Difference between revisions of "AI War:Astro Trains"

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(Removed a double nearby on Regenerator Train description. "nearby AI planet nearby." -> "nearby AI planet.")
 
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{|
 
{|
|[[File:AIWarAstroTrain.png|left|Astro Train]] || valign="top" | Nearly-indestructible robotic courier.  Forms convoys and travels between [[Train Stations]] causing various problems for the human forces depending on the type of trains in the convoy. Note that Astrotrains do not have a direct attack themselves, they cause problems in other ways....<br/>
+
|[[File:AIWarAstroTrain.png|left|Astro Train]] || valign="top" | These robotic couriers are used by the AI only. They travel between train stations at random, causing various problems for players depending on the type of train. Many trains enhance AI ships on the same planet, while others disable certain abilities of human ships. Some are even very destructive, but not by conventional weaponry. There are also "harmless" trains that only carry cargo from planet to planet, but over time they contribute to AI construction efforts that can be very dangerous in their own right.
Astrotrains are enabled individually for each AI under the AI Plots tab during game setup. The range varies from 0 (off) to 10 (nigh-impossible) with 4 being considered the default.<br/>
+
|}
While Astrotrains are extremely difficult to kill, some of the more dangerous ones are easier (relatively) to destroy.<br/><br/>
+
 
 +
== Overview ==
 +
 
 +
Nearly-indestructible robotic courier.  Forms convoys and travels between [[Train Stations]] causing various problems for the human forces depending on the type of trains in the convoy. Note that Astrotrains do not have a direct attack themselves, they cause problems in other ways....<br/>
 +
Astrotrains are enabled individually for each AI under the AI Plots tab during game setup. The range varies from 0 (off) to 10 (nigh-impossible) with 4 being considered the default.<br/><br/>
 +
Most Astrotrains are so difficult to destroy (400 million health) that they're not even autotargeted; Cargo, Regenerator, Shield, EMP, and Nuclear trains are much weaker (though still very tough) and your ships will target them automatically.<br/><br/>
 
When this plot is enabled for an AI, it will spawn [[Astrotrain Stations]] on its planets that act as way points for the Astrotrains.<br/>Destroying Astrotrain stations reduces the AI's possible destinations and can be used to influence the routes the trains take.<br/><br/>
 
When this plot is enabled for an AI, it will spawn [[Astrotrain Stations]] on its planets that act as way points for the Astrotrains.<br/>Destroying Astrotrain stations reduces the AI's possible destinations and can be used to influence the routes the trains take.<br/><br/>
 
This plot can be enabled for one or both AIs depending on the challenge you are looking for. Note that the higher this minor faction is set to the nastier the train types it will have access to are. Increasing the intensity of the minor faction will also result in larger convoys so their are more trains in total.
 
This plot can be enabled for one or both AIs depending on the challenge you are looking for. Note that the higher this minor faction is set to the nastier the train types it will have access to are. Increasing the intensity of the minor faction will also result in larger convoys so their are more trains in total.
  
|}
+
==Train Mechanics==
== Train Types (Minimum Intensity) ==
+
===Train Spawning===
 +
Regardless of the AI's difficulty level or the intensity of the Astrotrain minor faction setting, no Astrotrains will spawn during map generation.<br/>
 +
<br/>
 +
Rather, if the Astrotrain Minor Faction is enabled, roughly every 20 minutes the AI will check to see if there are less then 10 Astrotrain Convoys alive. If there are less, the AI will spawn an Astrotrain Convoy at a random Astrotrain Station and that convoy will be present for the rest of the game.<br/>
 +
This means that it will be roughly at the 3 hour, 20 minute mark (200 minutes) that the Astrotrains will reach their maximum population of 10 convoys (20 convoys if Astrotrains are enabled for both AIs) for that game.<br/>
 +
Note that it is currently unknown if the population cap is per convoy or per train. IE: Will destroying 50% of two trains allow another convoy to spawn or do you have to destroy a convoy in its entirety to allow another convoy to spawn? (If you know leave a note on the forums please.)
 +
===Train Caps===
 +
The Astrotrain Intensity setting is the only factor in determining how big an Astrotrain Convoy will be when it spawns. AI difficulty does not affect it.<br/>
 +
The type of Astrotrains available to the AI to populate a convoy with are also determined by the Astrotrain Intensity setting.<br/>
 +
Exact convoy sizes at each intensity are not known and how a convoy gets populated with train types is also unknown.<br/>
 +
On Intensity 4 a convoy size of 4 Astrotrains has been reported.<br/>
 +
===Cargo Trains===
 +
The ''surprises'' that Cargo trains spawn once they have delivered enough materials are also affected by the Astrotrain Intensity.<br/>
 +
Not enough reports are in to determine everything that can spawn at the different intensities, however at Intensity 4 [[SuperFortress]]es have been reported and at Intensity 8 [[AI_War_Ships_and_Structures#Golems|Golems]] have been reported as spawning.
 +
== Train Types (Minimum Intensity to spawn) ==
 
