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  • **Home Command Station ***Home Command Stations now generate 300/s metal and crystal rather than 80/s.
    1 KB (220 words) - 14:03, 1 February 2015
  • |[[File:AIWarCaptiveHumanSettlement.png|100px|left|Home Human Settlement]] || valign="top" | One of the last free civilian cities, Given to you in your home system. As the difficulty level increases you are given more of these for a
    2 KB (197 words) - 17:33, 25 April 2015
  • #REDIRECT [[AI War:Home Human Settlement]]
    42 bytes (6 words) - 17:33, 25 April 2015
  • {{AI War 2 Ship:Home Human Settlement}}
    82 bytes (11 words) - 11:53, 14 March 2020
  • {{AI War 2 Ship:Human Home Command Station Core
    47 bytes (8 words) - 00:18, 26 October 2018
  • [[AI War 2:Human Home Command Station]]
    49 bytes (7 words) - 23:24, 7 March 2020
  • {{AI War 2 Ship:Human Home Command Station}} ...important structure in the game. This place acts as your headquarters and home. If this station is destroyed, you die, all is lost, and the AI wins. Like
    857 bytes (112 words) - 12:45, 4 May 2022

Page text matches

  • Special Operations, Home Command Special Operations, Home Command
    62 KB (10,032 words) - 05:06, 2 March 2015
  • ...hile also trying to gate raid, put up defenses, and otherwise protect your home planet. ...of the game almost always involve planets that are 1-3 hops away from your home planet at most. First priority is to "secure your hinterland" and set up a
    40 KB (7,197 words) - 01:47, 5 October 2016
  • * Fixed bug where objectives would report a destroy-ai-home-command-station objective as complete when the station had been scouted but ...rcefields, and the AI spire shield spheres (except the core ones on the AI home planets) now automatically die if they are protecting no ships and not on a
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ** The AI does not get any guardians at all on planets adjacent to the player home planets. This is consistent with ion cannons, AI Eyes, etc. ** Home Command Station
    183 KB (30,714 words) - 11:55, 16 September 2017
  • *Nanocaust Center (and Home version) now give 3x speed to its allies on planet. This should help it wit ** For instance, human home command and some of the other structures there now also have shorter name v
    563 KB (96,029 words) - 12:31, 14 April 2021
  • Space Telemetry Lab, Home Command Space Telemetry Lab, Home Command
    41 KB (6,782 words) - 12:38, 27 February 2015
  • ...I suspect it won't be a huge buff for them because most scourge don't head home to upgrade immediately, and the game tries to spread out the experience don ...owing the AI to scale beyond your means to defend against. Other than your home command station, there are few strategic locations that are critical to def
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...rts spewing out ships from their home planets (or a random planet if their home planets are destroyed). ...out for that: you'll want some sort of launch pad within 4 hops of the AI home planet in order to take it without massive pain.
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ...These changes are logical given the huge new guard post strengths on the home and core planets (and the new ones coming for regular plants), making it no ...spies, omega drives, rebelling human colonies, captive human settlements, home human settlements, AI troop accelerators, advanced research stations, and d
    151 KB (24,808 words) - 19:48, 1 February 2015
  • ...alternate text if only champions are selected, since it's actually a "warp home" function rather than a "scrap" one. Follows exactly the same rules as nor ...bricators now use the same "don't put this near a wormhole" logic as human home command stations.
    407 KB (65,607 words) - 12:09, 16 September 2017
  • * Gryn, Void Home now has a starting build rate of 5000, up from 2000, and gains 2500 per Mar ...g around or the macrophage or whatever, without everything using the "your home planet is under attack" icon.
    260 KB (44,014 words) - 13:36, 4 October 2018
  • === Human Home Command Station === ...d, the humans have lost and it is game over. If a player has more than one Home Command Station, if only ONE of them is destroyed, all others will be dest
    20 KB (2,345 words) - 12:52, 30 October 2018
  • * New hack at reclaimers home station (12 HaP) 'explore frontiers' which triggers auto-scouting the same * Fix to Ark Empire's starting home/flagship not being allowed to do reclaim-for-science hacks.
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...new tech. It doesn't help the starting forcefield generator on the player home, though. ...no longer a max mark level on the command stations (it was 4), except the home command station (which is still 4).
