User:Pumpkin
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).
Contents
Overview
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
- Minor Factions
- Player Role (helper, champion)
- AI Plots
- AI Types
- Difficulty
- Auto AI Progress
- Map Style
- Map Size
Objectives
- Explore and gather Intel with Scouts
- Capture some territory for Metal, Energy and Knowledge
- Gain more power by capturing ARS and Core Fabricators and by Hacking
- Reduce AIP by destroying Data Centers and Co-Processors
- Destroy the CSG networks
- Invade and destroy the two AI Homeworlds
Players can refer to in-game objective list (accessed through "Message Log") which is dynamically updated during play.
Economy
Ship mechanisms
(the subtopics wouldn't be linked from the front page, they're just ideas for chapters in main pages)
DONE
TODO
- Attack
- 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
General
- AI Progress
- Alert
- AI Tech [REVAMP]
- AI Unlock [REVAMP]
- AI Plots
Offense
Defense
- Reinforcement [REVAMP]
- Special Forces
- Strategic Reserve
- Planet Mark
- AI Homeworld and AI Core World
- Planetary Subcommander
Units
- Fleet Ships [TODO]
- Starships
- Golems
- Spirecrafts [TODO]
- Fortresses
- Mines
- Force Fields [REVAMP]
Human Units
AI Units
Human Economical Units
- Metal Harvester
- Energy Collector
- Matter Converter
- Science Lab
- Hacker
- Space Dock
- Starship Constructor
- Mercenary Space Dock
- Missile Silo
- Mobile Space Dock
- Engineer Drone
- Remains Rebuilder
- Cleanup Drone
- Colony Ship
- Orbital Command Station
- Human Cryogenic Pod
- Home Human Settlement
- Rebelling Human Colony
Human Logistical Units
- Advanced Warp Sensor
- Harvester Exo-Shield
- Intra-Galactic Warp Gate
- Mobile Builder
- Neinzul Regeneration Chamber
- Rally Post
- Transport
- Zenith SpaceTime Manipulator
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 (???)
Races
- 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.
Design
[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
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