Legion Expansion – Community Faction Mod

Created by the Progenitors in the dying days of the Pro-Com war, the Legion represented humanity’s last ditch effort to defeat the base game Machine Liberation Army (MLA) faction. It failed. When the superweapon was unleashed which disabled the MLA the Legion were not spared. Millennia later they have awoken and seek to win the unwinnable war for which they were created, in memory of their creators.

A labour of love put together over the course of many years, the Legion Expansion introduces over a hundred new units to form an entirely new faction equal in size and scope of the base game. You can use it in multiplayer, or play against the AI in skirmish.

Legion units lack the mobility and numbers of the base game MLA faction, instead their focus is on raw power. While the enemy are many, the Legion units armour is strong and their guns powerful. They do not focus on early raiding or rapid expansion, rather they prepare themselves to strike a single mighty blow that both begins and ends the battle.

Installation

Legion Expansion is installed from the Community Mods recommended tab in-game. AI support is included within the mod for skirmish play, but for enhanced AI try installing the Queller AI mod.

Hosting and Joining Games

To host Legion games ensure the Legion Expansion mod is enabled in Community Mods.

Each time you host a multiplayer Legion Expansion game, PA will upload the server mod to the server so please be patient. The speed at which this occurs depends on your upload bandwidth.

Legion games are shown in the games browser with a red Legion icon.

Community Mods will automatically install Legion Expansion if needed when players join a Legion game.

You can play as Legion by selecting a red Legion Commander in the new game lobby.

Legion Expansion Overview

Playing against the base game Machine Liberation Army (MLA) faction, you’ll often find yourself facing down never-ending swarms of units. Even with some of the most powerful units at your disposal, it can be easy to be overrun by the sheer number of enemy forces.

Each Legion unit has strengths and weaknesses. Experiment with new and different unit combinations to find powerful synergies where your units support each other and become a much deadlier force as a whole. Use every tool and ounce of cleverness at your disposal. Whether it’s scouting with hidden Investigators, jumping over obstacles with Purger boombots, forming strong points with Rampart shield generators, or surgically inserting your forces with flying Comet teleporters to do crippling damage.

A typical game against the base game MLA faction will flow something like this:

  • Early game: Defend against the base game MLA faction mobility advantage
  • Mid-game: Push out with advantage of strong units – defender attacker roles flipped
  • Late game: Advantages and disadvantages normalize as both factions develop to full capacity

Early Game

All that heavy armour and weapons means you’re not as mobile as the base game MLA faction, which means they will have an expansion advantage. Defend your expansions and stabilize your economy. Make use of the very cheap Jackal light laser turret to ward off small numbers of raiding units.

At the same time, you can still surprise the base game MLA faction players with a taste of their own medicine. The Marauder gunship is superb for picking off unguarded fabricators, the Stoke can clean up undefended metal extractors, and at sea the Catfish is great for scouting and exerting pressure.

During this phase you should focus on building up your troop numbers.

Mid-Game

While still outnumbered, your units will be very strong when grouped together to concentrate their firepower against the enemy. With a focus on quality over quantity, you can start to push out and outright threaten the base game MLA faction forces with a quick defeat if they are unable to organize sufficient defense.

Late Game

Your forces should be supplemented with T2 troops now. Whether you pick T2 bots or vehicles will depend on the playstyle you enjoy – both have their strengths and weaknesses. If you have air dominance, consider roasting large groups of enemies with the Salamander heavy bomber.

Changes since recording – Wraith renamed to Spectre, Excalibur renamed to Paladin

Unit Database

https://palobby.com/units

Lore

The Xziphid war was won by the Commanders, intelligent machines created to carry out the bidding of the Progenitors. In the aftermath a number of them broke away, forming the MLA. They took the fight to their former masters and started the Pro-Com war.

Though powerful, the Progenitors could not defeat their own creations. During the peak of the war a new generation of Commander was created, programmed to be be utterly loyal and devoted to their masters and without mercy for the foe. The Legion was born. They had access to the greatest of the Progenitor’s creations, and so for a time the tide seemed to have turned.

But war is won by logistics, and the MLA had spread too far, harvested too much. The Legion fought well but despite many glorious victories in battle they were losing. It was at this point that the Progenitors unleashed their weapon of last resort: a superweapon designed to take out all of their machine creations. The Pro-Com war was over and for millennia the galaxy was quiet.

