Difference between revisions of "AI War:Rebelling Human Colony"
(Page was woefully out of date, bad data, etc. Fixed it up, added some strategic notes, fixed some links.) |
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[[Category:AIWar]] | [[Category:AIWar]] | ||
− | + | {{8.024}}<br/> | |
− | {{ | ||
{| | {| | ||
− | |[[File:AIWarRebelColony.png|100px|left|Rebelling Human Colony]] || valign="top" | A formerly captive city filled with living humans. | + | |[[File:AIWarRebelColony.png|100px|left|Rebelling Human Colony]] || valign="top" | A formerly captive city filled with living humans. AI progress will skyrocket by 100 if this is destroyed. |
− | These civilians have decided to rebel, and have erected a temporary invisibility cloak while they call for aid. | + | These civilians have decided to rebel, and have erected a temporary invisibility cloak while they call for aid. |
− | When the cloak dissipates, they'll be vulnerable to attacks from the AI, and surely won't last long. | + | When the cloak dissipates, they'll be vulnerable to attacks from the AI, and surely won't last long. |
− | When the city is captured by the humans, your entire team can use their facilities to build | + | When the city is captured by the humans, your entire team can use their facilities to build rebel ships. |
− | While you hold the planet on which they are located, their invisibility cloak will remain at full power. | + | While you hold the planet on which they are located, their invisibility cloak will remain at full power. |
− | + | Produces: 110 Metal | |
|} | |} | ||
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! [[Ammunition Types and Immunities|Ammo Type]] || {{AlgCtr}} | [[Armor Types and Bonus Damage|Armor Type]] || {{AlgCtr}} | [[Ammunition Types and Immunities|Immunities]] || {{AlgCtr}} | [[Armor Types and Bonus Damage|Damage Bonuses]] | ! [[Ammunition Types and Immunities|Ammo Type]] || {{AlgCtr}} | [[Armor Types and Bonus Damage|Armor Type]] || {{AlgCtr}} | [[Ammunition Types and Immunities|Immunities]] || {{AlgCtr}} | [[Armor Types and Bonus Damage|Damage Bonuses]] | ||
|- | |- | ||
− | | {{AlgCtr}} | || {{AlgCtr}} | Command-Grade || {{AlgCtr}} | Dark Matter Ammo, Fusion Cutters, Attrition, Tractor Beams, Reclamation, Being Scrapped | + | | {{AlgCtr}} | || {{AlgCtr}} | Command-Grade || {{AlgCtr}} | Dark Matter Ammo, Fusion Cutters, Attrition, Tractor Beams, Reclamation, Being Scrapped || {{AlgCtr}} | |
|}<br/> | |}<br/> | ||
{| {{AlgTop}} | {| {{AlgTop}} | ||
! {{AlgCtr}} | [[Armor|Damage]] || {{AlgCtr}} | Attack Range || {{AlgCtr}} | Reload || {{AlgCtr}} | Health || {{AlgCtr}} | [[Armor]] || {{AlgCtr}} | [[Engines and Speed|Speed]] || {{AlgCtr}} | [[Engines and Speed|Engine Health]] || {{AlgCtr}} | Single Ship DPS || {{AlgCtr}} | [[Abilities]] | ! {{AlgCtr}} | [[Armor|Damage]] || {{AlgCtr}} | Attack Range || {{AlgCtr}} | Reload || {{AlgCtr}} | Health || {{AlgCtr}} | [[Armor]] || {{AlgCtr}} | [[Engines and Speed|Speed]] || {{AlgCtr}} | [[Engines and Speed|Engine Health]] || {{AlgCtr}} | Single Ship DPS || {{AlgCtr}} | [[Abilities]] | ||
|- | |- | ||
− | | {{AlgCtr}} | 0|| {{AlgCtr}} | 0|| {{AlgCtr}} | 0 sec || {{AlgCtr}} | | + | | {{AlgCtr}} | 0|| {{AlgCtr}} | 0|| {{AlgCtr}} | 0 sec || {{AlgCtr}} | 50,000 || {{AlgCtr}} | 20 || {{AlgCtr}} | 0 || {{AlgCtr}} | Inf || {{AlgRgt}} | 0 dmg/sec || {{AlgLeft}} | Captured On Planet Ownership Change, Requires Supply |
|} | |} | ||
== How to use in your fleet == | == How to use in your fleet == | ||
− | + | Prioritize capturing these. The [[AI War:Resistance Fighter/Bomber|Fighter/Bombers]] and [[AI War:Resistance Frigate|Frigates]] produced by this are arguably two of the best units in the game, with their only weakness being that they're blind. Capturing the planet will "refresh" the shields, allowing them to last another two hours from the time the command station is destroyed. | |
+ | Note that without engineer support, production of units will progress very slowly. | ||
− | + | Unfortunately, these often spawn in deep space, far away from the human homeworlds, meaning that [[AI War:Spirecraft_Jumpship|Jumpships]] and [[AI War:Space Plane|Space Planes]] can often be the determining factor in your ability to reach the colony. | |
− | + | In combination with some [[AI War:AI Opponent Types|AI Types]] (Raid Engine, Scorched Earth, etc.), Rebel Colonies may result in an unwinnable or very, very unfavorable situation. |
Revision as of 12:48, 24 February 2015
This page is up to date for version 8.024 and should still be correct. |
A formerly captive city filled with living humans. AI progress will skyrocket by 100 if this is destroyed.
These civilians have decided to rebel, and have erected a temporary invisibility cloak while they call for aid. When the cloak dissipates, they'll be vulnerable to attacks from the AI, and surely won't last long. When the city is captured by the humans, your entire team can use their facilities to build rebel ships. While you hold the planet on which they are located, their invisibility cloak will remain at full power. Produces: 110 Metal |
Base Stats
Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|
Command-Grade | Dark Matter Ammo, Fusion Cutters, Attrition, Tractor Beams, Reclamation, Being Scrapped |
Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Abilities |
---|---|---|---|---|---|---|---|---|
0 | 0 | 0 sec | 50,000 | 20 | 0 | Inf | 0 dmg/sec | Captured On Planet Ownership Change, Requires Supply |
How to use in your fleet
Prioritize capturing these. The Fighter/Bombers and Frigates produced by this are arguably two of the best units in the game, with their only weakness being that they're blind. Capturing the planet will "refresh" the shields, allowing them to last another two hours from the time the command station is destroyed.
Note that without engineer support, production of units will progress very slowly.
Unfortunately, these often spawn in deep space, far away from the human homeworlds, meaning that Jumpships and Space Planes can often be the determining factor in your ability to reach the colony. In combination with some AI Types (Raid Engine, Scorched Earth, etc.), Rebel Colonies may result in an unwinnable or very, very unfavorable situation.