Kir'ko Hive Colony with a Colonizer beetle​

Turn into a proper colony

Move it to a new location (a colonizer will appear)

the population can be absorbed into an existing colony

Approaching an Assembly Outpost​

Here is where your colonists live, and the income from all annexed province sectors is gathered

The Colony Center has a number of inherent economic upgrades to get your economy started independent of annexed sectors.

All Units and Structures are produced at the Colony Center.

Military Structures built at the Colony Core enable the production of higher tier units along with the associated research.

Hold Colony Defense Upgrades

When the Colony Center is taken over by an enemy, all annexed sectors are lost with it.

Production options for the Colony Center​

A Clime (Arcadian, Fungal, Arid, Arctic and Ocean)

A main Terrain Feature (Mountain, Forest, plains, etc). Both affect Resource yields and future exploitation possibilities.

Locations: Landmarks, Dwellings, and Resource Nodes provide flat income, while other structures like visit sites, hazards, spawners have more strategic effects.

Sectors can be owned by both Player Factions as well as by Non-Player Factions and marauders.

Sector Exploitation adds one Colonist Slot of the selected type immediately.

Sectors containing Landmarks have a pre-set exploitation type.

Increasing Sector Level through Research will increase sector yield and colonist slots pending matching Clime and Sector Features.

Exploited Sectors can contain Sector Specialization Structures for additional economic bonuses.

Selecting an Exploitation Type for a Province Sector ​

Sector Level is increased by researching the associated tech in the Society Research Tab, and subsequently building a Level Boost Structure in a Colony Center.

Level Boost Structures upgrade the level of all Sectors with a particular feature within a Colony

For example, one structure may upgrade all mountain sectors, while another upgrades all energy type sectors.

All SSSs are unlocked through Research. There are four per Exploitation type; two get unlocked at Tier 2, the second batch is found at Tier 8 in the Society Tree.

An Exploited Sector can only contain one Specialization Structure. To build additional Specialization structures of the same exploitation type, you will need to add an additional sector of the that type.

The bonus of an SSS scales up with the Sector Level of the sector they are in.

An individual SSS can be built once per colony.

Civil Engineering is an Production SSS, as seen in the Production Development I tech group in Society Research​

Colonizers are now faction specific. Can you tell which is which?​

Hi there, welcome to this week’s Planetfall Journal! Today we’ll take a deeper look at Colonies; This is Part, dealing with Colony structure and development.Colonies contain the population of one of the main races and are the main source of economic wealth for your empire, proving energy, knowledge, food and production. Colonies can cover up to five sectors; the Colony Center and a maximum of four annexed Province Sectors.Your starting colony is placed in the sector where your ship makes planetfall. Additional Colonies can be founded using a colonizer, or taken from enemies. At the start of the game Various independent outposts may be found scattered on the planet.Independent Outposts can be taken through force or by spending influence. When you acquire an outpost you have the option to:Note to AoW3 Players: Independent Colonies play a smaller role in Planetfall. This is due to the interaction and prevalence of NPC Factions and more developed empire building mechanics. Still, conquering an Independent outpost is a great boost for your empire.The Colony Center is the heart of the colony.To exploit the environment around your Colony Center, you need to Annex sectors as a Provinces. Annexing a sector will attach it to a Colony. The number of Sectors a Colony can administer is dependent on the number of Colonists.Colonists Sectors1-5 26-10 311-15 416+ 5Sectors can only be annexed by a colony if they are within two sectors of the Colony Center,as well as being adjacent to another sector of that same colony. Once attached to a colony, the economic potential of a sector can be harnessed.Some sectors can contain a dominant structure, like a landmark or spawner which will need to be taken over by force or diplomacy before the sector can be annexed.Annexing a sector is done by moving a unit onto the sector flag and choosing the ‘Annex Sector as Province to Colony’ button.There are many types of sectors, with different features that affect how they can be usedFor more about the Sector System see this Development Diary. After a Sector has been annexed as a Province, it needs be Exploited by selecting one of the four economic types: Energy, Food, Production or Research.The Sector Level increases the output of an Exploited Sector and makes the effects of any Sector Specialization Structures within it stronger.Tip: Focusing individual colonies on a particular resource type by giving multiple sectors the same Exploitation type is a valid strategy mid game. You only need to build the Level Boost Structures once per colony and also, the sectors themselves boost each other through percentage bonusses. However, don’t over specialize, since part your economy may collapse when losing a Colony.Tip: A sector that doesn’t match with its clime or terrain will produce the same as one that is at the start of the game, however has less economic potential as the game progresses. Some of the faction have terraforming abilities. Plan ahead.After an Exploitation type has been chosen, a Sector can be further specialized by building Sector Specialization Structures (SSS). E.g. a Production Sector can be specialized to provide benefits to Unit Production or Infrastructure Production.Expanding a new Colony will keep you busy for a while, but it is important to start looking for new land to build new colonies in. New Colonies require the production of a Colonizer Unit, which costs population.New Colonies can’t be founded adjacent to another Colony Center, and you’ll need to be careful not to setting on areas where other’s have claims on, as this might lead to war!Food, Production, Colonist Management, Happiness, , The HQ and City Defenses