    287 KB (48,412 words) - 12:06, 3 July 2019
  • ...e as any other player's bonus ship type), but no ships. They do not get a home planet command station, and they are dependent on whatever the existing gam -Home command stations can now be gifted between players. It is also now possibl
    29 KB (4,906 words) - 13:40, 1 February 2015
  • -All of the command stations except for the AI home planet command station now have new, larger graphics and icons. This inclu ...home command station(s), they now will get a new "Orbital Command Station Home Core." which produces more energy and resources than the original orbital c
    107 KB (17,661 words) - 11:54, 16 September 2017
  • ...lso adding guardians on a few planets, and accounting for the new-style AI home planets. And a few other goodies, like adding in a fabricator for the play * Fixed a bug where Tachyon Guardian MkIs were being seeded on all AI home and core worlds instead of MkVs.
    165 KB (27,263 words) - 19:48, 1 February 2015
  • * The Shark-plot consequences for losing a home command station are now 5x a normal command station, instead of 100x. This ...lonize" button to the scrap-confirmation popup when trying to scrap a (non-home, obviously) command station AND the Shark plot is active. The only differe
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ** Start game from lobby: on planet view of your home planet, but galaxy map is nicely centered on your planet when you tab out. ...wing when you return to a savegame, rather than just centering you on your home planet.
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...controlled only by the AIs. These core starships roam around the core and home planets of the AIs, but tend not to be seen anywhere else. * '''Home Command Station (Humans)'''
    41 KB (6,447 words) - 19:47, 1 February 2015
  • ...me: the endgame has been completely overhauled for AI War. Previously, the home planets for the AI were always very similar to one another, and often they ...that things were too centralized on a single unit on those planets: the AI home command stations. You had to destroy those, and that was really the only go
    6 KB (1,058 words) - 19:48, 1 February 2015
  • ...controlled only by the AIs. These core starships roam around the core and home planets of the AIs, but tend not to be seen anywhere else. * '''Home Command Station (Humans)'''
    43 KB (6,703 words) - 19:47, 1 February 2015
  • ** Min Seconds Between Attack Alerts On Home Command Station *** Do not give audio warnings about attacks on an unprotected human home command station more frequently than this. Default 30. Bear in mind you l
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ** Gyrn, the Void Home: Functions as a mobile Space Dock at higher mark levels ...tton in the debug menu. It will spawn 8K strength of ships at the player's home command station (ignoring the Energy limits)
    154 KB (26,552 words) - 11:21, 1 August 2018
  • ...r team loses all of theirs first, loses the game. If this were Chess, your Home Command Station would be your king. Home Command Stations are the central point of both your and the AIs empires.<br
    2 KB (378 words) - 20:40, 26 April 2015
  • ...s them. So you can breathe easier! If you lose a planet (other than your home planet), it's not a permanent setback in any way. ...is yes 100% of the time. If you can create a layer of buffer around your home planet, that is always worthwhile.
    15 KB (2,573 words) - 15:05, 24 April 2015
  • * Removed energy costs from Human Home Settlement and Cryogenic Pod structures, since you can't low-power the sett ...bricators now use the same "don't put this near a wormhole" logic as human home command stations.
    223 KB (36,110 words) - 11:56, 16 September 2017
  • Updated Command Station Home, I, II, III -On difficulty 6 and up, AI home planets are now much less responsive to neutering. This gives a more reali
    47 KB (7,691 words) - 11:53, 16 September 2017
  • ...emoved from the game (including stuff normally immune to nukes, like an AI home command station). * Home Command Station salvage rate from 50% => 40%.
    177 KB (28,387 words) - 17:36, 25 October 2018
  • ...awning planet nodes that allow you to turn off various things on the human home planet in tutorials: ** They additionally have double the Cryopod and Home Settlements than the default.
