.

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* ArtificialZombie: These make up the bulk of the Assembly's troops; they can install cybernetics in corpses, even on the battlefield, to create throwaway suicide troops. To a lesser extent, the Paragon troops are this as well; their basic troopers are mindless, make the "argh" zombie noises when selected and they often have rotted faces. The difference is that Paragon are all former Imperial nobility (or their servants) who kept themselves alive with cybernetics, cybernetics that have degraded over time, so they're not undead so much as ''really'' old.



* ChainLightning: One Quartzite unit uses this as a regular attack. Syndicate and Assembly players in the late game can also make use of a weapon mod that upgrades their Arc units to do this with their attacks. One of the stronger Psynumbra units is infamous for also having an attack that functions like this, but uses [[ArmorPiercingAttack psychic energy]] instead of electricity.

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* ChainLightning: One Quartzite unit uses this as a regular attack. Syndicate and Syndicate, Assembly and Oathbound players in the late game can also make use of a weapon mod that upgrades their Arc units to do this with their attacks. One of the stronger Psynumbra units is infamous for also having an attack that functions like this, but uses [[ArmorPiercingAttack psychic energy]] instead of electricity.
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* AntiFrustrationFeatures: The game expands upon this a little further than the previous title in the series, adding a button to undo the last movement action of a unit in tactical combat (provided they did not use any other ability or take damage in the process) in the event of movement misclicks, and a button after combat to retry the battle manually if autoresolve kills your favorite unit or you think you can do better on the second try.
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* ArtificialAnimalPeople: The Therians were once humans before they were experimented on with animal DNA and became animal-human hybrids. They were used in experiments to cure diseases and create superior beings until their first test subject, known as "The Deer", exposed the horrible truth of the experiments. Since the shutdown of these horrid projects, they occupied many planets as refugees, belonging to neither human nor animals and are no longer welcome in society, yet remain positive on life.
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* ColourCodedForYourConvenience: Attacks and hazards are colored based on their damage type: [[FireIsRed Thermal attacks are red]], [[YellowLightningBlueLightning Arc is blue]], [[TechnicolorToxin Biochemical is green]], Kinetic is yellow, [[TechnicolorMagic Psionic is purple]], and Entropy is dark blue. The two notable exceptions are Celestian Psionics, [[GoldAndWhiteAreDivine which are gold/white colored befitting their theme as a religion based around light]]; and Shakarn Sonic/Omni weapons, which mix Kinetic and Thermal damage and use Kinetic yellow ability icons, but use teal/cyan/lavender colours for their firing effects.

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* ColourCodedForYourConvenience: Attacks ColourCodedElements: Attacks, hazards, weapons and hazards even some units are colored based on their damage type: [[FireIsRed Thermal attacks are red]], [[YellowLightningBlueLightning Arc is blue]], [[TechnicolorToxin Biochemical is green]], Kinetic is yellow, [[TechnicolorMagic Psionic is purple]], and Entropy in the expansions is dark blue. The two notable exceptions are Celestian Psionics, psionics, [[GoldAndWhiteAreDivine which are gold/white colored befitting their theme as a religion based around light]]; and Shakarn Sonic/Omni sonic/omni weapons, which mix Kinetic and Thermal damage and use Kinetic yellow ability icons, but use teal/cyan/lavender colours a mix of teal, cyan and lavender for their firing effects.
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''Age Of Wonders: Planetfall'' is a TurnBasedStrategy game, developed by Triumph Studios and published by Creator/ParadoxInteractive. Unlike the [[VideoGame/AgeOfWonders previous]] [[VideoGame/AgeOfWonders3 games]] in the series, it is no longer just [[FantasyVideoGames fantasy]], but rather ScienceFantasy. It is also not set in the future of the original games' timeline, like ''VideoGame/EndlessSpace'' to ''VideoGame/EndlessLegend'', but operates in a whole new continuity instead, with the original races not getting carried over (though some of the old races have {{SpiritualSuccessor}}s such as the Shakarn being similar to Lizardmen).