{|
 
{|
 
| '''Train Station (1):''' || Waypoint for astro trains.  Destroy to influence train routing. Causes 3 [[AIP]] on death. Note that the AI can build Train Stations once the game is under way by purchasing them from the [[Zenith Trader]]. Train stations bought this way do not incur any [[AIP]] on death. <font size="1">[[Astrotrain#Train Station|Stats]]</font>
 
| '''Train Station (1):''' || Waypoint for astro trains.  Destroy to influence train routing. Causes 3 [[AIP]] on death. Note that the AI can build Train Stations once the game is under way by purchasing them from the [[Zenith Trader]]. Train stations bought this way do not incur any [[AIP]] on death. <font size="1">[[Astrotrain#Train Station|Stats]]</font>
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| '''Attack Booster (1):''' || Boosts the attack of all AI ships on the planet.
 
| '''Attack Booster (1):''' || Boosts the attack of all AI ships on the planet.
 
|-
 
|-
| '''Cargo Train (1):''' || Harmless in itself, but each "delivery" contributes towards a counter for that player, and when that fills up (you'll see an alert once it's past 50%) it spawns some surprises. The spawns are unpleasant but not massively so (unless you're on intensity 8 or higher, where you're asking for it).
+
| '''Cargo Train (5):''' || Harmless in itself, but each "delivery" contributes towards a counter for that player, and when that fills up (you'll see an alert once it's past 50%) it spawns some surprises. The spawns are unpleasant but not massively so (unless you're on intensity 8 or higher, where you're asking for it).
 
|-
 
|-
 
| '''EMP Train (6):''' || Basically an EMP-guardian in train form. This is another one of the train types that's got way less hp and thus more feasible to destroy than others. If you have scouting on a planet with one of these, it shows up in the alert box.
 
| '''EMP Train (6):''' || Basically an EMP-guardian in train form. This is another one of the train types that's got way less hp and thus more feasible to destroy than others. If you have scouting on a planet with one of these, it shows up in the alert box.
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|}
 
|}
 
<br/>
 
<br/>
== High-Health Trains ==
+
== Trains Stats==
Most Astrotrains are high-health trains with their own special ability. Note that all trains have the Tachyon Emission Ability that varies based on the specific train type.<br/>
+
Most Astrotrains are high-health trains with their own special ability.<br/>
Mark level for Astrotrains is in relation to the special ability only, none of the trains base stats change based on Mark.
+
Mark level for Astrotrains is in relation to the special ability only, none of the trains base stats change based on Mark.<br/>
 +
The following table lists the standard train stats, train specific abilities and other stats are listed below.
 
{| {{AlgTop}}
 
{| {{AlgTop}}
 
! [[Ammunition Types and Immunities|Ammo Type]] || {{AlgCtr}} | [[Armor Types and Bonus Damage|Armor Type]] || {{AlgCtr}} | [[Ammunition Types and Immunities|Immunities]] || {{AlgCtr}} | [[Armor Types and Bonus Damage|Damage Bonuses]]
 
! [[Ammunition Types and Immunities|Ammo Type]] || {{AlgCtr}} | [[Armor Types and Bonus Damage|Armor Type]] || {{AlgCtr}} | [[Ammunition Types and Immunities|Immunities]] || {{AlgCtr}} | [[Armor Types and Bonus Damage|Damage Bonuses]]
Line 79: Line 100:
 
! {{AlgCtr}} | [[Armor|Damage]] || {{AlgCtr}} | Attack Range || {{AlgCtr}} | Reload || {{AlgCtr}} | Health || {{AlgCtr}} | [[Armor]] || {{AlgCtr}} | [[Engines and Speed|Speed]] || {{AlgCtr}} | [[Engines and Speed|Engine Health]] || {{AlgCtr}} | Single Ship DPS || {{AlgCtr}} | [[Abilities]]
 
