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  • AI planets have a '''Mark''' level, similar to the [[AI War:Mark|Mark]] of units. ...t displayed. MkIII to MkV are displayed with the same colors as the unit's mark: white with dark red outline for MkIII, with a bright red outline for MkIV
    932 bytes (161 words) - 10:02, 18 August 2016

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  • ...nges to cloaking, which led raptor to break stealth quickly when attacking planet. With their expensive cost compared to their health, it was unwise to use t ...ced from 1200 to 400. Damage reduced from 160 to 40. Added x4 damage if on planet for less than 15 seconds. Cost reduced from 250 to 200. Railpod tech change
    563 KB (96,029 words) - 12:31, 14 April 2021
  • * The Elderling journal entry now mentions that higher mark Elderlings grant more essence * Make wormhole borers less apt to target their own planet
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • *** Finding the best planet with an ARS or fleet near the players now is done only on the host but cons ** Nomad Planet x1 (moving; that uses no externaldata)
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ** Fixed a reference in a tutorial 2 tooltip that always referred to a planet as "Tiroha" despite the name having changed. * Fixed an infinite-loop bug in the new minor-faction "which planet do I go to next?" logic.
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...FRD-mode ships absolutely not listening to you when there are enemies on a planet. ** The planet faction pool was examined and found not to be vulnerable (since those are o
    260 KB (44,014 words) - 13:36, 4 October 2018
  • ...es compared to the rest of the fleet, and makes them harder to get to high mark levels on their own without EXP. * Forcefield generators and minefields are no longer capped at mark 4 and 3 respectively.
    287 KB (48,412 words) - 12:06, 3 July 2019
  • ...ore. AI ships that are waiting before going through a wormhole to a human planet now spread out 4x more diffusely to make them even harder for players to hi * On difficulty 7 and up, when the AI forces on a planet are more than 2x outgunned in terms of firepower, the guards will be freed
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ...n the galaxy it played the same audio cue. Now if they are on a different planet from your view, it plays a much more muted, distant-sounding, quieter explo * Added the higher-mark-version images for most of the champion module lines.
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ** Will no longer launch squadrons while on a planet adjacent to a target planet, but will instead personally go to the target before releasing. ...Note that it will always round down, but seeds a minimum of 1 wormhole per planet.
    151 KB (24,808 words) - 19:48, 1 February 2015
  • *** So for instance, give a some move orders to a distant planet, and at the end of that keep holding shift and press U (or click the interf ** So, for instance you can give some regular move orders to one side of a planet, then give a regular attack order, then have it turn on (or off) attack-mov
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ...he game). Players also now get a lot more knowledge in general (3,000 per planet now, instead of 2,000), and the player economy—especially in the early ga ...hat will really vary based on what it has available. If all the AI has is Mark V stuff, this will be a much worse event than if the AI still has a lot of
    183 KB (30,714 words) - 11:55, 16 September 2017
  • ...nded the description text template on the "Scoured Population And Captured Planet" event to refer to the acting race rather than specifically to the Thoraxia * For each planet held, the race that holds them now gets a +0.9 boost to science, and a +0.3
    349 KB (57,816 words) - 12:25, 31 January 2015
  • ** Scaling file adjustment doubling all mine counts at mark 1 from XML counts is removed ** If you need a spy to survive decloaking to pass through a planet, could be worth spending for, but bonus cloaking points is all you get.
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...window now shows how much Metal your ships have Metabolized, and your per-planet metal income * The selected planet no longer blinks.
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ** Cross Planet Waves and Threat Waves options. Also hunter waves. ...ability for factions to know who was the most annoying enemy at a specific planet, so that things could be done to that faction (for instance with Raid Engin
    415 KB (70,286 words) - 16:17, 13 April 2021
  • ** Planet envy. ** Invaded our planet
    402 KB (68,779 words) - 12:25, 31 January 2015
  • ...ially homeworld defenses. It also uses the reserve to contribute to Cross Planet Attacks, taking some of the burden off local defense forces. ...ent reactor anymore: you can have one free-to-run energy-collector on each planet, and as many high-but-constant-cost matter-converters as you want anywhere.
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ...since the force-decloak flag is now cleared by units leaving their current planet * Macrophage: Fixed a bug where Harvesters were not keeping their mark level upon enraging.
    186 KB (31,438 words) - 17:26, 13 July 2020
  • * On any of the debug menu things that mark the game as being in "cheat" mode, it now shows a "cheat: whatever the chea * Removed the temporary speed boost Transports got when entering a planet.
    179 KB (30,218 words) - 23:28, 1 January 2020
  • ...mage, and spawns a Hydra Head when its build points are >= (max health)/(1+mark), in other words every 50%/33%/25%/20%/17% of health. * Struck the infamous Rotting Cow (and its nefarious associates) with the Planet Cracker.
