Professional Documents
Culture Documents
Arcen Games, LLC (ARCEN GAMES) hereby gives you a non-exclusive license to use
the software AI War: Fleet Command (the Software).
For evaluation versions of this software, the following license is granted, but you may
not use reverse engineering or other means to remove the limitations imposed by the
evaluation version of the software.
For eight hundred years, human civil war was waged.
You may: use the Software on any single computer; use the Software on a second
Our orbits are still littered with wreckage, with the terrible casualties.
computer so long as the primary user of each copy is the same person and more
than one copy is not simultaneously used; copy the Software for archival purposes,
provided any copy contains all of the original Software’s proprietary notices.
The civil war is now over. We have learned to cooperate.
You may not: permit other individuals to use the Software except under the terms But this did not come about in a way that anyone could foresee.
listed above; modify, translate, reverse engineer, decompile, disassemble (except
to the extent applicable laws specifically prohibit such restriction), create derivative During the war, both sides used sophisticated AIs to run battles.
works based on the Software; copy the Software (except as specified above); remove
any proprietary notices or labels on the Software. It was the AIs that first learned to cooperate.
Against us.
TERMINATION
The license will terminate automatically if you fail to comply with the limitations
Some believe that this is a benevolent strategy on the part of the AIs;
described above. On termination, you must destroy all copies of the Software and
Documentation. We humans are never more united than when we face a common enemy.
DISCLAIMER OF WARRANTY But as this new war begins, the AIs’ brutality makes us wonder:
If their goal were our unification, why would they push us so close to extinction?
The Software is provided on an AS IS basis, without warranty of any kind, including
without limitation the warranties of merchantability, fitness for a particular purpose
and non-infringement.
We must act on what we see.
ARCEN GAMES will make reasonable efforts to correct any defects, but no guarantees The enemy is stronger, faster, more advanced, and demonstrably ruthless.
are made as to the timing of defect correction, that every reported defect will be
corrected, or that that the product will be defect-free. One of us is going to destroy the other.
Soon.
ARCEN GAMES IS NOT RESPONSIBLE FOR ANY INDIRECT, SPECIAL, INCIDENTAL, OR
CONSEQUENTIAL DAMAGES OF ANY CHARACTER INCLUDING, WITHOUT LIMITATION,
DAMAGES FOR LOSS OF GOODWILL, WORK STOPPAGE, COMPUTER FAILURE OR
MALFUNCTION, OR ANY AND ALL OTHER COMMERCIAL DAMAGES OR LOSSES.
Title, ownership rights and intellectual property rights in and to the Software shall
remain in ARCEN GAMES. The Software is protected by international copyright treaties.
1
TABLE OF CONTENTS TABLE OF CONTENTS
SECTION 5: RESOURCES 18
Metal and Crystal �������������������������������������������������������������������������������� 18
Knowledge And Research ����������������������������������������������������������������� 18
Energy ������������������������������������������������������������������������������������������������������ 19
Low Power Mode ��������������������������������������������������������������������������������� 19
2 3
introduction introduction
http://www.arcengames.com/forums/
What many of you may not know due to your time in the freeze is that our scientists and engineers
have been hard at work creating automated war machines. Over the last century, we’ve moved
to pilot-less ships that are both created and operated using highly computerized technology. With Launching The Game
the ability to command these mechanical fleets from a distance came the idea to use Artificial
Intelligence. These decisions were not undertaken lightly, and we thought all of the appropriate Once installed, double-click the AI War icon on your desktop to launch the game. Alternatively,
safety checks were in place, but I think you can guess what has happened. you can launch the game via the Start menu.
Both factions created AI commanders so fast, so organized, that none of our contemporary human Entering The License Key
commanders could match them. There was even a great debate as to whether to remove the lot
When prompted, enter your license key and click Unlock to activate the full version of the game.
of you from stasis and let you go on with your lives. Thank God we decided to keep you in reserve.
