https://wiki.arcengames.com/index.php?title=AI_War_2:Techs&feed=atom&action=historyAI War 2:Techs - Revision history2024-03-28T15:29:49ZRevision history for this page on the wikiMediaWiki 1.34.2https://wiki.arcengames.com/index.php?title=AI_War_2:Techs&diff=46770&oldid=prevLord Of Nothing at 16:20, 4 May 20222022-05-04T16:20:21Z<p></p>
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<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>*You can refund spent science, by using the "Retrieve Spent Science" at the bottom of the tech menu, for a cost in Hacking Points. This includes Science spent on Direct Upgrades. </div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>*You can refund spent science, by using the "Retrieve Spent Science" at the bottom of the tech menu, for a cost in Hacking Points. This includes Science spent on Direct Upgrades. </div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>**A note on refund strategy: This can be very useful and allows for some flexibility if you initially invest science in a technology that, it later turns out, has relatively few ship lines available, but is still not to be undertaken lightly, since choices to take fleets and/or hack for ship/turret lines of that tech type that you may have undertaken in the meantime will now be less effective. Refunding direct upgrades can have almost no opportunity cost if you have spare hacking, however. (For example due to lack of suitable hacking targets caused by either high Hacking availability due to added factions, or high hacking difficulty caused by very high level AI's.)</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>**A note on refund strategy: This can be very useful and allows for some flexibility if you initially invest science in a technology that, it later turns out, has relatively few ship lines available, but is still not to be undertaken lightly, since choices to take fleets and/or hack for ship/turret lines of that tech type that you may have undertaken in the meantime will now be less effective. Refunding direct upgrades can have almost no opportunity cost if you have spare hacking, however. (For example due to lack of suitable hacking targets caused by either high Hacking <ins class="diffchange diffchange-inline">point </ins>availability due to added factions, or high hacking difficulty caused by very high level AI's.)</div></td></tr>
</table>Lord Of Nothinghttps://wiki.arcengames.com/index.php?title=AI_War_2:Techs&diff=44239&oldid=prevLord Of Nothing at 21:58, 22 September 20212021-09-22T21:58:56Z<p></p>
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<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>*You can refund spent science, by using the "Retrieve Spent Science" at the bottom of the tech menu, for a cost in Hacking Points. This includes Science spent on Direct Upgrades. </div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>*You can refund spent science, by using the "Retrieve Spent Science" at the bottom of the tech menu, for a cost in Hacking Points. This includes Science spent on Direct Upgrades. </div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>A note on refund strategy: This can be very useful and allows for some flexibility if you initially invest science in a technology that, it later turns out, has relatively few ship lines available, but is still not to be undertaken lightly, since choices to take fleets and/or hack for ship/turret lines of that tech type that you may have undertaken in the meantime will now be less effective. Refunding direct upgrades can have almost no opportunity cost if you have spare hacking, however. (For example due to lack of suitable hacking targets caused by either high Hacking availability due to added factions, or high hacking difficulty caused by very high level AI's.)</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">**</ins>A note on refund strategy: This can be very useful and allows for some flexibility if you initially invest science in a technology that, it later turns out, has relatively few ship lines available, but is still not to be undertaken lightly, since choices to take fleets and/or hack for ship/turret lines of that tech type that you may have undertaken in the meantime will now be less effective. Refunding direct upgrades can have almost no opportunity cost if you have spare hacking, however. (For example due to lack of suitable hacking targets caused by either high Hacking availability due to added factions, or high hacking difficulty caused by very high level AI's.)</div></td></tr>
</table>Lord Of Nothinghttps://wiki.arcengames.com/index.php?title=AI_War_2:Techs&diff=44237&oldid=prevLord Of Nothing: Added information on Science refunds and updated old information generally.2021-09-22T21:57:28Z<p>Added information on Science refunds and updated old information generally.</p>
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<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">Revision as of 21:57, 22 September 2021</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>*Techs (technologies) are one of the key ways to improve the effectiveness of your ships and structures. Available techs can be accessed from the Tech sidebar.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>*Techs (technologies) are one of the key ways to improve the effectiveness of your ships and structures. Available techs can be accessed from the Tech sidebar.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>*Rather than being tied to individual ships, a given technology benefits a variety of units. For example, the 'Weapon: <del class="diffchange diffchange-inline">Concussion</del>' tech improves the Concussion Corvette, the Concussion Turret, the Siege Frigate, etc.