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''Age Of Wonders: Planetfall'' is a TurnBasedStrategy game, developed by Triumph Studios and published by Creator/ParadoxInteractive. Unlike the [[VideoGame/AgeOfWonders previous]] [[VideoGame/AgeOfWonders3 games]] in the series, it is no longer just [[FantasyVideoGames fantasy]], but rather ScienceFantasy. It is also not set in the future of the original games' timeline, like ''VideoGame/EndlessSpace'' to ''VideoGame/EndlessLegend'', but operates in a whole new continuity instead, with the original races not getting carried over (though some of the old races have {{SpiritualSuccessor}}s spiritual successors such as the Shakarn being similar to Lizardmen).
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typo fix


''Age Of Wonders: Planetfall'' is a TurnBasedStrategy game, developed by Triumph Studios and published by Creator/ParadoxInteractive. Unlike the [[VideoGame/AgeOfWonders previous]] [[VideoGame/AgeOfWonders3 games]] in the series, it is no longer just [[FantasyVideoGames fantasy]], but rather ScienceFantasy. It is also not set in the future of the original games' timeline, like ''VideoGame/EndlessSpace'' to ''VideoGame/EndlessLegend'', but operates in a whole new continuity instead, with the original races not getting carried over (though some of the old races have {{SpiritualSucessor}}s such as the Shakarn being similar to Lizardmen).

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''Age Of Wonders: Planetfall'' is a TurnBasedStrategy game, developed by Triumph Studios and published by Creator/ParadoxInteractive. Unlike the [[VideoGame/AgeOfWonders previous]] [[VideoGame/AgeOfWonders3 games]] in the series, it is no longer just [[FantasyVideoGames fantasy]], but rather ScienceFantasy. It is also not set in the future of the original games' timeline, like ''VideoGame/EndlessSpace'' to ''VideoGame/EndlessLegend'', but operates in a whole new continuity instead, with the original races not getting carried over (though some of the old races have {{SpiritualSucessor}}s {{SpiritualSuccessor}}s such as the Shakarn being similar to Lizardmen).
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Planetfall has too many soft sci fi elements and space magic (psionics) to be 'wholly sci-fi'


''Age Of Wonders: Planetfall'' is a TurnBasedStrategy game, developed by Triumph Studios and published by Creator/ParadoxInteractive. Unlike the [[VideoGame/AgeOfWonders previous]] [[VideoGame/AgeOfWonders3 games]] in the series, it is no longer [[FantasyVideoGames fantasy]], but wholly [[ScienceFictionVideoGames sci-fi]]. It is also not set in the future of the original games' timeline, like ''VideoGame/EndlessSpace'' to ''VideoGame/EndlessLegend'', but operates in a whole new continuity instead, with the original races not getting carried over.

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''Age Of Wonders: Planetfall'' is a TurnBasedStrategy game, developed by Triumph Studios and published by Creator/ParadoxInteractive. Unlike the [[VideoGame/AgeOfWonders previous]] [[VideoGame/AgeOfWonders3 games]] in the series, it is no longer just [[FantasyVideoGames fantasy]], but wholly [[ScienceFictionVideoGames sci-fi]]. rather ScienceFantasy. It is also not set in the future of the original games' timeline, like ''VideoGame/EndlessSpace'' to ''VideoGame/EndlessLegend'', but operates in a whole new continuity instead, with the original races not getting carried over.
over (though some of the old races have {{SpiritualSucessor}}s such as the Shakarn being similar to Lizardmen).
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** At the end of their campaign, the Shakarn expeditionary forces end up in this position [[spoiler: due to their homeworlds and their entire empire having been eaten by the Voidbringers]].

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* ColourCodedForYourConvenience: Attacks and hazards are colored based on their damage type: [[FireIsRed Thermal attacks are red]], [[YellowLightningBlueLightning Arc is blue]], [[TechnicolorToxin Biochemical is green]], Kinetic is yellow, [[SupernaturalIsPurple Psionic is purple]], and Entropy is dark blue. The two notable exceptions are Celestian Psionics, [[GoldAndWhiteAreDivine which are gold/white colored befitting their theme as a religion based around light]]; and Shakarn Sonic/Omni weapons, which mix Kinetic and Thermal damage and use Kinetic yellow ability icons, but use teal/cyan/lavender colours for their firing effects.

