AI War:Zenith Reserve
This page is up to date for game version 5.030 and should still be correct. |
Destroy to capture a large cache of Zenith vessels for your own use (at some AI Progress cost). Given the large number of ships that come online at once, be sure to have between 20k and 40k energy available to support them. Their is only one type of Zenith Reserve, the displayed Mark level of the Reserve is actually the Mark level of the Zenith Ships that will spawn when the reserve is destroyed. Increases AI Progress by 5/10/15/20/25 (Mk. I/II/III/IV/V) when destroyed. |
Base Stats
Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|
-- | Structural | Sniper Shots Minor Electric Ammo Attrition Reclamation Paralysis Attacks Transport Swallow Force Fields Nuclear Explosions Being Insta-Killed |
Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Abilities |
---|---|---|---|---|---|---|---|---|
-- | -- | -- sec | 800,000 | 1,000 | 0 | Inf | -- dmg/sec | Captured On Planet Ownership Change |
How to use in your fleet
One must decide whether the one-time boost in firepower is worth the permanent AIP increase. It is usually prudent to crack open one only when you need it, especially on the normal difficulties where AIP is less of a critical concern. On the other hand, regular attention to your reserves ships are necessary: a lack of micro can easily lead to the sacrifice of these assets. Unlocking several Zenith ships after opening up a cache (marks I-IV) qualifies as a face-palm.
In terms of survival rates, the higher marks of Electric Bombers, Beam Frigates, Chameleons and Bombards will last you the game if properly cared for. Ignore the Mirrors, Polarizers and Paralysers - they are more or less designed to die. Grouping your cache ships with a Regenerator Golem (or two) will mitigate these concerns. Viral Shredders are self-sustaining once the player obtains a suitable practice target for them to build up their numbers. However, Auto Bombs and Viral Shredders have no mark-V versions, so don't go opening a mark-V cache hoping for some horde action. :P
One argument for higher-level caches is that the amount given can exceed the player's ship-limit. If you are ahead of the AIP-curve, it is tempting to build a full cap of Bombard-IV/Beam Frig-IVs, and then crack a cache to effectively add another 10-25 ships to a cap.
How to counter when in the AI fleet
None. The cache releases player-controlled ships when destroyed, regardless of the entity that currently owns it.