AI War:AI Types
This page is up to date for version 6.009 |
The AI Opponent Type you are fighting will determine how the AI behaves and what ships and defences it is able to use against you.
Note that you are fighting two different AIs in the galaxy and they can be the same or different AI types.
The abilities of the AIs can be further modified by enabling the AI Plots as desired.
Contents
AI Opponent Types by Expansion
Children of Neinzul Added AI Types
Light of the Spire Added AI Types
Ancient Shadows Added AI Types
AI Opponent Types by Difficulty
Note on AI wave sizes and reinforcements: AI wave sizes and reinforcement budgets are calculated based on AIP, which is then multiplied by a factor shown in the columns below.
Easier
AI Name | Wave & Reinforce Multipliers | Additional Spawns and Unlocks | Description | |
---|---|---|---|---|
Bouncer
|
?? | ?? | On all planets: All Wormhole Guard Posts replaced with normal Guard Posts | This AI uses normal guard posts instead of wormhole guard posts next to each of its wormholes. The result is that you generally take more losses the first time you attack a planet but you have a much easier time keeping it from reinforcing if you choose not to take it. |
Chivalric
|
?? | ?? | (none) | This AI refrains from targeting irreplaceable structures (like Advanced Factories, Fabricators, etc) other than your Home Command Station, and instead gets a bonus to the size of its Cross Planet Attacks. When present in an AI with a secondary AI type, this type's "do not target irreplaceable structures" characteristic is dominant despite being a disadvantage. |
Entrenched Homeworlder | 1.00 | 1.00 | On many planets: Captive Human Settlements | Planets are heavily defended, and they do moderate attacks on the players. |
Fortress Baron | 1.00 | 1.00 | On many planets: Fortresses
On some planets: SuperFortresses |
Planets are mostly moderately defended, but the core planets are incredibly heavily defended, and they do moderate attacks on the players. Their planets are frequently guarded by Fortresses, and sometimes by SuperFortresses. |
Grav Driller
|
1.25 | 0.9 | On many planets: Gravity Drills | Aggressive AI with many gravity drill stations on its planets. Gravity Drills nullify teleporting units and majorly slow down all other units, but when captured provide free resources and energy. |
Mine Enthusiast | 1.00 | 1.00 | On all planets: Mines, Area Mines, and/or EMP Mines | Planets are all moderately defended, but are heavily booby-trapped with various Mines. |
Neinzul Viral Enthusiast
|
1.00 | 1.00 | On all planets: Neinzul Viral Clusters | Has Neinzul Viral Clusters at every wormhole that spawns lots of Swarmers, making the use of lightning warheads and similar against them... dangerous. |
Shield Ninny
|
(1.00) | 1.00 | On all planets: Planetary Armor Boosters or Planetary Armor Inhibitors | Planets are all heavily defended, often with special armor Boosters or Inhibitors, but this AI never launches waves at the players. |
Sledge Hammer | 2.00 | 1.00 | (none) | Waves are half as frequent but twice as strong. |
Support Corps
|
(1.00) | 1.00 | Spawns units to attack waves of the other AI and defense of planets. Consists of Engineers, Mobile Repair Stations, Munitions Boosters, Shield Bearers, Decloakers. With ZR, add Decoy Drones and Armor Boosters. | Launches no waves of its own, but supports the waves of its ally by adding in various specialized units. Also supports its own planets and its ally's plants with those sorts of units. |
The Tank | 1.25 | 0.9 | Extra Unlocks: Space Tanks and Armor Ships | Planets are all lightly defended, and they do slightly heavier-than-average attacks on the players. |
Train Master
|
1.00 | 1.00 | Extra Units: Double the normal number of astro trains. | Uses many, many Astrotrains. |
Turtle | (1.00) | 1.00 | Extra reinforcements | Planets are all very-to-incredibly heavily defended, but they do no waves against the players (Cross Planet Attacks and border aggression still happen). |
Vanilla
|
1.00 | 1.00 | (none) | Has absolutely no unusual powers. Just a plain old basic AI, with whatever unlocks happen to come with the map seed. |
Moderate
AI Name | Wave & Reinforce Multipliers | Additional Spawns and Unlocks | Description | |
---|---|---|---|---|
Artillerist
|
