Difference between revisions of "AI War:Minor Factions"
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=== Zenith Miners === | === Zenith Miners === | ||
− | [[File:AIWarMiningGolem.png|50px|left]] Zenith Miners are also rather destructive, but their goals are more grand: they destroy entire planets for their own selfish purposes. Periodically, sets of three mining golems will appear at three planets, generally either within player space or within two or three jumps. After half an hour, they 'nuke' the planet, destroying all resources, blocking supply, and preventing knowledge extraction. The AI will not target them, so if they go after a planet valuable to the player, the player will usually have to intervene. (An exception: Neinzul loyal to the AI will often react to kill them). Player allies and zombie ships will react to kill them. Mining golems are immobile, heavily armored, and have good firepower. However, their range is limited and their rate of fire low (limited to massive damage to a single ship). Strong counters include anything with long range, radar dampening, or sufficient numbers. The "Ultra-Heavy" hull type, found on all golems, makes them particularly weak to [[AI War:Bomber|Bombers]]. [[AI War:Space Plane|Space Planes]], with both radar dampening and a bonus against Ultra-Heavy hulls, are an ideal counter. Due to their high cap-DPS and low cost, [[AI War:Laser Gatling|Laser Gatlings]] also make an excellent counter.<br/> | + | [[File:AIWarMiningGolem.png|50px|left]] ''Every four hours or so multiple Mining Golems will appear from deep space on player and/OR AI planets, and will consume those planets unless they are destroyed before they complete their task. The destruction of a planet won't harm player or AI ships, but destroys the planet itself and all resource gather points on that planet. This also prevents you from getting supply on that planet for the rest of the game.''<br/> |
+ | |||
+ | [[AI War:Mining Golem|Zenith Miners]] are also rather destructive, but their goals are more grand: they destroy entire planets for their own selfish purposes. Periodically, sets of three mining golems will appear at three planets, generally either within player space or within two or three jumps. After half an hour, they 'nuke' the planet, destroying all resources, blocking supply, and preventing knowledge extraction. The AI will not target them, so if they go after a planet valuable to the player, the player will usually have to intervene. (An exception: Neinzul loyal to the AI will often react to kill them). Player allies and zombie ships will react to kill them. Mining golems are immobile, heavily armored, and have good firepower. However, their range is limited and their rate of fire low (limited to massive damage to a single ship). Strong counters include anything with long range, radar dampening, or sufficient numbers. The "Ultra-Heavy" hull type, found on all golems, makes them particularly weak to [[AI War:Bomber|Bombers]]. [[AI War:Space Plane|Space Planes]], with both radar dampening and a bonus against Ultra-Heavy hulls, are an ideal counter. Due to their high cap-DPS and low cost, [[AI War:Laser Gatling|Laser Gatlings]] also make an excellent counter.<br/> | ||
For more information on this sort of localized apocalypse, see [[AI War:Golems#Killing A Mining Golem|How Do I Kill A Mining Golem?]]<br/> | For more information on this sort of localized apocalypse, see [[AI War:Golems#Killing A Mining Golem|How Do I Kill A Mining Golem?]]<br/> |
Revision as of 23:52, 27 February 2015
This page is a work in progress. Some information may not be up to date, difficult to read, unfinished, etc. |
Minor Factions Overview
Minor factions are smaller AI forces that can be enabled in games of AI War starting with AI War 3.0. The most interesting thing about minor factions is that they can be enabled in any combination with each other, and in combination with the usual larger actual AI types. These minor factions exist on existing or player AI planets, or arrive from hiding deep space. Minor factions tend to add a bit more complexity to the game, however, so they are not recommended for new players on their first campaign or two; by default, all of the minor factions are turned off and must be turned on when players are ready for them. If new players really want a minor faction to play with, the Human Resistance Fighters, Zenith Traders, and Zenith Dyson Spheres are generally the easiest to deal with. Note that some combinations (Dark Spire and Devourer, for example) can drastically affect gameplay.
