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	<id>http://test.zero-k.info/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Anarchid</id>
	<title>Zero-K - User contributions [en]</title>
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	<updated>2026-04-14T14:05:26Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Phantom&amp;diff=5076</id>
		<title>Phantom</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Phantom&amp;diff=5076"/>
		<updated>2019-03-05T05:24:03Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: phantom projectiles are no longer visible&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a cloaked skirmish/anti-heavy artillery bot from the [[Cloakbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Phantom&lt;br /&gt;
| defname = cloaksnipe&lt;br /&gt;
| description = Cloaked Skirmish/Anti-Heavy Artillery Bot&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/cloaksnipe.png&lt;br /&gt;
| icontype = sniper&lt;br /&gt;
| cost = 750&lt;br /&gt;
| hitpoints = 560&lt;br /&gt;
| movespeed = 44&lt;br /&gt;
| turnrate = 363&lt;br /&gt;
| sight = 400&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Pulsed Particle Projector&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 1500&lt;br /&gt;
	| reloadtime = 17&lt;br /&gt;
	| dps = 88&lt;br /&gt;
	| range = 700&lt;br /&gt;
	| projectilespeed = 850&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability cloak&lt;br /&gt;
	| upkeepidle = 1&lt;br /&gt;
	| upkeepmobile = 5&lt;br /&gt;
	| decloakradius = 155&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability line&lt;br /&gt;
	| customdata1 = Can ignore unidentified targets&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Phantom's energy rifle inflicts heavy damage to a single target. It can fire while cloaked; however the shaped explosion of its projectile betrays the direction from which a shot was made. It requires quite a bit of energy to keep cloaked, especially when moving. The best way to locate a Phantom is by sweeping the area with many cheap units.&lt;br /&gt;
&lt;br /&gt;
= Tactics and Strategy =&lt;br /&gt;
The Phantom has low damage-per-second compared to its cost, but since it remains cloaked even while firing it can deliver its damage very safely. Try to kill enemies with a single attack (from more than one Phantom, if necessary) to deny your opponent the opportunity to repair their unit. The enemy can still decloak and kill your Phantom by bringing a unit nearby (such as a [[Flea]] or [[Glaive]]), so make sure you have forces ready to protect your Phantoms' retreat if necessary.&lt;br /&gt;
&lt;br /&gt;
Since Phantoms have a low rate of fire and high damage per shot, you might want to set them to hold fire mode (or return fire mode) if you want to conserve their shots for use against enemy striders and assault units. Moreover, setting them to hold fire against unidentified radar targets should help ensure that their shots hit more often (since targeting unidentified radar targets imposes accuracy penalties in general), though do keep in mind that, when used in conjunction with attack move orders, it might also result in the Phantoms stopping in front of unidentified targets.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=User:Anarchid/OmniCommanderDesign&amp;diff=5012</id>
		<title>User:Anarchid/OmniCommanderDesign</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=User:Anarchid/OmniCommanderDesign&amp;diff=5012"/>
		<updated>2018-12-28T15:15:54Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is my attempt to figure out a design for an unified commander chassis.&lt;br /&gt;
&lt;br /&gt;
= Why =&lt;br /&gt;
&lt;br /&gt;
Historically ZK has had several commander chassis to provide variety for a bunch of reasons:&lt;br /&gt;
* Initially it was the only way to provide commander variety (because procedural generation of unitdefs was not available)&lt;br /&gt;
* Later, because while &amp;lt;code&amp;gt;unitdefs_post&amp;lt;/code&amp;gt; solved the former problem, the models existed, and provided some, albeit visual feedback on what the commander was &lt;br /&gt;
* Even later, as commanders became mostly &amp;quot;dynamic&amp;quot;, for the same legacy reasons&lt;br /&gt;
* No model that would display more useful information than the current system exists.&lt;br /&gt;
&lt;br /&gt;
This is bad for several reasons:&lt;br /&gt;
* Significantly initially different chassis are pregame RPS in several situations - such as Recon commander's jump available at level zero, or Support commander's build range&lt;br /&gt;
* This provides useful visual representation only for one important commander ability - jump - while all other abilities are essentially hidden. Especially guns all look exactly alike.&lt;br /&gt;
&lt;br /&gt;
= Design Design  = &lt;br /&gt;
Before approaching the design of this thing, it is useful to approach the design of designing this thing.&lt;br /&gt;
&lt;br /&gt;
# As with current commander design requirements, this design should not have degenerate, overpowered or useless paths.&lt;br /&gt;
#* Commanders should not be significantly stronger than same fair cost in units at any point, but should not be that much worse either&lt;br /&gt;
#* A single build or a series of builds should not be always better than the others&lt;br /&gt;
#* It's also a good idea to avoid as much lock-in as possible; branching systems that prohibit modules further down the line are boring (but &amp;quot;this module goes in the helmet slot, which is already occupied&amp;quot; is fine).&lt;br /&gt;
# For a transition from chassis to modules entirely, the first level-up should be important enough to encompass all of the variety in current chassis and first-morph modules&lt;br /&gt;
#* A significant part of this is chassis passive bonuses and specialization - there should be modules to imitate this&lt;br /&gt;
#* With the following criterion, this also means that the first morph should make commanders very *visibly* different as well.&lt;br /&gt;
# As much interesting information about the commander as possible should be meaningfully visible on the commander body.&lt;br /&gt;
#* This intrinsically suggests tying commander modules to their respective body parts, and maybe even have body part based equipment slots&lt;br /&gt;
#* Current stackable or weapon modules are insufficient to encompass this. A &amp;quot;subsystem module&amp;quot; approach like in Aquanim's draft may be useful.&lt;br /&gt;
#* The important qualitatively difference items should take priority. Guns and jump ability are first tier; everything else is secondary or tertiary.&lt;br /&gt;
# The technical considerations of the omni-commander model should be considered at every step &lt;br /&gt;
#* The model should be reasonably easy to modify and generally as low-maintenance as possible&lt;br /&gt;
#* Replacement or refund of current commander skins should be considered and made as easy as possible &lt;br /&gt;
#* Additional types of &amp;quot;hats&amp;quot; could be considered&lt;br /&gt;
&lt;br /&gt;
= General Stuff = &lt;br /&gt;
# The omni-commander model  is at least partially an atlas/lego system. The texture provides various materials to be splatted onto various geometry bits, with few of it strictly dedicated (except for core geometry). Weapons have their own dedicated mini-zones and can share materials.&lt;br /&gt;
## Weapons and important abilities are emissive and color coded; some may be animated&lt;br /&gt;
# Every module is visually represented on the model.&lt;br /&gt;
## Important modules are called **subsystems** and take equipment **slots**. They completely take over a given body part, and more than one module cannot use the same body part. Advanced versions of a subsystem can replace a weaker version. The following slots are available:&lt;br /&gt;
### Head (helmet, crown, antenna, etc) - intel, aura abilities like shield, cloaker, radar&lt;br /&gt;
### Chest (torso front, breastplate, etc) - armor, regeneration&lt;br /&gt;
### Forearms (left, right) or whole arms - weapons. These should be huge and prominent as the most important things ever.&lt;br /&gt;
### Shoulders (left, right) - secondary weapons, construction abilities&lt;br /&gt;
### Back - active abilities (jump, float?)&lt;br /&gt;
### Legs - passive movement-related abilities (jump? climb? hover? goomba stomp?).&lt;br /&gt;
## Subsystem module _choices_ in the UI have to somehow show which slot they occupy &lt;br /&gt;
## Stackable modules, as much as they exist, are represented as small bits on or near the things they affect.&lt;br /&gt;
### Armor modules - rivets or small plates on chest&lt;br /&gt;
### Damage modules  - small glowy bits on upper arms&lt;br /&gt;
### Speed modules - small bits on upper/lower legs&lt;br /&gt;
### .. etc&lt;br /&gt;
## Stackable module choices need to show their stacking limits in the UI.&lt;br /&gt;
## Enhancement modules are treated as new modules. E.g. a longer-stun version of a lightning gun simply has a different lightning gun model.&lt;br /&gt;
&lt;br /&gt;
