Difference between revisions of "AI War 2:Economy"

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There are currently four resources used in AI War 2 currently, and here they are all explained a bit more in depth. This also explains Destruction and Ark Points a bit.
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There are currently four resources used in AI War 2 currently, and here they are all explained a bit more in depth.
 
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Please note that this page assumes you are playing as the standard human empire.
NOTE: This is outdated for 0.900: The Arrival Of Fleets, and will have to be updated. Apologies!
 
  
 
== Metal ==
 
== Metal ==
  
Metal is the primary resource in AI War 2. It is the only one required to actually construct any units. It is generated every second, and the sources can never run out.
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Metal is the primary resource in AI War 2. It is the only one required to actually construct any units. It is generated every second, and the sources can never run out. Please note that this section is currently written assuming you are using the command station centred economy option, which is the default setting in the default campaign types.
  
 
===Metal Income===
 
===Metal Income===
  
 
Metal is usually produced by a number of structures, such as Metal Harvesters and Command Stations.
 
Metal is usually produced by a number of structures, such as Metal Harvesters and Command Stations.
* Harvesters produce 80 metal per second, increasing by 80 for each mark upgrade, up to mark 4. Each non-Homeworld planet has 3-8 available Harvesters, and they are claimed when you capture the planet.
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* The Home Command Station produces 2200 metal per second, increasing by 400 for each mark upgrade.
* The Home Command Station produce 900 metal per second, and can never be upgraded.
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* Economic Command Stations produce the most out of the normal types, starting at 400 metal per second, increasing by 220 for each mark upgrade. However, they are very fragile and allow construction of only light defenses.
* Economic Command Stations produce the most out of the normal types, starting at 250 metal per second, increasing by 400 per upgrade, up to mark 4. However, they are very fragile.
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* Logistics Command Stations produce a much smaller amount, starting at 90 metal per second, increasing by 50 for each mark upgrade.
* Logistics Command Stations produce a much smaller amount, starting at 60 metal per second, increasing by 20 per upgrade, up to mark 4. However, they have excellent salvage recovery (explained below).
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* Military Command Stations produce nearly nothing, starting at 50 metal per second, increasing by 20 for each mark upgrade. However, they allow for strongest defenses.
* Military Command Stations produce the same as Logistics, but also have the worst salvage recovery of every type.
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* Harvesters produce 75 metal per second, increasing by 50 for each mark upgrade. Each non-Homeworld planet has 3-8 available Harvesters, and they are claimed when you capture the planet.
* Human Home Settlements produce 280 metal per second.
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* Human Home Settlements produce 520 metal per second, increasing by 260 for each mark upgrade.
* Matter Converters actually *reduce* your metal income, consuming 500 metal per second to produce 50,000 energy, which is not very efficient!
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* Zenith Matter Converters are a rare structure you can capture, which produce 5,000 metal per second. (but if it dies, AI Progress increases a small amount).
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* Human (i.e, buildable) Matter Converters actually *reduce* your metal income, consuming 500 metal per second to produce 50,000 energy, which is not very efficient!
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The high amount of metal produced by structures on your homeworld is one reason it can be a good idea to perform one (or even two) direct upgrades to your home command station at the start of the game.
  
 
===Salvage===
 
===Salvage===
  
Unlike AI War Classic, salvage does not exist in this game for the humans. However, Just like fleets, Command Stations can level up, increasing their durability, certain unit caps for that Command Station, Metal and Energy generation (Economic), the speed boost (Logistic) and firepower (Military).
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Unlike AI War Classic, salvage does not exist in this game for the humans.
 
 
There is an interesting amount of risk/reward regarding Waves - if a planet gets hit by large attacks often, you can collect vast amounts of experience, making the command station harder to remove later on. If you're feeling very brave, you can allow waves to attack your Homeworld. This can be dangerous, as you lack the firepower boost of the Military Command Station to help repel the attack and failure to defend means you lose! Though it can be worthwhile, if done correctly.
 
  
 
===Storage===
 
===Storage===
  
You can only hold so much metal! Each Command Station adds varying amounts of storage to your overall capacity:
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You can only hold so much metal! Each Command Station you build further increases your overall capacity:
* Home Command Stations add 2,000,000 metal by themselves.
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* Your Home Command Station has 2,500,000 capacity by itself, increasing by 500,000 for each mark upgrade.
* Economic Command Stations add 100,000.
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* Logistic Command stations add 600,000 capacity at mark 1, increasing by 300,000 for each mark upgrade.
* Logistics Command Stations add 300,000.
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* Economic Command stations add 300,000 capacity at mark 1, increasing by 100,000 for each mark upgrade.
* Military Command Stations add 100,000.
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* Military Command stations add 50,000 capacity at mark 1, increasing by 50,000 for each mark upgrade.
  