Base Game
The following minor factions were added in AI War 3.0
Human Resistance Fighters
Pockets of human allies still live in deep space around AI planets; when they see you attacking the AI, sometimes they will reveal themselves and join you.
Specifically, enabling this minor faction will periodically cause roughly fifty to one-hundred allied (but uncontrollable) Resistance Fighter/Bombers and Resistance Frigates. These ships are extremely fast, powerful, and durable. (These ships are the same as those produced by the Rebelling Colony.) Note that these ships enter from the outside of the system, similar to a CPA, and do not initially appear from wormholes.
The AI for these resistance ships is similar to that of zombies - they will roam player planets and look for hostiles, but will very rarely attempt to attack hostile AI planets - They're blind, which means they require player scouts to be able to see. They also won't go out of their way to avoid the Devourer, so if that is enabled expect to lose these periodically.
This is a good minor faction for new players, as it provides the occasional minor benefit at no cost.
Turning up the level in the lobby will increase the spawning frequency and number of allies spawned.
Human Marauders
Hostile human vagabonds who live in deep space will occasionally raid human or AI planets via traditional propulsion methods (and thus come in from the edge of a system, not a wormhole).
Specifically, this will spawn a number of marauder-controlled Dagger Frigates and Buzz Bomb Launchers which will proceed to attack anything on that planet that isn't themselves. These typically spawn quite far out, so snipers will have a considerable amount of time to fire upon them. However, due to the same, other defenses will rarely be in a position to do anything about these intruders, and unchecked they can wreck havoc on undefended systems.
These are roughly parallel to the Resistance Fighters, with similar ships, mechanics, etc., but acting against the player rather than in favor.
Turning up the level in the lobby will increase the spawning frequency and number of marauders spawned.
Human Rebelling Colonies
Most Human settlements have been destroyed or completely subdued, but every five or so hours one will rise against the machines. However, these civilians are always outmatched despite their enthusiasm. If you do not help them take back their planet, they will die and AI Progress will go up massively. Save them, and their unique production facilities are yours to use.
Periodically, a Rebel Colony will appear somewhere in the galaxy. These will remain cloaked for approximately two hours, at which point they will decloak and the AI will attempt to kill them. Fortunately, the player will get a notification about their presence as soon as the timer starts. Unfortunately, these are often many jumps into AI territory, making them hard to reach, harder to save, and extremely difficult to secure (especially if a minor faction that enables exo-galactic strike forces is on). Oftentimes, this means using Cloaker Starships and Transport Ships to reach and secure the planet, then using Warp Jammers to keep the AI from attacking that planet. Per-planet turret caps has helped considerably with this process.
Note that against some AI Types, particularly the Counter Spy, One-Way Doormaster, Shadow Master, Raid Engine, and Neinzul Nester and make this particularly difficult and/or unbeatable due to the massive AIP increases and possibly the death of your fleet.
Only available on maps with at least 30 planets.
Turning up the level in the lobby will increase the spawning frequency of rebel colonies.
Zenith Remnant
Added by Zenith Remnant
Zenith Traders
These alien traders are happy to do business with anyone who can pay. They travel around the galaxy, providing special ships (for a hefty fee) to both human and AI players alike.
Zenith Traders roam about the galaxy, willing to trade with humans or AIs alike. They cannot be destroyed, and selecting them allows a player to build structures anywhere they have supply. As with regularly built structures, the energy cost is immediate, but the metal cost is linear over time, so expensive structures like superfortresses can be built even if the player cannot afford their massive price. The AI does not build the way that the player does, but will sometimes purchase upgrades or additional structures for existing AI planets as the Trader leaves that planet.
Unfortunately, attempting to buy items from the Trader can be somewhat difficult, as their travel around the galaxy seems to be completely random. Fortunately, you will get a notification when the Traders are passing through a planet where you have supply. Unfortunately, you can only purchase items at the planet at which the trader is at.