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ...e if you selected things on one planet and then selected things on another planet, the selection was always additive. This had a tendency to cause people to * Added a glowing blue atmosphere effect to the AI planet on the main menu. This wasn't exactly on the top of our todo list, but it
    161 KB (27,377 words) - 16:31, 24 April 2018
  • ...LOD2 of this that adds crazy efficiency if there are a lot of Arks on one planet. * Changed the "abandon planet" logic of AI guards that are massively outmatched to instead use the "hunke
    182 KB (30,453 words) - 13:10, 11 January 2018
  • ...posts being made optional comes to mind, and many turret caps becoming per-planet), but this account has to stop somewhere. Oh, and let's not forget the eng * The fabricator filter now omits the "Core " prefixes and " Mark V" suffixes, since they're redundant info and make the strings pretty long.
    177 KB (28,387 words) - 17:36, 25 October 2018
  • ...the max health of any enemy unit that gets killed by a player faction on a planet where that same faction has a ship with special_entity_type=Ark" on it. ...e to say which Telium a Spore is from, and how many Spores are needed on a planet to make a new Telia.
    154 KB (26,552 words) - 11:21, 1 August 2018
  • * If there is a significant mismatch between how many stacks are on a planet (for example, 1 squad of > 100 stacks and a bunch of squads with 0 stacks) ...a squad they can kill at once (so high mark ion cannons don't one shot 100 mark 1 units in a stack). The default is to allow whatever overkilling happens
    105 KB (17,355 words) - 23:34, 5 March 2019
  • ** Now there are science and hacking amounts per planet, and those are now 2000 and 30. Same as before, but more directly set now. ...nd now anything that is Planetary simply can't cross away from the current planet.
    122 KB (21,444 words) - 14:29, 18 April 2019
  • ...uced a bug where "adjacent to enemy warp gates" was actually meaning "on a planet with an enemy warp gate." *** My Ships On This Planet (empty if you have no scout intel)
    165 KB (27,263 words) - 19:48, 1 February 2015
  • ...ense a weakness. Threat is provoked typically by AI defenders who escape a planet after you attack it, or the remainder of defeated waves. If Thread doesn't ...but as the AIP becomes higher, they will spawn farther away and on higher mark planets. Instigator bases have a variety of nasty effects, ranging from inc
    44 KB (7,548 words) - 13:50, 25 April 2022
  • ...the probe was followed by a giant Zenith Miner who proceeded to devour the planet. And now it seems like everywhere you look there are new Zenith menaces com ...In the Game Lobby, you can now influence how the initial AI owners of each planet are selected.
    113 KB (18,449 words) - 16:11, 1 June 2021
  • * When a crippled flagship retreats to a planet with FRD engineers, engineers are now able to prioritize repairing it over ...FindStrongestEnemyPlanetOrNull() that lets us look for the strongest enemy planet for a faction.
    293 KB (50,070 words) - 11:33, 14 October 2020
  • * The Usurper now has visuals for it (all five marks, although only one mark is actually used in the game right now). * Fixed the stealth starships having no graphics on them past mark 1.
    123 KB (20,999 words) - 17:37, 25 October 2018
  • ...the galaxy for fun and profit" by going for a mark 7 city, well above the mark 5 level that is needed for the alternative victory condition. At this poin ...rd force fending that off. Unless you want to just build your city on the planet where you found the relic, in which case go ahead. Once a spire city has b
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  • ...combat benefit of the line itself. Expatriate tech options still start at Mark 2. *Spectral and Vengeful Wights now require a Mark 2+ Necropolis to be enabled
    126 KB (20,934 words) - 21:28, 22 April 2022
  • ...r against the machines -- and lost. AI death squads stand watch over every planet and every wormhole, the few remaining human settlements are held captive in ...e also Fabricators around the galaxy that allow the human players to build Mark I Bomber Starships.
    43 KB (6,703 words) - 19:47, 1 February 2015
  • * '''Spire Stealth Battleship''' (Mark I-V) * '''Spire Teleporting Leech''' (Mark I-V)
    27 KB (4,399 words) - 09:07, 23 October 2018
  • * '''Spire Stealth Battleship''' (Mark I-V) * '''Spire Teleporting Leech''' (Mark I-V)
    28 KB (4,541 words) - 20:03, 6 August 2020
  • ...e also Fabricators around the galaxy that allow the human players to build Mark I Bomber Starships. ...40/80% (by mark level) for each new reactor of this type built on the same planet.