= Draft Bucket List Of Modules = &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Type&lt;br /&gt;
! Slot&lt;br /&gt;
! Level &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comments&lt;br /&gt;
|-&lt;br /&gt;
! Jetpack&lt;br /&gt;
| System&lt;br /&gt;
| Back&lt;br /&gt;
| 1&lt;br /&gt;
| Allows commander to jump&lt;br /&gt;
| Large, bulky, visible&lt;br /&gt;
|-&lt;br /&gt;
! Beam Laser&lt;br /&gt;
| Weapon&lt;br /&gt;
| Arm&lt;br /&gt;
| 1&lt;br /&gt;
| Kills things&lt;br /&gt;
| Long teal/blue emissive line along top&lt;br /&gt;
|-&lt;br /&gt;
! Combat Drone Kit&lt;br /&gt;
| System&lt;br /&gt;
| Back&lt;br /&gt;
| 2&lt;br /&gt;
| Launches Fireflies&lt;br /&gt;
| Moving mechanical stuff. Possibly can also dock drones if drone tech advances? &lt;br /&gt;
Conflicts with jump, but not with shield/cloak.&lt;br /&gt;
|-&lt;br /&gt;
! Personal Shield&lt;br /&gt;
| System&lt;br /&gt;
| Head&lt;br /&gt;
| 2&lt;br /&gt;
| Provides a small shield&lt;br /&gt;
| Crown that reminds an Aspis. Incompatible with cloak.&lt;br /&gt;
|-&lt;br /&gt;
! Personal Cloak&lt;br /&gt;
| System&lt;br /&gt;
| Head&lt;br /&gt;
| 2&lt;br /&gt;
| Cloaks commander&lt;br /&gt;
| Teal glowing halo, like Scythe/Iris backpacks. Incompatible with shield.&lt;br /&gt;
|-&lt;br /&gt;
! Advanced Nanolathe&lt;br /&gt;
| System&lt;br /&gt;
| Shoulder&lt;br /&gt;
| 1&lt;br /&gt;
| More nano range, slightly more build power&lt;br /&gt;
| Replaces default nano, bigger. &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=User:Anarchid/OmniCommanderDesign&amp;diff=5011</id>
		<title>User:Anarchid/OmniCommanderDesign</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=User:Anarchid/OmniCommanderDesign&amp;diff=5011"/>
		<updated>2018-12-28T14:55:19Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is my attempt to figure out a design for an unified commander chassis.&lt;br /&gt;
&lt;br /&gt;
= Why =&lt;br /&gt;
&lt;br /&gt;
Historically ZK has had several commander chassis to provide variety for a bunch of reasons:&lt;br /&gt;
* Initially it was the only way to provide commander variety (because procedural generation of unitdefs was not available)&lt;br /&gt;
* Later, because while &amp;lt;code&amp;gt;unitdefs_post&amp;lt;/code&amp;gt; solved the former problem, the models existed, and provided some, albeit visual feedback on what the commander was &lt;br /&gt;
* Even later, as commanders became mostly &amp;quot;dynamic&amp;quot;, for the same legacy reasons&lt;br /&gt;
* No model that would display more useful information than the current system exists.&lt;br /&gt;
&lt;br /&gt;
This is bad for several reasons:&lt;br /&gt;
* Significantly initially different chassis are pregame RPS in several situations - such as Recon commander's jump available at level zero, or Support commander's build range&lt;br /&gt;
* This provides useful visual representation only for one important commander ability - jump - while all other abilities are essentially hidden. Especially guns all look exactly alike.&lt;br /&gt;
&lt;br /&gt;
= Design Design  = &lt;br /&gt;
Before approaching the design of this thing, it is useful to approach the design of designing this thing.&lt;br /&gt;
&lt;br /&gt;
# As with current commander design requirements, this design should not have degenerate, overpowered or useless paths.&lt;br /&gt;
#* Commanders should not be significantly stronger than same fair cost in units at any point, but should not be that much worse either&lt;br /&gt;
#* A single build or a series of builds should not be always better than the others&lt;br /&gt;
#* It's also a good idea to avoid as much lock-in as possible; branching systems that prohibit modules further down the line are boring (but &amp;quot;this module goes in the helmet slot, which is already occupied&amp;quot; is fine).&lt;br /&gt;
# For a transition from chassis to modules entirely, the first level-up should be important enough to encompass all of the variety in current chassis and first-morph modules&lt;br /&gt;
#* A significant part of this is chassis passive bonuses and specialization - there should be modules to imitate this&lt;br /&gt;
#* With the following criterion, this also means that the first morph should make commanders very *visibly* different as well.&lt;br /&gt;
# As much interesting information about the commander as possible should be meaningfully visible on the commander body.&lt;br /&gt;
#* This intrinsically suggests tying commander modules to their respective body parts, and maybe even have body part based equipment slots&lt;br /&gt;
#* Current stackable or weapon modules are insufficient to encompass this. A &amp;quot;subsystem module&amp;quot; approach like in Aquanim's draft may be useful.&lt;br /&gt;
#* The important qualitatively difference items should take priority. Guns and jump ability are first tier; everything else is secondary or tertiary.&lt;br /&gt;
# The technical considerations of the omni-commander model should be considered at every step &lt;br /&gt;
#* The model should be reasonably easy to modify and generally as low-maintenance as possible&lt;br /&gt;
#* Replacement or refund of current commander skins should be considered and made as easy as possible &lt;br /&gt;
#* Additional types of &amp;quot;hats&amp;quot; could be considered&lt;br /&gt;
&lt;br /&gt;
= General Stuff = &lt;br /&gt;
# The omni-commander model  is at least partially an atlas/lego system. The texture provides various materials to be splatted onto various geometry bits, with few of it strictly dedicated (except for core geometry). Weapons have their own dedicated mini-zones and can share materials.&lt;br /&gt;
## Weapons and important abilities are emissive and color coded; some may be animated&lt;br /&gt;
# Every module is visually represented on the model.&lt;br /&gt;
## Important modules are called **subsystems** and take equipment **slots**. They completely take over a given body part, and more than one module cannot use the same body part. Advanced versions of a subsystem can replace a weaker version. The following slots are available:&lt;br /&gt;
### Head (helmet, crown, antenna, etc) - intel, aura abilities like shield, cloaker, radar&lt;br /&gt;
### Chest (torso front, breastplate, etc) - armor, regeneration&lt;br /&gt;
### Forearms (left, right) or whole arms - weapons. These should be huge and prominent as the most important things ever.&lt;br /&gt;
### Shoulders (left, right) - secondary weapons, construction abilities&lt;br /&gt;
### Back - active abilities (jump, float?)&lt;br /&gt;
### Legs - passive movement-related abilities (jump? climb? hover? goomba stomp?).&lt;br /&gt;
## Subsystem module _choices_ in the UI have to somehow show which slot they occupy &lt;br /&gt;
## Stackable modules, as much as they exist, are represented as small bits on or near the things they affect.&lt;br /&gt;
### Armor modules - rivets or small plates on chest&lt;br /&gt;
### Damage modules  - small glowy bits on upper arms&lt;br /&gt;
### Speed modules - small bits on upper/lower legs&lt;br /&gt;
### .. etc&lt;br /&gt;
## Stackable module choices need to show their stacking limits in the UI.&lt;br /&gt;
## Enhancement modules are treated as new modules. E.g. a longer-stun version of a lightning gun simply has a different lightning gun model.&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=User:Anarchid/OmniCommanderDesign&amp;diff=5008</id>
		<title>User:Anarchid/OmniCommanderDesign</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=User:Anarchid/OmniCommanderDesign&amp;diff=5008"/>