 
===Metabolization===
 
===Metabolization===
  
This is an effect that some units have, mainly the Metabolizing Gangsaw, but also the Hive Golem's Yellow Jacket drones, and the War Harvester mercenary units. If one of these units damages an enemy, upon that enemies death it will give you 20% of the targets metal cost, up to 5,000 metal maximum.
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This is an effect that some units have, mainly the Metabolizing Gangsaw, but also the Hive Golem's Yellow Jacket drones, and the War Harvester mercenary units. If one of these units does enough damage to an enemy, upon that enemy's death it will give you 20% of the targets metal cost, up to 5,000 metal maximum.
  
 
This effect can mean a good chunk of your metal income can be through combat. Factions other than the player do not use the same economy, and thus gain nothing from this effect currently.
 
This effect can mean a good chunk of your metal income can be through combat. Factions other than the player do not use the same economy, and thus gain nothing from this effect currently.
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== Energy ==
 
== Energy ==
  
Energy is somewhat like a global cap on the amount of stuff you can have built overall. A few things add to the Energy balance, while most units, such as ships and turrets, take away. You cannot build something if it would push energy below 0.
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Energy is somewhat like a global cap on the amount of stuff you can have built overall. A few things add to the Energy balance, while most units, such as ships and turrets, take away. You cannot build or claim something if it would push energy below 0.
  
 
===Energy Production/Consumption===
 
===Energy Production/Consumption===
  
 
A few structures produce energy:
 
A few structures produce energy:
* Energy Collectors are limited to one per planet you control, and each produces 150,000 energy at all times, added to the available balance.
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* Your Home Command Station produces 350,000 energy, increasing by 25,000 for each mark upgrade.
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* Human Cryogenic Pods produce 7,500 energy each, increasing by 2,500 for each mark upgrade.
 
* Matter Converters produce 50,000 energy, but also consume 500 metal per second. If you have no metal left, the Converter ceases to produce anything (and thus can put you into energy debt).
 
* Matter Converters produce 50,000 energy, but also consume 500 metal per second. If you have no metal left, the Converter ceases to produce anything (and thus can put you into energy debt).
* Zenith Power Generators are a rare structure you can capture, which produces 600,000 energy at all times, with no downside (but if it dies, AI Progress increases a small amount).
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* Zenith Power Generators are a rare structure you can capture, which produce 900,000 energy at all times, with no downside (but if it dies, AI Progress increases a small amount).
* Home Command Station produces 50,000 energy.
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* Economic Command Stations produce 500,000 energy, increasing by 180,000 for each mark upgrade.
* Economic Command Station produces 10,000 energy, increasing by 10,000 for each mark upgrade.
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* Logistics Command Stations produce 175,000 energy, increasing by 50,000 for each mark upgrade.
* Logistics Command Station produces 25,000 energy, increasing by 25,000 for each mark upgrade.
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* Military Command Stations produce 70,000 energy, increasing by 10,000 for each mark upgrade.
* Military Command Station produces 2,000 energy, increasing by 2,000 for each mark upgrade.
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Almost everything that does not produce energy will consume it.
 
Almost everything that does not produce energy will consume it.
  
If energy goes into the negatives, a Brownout will occur. This causes all forcefield generators to stop functioning for 60 seconds, even if the brownout ends before that.
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If energy goes more than 50,000 into the negatives for more than 10 seconds, a Brownout will occur. This causes all forcefield generators to stop functioning for 120 seconds, even if the brownout ends before that.
  
 
== Science ==
 
== Science ==
  
Science is a resource that is gathered by Science Labs for a finite amount of 3000 per planet. It is used to unlock new ships and structures, or higher marks of known units. There is no maximum limit for stored Science, however the total amount of Science available in a galaxy is finite.
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Science is a resource that is gathered by Command Stations on captured planets for a finite amount of 2000 per planet. It is used to improve technologies, effectively increasing marks of all units using the improved technology. There is no maximum limit for stored Science, however the total amount of Science available in a galaxy is finite. Science can be also gathered from non-player, non-AI held planets at the cost of Hacking Points, but this is only worthwhile if you were not the one to kill the AI command station and are not planning to settle the planet in the future (thus incurring the AIP cost for the planet.) (more details on the Hacking page). Each planet can only give 2,000 science total, no matter how it is done.
  