    41 KB (6,447 words) - 19:47, 1 February 2015
  • -All of the command stations except for the AI home planet command station now have new, larger graphics and icons. This includes the ...suring that too many bad things or good things are not bunched on the same planet—issues that were never a problem before, but would have become a problem
    107 KB (17,661 words) - 11:54, 16 September 2017
  • ...ver many planets they don't control, and the number of ships added to each planet scales upward based on the AI Progress. ...s attacked, they might together put as many as 4x reinforcements into that planet in a single pair of cycles (which might be staggered, or might come nearly
    16 KB (2,944 words) - 15:36, 24 April 2015
  • ** Fimbulwintering a planet requires a local flagship ** Nadir Bases now mark up over time, and spawn stronger ships as they mark up
    113 KB (17,931 words) - 02:03, 12 May 2024
  • Planet - GasGiant Planet - Neptune
    48 KB (8,166 words) - 13:40, 1 February 2015
  • * The AI gains higher Mark and greater numbers of ships for waves, cross planet attacks, and when reinforcing worlds. * Mark IV = 1200 - ( Difficulty * 10 )
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  • ...normally used when there are no warp gates adjacent to a human-controlled planet. This can greatly increase the challenge of the game and should be used wi ...ole links will not be used by any auto-pathing, so the first time to a new planet you'll need to explicitly send ships via ctrl-right-clicking the wormhole.
    41 KB (6,639 words) - 19:47, 1 February 2015
  • ...get on with the attack. It's not uncommon for players to take their first planet in the first 10 minutes (during the same interval in many RTS games, many w ...es busy. Putting them into FRD mode (see below) lets them cover an entire planet. We also made all engineers teleporting to cut down on time you might need
    36 KB (6,383 words) - 10:23, 22 February 2015
  • ...nutes]]. Does this apply early game too? Do you really focus on taking one planet and shoring it up to where you don't have to watch it every few seconds? Ma ...he planets you can as fast as possible. I think I typically take my first planet at around 10 to 15 minutes in, and a second at 30 minutes maybe, and a thir
    20 KB (3,556 words) - 19:50, 1 February 2015
  • -Cross Planet Attacks now scale less severely with number of human players (multiplier is ...playing a particularly long game and all the planets have been upgraded to Mark IV simply because of densityof the ships (this would be 30+ hours of gameti
    66 KB (10,612 words) - 11:54, 16 September 2017
  • ...es, and there's so much more research to get. Early on, should I focus on mark upgrades? Should I get a starship early or wait? Basically I'm a bit at a ...(especially on harder difficulties) the situation at hand. Upgrading the mark levels is pretty key in most cases, because it gets you more ship cap, and
    7 KB (1,177 words) - 14:12, 1 February 2015
  • -The game now remembers the screen position and zoom level on each planet for the local player, so when the player is switching around between planet -The ship selections are now remembered when players switch between one planet and then back.
    16 KB (2,661 words) - 13:39, 1 February 2015
  • ...nry. 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 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 1
    12 KB (1,903 words) - 14:24, 17 January 2017
  • ...y they came under control as soon as it started being built, which is when planet control changes). -"Unknown Path" no longer flashes next to each planet on the galaxy map before the actual number of hops are calculated.
    16 KB (2,780 words) - 11:51, 16 September 2017
  • ...:AIWarZR]][[File:AIWarZRLogor.jpg|center|The Zenith Remnant]]<br/><b>Every planet is a choice. Every choice has a consequence.</b> ...luster penalty, which encourages using only around 8 or so per planet, per mark level of the bombers. Thus several small squads of these can be set up and
    30 KB (4,946 words) - 14:07, 8 March 2015
  • ...on on the planet and it will rapidly gather the Hacking Points there. Each planet has 30 points by default, but planets that are adjacent to other player own Hacking is performed by flagships. When viewing a particular planet, the relevant Hacks available will be shown in the Hacking sidebar to the l
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  • ...air and healing rates tripled, from 500 to 1500, and gain an extra 500 per Mark, up from 100. * Orchid Ark now gains 4000 healing rate per Mark, up from 3000.
    50 KB (8,414 words) - 11:12, 15 October 2018
  • ...also trying to gate raid, put up defenses, and otherwise protect your home planet. ...e game almost always involve planets that are 1-3 hops away from your home planet at most. First priority is to "secure your hinterland" and set up a platfo
    40 KB (7,197 words) - 01:47, 5 October 2016
  • Updated Galaxy Map Planet Icons ...any other player's bonus ship type), but no ships. They do not get a home planet command station, and they are dependent on whatever the existing game playe
    29 KB (4,906 words) - 13:40, 1 February 2015
  • ...ly AI civilizations] in lengthy, multi-session campaigns spanning a 10-120 planet galaxy map. Over 120 hours of content means there is always something new t * [[AI War:Mark|Mark]] Level
    27 KB (4,189 words) - 11:36, 9 August 2021
  • <big>'''How Do I Take A High-Level AI Planet?'''</big> ...got a good number of tier 3 units and a fleet of like 2k+ units. Now this planet has like 4k+ units.
