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  • ...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

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