		<updated>2018-12-27T15:48:48Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is my attempt to figure out a design for an unified commander chassis.&lt;br /&gt;
&lt;br /&gt;
= Why =&lt;br /&gt;
&lt;br /&gt;
Historically ZK has had several commander chassis to provide variety for a bunch of reasons:&lt;br /&gt;
* Initially it was the only way to provide commander variety (because procedural generation of unitdefs was not available)&lt;br /&gt;
* Later, because while &amp;lt;code&amp;gt;unitdefs_post&amp;lt;/code&amp;gt; solved the former problem, the models existed, and provided some, albeit visual feedback on what the commander was &lt;br /&gt;
* Even later, as commanders became mostly &amp;quot;dynamic&amp;quot;, for the same legacy reasons&lt;br /&gt;
* No model that would display more useful information than the current system exists.&lt;br /&gt;
&lt;br /&gt;
This is bad for several reasons:&lt;br /&gt;
* Significantly initially different chassis are pregame RPS in several situations - such as Recon commander's jump available at level zero, or Support commander's build range&lt;br /&gt;
* This provides useful visual representation only for one important commander ability - jump - while all other abilities are essentially hidden. Especially guns all look exactly alike.&lt;br /&gt;
&lt;br /&gt;
= Design Design  = &lt;br /&gt;
Before approaching the design of this thing, it is useful to approach the design of designing this thing.&lt;br /&gt;
&lt;br /&gt;
# As with current commander design requirements, this design should not have degenerate, overpowered or useless paths.&lt;br /&gt;
#* Commanders should not be significantly stronger than same fair cost in units at any point, but should not be that much worse either&lt;br /&gt;
#* A single build or a series of builds should not be always better than the others&lt;br /&gt;
#* It's also a good idea to avoid as much lock-in as possible; branching systems that prohibit modules further down the line are boring (but &amp;quot;this module goes in the helmet slot, which is already occupied&amp;quot; is fine).&lt;br /&gt;
# For transition from chassis to modules entirely, the first level-up should be important enough to encompass all of the variety in current chassis and first-morph modules&lt;br /&gt;
#* With the following criterion, this also means that the first morph should make commanders very *visibly* different as well.&lt;br /&gt;
# As much interesting information about the commander as possible should be meaningfully visible on the commander body.&lt;br /&gt;
#* This intrinsically suggests tying commander modules to their respective body parts, and maybe even have body part based equipment slots&lt;br /&gt;
#* Current stackable or weapon modules are insufficient to encompass this. A &amp;quot;subsystem module&amp;quot; approach like in Aquanim's draft may be useful.&lt;br /&gt;
#* The important qualitatively difference items should take priority. Guns and jump ability are first tier; everything else is secondary or tertiary.&lt;br /&gt;
# The technical considerations of the omni-commander model should be considered at every step &lt;br /&gt;
#* The model should be reasonably easy to modify and generally as low-maintenance as possible&lt;br /&gt;
#* Replacement or refund of current commander skins should be considered and made as easy as possible &lt;br /&gt;
#* Additional types of &amp;quot;hats&amp;quot; could be considered&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=User:Anarchid/OmniCommanderDesign&amp;diff=5007</id>
		<title>User:Anarchid/OmniCommanderDesign</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=User:Anarchid/OmniCommanderDesign&amp;diff=5007"/>
		<updated>2018-12-27T15:40:04Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: init&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Historically ZK has had several commander chassis to provide variety for a bunch of reasons:&lt;br /&gt;
* Initially it was the only way to provide commander variety (because procedural generation of unitdefs was not available)&lt;br /&gt;
* Later, because while `unitdefs_post`solved the former problem, the models existed, and provided some, albeit visual feedback on what the commander was &lt;br /&gt;
* Even later, as commanders became mostly &amp;quot;dynamic&amp;quot;, for the same legacy reasons&lt;br /&gt;
* No model that would display more useful information than the current system exists.&lt;br /&gt;
&lt;br /&gt;
This is bad for several reasons:&lt;br /&gt;
* Significantly initially different chassis are pregame RPS in several situations - such as Recon commander's jump available at level zero, or Support commander's build range&lt;br /&gt;
* This provides useful visual representation only for one important commander ability - jump - while all other abilities are essentially hidden.&lt;br /&gt;
&lt;br /&gt;
This is my attempt to figure out a design for an unified commander chassis. That requires the model problem to be solved, but fortunately, models are not primordial words of god; they can be made just like the current four models were.&lt;br /&gt;
&lt;br /&gt;
= Design Design  = &lt;br /&gt;
Before approaching the design of this thing, it is useful to approach the design of designing this thing.&lt;br /&gt;
&lt;br /&gt;
# As with current commander design requirements, this design should not have degenerate, overpowered or useless paths.&lt;br /&gt;
# For transition from chassis to modules entirely, the first level-up should be important enough to encompass all of the variety in current chassis and first-morph modules&lt;br /&gt;
## With the following criterion, this also means that the first morph should make commanders very *visibly* different as well.&lt;br /&gt;
# As much interesting information about the commander as possible should be meaningfully visible on the commander body.&lt;br /&gt;
## This intrinsically suggests tying commander modules to their respective body parts, and maybe even have body part based equipment slots&lt;br /&gt;
## Current stackable or weapon modules are insufficient to encompass this. A &amp;quot;subsystem module&amp;quot; approach like in Aquanim's draft may be useful.&lt;br /&gt;
## The important qualitatively difference items should take priority. Guns and jump ability are first tier; everything else is secondary or tertiary.&lt;br /&gt;
# The technical considerations of the omni-commander model should be considered at every step &lt;br /&gt;
## The model should be reasonably easy to modify and generally as low-maintenance as possible&lt;br /&gt;
## Replacement or refund of current commander skins should be considered and made as easy as possible &lt;br /&gt;
## Additional types of &amp;quot;hats&amp;quot; could be considered&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=For_Tower_Defense_Players&amp;diff=5000</id>
		<title>For Tower Defense Players</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=For_Tower_Defense_Players&amp;diff=5000"/>
		<updated>2018-12-19T13:22:15Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: at least it's not tourette&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Zero-K is a fully featured Real Time Strategy Game that has a Chicken Mode that is similar to Tower Defense Games.&lt;br /&gt;
&lt;br /&gt;
What Does Zero-K have that Tower Defense Games don't?&lt;br /&gt;
* 3D graphics&lt;br /&gt;
* Ability to reclaim units&lt;br /&gt;
* Ability to terraform turret nests, barriers, and trenches&lt;br /&gt;
* Mobile units&lt;br /&gt;
* Enemy units that can be controlled by a human&lt;br /&gt;
* Up to 16 players on your team from all over the world&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Weapons&amp;diff=4921</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Weapons&amp;diff=4921"/>
		<updated>2018-11-06T15:39:35Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: /* Plasma Cannons */ delete another cannon deformation factoid&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of some of the commonly found '''weapons''' in Zero-K and their unique characteristics.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name !! Range Type !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Cannons || Ballistic || -&lt;br /&gt;
