AI War:OLD Golems
What Are Golems?
Q: The first expansion to AI War, The Zenith Remnant, introduced a new class of ship called golems. What are they?
A: Golems are massive ships, the size of a fortress or even larger. These ancient war machines were left behind by an alien race known as the Zenith, and are hundreds of thousands of years out of repair in most cases. The only functioning, modern golems belong to the Zenith aliens themselves (which players can encounter as minor factions).
The AI, for the most part, does not use golems. They either don't know or don't care about the repairable broken golems that can be found amidst the wreckage of their systems. Only on AI personality, the Golemite, uses any golems at all in fact. All of the rest of the golems are purely for potential use by humans: if humans see the broken remains of a golem in a system, they can capture that system and then repair the golem to bring it back online. In most maps, there are three golems somewhere out in the galaxy.
Activating a broken golem is a herculean task, not to be undertaken lightly. First, the planet must be captured -- and then you're committed, in one way or another. If the broken golem remains are destroyed before you can finish repairing them, that generally leads to an AI Progress increase of 100 or similar -- and make no mistake, once the AI sees that you have captured a broken golem, it will start coming after you. In fact, it will send stronger waves than usual at that planet.
But your problems are only beginning with the capture. To actually do the repairs takes a lot of engineers a long time, and -- worst of all -- also increases the AI Progress as it proceeds. The amount of AI Progress that is incurred for fully repairing a broken golem varies a bit by the type of golem, and by whether or not the golem is further damaged during the process of restoration, but it generally works out to between 70 and 100 AI Progress just to get it functional. And when you are finally ready to take the golem online, it takes 400,000 energy to activate and run it.
What on earth could possibly be worth all of that trouble and expense? Well, the abilities of the golems vary, but they are all very powerful if used carefully -- and they tend to lead to the most epic battles possible in the game, because the AIs react strongly to the arrival of golems in their systems. Even once a golem is complete and functioning, it takes AI Progress to repair it (again, about 75-100 AI Progress to bring it from 25% health to 100%), and if the golem is eventually lost it will still incur that 100 AI Progress. The biggest threat to golems are other golems and Orbital Mass Drivers.
So, again -- what could make that all worthwhile? Here are some basic details on the golems that humans can capture:
- Armored Golems have 250 million health, and deal 5,000 damage with each of their 30 shots. They cut through even fleets of core AI ships like butter. Good thing, because the AI ships really start pouring in when these guys are around. The downside? Their shots are self-damaging as well as damaging the enemy, so in effect they are expending themselves to take out masses of enemy ships. A single armored golem can often clear three or more Mark IV AI planets before dying itself.
- Artillery Golems "only" have 50 million health, and are also self-damaging. In general, these are the least useful of all the golems in most situations, because they are fairly poor against masses of enemy ships. However, their sole attack is able to do up to an unparalleled 5 million damage with one hit. A single artillery golem can take out an AI home command station in under a minute -- by itself. Other hardened targets such as SuperFortresses are also no match for it, especially if the artillery golem strikes from its extreme sub-sniper range.
- Black Widow Golems are a bit more tricky to use, and tend to do best with the support of either another golem or other player ships. They have very low health for a golem, only 30 million, but they don't damage themselves when attacking enemies -- a notable advantage. They are able to fire 50 3,000-power shots in fairly quick succession, and they are also bristling with 100 tractor beams that lets them pick up and drag enemy ships with them. They are the fastest of the golems (which tend to be rather slow), which makes them good for doing supported raids and other tricky things.
- Regenerator Golems are a non-combat Golem, and yet are one of the most powerful golems. They have a single 3,000-strong main attack, which is enough just to keep the occasional stray enemy ship away from them, but that's not the point. They possess 50 million health, which they are able to use to instantly regenerate any allied mobile military ship that dies on the planet they are on. When an allied ship explodes, it is instantly warped back to the regenerator golem at full health -- and the amount of its full health is removed from the regenerator itself. Like most golems, regenerators require AI Progress to heal themselves; but in the meantime, they can sustain a very large and self-renewing raiding party or planetary defense, whatever is most needed.
- Cursed Golems are a bit of a mixed bag, as their name perhaps implies. Once they are fully repaired and operational (with a paltry 10 million health), they immediately start losing health and will die if you don't heal them -- except that they are unable to be healed by engineers or mobile repair stations or similar. They only have three simultaneous shots of 6,000 power each, but they fire them more quickly than most golems -- and their shots are vampiric. In order to survive, the Cursed Golem must go constantly on the offensive, slaying enemy ships to heal itself. Of course, given that it is healing itself, that also means that this is causing the AI Progress to go up. It's shots are not self-damaging (thank goodness), but the death of this golem is almost assured within 20-30 minutes of it being repaired (thankfully, the death of this one only causes an increase of 10 instead of the usual 100). These golems are the shortest-lived of all, but in the hands of the right player they can self-sustain themselves through enemy territory with only moderate support from allied ships, clearing an important path or obliterating some dangerous planets. Best not to send these against the very toughest AI planets, which will likely overwhelm the cursed golem, though.