! {{AlgCtr}} | [[Armor|Damage]] || {{AlgCtr}} | Attack Range || {{AlgCtr}} | Reload || {{AlgCtr}} | Health || {{AlgCtr}} | [[Armor]] || {{AlgCtr}} | [[Engines and Speed|Speed]] || {{AlgCtr}} | [[Engines and Speed|Engine Health]] || {{AlgCtr}} | Single Ship DPS || {{AlgCtr}} | [[Abilities]]
 
|-
 
|-
| {{AlgCtr}} | 0|| {{AlgCtr}} | 0|| {{AlgCtr}} | 0 sec || {{AlgCtr}} | 400,000,000 || {{AlgCtr}} | 10,000 || {{AlgCtr}} | 80 || {{AlgCtr}} | Inf || {{AlgRgt}} | 0 dmg/sec || {{AlgLeft}} | Tachyon Beam Emission (750 to 2250 Range)
+
| {{AlgCtr}} | 0|| {{AlgCtr}} | 0|| {{AlgCtr}} | 0 sec || {{AlgCtr}} | 400,000,000 || {{AlgCtr}} | 10,000 || {{AlgCtr}} | 80 || {{AlgCtr}} | Inf || {{AlgRgt}} | 0 dmg/sec || {{AlgLeft}} |
 
|}
 
|}
 
'''Special Abilities:'''
 
'''Special Abilities:'''
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| '''Attack Booster:''' || Boosts the attack of all AI ships on the planet by 39/79/119% (Mk. I/II/III).
 
| '''Attack Booster:''' || Boosts the attack of all AI ships on the planet by 39/79/119% (Mk. I/II/III).
 
|-
 
|-
| '''Cargo Train:''' || No combat ability, but spawns a surprise after enough of these have delivered their cargo to its destination.
+
| '''Cargo Train:''' || 20,000,000 Health, 1,000 Armor. No combat ability, but spawns a surprise after enough of these have delivered their cargo to its destination.
 +
|-
 +
| '''EMP Train:''' || 10,000,000 Health. Enemy only EMP on wormhole exit. Lasts for 20/40/60 (Mk. I/II/III) seconds.
 
|-
 
|-
 
| '''Forcefield Jammer:''' || Disables all enemy force fields and shields on the same planet.  
 
| '''Forcefield Jammer:''' || Disables all enemy force fields and shields on the same planet.  
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|-
 
|-
 
| '''Gravity Jammer:''' || Prevents human gravity emitters from working on the planet it's on (the limited-range stuff, not planet-wide stuff like logistics stations or grav drills).  
 
| '''Gravity Jammer:''' || Prevents human gravity emitters from working on the planet it's on (the limited-range stuff, not planet-wide stuff like logistics stations or grav drills).  
 +
|-
 +
| '''Nuclear Train:''' || 10,000,000 Health. Nuclear Explosion on wormhole exit when the system has a human command station. Destroys itself to do so. If destroyed by hostile fire the nuclear explosion does not go off.
 
|-
 
|-
 
| '''Radar Jammer:''' || Mk. I: Halves the range of all units on planet. Mk. II: Halves the range of all enemy units on planet.
 
| '''Radar Jammer:''' || Mk. I: Halves the range of all units on planet. Mk. II: Halves the range of all enemy units on planet.
 
|-
 
|-
| '''Repair Train:''' || Mounts a powerful multiplex repair beam that repairs all nearby units. Repair Rate 40/80/120 (Mk. I/II/III).
+
| '''Regenerator Train:''' || Resurrects AI units that are destroyed on the same planet. Sacrifices its own health to do so and resurrected units are teleported to a nearby AI planet.
 +
|-
 +
| '''Repair Train:''' || 40,000,000 Health. Mounts a powerful multiplex repair beam that repairs all nearby units. Repair Rate 40/80/120 (Mk. I/II/III).
 +
|-
 +
| '''Shield Train:''' || 40,000,000 Health. Projects a shield to protect nearby units. Shield health is the trains health.
 
|-
 
|-
 
| '''Speed Booster:''' || Boosts the speed of all allied units on the same planet. (Tests required on how much of a boost and if multiple boosts stack.)
 
| '''Speed Booster:''' || Boosts the speed of all allied units on the same planet. (Tests required on how much of a boost and if multiple boosts stack.)
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|}
 
|}
 
<br/>
 
<br/>
== Low Health Trains ==
+
 
The more dangerous trains have a relatively lower health that makes them feasible to destroy.
 
{| {{AlgTop}}
 
! [[Ammunition Types and Immunities|Ammo Type]] || {{AlgCtr}} | [[Armor Types and Bonus Damage|Armor Type]] || {{AlgCtr}} | [[Ammunition Types and Immunities|Immunities]] || {{AlgCtr}} | [[Armor Types and Bonus Damage|Damage Bonuses]]
 
|-
 
| {{AlgCtr}} |  || {{AlgCtr}} | Command-Grade || {{AlgCtr}} | Fusion Cutters, Black Hole Machines, Speed Boosts, Gravity Effects, Attrition, Tractor Beams, Reclamation, Paralysis Attacks, Transport, Swallow, Force Fields, Being Insta-Killed, Repair || {{AlgCtr}} |
 
