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  • ...y for its limitation. This should make it a valuable asset worth paying 40 AIP for. ...g for free" objectives no longer appear if capturing the planet would cost AIP.
    563 KB (96,029 words) - 12:31, 14 April 2021
  • ...it seemed like even dislodging a non-respawning population (after raising AIP a bit) would be inappropriately difficult. ...auto-target stuff that should not be auto-targeted (wormhole guard posts, AIP-on-death structures, etc) if the unit in question shot them first.
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...plays that it adds the functions to adjust starting and incremental AIP or AIP reduction, as well as having the Auto-Juggle energy setting in the first pl === AI Income Balance By Difficulty And AIP ===
    394 KB (67,204 words) - 16:22, 13 April 2021
  • * New extended setting which makes sabotage hacks still charge you the aip death-price. ...urn it on in your galaxy settings <i>Extended > AIP > Sabotage hacks cause AIP</i>.
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ** Ha! Clients were able to take planets without incurring AIP for their planets, at least in the last month or so. The beta may not have *** Too Much AIP
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...tion of the resource bar now also shows the current AI mark level, and the AIP for raising the AI mark level. * Continued incremental improvements to improving the colouring of the AIP history to reflect which factions did what
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ...question (each AI has its own reserve) and AIP. On Diff 7 with non-insane AIP it's pretty tame. Higher up, it gets more intense. ...ents) if under a "special forces population cap" determined by difficulty, AIP, etc.
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ...st (and thus are fully functional in Expert+ anyways) but cost between 2-4 AIP to acquire and mark up with Expatriate Tech. Most of them are based on vers ...the board to make them tougher than guardians. Increased the cost for the AIP to purchase accordingly
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ** Due to its existing AIP cost, this should be fine? Moderate payment and large military investment s ...s change made it pretty simple on 5, somewhat difficult on 7 (50, 110, 360 AIP tested), and juuuust possible on Democracy's save of 500aip, difficulty 9.
    179 KB (30,218 words) - 23:28, 1 January 2020
  • ...e top of the UI, you'll see a big red number with the accompanying letters AIP. This is AI Progress, AKA how pissed off the AI is against you. The higher ...awn close to your homeworld and on low level planets initially, but as the AIP becomes higher, they will spawn farther away and on higher mark planets. In
    44 KB (7,548 words) - 13:50, 25 April 2022
  • * A Mime throwing back EMP warheads will now use the no-AIP ones. * Data Centers and Coprocessors now tell you how much the AIP reduction is on higher difficulties.
    177 KB (28,387 words) - 17:36, 25 October 2018
  • ...tion after a minor faction killed the original (so the player is incurring AIP by killing the reconquest AI command station) then allow scouting. ...ence extraction hacking now correctly costs AIP if the player would accrue AIP from capturing the planet (ie if a minor faction took out the AI command st
    287 KB (48,412 words) - 12:06, 3 July 2019
  • ** AIP on death from 5 => 15. * The Shark plot has been split into Shark-A (only increases AIP on command station death) and Shark-B (only does the non-permanent AI bonus
    209 KB (33,423 words) - 12:14, 16 September 2017
  • * Add Distribution Nodes; these give a burst of metal in exchange for some AIP. Reuses an existing icon. ...(ie the archive is destroyed or your hacker is destroyed) then you get 80 AIP.
    105 KB (17,355 words) - 23:34, 5 March 2019
  • ...mprove some Marauder tracing to track this, and show the Marauder-specific AIP in the threat tooltip * Only print AIP Change Messages once, instead of once per AI. It could get overwhelming in
    186 KB (31,438 words) - 17:26, 13 July 2020
  • ** Lots of features relating to other factions incurring AIP against themselves, and the AI reacting to them. *** And then, lots of features relating to players belatedly incurring AIP if they were to take planets from those third party factions that originall
    415 KB (70,286 words) - 16:17, 13 April 2021
  • ...non-worthwhile by the upper end of that scale. Now it is 5*shiplevel for AIP. ** Instead of incrementing the counter every 80 seconds by 1 + (AIP / 50), it now increments by 1 + (AI Tech Level - 1) (or, more simply, by AI
    367 KB (58,728 words) - 12:16, 16 September 2017
  • * Tweak the numbers for a given Dyson Sphere's max strength per AIP to factor in the Intensity. Show (by percentage) how much of its Max Streng ...in the game lobby, and reconquest waves are locked behind a per-difficulty AIP threshold.