- Hive Golems have a very unnoticeable main attack, but they have an entirely unconventional way of dealing with foes: they spawn up to 500 smaller "wasp" ships inside their hull, slowly over time. When the player is ready, they can unload all of the accumulated wasps to wreak havoc on the current planet. Wasps cannot be directly controlled and will die after just a couple of minutes, but more can always be spawned later. Players have the choice of letting off the wasps in occasional controlled bursts, or in huge, overwhelming forces on a much less frequent interval. The best part is that the Hive Golem itself doesn't self-damage, and doesn't even need to be particularly near the enemy forces to let off its wasps. It can simply release the wasps from way across the planet, and even then escape through a wormhole to a friendlier planet while the wasps do its dirty work. It's not quite as flashy as some of the larger golems, but it's comparably safe to use in terms of AI Progress, and it also rewards patience and clever timing of the releases.
- Botnet Golems are the last of the player-controllable golems in The Zenith Remnant. These act sort of like a parasite or leech, in that they reclaim enemy ships -- except that they reclaim enemy ships as "zombie bots" at full health, rather than half health. Zombie bots cannot be controlled by the owner of the botnet golem, but neither do they cost energy or against ship cap, etc. The zombie bots attack any enemies on the current planet, and then run mindlessly to nearby enemy planets. The botnet golem does damage itself in creating the zombies, and also is completely unable to attack any enemy ships that are immobile, have no attack, or which are immune to reclamation. Often the zombie bots are quite capable of taking out those other structures, except for those structures which are never auto-attacked by players. So this means that an unsupported botnet golem can never capture an enemy planet or take out a command station or warp gate, but it can provide the perfect opportunity for a supporting fleet or starship to act with impunity.
Contents
Benefits And Risks Of Capturing
What Are The Benefits And Risks Of Capturing Golems?
Q: Why would I want to capture a golem? Or, better, why would I not want to capture a golem?
A: First, make sure that you read the section above about all of the various costs and penalties that come with golems. Those sort of AI Progress increases are not to be undertaken lightly. Golems are a superweapon, and as in real life there are serious repercussions to using something like that. On the flip side, also as in real life, a very great effect can be derived from their use. Each golem has its own benefits and risks associated with it -- see the above descriptions, and take careful note of the various stats in the in-game hover menus, and you'll want to build your strategies around them accordingly.
Most importantly, if you don't have a clear use for a golem, don't capture it unless you're just looking for it for the fun-factor. But from a strategic standpoint, don't pay the costs of activating a superweapon you don't have a reason for using. In most games there are three golems for you to choose from on the galaxy map; most likely you will only activate one during your campaign, so make sure you choose the one that you want, and that you can adequately defend while rebuilding. If you can capture a Zenith Power Generator in advance of capturing the golem, so much the better in terms of easing the energy burden it will place on you.
Killing A Mining Golem
How Do I Kill A Mining Golem?
A: The first challenge is actually getting to the golem, if it did not spawn on one of your planets. You'll want to bring along fairly high-level ships that deal a lot of damage. If it is on one of your planets and you are getting down to the wire where it is really close to a loss, then the golem is also closer to the planet center -- so you can do things like put turrets in its way, or stuff like that. You can also use Zenith SpaceTime Manipulators to make your ships faster and able to get out there and kill the golem quicker. You might also be able to get tricky with transports to get ships right up next to him and then hit him (force fields are pointless against this golem).
There aren't any ships with special bonuses against golems in general, so what you want are ships with a high degree of damage output in general. The spire and other starships that hit hard may be a good idea, but they will also be taking heavy damage. If you have a golem of your own, or bombard ships, or electric bombers, or sentinel frigates, those can also do well against the mining golem. If you are ready to retreat your starships for repairs, the best way is with Mobile Repair Stations with starship space tugs (33 or 66) to pull them out and then throw them right back in.
The main thing to remember about defending against a mining golem (in terms of your ships) is that he hits really hard (10,000 damage) but only against a single ship. So he is inherently weaker against large groups of ships. If you group ALL of your autocannons againt him that might provide some good effect, if you have those. Keeping lots of little ships around him to distract his shots may also help preserve your larger ships if he takes that bait. Anything that is cheap, numerous, and does a lot of damage is the best bet, though most ships only have two out of the three of those qualities.