|}<br/>
 
{| {{AlgTop}}
 
! {{AlgCtr}} | [[Armor|Damage]] || {{AlgCtr}} | Attack Range || {{AlgCtr}} | Reload || {{AlgCtr}} | Health || {{AlgCtr}} | [[Armor]] || {{AlgCtr}} | [[Engines and Speed|Speed]] || {{AlgCtr}} | [[Engines and Speed|Engine Health]] || {{AlgCtr}} | Single Ship DPS || {{AlgCtr}} | [[Abilities]]
 
|-
 
| {{AlgCtr}} | 0|| {{AlgCtr}} | 0|| {{AlgCtr}} | 0 sec || {{AlgCtr}} | 40,000,000 || {{AlgCtr}} | 1,000 || {{AlgCtr}} | 80 || {{AlgCtr}} | Inf || {{AlgRgt}} | 0 dmg/sec || {{AlgLeft}} | Tachyon Beam Emission (750-2250 Range)
 
|}
 
'''Special Abilities:'''
 
{|
 
|-
 
| '''EMP Train:''' || Enemy only EMP on wormhole exit. Lasts for 20/40/60 (Mk. I/II/III) seconds.
 
|-
 
| '''Nuclear Train:''' || Nuclear Explosion on wormhole exit when the system has a human command station. Destroys itself to do so. If destroyed by hostile fire the nuclear explosion does not go off.
 
|-
 
| '''Regenerator Train:''' || Resurrects AI units that are destroyed on the same planet. Sacrifices its own health to do so and resurrected units are teleported to a nearby AI planet nearby.
 
|-
 
| '''Shield Train:''' || Projects a shield to protect nearby units. Shield health is the trains health.
 
|}
 
  
  
 
{{AIWarShips}}
 
{{AIWarShips}}
 
{{AIWarRefNav}}
 
{{AIWarRefNav}}

Latest revision as of 14:24, 17 January 2017


This page is a work in progress. Some information may not be up to date, difficult to read, unfinished, etc.
Astro Train
These robotic couriers are used by the AI only. They travel between train stations at random, causing various problems for players depending on the type of train. Many trains enhance AI ships on the same planet, while others disable certain abilities of human ships. Some are even very destructive, but not by conventional weaponry. There are also "harmless" trains that only carry cargo from planet to planet, but over time they contribute to AI construction efforts that can be very dangerous in their own right.

Overview

Nearly-indestructible robotic courier. Forms convoys and travels between Train Stations causing various problems for the human forces depending on the type of trains in the convoy. Note that Astrotrains do not have a direct attack themselves, they cause problems in other ways....
Astrotrains are enabled individually for each AI under the AI Plots tab during game setup. The range varies from 0 (off) to 10 (nigh-impossible) with 4 being considered the default.

Most Astrotrains are so difficult to destroy (400 million health) that they're not even autotargeted; Cargo, Regenerator, Shield, EMP, and Nuclear trains are much weaker (though still very tough) and your ships will target them automatically.

When this plot is enabled for an AI, it will spawn Astrotrain Stations on its planets that act as way points for the Astrotrains.
Destroying Astrotrain stations reduces the AI's possible destinations and can be used to influence the routes the trains take.

This plot can be enabled for one or both AIs depending on the challenge you are looking for. Note that the higher this minor faction is set to the nastier the train types it will have access to are. Increasing the intensity of the minor faction will also result in larger convoys so their are more trains in total.

Train Mechanics

Train Spawning

Regardless of the AI's difficulty level or the intensity of the Astrotrain minor faction setting, no Astrotrains will spawn during map generation.

Rather, if the Astrotrain Minor Faction is enabled, roughly every 20 minutes the AI will check to see if there are less then 10 Astrotrain Convoys alive. If there are less, the AI will spawn an Astrotrain Convoy at a random Astrotrain Station and that convoy will be present for the rest of the game.
This means that it will be roughly at the 3 hour, 20 minute mark (200 minutes) that the Astrotrains will reach their maximum population of 10 convoys (20 convoys if Astrotrains are enabled for both AIs) for that game.
Note that it is currently unknown if the population cap is per convoy or per train. IE: Will destroying 50% of two trains allow another convoy to spawn or do you have to destroy a convoy in its entirety to allow another convoy to spawn? (If you know leave a note on the forums please.)

Train Caps

The Astrotrain Intensity setting is the only factor in determining how big an Astrotrain Convoy will be when it spawns. AI difficulty does not affect it.
The type of Astrotrains available to the AI to populate a convoy with are also determined by the Astrotrain Intensity setting.
Exact convoy sizes at each intensity are not known and how a convoy gets populated with train types is also unknown.
On Intensity 4 a convoy size of 4 Astrotrains has been reported.

