Difference between revisions of "AI War:Knowledge"

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Knowledge is a resource that is gathered by [[AI War:Science Lab|Science Lab]]s for a finite amount of 3,000 per planet. Knowledge is used to unlock new ships and structures, or higher marks of known units. There is no maximum limit for stocking Knowledge, however the total amount of Knowledge available in a galaxy is finite.
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Knowledge is a resource that is gathered by [[AI War:Science Lab|Science Lab]]s for a finite amount of 3000 per planet. Knowledge is used to unlock new ships and structures, or higher marks of known units. There is no maximum limit for stocking Knowledge, however the total amount of Knowledge available in a galaxy is finite.
  
 
== Gathering ==
 
== Gathering ==
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The Hacker is capable of [[AI War:Hacking#Covert Knowledge Extraction|Covert Knowledge Extraction]] on hostile planets, but this costs hacking points, which are also a limited resource.
 
The Hacker is capable of [[AI War:Hacking#Covert Knowledge Extraction|Covert Knowledge Extraction]] on hostile planets, but this costs hacking points, which are also a limited resource.
  
The rate at which the knowledge is gathered depends on the level and quantity of [[AI War:Science Lab|Science Lab]]s on a planet. This means that having multiple science labs on a planet gathers Knowledge faster, but still no more than 3,000.
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The rate at which the knowledge is gathered depends on the level and quantity of [[AI War:Science Lab|Science Lab]]s on a planet. Mark I Science Labs generate 2 knowledge per second, Mark II Labs generate 3, and Advanced Research Stations generate 6. Regardless of the rate of knowledge gathering, the maximum per system is always 3000. Multiple Science Labs can gather Knowledge on the same planet at the same time; the MkII Lab isn't better because of its gathering rate but by its cloaking ability which allows it to survive on neutral or contested planet with high odds of AI invasion.
  
Each player gather its own knowledge at its own rate until its own threshold. This means that if on a human-controlled planet, a player has one science lab MkI and another has ten science labs MkI, they will each have 3,000 Knowledge in the end, but one will get them earlier.
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In multiplayer games, each player has his own knowledge pile, and generates knowledge independently. Each player can gather 3000 Knowledge per planet, and gathering doesn't steal anything to anyone. Players should remember to build or send science labs on planets captured by allied players.
  
A [[AI War:Spire Archive|Spire Archive]] can gather up to 9,000 Knowledge from a planet when captured. Multiple players gathering Knowledge at different speed on a Spire Archive planet may cause the Archive to self-destruct earlier, canceling some players to gather all the 9,000 points.
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Capturing an Advanced Research Station immediately captures 500 bonus knowledge for all players. This is not counted toward the 3000 knowledge maximum for the captured planet.
  
== Use ==
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The [[AI War:Spire Archive|Spire Archive]] is another exception to the 3000-knowledge-per-planet rule. Upon capture, it will start gathering knowledge until one player reaches 9000 for the planet. Once the first player reaches 9000, it will self-destruct. Is it therefore not advisable to move additional knowledge gatherers to the planet with the Spire Archive, since reaching 9000 before your allies will rob them of the heightened cap.
  
Knowledge is spent in the technology panel, displayed when the player select a science vessel, which is similar to the building panel, displayed when the player select a space dock. This technology panel has several tabs, each holding some buttons representing unit techs. These buttons can be clicked to unlock the target unit level at a Knowledge expanse. Each column generally represents successive mark levels of a unit model, the lower level being at the bottom of the panel, and each level having generally its lower level as a prerequisite.
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== Usage ==
  
Grayed buttons are unavailable because a prerequisite is missing. Unlocking the lower level make the level immediately ahead available. Grayed buttons with a check mark are already unlocked.
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Knowledge is spent in the technology panel, which is displayed on Science Labs and Advanced Research Stations (hotkey "S" by default). This is analogous to the building panel displayed on space docks (hotkey "B"). In this panel, the player can unlock new units and structures with knowledge. Hovering over the unit displays the required amount of knowledge.
  