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* ColourCodedForYourConvenience: Attacks and hazards are colored based on their damage type: [[FireIsRed Thermal attacks are red]], [[YellowLightningBlueLightning Arc is blue]], [[TechnicolorToxin Biochemical is green]], Kinetic is yellow, [[SupernaturalIsPurple [[TechnicolorMagic Psionic is purple]], and Entropy is dark blue. The two notable exceptions are Celestian Psionics, [[GoldAndWhiteAreDivine which are gold/white colored befitting their theme as a religion based around light]]; and Shakarn Sonic/Omni weapons, which mix Kinetic and Thermal damage and use Kinetic yellow ability icons, but use teal/cyan/lavender colours for their firing effects.



* SupernaturalIsPurple: The most outwardly supernatural elements in the game are [[PsychicPowers Psionic]] and [[EntropyAndChaosMagic Entropy]], which are respectively color-coded as purple and dark blue.


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* TechnicolorMagic: The most outwardly supernatural elements in the game are [[PsychicPowers Psionic]] and [[EntropyAndChaosMagic Entropy]], which are respectively color-coded as purple and dark blue.
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removed because Bald Women is being disambiged


* BaldWoman: The last hair style option for female heroes is a bald head.
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* {{Sexbot}}: The E:Bot - ROY-2 and EMMA-3 are robots built for personal service and pleasure. As combat units, the E:Bots raise morale to adjacent allies and can emit pheromones to debilitate enemies. For example, ROY-2 emits distracting pheromones that cause attacks to more likely fumble, while EMMA-3 emits love pheromones that mind control your target.
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** [[TheCracker Synthesis]]: A cybernetics-focused technology tree that lets you Integrate all of your biological, mechanical and cyborg units into an AI network, providing them with a wide variety of buffs via certain Synthesis-exclusive operations and units. They also have a plethora of options for hacking and debuffing enemy mechanical and cyborg units, but despite being advertised as one of Synthesis' main selling points, it is ultimately secondary or even tertiary to the Integration mechanics and operations.

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** [[TheCracker Synthesis]]: A cybernetics-focused technology tree that lets you Integrate all of your biological, mechanical and cyborg units into an AI network, providing them with a wide variety of buffs via certain Synthesis-exclusive operations and units. They also have a plethora of options for hacking and debuffing enemy mechanical and cyborg units, but despite being advertised as one of Synthesis' main selling points, it is ultimately secondary or even tertiary to the Integration mechanics and operations. Back home at your cities, Synthesis doctrines and upgrades make your society much more efficient overall with energy, production and the like.
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* EarthShatteringKaboom: [[DownplayedTrope Downplayed]] in the form of a ''mountain''-shattering kaboom the Dvar can use to level an entire freaking mountain range... ''[[MundaneUtility to make room for living space!]]'' They don't use this kaboom to obliterate enemy armies, though the operation to shoot a "land missile" at an enemy army is unlocked with the same technology.

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* EarthShatteringKaboom: [[DownplayedTrope Downplayed]] in the form of a ''mountain''-shattering kaboom the Dvar can use to level an entire freaking mountain range... ''[[MundaneUtility to make room for living space!]]'' They don't use this kaboom to obliterate enemy armies, though the operation to shoot a "land missile" massive ''subterranean torpedo'' at an enemy army is unlocked with the same technology.



* EnergyWeapon: Laser weapons deal Thermal damage and are specialized by the Vanguards and the Amazons.

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* EnergyWeapon: Laser weapons deal Thermal damage and are specialized by a specialty of the Vanguards Vanguard, Amazon and Shakarn. The Promethean secret tech also makes heavy use of these in the Amazons.form of plasma or flame-based weapons that use a fantastical fuel called [=PyrX=].
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Changing outdated info


* SlaveMooks: The Syndicate's basic infantry are bonded slaves, whose service pays off the debt their family accrued. For many of them, that would take multiple generations. They can even turn the infantry of other races into these via the Control Collars mod, or treat other units they make as "indentured" with another mod. (The reason you'd want to do this is there's a few gameplay benefits, like Overseers zapping an Indentured to refresh their action points).

