How many annexations can a single colony do? Is it 4 or 5?

Four. 4, 8, 12, 16.

It will say 5/5 when you are full because the central colony counts as one, but you can annex 4, I.E. attach 4 to the central colony.

OK txs.

Are we not able to build a colony on water?

I don’t think so, but you can annex coastal / water regions.

Darn it. That screws up my whole plan for this campaign map.

Well, the only Blizzard-level nerf is to Assimilate (had to nerf it by 50%, someone didn’t math that out properly, oops). Overall a ton of nice changes.

For anyone looking for some clarification about the damage rules, I copied and pasted this shamelessly from elsewhere -

"All attacks have a channel associated with them. All channels have resistances and weaknesses.

When you are attacked, sum up your Armor/Shield/Resistance to the Channel. Designate this value as “Total Defense” or TD.

Damage Taken = Damage Dealt * 0.9^(TD)

Substitute Weakness for Resistance if appropriate; it just acts as negative resistance.

The game does not permit negative values of Armor/Shield – they always bottom out at 0 – but elemental weakness can drag you past this. For negative values of TD, the formula is slightly different, but essentially TD = -1 results in the same increase of damage as TD = 1 caused decrease.

Psionic attacks ignore armor.
Melee attacks ignore shields.
Melee psionic attacks ignore both.
Damage-modded Psionic attacks retain this trait. Some abilities (Phoenix walker’s attacks I think) have a range greater than 1 but are still treated as melee because lol.

This is the value that’s displayed on the attack preview. Flanking increases damage a bit, crits increase it more. Unlike AoW 3, a flanking shot is guaranteed to get all 3 hits in before the unit turns – and Heavy units will not turn to face their attacker at all."

Excellent thanks!

So one of my territories is having a lot of trouble with happiness. I was kind boxed into taking these volcanic regions which is the main reason. But I also see there is some kind of “upkeep” costing me happiness outside of the volcanic stuff, but I can’t find anything that specifically says it costs happiness upkeep when I look at my buildings. What’s going on?

Each population requires happiness upkeep, kind of like Civ games. The larger the city, the more happiness it needs. That’s what you see reflected as the upkeep cost, it’s based on the size of the city.

Ahhh thanks @KevinC . Can you answer another question?

What determines if you get energy/production based unit exploitation/upgrade options?

So when I choose to exploit something and I go the Production route you sometimes get to choose an option at Level 5 whereby Core, Skirmisher, Specialist units cost 30% less and get 3 added armor. For Energy you can sometimes choose +3 shields at Level 5 for Elite units. Is there a unit bonus for research, water, or food too?

What determines if you get to choose those options? I often don’t see them. Why is that?

Some options come from those special facilities, the ones that faction NPCs are guarding. Stuff like +1 armor to all units (production facility), +1 shield to all units (energy facility), etc.

Aside from that, someone else will need to answer. My guess is that it involves the level of Exploitation you’ve researched (Energy I or Energy II) and perhaps the level of the sector? I know Hydro Batteries started becoming available in my water districts once I got the second aquatic exploitation tech.

What are hydro batteries?

Energy exploitation for water sectors.

I wonder if there’s a list of landmark buildings and their bonus’s somewhere?

Landmarks might be listed in the in-game guide. But I don’t believe Hydro Batteries are landmarks - they are just in-sector buildings you can build with the correct tech (I think).

Yeah, they seem to require the Aquatic II tech. I think the same holds true for the other sector exploitations. Elite unit options become available at Production II, I think. I’m not sure if there’s a level requirement for the exploitation as well, or just the tech. I just know they don’t show up until you have that tech.

I’m trying to pay attention to landmarks more, one of them gave my guys 20% improvement in accuracy, which is not insignificant. I seem to recall it was just for the next engagement. I don’t totally track on how this works, can I run them by this landmark again and re-trigger it for them?

They recharge. You can click on them to see how long until it’s ready to buff again.

Oh, well now, that’s sassy. I need to figure out where it is again. For these to work for you do they have to be located in one the sectors you control?