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  • ...are still armadas from an attacking fleet left over, they can bombard the planet if applicable. ...vely. Mark VI ships are inaccessible to Andors, Boarines and Burlusts, and Mark VII ships are exclusive to the Evucks and Skylaxians. Certain racial abilit
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  • ...Command Station produces 2200 metal per second, increasing by 400 for each mark upgrade. ...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 ligh
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  • ...e more shredders of a specific level than the natural ship cap on a single planet, the build points required to replicate will increase exponentially. These ...ecific AI type, but there is always a small chance of them showing up on a planet or two in any game. One huge focus of The Zenith Remnant was to add vastly
    28 KB (4,560 words) - 19:50, 1 February 2015
  • ...ation#Orbital Command Station - Home Planet|Orbital Command Station - Home Planet]] is the [[Command Station]] that is present in every human home system at ...l & Crystal.<br/>Prevents the AI from initiating Attack Waves against this planet, including normal Waves, Counterattack Post waves and so on. Also prevents
    20 KB (2,345 words) - 12:52, 30 October 2018
  • ...bling all of them. The right column has an option called "Start With First Planet"; make sure this is set to "On". ...you start with your ark on that planet (you'll see a small circle over the planet to let you know you've chosen it).
    9 KB (1,583 words) - 14:26, 23 October 2018
  • * Launching waves at the planet or adjacent planets. ...ionary for 15 seconds before it can gather knowledge. NOTE: Gaining a full planet's worth of knowledge this way reduces your Hacking-Progress by 30. Each fu
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  • * Each tile your Terraforming Engines transform will annoy the planet a bit. ** New City Services, Inventions, Recreation, and Planet categories have been added instead, thus better organizing some of the sect
    202 KB (34,152 words) - 15:38, 19 November 2015
  • == Cap per Mark == ...scarce, it might be interesting to save some by building only the highest mark possible.
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  • ...e or attack-move mode, or they will attack preferred ships anywhere on the planet in free-roaming defender mode. ...e of map that was selected, it will instead use the autogenerated style of planet names for any remaining planets.
    47 KB (7,691 words) - 11:53, 16 September 2017
  • <big>'''What Is The Risk Of Taking A Planet Next To High-Level AI Planets?'''</big> ...et so that I would never be strong enough to take it, until it did a cross-planet attack on my home.
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  • ...have scouted the planet before, but you don't have ships currently at that planet, then the resource spots are also shown in addition to the wormholes, but n ...range in strength between 875 and 1680 ships -- of whatever tech level the planet has that built these up.
    20 KB (3,494 words) - 13:39, 1 February 2015
  • ...result is that you generally take more losses the first time you attack a planet but you have a much easier time keeping it from reinforcing if you choose n ...ur Home Command Station, and instead gets a bonus to the size of its Cross Planet Attacks. When present in an AI with a secondary AI type, this type's "do no
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  • ...d engine damage. Also does reclamation damage (more to targets of a lower mark, and vice versa). An enemy ship with reclamation damage equal to or greate ...man or AI home planets, and there are typically only 5-6 of these on an 80 planet map (and equivalent numbers on other sizes of maps).
    15 KB (2,373 words) - 19:47, 1 February 2015
  • ...d engine damage. Also does reclamation damage (more to targets of a lower mark, and vice versa). An enemy ship with reclamation damage equal to or greate ...man or AI home planets, and there are typically only 5-6 of these on an 80 planet map (and equivalent numbers on other sizes of maps).
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  • * Bomb The Stars (+1 Mark IV Bomber Starship) ** Changed in 3.179 and above to be +1 each of Mark I, II, and III Nuclear Warheads
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  • -Previously, if there was no command station present at an AI planet receivingreinforcements, then some of the ships would just appear at the ce ...sier to determine the size of forces at part of a planet instead of at the planet as a whole.
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  • ...for metal and crystal harvesters now show up as red when being shown on a planet that the human team does not control (since those cannot be built except on -There is now an option in the settings to always show the planet names in the galaxy map (holding Ctrl then hides them, rather than showing
    22 KB (3,797 words) - 13:38, 1 February 2015
  • ...unt of time spent in the initial fortification and defense of their single planet. -The range of Mark II-IV electric shuttles was being displayed as 900 less than it actually wa
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  • ...cond delays that regular teleporting ships face. On planets with a higher mark than the jumpship, the jumpship expires in about twenty seconds, however.<b Mark V jumpships (and only Mark V) are immune to [[AI War:Black Hole Machine|Black Hole Machines]] (new in
    8 KB (1,023 words) - 13:18, 28 October 2017
  • '''Q:''' When I send out scouts, they don't make it very far -- a planet or two away, at most. How am I supposed to figure out where stuff is? This ...ontrol of an [[Advanced Factory]], they can build the incredibly-effective Mark IV scout, which is permanently cloaked an as such can scout the whole map.