</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>*Rather than being tied to individual ships, a given technology benefits a variety of units. For example, the 'Weapon: <ins class="diffchange diffchange-inline">Artillery</ins>' tech improves the Concussion Corvette, the Concussion Turret, the Siege Frigate, etc.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>*You spend the science resource in order to purchase an upgrade in a given tech category. Each tech has multiple levels, and subsequent levels cost more science to purchase, sometimes exponentially more.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>*You spend the science resource in order to purchase an upgrade in a given tech category. Each tech has multiple levels, and subsequent levels cost more science to purchase, sometimes exponentially more.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>*<del class="diffchange diffchange-inline">One of the best advantages </del>of upgrading techs is increasing the mark (MK) level of your units: i.e., your ships, turrets, <del class="diffchange diffchange-inline">and </del>other structures.</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>*<ins class="diffchange diffchange-inline">The advantage </ins>of upgrading techs is increasing the mark (MK) level of your units: i.e., your ships, turrets, <ins class="diffchange diffchange-inline">or </ins>other structures. All ships are upgraded at once from a tech upgrade instead of being built as individual marks. For example, if you have MK2 V-Wings somewhere in the galaxy, and you upgrade the <ins class="diffchange diffchange-inline">Core </ins>tech category, ALL V-Wings currently alive and built after this upgrade will become MK3.</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del class="diffchange diffchange-inline">**</del>All ships are upgraded at once from a tech upgrade instead of being built as individual marks. For example, if you have MK2 V-Wings somewhere in the galaxy, and you upgrade the <del class="diffchange diffchange-inline">Generalist </del>tech category, ALL V-Wings currently alive and built after this upgrade will become MK3<del class="diffchange diffchange-inline">.</del></div></td><td colspan="2"> </td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del class="diffchange diffchange-inline">**Upgrading techs isn't the only way you can upgrade your units' mark levels, as fleet upgrades will also tend to increase them, but while a fleet upgrade will only affect its own units, a tech upgrade will boost the units it applies to across all fleets. This means that unit mark levels are a combination of all the techs that benefit them (some have more than one), as well as any upgrades to the tech level of their specific fleet</del>.</div></td><td colspan="2"> </td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>*The tooltips for techs that you can upgrade show you which ships will benefit as well as how many of them you have<del class="diffchange diffchange-inline">. It doesn't show you the mark level of the ships, because you might have several different mark levels of each ship type since they may be upgraded by fleet upgrades</del>.</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>*The tooltips for techs that you can upgrade show you which ships <ins class="diffchange diffchange-inline">and/or turrets </ins>will benefit<ins class="diffchange diffchange-inline">, how much strength they will gain, </ins>as well as how many of them you have.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>*More techs will appear in the tech sidebar as you capture fleets with ships that can benefit from them.</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>*More techs will appear in the tech sidebar as you capture fleets with ships that can benefit from them. <ins class="diffchange diffchange-inline">(?)</ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>*<del class="diffchange diffchange-inline">Note that for an individual ship/turret/whatever type, there</del>'<del class="diffchange diffchange-inline">s no risk of it going above its max </del>mark level<del class="diffchange diffchange-inline">, which is either 7 or is explicitly defined as something lower, or is markless</del>. <del class="diffchange diffchange-inline">If it subscribes </del>to <del class="diffchange diffchange-inline">2 techs that each have 1 upgrade</del>, <del class="diffchange diffchange-inline">it would naturally be mark 3</del>, <del class="diffchange diffchange-inline">unless it is capped at mark 2, in which case it </del>will <del class="diffchange diffchange-inline">sit at mark 2. And if </del>its <del class="diffchange diffchange-inline">fleet is also upgraded 3x</del>, <del class="diffchange diffchange-inline">then </del>it <del class="diffchange diffchange-inline">would </del>be <del class="diffchange diffchange-inline">mark 6</del>, <del class="diffchange diffchange-inline">unless it was capped lower</del>.</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>*<ins class="diffchange diffchange-inline">Upgrading techs isn</ins>'<ins class="diffchange diffchange-inline">t the only way you can upgrade the </ins>mark level <ins class="diffchange diffchange-inline">of your turrets and other structures</ins>. <ins class="diffchange diffchange-inline">Centerpiece direct upgrades </ins>to <ins class="diffchange diffchange-inline">Command Stations</ins>, <ins class="diffchange diffchange-inline">Battlestations and Citadels will also increase them</ins>, <ins class="diffchange diffchange-inline">but while a centerpiece direct upgrade </ins>will <ins class="diffchange diffchange-inline">only affect </ins>its <ins class="diffchange diffchange-inline">own units</ins>, <ins class="diffchange diffchange-inline">a tech upgrade will boost the units </ins>it <ins class="diffchange diffchange-inline">applies to across the galaxy. Science spent in this way will not </ins>be <ins class="diffchange diffchange-inline">lost if you change the type of the Command station</ins>, <ins class="diffchange diffchange-inline">Battlestation or Citadel. (This also upgrades engineers attached to that specific fleet</ins>.