Planetary Annihilation is a new next generation RTS that takes the familiar gameplay from Total Annihilation and expands it to a planetary scale. From Earth-like planets to Gas Giants and red glowing Lava worlds.
Blow up everything, anywhere; dominate with punishing spacecraft, robots, and other futuristic machines of war. Arm asteroids and send them on planet-destroying collision courses. And take over an entire galaxy in a dynamic single-player mode with procedurally generated content. Don’t just win, annihilate!
Developed for Windows, Mac & Linux, Planetary Annihilation boost incredible graphics with a unique art style. Advanced modding support for modders who would like to create amazing mods and changes to the game and much much more!
Key Features Include:
Epic Single-Player - Galactic War is a twist on traditional real-time strategy campaigns that has players battling across a dynamic galaxy filled with procedurally-generated content. Every playthrough is different. Annihilation is final.
Epic Multiplayer - Play with up to ten friends (or enemies) in massive free-for-all and team-based matches.
Spectate - Spectate matches with a suite of incredible viewing options.
Advanced Command And Control - With intuitive drags and clicks, seamlessly switch between planets, mine resources, create custom unit formations, or pulverize armies.
Dynamic Picture-In-Picture - View and interact with your units on another planet in a second window as you focus and control the action in your primary view.
Instant Replays - View in-match recordings in real-time while matches are in progress. See when a battle turned by rewinding the game to any point or check out the entire match after a game ends.
Smash Planets - Don’t just win, annihilate. End games with the mother of all weapons: an asteroid on a collision course.
While only being given a minor release version bump, this update is one of the most significant in a long time. A really nasty orbital bug is squashed in this release which should mean Queller's invasions are once again as deadly as you remember them from the days of yore. The focus has been on both naval and orbital improvements, with a side of updating the various playstyles to account for balance and meta changes.
Improved decision-making by Gold, Platinum, and Uber about when to expand their naval presence
Gold and Platinum more likely to try and get in the water if they don't have a naval presence but the enemy does
Changed how Gold, Platinum and Uber measure the need for land and naval anti-air defences and units
Ensured Uber Naval is only building land units that are amphibious or hover
Removed Uber Air personality
Platinum and Uber may build an orbital launcher to counter an orbital threat
Fixed Uber MLA still being too paranoid about nukes on planets it hasn't scouted
Uber will only use combat fabbers for minesweeping when it has confirmed the existence of mines
Uber will only build orbital fabbers on multi-planet maps
Corrected missing checks for Platinum in its assessment of whether it needs additional air
Replaced all checks using FocusTargetThreatRatio as it is exhibiting unexpected behaviour
Further checks to prevent overbuilding of air by Platinum and Uber
Uber uses less Gil-E
Slight adjustments to Platinum and Uber's decision-making process about their orbital launcher presence
Protect against some orbital edge cases
Tried to ensure hover and amphibious platoons don't get stuck on islands
Bronze's commander won't continue to build bot factories when alone
Uber will always use its Icarus offensively if it can
Fixed Uber Free-For-All building vehicle factories on islands when playing as the MLA
Tried to avoid Bronze and Silver building titans in response to tiny forces
Allowed the use of hover units in army platoons if they aren't strong enough to operate alone
Removed multi-planet restrictions from Uber's use of naval
Fixed Uber MLA starting naval even if it didn't think it had a naval path from its base
Uber will use the Kestrel alongside the Horsefly
Platinum will use the Kestrel again
Don't check for threats in build conditions running specifically due to the absence of threats
Ensure blind builds designed for game openings are only used where the AI believes it has incomplete information
Platinum and Uber will scout when they have conflicting information about the enemy presence on their planet
Fixed double bot factory openings
Uber will use the Astraeus to more quickly establish its first off-world presence
Uber will set up for scouting faster when it thinks it has arrived on a planet before other players
Tried to ensure a teleporter is always built before a factory when arriving on a new planet
Denser energy plant placement
Gold won't build the Stryker anymore
Overhauled platoons to resolve numerous inconsistencies and timing issues
Low difficulties hoard more air before attacking
All difficulties now prioritise moving armies between planets
Minor adjustment to the size of naval scout platoons at low difficulties
Fixed some instances of advanced factories being incorrectly built on islands
Fixed Bronze Legion teching too early
Bronze and Silver may now run land and air scouting alongside one another
Ensured Bronze and Silver scout with the Marauder
Ensured Silver builds the air units necessary to scout where required even if there's no enemy air presence
Bronze through Uber form naval platoons earlier than before
Uber is slightly more aggressive in forming air-to-ground attack platoons
Ensured mobile artillery ratio checks exclude static artillery
Don't transfer troops from planets that require assistance
Fix a major error preventing the teleportation of troops when alone. This one was really bad, sorry
Planets will send as many troops off-world as they can so long as they don't need them
Uber puts more emphasis on its commander building energy plants
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The Planetary Annihilation Mod Manager for Windows. For Mac and Linux users, please google for "PAMM Cross Platform" and click the first result. Originally...
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