===Gathering===
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Science can also be obtained by destroying a Distribution Node for a small AIP cost, and there are some additional Factions, e.g. Astro Trains, which can give small amounts of Science as a reward for killing some of their vessels, which can add up over time.
  
Science can only be gathered normally from planets that are not AI controlled, i.e do not have an AI Command Station on them. A Hacker can be used to perform a Covert Science Extraction to collect the Science from an AI held planet, at the cost of Hacking Points (more details on the Hacking page). Each planet can only give 2,000 science total, no matter how it is done.
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== Hacking Points ==
  
You can gather the Science from a planet with the Science Lab unit - simply move it to the planet in question, and it'll complete with a bit of time. If you own the planet, i.e have a Command Station on it, then the Station will also gather Science for you - this is purely as a convenience factor, to alleviate the annoyance of shuffling Labs to every planet you take. Labs are the only way to get Science from a neutral planet, if you do not want to capture it for whatever reason.
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Hacking Points have similar restrictions to being gathered as Science does, with each planet only giving 30 Points (Or 35 if it is adjacent to another player controlled planet), and being collected by a Command Station in a controlled system as well.  
  
== Hacking Points ==
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Hacking points can also be obtained by destroying a Distribution Node for a small AIP cost, and there are some additional Factions, e.g. Astro Trains, which can give small amounts of Science as a reward for killing some of their vessels, which can add up over time
  
Hacking Points have similar restrictions to being gathered as Science does, with each planet only giving 30 Points, and being collected by a [[AI War 2:Hacking|Hacker]] instead of a Science Lab. Command Stations will also gather this in an identical manner.
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Hacking Points are used to perform Hacks, such as the before mentioned Covert Science Extraction, downloading schematics for a new ship line for one of your flagships, or contacting mercenaries through beacons.
 
 
This is used to perform Hacks with the Hacker unit, specifically things like the before mentioned Covert Science Extraction, downloading an AIs Fleetship Design for your own use, Corrupting it so the AI can't build it anymore, and more. It is also used, in very small amounts to hire Mercenaries - the cost varies with each group.
 
  
 
More specific details on the possible Hacks, and general mechanics are on the [[AI War 2:Hacking|Hacking]] page.
 
More specific details on the possible Hacks, and general mechanics are on the [[AI War 2:Hacking|Hacking]] page.
 
== Destruction Points ==
 
 
Destruction Points are gained simply through combat - destroy enemy structures, and you will gain Points. Higher marks of units have a Destruction Point cost, as well as a Science cost. This means that even if you have a lot of Science, you have to choose your high-mark unlocks carefully.
 
 
== Ark Points ==
 
 
Ark Points are similar to Destruction Points, but apply only to upgrading your Ark, if you have one. Simply destroy enemy units on the same planet as the Ark, and you will gain Points. This is somewhat like "experience points", but the Arks do not have a proper customisation system quite yet (but they will!).
 

Latest revision as of 12:19, 26 April 2022

There are currently four resources used in AI War 2 currently, and here they are all explained a bit more in depth. Please note that this page assumes you are playing as the standard human empire.

Metal

Metal is the primary resource in AI War 2. It is the only one required to actually construct any units. It is generated every second, and the sources can never run out. Please note that this section is currently written assuming you are using the command station centred economy option, which is the default setting in the default campaign types.

Metal Income

Metal is usually produced by a number of structures, such as Metal Harvesters and Command Stations.

  • The Home Command Station produces 2200 metal per second, increasing by 400 for each mark upgrade.
  • Economic Command Stations produce the most out of the normal types, starting at 400 metal per second, increasing by 220 for each mark upgrade. However, they are very fragile and allow construction of only light defenses.
  • Logistics Command Stations produce a much smaller amount, starting at 90 metal per second, increasing by 50 for each mark upgrade.
  • Military Command Stations produce nearly nothing, starting at 50 metal per second, increasing by 20 for each mark upgrade. However, they allow for strongest defenses.
  • Harvesters produce 75 metal per second, increasing by 50 for each mark upgrade. Each non-Homeworld planet has 3-8 available Harvesters, and they are claimed when you capture the planet.
  • Human Home Settlements produce 520 metal per second, increasing by 260 for each mark upgrade.
  • Zenith Matter Converters are a rare structure you can capture, which produce 5,000 metal per second. (but if it dies, AI Progress increases a small amount).
  • Human (i.e, buildable) Matter Converters actually *reduce* your metal income, consuming 500 metal per second to produce 50,000 energy, which is not very efficient!