|-&lt;br /&gt;
| EMG || Ballistic || High damage, short range&lt;br /&gt;
|-&lt;br /&gt;
| Lasers || Spherical || Instant hit, straight line&lt;br /&gt;
|-&lt;br /&gt;
| Missiles || Cylindrical || Tracking&lt;br /&gt;
|-&lt;br /&gt;
| Rockets || Cylindrical || Doesn't track&lt;br /&gt;
|-&lt;br /&gt;
| Gauss || Ballistic || Penetrates&lt;br /&gt;
|-&lt;br /&gt;
| Heatray || Spherical || Damage falls off with range&lt;br /&gt;
|-&lt;br /&gt;
| Fire || Cylindrical || Penetrates, puts units on fire&lt;br /&gt;
|-&lt;br /&gt;
| EMP || || No damage, temporarily disables unit&lt;br /&gt;
|-&lt;br /&gt;
| Lightning || Spherical || Inaccurate, temporarily disables unit&lt;br /&gt;
|-&lt;br /&gt;
| Slow || || Temporarily slows units&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Plasma Cannons==&lt;br /&gt;
Plasma shells are a standard weapon for many units. Plasma Cannons are mostly fairly accurate with the exception of high trajectory plasma artillery. Plasma shells move relatively slowly and are affected by gravity which gives them a ballistic trajectory significantly increasing their range downhill while decreasing range uphill. The trajectory also means they can often shoot over friendly units. Their slow projectile speed means most plasma weapons are good against large, slow-moving, or stationary targets, but generally are not as good against fast moving targets or airborne units.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon cannon.jpg]]&lt;br /&gt;
&lt;br /&gt;
==EMG==&lt;br /&gt;
EMG's are fast rapid firing weapons that shoot numerous small plasma bullets. They are effective against any land targets and also against air targets that get in range. They have high damage output but short range. They have a ballistic trajectory like the plasma cannon that makes them signifincantly better at fighting downhill. Additionally, bullets from &amp;quot;Heavy EMG&amp;quot;s burst on impact, doing damage in an area of effect.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon EMG.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Lasers==&lt;br /&gt;
Laser are accurate weapons that require a direct path between the weapon and target. They have no area of effect with the exception of the Starlight superweapon. Laser thickness is a good indicator of how much damage it does. They have spherical range and thus have their maximum 2D range against units at the same height as them. Lasers instantly hit which makes the constant fire lasers good against fast ground units and air, burst fire lasers can still hit fast units but are not good against them. If the target of a burst laser dies the laser can continue on and deal the remaining damage to units behind the target.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon laser.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Missiles==&lt;br /&gt;
Missiles are projectiles that track their targets. Missiles have yellow exhaust and white smoke.  All missiles will attack air, and most missiles will attack ground, except the missiles of dedicated anti-air units (which have blue exhaust). Missile range is not affected by terrain giving them a cylindrical target shape. This is useful as with a large enough height difference missiles will outrange lasers that they would not normally outrange.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon missile.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Rockets==&lt;br /&gt;
Rockets are projectiles that do not track, but continue along their trajectory until impact.  Rockets have red exhaust and black smoke. Rocket range, like missile, is not affected by terrain. Some rockets require a direct line to fire which makes them more likely to hit enemies other than their target if they miss. Other rockets have an arcing trajectory that makes them very good at shooting over allies so they can be quite powerful in groups. Rockets are slow so almost never hit air and are poor at hitting fast units.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon rocket.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Gauss==&lt;br /&gt;
Like fire, gauss is also a penetrating weapon that moves through units. It moves fast, so will only rarely do additional damage to the same unit. It is ballistic like a plasma cannon which increases it's range downhill. The faster projectile makes it able to often hit air and fast units, though it can miss.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon gauss.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Heatray==&lt;br /&gt;
Heatrays, similar to lasers, require a direct path of fire between the weapon and target.  Unlike lasers, the damage falls off with range, so the more distant the target the less damage is done.  Close the distance to your target for more damage. Like lasers, they have spherical range.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon heatray.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Fire==&lt;br /&gt;
Fire is a penetrating weapon with cylindrical range. It will do damage to all units in it's firing line. Units hit by fire weapons also catch on fire and will continue to take damage for some time. This is useful for disabling cloak and repair. It can hit fast units and aircraft.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon fire.jpg]]&lt;br /&gt;
&lt;br /&gt;
==EMP==&lt;br /&gt;
Unlike most other weapons, EMP does not directly damage the enemy. Instead it fills up a separate EMP bar on the enemy. The size of a unit's &amp;quot;EMP health&amp;quot; is its ''current'' health so damaged units are easier to EMP. When 100% EMP damage is reached (emp damage exceeds current health) a unit is completely disabled and cannot move or return fire. Damage above 100% increases EMP time by 1 second per 2.5% up to a maximum EMP time that is different for each weapon. EMP heals automatically and a unit will be re-enabled once the EMP bar drops below 100% again. Against shields EMP will deal 1/3 of its damage. EMP is yellow, or in the case of the self-destructing tick, blue.&lt;br /&gt;
&lt;br /&gt;
A particular kind of EMP called Disarm will leave the afflicted units able to move, but unable to use any weapons or special abilities. Disarmed units flash yellow instead of blue. Disarm has a separate bar.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon EMP.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Lightning==&lt;br /&gt;
Lightning is direct-fire and carries EMP stun along with its damage. It has spherical range. Lightning weapons usually disable their targets before killing them, allowing them to be finished off with no fear of retaliation. Lightning is always blue. Lighting is somewhat inaccurate but should reliably hit any large unit.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon lightning.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Slow==&lt;br /&gt;
Slow damage, similar to EMP, does not reduce enemy hitpoints. Instead it gradually decreases the move speed and rate of fire of enemy units. Like EMP the slow health of a unit is the current health of the unit. The reduction is the slow damage taken divided by the max health of the unit. Slow damage maxes out at 50% and cannot be increased past that point. Like EMP damage, slow damage also automatically heals and deals 1/3 of its damage against shields. Weapons with slow ability are purple.&lt;br /&gt;
&lt;br /&gt;
Many slowing weapons are actually ''disruptors'', represented as purple projectiles or beams with a white core. These do both normal and slow damage.&lt;br /&gt;
&lt;br /&gt;
[[File: Weapon slow.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
While this guide covers many of the more common types of weapons, there is still a wide variety of interesting devices at your disposal. The best way to learn them all is to have fun experimenting with them!&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Weapons&amp;diff=4920</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Weapons&amp;diff=4920"/>