?? | ?? | Extra Units: all long-range ship-types. Lightning Torpedo Frigates, Sentinel Frigates, Snipers, Zenith Bombards, Zenith Electric Bombers, etc. | This AI is fascinated with bombardment and focuses on throwing lots of (preferably long-range) artillery units at you. Its defense leaves something to be desired, however. |
Assassin | 1.25 | 0.90 | (none) | Planets are all moderately defended, and they harass the strongest player with prejudice. |
Backdoor Hacker | 1.00 | 1.00 | Warp access: Has an Exo-Galaxy Wormhole on each player's home planet. | Planets are all moderately defended, and they have a permanent path into each player's home planet (so creating the usual defensive perimeters won't work). This means that wave attacks and Exo-galactic strike forces can spawn at the home planet. |
Bully | 1.25 | 0.90 | (none) | Planets are all moderately defended, and they harass the weakest player with prejudice. |
Camouflager
|
1.00 | 1.00 | (none) | All of its mobile ships look like harmless pieces of junk when stationary and not firing, in a manner like Zenith Chameleons. |
Counter Spy | 1.00 | 1.00 | On all planets: Counter-Spy | Planets are heavily defended, and advanced scouting is much more difficult because of the counter spy defenses on each planet, which insta-kills cloaked ships including perma-cloaked scouts. |
Exotic
|
?? | ?? | (none) | This AI does not send normal waves, and instead sends small "exogalactic attacks" (similar to those provoked by the Fallen Spire, Broken Golems - Hard, etc) with methods of composition and approach very different from normal waves. Note: this AI will send counter-attack waves the normal way. |
Experimentalist
|
1.25 | 0.90 | Extra Unlocks: All experimental ships - Decoy Drone, Experimental Engineer, MicroParasite, Speed Booster, Translocator. | Aggressive AI that uses a heavy mix of experimental ships along with its normal fleets. |
Feeding Parasite | 1.25 | 0.90 | Extra Unlocks: All parasite ships - Neinzul Youngling Nanoswarm, Parasite, and Spire Teleporting Leech | Uses parasite raids almost exclusively (which can be highly damaging). |
Mad Bomber | 2.00 | 0.70 | Extra Units: MOAR Bomber Starships | Non-core planets are all lightly defended, but does extremely brutal attacks on the players. |
Neinzul Cluster-Bomber
|
1.00 | 1.00 | On all planets: Neinzul Clusters and Neinzul_Bomber_Clusters. (to confirm)
Extra unlocks of Neinzul ships? (to confirm) |
Builds Neinzul Clusters on all of its planets. |
Neinzul Youngster
|
1.5 | 0.80 | Extra Unlocks: All playable Neinzul ships - Neinzul Youngling Commando, Nanoswarm, Tiger, Vulture, and Weasel | Uses all Neinzul ship types. Its waves never have any ships other than Neinzul younglings, but its waves have only half the warning that normally is given. Its planets are comparably lightly defended, around the level of the Mad Bomber. |
One-Way Doormaster
|
1.00 | 1.00 | On all planets: Black Hole Machines | Employs Black Hole Machines on all of its planets, which makes each raid into its territory a one-way trip if the black hole machine is not destroyed. |
Peacemaker
|
1.00 | 1.00 | On all planets: Warhead Interceptor, Orbital Mass Driver, possibly additional Ion Cannons | Uses anti-golem, anti-starship, anti-warhead, (etc.) ships on all its planets. |
Reservist
|
?? | ?? | (none) | This AI gets a larger-than-usual strategic reserve and uses part of it to defend important planets that are normally not reinforced from the reserve. |
Speed Racer
|
1.25 | 0.90 | (none) | All of its mobile ships have been upgraded to move extremely fast - around speed 200 at Normal settings.
|
Spireling
|
1.25 | 0.90 | Extra Unlocks: All Spire fleet-ships - Spire Armor Rotter, Blade Spawner, Gravity Drain, Gravity Ripper, Maw, Mini Ram, Stealth Battleship, Teleport Leech, and Tractor Platform | Fairly aggressive AI that uses only Spire fleet ships. |
Stealth Master | 1.00 | 1.00 | Extra Unlocks: All ships with cloaking - Autocannon Minipod, Etherjet, Eye Bot, Raptor, Space Plane, Spire Stealth Battleship, Vampire Claw, and Zenith Chameleon? | Uses stealth raids almost exclusively (which can be highly disconcerting). |
Tag Teamer
|
1.00 | 1.00 | (none) | A defensive AI whose guards are extra speedy and don't stay near their posts. This makes them more challenging to attack.