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  • ** They create Neophytes. Can be upgraded to higher levels by builders. At Mark VII Spawners can summon Nemeses; it takes multiple Spawners to power a Neme ...yer's home planet. This is a balance tweak because you only start with one planet, so expanding is harder. Allied Scourge will devote some of their ships to
    11 KB (1,818 words) - 00:48, 30 September 2020
  • ...as hostile military forces on it (not necessarily Human), when an adjacent planet has hostile military forces on it. ...with a red glow on the galactic map (instead of a white glow). An alerted planet is more likely to receive [[AI War:Reinforcement|Reinforcement]].
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  • AI planets have a '''Mark''' level, similar to the [[AI War:Mark|Mark]] of units. ...t displayed. MkIII to MkV are displayed with the same colors as the unit's mark: white with dark red outline for MkIII, with a bright red outline for MkIV
    932 bytes (161 words) - 10:02, 18 August 2016
  • <big>'''How Do I Prevent Enemies From Sending Waves Against A Planet?'''</big> ...anet adjacent to your planet, you might not have the strength to take that planet until very late in the game.
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  • * Very long-range/Planet-wide attack ...as roughly twice the health and 75% the dps of a ship cap of an equivalent Mark of fleet ships, but also costs more.<br/>
    28 KB (4,216 words) - 11:40, 4 February 2017
  • ...e [[Immunities|'Immune to Insta-Kill' Immunity]] prevents the 'Insta Kills Mark <= 5' from having any effect. | valign="top" | <b>Xx AI Reinforcement While At Planet:</b> || Found on the [[Troop Accelerator]], this ability increases the AIs
    17 KB (2,941 words) - 22:08, 1 February 2015
  • ...t for turrets and are the main challenge when neutering or capturing an AI planet. They block resource deposits and also serve as [[AI War:AI Reinforcement|A ...guard posts; the planetary generation picks them depending on the type of planet.
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  • Warheads are used to deal with desperate situations such as [[AI War:Cross Planet Attack|CPA]], [[AI War:Exogalactic Strikeforce|Exogalactic Strikeforce]], H ...ark level), and affect your ships as well as enemy ships. Does not affect mark V ships or starships.
    4 KB (654 words) - 08:48, 25 July 2016
  • ...e that ''something'' is on the planet -- just not what it is, where on the planet it is, etc. ...oak, the shot will hit them. Additionally, if an area of effect attack is planet-wide or simply happens to hit the area that the cloaked ship is in, the clo
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  • '''2. [[AI War:Getting_More_Knowledge|Knowledge]] Is Gained Per Planet.''' ...ts you unlock new techs (ship types). You can capture 3,000 knowledge per planet. There is not one best unlock order, but rather the ships you unlock will
    10 KB (1,822 words) - 19:49, 1 February 2015
  • ...reinforcements the AI is able to get and the maximum AI ship cap for that planet. Some guard posts allow AI reinforcements even if the warp gate and command ...surprise. Even worse, if the released guards kill all your forces on their planet, they will then swarm over to your planets, destroying whatever they can. W
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  • ...AI units; releases them when destroyed or when the command station at this planet is destroyed. ...yes|Eyes]] ('''Sabotage''')<br/>Makes sure the AI isn't overwhelmed at its planet.
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  • ...see how much knowledge you've received from each planet. If you control a planet that hasn't been exhausted, send your science lab(s) there. ...bile, and requires a lot more resources than other labs. The presence of a Mark 3 Lab also enrages the local AI, so be prepared to defend it.
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  • ...red 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 k ...by its cloaking ability which allows it to survive on neutral or contested planet with high odds of AI invasion.
    3 KB (508 words) - 05:40, 18 August 2016
  • ...starships. Also causes supply to be permanently lost for all teams at that planet, meaning you then cannot use science labs, docks, etc. The destruction of the planet removes all local resources: [[AI War:Metal|Metal]], [[AI War:Energy|Energy
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  • ...actors: Mark I, Mark II, and Mark III. So, you can build one of each on a planet at full efficiency. If you try to build more than the efficient amount on a single planet, they will produce ''much'' less energy, but still consume the same amount
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  • * The planet rage rogue growth rate is now always shown as if the player had Planetary I * The snow planet now uses new terrain types unique to it (along with a regular snow and the
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  • ...spawned around guard-posts as well as the command station. The AI's Cross-Planet Attacks activate existing guards and "release them as threat", effectively * Destroying the guard-posts on an AI planet but leaving the AI command station is known as '''neutering''', which will
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  • ...porarily suspend operation if there are more than 100 hostile ships on the planet. ...le to the spawners' owning player. X is the number of Hybrid Hives on the planet that are not already coordinating their maximum number of drones. Each dro
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  • ...porarily suspend operation if there are more than 100 hostile ships on the planet. ...le to the spawners' owning player. X is the number of Hybrid Hives on the planet that are not already coordinating their maximum number of drones. Each dro
    17 KB (2,848 words) - 15:37, 1 February 2015
  • ...ral seconds, and affect your ships as well as enemy ships. Does not affect mark V ships or starships. ...lasts for 30 seconds at Mark I, 70 seconds at Mark II, and 120 seconds at Mark III.