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ...me: the endgame has been completely overhauled for AI War. Previously, the home planets for the AI were always very similar to one another, and often they ...that things were too centralized on a single unit on those planets: the AI home command stations. You had to destroy those, and that was really the only go
    8 KB (1,442 words) - 02:58, 17 June 2016
  • ** Home Human Settlement got the cubemap treatment, it was boring dark. * Potentially make fireteams more willing to press home an attack until all the enemies are dead
    186 KB (31,438 words) - 17:26, 13 July 2020
  • Xenoarchaeology, Home Command Xenoarchaeology, Home Command
    7 KB (1,090 words) - 12:44, 27 February 2015
  • ...ly 3-4 wormholes per adjacent planet, but one is simply going back to your home planet obviously). Off the bat you probably say build at least 1 tractor pe ...4 that our team of four had, and I lost all 6 of my planets (including my home) in one big sweep. Whoops. But then it's a matter of rebuilding (in multi
    20 KB (3,556 words) - 19:50, 1 February 2015
  • * The shadow thieves in the Forsaken Home now also steal your shovel (so THAT's how people were getting that in the o * The shadow thieves now show up outside the Forsaken Home to steal your stuff if you take the poison pill or otherwise restart in the
    78 KB (13,097 words) - 17:26, 2 February 2015
  • ...s in the tooltip of a fleet leader have been adjusted to clarify what is a Home and what is an actual Ship. * Some necromancer ship/home names normalized, short names in particular.
    113 KB (17,931 words) - 02:03, 12 May 2024
  • ...ever be strong enough to take it, until it did a cross-planet attack on my home. ...Level, there is risk that the AI ships might just come straight into your home planet from the world you failed to take. So, there are those sort of posi
    3 KB (531 words) - 14:03, 1 February 2015
  • ...plot. The Avenger is incredibly powerful, and will go straight for human home command stations. ...s had a ship cap of 2500 no matter what players did to try to neuter those home planets, etc. That is now still true for difficulty 9 and higher, but the
    41 KB (6,639 words) - 19:47, 1 February 2015
  • ...r the shard, one to go after the refugee outpost, and one to go after your home command station. Once the shard is back home, you can use it to build a Spire Colony Ship. This colony ship can in turn
    30 KB (5,095 words) - 15:36, 22 December 2016
  • == Player Home Force Field Generator == ...u start the game with one of these covering each of your [[Command Station|Home Command Stations]] and can not build them during the game.
    4 KB (605 words) - 00:13, 9 December 2013
  • *Skeleton Lord Homes create 3 Lords per home from 2 * The Sapper and Sapper Home models are a bit larger.
    126 KB (20,934 words) - 21:28, 22 April 2022
  • ...ar in mind that one AI home world always try to be the furthest from Human home world. ...ean that one time in the game the roadblocking world will be one of the AI home world, with two core worlds on each side. Moreover, threatfleet and reinfor
    6 KB (1,073 words) - 03:25, 16 August 2016
  • ...r pieces, to the office section of home furniture (yeah this isn't exactly home furniture, but...). * Added two new office chairs to the office section of home furniture.
    79 KB (13,456 words) - 16:18, 24 August 2016
  • ...of the centerpiece. Otherwise there's no reason to bring said centerpiece home for repairs, it's just this strange invincible vessel to which lots of ship ..., then this should be filled with something shorter. Case in point is the home forcefield generator.
    122 KB (21,444 words) - 14:29, 18 April 2019
  • * Set up an effective perimeter around all of the hostile wormholes on your home planet. * Capture most (or all) of the weak planets adjacent to your home planet, to help protect your core resource production facilities.
    7 KB (1,144 words) - 09:10, 17 April 2015
  • -AI Home planets now show up as Tech V in the galaxy map. ...es would sometimes get scrambled in a savegame after one player had lost a home planet, but the game was not yet over. Fixed.
    22 KB (3,797 words) - 13:38, 1 February 2015
  • ...lanet. This will encourage players to not cluster their reactors on their home planet, which will also make them harder (more interesting) to defend. Mos ...ally, if the player loses one home planet command station, then all of the home planet command stations that player controls are lost.
    16 KB (2,661 words) - 13:39, 1 February 2015
  • **Home Command Station ***Home Command Stations now generate 300/s metal and crystal rather than 80/s.
    1 KB (220 words) - 14:03, 1 February 2015
  • {{HOME}} The AI does not get any guardians at all on planets adjacent to the player home planets. This is consistent with ion cannons, AI Eyes, etc.
    4 KB (608 words) - 14:22, 16 June 2016
  • ...ble structures (like Advanced Factories, Fabricators, etc) other than your Home Command Station, and instead gets a bonus to the size of its Cross Planet A | Warp access: Has an Exo-Galaxy Wormhole on each player's home planet.
