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).
The [REVAMP] tag after a link means I consider getting rid (moving away) of the strategy bits on the linked page and making it more objective. (No "you", no "how to", etc)
The [STRATEGY] tag after a link means I consider moving the link to the strategy section because it contains good strategic advises but too few facts.
The [WIP] tag highlight a page that needs work.
I removed Ships and Structures paragraphs because they are listed in the nav bar.
Contents
Game Setup
- Minor Factions [WIP}
- Players' Roles (helper, champion)
- AI Plot [REVAMP]
- AI Types
- AI Difficulty (what does it influence)
- Auto AIP
- Map Style [WIP]
- Map Size [STRATEGY]
Objectives
- Scout
- Capture some territory for Metal, Energy and Knowledge
- Capture some ARS
- Gain more power by Hacking some Design Backup Servers and Core Fabricators
- Reduce AIP by destroying Data Centers and the like.
- Destroy the CSG
- Invade and destroy the two AI Homeworlds
Economy
Ships mechanisms
(the subtopics wouldn't be linked from the front page, they're just ideas for chapters in main pages)
- Cap and Mark
- Attack
- Health
- repair
- self attrition
- self damage
- regeneration
- vampirism
- Hull Types
- speed
- speed boost
- gravity effect
- engine damage
- paralysis
- teleport
- cloaking
- tachyon (Tachyon Beams)
- cloaking booster
- cloaking super-booster
- range
- radar dampening
- close-combat
- retreat range
- reclamation
- scouting
- swallow
- boosts (?) (attack, speed, armor, ...)
- (mobile) shield (?) (sh.bearer, riot control, ...)
- capturable / captured on planet ownership change
- Immunities
Units
- Fleet Ships
- Starships
- Golems
- Spirecrafts
- Defensive Structures
- Force Fields
- Fortresses
- Mines
Human Units
AI Units
- Guard Posts
- Guardians
- Dire Guardians
- Planetary Subcommander [WIP]
- Core/Home worlds (and links to special/brutal guard posts, also links to strategy guides)
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 Economical Units
- Advanced Factory
- Advanced Research Station
- Advanced Starship Constructor
- Design Backup Server
- Distribution Node
- Core Fabricator
- Core Starship Fabricator
- Core Turret Controller
- Experimental Fabricator
- Spire Archive
- Zenith Power Generator
- Zenith Reserve
AI Devices
- AI Barracks
- AI Eyes
- AI Tachyon Sentinel
- Alarm Post
- Attrition Emitter
- Black Hole Machine
- Co-Processor
- Core Shield Generator
- Core Warhead Interceptor
- Data Center
- Dire Guardian Lair
- Gravity Drill Station
- Interplanetary Munition Booster
- Ion Cannon
- Neinzul Cluster/Nest/...
- One-Shot Raid Engine
- Orbital Mass Driver
- Planetary Armor Booster
- Planetary Armor Inhibitor
- Planetary Cloaker
- Radar Jammer
- Raid Engine
- Special Forces Alarm Post
- SuperTerminal
- Troop Accelerator
- Warp Gate
AI Special Military Units
- Hunter/Killer
- AI Carrier
- AI Beachhead
- AI Galactic Control Ship (Showdown Device)
- Avenger (Plot)
- AI Mothership (Fallen Spire)
- Core Starship (???)
AI Mechanisms
- AI Progress
- Wave [WIP]
- Cross Planet Attacks [REVAMP]
- AI Reinforcement [REVAMP]
- Special Forces
- Threat (guarding/free behavior, general threatfleet behavior)
- Strategic Reserve
- Exogalactic Strikeforce
- AI Tech [REVAMP]
- AI Unlock [REVAMP]
- Planet Mark
- AI Plot (same link as in game setup) [REVAMP]
- Reprisal [WIP]
- AI Homeworld
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]
Personal Notes
AIP determines New Reinforcements- Every so often, the AI gets reinforcements determined by a formula that involves Difficulty of AI, AIP. As AIP gets higher, it gets proportionately more reinforcements. When these reinforcements get too high, the AI releases waves, CPA's, and the like.
AIP determines Tech Levels- As certain thresholds of AIP are crossed, the tech-level of all reinforcements gets bumped up by a level. This can make fights you were winning a draw or a complete loss, this also forces you to spend knowledge just to keep up to the AI's level.
AIP means more at higher difficulties- The AIP reinforcement formula gets much more fierce at higher difficulty levels, especially at Diff 10. So just keep this mind if you play at higher difficulties that the same amount of AIP in a Diff 7 is much deadlier in a Diff 8, 9 , and 10 game.
How-to List
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