After the two AIs decided to work together, they eradicated us in a matter of days.
Creating Your Profile
That was three weeks ago, and already they view us as beneath their contempt, not even worth The first time you launch AI War, you will be asked to create a profile. Your chosen player name will
stamping completely out. The AIs have focused their attention elsewhere, on something outside be used to identify you in multiplayer games. When starting a new campaign, your default team
the galaxy. We don’t know what it is that they are doing, what it is that they have found out there, color will match the preferred color set in your profile.
but this may provide us with our one chance to strike back at them.
The Main Menu
You’re in the last tiny corner of the galaxy that is left to us, though we think there may be some
The Main Menu is the central hub of AI War and is displayed when the game is launched. The
captive settlements that yet survive. When I say this is our last chance, do not think I exaggerate.
specific options available on the Main Menu are covered below.
The AI is disinterested in our pitiful remaining forces at the moment, but they don’t know about you
-- when they see our fleets are growing, and are guided by competent, intelligent commanders,
they will react. The more you infringe on their territory, the more you demonstrate your power, the Current Profile
more likely they are to crush us.
This box shows the currently selected player profile. You can create, edit, and swap between
profiles by clicking here.
The AI forces outnumber us ten thousand to one, so a direct assault would be suicide. We have
no resources, we have hardly any ships, and the schematics for our most advanced hardware are Host New Campaign
lost to the AIs. Your mission is to take what little we have, and turn it into victory in whatever way
you can. Take back our resources from the AIs, steal knowledge of the ships we once built with This will take you to the Campaign Lobby. From here, you can setup either a singleplayer or
ease, and destroy their data centers whenever you find one. Most importantly, find and destroy multiplayer campaign.
their core command stations to wipe them out.
Join Multiplayer Game
We’ve been beaten to our knees, but we’re not going to sit by and watch our species die. You’re AI War supports LAN and Direct Connect multiplayer. You will need the IP address of your friend if
the best military minds we’ve ever been able to produce, and so if you can’t prevail we really are you wish to play over the Internet.
lost. Use your heads out there, and make sure not to let emotion or aggression cloud your better
judgement. Fight smart. Remember your tactical training as well as the bigger picture. Win where Visit the AI War Meeting Grounds Forum and/or the AI War IRC Channel if you’re looking for people
all others have failed. to play with.
4 5
introduction FAST FACTS FAST FACTS
Note that this button will be disabled if you purchased your copy of AI War through a digital Wormholes
distribution platform that performs automatic updates.
Traveling between planets requires the use of Wormholes. Wormholes always
exist in pairs and form a two-way link. Ships that enter a wormhole will appear
Settings instantaneously at the corresponding wormhole on the linked planet. The
The Settings menu allows you to edit a variety of options that will affect how AI War looks and plays. text above a wormhole denotes the planet that it links to. Wormholes are the
galaxy’s natural chokepoints; make use of this by concentrating your defenses
near them. Bear in mind that the AI will do the same.
Quit A Wormhole
This will close AI War and return to the desktop. View Modes
There are two distinct View Modes in AI War; Planet View and Galaxy View.
Planet View
When in Planet View, you are viewing the space around a single planet. This is the view from which
you will conduct battles, build structures, and issue most of your orders.
Galaxy View
The Galaxy Map shows all planets and wormhole links on the map. As well as providing you with
a wealth of information regarding each planet, it presents you with an overall view of the current
state of the campaign.
Tip: Pressing the Tab key in-game toggles between Planet View and Galaxy View.