Cargo Trains

The surprises that Cargo trains spawn once they have delivered enough materials are also affected by the Astrotrain Intensity.
Not enough reports are in to determine everything that can spawn at the different intensities, however at Intensity 4 SuperFortresses have been reported and at Intensity 8 Golems have been reported as spawning.

Train Types (Minimum Intensity to spawn)

Train Station (1): Waypoint for astro trains. Destroy to influence train routing. Causes 3 AIP on death. Note that the AI can build Train Stations once the game is under way by purchasing them from the Zenith Trader. Train stations bought this way do not incur any AIP on death. Stats
Armor Booster (1): Acts like the unit of the same name: boosts armor of all AI ships on the planet.
Armor Inhibitor (7): Acts like the unit of the same name: negates armor of all enemy-to-AI ships on the planet (also disables shields, like that unit does, though that may be changed in the future for both; it's a holdover from when the armor inhibitor was the shield inhibitor).
Attack Booster (1): Boosts the attack of all AI ships on the planet.
Cargo Train (5): Harmless in itself, but each "delivery" contributes towards a counter for that player, and when that fills up (you'll see an alert once it's past 50%) it spawns some surprises. The spawns are unpleasant but not massively so (unless you're on intensity 8 or higher, where you're asking for it).
EMP Train (6): Basically an EMP-guardian in train form. This is another one of the train types that's got way less hp and thus more feasible to destroy than others. If you have scouting on a planet with one of these, it shows up in the alert box.
Forcefield Jammer (7): Prevents human forcefields/shields from working on the planet it's on.
Gravity Train (4): Halves the speed of all enemy-to-AI ships on the planet.
Gravity Jammer (6): Prevents human gravity emitters from working on the planet it's on (the limited-range stuff, not planet-wide stuff like logistics stations or grav drills).
Nuclear Train (10): Kinda like an EMP guardian, but only triggers on non-destroyed planets with a human command station present. Oh, and it's a nuke instead of an EMP. Destroys itself when it goes off. This is one of the train types that's got way less hp and thus more feasible to destroy than others. If you have scouting on a planet with one of these, it shows up in the alert box. If destroyed by hostile fire the nuclear explosion does not go off.
Radar Jammer (4): Acts like the unit of the same name: halves attack range of everything on the planet. There's also a MkII variant that only halves enemy (to the AI) ranges.
Regenerator Train (1): Resurrects AI units that are destroyed on the same planet. Sacrifices its own health to do so and resurrected units are teleported to a nearby AI planet nearby.
Repair Train (1): Basically a super-MRS.
Shield Train (2): Basically a shieldbearer (the shield does not push enemy units). Has a lot less health than most of the other trains and is thus somewhat feasible to kill.
Speed Booster (1): Boosts the speed of all allied units.
Tachyon Train (2): Provides planet-wide tachyon coverage for the AI.
Tachyon Jammer (3): Prevents human tachyon emitters from working on the planet it's on.
Tractor Train (2): Has a bunch of tractor beams.
Tractor Jammer (6): Prevents human tractor beams from working on the planet it's on.
Widow Train (4): Has a bunch of paralyzing tractor beams.

Note that the intensity as listed is the lowest intensity you will see that type of train. As the intensity setting goes above this minimum the more you will see that type of train, and higher Marks of trains for the types that have abilities that scale.

Train Station

Train stations simply act as waypoints for Astrotrains and have no abilities or attack of their own.

Ammo Type Armor Type Immunities Damage Bonuses
Structural Fusion Cutters, Attack Boosts, Armor Boosts, Gravity Effects, Attrition, Tractor Beams, Reclamation, Paralysis Attacks, Transport, Swallow, Being Insta-Killed, EMPs


Damage Attack Range Reload Health Armor Speed Engine Health Single Ship DPS Abilities
0 0 0 sec 50,000,000 0 0 Inf 0 dmg/sec


Trains Stats

Most Astrotrains are high-health trains with their own special ability.
Mark level for Astrotrains is in relation to the special ability only, none of the trains base stats change based on Mark.
The following table lists the standard train stats, train specific abilities and other stats are listed below.