Then something disturbed the peace and the Legion awoke to find their creators gone, but the hated foe still present. So the Legion marches once more to war, in memory of the creators they still love dearly.

Credits

This project is not the work of one, but of a legion.

nicb1Project Lead / Models
CrembelsConcept Artist
KillerKiwiJuiceModels / Textures / Code / Effects
mgmetal13Textures
zx0Textures
Alpha2546Effects / Balance
PRoeleertUI
wondibleCode
mikeyhCode
QuitchAI / Media
Stuart98Code / Strategic Icons
dom314Effects
ElodeaBalance Lead / Effects / Media
AndreasGBalance Lead
ClopseBalance
GraushweinBalance
N30NPlaytester
QzipcoPlaytester
WPMarshallPlaytester
xankarPlaytester

License

Legion Expansion is dual licensed under the Creative Commons Attribution 4.0 International License and the MIT license for software portions containing JavaScript code.

https://github.com/Legion-Expansion/Legion-Expansion

Galactic War Difficulty, Adding More Maps and AI Overhaul

Introduction

Galactic War is a roguelite campaign for Planetary Annihilation. Starting with only a small amount of tech you battle your away across the galaxy to uncover more, fighting increasingly tough and numerous opponents until you defeat the three enemy factions. Defeat bosses in specific systems and you’ll unlock new starting loadouts which you can use in future campaigns.

This guide will help you pick the right difficulty, explain the factions and unlocks, and also guide you through adding more maps.

Difficulty

The higher you set the AI difficulty the greater its eco modifier, economy handling and general intelligence will be. Normal uses a different set of maps from the other difficulty levels, with far less multi-planet systems.

EasyNormalHardRelentlessAbsurd
Threat assessmentsTerribleTerribleBadBestBest
MicroNoneOKOKBestBest
ScoutingOKBestBestBestBest
Factory build delayLongSomeTinyNoneNone
Expansion delayExtremeLongNoneNoneNone
Avoids eco floatNoNoYesYesYes
Commander retreatsNoYesYesYesYes
MapsSimpleStandardStandardStandardStandard
Difficulty ramp*+0.01+0.01+0.01+0.01+0.02
TurtlesYesYesNoNoNo
Targets weakest CommanderNoYesYesYesYes
T2 delayYesNoNoNoNo
More commandersNoUnlikelyUnlikelyPossiblyLikely
Base eco modifierx0.4x0.5x0.5x0.7x0.8

*The increase applied to the AI’s base eco modifier for each planet you travel from the starting point

System Size

SizeNumber of Planets
Small18
Medium24
Large36
Epic54
Uber78
Vast*108
Gigantic*144
Ridiculous*186
Marathon*234

*added by the Bigger Galactic War mod

Factions

By choosing a colour in the lobby you are choosing a faction. The faction you select will not appear in your war. The only difference between the factions are their boss systems and loadouts, so choose a faction whose boss you wish to avoid, or whose loadouts you have already unlocked.

Loadouts

Your starting loadout determines what units you have access to from the start of the war. You start with one loadout unlocked: the Vehicle Commander. Seven loadouts remain locked. You will unlock them by defeating particular faction bosses.

Each faction has multiple possible boss systems. At the start of a war, one system is selected for each faction. You may not always encounter a boss tied to a locked loadout.

FactionSystemLoadout Unlocked
Legonis MachinaKohrArtillery Commander
EntaraBionic Augmentation Commander of Neutralizing
Agoge
Tau Leporis
Poseidon’s Wrath
FoundationAtlasAir Commander
PatagoniaAssault Commander
Xylcor
Blogar’s Fist
Zeta Draconis
SynchronousCupruBot Commander
Platina
Fier
Safir
Apa
RevenantsAlenquerOrbital Commander
XianyaoGeneral Commander
Epiphany
Varthema
Chernykh

Adding More Maps

Once you’ve played a lot of Galactic War you will have seen all the built-in systems more than once. You might fancy a change, have particular systems you’d like to see, or just want more multi-planet than you get out-of-the-box. To achieve this we will use Shared Systems for Galactic War, a mod which lets you load in TITANS systems, your systems, and systems out of any map pack you lay your hands on.