    24 KB (3,558 words) - 16:52, 18 May 2019
  • * Fixed a bug where the "Home Sweet Home" achievement was being unlocked during a normal start despite not actually ** At PAX East it was really driven home how confusing and fiddly this was to basically... everyone. It was one of
    345 KB (59,053 words) - 19:51, 1 February 2015
  • ...who is on a different continent from their home continent will cause their home continent to change to the new continent on which the gift was granted. * The "Home Continent" of NPC survivors is now shown on their stats along with their te
    89 KB (14,646 words) - 19:51, 1 February 2015
  • Space Telemetry Lab, Home Command Space Telemetry Lab, Home Command
    12 KB (2,083 words) - 12:46, 27 February 2015
  • ** There's now a line that plays when a bubble shield protecting your Home Command Station is under attack. If the AI actually takes down the shields * When a notification for "Wave targeting home planet" appears, you now get a voice line to make sure you don't miss it
    179 KB (30,218 words) - 23:28, 1 January 2020
  • ** If the player has < 10000 metal and hasn't upgraded their home command station or Metal Generation, they are reminded about those mechanic ...the code in the last beta version, which led to any clicks to choose your home planet making it give you an error and then seed you on an enemy planet.
    293 KB (50,070 words) - 11:33, 14 October 2020
  • * The Home Command Station produces 2200 metal per second, increasing by 400 for each * Human Home Settlements produce 520 metal per second, increasing by 260 for each mark u
    6 KB (1,035 words) - 12:19, 26 April 2022
  • ...I have another problem I have had on occasion. I find this planet near my home system near the beginning of the game. It is a tier 3 or 4 planet and has '''Don't give them the home-court advantage:''' Being attacked at your own planet has many advantages,
    14 KB (2,437 words) - 19:50, 1 February 2015
  • ...rk I force field, and all of their metal/crystal harvester points on their home planet assigned at the start of the game. This cuts down on the repetitive -The amount of energy generated by home planet command stations has been tripled.
    48 KB (8,166 words) - 13:40, 1 February 2015
  • {{HOME}} (not necessarily required at the end of every section) {{HOME}}
    948 bytes (153 words) - 11:49, 15 November 2010
  • * Fixed a bug where if the overlord or a lieutenant happened to be "not at home" when you enter their boss room, that the boss room would be marked as dest ...t, martyn_van_buren, TechSY730, Underfot, and BobTheJanitor for helping to home in on the solution.
    363 KB (62,010 words) - 19:50, 1 February 2015
  • ...roduce metal but increase AIP on death. The [[AI War:Home Human Settlement|Home]] version produces 50 m/s. The [[AI War:Captive Human Settlement|Captive]] * Home: 600/s
    4 KB (663 words) - 06:16, 21 August 2016
  • ...AI homeworld''' is a planet housing an [[AI War:AI Home Command Station|AI Home Command Station]]. There are always two of them in each game and the ultima ...ark III and an [[AI War:Exo-Galactic Wormhole|Exo-Galactic Wormhole]]. The Home Command Station emits a planetary [[AI War:Tachyon|Tachyon]] field.
    2 KB (374 words) - 17:40, 26 October 2016
  • ...ll avoid giving them conflicting instructions, so an Exo will always press home the attack * The Nanocaust is not allowed to frenzy at the player home world for the first hour of the game
    105 KB (17,355 words) - 23:34, 5 March 2019
  • ...t|AI Galactic Control Ship]] || valign="top" | The mobilized form of an AI Home Command Station. Having disentangled itself from the now-defunct Warp Grid, ...Stations will become Galactic Control Ships, and go straight towards your home planet to murder everything in there and smear what's left of you across th
    2 KB (263 words) - 17:06, 31 October 2018
  • ...anet?|What Is The Risk Of Not Destroying A High-Level AI Planet Next To My Home Planet?]] * [[AI War:Exo-Galaxy Wormholes|Why Is There An Exo-Galaxy Wormhole On My Home Planet?]]