Ammo Type Armor Type Immunities Damage Bonuses
Command-Grade Fusion Cutters, Black Hole Machines, Speed Boosts, Gravity Effects, Attrition, Tractor Beams, Reclamation, Paralysis Attacks, Transport, Swallow, Force Fields, Being Insta-Killed, Repair


Damage Attack Range Reload Health Armor Speed Engine Health Single Ship DPS Abilities
0 0 0 sec 400,000,000 10,000 80 Inf 0 dmg/sec

Special Abilities:

Armor Booster: Doubles the armor of all enemy-to-AI ships on the planet.
Armor Inhibitor: Reduces the armor to 0 and disables all Force Fields and Shields on all enemy-to-AI units on the planet.
Attack Booster: Boosts the attack of all AI ships on the planet by 39/79/119% (Mk. I/II/III).
Cargo Train: 20,000,000 Health, 1,000 Armor. No combat ability, but spawns a surprise after enough of these have delivered their cargo to its destination.
EMP Train: 10,000,000 Health. Enemy only EMP on wormhole exit. Lasts for 20/40/60 (Mk. I/II/III) seconds.
Forcefield Jammer: Disables all enemy force fields and shields on the same planet.
Gravity Train: Halves the speed of all enemy-to-AI ships on the planet.
Gravity Jammer: Prevents human gravity emitters from working on the planet it's on (the limited-range stuff, not planet-wide stuff like logistics stations or grav drills).
Nuclear Train: 10,000,000 Health. Nuclear Explosion on wormhole exit when the system has a human command station. Destroys itself to do so. If destroyed by hostile fire the nuclear explosion does not go off.
Radar Jammer: Mk. I: Halves the range of all units on planet. Mk. II: Halves the range of all enemy units on planet.
Regenerator Train: Resurrects AI units that are destroyed on the same planet. Sacrifices its own health to do so and resurrected units are teleported to a nearby AI planet.
Repair Train: 40,000,000 Health. Mounts a powerful multiplex repair beam that repairs all nearby units. Repair Rate 40/80/120 (Mk. I/II/III).
Shield Train: 40,000,000 Health. Projects a shield to protect nearby units. Shield health is the trains health.
Speed Booster: Boosts the speed of all allied units on the same planet. (Tests required on how much of a boost and if multiple boosts stack.)
Tachyon Train: Provides planet-wide tachyon coverage for the AI.
Tachyon Jammer: Prevents human tachyon emitters from working on the planet it's on.
Tractor Train: Mounts 100/200/300 tractor beams with a 4000/8000/12000 range (Mk. I/II/III)
Tractor Jammer: Prevents human tractor beams from working on the planet it's on.
Widow Train: Mounts 100/200/300 paralyzing tractor beams with a 4000/8000/12000 range (Mk. I/II/III)





Ships and Structures Navigation
Fleet Ships

Built at
Space Dock

ScoutFighterBomberMissile Frigate

Bonus fleet ships: Acid SprayerAnti-ArmorArmor BoosterArmor ShipAttractor DroneAutocannon MinipodBulletproof FighterElectric ShuttleEtherjetEye BotGrenade LauncherImpulse Reaction EmitterInfiltratorLaser GatlingLightning Torpedo FrigateMLRSMunitions BoosterNeinzul RailpodNeinzul ScapegoatNeinzul Youngling CommandoNeinzul Youngling FireflyNeinzul Youngling NanoswarmNeinzul Youngling ShrikeNeinzul Youngling TigerNeinzul Youngling VultureNeinzul Youngling WeaselParasiteRaiderRaptorSaboteurSentinel FrigateShield BearerSniperSpace PlaneSpace TankSpider BotSpire Armor RotterSpire BladeSpire Blade SpawnerSpire Gravity DrainerSpire Gravity RipperSpire MawSpire Mini RamSpire RailclusterSpire Stealth BattleshipSpire Teleporting LeechSpire Tractor PlatformTachyon MicrofighterTackle Drone LauncherTeleport Battle StationTeleport RaiderVampire ClawVorticular CutlassZenith Auto BombZenith Beam FrigateZenith BombardZenith ChameleonZenith Electric BomberZenith HydraZenith Medic FrigateZenith MirrorZenith ParalyzerZenith PolarizerZenith ReprocessorZenith Siege EngineZenith Viral Shredder

Experimental: Decoy DroneMicroParasiteSpeed BoosterSpider BotTranslocator

Minor faction: Dyson GatlingNeinzul BomberNeinzul Viral SwarmerPreservation Warden BomberPreservation Warden CommandoResistance Fighter/BomberResistance Frigate

Miscellaneous: Neinzul Youngling CockroachWasp

Starships Cloaker StarshipFlagshipHeavy Bomber StarshipLeech StarshipNeinzul Enclave StarshipPlasma Siege StarshipRaid StarshipRiot Control StarshipScout StarshipSpire StarshipZenith Starship

Bonus starships: Lightning StarshipNeinzul Combat CarrierProtector StarshipSpire CorvetteTranslocator StarshipZenith Devastator

Experimental: Beam StarshipWarbird Starship

Miscellaneous: AI-Neinzul HybridAvengerBeachheadCarrierDecloakerCore StarshipGalactic Control ShipHunter/KillerMobile BuilderMothershipNeinzul Preservation WardenNeinzul Roaming EnclaveTransport Ship