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  • ...technologies. Also gathers up to 3000 [[AI War:Knowledge|Knowledge]] per planet. Cannot gather from hostile planets but can gather knowledge from neutral p Gathers 2 (Mark I) or 3 (Mark II) Knowledge per second.
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  • ...>The Mark I halves the effective range of all ships on the planet.<br/>The Mark II halves the range of enemy ships only.<br/>Increases [[AI Progress]] by 6 ! {{AlgCtr}} | [[Knowledge|Mark]] || {{AlgCtr}} | [[Armor|Damage]] || {{AlgCtr}} | Attack Range || {{AlgCtr
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  • ...enemies from coming through a wormhole and then just spreading all over my planet. What can I do? ...r of mines, you might need to move them from planet to planet. If just one planet is being hit repeatedly, you might want to build mine layers to automatical
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  • ...n and destroy it, or you can use it to slip scouts or other ships past the planet, avoiding it. ...term, but the long-term payoff is sometimes worth it. <strike>Do note that Mark III and higher Ion Cannons have an AI Wave Multiplier that can be quite nas
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  • -Mark III starships now take 60 minutes to build instead of 18. -Mark II starships now take 20 minutes to build instead of 9.
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  • ...level equal to or lower then its own Mark.<br/>Ships that are of a higher Mark and not immune to Insta-Kill take damage as normal. ...apture Ion Cannons, in particular if you're trying to build a whipping boy planet. In this case, you'll need a few things to help keep them safe. First and
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  • An '''AI homeworld''' is a planet housing an [[AI War:AI Home Command Station|AI Home Command Station]]. Ther ...s [[AI War:Planet Mark|Mark]] V, and the only kind of AI planet able to be Mark V. All planets adjacent to an AI homeworld are MkIV [[AI War:AI Core World|
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  • ...ts. Each asteroid kind can create almost all kinds of spirecrafts, but the mark of the produced spirecrafts depends on the rarity of the asteroid. ...system every second. However this ship will alert every single ship on the planet who will all attack.
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  • ...nets. This indestructible and harmless golem randomly roams from planet to planet. ...pply|Supply]], they can select it and build structures listed above on the planet the trader currently is. As with regularly built structures, the energy cos
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  • ...] in that system can be destroyed.<br/>All Core units are considered to be Mark V level units and increases [[AI Progress]] by 2 when destroyed. ...t attacks as soon as the human players bring military ships to this post's planet. These CPAs happen around every 13 minutes and are heavily influenced in t
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  • ...s down by 20% for each new reactor of the same Mark type built on the same planet.<br/>See the [[Energy Generation]] page for more details.<br/> Mark I: Consumes 2 [[Metal]] and 2 [[Crystal]] to produce 5,000 [[Energy]]<br/>
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  • ...ements, however, the AI has to have a command station or warp gate at that planet, so if those have already been destroyed then you are at no risk of more re ...surprise. Even worse, if the released guards kill all your forces on their planet, they will then swarm over to your planets, destroying whatever they can. W
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  • ...rest of your ships slip past. You'll never be able to retain control of a planet with a SuperFortress still on it but you will be able to work around it, if
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  • ...at. Equipped with a powerful ionic radiance cannon, that can devastate low mark ships with poor albedo resistance. * Each Necropolis has a soft cap of skeletons, based on the mark level of the Necropolis and the number of Variant structures. If you create
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  • ...up an effective perimeter around all of the hostile wormholes on your home planet. ** Build all 10 of your Mark I scouts, and send them out in groups of 2 along different paths into enemy
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  • ...that can be captured from the AI have the [[Abilities|Ability: Captured on Planet Ownership Change]].<br/>Ownership-change is triggered by the completion of ...annon]]-I is almost always useless, and becomes so once the AI waves reach mark-II levels. [[Advanced Research Ship]]s are always good to capture, but can
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  • ...building [[AI War:Harvester|Harvesters]] on planets (automatically done on planet capture). Metal is gather each seconds and never runs out. There is no 'lim ...arvester]] produce 20, 30 or 55 metal per second, depending on its mark. A planet can hold a fixed number of them, generally ranging from 1 to 8.
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  • * '''P0:''' Nothing Particularly Interesting At This Planet * ''Optional'' '''P8:''' Possible Core Planet, Or Planet With A Bunch of Stuff We Might Want
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  • ...your ships and allied ships on that palette, but if your team controls the planet or you have a scout present, you can also see the enemy ships listed there. ...s is that you can quickly see what kind of enemy forces are present on the planet, and you can hover over their icons to see their tooltips, giving you detai
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  • ...wallowed ships.<br/> The Maw can swallow a ship every 5/4/3/2/1 seconds at Mark I/II/III/IV/V. ...ry 5/4/3/2/1 seconds. The number of swallows per minute for a full cap of Mark I/II/III/IV/V Maws is thus 60/75/100/150/300 swallows per minute.