Working With A Zenith Trader
How Do I Work With A Zenith Trader?
A: They provide -- at great expense -- certain ships that humans are otherwise only able to gain through capture (or which humans may not be able to gain any other way). SuperFortresses are a great example of this: they cost 1.8 million each of metal and crystal, but there is no other way, ever, for you to get a superfortress in the game.
Of course, looking at a number like that, your first thought might be "but there's a resource cap of 600,000 metal and crystal!" Not to worry -- no down payment is required when dealing with the traders. When you buy from them, you place your ship, and then their nanites do the construction work at your expense over a long period of time. Your engineers can help in the construction as normal, and you can also pause construction as normal. This makes it so that when you have an opportunity to buy something you want, where you want, you should always definitely do so even if you can't afford it; just pause its construction and pay for it later, when you can. Think of this as the "layaway policy" of the traders!
The traders can be useful for placing (for instance) ion cannons or superfortresses on a particular planet that you wish to protect. However, the catch is that the trade ship has to actually pass through that planet for you to be able to use it to build on that planet, and the traders can be capricious in their travels. If a trader ever is passing through a system that your team controls, there is a message alerting you of that fact. However, when traders are passing through planets that don't belong to your team, but at which your team has supply, you can also buy from the traders -- but there is no alert message. Best to keep an eye out if you think a trader is heading to a supplied planet and you want to buy something there.
When the Zenith Traders are in supply for your team, anyone from your team can click on their trade ship and use it to buy stuff on that planet. When the Zenith Traders leave an AI system, sometimes the AI will buy from them. The selection of ships that the AI might buy is a bit different from what the humans might buy. The inventory, as of version 3.0 of the game, is as follows:
Inventory Available To Humans:
- Ion Cannons Mark I and II
- SuperFortress
- Orbital Mass Driver
- Black Hole Machine
- Zenith Power Generator
- Planetary Shield Booster and Inhibitors
- Radar Jammers Mark I and II
Inventory Available To AIs:
- Ion Cannons Mark I and II
- Warp Gate
- Special Forces Command Post
- Gravitational Turret Mark III
- Core AI Force Field
- Astro Train Station
- Black Hole Machine
- Orbital Mass Driver
- Core Warhead Interceptor
Surviving A Zenith Devourer
How Do I Survive A Zenith Devourer?
A: They roam about "eating" all of the smaller fleet ships to power their own craft, but leaving all else untouched. The only way to save your own smaller ships is to have them flee to another system, and meanwhile hope that the devourer takes care of any AI ships that might invade during your absence. Of course, you can easily leave turrets behind as well to help with the defenses, and these will help repel any invaders that the devourer does not automatically kill.
The devourer never spends more than about 10 minutes on any given planet, and sometimes just passes through like an astro train would. It can be quite destructive if you are not careful, but it is even more destructive to the AI in most cases, since the AI tends to have more planets. If you watch its movement, sometimes it can clear a nice path for you to slip your own ships through. It can't touch core/mark V ships or starships, though, so it's of no effect on AI homeworlds or the planets next to them. All in all the devourer is threatening, and it can be devastating if it catches you at the wrong time, but if carefully monitored you can actually use its presence to your great advantage.
Interacting With A Dyson Sphere
How Do I Interact With A Dyson Sphere?
A: The Dyson Sphere is certainly the most temperamental of the Zenith minor factions. The Dyson Sphere is a gigantic golem surrounding a captured star that powers it. The Dyson Sphere is absolutely invincible, and there is literally nothing that you or the AI can do about it. The Dyson Sphere starts out on one of the AI planets, and doesn't cause much trouble until you come around the neighborhood.
When the Dyson Sphere notices fighting, it tends to wake up a bit and starts sending out Dyson Gatlings to quell the disturbance -- it will attack both you and the AI. If its gatlings, which are not immortal, manage to kill all of the ships on the current planet they will venture outwards.
If you destroy the command station of the AI on this planet, the dyson golem will realize your benign intent and will start producing gatlings that are friendly to you, but hostile to the AI. Those gatlings will help defend the current planet, and will go off to fight at nearby planets as well.
If you then try to take that planet for yourself, watch out -- the dyson sphere will not look kindly on this betrayal, and will produce an accelerated stream of dyson gatlings that are hostile only to you, until it has taken the planet back away from you. It will then resume being friendly with you. Thus if you absolutely have to capture the planet in order to (for instance) capture a fabricator or broken golem that is on it, you can do so without the repercussions being permanent.
One important note is that when a gatling is spawned, its border color in far zoom gives strong clues as to its stance toward you and the AI. Once a gatling is spawned, it does not change its stance -- it fights on until it dies, with whatever orders it was given upon creation.