Turrets Regular: Needler TurretLaser TurretMLRS TurretMissile TurretFlak TurretLightning TurretSniper TurretSpider Turret

Advanced: Heavy Beam TurretCounter Dark Matter TurretCounter Missile TurretCounter Sniper TurretTractor Beam TurretGravitational TurretTachyon Beam Emitter

Guardians Combat Carrier GuardianDevastator GuardianDisassembler GuardianEMP GuardianEnclave GuardianFlak GuardianGravity GuardianHeavy Beam GuardianInfiltrator GuardianLaser GuardianLightning GuardianMissile GuardianMLRS GuardianMunitions Boosting GuardianNeedler GuardianPlasma GuardianRaider GuardianSelf-Destruction GuardianShield GuardianSniper GuardianSpecial Forces Rally GuardianSpider GuardianSpire Implosion GuardianTractor GuardianTranslocator GuardianVampire GuardianWarp Gate GuardianWidow GuardianZombie Guardian
Dire Guardians Dire Guardian LairDire Artillery GuardianDire Disassembler GuardianDire Gravity GuardianDire Implosion GuardianDire Infiltration GuardianDire Laser GuardianDire MLRS GuardianDire Munitions Boosting GuardianDire Needler GuardianDire Raider GuardianDire Shield GuardianDire Sniper GuardianDire Spider GuardianDire Tractor GuardianDire Widow Guardian
Guard Posts Regular Guard Posts: Arachnid Guard PostCloaker Guard PostCommand Station Shield Guard PostLaser Guard PostMissile Guard PostMLRS Guard PostNeedler Guard PostSpire Shield Sphere Guard Post

Special Guard Posts: Special Forces Guard PostWarp Counterattack Guard PostWormhole Guard Post

Exotic Guard Posts: Disassembler Guard PostEnclave Guard PostGravity Guard PostImplosion Guard PostMunition Boosting Guard PostPlasma Guard PostSniper Guard PostSpider Guard PostTachyon SentinelTractor Guard PostWidow Guard Post

Core Guard Posts: Core Arachnid Guard PostBooster Guard PostElectric Guard PostHeavy Beam Guard PostCore Implosion Drone Guard PostLeech Guard PostCore Missile Guard PostNeinzul Melee Guard PostNeinzul Spawner Guard PostRiot Control Guard PostSentinel Guard PostCore Spire Shield Sphere Guard PostZenith Bombard Guard PostZenith Fortress Guard Post

Brutal Guard Posts: Cross Planet Attack Guard PostGrav Reactor Guard PostHunter/Killer Factory Guard PostRaid Engine Guard PostShredder Drone Guard PostTeuthida Guard PostWrath Lance Guard Post

Military Structures Advanced Warp SensorAlarm PostAttritionerBarracksBlack Hole MachineCo-ProcessorCore Shield GeneratorCounter-SpyDark Spire Vengeance GeneratorData CenterDrone SpawnerDyson AntagonizerDyson ConverterForce FieldGravity DrillHybrid SpawnInter-Planetary Munitions BoosterIon CannonMobile Space DockNeinzul Bomber ClusterNeinzul ClusterNeinzul NestNeinzul Privacy ClusterNeinzul Rocketry Corps SiloNeinzul Viral ClusterOrbital Mass DriverPlanetary Armor BoosterPlanetary Armor InhibitorPlanetary CloakRadar JammerRaid EngineRally PostSpecial Forces Alarm PostSuperTerminalTroop AcceleratorWarhead InterceptorWarp GateZenith ReserveZenith Spacetime Manipulator

Mines: MinefieldArea MinefieldWidow Minefield

Fortresses: FortressMini-FortressModular FortressModular Fortress Command StationNeinzul Modular FortressSpire Modular FortressSuperFortressZenith Modular Fortress

AI Eyes: Ion EyeNuclear EyeParasite EyePlasma Eye (Core)Raid Eye (Core)Sentry Eye (Core)Threatening Eye (Core)Translocator Eye (Core)