6 7
fast facts fast facts
The AI Supply
Many units, including engineers, turrets, and constructors, will only function on planets that are
AI Types And Difficulty supplied. For a planet to be supplied, there must be a friendly command station on the planet
itself, or an adjacent planet. Be sure to maintain your supply lines, as your defenses will fail without
AI War will pit you against a variety of AI Types, each with its own tactics and many with unique
them. This is true for the AI’s defenses, too.
and specialized units. Be prepared to challenge the powerful defenses of the Entrenched
Homeworlder, and to fend off the unrelenting assaults of the Vicious Raider. There are two AI
opponents in each campaign, each of which can be of a different type, allowing for a huge Be Prepared
variety of challenges. In addition, The AI difficulty level affects the sophistication of the AI’s tactics, No single unit can prevail in all situations. You’ll have to maintain an effective mix of ships in your
as well as the number of reinforcements it will receive. fleet to ensure that you’re equipped to deal with any situation that arises. Examples include using
The overall strength of an AI is influenced by the combination of both its type and difficulty. fighters to target AI starships, cruisers to deal heavy damage from afar, and bombers to destroy
reinforced defenses such as force fields.
AI Progress
The AI progress level can be viewed as a general indication of how threatening the AI perceives Pick Your Battles
you to be. A higher AI progress level means the AI will receive more numerous and powerful
Actions such as destroying the AI’s command stations and warp gates will increase the AI progress
reinforcements, and will attack you more viciously.
level. You need to be highly selective with your targets in AI War; you can’t simply capture every
planet. Doing so will result in the AI progress level climbing too quickly, causing the AI to crush you
Campaign Overview with overwhelming force. Deciding which planets to capture, and just as importantly, which not
to, forms part of the grand strategy of the game.
Game Duration
Game duration scales with map size. A full campaign on the recommended 80 planet map size
Shortcut Keys
usually ranges from 7 to 16 hours from start to completion, but can occasionally take even longer.
AI War has a variety of shortcut keys designed to give you quick access to important tactical data
Campaigns can be saved and resumed at any time, so there’s no need to play through it in a
and allow you to issue your orders efficiently. A comprehensive list of the available shortcut keys is
single session.
available at the end of this manual.
Unit Caps Shortcuts you’ll want to familiarize yourself with quickly include pressing P to pause the game,
In AI War, the unit caps are per unit type. This ensures that as you progress and gain access to more holding G to issue Group-Move orders, holding Alt to issue Attack-Move orders, and holding Z to
advanced and powerful units, your older ships will never become obsolete. Deciding where to view the attack range overlay.
deploy your weaker units forms an important part of the strategy.
Make Use Of The Tooltips
Scouting
Hovering over a unit or menu item will display a tooltip. Depending on the context, tooltips will
When it comes to making strategic decisions, you’ll need all the information you can get. Scouts provide useful information about a unit and its status, including current health, attributes, and
provide intelligence about the planet they’re on, including the number of enemy ships, resource special abilities.
gather points, and any special structures that are present there. All of the information you have
access to is available in Galaxy View. Tooltips are an effective way to learn about the game’s interface and to gain information on ships
that you have not previously encountered.
Scouts are also needed to fill in the Minimap and Planetary Summary when viewing neutral or AI
controlled planets. Tip: Pressing F1 will expand the Planetary Summary and display an iconic index of all units in the
game, including those not present on the current planet. You can then hover over any icon to
Be sure to look for data centers, advanced research stations, advanced factories, and the AI display that unit type’s tooltip.
home planets, all of which are of highly valuable targets and will be covered in more detail later.
8 9
planet View planet View planet View
The Resource Monitor allows you to keep track of the various resources at your disposal. It displays
your total amount of each resource, along with your net income per second. In the case of metal
and crystal, your total inflow and outflow is also shown.
Note: Energy functions differently from the other resources and hence there is no income displayed.
The easiest way to control the zoom level is with your mouse wheel. Alternatively, you can use the Sometimes the AI will have a unit you have never seen before. Hovering over its icon in the
Page Up and Page Down keys to zoom in and out, respectively. Planetary Summary will provide you with information regarding that unit that you can use to devise
a strategy to counter it.
When zooming in, the camera will focus on the location of your mouse pointer.
10 11
planet View planet View
The Minimap Tip: Hold Shift when selecting to add units to the current selection group.