    154 KB (26,552 words) - 11:21, 1 August 2018
  • ...would be good if someone verified the "killing one individually increases AIP, but killing all of them gives a big net decrease" behaviour * Fixed a bug where AIP was not being applied appropriately if it was on the death of a non-AI-owne
    260 KB (44,014 words) - 13:36, 4 October 2018
  • ...nor faction owned planets. Note that this means you do not have to pay the AIP cost for the world if you can manipulate a non-allied minor faction such as ...s neutral or player owned. Note that this means you do not have to pay the AIP cost for the world if you can manipulate a non-allied minor faction such as
    18 KB (3,155 words) - 20:56, 22 October 2022
  • ...lculations involved. Core CPA Guardposts on the Homeworld will always use AIP, and never game length. ...r your current AIP tech level, or 2 if it's lower (so if you've pushed the AIP to Tech Level III it'll act as though it was II when it starts looking for
    11 KB (1,701 words) - 15:33, 24 April 2015
  • * The AI gains access to a new type of ship for every 200 AIP. ==What Happens If The AI Progress (AIP) Is Lowered After Passing A Tech-Up Threshold?==
    15 KB (2,573 words) - 15:05, 24 April 2015
  • ...ver spend, HaP at the end of the game will end up greater than or equal to AIP. These HaP can be spent on a variety of different hacking types; players c ...op accelerators, and AI Eyes. Destroying a unit this way does not trigger AIP-on-death or similar consequences.
    13 KB (2,173 words) - 05:59, 28 July 2016
  • ** An important change from AIWC is that these don't cost AIP to use. Instead they're simply a limited resource, with a starting stockpil ...randomly kind of like Data Centers. But instead of destroying to decrease AIP, you hack these to increase your warhead stockpile. E.g. a Nuclear Warhead
    123 KB (20,999 words) - 17:37, 25 October 2018
  • ...of this was that your speed was 4.1x, but on the nastier end it meant your AIP was 4.1x higher. Or on the plus side, your science... ...iming the new Fleet Research Station ships that was not charging you their AIP properly.
    293 KB (50,070 words) - 11:33, 14 October 2020
  • ...ion]]: '''+15''' ''(Automatically destroys the warp gate for a total of 20 AIP.)'' ...rd Post]]: '''+1''' ''(And unless Lazy AI option is on, it also raises the AIP floor by 10.)''
    3 KB (550 words) - 13:51, 21 October 2016
  • ...ion|Command Station]] in its system is enough to change its +1 aip/h to -3 aip/h. Free outposts that players don't capture will however technically remain ...t a better AIP shift. With sufficient captures, the trend can be inverted: AIP will decrease every hour.
    2 KB (413 words) - 06:03, 28 July 2016
  • * Fixed an issue where reclaiming a planet you'd lost would cost more AIP. ...game, but that interval increases with AIP until it hits 10 minutes at 100 AIP.
    161 KB (27,377 words) - 16:31, 24 April 2018
  • * When you take an AI planet, thus causing an AIP increase, and that in turn causes the AI to unlock a new ship type, the res ...the "Standard" eligibility filter, that's supposed to be a combination of "AIP is high enough to use this Mark Level", "This design does not need to be un
    182 KB (30,453 words) - 13:10, 11 January 2018
  • ...olation, this AI's planets will not have warp gates, and thus will cost 15 AIP instead of 20 to take. * Viral Clusters no longer cause AIP on death.