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* SlaveMooks: The Syndicate's basic infantry are bonded slaves, whose service pays off the debt their family accrued. For many of them, that would take multiple generations. They can even turn the infantry low tier biological, cyborg and battlesuit units of other races into these via the Control Collars mod, or treat other units they make as "indentured" with another mod. (The reason you'd want to do this is there's a few gameplay benefits, like Overseers zapping an Indentured to refresh their action points).
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* ReptilianConspiracy: The Shakarn, a new faction in the second DLC ''Invasions'', appear to be heavily based on the 'conspiracy theory' version of this trope. Being a race of lizardmen who lurked outside the fringes of Star Union space, infiltrating Human societies, and stealing their Secret Techs until the collapse of the Union gave them the perfect opportunity to invade. They even have an Infiltrator unit that can mimic T1 and T2 enemy units.

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* ReptilianConspiracy: The Shakarn, a new faction in the second DLC ''Invasions'', appear to be heavily based on the 'conspiracy theory' version of this trope. Being a race of lizardmen who lurked outside the fringes of Star Union space, infiltrating Human societies, and stealing their Secret Techs until the collapse of the Union gave them the perfect opportunity to invade. They even have an Infiltrator unit that can mimic T1 and T2 enemy units.
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De-wick The Reptilians per TRS #2 —some hid on me!


* HumansAreDivided: With the exception of the [[InsectoidAliens Kir'ko]] and [[TheReptilians Shakarn]], every playable race is a HumanSubspecies that emerged after the fall of the Star Union. Four of the seven NPC factions (the Paragon, Spacers, Forgotten and Therians) are also composed of divergent/modified humans. Even the non-human factions all in some way owe what they are to the influence of the Star Union. (The Union created the robots which later became the Autonom, the Growth are the result of experimenting on a form of [[AlienKudzu rapidly growing alien flora]], and they accidentally summoned the Psi-Fish to this world through their [=VoidTech=] experiments.)

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* HumansAreDivided: With the exception of the [[InsectoidAliens Kir'ko]] and [[TheReptilians [[ReptilianConspiracy Shakarn]], every playable race is a HumanSubspecies that emerged after the fall of the Star Union. Four of the seven NPC factions (the Paragon, Spacers, Forgotten and Therians) are also composed of divergent/modified humans. Even the non-human factions all in some way owe what they are to the influence of the Star Union. (The Union created the robots which later became the Autonom, the Growth are the result of experimenting on a form of [[AlienKudzu rapidly growing alien flora]], and they accidentally summoned the Psi-Fish to this world through their [=VoidTech=] experiments.)



* SureLetsGoWithThat: In the Shakarn campaign. When the Shakarn, [[OutsideContextProblem alien]] [[TheReptilians reptilians]], first encounter the Therians, who are [[TranshumanAliens transhuman]] [[BeastMan beast people]], the Therians assume the Shakarn are also bio-augmented humans. The Shakarn leader hastily says they'd prefer not to talk about it, and the Therians, no strangers to being treated as freaks, don't pry any further.

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* SureLetsGoWithThat: In the Shakarn campaign. When the Shakarn, [[OutsideContextProblem alien]] [[TheReptilians reptilians]], LizardFolk, first encounter the Therians, who are [[TranshumanAliens transhuman]] [[BeastMan beast people]], the Therians assume the Shakarn are also bio-augmented humans. The Shakarn leader hastily says they'd prefer not to talk about it, and the Therians, no strangers to being treated as freaks, don't pry any further.



* TakeThat: The flavor text for the [[TheReptilians Shakarn]] technology "Propaganda Propagation" mentions a sleeper agent named "Nolt Drampud". [[spoiler: It's an anagram for "Donald Trump"]]

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* TakeThat: The flavor text for the [[TheReptilians Shakarn]] Shakarn technology "Propaganda Propagation" mentions a sleeper agent named "Nolt Drampud". [[spoiler: It's an anagram for "Donald Trump"]]
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De-wick The Reptilians per TRS


* TheReptilians: The Shakarn, a new faction in the second DLC ''Invasions'', appear to be heavily based on the 'conspiracy theory' version of this trope. Being a race of lizardmen who lurked outside the fringes of Star Union space, infiltrating Human societies, and stealing their Secret Techs until the collapse of the Union gave them the perfect opportunity to invade. They even have an Infiltrator unit that can mimic T1 and T2 enemy units.

