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  • ...enemies from coming through a wormhole and then just spreading all over my planet. What can I do? ...r of mines, you might need to move them from planet to planet. If just one planet is being hit repeatedly, you might want to build mine layers to automatical
    4 KB (726 words) - 14:14, 1 February 2015
  • ...n and destroy it, or you can use it to slip scouts or other ships past the planet, avoiding it. ...term, but the long-term payoff is sometimes worth it. <strike>Do note that Mark III and higher Ion Cannons have an AI Wave Multiplier that can be quite nas
    2 KB (328 words) - 14:03, 1 February 2015
  • -Mark III starships now take 60 minutes to build instead of 18. -Mark II starships now take 20 minutes to build instead of 9.
    3 KB (470 words) - 13:35, 1 February 2015
  • ...level equal to or lower then its own Mark.<br/>Ships that are of a higher Mark and not immune to Insta-Kill take damage as normal. ...apture Ion Cannons, in particular if you're trying to build a whipping boy planet. In this case, you'll need a few things to help keep them safe. First and
    3 KB (499 words) - 12:44, 22 December 2013
  • An '''AI homeworld''' is a planet housing an [[AI War:AI Home Command Station|AI Home Command Station]]. Ther ...s [[AI War:Planet Mark|Mark]] V, and the only kind of AI planet able to be Mark V. All planets adjacent to an AI homeworld are MkIV [[AI War:AI Core World|
    2 KB (374 words) - 17:40, 26 October 2016
  • ...ts. Each asteroid kind can create almost all kinds of spirecrafts, but the mark of the produced spirecrafts depends on the rarity of the asteroid. ...system every second. However this ship will alert every single ship on the planet who will all attack.
    6 KB (885 words) - 12:50, 4 July 2022
  • ...nets. This indestructible and harmless golem randomly roams from planet to planet. ...pply|Supply]], they can select it and build structures listed above on the planet the trader currently is. As with regularly built structures, the energy cos
    2 KB (388 words) - 04:01, 21 July 2016
  • ...] in that system can be destroyed.<br/>All Core units are considered to be Mark V level units and increases [[AI Progress]] by 2 when destroyed. ...t attacks as soon as the human players bring military ships to this post's planet. These CPAs happen around every 13 minutes and are heavily influenced in t
    5 KB (733 words) - 20:46, 26 April 2015
  • ...ements, however, the AI has to have a command station or warp gate at that planet, so if those have already been destroyed then you are at no risk of more re ...surprise. Even worse, if the released guards kill all your forces on their planet, they will then swarm over to your planets, destroying whatever they can. W
    2 KB (347 words) - 19:48, 1 February 2015
  • ...s down by 20% for each new reactor of the same Mark type built on the same planet.<br/>See the [[Energy Generation]] page for more details.<br/> Mark I: Consumes 2 [[Metal]] and 2 [[Crystal]] to produce 5,000 [[Energy]]<br/>
    3 KB (414 words) - 18:46, 7 March 2015
  • ...rest of your ships slip past. You'll never be able to retain control of a planet with a SuperFortress still on it but you will be able to work around it, if
    1 KB (224 words) - 14:11, 1 February 2015
  • ...at. Equipped with a powerful ionic radiance cannon, that can devastate low mark ships with poor albedo resistance. * Each Necropolis has a soft cap of skeletons, based on the mark level of the Necropolis and the number of Variant structures. If you create
    19 KB (2,923 words) - 20:21, 22 August 2021
  • ...up an effective perimeter around all of the hostile wormholes on your home planet. ** Build all 10 of your Mark I scouts, and send them out in groups of 2 along different paths into enemy
    7 KB (1,144 words) - 09:10, 17 April 2015
  • ...that can be captured from the AI have the [[Abilities|Ability: Captured on Planet Ownership Change]].<br/>Ownership-change is triggered by the completion of ...annon]]-I is almost always useless, and becomes so once the AI waves reach mark-II levels. [[Advanced Research Ship]]s are always good to capture, but can
    6 KB (896 words) - 21:46, 23 July 2012
  • ...building [[AI War:Harvester|Harvesters]] on planets (automatically done on planet capture). Metal is gather each seconds and never runs out. There is no 'lim ...arvester]] produce 20, 30 or 55 metal per second, depending on its mark. A planet can hold a fixed number of them, generally ranging from 1 to 8.
    4 KB (663 words) - 06:16, 21 August 2016
  • * '''P0:''' Nothing Particularly Interesting At This Planet * ''Optional'' '''P8:''' Possible Core Planet, Or Planet With A Bunch of Stuff We Might Want
    2 KB (354 words) - 14:01, 1 February 2015
  • ...your ships and allied ships on that palette, but if your team controls the planet or you have a scout present, you can also see the enemy ships listed there. ...s is that you can quickly see what kind of enemy forces are present on the planet, and you can hover over their icons to see their tooltips, giving you detai
    3 KB (462 words) - 14:07, 1 February 2015
  • ...wallowed ships.<br/> The Maw can swallow a ship every 5/4/3/2/1 seconds at Mark I/II/III/IV/V. ...ry 5/4/3/2/1 seconds. The number of swallows per minute for a full cap of Mark I/II/III/IV/V Maws is thus 60/75/100/150/300 swallows per minute.
    2 KB (395 words) - 12:15, 16 February 2015
  • ...>Reveals several minutes all cloaked ships (enemy and allied alike) on the planet on which it is set off. | {{AlgCtr}} | 2 per Mark || {{AlgCtr}} | Major Electric || {{AlgCtr}} | Composite || {{AlgCtr}} | S
    4 KB (393 words) - 08:58, 25 July 2016
  • ...h. To destroy one, you must have a player command station building on the planet. ...defended by two high mark forcefields, a Fortress III, and a small mass of Mark V ships that will hide under the forcefields and attack your assault force.
    3 KB (452 words) - 05:50, 8 March 2015

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