    151 KB (24,808 words) - 19:48, 1 February 2015
  • ...so that MP clients are really frequently getting updates on the status of AIP and waves and similar. * Dire Guard Posts only generate AIP on death when they are owned by the AI
    126 KB (20,934 words) - 21:28, 22 April 2022
  • ...st.png|50px|left|]] || valign="top" | [[AI War:Alarm Post|Alarm Post]] ('''AIP on death''' / '''Sabotage''')<br/>Wakes up AI units when its command statio ...n="top"|[[AI War:Special Forces Alarm Post|Special Forces Alarm Post]] ('''AIP on death''')<br/>Same as the Alarm Post, but warns [[AI War:Special Forces|
    5 KB (680 words) - 11:53, 17 August 2016
  • ...Progress cost for killing any Neinzul cluster (Neinzul Nests still cost 10 AIP to kill). ...laves it spawns an additional enclave (of the same alignment) for every 75 AIP.
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ...to prevent the new wormhole from being created. Borers are gated behind an AIP threshold, and can be disabled in the game lobby as well. ** Retribution AIP cost 30 -> 20
    113 KB (18,449 words) - 16:11, 1 June 2021
  • ...olation, this AI's planets will not have warp gates, and thus will cost 15 AIP instead of 20 to take. ...ey have no attack of their own but can take vastly more damage and cost 10 AIP if destroyed instead of 2.
    183 KB (30,714 words) - 11:55, 16 September 2017
  • ...Transcendental: Immune to both zombification and nanocaust. As these cause AIP on death, i doubt people would enjoy having them die twice. * Unified access to sprites/colors for terms (ie. AIP, Strength, Metal).
    112 KB (17,794 words) - 03:09, 10 May 2024
  • ...equivalent speed as before (meaning more health lost per second. Their +1 AIP per X health value has also been increased by 8x. -Botnet Golems now have 4x more health. Their +1 AIP per X health value has also been increased by 4x.
    41 KB (6,639 words) - 19:47, 1 February 2015
  • ...and make this particularly difficult and/or unbeatable due to the massive AIP increases and possibly the death of your fleet. ...causes the Botnet Golem to have its normal energy requirement and cause no AIP when reactivated. However, whether or not you choose to capture the golem,
    31 KB (5,110 words) - 15:35, 22 November 2018
  • ...of response. In this case, the frequency of the strikeforces increases as AIP increases. ...of response. In this case, the frequency of the strikeforces increases as AIP increases.
    5 KB (858 words) - 00:33, 8 March 2015
  • * AIP-increases when destroyed, '''while being owned by the AI''', ''e.g.'' if yo ...efore destroying them, others such as the [[Zenith Reserve]] will increase AIP when destroyed both before and after you capture them.
    6 KB (896 words) - 21:46, 23 July 2012
  • ...'')<br/>Holds AI's memory bits; destroy to make it forget Humans and lower AIP. ...P but destroying all four hampers AI processing power and massively lowers AIP.
    3 KB (470 words) - 10:40, 17 August 2016
  • ...e number shown in [brackets] next to the AIP level) +1. So if your current AIP is generating Mk2 AI reinforcements, expect to see Mk3 units come from the
    2 KB (287 words) - 13:45, 1 February 2015
  • ...chance a wave will spawn before you can kill the last one and reverse the AIP gain. [[Spirecraft Jumpship]]s are particularly excellent for this. If you ...g the four co-processors. While the effective AIP will decrease, the total AIP will increase. This has the side effect of increasing the floor and may cau
    2 KB (246 words) - 12:01, 21 August 2016
  • ** '''Shark-A''' gains AIP with each human command station death. ...AI start with 3 guardian types "unlocked" and gradually unlocking more as AIP increases, rather than having all AIs have all guardian types all the time.
    14 KB (2,253 words) - 20:05, 6 August 2020
  • ...uardian types, and gets more as AIP goes up: at 50 total AIP and every 100 AIP thereafter (so 50/150/250/etc) it will unlock an additional guardian type.