Inventory Available To Humans:
- Ion Cannons, ranging from Mk I (Cap of 3), Mk II (Cap of 2), up to Mk V (Cap of 1 Each)
- SuperFortress (Cap of 1)
- Orbital Mass Driver (Cap of 2)
- Counterspy (Cap of 3)
- Black Hole Machine (Cap of 2)
- Zenith Power Generator (Cap of 1)
- Planetary Shield Booster and Inhibitors (Cap of 2 Each)
- Radar Jammers Mark I and II (Caps of 4 and 2 Respectively)
Inventory Available To AIs:
- Ion Cannons Mark I and II
- Warp Gate
- Special Forces Command Post
- Gravitational Turret Mark III
- Core AI Force Field
- Astro Train Station
- Black Hole Machine
- Orbital Mass Driver
- Core Warhead Interceptor
As you can see, the Zenith Trader allows players to purchase items not otherwise available to them.
For more information, see How Do I Work With A Zenith Trader?
Only available on maps with at least 30 planets.
Zenith Devourer
This nigh-indestructable Deveourer Golem makes its way slowly around the galaxy, absorbing all of the non-core mobile military ships (including scouts) on planets it visits in order to power and repair itself.
Zenith Devourers have a one-track-mind: destruction. They vacuum up smaller military ships to power their own craft. The Devourer is a massive, indestructible golem hostile to all other factions, including both the AI and the player. It roams around the galaxy, occasionally stopping at planets to attack any military units there, other times simply passing through. It targets any non-core military vessel it can see or that enters its range.
It does not target the following:
- Cloaked Units
- Structures & Immobile ships
- Nonmilitary Units
- Golems
- Mk V and Core ships
This means that transports carrying military units will not be targeted. In the event that a player's fleet is targeted, transports can save any non-massive vessels. Spirecraft vessels will need to be protected by Cloaker Starships. As a rule, the Devourer is usually more harmful to the AI than the player, but it can be devastating if it gets into the player's logistics chain at an inopportune time.
For more information, see How Do I Survive A Zenith Devourer?
Only available on maps with at least 30 planets.
Zenith Miners
Every four hours or so multiple Mining Golems will appear from deep space on player and/OR AI planets, and will consume those planets unless they are destroyed before they complete their task. The destruction of a planet won't harm player or AI ships, but destroys the planet itself and all resource gather points on that planet. This also prevents you from getting supply on that planet for the rest of the game.
Zenith Miners are also rather destructive, but their goals are more grand: they destroy entire planets for their own selfish purposes. Periodically, sets of three mining golems will appear at three planets, generally either within player space or within two or three jumps. After half an hour, they 'nuke' the planet, destroying all resources, blocking supply, and preventing knowledge extraction. The AI will not target them, so if they go after a planet valuable to the player, the player will usually have to intervene. (An exception: Neinzul loyal to the AI will often react to kill them). Player allies and zombie ships will react to kill them. Mining golems are immobile, heavily armored, and have good firepower. However, their range is limited and their rate of fire low (limited to massive damage to a single ship). Strong counters include anything with long range, radar dampening, or sufficient numbers. The "Ultra-Heavy" hull type, found on all golems, makes them particularly weak to Bombers. Space Planes, with both radar dampening and a bonus against Ultra-Heavy hulls, are an ideal counter. Due to their high cap-DPS and low cost, Laser Gatlings also make an excellent counter.
For more information on this sort of localized apocalypse, see How Do I Kill A Mining Golem?
Only available on maps with at least 30 planets.
Zenith Dyson Sphere
The massive Dyson Sphere Golem exists at one of the AI planets, and is basically a massive fortress that will attack humans and AIs alike. However, if you free the planet from the AI, the sphere will realize your benign intent and will help you fight the AI on nearby planets. If you take the planet for yourself, the sphere will attack you until you give up the planet.
