Age of Wonders: Planetfall by Triumph Studios

So the AI is way more aggressive and won’t just sit in/around its cities with army groups. Get to close and they will swarm like ants around your group to take it on.

Thank you for explaining this at depth. Looks like hard is my new default level of difficulty :)

Random minor question of the day: If I lose a unit in a garrison of my city in does the city replace it? Or am I now simply down a man from this point forward on garrison defense? My assumption, and this is entirely a guess, is that the city eventually replaces it.

It will replace it, though I’m not sure how long it takes, now that you mention it. I have a feeling it’s “at the start of the next turn, garrisons replenish” but I’m not for sure, that’s just my gut feeling.

Thanks. I figured it replenished. It would be kind of cool if they didn’t replenish until the next expansion of the city, that way losing garrison units in defense would bring some risks to that city you’d have to consider and perhaps keep a stack near by until it replenished.

Edit: Oh, and over time do these garrison units upgrade as you increase the choices and quality of the units you’re recruiting?

I think there are infrastructure buildings that add higher tier units to your garrison.

Probably right, I’ll pay attention as the campaign progresses improvements to build for garrisons. It’s been a couple months since I last played this one and just started a new campaign so I’ve only at this point got the one city.

Next turn I’m going to see where it shows in the city the garrison defending it so I can see if the units do in fact replenish in one turn (I’m hoping they don’t but I’ll be a bit surprised if that’s not in fact the case).

Hover over colony military power in colony view?

Just checked the Wiki, and it says the militia replenish each turn. Default militia is a couple of core units, and the three military infrastructure buildings add skirmishers, support, elites, and more units.

Been playing this last couple nights since the update, got to say, I’d forgotten just how cool this one is.

Not a bad idea. Makes a certain sense.

I think the current approach works quite well though because it streamlines it.

One possible exploit, that I haven’t used or seen used, is to milk the militia.

So attack one time, kill all but one unit, retreat, wait a turn, repeat.

Seems like a very unsatisfying thing to do but it can be done I think.

Although by that point surely the game is won?

This is correct.

They cost energy upkeep iirc, so the point when they’re most useful, i.e earlier in the game, is the point where they cost the most proportionally.

I think they’re a great buy.

Top end defence buildings get you t3 units as defenders!!

I agree, this is such a great deal. I get units early as garrison defense and of course get to play with them even before I’ve come close to researching the tech to build them.

That and garrisons make siege defense just way more interesting to me. And it was brilliant giving the defender advantages to defense but not just that cumbersome wall in AOW3 that just turned into a bring catapults and launch boulders at the gates every time affair.

Btw, is anyone else seeing some glitching in the combat screen? Like down at the bottom right.

Yeah I have it all along the bottom. TriumphJordi says it’s a known issue and may be because of resizing the window. But I use full screen and it shows up in borderless and windowed for me also.

Yeah, I’m full screen, get it every time in battle screen. No major deal, and good to hear they’re aware of it.

Dumb question of the day: I’m in a skirmish campaign as vanguard. In recruiting a gunship I’m faced with a question: how do you repair it? I know you can mod it with nanite injectors, but what I was wondering is it repairable by engies (I assume not since they’re on the ground and this thing is in the air) or perhaps the PUG can do it once for any member of the team (mechanical or humanoid)?

From memory, it will have some innate healing per turn, 6hp iirc.

And being flying doesn’t affect engineers healing it.

In combat, I believe the PUG healing ability works on all units as well. Plus you have the Nanite Support Station op.

Thanks gents. I just really wanted to make sure I wasn’t missing something obvious as I was contemplating recruiting an engie for a stack that had a gunship in it and that got me to thinking the engie mechanical fixing ability was probably of no use for the gunship so perhaps include a PUG instead.