Installing

Go into Community Mods from the main menu. Click the Available tab and search for “gw”. Select Shared Systems for Galactic War and choose to install it.

Using the Mod

When you go into Galactic War you’ll notice something different.

Galactic War with Shared Systems for Galactic War mod installed

In the bottom left you now choose what systems to load into Galactic War. By default, it has selected the PA category, which are the systems that ship with TITANS. Below that is My Systems, which would load any systems you have created or imported. Default Systems and onwards are categories on the Shared Systems server. These are areas which anyone can upload to (default systems) or are restricted to specific individuals (everything else). I recommend against using these categories for two reasons:

  1. Many of the systems are old and out-of-date
  2. The Shared Systems server is often offline, or when online is slow to load the systems
Loading systems from the cloud

In the screenshot above we see a 0 next to Default Systems and the Go To War button is greyed out. This is because the systems from Default Systems have not completed loading. Given the count of 0, I would assume the server is offline, but even if it were online you wouldn’t be able to play until hundreds of random systems had been loaded.

So how do we add more systems? Simple. Map packs.

Adding Map Packs

Return to Community Mods on the main menu and this time search for “map”. Select the ones you want and click install for each.

Installing map packs from Community Mods

Checking the Contents

If you haven’t used these map packs before you might want to check out what you just installed. The easiest way to do this is to go into the System Editor from the main menu.

Viewing installed systems

Each map pack consists of one or more categories which are displayed as tabs. In addition, you will see My Systems, which are ones you’ve created or imported, and PA, which are the systems that come with the game. Shared should be ignored.

If you want to get an idea of what you’ve added just browse through the selection here and click on a system to get an overview. You’ll be able to see the number of planets, the number of starting locations, planet size, etc. You can always load them in the editor if you want to go in-depth, but this overview should give you an idea of which categories you want to add into your war.

Adding Your Maps to Galactic War

Now everything is loaded all you have to do is pick which ones to use. On the Galactic War screen, you’ll see that it’s not a list of map packs, rather it’s a list of the categories you saw in System Editor.

Loading map packs in Galactic War

Each category displays a system count, in addition, once you select a category the number of multi-planet systems in that category will appear in brackets.

You are free to mix and match the system categories as you wish to get whatever Galactic War experience you want. The important thing is that you should now have a wide variety of exciting systems to play on.

Galactic War AI Overhaul

Once you’ve played enough Galactic War you might want to increase the challenge, or simply inject more variety into your game. The Galactic War AI Overhaul mod adds the following:

  • Faction personalities
  • Customised enemy/sub-commanders
    • Unique model
    • Unique personality
    • Unique colour
    • Fight according to their faction’s preferred style
  • Eight new difficulties suitable for anyone from a new player to a veteran of the game
  • Reduced sub-commander power so they won’t carry the game for you anymore
  • Adds the possibility of multiple factions in a system and an FFA occurring
  • Add support for shared army enemies
  • Bosses are distinctly more difficult than surrounding systems
  • Added planetary intelligence to allow you to make meaningful decisions on the galactic map
  • Randomised spawns so maps remain fresh on replay
  • Uses all game modes:
    • Bounty mode
    • Land anywhere
    • Sudden death
  • You can give the enemy tougher commander units
  • Option to give yourself more starting neutral systems
  • The AI uses tech card buffs
  • Guaranteed loadout to unlock every war
  • New loadouts
  • Unlocks Galactic War’s biggest planetary systems
  • Adds a new faction

Installing

Go into Community Mods from the main menu. Click the Available tab and search for “gw”. Select Galactic War AI Overhaul and choose to install it.

Using the Mod

In the Galactic War lobby you’ll find you have new difficulties available to you:

Difficulties

Where an item is greyed out it means the setting is specific to each Commander, not the difficulty level.

The difficulty in Galactic War AI Overhaul is higher than the base game and higher difficulties assume you have unlocked better loadouts. The number of enemy Commanders will scale much higher than in the base game, so if you select a large galaxy make sure your PC is up to the task.

This mod introduces an option called Easier Start, which allows you to add more neutral systems at the beginning of the war to increase the amount of free tech you receive.