Zenith Dyson Spheres have harnessed the power of an entire star inside their golem. A giant, immobile golem will spawn on game generation on the edge of an AI controlled system. Periodically (normally about every twenty seconds) it will produce a Dyson Gatling, an extremely powerful ship. Normally, this will not do much more than irritate the AI, potentially leading to a ship buildup. Spawned Gatlings do not target structures that could increase AIP, but will freely attack anything else. Attacking the AI Command Station will result in the Sphere becoming an ally, and any newly produced gatlings will be allied to the player. Capturing the planet, however, will cause the Golem to temporarily turn hostile and produce AI-allied gatlings that will attack the player and go after strategic targets. However, abandoning the planet will cause the Sphere to become allied again- this allows the player to capture the planet to capture a golem, for example, without permanently punishing them. Dyson Gatling cap is based off AIP.
Turning up the level in the lobby will increase the spawning rate and maximum number of Dyson Gatlings.
For more information, see How Do I Interact With A Dyson Sphere?
Only available on maps with at least 30 planets.
Broken Golems
As of AI War Version 5.000, broken golems can be found spread around the galaxy. Approximately ten will be seeded on a 40-80 planet map. These massive broken golems are initially controlled by the AI, and the planet must be captured from the AI and the golem repaired for the player to take advantage of them. In older versions of AI War, Golems used to gradually attrition themselves (similar to younglings), leaving their health at 1 point. However, as of a recent buff, they no longer suffer this attrition, neither to they require supply to function. There are several types of golem -
- Armored Golem - These are heavily armored, heavily armed golems capable of shredding entire exo-galactic strike forces without assistance. They've got both massive health and massive armor. However, due to their speed, they're extremely vulnerable to Armor Rotters and other armor-damaging units. These are straightforward - throw them at a fleet and watch things die en masse.
- Artillery Golem - Artillery golems have little health and are slow, even for a golem, but deal absolutely massive damage against a single target. These can take out even the most hardened of targets (superfortresses), but are easily killed by swarming ships. These need support to be effective, but can easily take out extremely dangerous starships, stations, etc. Note that it can't target hard targets in core systems though, so don't take this to the AI Homeworlds.
- Black Widow Golem - These have moderate health and some armor, but have a large number of long range tractor beams. They are extremely fast, and fire numerous engine destroying projectiles. Black Widow Golems are somewhat difficult to use, since they make poor direct combatants. However, they can be used to disable enemy fleets and drag hostile ships out of position. Note that tractored ships ignore firing range limitations when firing on the ship tractoring them, and that turning off the golem turns off the tractors.
- Cursed Golem - Glass cannons. Cursed golems have extremely low health for a golem, but their straight destructive capacity is only approached by that of the botnet golem, and their range surpasses that of all but the artillery golem. These are somewhat better on defense, being able to sit on the edge of a system and kill things. If these get pinned down by bombers, specialized starships, implosion based weapons or Impulse Ray Emitters, expect these to die very, very quickly.
- Hive Golem - Hive golems are relatively useless in direct combat. They are capable enough damage dealers, but have extremely limited health, range, and speed. To make up for this, they gradually produce up to five hundred Wasps internally, which can be unleashed at player command. This makes hive golems immensely powerful, but favoring patient players- a nearly empty give golem is barely capable of self defense, a full one can shatter Mk IV planets with relative ease.
- Regenerator Golem - Large health, large single target attack, these became much more effective with the golem rebalance. Without self-attrition, and given vamparism, these golems rebuild any destroyed ships of the players (provided they were destroyed on the same planet), subtracting the health of the ship from the health of the golem (this process stops after the golem falls to 10% health). Unlike other golems, these are best thrown into a fleet ball. Due to the mechanics of repair, this can sometimes be cheaper than attempting to rebuild the ships, and when going after high-health targets, their vamparism can help counterbalance the health loss.