    10 KB (1,457 words) - 12:01, 21 August 2016
  • ...mantled and, once built, they must either survive the game or induce their AIP at one point. Warheads are the only kind of units targeted by [[AI War:Core ...players to face warheads. Thankfully, these special warheads don't induce AIP.
    4 KB (654 words) - 08:48, 25 July 2016
  • ...nd 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 o 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
    6 KB (1,035 words) - 12:19, 26 April 2022
  • ** Does NOT count as a cheat if you are increasing AIP with this. Feel free to inflict that on yourself. ** Destroys 90% of all non-leader, non-contained, non-guardpost, non-AIP-related units in the galaxy, for all factions (including yours).
    22 KB (3,787 words) - 12:13, 9 August 2022
  • ...f this is that early AIP increases won't actually increase wave size until AIP hits a certain point, unless you're playing on diff 10 where the result fro
    8 KB (1,187 words) - 14:12, 1 February 2015
  • ...would really benefit if I lost. I understand a Golem being repaired makes AIP go up, and the AI is in its right to get scared of that, but why when it di
    7 KB (1,278 words) - 13:44, 1 February 2015
  • ...ually), then you're in for much more wicked CPAs than before, even if your AIP is low. ...ordinate numbers of special forces ships, for suggesting the change to the AIP costs of warp gates and command stations, for reporting that teleporting un
    66 KB (10,612 words) - 11:54, 16 September 2017
  • ...d crystal in exchange for energy, cannot be rebuilt, and cost AI Progress (AIP) if they die *** Human Cryogenic Pods generate energy and cost AIP if they die
    1 KB (220 words) - 14:03, 1 February 2015
  • ...orcements: AI wave sizes and reinforcement budgets are calculated based on AIP, which is then multiplied by a factor shown in the columns below. ...iption 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 wor
    24 KB (3,558 words) - 16:52, 18 May 2019
  • ...m the [[Zenith Trader]]. Train stations bought this way do not incur any [[AIP]] on death. <font size="1">[[Astrotrain#Train Station|Stats]]</font>
    12 KB (1,903 words) - 14:24, 17 January 2017
  • ...pen one only when you need it, especially on the normal difficulties where AIP is less of a critical concern. On the other hand, regular attention to your
    3 KB (464 words) - 09:29, 17 August 2016
  • The AIP cost of these warheads might be considered cheap enough for their destructi With an auto-AIP of 1 per half-hour, players might consider the use of a MkI lightning warhe
    5 KB (525 words) - 14:58, 24 January 2018
  • Just like the [[AI War:Lightning Warhead|Lightning Warhead]], the AIP cost of this kind of weapon might be considered in regard of the amount of Compared to its unarmored counterpart, the armored warhead has twice the AIP cost and requires much more metal. However, it's very resilient and has sel
    5 KB (581 words) - 14:58, 24 January 2018
  • ...ion|Command Station]] in its system is enough to change its +1 aip/h to -3 aip/h. Free outposts that players don't capture will however technically remain
    2 KB (322 words) - 22:34, 22 October 2018
  • ...to handle. This will also reduce the total number of reinforcements if the AIP is low. Note that [[Wormhole Guard Post]]s have very high health. If a system can not be captured, most likely because it is not worth the [[AIP]] increase, you can [[Knowledge-Hack]] a system as well to get the 3000 Kno
    9 KB (1,467 words) - 15:37, 1 February 2015
  • '''AIP''' - [[AI War:AI_Story#What_Does_AI_Progress_Really_Represent.3F|AI Progres '''ST''' - [[SuperTerminal]], a structure that can be captured to reduce AIP for as long as it can be held.