		<updated>2018-11-06T15:38:19Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: /* Overview */  Cannons don't deform terrain necessarily (see Sling). Other weapons may.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of some of the commonly found '''weapons''' in Zero-K and their unique characteristics.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name !! Range Type !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Cannons || Ballistic || -&lt;br /&gt;
|-&lt;br /&gt;
| EMG || Ballistic || High damage, short range&lt;br /&gt;
|-&lt;br /&gt;
| Lasers || Spherical || Instant hit, straight line&lt;br /&gt;
|-&lt;br /&gt;
| Missiles || Cylindrical || Tracking&lt;br /&gt;
|-&lt;br /&gt;
| Rockets || Cylindrical || Doesn't track&lt;br /&gt;
|-&lt;br /&gt;
| Gauss || Ballistic || Penetrates&lt;br /&gt;
|-&lt;br /&gt;
| Heatray || Spherical || Damage falls off with range&lt;br /&gt;
|-&lt;br /&gt;
| Fire || Cylindrical || Penetrates, puts units on fire&lt;br /&gt;
|-&lt;br /&gt;
| EMP || || No damage, temporarily disables unit&lt;br /&gt;
|-&lt;br /&gt;
| Lightning || Spherical || Inaccurate, temporarily disables unit&lt;br /&gt;
|-&lt;br /&gt;
| Slow || || Temporarily slows units&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Plasma Cannons==&lt;br /&gt;
Plasma shells are a standard weapon for many units. Plasma Cannons are mostly fairly accurate with the exception of high trajectory plasma artillery. They all deform terrain and have varying area of effect damage. Plasma shells move relatively slowly and are affected by gravity which gives them a ballistic trajectory significantly increasing their range downhill while decreasing range uphill. The trajectory also means they can often shoot over friendly units. Their slow projectile speed means most plasma weapons are good against large, slow-moving, or stationary targets, but generally are not as good against fast moving targets or airborne units.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon cannon.jpg]]&lt;br /&gt;
&lt;br /&gt;
==EMG==&lt;br /&gt;
EMG's are fast rapid firing weapons that shoot numerous small plasma bullets. They are effective against any land targets and also against air targets that get in range. They have high damage output but short range. They have a ballistic trajectory like the plasma cannon that makes them signifincantly better at fighting downhill. Additionally, bullets from &amp;quot;Heavy EMG&amp;quot;s burst on impact, doing damage in an area of effect.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon EMG.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Lasers==&lt;br /&gt;
Laser are accurate weapons that require a direct path between the weapon and target. They have no area of effect with the exception of the Starlight superweapon. Laser thickness is a good indicator of how much damage it does. They have spherical range and thus have their maximum 2D range against units at the same height as them. Lasers instantly hit which makes the constant fire lasers good against fast ground units and air, burst fire lasers can still hit fast units but are not good against them. If the target of a burst laser dies the laser can continue on and deal the remaining damage to units behind the target.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon laser.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Missiles==&lt;br /&gt;
Missiles are projectiles that track their targets. Missiles have yellow exhaust and white smoke.  All missiles will attack air, and most missiles will attack ground, except the missiles of dedicated anti-air units (which have blue exhaust). Missile range is not affected by terrain giving them a cylindrical target shape. This is useful as with a large enough height difference missiles will outrange lasers that they would not normally outrange.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon missile.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Rockets==&lt;br /&gt;
Rockets are projectiles that do not track, but continue along their trajectory until impact.  Rockets have red exhaust and black smoke. Rocket range, like missile, is not affected by terrain. Some rockets require a direct line to fire which makes them more likely to hit enemies other than their target if they miss. Other rockets have an arcing trajectory that makes them very good at shooting over allies so they can be quite powerful in groups. Rockets are slow so almost never hit air and are poor at hitting fast units.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon rocket.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Gauss==&lt;br /&gt;
Like fire, gauss is also a penetrating weapon that moves through units. It moves fast, so will only rarely do additional damage to the same unit. It is ballistic like a plasma cannon which increases it's range downhill. The faster projectile makes it able to often hit air and fast units, though it can miss.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon gauss.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Heatray==&lt;br /&gt;
Heatrays, similar to lasers, require a direct path of fire between the weapon and target.  Unlike lasers, the damage falls off with range, so the more distant the target the less damage is done.  Close the distance to your target for more damage. Like lasers, they have spherical range.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon heatray.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Fire==&lt;br /&gt;
Fire is a penetrating weapon with cylindrical range. It will do damage to all units in it's firing line. Units hit by fire weapons also catch on fire and will continue to take damage for some time. This is useful for disabling cloak and repair. It can hit fast units and aircraft.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon fire.jpg]]&lt;br /&gt;
&lt;br /&gt;
==EMP==&lt;br /&gt;
Unlike most other weapons, EMP does not directly damage the enemy. Instead it fills up a separate EMP bar on the enemy. The size of a unit's &amp;quot;EMP health&amp;quot; is its ''current'' health so damaged units are easier to EMP. When 100% EMP damage is reached (emp damage exceeds current health) a unit is completely disabled and cannot move or return fire. Damage above 100% increases EMP time by 1 second per 2.5% up to a maximum EMP time that is different for each weapon. EMP heals automatically and a unit will be re-enabled once the EMP bar drops below 100% again. Against shields EMP will deal 1/3 of its damage. EMP is yellow, or in the case of the self-destructing tick, blue.&lt;br /&gt;
&lt;br /&gt;
A particular kind of EMP called Disarm will leave the afflicted units able to move, but unable to use any weapons or special abilities. Disarmed units flash yellow instead of blue. Disarm has a separate bar.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon EMP.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Lightning==&lt;br /&gt;
Lightning is direct-fire and carries EMP stun along with its damage. It has spherical range. Lightning weapons usually disable their targets before killing them, allowing them to be finished off with no fear of retaliation. Lightning is always blue. Lighting is somewhat inaccurate but should reliably hit any large unit.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon lightning.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Slow==&lt;br /&gt;
Slow damage, similar to EMP, does not reduce enemy hitpoints. Instead it gradually decreases the move speed and rate of fire of enemy units. Like EMP the slow health of a unit is the current health of the unit. The reduction is the slow damage taken divided by the max health of the unit. Slow damage maxes out at 50% and cannot be increased past that point. Like EMP damage, slow damage also automatically heals and deals 1/3 of its damage against shields. Weapons with slow ability are purple.&lt;br /&gt;
&lt;br /&gt;
Many slowing weapons are actually ''disruptors'', represented as purple projectiles or beams with a white core. These do both normal and slow damage.&lt;br /&gt;
&lt;br /&gt;
[[File: Weapon slow.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