The Minimap is displayed at the top right of the screen when in Planet View. It shows the locations
of units and wormholes on the current planet, as well as the focus of the camera. The color of the Note: When drag-selecting, if the selection box contains mobile military ships, then only mobile
icons corresponds to their controller. In the case of wormholes, the color reflects the linked planet’s military ships will be selected. This prevents you from accidentally giving unwanted orders to non-
controller. combat units such as engineers.
Unclaimed resource deposits and wormholes linking to unexplored planets will be shown as gray. Unit Selection Filters
When drag-selecting, you can use Unit Selection Filters to select units based on specific criteria. For
example, holding N + 1 whilst Left Dragging will result in the selection of only Mark I ships.
Wormhole Tip: See the Shortcut Keys Reference for a complete list of the available Unit Selection Filters.
Crystal Deposit
Unit Orders
Units
Metal Deposit
Orders can only be given to the currently selected units.
Move Orders
Right Click on empty space to order the selected mobile units to move to that point. Hold Shift to
queue multiple waypoints.
You can also Left Click anywhere on the Minimap to focus the camera on that position. Attack Orders
Tip: Clicking on the Minimap is a useful way of getting the camera back to the action if you Right Click on an enemy to order the selected military units to engage. Hold Shift to queue
accidentally pan into empty space. multiple targets.
The Quick Buttons Note: You cannot mix Move and Attack orders in the same queue.
The Quick Buttons are displayed towards the bottom left of the interface. They maintain a galaxy Engineer Orders
wide list of several unit types, including engineers, science labs, and reactors. Hovering over any of
the categories will display a list of the units in that category, as well as the name of the planet on Right Click a unit to order the currently selected engineers to repair that unit. Right Click a
which each unit is currently located. You can also jump the camera to any listed unit by first Left constructor to order the currently selected engineers to assist the constructor, increasing the rate
Clicking the category icon and then selecting the desired unit from the resulting list. at which it builds units but increasing its rate of resource consumption accordingly. Units cannot
be repaired if they have been damaged within the last 3 seconds.
If you do not currently control any units in a category, then that category will be grayed out.
Wormhole Orders
Incoming Attack Warnings Ctrl + Right Click a wormhole to order the selected mobile units to travel through the wormhole to
the linked planet. You can also Right Click on a planet in Galaxy View to order the selected units
Textual warnings of any incoming attacks will be visible beneath the Resource Monitor. You will to travel to the chosen planet.
receive an indication of the type of attack the AI is launching, which of your planets it is targeting,
and how long you have to hiprepare. Depending on the type of attack you may also receive
information regarding the type of ships that are approaching.
Unit Selection
To select a unit, simply use Left Click. You can also select multiple units by using Left Drag to draw
a selection box. Double Left Clicking a unit will select all units of the same type on the screen. A
selection circle around a unit indicates that it is a part of the current selection group.
12 13
planet View planet View
To add a unit to the constructor’s build queue, simply Left Click on the corresponding icon in the
constructor’s build menu. You can also remove a unit from the constructor’s queue using Right
Click.
Build mode
pause constructor
The Economic Tab (Econ): Ships useful for growing your economy. This tab includes units
such as engineers and resource harvesters.
The Constructor Tab (Const): Ships useful for producing other ships. This tab includes units
such as colony ships and space docks. Press the Build Mode button to toggle the ‘Build Queue In A Repeating Loop’ option. This will cause
the constructor to build the units in the current queue repeatedly, as long as the required resources
The Defensive Tab (Def): Ships for defending your own planets or your ships in enemy are available and the unit cap has not been reached. This is highly useful for building the large
territory. This tab includes units such as mobile repair stations and fortresses. numbers of units you will require during your campaigns.
The Turret Tab (Tur): Stationary ships for defending your planets. This tab includes units such Tip: You can pause all constructors using the Pause All button at the bottom left of the interface.
as short range turrets and tractor beam turrets. Press this button again to order all constructors to resume construction.