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  • ...>Reveals several minutes all cloaked ships (enemy and allied alike) on the planet on which it is set off. | {{AlgCtr}} | 2 per Mark || {{AlgCtr}} | Major Electric || {{AlgCtr}} | Composite || {{AlgCtr}} | S
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  • ...h. To destroy one, you must have a player command station building on the planet. ...defended by two high mark forcefields, a Fortress III, and a small mass of Mark V ships that will hide under the forcefields and attack your assault force.
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  • Neutral Dyson Gatlings cannot shoot at Mark V targets. Neutral and Player-Ally Dyson Gatlings do not attack AI targets ...h through the wormhole linking them. It is advised to connect the Sphere's planet to the players' empire.
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  • ...the ships within it to attack you. Controlling an adjacent planet (or the planet itself) will also anger the nest.<br/>Increases [[AI Progress]] by 10 when ! {{AlgCtr}} | [[Knowledge|Mark]] || {{AlgCtr}} | [[Armor|Damage]] || {{AlgCtr}} | Attack Range || {{AlgCtr
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  • ...Eye is by destroying all of the non-wormhole guard posts of the AI on this planet, so you'll need to do guerrilla-style raids until it dies automatically wit ...{{AlgLeft}} | Engine Damage 60, Warp Gate (Full - AI ONLY), Insta Kills <= Mark 5
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  • ...its with high firepower that must be wisely placed to effectively defend a planet. ...:Energy|Energy]] cost prevents players to build all their turrets on every planet.
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  • ...ers will get a Advanced Factory Foldout which will allow them to construct Mark IV ships of their own. These Foldouts are cloaked and invulnerable to the A ...|| {{AlgCtr}} | Inf || {{AlgRgt}} | 0 dmg/sec || {{AlgLeft}} | Captured On Planet Ownership Change, Can Spawn Ships At Intra-Galactic Warp Gate - Advanced Fa
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  • ...ily stop that core [[AI_War:Raid Engine Guard Post|Raid-Engine]] wave as a mark-I wave. ...Bomber Starship|Bomber Starships]], [[Riot Control Starship]]s-III (10,000*Mark), [[AI War:Spire Frigate|Spire Frigate]]
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  • ...back damage is cumulative with multiple Spirecraft Attritioners and higher mark attritioners cause a higher percentage, but this feedback damage is divided ! {{AlgCtr}} | [[Knowledge|Mark]] ||{{AlgCtr}} | [[Knowledge|Ship Cap]] || {{AlgCtr}} | [[Armor|Damage]] |
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  • ...[Zenith Reserve]], the displayed Mark level of the Reserve is actually the Mark level of the Zenith Ships that will spawn when the reserve is destroyed.<br ...|| {{AlgCtr}} | Inf || {{AlgRgt}} | 0 dmg/sec || {{AlgLeft}} | Captured On Planet Ownership Change
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  • ...a Advanced Starship Constructor Foldout which will allow them to construct Mark IV starships of their own. These Foldouts are cloaked and invulnerable to t ...|| {{AlgCtr}} | Inf || {{AlgRgt}} | 0 dmg/sec || {{AlgLeft}} | Captured On Planet Ownership Change, Can Spawn Ships At Intra-Galactic Warp Gate - Advanced Pr
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  • ...low difficulty, higher marks are less likely, and at high difficulty, high mark are nearly everywhere.
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  • ...omeworld]] are '''Core Worlds'''. They are by default [[AI War:Planet Mark|Mark]] IV planets with special rules. ...nd has two [[AI War:AI Warp Gate|Warp Gates]] instead of one, along with a Mark III [[AI War:Fortress|Fortress]] close to the [[AI War:Orbital Command Stat
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  • Congratulations, the above changes the squad cap -- at mark 1 -- for Fusion Bombers from whatever its default is to 80. The higher mar * squad_cap: how many of a unit you can have, at mark 1 (or markless).
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  • ...r at this rally post. If there are multiple allied rally posts on a single planet, entering ships will pick one of them at random.<br/>The Mobile Rally Post ! {{AlgCtr}} | [[Knowledge|Mark]] || {{AlgCtr}} | [[Armor|Damage]] || {{AlgCtr}} | Attack Range || {{AlgCtr
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  • ...troying or scrapping a [[AI War:Zenith Reserve|Zenith Reserve]]: '''+1 per mark''' ...ber of ships for [[AI War:Wave|waves]], [[AI War:Cross Planet Attack|cross planet attacks]], and [[AI War:AI Reinforcement|reinforcement]].