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* TheReptilians: ReptilianConspiracy: The Shakarn, a new faction in the second DLC ''Invasions'', appear to be heavily based on the 'conspiracy theory' version of this trope. Being a race of lizardmen who lurked outside the fringes of Star Union space, infiltrating Human societies, and stealing their Secret Techs until the collapse of the Union gave them the perfect opportunity to invade. They even have an Infiltrator unit that can mimic T1 and T2 enemy units.
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* ColourCodedForYourConvenience: Attacks and hazards are colored based on their damage type: [[FireIsRed Thermal attacks are red]], [[YellowLightningBlueLightning Arc is blue]], [[TechnicolorToxin Biochemical is green]], Kinetic is yellow, [[SupernaturalIsPurple Psionic is purple]], and Entropy is dark blue. The two notable exceptions are Celestian psi, [[GoldAndWhiteAreDivine which is gold/white colored befitting their theme as a religion based around light]]; and Shakarn sonic/omni weapons, which mix kinetic and thermal damage and use kinetic yellow ability icons, but use teal/cyan/lavender colours for their firing effects.

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* ColourCodedForYourConvenience: Attacks and hazards are colored based on their damage type: [[FireIsRed Thermal attacks are red]], [[YellowLightningBlueLightning Arc is blue]], [[TechnicolorToxin Biochemical is green]], Kinetic is yellow, [[SupernaturalIsPurple Psionic is purple]], and Entropy is dark blue. The two notable exceptions are Celestian psi, Psionics, [[GoldAndWhiteAreDivine which is are gold/white colored befitting their theme as a religion based around light]]; and Shakarn sonic/omni Sonic/Omni weapons, which mix kinetic Kinetic and thermal Thermal damage and use kinetic Kinetic yellow ability icons, but use teal/cyan/lavender colours for their firing effects.



* SupernaturalIsPurple: The most outwardly supernatural elements in the game are [[PsychicPowers Psionic]] and [[EntropyAndChaosMagic Entropy]], which are respectively color-coded as purple and lavender.

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* SupernaturalIsPurple: The most outwardly supernatural elements in the game are [[PsychicPowers Psionic]] and [[EntropyAndChaosMagic Entropy]], which are respectively color-coded as purple and lavender.dark blue.
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* CyberneticsEatYourSoul: [[DownplayedTrope Downplayed]] by the Assembly despite being [[Franchise/StarTrek Borg]] and [[VideoGame/QuakeII Strogg]] expies, as all of their units retain enough mental capacity and free will to be affected by Psionic status effects and morale. At least half of the Paragon units, on the other hand, are mindless, though that is more due to the degradation of the implants that keep them alive.
* {{Cyborg}}: The Assembly faction consists of these, and to a lesser extent, Synthesis focuses on 'Integrating' your units into a network, though it does not fully turn biological troops into cyborgs. The Paragon NPC faction are also a bunch of decrepit cyborgs.

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* CyberneticsEatYourSoul: [[DownplayedTrope Downplayed]] by the Assembly despite being heavily inspired by the [[Franchise/StarTrek Borg]] and [[VideoGame/QuakeII Strogg]] expies, Strogg]], as all of their units retain enough mental capacity and free will to be affected by Psionic status effects and morale. At morale, and their colonists are still affected by happiness and unhappiness. On the other hand, at least half of the Paragon units, on the other hand, units are mindless, though that is more due to the degradation of the implants that keep them alive.
* {{Cyborg}}: The Assembly faction consists of these, and to a lesser extent, Synthesis focuses on 'Integrating' your units into a network, though it does not fully turn biological troops into cyborgs. The Paragon NPC faction are also a bunch of decrepit cyborgs.
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** The flavour text for one of the objectives the game might give you for a planet in the "galactic empire" mode that came with the Star Kings DLC describes a Heritor envoy who asks you to "bust" (meaning grab or loot in the game's context) resource pickups on the map because [[Creator/NeilCicierega "bustin']] [[https://www.youtube.com/watch?v=0tdyU_gW6WE makes him feel good"]].