CasualIronBronzeSilverGoldPlatinumDiamondUber
Threat assessments
MicroNoneOKBestBestBest Best Best Best
ScoutingOKBestBestBestBest Best Best Best
Factory build delay SmallNoneNoneNoneNone NoneNone None
Expansion delay None NoneNoneNoneNone NoneNone None
Avoids eco floatNoNoNoNoYesYesYesYes
Commander retreatsNoYesYesYesYesYesYesYes
MapsSimpleStandardStandardStandardStandardStandardStandardStandard
Difficulty ramp*0.050.0750.10.10.150.1750.2N/A
TurtlesYes YesNoNoNoNoNoNo
Targets weakest CommanderNoNo YesYesYesYesYesYes
T2 delay
More commanders Unlikely PossiblyPossibly LikelySomeSeveralPlentyPlenty
Base eco modifierx0.4x0.5x0.6x0.7x0.85x1.0x1.2x10

*The increase applied to the AI’s base eco modifier for each planet you travel from the starting point

Factions

Play as whichever faction you find hardest to beat so that you don’t have to face them. Remember that your sub-commanders will play according to faction preference, so make sure to provide them with the necessary tech.

While each faction has a preference in how it plays, each Commander within that faction will play slightly differently.

Legonis Machina logo

Legonis Machina

  • Focuses on land units
  • The closest faction to the skirmish AI
Foundation logo

Foundation

  • Focuses on air and naval units
  • Can often be the easiest faction to face early
Synchronous faction logo

Synchronous

  • Uses a balance of all unit types
  • A jack of all-trades but a master of none
Revenants logo

Revenants

  • Focuses on orbital units
  • Harder to beat on multi-planet systems
Cluster faction logo

Cluster

  • Workers focus on structures and bots
  • Soldiers focus on factories and tanks

Queller AI Mod for Multiplayer and AI Skirmish

Introduction

Your Queller AI is literally best teacher there is when it comes to pure learning how to play this game, especially [the] basics

B13, Uber rank

This guide will walk you through the installation, configuration and use of the Queller AI mod. This mod is a total overhaul of the AI. It covers a wider range of difficulties than TITANS, from easier to harder (Casual to Uber), all of which play in a more humanlike fashion than their TITANS counterparts. It features complete support for the Legion Expansion.

Queller AI uses the AI Compatibility Framework to allow you to play it alongside the TITANS AI. Want a mix of TITANS and Queller in one game? You can do that.

Once installed, Queller AI will work in any game you host. Other players do not need the mod installed.

The Queller AI has no effect on Galactic War, for that you should refer to the Galactic War AI Overhaul.

Why the Queller AI?

There are a number of reasons why you might be looking to upgrade the TITANS AI:

  • You can beat the AI on absurd
  • You can’t beat the AI on a single planet, but on multi-planet systems it’s too weak for you
  • The difficulty jump from Normal to Hard is too big
  • You want something that plays a bit more like online human players would

The Queller AI is designed to resolve all of these issues, be it giving you a larger challenge, smoothing out the difficulty curve, invading more often on multi-planet maps, or just using the units a human would at that skill level.

The Queller AI will be useful to you no matter your level of skill.

Installation

The Queller AI is available to install through the game’s built in Community Mods manager for anyone who has Planetary Annihilation: TITANS. It is not available for classic owing to differing units and balance. You will need to enable Community Mods.

Choosing a Difficulty

You should download and install this mod via the Planetary Annihilation TITANS in-game Community Mods.

Casual

Queller AI Casual difficulty
  • Economy first opening
  • One army
  • Techs as soon as possible
  • Goes orbital as soon as possible
  • Turtles
  • Poor troop selection
  • Barely scouts
  • Doesn’t adapt to what the enemy is doing
  • Loves fabbers
  • Loves static defence/offence
  • Poor use of fabbers
  • Poor economy handling
  • No micro
  • Terrible threat assessments

Bronze

Queller AI Bronze difficulty
  • Factory first opening
  • One army
  • Techs as soon as possible
  • Will go orbital if it can
  • Expands slowly
  • Poor troop selection
  • Barely scouts
  • Doesn’t adapt to what the enemy is doing
  • Loves fabbers
  • Loves static defence/offence
  • Poor use of fabbers
  • Average economy handling
  • No micro
  • Terrible threat assessments