14 15
GAlaxy view GAlaxy view GAlaxy view
SECTION 4: GALAXY VIEW planet. Only the AIs’ Home Planets are Mark V. Planets with high Mark levels for their location will
also be indicated on the Galaxy Map.
Intel Summaries
You can view an Intel Summary for each planet you have explored by hovering over the planet.
The Intel Summary will display the number and type of units on a planet, whether or not the planet
is supplied, the amount of knowledge collected from the planet, whether the AI is aware of your
presence on the planet, and the planet’s number of resource gather points, as well as icons for
significant units such as advanced research stations.
Priority Markers
You can tag any planet on the Galaxy Map with a priority marker. Priority markers are visible not
only to yourself but to all players on your team. To tag a planet with a priority marker, first Left Click
one of the P0-9 buttons on the toolbar on the left of the screen, then Left Click on a planet to
assign it the corresponding priority. You can also Right Click on a planet to clear its priority when
in this mode.
Priority markers have no effect on gameplay, but are an efficient method of keeping track of
the importance of the vast number of planets on the map. It’s recommended that you prioritize
each planet as it is scouted. Planets are generally prioritized based on their contents. Here is a
suggested priority system;
P0 - Nothing of interest.
P1 - Nothing of interest, but there’s something dangerous here.
P3 - Data Center.
P5 - Advanced Factory.
P8 - Possible AI Home Planet.
P9 - Advanced Research Station or AI Home Planet.
Controlled planets will show a command station icon corresponding to the controlling team’s Refer to the Shortcut Reference for a comprehensive list of Galaxy Map Display Modes and Filters.
color. If a planet has not yet been explored, or does not currently have a command station
present, it will be shown as a cross.
Planets controlled by the AI also have a Mark level from I-V that is visible on the Intel Summary. The
Mark level of a planet is minimum unit level of the reinforcements that the AI will receive at that
16 17
Resources Resources Resources
Manufactories Constructing additional energy reactors will increase your total amount of available energy, but
be aware that constructing multiple reactors of the same type on a single planet will result in a
You may occasionally find yourself in a situation where you have too much of reduced reactor efficiency. Reactors operating at a reduced efficiency will still draw resources at
one resource and not enough of the other. You can construct manufactories their normal rate, but will provide a lower amount of energy.
to convert one material into the other, though at a loss of overall net income.
Metal and crystal manufactories are available on the Economy Tab on the Protect your energy reactors. If your net energy balance becomes negative then your turrets and
Build Menu. force fields will shut down, and you will be unable to construct new units.
Crystal
A single manufactory will convert 12 of one resource into 8 of the other per
Low Power Mode
Manufactory
second. Once constructed, manufactories can be switched on and off at will.
Units can be placed into Low Power Mode at any time by selecting them and clicking the Low
Knowledge And Research Power Mode button at the bottom left of the screen. Units in Low Power Mode will only draw
one tenth of their normal amount of energy. They are unable to perform any actions other than
Knowledge moving, but will remain cloaked. Constructors in Low Power Mode will stop construction, and force
fields will shut down.
Knowledge is the only finite resource in AI War. It is used to unlock new units.
Each player can gather up to 2,000 knowledge per planet. As long as the As long as you have the required energy, you can reactivate units at any time by selecting them
planet is supplied by your team, any science labs and advanced research and clicking the Low Power Mode button again.
stations on the planet will automatically gather knowledge. Once all the
available knowledge on a planet has been gathered, your knowledge
gathering units will be exhausted. Be sure to move exhausted units to new Science lab I
planets so that they can continue to gather knowledge.
Tip: When playing multiplayer, send science labs to your allies’ planets to maximize your available
knowledge.
Unlockable units have a variety of abilities, ranging from raw strength to highly specialized functions
such as countering missile fire. You can unlock units in almost any order you wish, allowing you to
customize your civilization to suit your preferred play-style. You won’t be able to gather enough
knowledge to unlock even half of the available units in a single game, so you will have to decide
carefully which to invest in.
