Wait, does the galactic empire mode assign you a leader, rather than letting you create your own?

No, you can totally make your own. As you use them they gain the ability to start as a higher level when you start a new planet. And you can make as many leaders as you want for your empire.

OK, awesome, I just misunderstood your post. Thanks for the clarification!

I’m reading Brandon Sanderson right now and a lot of these terms seem familiar to me. Just coincidence?

I’m just now reading that series too, and the exact same thing caught my eye :)

Which Sanderson series?

Stormlight series

So I’m messing around with the new update and my planet has something called Operational Stockpiles that is supposed to make Tactical Operations free. Am I misunderstanding what a tactical operation is? Because I thought they were the ones you used in combat. But they are not free. Is this a bug or a misunderstanding on my part?

I just poked around a bit and not all the planets have secondary objectives that trigger wins. Not sure of the ratio.

Yeah, the one I’m on now has no special wins, but it’s guaranteed voidbringers, so that’ll do it.

Haven’t read Sanderson, but I wouldn’t be surprised to find out the terms are an homage!

I saw that planet feature and it means the operations don’t cost casting points but they still cost mana (energy) - so you can go crazy with ops if you have the energy

So I am starting this game from the beginning. Is it recommended to start with one of the campaigns to get a feel for how everything works? Are they sort of like tutorials (at least in the beginning)? Thanks.

I was wondering the same thing. I played 20-30 hours on release and have forgotten much of the little I knew.

You can adjust the difficulty for planet games in your empire, so I just started an empire to see how it plays out. So it looks like the per-planet difficulty is always adjustable.

At the empire level, from what I can tell an empire builds up based on accumulation of points and hero growth, and there isn’t a hidden difficulty curve to keep up with. Even if there is, it would seem to be dependent on your growth, not growth/time.

Yup! Dolos (Vanguard) is the tutorial, but some of the others shuffle in new things to play with too.

I’d say the low complexity worlds only switch things up a bit compared to normal games. If you carefully read their rule changes you should be fine.

Unless they’ve done a lot of updating to the campaign, I’d actually recommend just playing the sandbox even if you’re new. You can tweak things to be pretty passive for your “learning” game(s) if you prefer that sort of thing.

Interesting. Well the tooltip says Tactical Operations cost no energy, not no Operation Points. So either the tooltip or the function is incorrect. But you’re right, it’s definitely doing something, just not what it says it does on the tin.

You can actually tell if a quest reward is a vehicle usable by a hero or if the reward is a unit - the quest reward screen will display a little hero helmet on the icon if it’s an item usable by a hero (which includes vehicles). If there’s not little hero helmet it’s a unit.

Note: this is a good example of how the Planetfall UI, despite being a tad busy, does convey a fairly large amount of info to the player. You do have to know how to look for it and interpret what you see, but most info is there on the screen or in the in-game info thingie.

I’m making good progress with my first planet in my Galactic Empire game. I’m part of a fairly strong alliance that should be able to wipe out the remaining two races for victory.

I’m not sure if this was in the game in precisely this way when the game was released, but I love how they handle auto-combat vs. manual combat. If you don’t like your auto-combat result, there is a button to try again that kicks you into manual combat. Brilliant! By nature, I don’t trust auto-combat, but there are so many little battles in the game that it can get super time-consuming to fight them all out. But the AI does respectably well handling my troops in auto-combat, and if it messes up I’ve got a chance to fix it. This is such a nice touch and speeds up things considerably. Now I’m just saving manual combat for the more balanced fights.

Quick question on the new residential sectors: do they stack?

What I mean is, normally you can add 4 sectors to your city core sector for a max of 5 sectors at population 16. If you build a residential sector, it lets you add another sector at pop 20 and another at pop 24, for a total of 6 sectors (plus the core). However, you can build 2 residential sectors so do you get the extra sectors from BOTH residential sectors (which would yield a max city size of 8 sectors plus the core)?