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** The flavour text for one of the objectives the game might give you for a planet in the "galactic empire" mode introduced in the free update that came with the Star Kings DLC describes a Heritor envoy who asks you to "bust" (meaning grab or loot in the game's context) resource pickups on the map because [[Creator/NeilCicierega "bustin']] [[https://www.youtube.com/watch?v=0tdyU_gW6WE makes him feel good"]].
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* ReinventingTheWheel: A JustifiedTrope this time around. Research isn't about rediscovering basics for the nth time so much as conquering the challenges of redeploying it on a brand new world when you're starting with nothing but a small colony ship.
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* EarthShatteringKaboom: [[DownplayedTrope Downplayed]] in the form of a ''mountain''-shattering kaboom the Dvar can use to level an entire freaking mountain range... ''[[MundaneUtility to make room for living space!]]'' Why they never use this kaboom on anything other than a mountain range (such as an enemy city) is anyone's guess.
* ElvesVersusDwarves: The Dvar and Amazon both tend to terraform the land. In opposite ways; and the mountains Dvar raise up resist the Amazon's efforts at forestation, meaning the Amazons have reason to strike Dvar quickly before they can damage the land too much. Needless to say, a lot of the lore describes the two as going to war wherever they encounter one another.

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* EarthShatteringKaboom: [[DownplayedTrope Downplayed]] in the form of a ''mountain''-shattering kaboom the Dvar can use to level an entire freaking mountain range... ''[[MundaneUtility to make room for living space!]]'' Why they never They don't use this kaboom on anything other than to obliterate enemy armies, though the operation to shoot a mountain range (such as "land missile" at an enemy city) army is anyone's guess.
unlocked with the same technology.
* ElvesVersusDwarves: The Dvar and Amazon both tend to terraform the land. In land, in opposite ways; and the ways. The Dvar crush mountains Dvar raise up resist down to dust and eventually "fertile plains," or even to barren wastelands with their ultimate unit. This opposes the Amazon's efforts at forestation, meaning the Amazons have reason to strike Dvar quickly before they can damage the land too much. Needless to say, a lot of the lore describes the two as going to war wherever they encounter one another.
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** [[BewareTheMindReader Psynumbra]]: An offensive-focused Psionics technology tree that burns enemy minds and makes ethereal units spawn on the battlefield, born straight out of their regret. Great against anything with a mind, but their Achilles' heel is anything "Mindless" is a lot less likely to care. They also are great at destroying enemy morale in general, making them miss their shots or have rioting in their cities.

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** [[BewareTheMindReader Psynumbra]]: An offensive-focused Psionics technology tree that burns enemy minds and makes ethereal units spawn on the battlefield, born straight out of their regret. Great against anything with a mind, but their Achilles' heel is anything "Mindless" is a lot less likely Even mindless enemies immune to care. They also are great at destroying mental status ailments feel the burn as psionic weaponry blasts straight through enemy morale in general, making them miss their shots or have rioting in their cities.armor and almost nothing resists it.
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* FungusHumongous: A new type of enemy in ''Star Kings'' is Mycelians, which are invading mushrooms infesting gardening robots. They are probably the only cyborg enemy in the game that counts as a plant-type.
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* DeveloperForesight: The archaeological dig sites have branching paths and sometimes different options to choose from, which result in different outcomes. The developers throw in extra options for player characters of a particular race or Secret Technology that can act like an instant win condition, such as Amazons using their Biomancers to perform a flawless autopsy on a dead Tyrannodon rather than the botched job someone else might do.

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* DeveloperForesight: DevelopersForesight: The archaeological dig sites have branching paths and sometimes different options to choose from, which result in different outcomes. The developers throw in extra options for player characters of a particular race or Secret Technology that can act like an instant win condition, such as Amazons using their Biomancers to perform a flawless autopsy on a dead Tyrannodon rather than the botched job someone else might do.



* EvolutionaryLevels: Xenoplague units "evolve" into bigger ones if you have the right tech for it and took the time to infect more units with parasites during battle. This is less about "adaptation" and more about how the Xenoplague units are colony creatures that pile themselves up into a bigger physical form the more biomass they acquire. Psi-Fish and Kir'ko Emergent units also "mature" into a different unit if they reach maximum experience levels.

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* EvolutionaryLevels: Xenoplague units "evolve" into bigger ones if you have the right tech for it and took the time to infect more units with parasites during battle. This is less about "adaptation" and more about how the Xenoplague units are colony creatures that pile themselves up into a bigger physical form the more biomass they acquire. Psi-Fish and Psi-Fish, Kir'ko Emergent and certain animal units also "mature" into a different unit if they reach maximum experience levels.

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