Economic Structures Asteroid (Adamantite) (Ebonite) (Pysite) (Reptite) (Titanite) (Xampite)Advanced Research StationAdvanced FactoryAdvanced Starship ConstructorCaptive Human SettlementCleanup DroneEconomic Command StationColony ShipCore FabricatorDistribution NodeCommand StationEnergy CollectorEngineerExo-Galactic WormholeExperimental FabricatorFoldoutHarvesterHarvester Exo-ShieldHome Human SettlementHuman Cryogenic PodIntra-Galactic Warp GateKnowledge HackerLogistical Command StationMatter ConverterMercenary Space DockMilitary Command StationMissile SiloNeinzul Regeneration ChamberOrbital Command StationRebel ColonyRemainsRemains RebuilderScience LabShip-Design HackerSpire ArchiveSpire Civilian LeaderSpace DockStarship ConstructorTachyon DroneWarp Jammer Command StationWormholeZenith Power Generator
Fallen Spire Campaign Fallen Spire OverviewSurvey ShipSubspace ReceiverSpire FrigateSpire DestroyerSpire CruiserSpire BattleshipSpire DreadnoughtSpire Super DreadnoughtSpire ShardSpire Colony ShipSpire OutpostSpire City HubSpire Habitation CenterSpire Shard ReactorSpire ShipyardSpire Galactic CapitolExogalactic Transceiver
Ancient Shadows Ancient Shadows CampaignShadow Ships (Champion Ships) All Types: Human/Neinzul/Spire/Zenith and All Sizes: Frigate/Destroyer/Cruiser/Battleship
General NebulaeEpsilon Eridani Remnant Found Shattered Pillar Zenith FoundNeinzul Mourner Wardens FoundGray Spire Cluster FoundShattered Pillar FoundHuman Resistance FoundIMT Needs Help AgainAllies Under AttackThe Battle RagesEmpty Nebula
Spirecraft Spirecraft AttritionerSpirecraft Implosion ArtillerySpirecraft Ion BlasterSpirecraft JumpshipSpirecraft MartyrSpirecraft PenetratorSpirecraft RamSpirecraft ScoutSpirecraft Shield BearerSpirecraft Siege TowerSpire Mining ShipSpirecraft Mining Enclosure
Golems Broken Golems: Armored GolemArtillery GolemBlack Widow GolemCursed GolemHive GolemRegenerator Golem

Special Broken Golems: Botnet GolemNomad BeaconExodian Blade

Minor Faction Golems: Devourer GolemDyson SphereMining GolemZenith Trade Ship

Warheads Armored WarheadEMPLightning WarheadNuclear WarheadTachyon Warhead
Astro Trains Astrotrains OverviewAstrotrain Station
Train Types: AstrotrainArmor BoosterArmor InhibitorAttack BoosterCargoEMPForcefield JammerGravityGravity JammerNuclearParalyzingRadar JammerRegeneratorRepairShieldSpeed BoosterSupply InhibitorTachyonTachyon JammerTractorTractor Jammer





AI War Navigation Reference
AI War:Wiki Home - AI War:Reference Section - AI War:Strategies Section
Version History Version 2.000Version 3.000Version 4.000Version 5.000Version 6.000Versions 6.00Beta - 7.00Versions 7.00Beta - 8.00Versions 8.00+
Game Content AI War:Base GameExpansion 1: The Zenith RemnantExpansion 2: Children of Neinzul
Expansion 3: Light of the SpireExpansion 4: Ancient ShadowsExpansion 5: Vengeance of the MachineExpansion 6: Destroyer of Worlds
Getting Started User Interface and ControlsNew Game OptionsTutorial WalkthroughGame Objectives (What do I do next?)How the AI Attacks You (AI Progress, Waves and Threat)I'm stuck! Help? (Player submitted questions)
Enemy AI Types and AI Plots AI Opponent Types: (Easier - Moderate - Harder - Technologist) ♦ AI Plots: (Avenger - Hybrid Hives - Advanced Hybrids - Astro Trains - Beachheads - Hunter - Shark-A - Shark-B - Counter Posts - Warp Relays - Preemption)
Minor Factions Human MaraudersHuman Resistance FightersHuman Colony RebellionsZenith TradersZenith MinersZenith Dyson SphereZenith DevourerBroken Golems (Easy) (Moderate) (Hard)Botnet Golem (Easy) (Moderate) (Hard)Neinzul Rocketry CorpsNeinzul Preservation WardensNeinzul Roaming EnclavesFallen SpireSpire Civilian LeadersSpirecraft (Easy) (Moderate) (Hard)Dark SpireAlt Champion ProgressAlt Champion NemesisShowdown DevicesNomad PlanetsExodian Blade
Ships and Structures Fleet ShipsStarshipsSpirecraftTurretsGuardiansGuard PostsMilitary StructuresEconomic StructuresGolemsWarheadsAstroTrains
Combat Mechanics Ammunition TypesShip ImmunitiesShip AbilitiesHull TypesAttack MultipliersArmor (Overall Damage Calculations)Engines and Speed (including Tractor Beams and Gravity Effects)Force Field InteractionsCloaking and Tachyon Beams(Stealth)Capturing Ships and Structures (& Reclamation)Strategic reserve
Economic Mechanics Crystal and Metal HarvestingEnergy GenerationScience and Knowledge and Hacking the AIBuild Time and Constructors (including Repair)
Miscellaneous Map seeds of interestGlossary