|
Teleporter Turtle | (1.00) | 1.00 | Extra Unlocks: All ships with teleportation - Spire Teleporting Leech, Teleport Battle Station and Teleport Raider | Planets are all very-to-incredibly heavily defended, but they do no waves against the players (Cross Planet Attacks and border aggression still happen). Specializes in teleporting ships, which are particularly powerful in defensive postures. |
Thief
|
1.25 | 0.90 | Extra Ships: Etherjets, Spire Tractor Platforms, Parasites | Fairly aggressive AI that uses ships with tractor beams and leech capabilities. This can lead to a distinct disregard for player property rights. |
Vicious Raider | 1.50 | 0.80 | Extra Unlocks: Raiders | Sends substantially larger waves, and somewhat smaller defensive reinforcements. |
Zenith Descendant
|
1.25 | 0.90 | Extra Unlocks: Zenith ships - Auto Bomb, Beam Frigate, Bombard, Chameleon, Electric Bomber, Mirror, Paralyzer, Polarizer, and Viral Shredder. | Aggressive AI that uses only Zenith fleet ships. |
Harder
AI Name | Wave & Reinforce Multipliers | Additional Spawns and Unlocks | Description | |
---|---|---|---|---|
Alarmist
|
1.00 | 1.00 | On most planets: Alarm Posts or Special Forces Alarm Posts | UsesAlarm Posts on all of their planets that releases defenders when an adjacent AI Command Station is destroyed. Makes for massive cross-planet attacks unless players carefully kill these alarms. |
Attritioner | 1.25 | 0.90 | On all planets: Attritioner | Planets are all moderately defended, except that each one has an Attritioner, which slowly drains the health of any human ships in the system. Does heavy attacks on the players. |
Everything
|
1.00 | 1.00 | Extra Unlocks: All fleet-ships and core ships. | Has absolutely every fleet ship and core ship type unlocked from the start. |
Extreme Raider
|
1.50 | 0.80 | Extra Unlocks: Raider, Spire Stealth Battleship, Vorticular Cutlass, Vampire Claw, and Teleport Raider | Very nasty AI that uses raid-oriented fleet ships and really likes sending Raid Starships along with normal waves. |
Fortress King
|
1.00 | 1.00 | Extra Unlocks: Modular Fortress Command Station | Generally solid AI that has Modular Fortresses in place of most command stations. Expect grievous pain. |
Golemite
|
1.00 | 1.00 | On many planets: AI-Golems | Has fully-functioning golems on a great many of its planets.
|
Neinzul Nester
|
1.00 | 1.00 | On most planets: Neinzul Nests | Builds Neinzul Nests on a huge number of its planets - similar in function to Raid Engines, but triggers when you control or destroy AI ships on adjacent planets. |
Radar Jammer
|
1.00 | 1.00 | On all planets: Radar Jammers, mark-I or II. | Employs Radar Jammers on all of its planets, which halves the attack range of all of your ships (and sometimes the AI ships as well, depending on its mark level). |
Retaliatory
|
1.00 | 1.00 | On most planets: Counterattack Guard Posts | Starts with Counterattack Guard Posts on most planets, and can actually have more than one on a planet (if that planet would have gotten one normally). This can lead to devastating counter attacks particularly when taking a mkIV planet. |
Scorched Earth | 1.00 | 1.00 | (none) | Heavily defended planets. Whenever it loses control of a planet, it destroys that planet and all the resources there. Ships will survive. Note: This action counts as nuking the planet for a particular achievement. |
Shadow Master | 1.00 | 1.00 | On all planets: Planetary Cloak
Extra Unlocks: all ships with cloaking - Autocannon Minipod, Etherjet, Eye Bot, Raptor, Space Plane, Spire Stealth Battleship, Vampire Claw, and Zenith Chameleon? |
Like the Stealth Master, except every planet is equipped with a powerful device that keeps all ships permanently cloaked, even when firing, even if they wouldn't normally have cloaking. The only sign of this enemy is the device itself, which can be difficult to reach what with all the invisible enemies firing at you from the nether. |
Special Forces Captain | 1.00 | 1.00 | (special) | Only has Special Forces Guard Posts -- no regular guard posts. This makes for a tremendous number of ships patrolling around the map at any given time. |
Spire Hammer
|
1.00 | 1.00 | Extra Ships in wave: Spire Frigates, Spire Destroyers and upwards. | Generally solid AI that also adds a powerful Spire ship to each wave (in addition to the normal starship). At higher tech levels it will even send Capital-ship level vessels. |
Starfleet Commander
|
1.25 | 0.90 | Extra Ships in wave: Three times the normal number of Starships | Aggressive AI that uses starships heavily in place of normal fleet ships. |
Vengeful
|
?? | ?? | (none) | This AI retaliates with (relatively) small exogalactic attacks every time you destroy one of its guard posts, warp gates, command stations, data centers... it's kind of attached to a lot of things, actually. Doesn't take criticism well. |
Vorpal
|
?? | ?? | Extra Units: ?? | This AI focuses on force-field-immune units and strong Cross Planet Attacks as a counter to fortified human positions. |