While this guide covers many of the more common types of weapons, there is still a wide variety of interesting devices at your disposal. The best way to learn them all is to have fun experimenting with them!&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Talk:Manual&amp;diff=4849</id>
		<title>Talk:Manual</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Talk:Manual&amp;diff=4849"/>
		<updated>2018-10-19T11:33:10Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What is the point of the dumb l33t-speak quotes on this page?&amp;lt;br/&amp;gt;&lt;br /&gt;
I vote we remove them and put something real there like &amp;quot;This is the official Zerok manual. You can learn about units, strategy, and UI commanders, and more here!&amp;quot;&lt;br /&gt;
--[[User:Fealthas|Fealthas]] ([[User talk:Fealthas|talk]]) 05:39, 15 October 2018 (CEST)&lt;br /&gt;
:It was a bit of nice humour back in the day, but I suppose it's outlived its value. I've edited the page along the suggested lines. — [[User:Histidine|Histidine]] ([[User talk:Histidine|talk]]) 13:55, 18 October 2018 (CEST)&lt;br /&gt;
:I disagree with the removal of the KDR quote. It contained no leetspeak and was not dumb, in fact it's one of the most useful maxims for playing ZK well. The other quotes are much less useful. [[User:Anarchid|Anarchid]] ([[User talk:Anarchid|talk]]) 13:33, 19 October 2018 (CEST)&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Metal_Extractor&amp;diff=3948</id>
		<title>Metal Extractor</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Metal_Extractor&amp;diff=3948"/>
		<updated>2018-05-23T12:01:56Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: fics grammer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an economy structure that produces metal.{{ Infobox zkunit&lt;br /&gt;
| name = Metal Extractor&lt;br /&gt;
| defname = staticmex&lt;br /&gt;
| description = Produces Metal&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/staticmex.png&lt;br /&gt;
| icontype = mex&lt;br /&gt;
| cost = 75&lt;br /&gt;
| hitpoints = 400&lt;br /&gt;
| sight = 273&lt;br /&gt;
| gridlink = 50&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability line&lt;br /&gt;
	| customdata1 = Extracts metal&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The metal extractor is the primary means of getting metal. If you have excess energy, metal extractors will automatically use it to extract more metal. See [[Overdrive]].&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
Build Metal Extractors early and build them often; they are the only reliable and scale-able source of metal in the game. More information can be found on the [[Metal]] page.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Zero-K:Developing&amp;diff=3776</id>
		<title>Zero-K:Developing</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Zero-K:Developing&amp;diff=3776"/>
		<updated>2018-04-26T15:34:39Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: /* ZK's Devving Philosophy (social rules) */ Fix xponen's misquote of Klangstabil after all those years.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New developers should read this before touching the source.&lt;br /&gt;
&lt;br /&gt;
== ZK's Devving Philosophy (social rules) ==&lt;br /&gt;
* &amp;quot;War is a product of anticommunication&amp;quot; &lt;br /&gt;
** Communicate with other devs about your changes/fixes, let them understand the issue. Do not make 'random' changes.&lt;br /&gt;
* &amp;quot;Do not create work for other people.&amp;quot;&lt;br /&gt;
** Have responsibility for your changes/commit. Do not leave bugs that require other people to fix.&lt;br /&gt;
* &amp;quot;Readability &amp;amp; performance are equally important.&amp;quot; &lt;br /&gt;
** Optimize code but not to the point of unreadability. [http://c2.com/cgi/wiki?RulesOfOptimization Remember the rules of optimization]:&lt;br /&gt;
*** Don't.&lt;br /&gt;
*** Don't (yet).&lt;br /&gt;
*** Profile before doing it.&lt;br /&gt;
* &amp;quot;If it ain't broke, don't fix it.&amp;quot;&lt;br /&gt;
** Don't code fixes that nobody wants to problems that don't exist.&lt;br /&gt;
&lt;br /&gt;
== What is in source codes ==&lt;br /&gt;
* [https://github.com/ZeroK-RTS/Zero-K Zero-K] contains the game proper&lt;br /&gt;
** units folder contains unit definition files&lt;br /&gt;
** you can read wiki about game development for [https://springrts.com/wiki/Main_Page spring engine] &lt;br /&gt;
* [https://github.com/ZeroK-RTS/Zero-K-Infrastructure Zero-K-Infrastructure]&lt;br /&gt;
** ZeroKLobby - is the lobby program for windows used as main interface and downloader&lt;br /&gt;
** Zero-K.info - is the website sources&lt;br /&gt;
* [https://github.com/ZeroK-RTS/Zero-K-Artwork Zero-K-Artwork] contains sources for 2D art, 3D art and sounds&lt;br /&gt;
* [https://github.com/ZeroK-RTS/SpringRTS-Tools SpringRTS-tools] contains various dev tools&lt;br /&gt;
** Upspring - required to edit the .3do and .s3o model files used in the game&lt;br /&gt;
** MapIconBuilder - unit map icon sources are here&lt;br /&gt;
* [https://github.com/ZeroK-RTS/Zero-K-Missions Zero-K-Missions] contains source files for official ZK missions&lt;br /&gt;
&lt;br /&gt;
== Getting sources ==&lt;br /&gt;
* Get a [https://github.com/ GitHub] account and download [https://desktop.github.com/ Github for desktop]&lt;br /&gt;
* [https://github.com/ZeroK-RTS Locate] repository you want to edit and click &amp;quot;clone in desktop&amp;quot; button on website&lt;br /&gt;
* After you finish modifying sources, click ''Pull request'' in Github for Windows to submit your changes for review&lt;br /&gt;
&lt;br /&gt;
== Modifying the game ==&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Create a folder &amp;lt;code&amp;gt;games/zk.sdd&amp;lt;/code&amp;gt; in the Zero-K installation folder.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Clone to desktop [https://github.com/ZeroK-RTS/Zero-K Zero-K game] and save it to &amp;lt;code&amp;gt;zk.sdd/&amp;lt;/code&amp;gt;. This folder should contain multiple files/folders, such as &amp;lt;code&amp;gt;modinfo.lua&amp;lt;/code&amp;gt;.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;To test source modifications, you'll need to enable developer mode in Chobby. Do this by creating an empty text document &amp;quot;devmode.txt&amp;quot; in the same directory as Zero-K.exe. You may need to restart the lobby.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;In the Settings menu a new tab appears: Developer. Edit the Singleplayer setting to be Zero-K Dev.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Your skirmish games should now use your modified local copy of zk.sdd.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Modifying infrastructure/tools == &lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Install [https://www.visualstudio.com/en-us/products/visual-studio-community-vs.aspx Visual Studio Community edition]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Install [http://www.microsoft.com/en-us/server-cloud/products/sql-server-editions/sql-server-express.aspx SQL Server express]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Clone to desktop [https://github.com/ZeroK-RTS/Zero-K-Infrastructure Zero-K infrastructure]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Test by opening Zero-K.sln in Visual Studio&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Debugging infrastructure ===&lt;br /&gt;
* Right click asp.net -&amp;gt; properties -&amp;gt; web -&amp;gt; check &amp;quot;Specific Page&amp;quot; and leave it blank. Otherwise you get errors when trying to host locally.&lt;br /&gt;
* To run a project right click it, choose &amp;quot;set as startup project&amp;quot; and hit F5 to run using debugger.&lt;br /&gt;
* You can enable multiple startup projects to test entire infrastructure locally (game servers, lobby etc). Enable asp.net, springie and ZeroKLobby projects to test it all together. [http://i.imgur.com/2mgizUJ.png Setup]&lt;br /&gt;