    27 KB (4,189 words) - 11:36, 9 August 2021
  • ...ver else in the galaxy. Maybe C and D, but often not. Sometimes on their home planet or other planets they want to defend more for whatever reason. They ...ed planets, planets they feel are more threatened by the players, or their home or core planets. The galaxy map contains information on which planets are
    16 KB (2,944 words) - 15:36, 24 April 2015
  • ...il you get to very small maps where depending on the map style only the AI home worlds might be more than 2 hops away from your start and the goodies avail ...the majority of them are always clustered on the planets nearest to the AI home planets (these are the "core" AI planets). Figure that half or more will b
    2 KB (317 words) - 13:47, 1 February 2015
  • '''Q:''' I find it very difficult to feel confident in the security of my home planet -- too many enemy ships keep showing up, and some of them get past m ...ut it is less of a risk. Having multiple layers of force fields over your home command station can also give a good degree of security, but just watch out
    4 KB (687 words) - 14:10, 1 February 2015
  • ...lery golem strikes from its extreme sub-sniper range. It cannot hit the AI Home Command station, Core guard posts and Core shield generators, though. ...u kill them. They may even wander to your home system and attack/kill your home command station.
    13 KB (2,356 words) - 10:42, 9 July 2016
  • -The AI will now intentionally route its special forces ships to any core or home planets that are under attack. ...I progress). On the other hand, the AI will now build Mark V ships on the home and core planet command posts during reinforcements, whereas before it only
    16 KB (2,780 words) - 11:51, 16 September 2017
  • -The sound effect for when home planet command stations are under attack is now better. -The AI Progress now goes up by 30 points when a human player's home planet command station is destroyed. This is only relevant for multiplayer
    18 KB (3,048 words) - 19:47, 1 February 2015
  • ...hip be later changed to nothing (this would happen if a player nuked an AI home planet and then later killed the AI). This could actually prevent players -Ion cannons will no longer be placed on planets directly adjacent to player home planets.
    14 KB (2,434 words) - 13:39, 1 February 2015
  • ...calling "Conquest" mode: in other words, you play until the AI kills your home command stations or you kill theirs. An anchor feature of this expansion i *** There are 32 possible starting home planets that confer bonus ship types to players, rather than just 16 (assum
    27 KB (4,399 words) - 09:07, 23 October 2018
  • {{HOME}} {{HOME}}
    1 KB (227 words) - 14:07, 5 March 2015
  • ...system not protected by a warp-jammer command station. This includes your home system. {{HOME}}
    2 KB (430 words) - 19:50, 1 February 2015
  • ...allows the player to build a subspace receiver on any planet with a human home command station. ...trying to recover. For later missions this generally includes each human home command station and Spire settlement (more on that later).
    11 KB (1,779 words) - 14:03, 1 February 2015
  • ...se to position yourself nearer or farther from allied home planets. Allied home planets can be those belonging to either yourself or other players. Allies Don't build everything in your home planet and then send it to the front; the galaxy's too large. Periodically
    9 KB (1,491 words) - 08:41, 28 May 2016
  • ...calling "Conquest" mode: in other words, you play until the AI kills your home command stations or you kill theirs. An anchor feature of this expansion i *** There are 32 possible starting home planets that confer bonus ship types to players, rather than just 16 (assum
    28 KB (4,541 words) - 20:03, 6 August 2020
  • ...l Shotgun Modules Mk II.<br/>This ship spawns to avenge the death of an AI Home Command station if the Avenger plot is enabled at game setup.<br/>When it s ...mally, Avengers only appear if the Avenger AI Plot is enabled and the AI's Home Command Stations die. If the AI decides to deploy an Avenger against you, t
    3 KB (451 words) - 23:52, 31 December 2019
  • ...story line that you follow to victory, rather you have to destroy both AI Home Command Stations to win and how you do that is left totally up to you.<br/> While your only objective is to destroy both [[Command Station|AI Home Command Stations]], there are several gameplay activities that will be unde
    9 KB (1,467 words) - 15:37, 1 February 2015
  • = Modular Fortress Home Command Station = ...few extra immunities and requirements as benefiting its status as the AI's Home Command Station.
    4 KB (551 words) - 15:37, 1 February 2015
  • Xenobiology Lab, Home Command Xenobiology Lab, Home Command
    4 KB (687 words) - 21:57, 25 February 2019
  • * Losing a Human Home [[AI War:Command Station|Command Station]]: '''+30''' * Losing a [[AI War:Home Human Settlement|Home Human Settlement]]: '''+5'''
    3 KB (550 words) - 13:51, 21 October 2016
  • *[[AI War:End Game|End Game - AI Home World Assault Changes]] *[[AI War:Home World| My Home World has a lot of New Structures - What do they do?]]