18 19
CAMpaign setup CAMpaign setup CAMpaign setup
AI Difficulty
The AI difficulty affects the sophistication of the AI’s tactics, as well as the number of reinforcements
it will receive. Difficulty 7 is the recommended difficulty for RTS veterans. At this level, the AI will
execute all of the tactics at its disposal. New players, especially those new to the genre, may
prefer to start at difficulty 4.
AI Type
In addition to the difficulty levels, there are also a number of AI Types available. Each type has
distinct tactics, many utilizing unique and specialized units. They are divided into three tiers, Easy,
Medium, and Hard. If you choose a random AI type, you will have to discover its type by analyzing
its tactics during the campaign.
# Of Planets
Here you can choose the number of planets on the game map. You may select anywhere from
10-120 planets, in increments of 5 from 10-30, and 10 from 30-120. A campaign on a 10 planet map
may only last 2 hours, while a 120 map may take more than 20 hours to reach its conclusion. We
recommend an 80 planet map, as this provides the ideal balance of strategic depth and difficulty.
Map Style
You can also choose the map style. Simple maps are the easiest to see and interpret and are
recommended for beginners. Complex maps are often more interesting, but can also be visually
intimidating and more difficult to read. Hubs style maps contain a far greater number of wormhole
links.
Setting up a Multiplayer Campaign
Map Seed
Up to 8 players can play a campaign cooperatively. While the host is in the Campaign Lobby,
other players can join the campaign using the Join Multiplayer Game option on the Main Menu. The map seed is the random number used to generate the map. Pressing the New Map Seed
AI War supports LAN and Direct Connect multiplayer. button will generate a new seed and corresponding map. You can also generate maps by
manually entering your own seeds and pressing Generate Map.
20 21
CAMpaign
UNIT TYpes setup UNIT TYpes UNIT TYpes
It’s recommended that you keep a scout, or scout starship, with your main
fleet, as this will allow you to view the full Planetary Summary on hostile planets.
Fighters
Fighters are fast, versatile units that use Shell type ammo. They are highly
effective against enemy cruisers, and starships when deployed in great
numbers. Fighters are relatively inexpensive, and so are especially useful in fighter I
the early game.
Bombers
Bombers use the Energy Bomb ammo type, which is highly effective against
heavily reinforced targets. They’re vital for attacking powerful defenses such
as force fields and fortresses. Bombers are also very effective against the thick
armor of fighters, but are vulnerable to enemy cruisers.
Bomber I
22 23
UNIT TYpes UNIT TYpes
Cruisers Starships
Cruisers are large, slow, relatively fragile ships that can deal heavy damage
from long range using Missiles. When used in numbers, they can inflict significant Starships are large, formidable ships with immense amounts of firepower. Many
losses before the enemy can get into range. starships have the Munitions Booster ability, which allows them to increase the
firepower of nearby friendly ships. All starships must be constructed at a starship
constructor.
Bonus Ships
Like the basic ship types, all bonus ships are constructed at space docks. cruiser I Warheads flagship
Players start with access to 1 bonus ship per Home Planet, and will gain access
to 1 random additional bonus ship for each advanced research station that is captured from the Warheads can be constructed at a missile silo. Detonating a warhead will
AI. increase the AI progress level, so use them sparingly. Warheads detonate when they are scrapped
or destroyed.
Unit caps are per unit type, so gaining an extra bonus ship increases the total number of ships you
are able to deploy. There is a great variety of bonus ships in AI War, all with differing abilities. View Lightning Warheads
a bonus ship’s tooltip to learn about its strengths and weaknesses.
Upon detonation, lightning warheads deal heavy damage to all units in a
certain radius around them. They are highly effective when attacking heavily
Parasites entrenched locations.
