Difference between revisions of "AI War:Metal"

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* Using [[AI War:Zenith Reprocessor|Zenith Reprocessors]]
 
* Using [[AI War:Zenith Reprocessor|Zenith Reprocessors]]
  
[[AI War:Distribution Node|Distribution Nodes]] are special because they provide a one-time amount of metal upon destruction, not a steady income.
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[[AI War:Distribution Node|Distribution Nodes]], when destroyed, yield roughly 60K metal all at once in exchange for a single point of AIP.
  
 
== Storage ==
 
== Storage ==
  
Player homeworlds will always have twelve metal deposits.
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[[Command Station|Command stations]] store different amounts of metal, depending on type and mark. A player cannot have more metal at once than the total storage capacity of all its command stations. Overflowing metal is automatically shared or lost.
  
[[Command Station#Economic|Economic Command Stations]] also store metal.
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Some Spire structures from the Fallen Spire campaign can also store metal and increase the total storage capacity of a player. [TODO:precise]
  
 
== Salvage ==
 
== Salvage ==
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[TODO]
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Each command station has a different rate of scrap salvaged.
  
 
Link to [[AI War:Reprisal]]
 
Link to [[AI War:Reprisal]]
  
 
== Sharing ==
 
== Sharing ==
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[TODO]
  
 
== Crystal ==
 
== Crystal ==
  
[[File:AIWarCrystal.png|left|Crystal]] As of [[AI War:Current Post-7.000 Beta#Prerelease 7.011 Salvaged Resources|7.011 Salvaged Resources]], crystal has been merged with metal as a resource. While energy differences remain in ship costs, you'll no longer have to worry about having take planets just because you can't afford to make any high mark missile frigates. As a result, all costs and incomes related to harvesters have been doubled to compensate. All costs have been merged Metal + Crystal.
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[[File:AIWarCrystal.png|left|Crystal]] Prior to [[AI War:Current Post-7.000 Beta#Prerelease 7.011 Salvaged Resources|update 7.011: Salvaged Resources]], AI War had two resources, crystal and metal. Both were required in varying amounts for all ships. Current unit costs are the sum of the original metal and crystal cost, or total cost = crystal + metal. While the overall cost of each ship is unchanged, the knowledge cost for higher mark metal harvesters were increased to represent the greater value of each level.

Revision as of 07:16, 25 April 2015


This page is up to date for version 8.024 and should still be correct.


This page is a work in progress. Some information may not be up to date, difficult to read, unfinished, etc.
Metal

Metal is the primary resource in AI War. In order to build anything in AI War, one must have metal. It is obtained by building Harvester on planets (automatically done on planet capture). Metal is gather each seconds and never runs out. There is no 'limit' to the amount of Metal available in any game of AI War, though players will only be able to stockpile a limited amount of Metal.

Most ships and structures may be scrapped to get a percentage of their metal cost.

Increasing Income

To increase the amount of metal income, a player can do one of a few things-

Distribution Nodes, when destroyed, yield roughly 60K metal all at once in exchange for a single point of AIP.

Storage

Command stations store different amounts of metal, depending on type and mark. A player cannot have more metal at once than the total storage capacity of all its command stations. Overflowing metal is automatically shared or lost.

Some Spire structures from the Fallen Spire campaign can also store metal and increase the total storage capacity of a player. [TODO:precise]

Salvage

[TODO]

Each command station has a different rate of scrap salvaged.

Link to AI War:Reprisal

Sharing

[TODO]

Crystal

Crystal

Prior to update 7.011: Salvaged Resources, AI War had two resources, crystal and metal. Both were required in varying amounts for all ships. Current unit costs are the sum of the original metal and crystal cost, or total cost = crystal + metal. While the overall cost of each ship is unchanged, the knowledge cost for higher mark metal harvesters were increased to represent the greater value of each level.