While enjoying the AVWW beta, if you feel a slight craving for the AI Wars expansion, enjoy this entirely imaginary thought exercise!
The Imaginary AI Wars Expansion: Shadows of ExtinctionHumanity was nearly wiped out, but the threat they unleashed has not limited itself to just the one pitiful corner of the galaxy occupied by humans. The AIs’ rapid expansion has found other space-going races, and those races have not fared well.
Now you can take on the deadly AI unleashed by the humans as one of thousands of possible custom alien races. Build your race and see if you can save your species!
Custom RacesSelect from six racial types with their own set of unique traits, special unit and missile type. Spend custom picks to customize your race from a set of Racial and General Traits.
Each Race Type comes with one free bonus trait, one additional type of missile, a special replacement for one of the normal triangle ships, and a selection of optional Racial Traits.
Racial UnitsNot all units a player controls use their unique racial technologies and properties. All fleet ships, starships, turrets, and structures receive racial benefits except:
- Any unit that is captured: Ion Cannons, Golems, etc.
- Units purchased from a Zenith Trader
- Neutral units: Human Resistance Fighters, Dyson Sphere Gatlings, etc.
- Neinzul Youngling fleet ships
- Spirecraft (produced from asteroids)
Units that benefit from traits are called racial units. Not all units that can be racial units are racial units. Only if a unit that can be a racial unit is produced by a player does it become an actual racial unit. Units produced from Advanced Factories and Fabricators are racial units.
GiftingGifting more units to a player than their ship cap allows transfers part of your ship cap for that unit to them temporarily. As they lose gifted units, the transferred ship cap will drop and return to the gifting player.
Gifted racial units retain their original racial properties and always transfers ship cap even if the receiving player has ship cap available.
Racial TypesSelect one racial type from the below set and spend six custom picks between that race’s Racial Traits and the General Traits. Each Racial Trait costs two picks, and General Traits costs one pick. Players without this expansion (or who have it disabled) have a default race selected that maintains the current player abilities (see below).
OrganicYour race uses living ships, turrets and structures. Biological solutions replace mechanical ones.
Bonus TraitRegeneration – After 8 seconds without receiving damage, your racial units regenerate to full health over 90 seconds (180 seconds for non-military units). Receiving additional damage suspends regeneration for 8 seconds. Regeneration requires the units to be in supply.
Ship Replacement, BomberOrganic Bomber – Damage ignores 20% of the target’s armor.
Racial MissileInfestation Missile II-IV – Instantly destroys many enemy fleet units of an equal or lesser Mark in the area. Enemies destroyed randomly become Standard Fighters, Organic Bombers or Missile Frigates of the same Mark at 50% health, controlled by the player. These new ships are racial units. Enemies can only be destroyed until the player’s ship caps are full. AIP increase 2/4/6.
Racial TraitsRapid Regeneration – The Regeneration Trait is not stopped by damage and does not require supply. When in supply, Regeneration is increased by 200% if the unit has not been damage in the last 8 seconds. Units with Rapid Regeneration cannot be repaired by engineers.
Spawning Chamber – You produce Mark I-V Larva and Star Larva instead of fleet and starships at a Spawning Chamber (replaces Space Dock and Starship Constructor). Every 15 seconds a Spawning Chamber generates 2 BPs, although engineers can increase this rate. Larva can be produced for a BP cost equal to their Mark, and Star Larva for 40 BP per Mark. Both are very fast units that have an extremely weak melee attack but can metamorphosis very quickly into any fleet or starship respectively unlocked (25% normal build time, 100% normal resources). During metamorphosis larva are immobile and metamorphosis time cannot be reduced by engineers. Capturing an Advanced Factory permanently unlocks Mark IV units whose Mark III level is unlocked. Capturing Fabricators that would produce Mark V racial units instead unlock Mark V units. Larva ship cap 180, Star Larva 18, reduced by 5% per Mark.
Rapid Infection – Units you reclaim that can be racial units become racial units matching your race, but have health equal to half the reclamation damage received. Against enemy units not immune to reclamation, 10% of your racial units’ damage is reclamation damage. Your racial fleet and starships cost 30% more metal and crystal to build.
Organic Division – When your racial fleet or starships are killed, they split into two ships of a lower mark at half health, ship caps permitting. Ship types without lower marks are not affected. Maximum health on your racial fleet and starships is reduced by 30%. Your racial fleet and starship caps are reduced by 10%.
CrystalYour race manipulates energy through partially sentient crystals. The complex crystal growths present throughout your technology bring unusually powerful properties to your ships and tools.
Bonus TraitAbsorption – Damage taken by your racial units is reduced by 10% after armor is applied.
Ship Replacement, Missile FrigateCrystal Frigates –Base movement speed increased by 25% to 28.
Racial MissileCrystal Web I-III – Tractors all mobile units in the area for 30/60/90 seconds to an indestructible temporary platform, deals 30/60/90% damage to their engines, and reduces their damage by 50% while tractored. These effects do not apply to your own racial units. AIP increase 1/2/3.
Racial TraitsReflectivity – Your units reflect back at the attacker 50% of the damage (100% for Command Stations, Fortresses and Force Field generators) stopped by the Absorption Traits as Laser damage with maximum Armor Piercing.
Crystalline Growth – All of your racial units’ armor is increased by 10% plus an extra 300. Each of your Command Stations’ maximum health increases by 5% of their base maximum every 6 minutes. The growth rate is decreased by 0.025% each cycle (maximum bonus +502.5% health at 20 hours).
Energy Propulsion – All of your racial ships gain 10% additional movement speed, 100% more engine health, and cannot be reduced below 50% movement speed by engine damage. Your Fortresses and Force Field generators gain 6 additional movement speed.
Enhanced Absorption – Your Command Stations, Fortresses and Force Field Generators’ Absorption Trait starts at 30% and decreases by 1% for every 2.5% of maximum health lost, down to a minimum of 10% absorption when the unit reaches half health.