Warp Jumper
|
1.00 | 1.00 | Warp access: attack wave can launch anywhere, no Warp Gates | On the bright side, this AI type does not build any warp gates on its planets, which saves 5 AI Progress per plant and avoids the need to gate raid their planets. On the downside, however, this AI type is able to launch waves at any non-warp-jammed planet on the map at any time thanks to their warp drives on their individual ships. |
AI-types below this line are red in-game to represent that they are considered more difficult than the Harder AI types | ||||
Crafty Spire
|
1.00 | 1.00 | On all planets: Spirecraft. | Starts with various Spirecraft (which are generally bigger than starships and smaller than golems) on its planets. |
Heroic
|
1.00 | 1.00 | Champion Ships | Generally solid AI that can also add powerful Champion ships to each wave. Also periodically spawns a Champion ship on one of its own planets that joins the general AI forces threatening you. At higher tech levels it uses bigger Champion ships. Note that the in-game description uses singular, in reality it is one or more Champion ships based on AIP, both for adding Champions to waves as well as spawning them on its own worlds. |
Raid Engine
|
1.00 | 1.00 | On most planets: Raid Engines | Uses Raid Engines on a huge number of their planets. Makes for very frequent, short-term brutal waves in addition to the normal waves unless players carefully kill these engines. |
Technologist
AI Name | Wave & Reinforce Multipliers | Additional Spawns and Unlocks | Description | |
---|---|---|---|---|
Technologist Homeworlder | 1.00 | 1.00 | On most planets: Captive Human Settlements | Like the Entrenched Homeworlder, except the enemy units are two Marks higher then they would be otherwise (these are quite a formidable foe). |
Technologist Parasite | 1.25 | 0.90 | Extra Unlocks: all reclaimers - Neinzul Youngling Nanoswarm, Parasite, and Spire Teleporting Leech | Like the Feeding Parasite, except the enemy units and planets are two Marks higher then they would be otherwise (these are quite a formidable foe). |
Technologist Raider | 1.5 | 0.80 | Extra Unlocks: Raiders | Like the Vicious Raider, except the enemy units and planets are two Marks higher then they would be otherwise (these are quite a formidable foe). |
Technologist Sledge | 1.00 | 1.00 | (none) | Like the Sledge Hammer, except the enemy units and planets are two Marks higher then they would be otherwise (these are quite a formidable foe). |
Technologist Turtle | (1.00) | 1.00 | Extra reinforcements | Like the Turtle, except the enemy units and planets are two Marks higher then they would be otherwise (these are quite a formidable foe). |
The Core | 1.00 | 1.00 | Replacements: all ships are mark-V. | Planets are all lightly defended in terms of the number of ships at each, but all ships of this AI are deadly Mark V/Core ships. (Note that system Marks are not boosted like Technologist AIs.) |
Vicious Exotic | ?? | ?? | (none) | This AI does not send normal waves, and instead sends LARGE "exogalactic attacks" (similar to those provoked by the Fallen Spire, Broken Golems - Hard, etc) with methods of composition and approach very different from normal waves. Note: this AI will send counter-attack waves the normal way. |
Randoms
Normally when you choose a random AI type you cannot see which type was actually chosen until the game ends. However, there is an AI Modifier in the lobby that allows you to make them visible from the start, but still chosen at random. You can also use the disabledaitypes.txt file to exclude specific AI types from being chosen (if you've already played them, say, and are trying to work your way at random through the whole list -- or if you simply don't like a specific type of AI).
- Random Easier
- Chooses one of the easier AI types at random.
- Random Moderate
- Chooses one of the moderate AI types at random.
- Random Moderate/Easier
- Chooses one of the easier or moderate AI types at random.
- Random Harder
- Chooses one of the harder AI types at random (technologist AI types are all considered harder, so this includes them).
- Random Harder Non-Technologist
- Chooses one of the harder AI types at random, but specifically excluding any of the technologist types.
- Random All
- Chooses one of AI types at random.
- Random All Non-Technologist
- Chooses one of AI types at random, but specifically excluding all of the Red AI Types.
Eye frequency
Keith has said the following about the spawning of Eyes according to AI type:
- "AI types vary in how many eyes they get. Turtles, Teleporter Turtles, and Technologist Turtles all get a lot more than everyone else. Shield Ninnies, Grav Drillers, and Peacemakers get slightly less than the turtles (twice the normal).
- On the other end, Mad Bombers, Neinzul Youngsters, Vicious Raiders, Extreme Raiders, Technologist Raiders, Scorched Earth, Attritioners, The Tanks, and The Cores all get half the normal amount.
- From there, it's scaled by difficulty, so diff 10 gets 1.66~ as many as diff 6."