Golem | Cost | Energy | Attack Type | Damage | Reload | Range | Speed | Health | Armor | Hull-Type | Abilities |
---|---|---|---|---|---|---|---|---|---|---|---|
Armored | 40,000,000 | 20,000 | Flame Wave | 10,000 (x20) | 2 sec | 13,000 | 44 | 9,000,000 | 1,000 | Ultra-Heavy | Armor Piercing 9,999, Gathers Scout Intel, Resists 50% Of Implosion Damage |
Artillery | 30,000,000 | 15,000 | Artillery | 500,000 | 8 sec | 1,003,000 | 32 | 2,000,000 | 40 | Ultra-Heavy | Armor Piercing 9,999, Gathers Scout Intel, Resists 50% Of Implosion Damage |
Black Widow | 40,000,000 | 17,000 | Shell | 4,200 (x50) | 4 sec | 19,000 | 80 | 2,500,000 | 60 | Ultra-Heavy | Engine Damage 300, Tractor Beam x200 (12,000 Range), Armor Piercing 9,999, Gathers Scout Intel, Resists 50% Of Implosion Damage |
Cursed | 30,000,000 | 15,000 | Energy Burst | 1,600 (x60) | 2 sec | 603,000 | 64 | 1,750,000 | 0 | Ultra-Heavy | Armor Piercing 100, Gathers Scout Intel, Resists 50% Of Implosion Damage |
Hive | 30,000,000 | 20,000 | Flame Wave | 1,000 (x50) | 2 sec | 8,000 | 44 | 1,500,000 | 0 | Ultra-Heavy | Radar Dampening Range 10,000, Transports 500 Ships, Resists 50% Of Implosion Damage |
Regenerator | 20,000,000 | 25,000 | Laser | 6,000 | 2 sec | 23,000 | 44 | 4,000,000 | 0 | Ultra-Heavy | Vampirism, Regen Time 240:00, Resists 50% Of Implosion Damage |
Easy difficulty gives you access to these golems with no benefit to the AI. Your score is halved as a result.
Medium difficulty gives you access to these golems, but increase AIP somewhat and at a massive energy cost. Your score is reduced by a third as a result.
Hard difficulty gives you access to these golems, but the AI will periodically send large, exogalactic strike forces at you as a result. Changing the level in the lobby will only change the size of the strike forces, and will not in any way affect the number of golems found throughout the galaxy.
For more information, see AI War:Golems
Botnet Golem
As of version 5.050, the Botnet Golem is so powerful and terrible that is acts as its own minor faction, providing its own strike force, score effects, etc.
Like with the previous golems, the Botnet Golem can be found somewhere in the galaxy, and in order to be used it must be captured and repaired back to full health. Its health, range, and speed are all unimpressive for a golem, and it's attack power, while considerable, is limited by its range. However, the botnet golem reclaims any ships it kills as zombie bots- extremely aggressive, uncontrollable ships. This makes it capable of singlehandedly routing many AI attack fleets, though it cannot fire on ships immune to reclamation, immobile ships, or ships unable to attack.
Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Abilities |
---|---|---|---|---|---|---|---|---|
200,000 (x50) | 12,000 | 2 sec | 2,500,000 | 600 | 44 | Inf | 10,000,000 dmg/sec | Reclaims Enemy Ships, Armor Piercing 9,999, Gathers Scout Intel |
Metal Cost | Energy Cost | Build Time |
---|---|---|
40,000,000 | 80,000 | 1333:20 |
Note that in some versions, zombie bots will follow rally posts and do not have multi-planet FRD, so they may ignore hostile ships.
Easy difficulty gives you access to the Botnet Golem with no benefit to the AI. Your score is halved as a result.
Medium difficulty gives you access to the Botnet Golem, but increases AIP somewhat and only at a massive energy cost. Your score is reduced by a third as a result.
Hard difficulty gives you access to the Botnet Golem, but the AI will periodically send large, exogalactic strike forces at you as a result.