* Note: in order to run asp.net it's required that you install MS SQL Express on your local PC. Get one from [https://www.microsoft.com/en-us/download/confirmation.aspx?id=42299 here]. The file you will need is called SQLEXPR_x64_ENU or SQLEXPR_x86_ENU. Make sure you install version that matches your version of Windows (i.e. x86 vs x64). During the installation leave all the parameters default except that I changed server name to SQLEXPRESS in one of the first steps of wizard.&lt;br /&gt;
&lt;br /&gt;
== Artwork ==&lt;br /&gt;
See [[Development Artwork]]&lt;br /&gt;
&lt;br /&gt;
== Missions ==&lt;br /&gt;
See [[Mission Editor]]&lt;br /&gt;
&lt;br /&gt;
== Engine ==&lt;br /&gt;
&lt;br /&gt;
See [https://springrts.com/wiki/Development:Getting_Started Spring Engine Development]&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Attack_Move_Command&amp;diff=3662</id>
		<title>Attack Move Command</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Attack_Move_Command&amp;diff=3662"/>
		<updated>2018-04-18T10:23:35Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: atakatak&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Attack Move''' command, also known as Fight, tells units to proceed to the command's designated goal while engaging encountered targets.&lt;br /&gt;
&lt;br /&gt;
Units with their [[Unit_states#Unit_AI|Unit AI]] state will use their tactical AI when encountering the enemy - raiders will swarm skirmishers, skirmishers will kite assaults, and so on. This is very distinct from e.g. Move command, which doesn't engage the AI and can be considered manual override.&lt;br /&gt;
&lt;br /&gt;
Builders given the Attack Move command will indiscriminately use their buildpower to perform every possible build task en route, such as reclaiming any wrecks and other features, repairing damaged units, and assisting incomplete constructions.&lt;br /&gt;
&lt;br /&gt;
For this reason, a factory whose rally point is given using the Attack Move command will usually have every builder produced at that factory automatically assist the factory. This can be both beneficial or harmful - on one hand, it automates construction of new buildpower for the factory; on the other, this means the builders will not go where they may be more needed unless explicitly ordered.&lt;br /&gt;
&lt;br /&gt;
{{Navbox commands}}&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Stop_Command&amp;diff=3660</id>
		<title>Stop Command</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Stop_Command&amp;diff=3660"/>
		<updated>2018-04-17T12:23:31Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Stop''' command immediately clears the unit's command queue and [[Cancel Target Command|resets]] its target. &lt;br /&gt;
&lt;br /&gt;
It does not affect unit states or arrest movement, however: unless under effects of Hold Fire and Hold Position, the unit will immediately resume fighting if enemies are nearby.&lt;br /&gt;
&lt;br /&gt;
Addtionally, Stop doesn't interrupt Commander upgrade or other unit morphs, and cannot prevent an already unleashed salvo weapon (like [[Unique Commands|Thunderbird Lightning]]) from finishing the salvo. &lt;br /&gt;
&lt;br /&gt;
Stopping airplanes with [[Unit_states#Idle_State|Idle State ]] set to Land will also cause them to land immediately. This can be used to land [[Swift|Swifts]] in precise positions that allow them to use their blasters against ground targets without having to waste time on fly-bys.&lt;br /&gt;
&lt;br /&gt;
{{Navbox commands}}&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Unique_Commands&amp;diff=3659</id>
		<title>Unique Commands</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Unique_Commands&amp;diff=3659"/>
		<updated>2018-04-17T12:08:22Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: add djinn&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Several units in ZK have special abilities that are activated with unique commands - though typically, these are all bound to the '''D''' key by default (similar to Special Weapon and &lt;br /&gt;
&lt;br /&gt;
== Speed Boost ==&lt;br /&gt;
http://manual.zero-k.info/unitpics/planefighter.png&lt;br /&gt;
&lt;br /&gt;
The [[Swift]] multirole fighter has an ability to temporarily receive a massive boost to its flight speed through he use of the '''Speed Boost''' instant command. This is extremely useful to dodge missiles, avoid losing engagements, or quickly intercept incoming enemy bombers. Note that while most of the uses of Speed Boost are manual, this ability will be automatically used when [[Retreat|Retreating]].&lt;br /&gt;
&lt;br /&gt;
== Teleport Beacon ==&lt;br /&gt;
http://manual.zero-k.info/unitpics/amphtele.png&lt;br /&gt;
&lt;br /&gt;
The [[Djinn]] amphibious teleporter works by warping the units from its Lamp teleport beacon to its present deployed location. It can relocate the Lamp entry point by using the '''Teleport Beacon''' ability on any desired point on the map, as long as it's not blocked by an occupying structure or impassable terrain.&lt;br /&gt;
&lt;br /&gt;
== Drop Bombs ==&lt;br /&gt;
http://manual.zero-k.info/unitpics/gunshipkrow.png&lt;br /&gt;
&lt;br /&gt;
The [[Krow]] flying fortress has a special weapon that is only activated by the instant '''Drop Bombs''' command. Immediately upon command activation, the unit unleashes a salvo of bomblets directly beneath it, lasting several seconds. &lt;br /&gt;
&lt;br /&gt;
The Krow has a significantly lowered acceleration and turn rate during the bombing run.&lt;br /&gt;
&lt;br /&gt;
== Unleash Lightning == &lt;br /&gt;
http://manual.zero-k.info/unitpics/bomberdisarm.png&lt;br /&gt;
&lt;br /&gt;
The [[Thunderbird]] disarm bomber has only one weapon and will use it automatically upon designated targets. However, it is also possible to activate the lightning weapon immediately by the manual '''Unleash Lightning''' command - usually in response to unexpected maneuvers by the targeted enemies.&lt;br /&gt;
&lt;br /&gt;
== Drop Depthcharge ==&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoverdepthcharge.png&lt;br /&gt;
&lt;br /&gt;
Similar to Thunderbird, the [[Claymore]] antisub hovercraft can fire its normal weapon manually. The '''Drop Depthcharge''' command causes its massive depth charge to be released directly beneath the unit as a timed bomb. It is best to quickly relocate the Claymore to another position after using this.&lt;br /&gt;
&lt;br /&gt;
{{Navbox commands}}&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Unique_Commands&amp;diff=3658</id>
		<title>Unique Commands</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Unique_Commands&amp;diff=3658"/>
		<updated>2018-04-17T12:05:15Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Several units in ZK have special abilities that are activated with unique commands - though typically, these are all bound to the '''D''' key by default (similar to Special Weapon and &lt;br /&gt;
&lt;br /&gt;
== Speed Boost ==&lt;br /&gt;
http://manual.zero-k.info/unitpics/planefighter.png&lt;br /&gt;
&lt;br /&gt;
The [[Swift]] multirole fighter has an ability to temporarily receive a massive boost to its flight speed through he use of the '''Speed Boost''' instant command. This is extremely useful to dodge missiles, avoid losing engagements, or quickly intercept incoming enemy bombers. Note that while most of the uses of Speed Boost are manual, this ability will be automatically used when [[Retreat|Retreating]].&lt;br /&gt;
&lt;br /&gt;
== Drop Bombs ==&lt;br /&gt;
http://manual.zero-k.info/unitpics/gunshipkrow.png&lt;br /&gt;
&lt;br /&gt;
The [[Krow]] flying fortress has a special weapon that is only activated by the instant '''Drop Bombs''' command. Immediately upon command activation, the unit unleashes a salvo of bomblets directly beneath it, lasting several seconds. &lt;br /&gt;
&lt;br /&gt;
The Krow has a significantly lowered acceleration and turn rate during the bombing run.&lt;br /&gt;
&lt;br /&gt;
== Unleash Lightning == &lt;br /&gt;
http://manual.zero-k.info/unitpics/bomberdisarm.png&lt;br /&gt;
&lt;br /&gt;
The [[Thunderbird]] disarm bomber has only one weapon and will use it automatically upon designated targets. However, it is also possible to activate the lightning weapon immediately by the manual '''Unleash Lightning''' command - usually in response to unexpected maneuvers by the targeted enemies.&lt;br /&gt;
&lt;br /&gt;
== Drop Depthcharge ==&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoverdepthcharge.png&lt;br /&gt;