    2 KB (379 words) - 02:16, 26 August 2016
  • * Force AI Waves to press home their attack; on higher difficulties sometimes a wave would flee a well def ...to the Hunter Fleet, which will build up and come make you want to go back home.
    161 KB (27,377 words) - 16:31, 24 April 2018
  • * Once in a civil war, the ZAs will send their Pioneers home and allow them to despawn ...mination spree. This will make it harder for counterattacks to reach their home planets and guarantee them at least some sort of defensive perimeter
    113 KB (18,449 words) - 16:11, 1 June 2021
  • ...n our galaxy are but a minor skirmish, compared to the giant wars in their home galaxy. Each ZA has a "Home Territory" that they will defend to the death, but they can conquer additio
    3 KB (583 words) - 03:08, 20 August 2020
  • {{AI War 2 Ship:Human Home Command Station}} ...important structure in the game. This place acts as your headquarters and home. If this station is destroyed, you die, all is lost, and the AI wins. Like
    857 bytes (112 words) - 12:45, 4 May 2022
  • ...or fails as a group. No one is "out" early. So as long as one player has a home command station surviving, your team can still win. It's the same for the t ...e as any other player's bonus ship type), but no ships. They do not get a home planet command station, and they are dependent on whatever the existing gam
    8 KB (1,461 words) - 14:06, 1 February 2015
  • These silos are never adjacent to the human or AI home planets, and there are typically only 5-6 of these on an 80 planet map (ass ...t to allow these neinzul to do. By default, they will gather at the player home planet, but deploy to protect player assets. Settings can be enabled for th
    31 KB (5,110 words) - 15:35, 22 November 2018
  • ...started a new game and there's an AI controlled Exo-Galaxy Wormhole on my home planet(s). Why is this? '''A:''' The presence of an Exo-Galaxy Wormhole on a player's home planet(s) indicates that they're up against a Backdoor Hacker AI type. Play
    620 bytes (110 words) - 14:00, 1 February 2015
  • -Previously, command station home cores were not being created for a new player to a game until they were giv -Thanks to NahtanoJ88 for reporting the issue with command station home cores for new players.
    66 KB (10,612 words) - 11:54, 16 September 2017
  • ...player role to "Normal+Champion" and you'll be given both the normal human home command station (and related units) and the champion unit. ...immortal. If they run out of health, they will immediately respawn at your Home Command Station, without any of the modules they had built at the time of t
    9 KB (1,324 words) - 20:04, 6 August 2020
  • ...ered around the galaxy. These silos are never adjacent to the human or AI home planets, and there are typically only 5-6 of these on an 80 planet map (and ...rmed and aggressive planetoid spawned by the death of the controlling AI's home command station). The Children of Neinzul expansion introduces a few addit
    15 KB (2,373 words) - 19:47, 1 February 2015
  • * Hybrid Hive Spawners, placed on AI Home, Core, and MkIV worlds. * Drone Spawners, MkIV versions placed on AI Home and Core worlds, MkIII versions placed on MkIV worlds, MkII on MkIII, and M
    17 KB (2,871 words) - 11:31, 26 May 2015
  • **They are never seeded next to a player home world. {{HOME}}
    2 KB (287 words) - 13:45, 1 February 2015
  • The main Mantis software home page: http://www.mantisbt.org/ {{HOME}}
    3 KB (599 words) - 14:04, 1 February 2015
  • * Home libraries and home studies are now shown as green nodes on the dungeon map, rather than yellow
    192 KB (32,418 words) - 19:50, 1 February 2015
  • * The special player-home forcefield generator that starts next to each human home command station at the start of the game.
    3 KB (403 words) - 14:10, 1 February 2015
  • ...ered around the galaxy. These silos are never adjacent to the human or AI home planets, and there are typically only 5-6 of these on an 80 planet map (and ...rmed and aggressive planetoid spawned by the death of the controlling AI's home command station). The Children of Neinzul expansion introduces a few addit
    17 KB (2,826 words) - 19:48, 1 February 2015

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