    4 KB (585 words) - 15:37, 1 February 2015
  • ...of accumulation are based on difficulty and AIP, capping out at around 200 AIP. Destroying reserve ships lowers the current total. Only the AI that owns
    2 KB (374 words) - 01:11, 30 July 2018
  • * Human Settlements produce metal but increase AIP on death. The [[AI War:Home Human Settlement|Home]] version produces 50 m/s ...K metal all at once in exchange for a single point of [[AI War:AI Progress|AIP]].
    4 KB (663 words) - 06:16, 21 August 2016
  • ...estroyed. Unless the "Lazy AI" option is activated, they also increase the AIP floor by 10 when destroyed. On the AI homeworlds, the Core Guard Posts cann ...guard posts are also considered Core guard posts and follow the same rule (AIP and command station protection). The number of brutal guard post a homeworl
    15 KB (2,291 words) - 05:52, 10 July 2016
  • ...this might be particularly difficult and/or unbeatable due to the massive AIP increases and possibly the death of your fleet. ...|Resistance Frigates]]. Failing to defend it in time causes a massive +100 AIP increase.
    2 KB (292 words) - 03:36, 21 July 2016
  • ** Superterminal hacks now decrease AIP instead of increasing it. Whoops. ...ltips to fix a few problems. Add a new Instigator Base type that increases AIP
    50 KB (8,414 words) - 11:12, 15 October 2018
  • ...local command station and warp gate of the AI in a planet, which both cost AIP, are frequently left alive on purpose, and which are quick to kill when you ...ll tell your units to not try to claim it (sparing you the expense AND the AIP or aggro).
    4 KB (809 words) - 10:19, 2 September 2021
  • ...cience and hacking points present there, since you've already incurred the AIP cost. Hacking the Sphere itself will make it temporarily hostile to you, bu ...be very rewarding, since their core worlds can be claimed without raising AIP (assuming you can get there). This gives you access to a large amount of sc
    23 KB (4,003 words) - 17:01, 6 August 2022
  • ** When viewing the tech screens, you can now see the AI Level and AIP after the tech levels. * Fixed issues with all resources, including things like AIP, AI Level, and the machine materials, being wiped on load of a savegame.
    63 KB (10,632 words) - 10:14, 5 April 2024
  • * Reduce [[AI War:AI Progress|AIP]] by destroying [[AI War:Data Center|Data Centers]] and [[AI War:Co-Process
    27 KB (4,189 words) - 11:36, 9 August 2021
  • ...inst that planet 3x and if destroyed or scrapped increase the AI Progress (AIP) by 100. Make no mistake, capturing these is mostly a negative thing. There
    2 KB (286 words) - 13:47, 1 February 2015
  • ...iculty - 9 ) * 200. This means that the Mark II thresholds are 148/85/43/0 AIP for difficulty 9.3/9.6/9.8/10. As this additional modifier lowers the Mark
    2 KB (315 words) - 06:14, 24 August 2016
  • ...choose) take your capital fleet and "glass" large swaths of AI territory. AIP is still important, but when your defenses are capable of handling the exog
    30 KB (5,095 words) - 15:36, 22 December 2016
  • ...ose as you can to firing a continuous storm of warheads without getting an AIP increase, and are also as cheap as Neinzuls. Their health will ensure a lik
    2 KB (393 words) - 22:18, 1 February 2015
  • The first one is usually worth the 15 AIP. Not so for subsequent ones.
    3 KB (436 words) - 02:34, 17 October 2016
  • These are quite cheap to use, and a steal at +10 AIP.
    2 KB (292 words) - 09:34, 21 July 2016
  • ...Zenith Trade Ship]], however when bought this way they do not have the +10 AIP on death penalty.
    733 bytes (107 words) - 20:41, 26 April 2015
  • ...during the game, however these additional Warp Gates will not increase the AIP when destroyed.
    2 KB (239 words) - 18:23, 28 February 2013
  • ...osition to end the game not long after, as you won't survive a 500 to 5000 AIP value increase.