Silver

Queller AI Silver difficulty
  • Factory first opening
  • Few armies
  • Will tech if it can
  • Will go orbital if it can
  • Expands slowly
  • Poor troop selection
  • Barely scouts
  • Doesn’t adapt to what the enemy is doing
  • Likes fabbers
  • Likes static defence/offence
  • Average economy handling
  • Average micro
  • Poor threat assessments

Gold

Queller AI Gold difficulty
  • Smart factory first opening
  • Many armies
  • Will tech if it can
  • Will go orbital if it can
  • Expands OK
  • OK troop selection
  • OK scouting
  • Some adaption to its opponent’s play
  • Dislikes fabbers
  • Appropriate use of static defence/offence
  • Average economy handling
  • Average micro
  • OK threat assessments

Platinum

Queller AI Platinum difficulty
  • Smartest factory first opening
  • Unlimited armies
  • Techs quickly
  • Goes orbital smartly
  • Expands quickly
  • Good troop selection
  • Good scouting
  • Smartly adapts to its opponent’s play
  • Good fabber to troop balance
  • Appropriate use of static defence/offence
  • Good economy handling
  • Best micro
  • Great threat assessments

Uber

Queller AI Uber difficulty
  • Smartest factory first opening
  • Unlimited armies
  • Techs quickly
  • Goes orbital smartly
  • Expands quickly
  • Good troop selection
  • Good scouting
  • Smartly adapts to its opponent’s play
  • Good fabber to troop balance
  • Appropriate use of static defence/offence
  • Good economy handling
  • Best micro
  • Great threat assessments

Subpersonalities

By default, Queller AI at Uber level will adapt its play to try and suit the system and the opposition it faces. You can use subpersonalities to customise Queller’s game to your liking or help it play better where it’s making poor strategy choices.

1v1

  • Slower to enter orbital

Bot

  • Doesn’t build vehicle factories

Free For All

  • More cautious about engaging in battle
  • Techs earlier
  • Orbital earlier
  • Avoids antagonistic scouting raids

Rush

  • Techs late
  • Slower to enter orbital

Tank

  • Doesn’t build bot factories

Turtle

  • More likely to build defences at its expansions
  • More likely to build titans

Suggested Difficulty

Below are recommendations for the difficulty you may wish to start on based on what you set the TITANS AI to, or your ladder ranking.

When you need to increase the challenge but don’t want to increase the difficulty, give the AI an eco-boost rather than adding more AIs. Not only will this be better for the sim, but will also stop the problem of there being fewer resources to go around for the AI which in turn makes it easier to beat.

TITANSQuellerEco
NormalCasual1.0
HardSilver1.0
RelentlessGold0.8
AbsurdGold1.0
LeaguePlacementDifficultyEco
BronzeLowBronze1.0
BronzeMidSilver1.0
BronzeHighGold1.0
SilverLowPlatinum1.0
SilverMidUber1.0
SilverHighUber1.2
GoldAnyUber1.4
PlatinumAnyUber1.6
UberAnyUber 1.8
Modifying the eco rate

Spawns

The spawn the AI starts in and the profile used can make a big difference, even for symmetrical 1v1s. If you find the AI too easy on a map, try a different spawn point for it. And don’t use Bedlam, the AI’s forces struggle to pathfind on this map.

Be sure to follow the recommended number of players for any map. Remember that the number of players actually relates to the number of armies.

Thanks To

  • Sorian of Planetary Annihilation Inc for:
    • making his AI moddable
    • answering my questions
    • taking on suggestions
    • fixing bugs as they come up
    • adding cool new features which make the AI increasingly smart
  • wondible for his creation of the AI Showdown tool
  • mikeyh for writing the Javascript for loading Queller’s personalities
  • alpha2546 for extensively playtesting Queller during Legion development
  • Everyone who has helped with translations:
    • K-Orthic | Gamax
    • gmase
    • PRoeleert
    • R.O.S.S
    • DeathByDenim
    • River
    • Felix Köhler
    • tunsel
    • omylist
    • IPWIW
    • Fred
    • CmdrEdem
    • something more than human
    • Linus Petersson
    • Spassky
    • Craeox
    • sevmek
    • fera
  • PA Inc for including Queller in its professional translation project
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