<ins class="diffchange diffchange-inline">) </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>*<del class="diffchange diffchange-inline">The fleet centerpieces, EXCEPT for command stations, battlestations and citadels, do not have </del>techs <del class="diffchange diffchange-inline">associated with </del>them to <del class="diffchange diffchange-inline">upgrade them. Instead, they just upgrade via </del>the <del class="diffchange diffchange-inline">EXP gains </del>of their fleet <del class="diffchange diffchange-inline">itself</del>.</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>*<ins class="diffchange diffchange-inline">This means that unit mark levels are a combination of all the </ins>techs <ins class="diffchange diffchange-inline">that benefit </ins>them <ins class="diffchange diffchange-inline">(some have more than one), as well as any upgrades </ins>to the <ins class="diffchange diffchange-inline">tech level </ins>of their <ins class="diffchange diffchange-inline">specific </ins>fleet<ins class="diffchange diffchange-inline">. However, note that no unit can exceed mark level 7, regardless of how many direct upgrades or tech upgrades might apply. There are also some structures that are markless and cannot be upgraded at all, such as the basic planetary factories</ins>.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>* <del class="diffchange diffchange-inline">It is </del>also <del class="diffchange diffchange-inline">possible to </del>upgrade <del class="diffchange diffchange-inline">a Command Station on an owned planet</del>. <del class="diffchange diffchange-inline">This will permanently increase </del>the <del class="diffchange diffchange-inline">mark of every member of your Command Station's </del>"<del class="diffchange diffchange-inline">planetary fleet</del>" on <del class="diffchange diffchange-inline">this specific planet</del>. <del class="diffchange diffchange-inline">Changing </del>the <del class="diffchange diffchange-inline">type </del>of <del class="diffchange diffchange-inline">the station </del>or <del class="diffchange diffchange-inline">losing and recapturing the planet doesn</del>'<del class="diffchange diffchange-inline">t make it lose the upgrade</del>.</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>*<ins class="diffchange diffchange-inline">The fleet centerpieces, EXCEPT for Command stations, Battlestations and Citadels, do not have techs associated with them to upgrade them. Instead, they can also be upgraded directly using science. For most ship-based centerpieces (Transports, Officers, Golems), direct upgrades only affect the centerpiece itself. For combat factories, their drones are </ins>also <ins class="diffchange diffchange-inline">affected by the direct </ins>upgrade.</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">*You can refund spent science, by using </ins>the "<ins class="diffchange diffchange-inline">Retrieve Spent Science</ins>" <ins class="diffchange diffchange-inline">at the bottom of the tech menu, for a cost in Hacking Points. This includes Science spent </ins>on <ins class="diffchange diffchange-inline">Direct Upgrades</ins>. </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">A note on refund strategy: This can be very useful and allows for some flexibility if you initially invest science in a technology that, it later turns out, has relatively few ship lines available, but is still not to be undertaken lightly, since choices to take fleets and/or hack for ship/turret lines of that tech type that you may have undertaken in </ins>the <ins class="diffchange diffchange-inline">meantime will now be less effective. Refunding direct upgrades can have almost no opportunity cost if you have spare hacking, however. (For example due to lack </ins>of <ins class="diffchange diffchange-inline">suitable hacking targets caused by either high Hacking availability due to added factions, </ins>or <ins class="diffchange diffchange-inline">high hacking difficulty caused by very high level AI</ins>'<ins class="diffchange diffchange-inline">s</ins>.<ins class="diffchange diffchange-inline">)</ins></div></td></tr>
</table>Lord Of Nothinghttps://wiki.arcengames.com/index.php?title=AI_War_2:Techs&diff=38850&oldid=prevLord Of Nothing: Modified the fleet centerpieces line since the tech it referred to was removed around the release of The Spire Rises.2020-05-11T15:47:30Z<p>Modified the fleet centerpieces line since the tech it referred to was removed around the release of The Spire Rises.</p>
<table class="diff diff-contentalign-left" data-mw="interface">
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<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">Revision as of 15:47, 11 May 2020</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l15" >Line 15:</td>