    5 KB (656 words) - 13:28, 17 March 2020
  • ...r fleet, however you must determine if capturing the system is worth the [[AIP]] cost to get said Mk. V ships.<br/>
    3 KB (440 words) - 20:46, 26 April 2015
  • ...ild if you're being forced to hit a high-mark world early. The one or two AIP in this case is minimal compared to the gain. In particular it can make ea
    3 KB (372 words) - 10:39, 23 June 2015
  • ...g a very non-standard set of tactics, which is based around a very minimal AIP value.
    3 KB (452 words) - 05:50, 8 March 2015
  • ...hyon Warhead|Tachyon Warhead]] can grant you that, however it does have an AIP cost attached.
    8 KB (1,435 words) - 14:11, 1 October 2017
  • Completing nebulae before increasing AIP will result in the AI Homeworlds having additional nemesis champions (friga
    1 KB (168 words) - 03:23, 11 February 2013
  • ...kes) on the planet, including the command station, and incur the usual +50 AIP for detonation of a nuclear warhead. Nothing of value will remain.
    3 KB (382 words) - 22:30, 22 October 2018
  • ...g miniaturized versions of the [[Lightning Warhead]] (that do not increase AIP when detonated, of course)<br\>Spawns one [[Lightning Torpedo]] (20 damage)
    1 KB (162 words) - 18:46, 23 October 2018
  • ...| A miniaturized version of the Lightning Warhead (that does not increase AIP when detonated).
    364 bytes (43 words) - 23:57, 7 February 2014
  • The amount of metal required to generate reprisal waves increases with AIP, but this is balanced by the fact that the total metal value of the player'
    1 KB (252 words) - 06:27, 21 August 2016
  • ...lanet. That can save turrets and defense on it but at the cost of a raised AIP due to warp gate removal. Also, if all warp gates leading to Human territor
    5 KB (878 words) - 14:09, 29 November 2016
  • ...nus ship in the lobby, unlocked by AIs at start or as [[AI War:AI Progress|AIP]] increases, and sometimes [[AI War:Hacking|hacked]] for.
    9 KB (1,360 words) - 04:49, 23 August 2016
  • ...athered normally and provide the usual payoff for the [[AI War:AI Progress|AIP]] increase. Supply can be brought to that planet by capturing at least one
    5 KB (822 words) - 11:37, 30 October 2018
  • ...causes the Botnet Golem to have its normal energy requirement and cause no AIP when reactivated. However, whether or not you choose to capture the golem,
    2 KB (311 words) - 09:16, 21 July 2016
  • ...things could get out of hand in a hurry. This part of the Shark plot gains AIP with each human command station death.<br/>{{ReqVotM}}
    5 KB (869 words) - 03:23, 16 August 2016
  • ...kes) on the planet, including the command station, and incur the usual +50 AIP for detonation of a [[AI War:Nuclear Warhead|Nuclear Warhead]]. Nothing of
    4 KB (667 words) - 02:28, 25 August 2016
  • ...the controller, however! This is because destroying it will increase your AIP. To tell your units that you actually want to capture this planet, you need
    9 KB (1,583 words) - 14:26, 23 October 2018
  • AI Progress (AIP) will rise by 15 if this dies.
    239 bytes (42 words) - 14:59, 8 March 2020
  • ...awn close to your homeworld and on low level planets initially, but as the AIP becomes higher, they will spawn farther away and on higher mark planets.
    994 bytes (171 words) - 17:19, 20 October 2019
  • * The fleet concentration AIP penalties will now only kick in at 3 fleets on an AI planet, and 5 on a pla
    122 KB (21,444 words) - 14:29, 18 April 2019
  • ...se problems to the player as they move ships around, and will increase the AIP as the player destroys them.
    10 KB (1,516 words) - 13:14, 13 June 2022
  • ...ince the origin point gate determines wave composition. Only some HaP or 5 AIP to smack the gate and not the AI command station. And if it forces the AI t
    5 KB (837 words) - 19:58, 26 January 2023