The high amount of metal produced by structures on your homeworld is one reason it can be a good idea to perform one (or even two) direct upgrades to your home command station at the start of the game.

Salvage

Unlike AI War Classic, salvage does not exist in this game for the humans.

Storage

You can only hold so much metal! Each Command Station you build further increases your overall capacity:

  • Your Home Command Station has 2,500,000 capacity by itself, increasing by 500,000 for each mark upgrade.
  • Logistic Command stations add 600,000 capacity at mark 1, increasing by 300,000 for each mark upgrade.
  • Economic Command stations add 300,000 capacity at mark 1, increasing by 100,000 for each mark upgrade.
  • Military Command stations add 50,000 capacity at mark 1, increasing by 50,000 for each mark upgrade.

Metabolization

This is an effect that some units have, mainly the Metabolizing Gangsaw, but also the Hive Golem's Yellow Jacket drones, and the War Harvester mercenary units. If one of these units does enough damage to an enemy, upon that enemy's death it will give you 20% of the targets metal cost, up to 5,000 metal maximum.

This effect can mean a good chunk of your metal income can be through combat. Factions other than the player do not use the same economy, and thus gain nothing from this effect currently.

Energy

Energy is somewhat like a global cap on the amount of stuff you can have built overall. A few things add to the Energy balance, while most units, such as ships and turrets, take away. You cannot build or claim something if it would push energy below 0.

Energy Production/Consumption

A few structures produce energy:

  • Your Home Command Station produces 350,000 energy, increasing by 25,000 for each mark upgrade.
  • Human Cryogenic Pods produce 7,500 energy each, increasing by 2,500 for each mark upgrade.
  • Matter Converters produce 50,000 energy, but also consume 500 metal per second. If you have no metal left, the Converter ceases to produce anything (and thus can put you into energy debt).
  • Zenith Power Generators are a rare structure you can capture, which produce 900,000 energy at all times, with no downside (but if it dies, AI Progress increases a small amount).
  • Economic Command Stations produce 500,000 energy, increasing by 180,000 for each mark upgrade.
  • Logistics Command Stations produce 175,000 energy, increasing by 50,000 for each mark upgrade.
  • Military Command Stations produce 70,000 energy, increasing by 10,000 for each mark upgrade.

Almost everything that does not produce energy will consume it.

If energy goes more than 50,000 into the negatives for more than 10 seconds, a Brownout will occur. This causes all forcefield generators to stop functioning for 120 seconds, even if the brownout ends before that.

Science

Science is a resource that is gathered by Command Stations on captured planets for a finite amount of 2000 per planet. It is used to improve technologies, effectively increasing marks of all units using the improved technology. There is no maximum limit for stored Science, however the total amount of Science available in a galaxy is finite. Science can be also gathered from non-player, non-AI held planets at the cost of Hacking Points, but this is only worthwhile if you were not the one to kill the AI command station and are not planning to settle the planet in the future (thus incurring the AIP cost for the planet.) (more details on the Hacking page). Each planet can only give 2,000 science total, no matter how it is done.

Science can also be obtained by destroying a Distribution Node for a small AIP cost, and there are some additional Factions, e.g. Astro Trains, which can give small amounts of Science as a reward for killing some of their vessels, which can add up over time.

Hacking Points

Hacking Points have similar restrictions to being gathered as Science does, with each planet only giving 30 Points (Or 35 if it is adjacent to another player controlled planet), and being collected by a Command Station in a controlled system as well.

Hacking points can also be obtained by destroying a Distribution Node for a small AIP cost, and there are some additional Factions, e.g. Astro Trains, which can give small amounts of Science as a reward for killing some of their vessels, which can add up over time

Hacking Points are used to perform Hacks, such as the before mentioned Covert Science Extraction, downloading schematics for a new ship line for one of your flagships, or contacting mercenaries through beacons.

More specific details on the possible Hacks, and general mechanics are on the Hacking page.