Parasites are some of the most feared ships in the Galaxy. If a ship sustains
damage from parasites, it will be captured upon its destruction by the parasite’s Nukes
controller. A swarm of parasites can quickly take control of an enemy fleet,
A Nuke is a weapon of last resort. Upon detonation, it will instantly obliterate
turning them against their former allies. Lightning missile
all but the Mark V units on the planet, along with the entire planet itself and all
resource gather points. A command station built on a destroyed planet cannot provide supply to
Force Field Bearers adjacent planets. Using this weapon will greatly increase the AI progress level.
parasite i
Force field bearers are a powerful auxiliary unit. While they have minimal
offensive power on their own, they project a force field around themselves that will protect friendly Defensive Units
units, greatly bolstering the durability of the fleet.
Defensive units are accessible from the Def tab on the Build Menu
Economic Ships
Turrets
Economic ships are accessible on the Econ tab of the Build Menu.
Turrets are static units that cannot move from their place of construction. Their
abilities range from heavy firepower to restricting enemy movements. They
Engineers generally provide more firepower for a given cost than mobile military ships,
Engineers are vital for accelerating construction, repairing units, and assisting making them an excellent choice for defending your structure and wormholes.
constructors. They will automatically assist with construction and repair in
nearby locations, but they can be ordered to construct/repair specific units Mines
if required. When no other tasks are available, engineers will assist nearby short range turret I
Mines are cloaked units that deal heavy damage to any enemy units that
constructors, allowing them to build units more quickly. Engineers can also be
collide with them, also destroying themselves in the process.
explicitly ordered to assist a constructor by Right Clicking on the constructor, in
which case they will not leave to perform construction and repair tasks.
engineer i Tip: Place mines around wormholes and on routes that the AI is likely to take for maximum effect.
24 25
UNIT TYpes features
advanced advanced features advanced features
Some units are immune to force fields, in which case they are able to move and fire through hostile SECTION 8: ADVANCED FEATURES
force fields without issue.
Flares
Constructors Flares can be used in Multiplayer Campaigns to draw attention to particular locations. To create
Constructors are units that facilitate the construction of other units. They are accessible on the a flare, press the F key to enter Flare Placement mode, then Left Click on the desired location. The
Const tab of the Build Menu. chosen location can be either a planet, chosen in Galaxy View, or a specific point on a planet,
chosen in Planet View. Flares are visible for 10 seconds after creation. Press ~ to focus the camera
on the most recent flare.
Colony Ships
Colony ships are required to build command stations. Command stations can Setting Gather Points From Constructors
only be built on planets if there is not already one present, so you will need to
destroy the AI’s command station before beginning construction of your own. All units produced at a constructor will automatically head towards the constructor’s assigned
Upon completion, all capturable units on that planet, including advanced gather point. To assign a gather point to a constructor, first select the constructor, then Right Click
factories and advanced research stations, will be transferred to your control. on the desired gather point. You can set other planets as gather points by Right Clicking on the
planet in Galaxy View. If a gather point is designated while holding the Alt or V key, the produced
At first, colony ships are only able to construct Mark I command stations, but units will emerge in Attack-Move or Free Roaming Defender mode, respectively.
colony ship
they can construct the upgraded variants once they have been unlocked
using knowledge.
Control Groups
Space Docks The selected units can be assigned to a control group by pressing Ctrl + 0-9. You can then select
Space docks are used to construct all the basic ship types, as well as any any units on the current planet assigned to that control group by pressing the corresponding
bonus ships that are unlocked. Space docks require large amounts of energy, number key. If there are no units in the selected control group on the current planet, then the
so place them at key strategic locations. camera will swap to the nearest planet that contain units in that control group. Assigning a
constructor to a control group will cause all units subsequently built by that constructor to be
automatically assigned to the corresponding control group.