<td colspan="2" class="diff-lineno">Line 15:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>*Note that for an individual ship/turret/whatever type, there's no risk of it going above its max mark level, which is either 7 or is explicitly defined as something lower, or is markless. If it subscribes to 2 techs that each have 1 upgrade, it would naturally be mark 3, unless it is capped at mark 2, in which case it will sit at mark 2. And if its fleet is also upgraded 3x, then it would be mark 6, unless it was capped lower.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>*Note that for an individual ship/turret/whatever type, there's no risk of it going above its max mark level, which is either 7 or is explicitly defined as something lower, or is markless. If it subscribes to 2 techs that each have 1 upgrade, it would naturally be mark 3, unless it is capped at mark 2, in which case it will sit at mark 2. And if its fleet is also upgraded 3x, then it would be mark 6, unless it was capped lower.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>*The fleet centerpieces, EXCEPT for <del class="diffchange diffchange-inline">the lone wolf ones (just the Spire Frigates) </del>and citadels, do not have techs associated with them to upgrade them. Instead, they just upgrade via the EXP gains of their fleet itself.</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>*The fleet centerpieces, EXCEPT for <ins class="diffchange diffchange-inline">command stations, battlestations </ins>and citadels, do not have techs associated with them to upgrade them. Instead, they just upgrade via the EXP gains of their fleet itself.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* It is also possible to upgrade a Command Station on an owned planet. This will permanently increase the mark of every member of your Command Station's "planetary fleet" on this specific planet. Changing the type of the station or losing and recapturing the planet doesn't make it lose the upgrade.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* It is also possible to upgrade a Command Station on an owned planet. This will permanently increase the mark of every member of your Command Station's "planetary fleet" on this specific planet. Changing the type of the station or losing and recapturing the planet doesn't make it lose the upgrade.</div></td></tr>
</table>Lord Of Nothinghttps://wiki.arcengames.com/index.php?title=AI_War_2:Techs&diff=37225&oldid=prevArides: Add possibility to upgrade command stations using science2019-11-20T21:25:10Z<p>Add possibility to upgrade command stations using science</p>
<table class="diff diff-contentalign-left" data-mw="interface">
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<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">Revision as of 21:25, 20 November 2019</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l16" >Line 16:</td>
<td colspan="2" class="diff-lineno">Line 16:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>*The fleet centerpieces, EXCEPT for the lone wolf ones (just the Spire Frigates) and citadels, do not have techs associated with them to upgrade them. Instead, they just upgrade via the EXP gains of their fleet itself.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>*The fleet centerpieces, EXCEPT for the lone wolf ones (just the Spire Frigates) and citadels, do not have techs associated with them to upgrade them. Instead, they just upgrade via the EXP gains of their fleet itself.</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">* It is also possible to upgrade a Command Station on an owned planet. This will permanently increase the mark of every member of your Command Station's "planetary fleet" on this specific planet. Changing the type of the station or losing and recapturing the planet doesn't make it lose the upgrade.</ins></div></td></tr>
</table>Arideshttps://wiki.arcengames.com/index.php?title=AI_War_2:Techs&diff=36845&oldid=prevBeginattackrun: A detailed treatment of player techs in AIW2.2019-10-20T22:46:36Z<p>A detailed treatment of player techs in AIW2.</p>
<p><b>New page</b></p><div>*Techs (technologies) are one of the key ways to improve the effectiveness of your ships and structures. Available techs can be accessed from the Tech sidebar.<br />
<br />
*Rather than being tied to individual ships, a given technology benefits a variety of units. For example, the 'Weapon: Concussion' tech improves the Concussion Corvette, the Concussion Turret, the Siege Frigate, etc.<br />
<br />
*You spend the science resource in order to purchase an upgrade in a given tech category. Each tech has multiple levels, and subsequent levels cost more science to purchase, sometimes exponentially more.<br />
<br />
*One of the best advantages of upgrading techs is increasing the mark (MK) level of your units: i.e., your ships, turrets, and other structures.<br />
**All ships are upgraded at once from a tech upgrade instead of being built as individual marks. For example, if you have MK2 V-Wings somewhere in the galaxy, and you upgrade the Generalist tech category, ALL V-Wings currently alive and built after this upgrade will become MK3.<br />
**Upgrading techs isn't the only way you can upgrade your units' mark levels, as fleet upgrades will also tend to increase them, but while a fleet upgrade will only affect its own units, a tech upgrade will boost the units it applies to across all fleets. This means that unit mark levels are a combination of all the techs that benefit them (some have more than one), as well as any upgrades to the tech level of their specific fleet.<br />
<br />
*The tooltips for techs that you can upgrade show you which ships will benefit as well as how many of them you have. It doesn't show you the mark level of the ships, because you might have several different mark levels of each ship type since they may be upgraded by fleet upgrades.<br />
<br />
*More techs will appear in the tech sidebar as you capture fleets with ships that can benefit from them.<br />
<br />
*Note that for an individual ship/turret/whatever type, there's no risk of it going above its max mark level, which is either 7 or is explicitly defined as something lower, or is markless. If it subscribes to 2 techs that each have 1 upgrade, it would naturally be mark 3, unless it is capped at mark 2, in which case it will sit at mark 2. And if its fleet is also upgraded 3x, then it would be mark 6, unless it was capped lower.<br />
<br />
*The fleet centerpieces, EXCEPT for the lone wolf ones (just the Spire Frigates) and citadels, do not have techs associated with them to upgrade them. Instead, they just upgrade via the EXP gains of their fleet itself.</div>Beginattackrun