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  • These units are used only by Human players for gathering resources and building ships and structures. ...yogenicPod.png|50px|left|]] || valign="top" | [[AI War:Human Cryogenic Pod|Human Cryogenic Pod]]<br/>Generates [[AI War:Energy|Energy]]. Can't be constructe
    3 KB (411 words) - 03:21, 26 August 2016

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  • ...rpowers, in the aftermath of the AI's near complete victory over humanity. Human players must avoid the notice of AI powers while preparing for an attack ag ...Command is a space-based RTS with incredible AI and the largest number of units (30,000+ in most games) of any game we know of. Up to eight players team up
    27 KB (4,189 words) - 11:36, 9 August 2021
  • ...eir cap they will never make another unit, only donate experience to other units. ** This exp instead of units behaviour also triggers when the scourge have too many neophytes at a spawn
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ** Spectator host with human empire clients in multiplayer would not have worked. ...of other variants, like the host being a necromancer and the clients being human empires.
    646 KB (109,259 words) - 11:44, 22 September 2021
  • **The numerous units immune to zombification are enough of a counter against it. It having less * The AI no longer sends bonus hunter ships against human-allied marauders at AI difficulties <= 5. At higher difficulties, this mech
    563 KB (96,029 words) - 12:31, 14 April 2021
  • ...venger plot. The Avenger is incredibly powerful, and will go straight for human home command stations. ...n cold storage (basically, sitting idle as guards) will now set the excess units above X to be free. Usually planets would be capped around 4000ish in the
    41 KB (6,639 words) - 19:47, 1 February 2015
  • ...s through at least one wormhole (several if that planet is next to several Human planets). That strategy is called ''gate raid'' by the community. The name ...lso, if all warp gates leading to Human territory are destroyed (or if all Human [[AI War:Orbital Command Station|Orbital Command Stations]] adjacent to war
    5 KB (878 words) - 14:09, 29 November 2016
  • ...splayed in bright green in the upper right corner of their ID card, on the economical line, after metal cost, energy cost and build time. ...same kind of unit. This has the effect of never making useless lower mark units: they can always add their modest cap to the fight, even if they are outgun
    3 KB (576 words) - 06:59, 18 August 2016
  • ...al]] or [[AI War:Knowledge|Knowledge]], Supply is an important part of the economical game. It's important to note that both AI and Human players use this mechanism.
    2 KB (351 words) - 06:32, 21 August 2016