Changing the level in the lobby will only change the size of the strike forces, and will not in any way affect the number of golems found throughout the galaxy.
For more information, see AI War:Botnet Golem
Children of the Neinzul
Added by Children of the Neinzul
Neinzul Rocketry Corps
This Neinzul Encalve departed the galaxy years ago, but left Neinzul Warhead Silos scattered around the galaxy that will periodically fire on human planets when their planet is on alert.
This is one of the more straightforward minor factions. Several Neinzul Rocketry Corps Silos are scattered around the map at random locations. When their planet is on alert, they fire a lightning or emp missile every fifteen minutes. These warheads don't cause AIP, but affect anything they hit (except the Silo itself).
The only practical defense against these are Warhead Interceptors, but both military and warp jammer command stations are effective as a defense- the Military command station will typically shoot down the hostile warheads, the Warp Jammer will typically prevent the planet from going on alert. (Note that the planet can still go on alert from having something sufficiently threatening on it, and this doesn't work if you destroy the AI Command station on that planet) Under normal conditions, these aren't particularly threatening. However, these warheads don't have any notification or alert for them.
This is the minor faction for people who are disappointed that the AI doesn't get warheads too.
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 (assuming standard difficulty).
Turning up the level in the lobby will increase the spawning frequency of silos.
Neinzul Preservation Wardens
The Wardens are enthralled by ancestral memories of the great beauty of the celestial realm with its many stars and planets. They are horrified by rapid resource extraction and will use force against offenders.
What this actually does is periodically spawn a number of Neinzul Preservation Warden with a separate sort of logic. Rather than targeting strategic objectives, these will target metal extractors (and units near asteroids). The more extractors the player has, the more of these that can be spawned. However, their cap does not increase with increasing marks of extractor. Fast response defense forces (teleporting units) make an ideal counter, but if these are causing too much trouble, the Harvester Exo-Field will typically shut down any income harassment for a relatively cheap knowledge cost. Unfortunately, like other types of Neinzul, normal static defenses are of limited use against these due to their swarming mechanics and long range of engagement.
Furthermore, the Preservation Warden Commandos and Preservation Warden Bombers spawned by these Enclave starships are particularly nasty, and are often spawned in numbers reaching the hundreds - capable over overwhelming most defenses.
The AI and this faction are neutral to each other.
For more information, see AI War:Neinzul Preservation Wardens
Turning up the level in the lobby will increase the spawning frequency of preservation wardens.
Neinzul Roaming Enclaves
Various individual enclaves periodically wander through this part of the galaxy, some acting as an ally to the AI, some as an ally to you, some attacking everything in sight.
This minor faction periodically spawns one or more Roaming Enclaves, allied either to the player, the AI, or neither. These starships are visually similar to those available to the player but have mounted weapons and considerably improved defenses, and their firepower is considerable.
AI Neinzul Enclaves can be a particularly great threat to the player- they follow threatfleet behavior, so they will actively seek out weaknesses in player defenses. They will strike without warning and often completely overwhelm player static defenses in that system- Military command stations and mines are not enough, these should be considered equal in threat to a moderate multi-shiptype fleet from the AI with a starship. Fortunately, these are typically aggressive enough that they can be killed by mobile forces.
Some will ally themselves to the player and gather at their homeworld(s). Under the Controls tab, you may select what 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 them to strike with player fleets or even make independent attacks on the AI- They will attempt to neuter AI planets as they can, and once they reach critical mass later in the game they may attempt to do this with any planet within one or two jumps of the player (without AI Eyes). Unfortunately, these ships can be somewhat single-minded or slow to react. However, their firepower is massive, and they can easily make or break a holding action against a particularly powerful AI fleet.
Neutral Neinzul are usually irritating at worst. Since they're hostile to both the player and the AI, they tend to lack the ability to hit specific weak spots with overwhelming force.
Turning up the level in the lobby will increase the spawning frequency of Roaming Enclaves.