Difference between revisions of "User:Pumpkin"

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m (Defense: Added "WIP" flag to "Deepstrike Threatening".)
m (Shared Units: SpirecraftS -> Spirecraft.)
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* [[AI War:Starships|Starships]]
* [[AI War:Starships|Starships]]
* [[AI War:Golems|Golems]]
* [[AI War:Golems|Golems]]
* [[AI War:Spirecrafts|Spirecrafts]] [TODO]
* [[AI War:Spirecraft|Spirecraft]]
* [[AI War:Fortresses|Fortresses]]
* [[AI War:Fortresses|Fortresses]]
* [[AI War:Mines|Mines]]
* [[AI War:Mines|Mines]]

Revision as of 05:38, 26 August 2016

I mainly reproach the wiki to be a collection of strategy guides that makes finding facts and mechanisms quite difficult. This page is a proposal of a reorganization of the AI War wiki's main page that would highlight facts and put strategy aside (not removed, but put at the end, after the facts).


AI War: Fleet Command is the flagship video game of Arcen Games, first released in 2009. Up to eight players battle a pair of rampant artificial intelligences once used by warring human superpowers, 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 against the AI homeworlds. The game takes place on a procedurally generated galaxy map with between 10 and 120 planets in a genre splicing mix of Real-Time Strategy, 4X, and Tower Defense.

Game Setup


Players can refer to in-game objective list (accessed through "Message Log") which is dynamically updated during play.


Ship mechanisms

(the subtopics wouldn't be linked from the front page, they're just ideas for chapters in main pages)



  • Attack
    • ammunition types and immunity (old page)
    • attack multiplier (hull bonus)
    • armor (also armor piercing, etc) (old page and... wtf? this)
    • area of effect
  • Health
    • repair
    • self attrition
    • self damage
    • regeneration
    • vampirism
  • Hull Types [REVAMP]
  • speed
    • speed boost
    • gravity effect
    • engine damage
    • paralysis
    • teleport
  • range
    • radar dampening
    • close-combat
    • retreat range
  • reclamation
  • swallow
  • boosts (?) (attack, speed, armor, ...)
  • (mobile) shield (?) (sh.bearer, riot control, ...)
  • capturable / captured on planet ownership change
  • Immunities [TODO]

AI Mechanisms





Shared Units

Human Units

AI Units

Human Economical Units

Human Logistical Units

AI Special Military Units

  • Hunter/Killer
  • AI Carrier
  • AI Beachhead (Plot)
  • AI Galactic Control Ship (Showdown Device)
  • Avenger (Plot)
  • AI Mothership (Fallen Spire)
  • Core Starship (???)


  • Humanity: only playable race in AI War, mankind was nearly exterminated by the AI and is now seeking an opportunity to land a deadly strike at its opponent.
  • The AI: seemingly created by Humans during their civil war, the AI now seems preoccupied in another galaxy with grander design than Human's remains extermination.
  • Zenith: eons old alien race only represented by its technological remains and scattered beings.
  • Neinzul: insectoid aliens of eternal children with extremely short life span.
  • Spire: mineral alien specie whose empire sprawl many distant galaxies.


[all links from the current Design Philosophy list]

Strategy Guides

[collection of the external guides' links and general strategies like all the current offense/defense/general gameplay/intro topics]

Handsome List Syntax