There is generally five tabs in the technology panel. The first is "I-III", which holds one column of two buttons, one column per ship model the player has; the lowest button unlocks the MkII version of the ship, and the higher button unlocks the MkIII version of the ship when the MkII version is already unlocked. The second tab is labbeled "STAR" and holds starship models: most of them have two buttons, like the I-III tab, but the Zenith and Spire starships have their MkI version locked from the begining, and the scout starship has a MkIV version available. The "ECON" tab holds economic structures, such as the Engineer drones and metal harvesters, alongside with the advanced Orbital Command Stations. The "SUP" tab holds support units; most of them are available from start and have no higher mark, however the Area and Widow Mine Fields aren't higher mark and don't need one another as prerequisite. The last tab, labeled "TUR", holds the turret techs: most of them are columns from mark II to IV, each having its lower level as prerequisite; however the Counter-* turrets are variants and not higher marks, and the Heavy Beam Cannon, Spider, Gravitational and Tachyon Beam turrets have their MkI locked from the beginning.
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Grayed out buttons are unavailable because a prerequisite is missing – usually lower Marks of the same unit type. Grayed out buttons with a check mark are already unlocked.
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There are five tabs in the technology panel: I-III for more powerful Marks of fleet ships; STAR for starships; ECON for economic structures such as Engineers, Metal Harvesters, and more advanced Command Stations; SUP for support units, including defensive structures like Mines, Fortresses and Force Fields; and TUR for turrets.
  
 
A sixth tab is available on planets containing an [[AI War:Advanced Research Station|Advanced Research Station]], showing three ship models that can be chosen from after a [[AI War:Hacking#Research Redirection|Research Redirection]] hack.
 
A sixth tab is available on planets containing an [[AI War:Advanced Research Station|Advanced Research Station]], showing three ship models that can be chosen from after a [[AI War:Hacking#Research Redirection|Research Redirection]] hack.

Latest revision as of 05:40, 18 August 2016


This page is up to date for version 8.024 and should still be correct.


Knowledge is a resource that is gathered by Science Labs for a finite amount of 3000 per planet. Knowledge is used to unlock new ships and structures, or higher marks of known units. There is no maximum limit for stocking Knowledge, however the total amount of Knowledge available in a galaxy is finite.

Gathering

Knowledge can be gathered by science labs on player-controlled or neutral planets, but not from AI-controlled planets.

The Hacker is capable of Covert Knowledge Extraction on hostile planets, but this costs hacking points, which are also a limited resource.

The rate at which the knowledge is gathered depends on the level and quantity of Science Labs on a planet. Mark I Science Labs generate 2 knowledge per second, Mark II Labs generate 3, and Advanced Research Stations generate 6. Regardless of the rate of knowledge gathering, the maximum per system is always 3000. Multiple Science Labs can gather Knowledge on the same planet at the same time; the MkII Lab isn't better because of its gathering rate but by its cloaking ability which allows it to survive on neutral or contested planet with high odds of AI invasion.

In multiplayer games, each player has his own knowledge pile, and generates knowledge independently. Each player can gather 3000 Knowledge per planet, and gathering doesn't steal anything to anyone. Players should remember to build or send science labs on planets captured by allied players.

Capturing an Advanced Research Station immediately captures 500 bonus knowledge for all players. This is not counted toward the 3000 knowledge maximum for the captured planet.

The Spire Archive is another exception to the 3000-knowledge-per-planet rule. Upon capture, it will start gathering knowledge until one player reaches 9000 for the planet. Once the first player reaches 9000, it will self-destruct. Is it therefore not advisable to move additional knowledge gatherers to the planet with the Spire Archive, since reaching 9000 before your allies will rob them of the heightened cap.

Usage

Knowledge is spent in the technology panel, which is displayed on Science Labs and Advanced Research Stations (hotkey "S" by default). This is analogous to the building panel displayed on space docks (hotkey "B"). In this panel, the player can unlock new units and structures with knowledge. Hovering over the unit displays the required amount of knowledge.

Grayed out buttons are unavailable because a prerequisite is missing – usually lower Marks of the same unit type. Grayed out buttons with a check mark are already unlocked.

There are five tabs in the technology panel: I-III for more powerful Marks of fleet ships; STAR for starships; ECON for economic structures such as Engineers, Metal Harvesters, and more advanced Command Stations; SUP for support units, including defensive structures like Mines, Fortresses and Force Fields; and TUR for turrets.

A sixth tab is available on planets containing an Advanced Research Station, showing three ship models that can be chosen from after a Research Redirection hack.