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  • ...Collector|Energy collector]] produces 150,000 energy but is limited 1 per planet and per player. ...roduces energy depending on its mark level: 10,000, 75,000 and 150,000 for mark I to III.
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  • ...tra human player beyond the first. So in a 1 player game you can build 170 mark i fighters, in a four player game you can build 140. Your combined forces a '''Planet Notes'''
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  • ...100px|left|Neinzul Rocketry Corps Silo]] || valign="top" | When the Silo's planet is on alert, it generates lightning or EMP warheads every quarter hour and ...pawn a hostile warhead every 15 minutes for the rest of the game.<br/>Each Mark level of the silo is the same except that higher Marks fire more dangerous
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  • ...Hole Machine]], a structure that prevents most enemy ships from leaving a planet. ...- [[AI War:Cross_Planet_Attacks#How_Do_Cross-Planet_Attacks_Work.3F|Cross planet attack]], a massive distributed fleetship attack the AIs launch against the
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  • ...es a wave against you, often simultaneously. In multiplayer or multi-home-planet starts, each AI gets one wave per player. So with four players, you'll see Now wave sizes are reduced based on what mark level they are. These reductions happen per each individual type of ship,
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  • ...air bit. The best way to scout the galaxy remains the core Mark I through Mark IV scouts that you build at the space dock and advanced factory. ...scout starships are easy to bring in and then have hide at the edge of the planet you are attacking. Smaller scouts will often get picked off by sniper turr
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  • ...I/IV/V respectively), but it also regenerates health quickly on a friendly planet.<br/>Spirecraft are built from a [[Spirecraft Mining Enclosure]] built by a ! {{AlgCtr}} | [[Knowledge|Mark]] ||{{AlgCtr}} | [[Knowledge|Ship Cap]] || {{AlgCtr}} | [[Armor|Damage]] ||
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  • ...able construction unit that allows human players to build a single type of mark V ship at this one location.<br/>Does not require the player to have the sh ...|| {{AlgCtr}} | Inf || {{AlgRgt}} | --dmg/sec || {{AlgLeft}} | Captured On Planet Ownership Change Can Spawn Ships At Intra-Galactic Warp Gate - Fabricato
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  • .... Check their hull-type bonuses and figure out which kind you need. Most Mark I turrets are available knowledge-free and cover every hull type. ...ouble establishing a beachhead on an enemy planet (often a core or home AI planet) -- so from that angle, upgrading turrets at the right time could even be p
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  • On the defense, it is best to place Mark III Logistics Command Stations on border planets to cancel the teleportatio ...may resort to sending small fleets instead so as not to wake up the entire planet.
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  • ...nd some attacking everything in sight.<br/>This ship will spawn a fleet of Mark III [[Neinzul Youngling Commando|Neinzul Youngling Commandos]], [[Neinzul Y ...efault OFF) -> Will move to assist human units present on an AI controlled planet.<br/>
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  • ...will detonate with the force of a Mark II Nuclear Warhead, destroying the planet it died in, and all those that were directly connected to it.
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  • '''Q:''' I've got a group of Mark I Bombers, all identical, and some move quicker than others after a firefig Also: when human ships get too far outside the gravity well of the planet, they start slowing down a significantly, and eventually slow down to a com
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  • ...r the damage penalty, when covered by a friendly force field.<br/>A higher Mark [[Force Field]] givers a larger area of protection for nearby ships.<br/>As ''N.B. If you are taking an AI planet, you don't have to go out of your way to kill leftover force-fields. After
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  • Co-Processors also interfere with [[AI War:Supply|Supply]] on their planet. ...them in advance and then quickly strike them all with cloaked ships. High-mark [[AI War:Raid Starship|Raid Starships]] are also very effective at that kin
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  • ...must be destroyed before humans can damage the AI Command Station on this planet.
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  • ...uard Post]] || valign="top" | Launches brutal Mark V waves against its own planet or any adjacent planets, if those planets are not controlled by AI players,
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  • ...|| {{AlgCtr}} | Inf || {{AlgRgt}} | 0 dmg/sec || {{AlgLeft}} | Captured On Planet Ownership Change ...d running very quickly, or to rebuild 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 ga
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  • ...detonated, of course)<br\>Spawns one [[Lightning Torpedo]] (20 damage) per mark level every 6 seconds. ...ach their maximum damage potential, so it's quite easy to saturate a whole planet with them.
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  • ! Mark * Marauder V-Wing: Doesn't leave planet; takes 1% damage per second if parent ship is not present
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  • ...seconds if an enemy that can be targeted by the torpedo is present on the planet. ! Mark Level
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  • *If the Ark has been in a planet for less than 5 seconds, then tha attacker does 0.5x damage to the ship. ! Mark Level
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  • *All allied ships on the planet gain a 2x Speed Bonus ! Mark
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