Advanced Factories
Players cannot build advanced factories; they are an advanced structure Space Dock See the Shortcut Keys Reference for a comprehensive list of controls related to control groups.
that must be captured from the AI. Advanced factories are the only means of
constructing powerful Mark IV units, so controlling at least one is highly desirable. If an advanced
factory is destroyed, it is lost forever, so be sure to defend them well. Cloaking
Note: You must have the Mark III variant of a ship type unlocked in order to construct the Mark IV Many units, including scouts, have the cloaking ability. Cloaked units cannot be seen or targeted
variant. by enemies. Units cannot fire whilst cloaked, and won’t be able to recloak for 8 seconds after firing.
A purple circle around a unit indicates that it is cloaked. Unless in Attack-Move mode, cloaked
units will not reveal themselves by automatically firing on enemies that are in range.
Tachyon Emitters
Units with the Tachyon Emitter ability will automatically fire Tachyon Beams at any cloaked units
that come into range. A Tachyon Beam, represented by a yellow line, disables the cloak of the
targeted ship. After being revealed by a Tachyon Beam, a unit will be unable to recloak for 8
seconds. Notably, Astrotrains have the Tachyon Emitter ability, and so can cause major problems
for your scouts should they cross paths.
Cloaking Boosters
Units with the Cloaking Booster ability can boost the cloak of a limited number of cloaked units
in range. Cloaking Boosted units will not be revealed by Tachyon Beams. A unit that is boosting
26 27
advanced features SETTINGS SETTINGS
cannot itself be boosted by another unit. A purple line between two ships indicates that Cloaking
Boosting is occurring. SECTION 9: SETTINGS
The Settings Menu is accessible from the game’s Main menu. Here, you can adjust various options
Teleporting that will affect how the game looks, sounds, and plays. Enabling items displayed with green text
can improve performance, while those in red text can reduce performance. You can also access
Teleporting units can travel instantaneously between two points on a planet. Because of this, they the game’s controls reference from this menu.
can traverse the wormhole network very quickly, making them especially useful for both defense
and hit-and-run attacks. After teleporting, a unit will be stunned and unable to perform any further
actions for a short time. The duration of the stun is proportional to the distance teleported. Game
Units ordered to attack a specific target will acquire that unit type as their preferred target. When
possible, a unit will always choose to fire on targets of its preferred type, allowing you to maximize
the effectiveness of your fleet during engagements. View a unit’s tooltip to display its current
preferred target type.
28 29
SHORTCUT KEYS REFERENCE SHORTCUT KEYS REFERENCE SHORTCUT KEYS REFERENCE
Selected units move to target location. E Display Mode: My and Allied Ships.
On Enemy - Selected units attack target enemy. R Display Mode: Resources Used.
Build Button - Dequeue ship of clicked type.
M Display Mode: Metal Used.
Galaxy Map - Send selected units to clicked planet.
C Display Mode: Crystal Used.
+ Selected units add target location to their waypoints.
On Enemy - Selected units add clicked enemy to their target queue. K Display Mode: Knowledge Found.
Build Button - Dequeue 5 ships instead of 1. S Display Mode: My Science Labs.
Galaxy Map - Add wormhole path to end of current path of all selected units.
O Display Mode: Scouts.
+ Ctrl On Wormhole - Send selected units through wormhole.
Build Button - Dequeue 50 ships instead of 1.
L Display Mode: Last Scouted.
30 31
SHORTCUT KEYS REFERENCE SHORTCUT KEYS REFERENCE
+ Ctrl Place cluster of 5 ships at location of mouse cursor. +, Select all idle mobile military units at current planet.
Ctrl + , Select all military units at current planet (idle or not).
+ Ctrl + Place cluster of 5 ships at location of mouse cursor (remain in ship placement mode).
L Select half of the currently selected units (rounding up per ship type).
+ Ctrl + + Place multiple clusters of 5 ships.
+L Select a third of the currently selected units (rounding up per ship type).
Exit ship placement mode. \ Select first idle unit out of currently selected units.
32 33
SHORTCUT KEYS REFERENCE Credits
Community Managers
Lars Bull
Calvin Southwood
34 35