&lt;br /&gt;
Similar to Thunderbird, the [[Claymore]] antisub hovercraft can fire its normal weapon manually. The '''Drop Depthcharge''' command causes its massive depth charge to be released directly beneath the unit as a timed bomb. It is best to quickly relocate the Claymore to another position after using this.&lt;br /&gt;
&lt;br /&gt;
{{Navbox commands}}&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Unique_Commands&amp;diff=3657</id>
		<title>Unique Commands</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Unique_Commands&amp;diff=3657"/>
		<updated>2018-04-17T12:04:30Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: add some unique commands&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Several units in ZK have special abilities that are activated with unique commands - though typically, these are all bound to the '''D''' key by default (similar to Special Weapon and &lt;br /&gt;
&lt;br /&gt;
== Speed Boost ==&lt;br /&gt;
http://manual.zero-k.info/unitpics/planefighter.png&lt;br /&gt;
&lt;br /&gt;
The [[Swift]] multirole fighter has an ability to temporarily receive a massive boost to its flight speed through he use of the '''Speed Boost''' instant command. This is extremely useful to dodge missiles, avoid losing engagements, or quickly intercept incoming enemy bombers. Note that while most of the uses of Speed Boost are manual, this ability will be automatically used when [[Retreat|Retreating]].&lt;br /&gt;
&lt;br /&gt;
== Drop Bombs ==&lt;br /&gt;
http://manual.zero-k.info/unitpics/gunshipkrow.png&lt;br /&gt;
&lt;br /&gt;
The [[Krow]] flying fortress has a special weapon that is only activated by the instant '''Drop Bombs''' command. Immediately upon command activation, the unit unleashes a salvo of bomblets directly beneath it, lasting several seconds. &lt;br /&gt;
&lt;br /&gt;
The Krow has a significantly lowered acceleration and turn rate during the bombing run.&lt;br /&gt;
&lt;br /&gt;
== Unleash Lightning == &lt;br /&gt;
http://manual.zero-k.info/unitpics/bomberdisarm.png&lt;br /&gt;
&lt;br /&gt;
The [[Thunderbird]] disarm bomber has only one weapon and will use it automatically upon designated targets. However, it is also possible to activate the lightning weapon immediately by the manual '''Unleash Lightning''' command - usually in response to unexpected maneuvers by the targeted enemies.&lt;br /&gt;
&lt;br /&gt;
== Drop Depthcharge ==&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoverdepthcharge.png&lt;br /&gt;
&lt;br /&gt;
Similar to Thunderbird, the [[Claymore]] antisub hovercraft can fire its normal weapon manually. The '''Drop Depthcharge''' command causes its massive depth charge to be released directly beneath the unit as a timed bomb. It is best to quickly relocate the Claymore to another position after using this.&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Stop_Command&amp;diff=3656</id>
		<title>Stop Command</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Stop_Command&amp;diff=3656"/>
		<updated>2018-04-17T11:36:20Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: linkify STAHP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Stop''' command immediately clears the unit's command queue and [[Cancel Target Command|resets]] its target. &lt;br /&gt;
&lt;br /&gt;
It does not affect unit states or arrest movement, however: unless under effects of Hold Fire and Hold Position, the unit will immediately resume fighting if enemies are nearby.&lt;br /&gt;
&lt;br /&gt;
Addtionally, Stop doesn't interrupt Commander upgrade or other unit morphs, and cannot prevent an already unleashed salvo weapon (like [[Unique Commands|Thunderbird Lightning]]) from finishing the salvo. &lt;br /&gt;
&lt;br /&gt;
Stopping airplanes with Land State set to Land will also cause them to land immediately. This can be used to land [[Swift|Swifts]] in precise positions that allow them to use their blasters against ground targets without having to waste time on fly-bys.&lt;br /&gt;
&lt;br /&gt;
{{Navbox commands}}&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Rover_Assembly&amp;diff=3107</id>
		<title>Rover Assembly</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Rover_Assembly&amp;diff=3107"/>
		<updated>2017-10-30T14:32:30Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a factory that produces light wheeled vehicles.{{ Infobox zkunit&lt;br /&gt;
| name = Rover Assembly&lt;br /&gt;
| defname = factoryveh&lt;br /&gt;
| description = Produces Light Wheeled Vehicles, Builds at 10 m/s&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/factoryveh.png&lt;br /&gt;
| icontype = facvehicle&lt;br /&gt;
| cost = 600&lt;br /&gt;
| hitpoints = 4000&lt;br /&gt;
| energy = 0.3&lt;br /&gt;
| sight = 273&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 10&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
A traditional favourite, the Rover Assembly is the ideal blitzkrieg fac with its fast, highly aggressive units. Those units that lack speed make up for it with copious firepower. Key Units: Dart, Scorcher, Ravager, Ripper, Fencer&lt;br /&gt;
&lt;br /&gt;
The Rover Assembly builds:&lt;br /&gt;
* [[Mason]]&lt;br /&gt;
* [[Dart]]&lt;br /&gt;
* [[Scorcher]]&lt;br /&gt;
* [[Fencer]]&lt;br /&gt;
* [[Ripper]]&lt;br /&gt;
* [[Ravager]]&lt;br /&gt;
* [[Dominatrix]]&lt;br /&gt;
* [[Badger]]&lt;br /&gt;
* [[Impaler]]&lt;br /&gt;
* [[Crasher]]&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
The Rover Assembly is the most versatile of the flat-terrain factories. The Dart, Scorcher, Ripper and Ravager are fast and effective combat units which excel at rapid response and swift punishment of enemy weakness. When the game has slowed down and mobility is less important, the Fencer, Badger and Impaler punish your opponent from a safe distance.&lt;br /&gt;
&lt;br /&gt;
The greatest weakness of the Rover Assembly is its lacklustre heavy and utility options; all of the main Rover combat units are cheap but not exceptionally strong individually, and if a frontal assault with Scorchers won't work the Rovers don't have another good solution to opposing heavies. If you combine Rovers with the raw strength of [[Heavy Tank Factory|Heavy Tanks]] or the utility of [[Shield Bot Factory|Shield Bots]], the Rover Assembly's combination of swift attacks and slow attrition will serve you very well.&lt;br /&gt;
&lt;br /&gt;
=== Example Unit Combinations ===&lt;br /&gt;
&lt;br /&gt;
Scout ahead of your Scorchers with the faster and cheaper Darts, so you can commit your Scorchers where they will inflict the most damage.&lt;br /&gt;
&lt;br /&gt;
Escort your Ravagers with Rippers to deal with small and swift opponents. The Ravagers will be more effective against heavier units and static defence.&lt;br /&gt;
&lt;br /&gt;
Protect your long-range units like Fencer, Dominatrix, Badger and Impaler with combat units like the Ripper, static defences, or shields.&lt;br /&gt;
&lt;br /&gt;
Conceal your mobile strike force with an [[Iris]] so it can attack before your opponent has a chance to react.&lt;br /&gt;
&lt;br /&gt;
Bomb your opponent's critical units or defences with [[Raven|Ravens]], a [[Thunderbird]] or a [[Likho]], then follow up with a Scorcher attack, striking where and when the enemy is weak.&lt;br /&gt;
&lt;br /&gt;
=== Beating Rovers ===&lt;br /&gt;
&lt;br /&gt;
Of all the factories in Zero-K, the Rover Assembly presents the greatest game-ending threat in the early game. Even a small number of Scorchers can kill a Commander or a Factory in an incredibly short time by using their Heat Rays at close range, and they will also make short work of isolated Defenders and Lotuses. Make sure you are protected from Scorchers by defences and your own raiders, while at the same time pressuring the Rover player so they cannot expand unhindered.&lt;br /&gt;
&lt;br /&gt;
If your opponent is building up a large force of Ravagers, you will need to be prepared. They will not be deterred by light static defences, and if you build a denser concentration of defences in one spot the Ravagers will likely attack elsewhere. Raiders are capable of keeping up with Ravagers, but will be ineffective if the Ravagers are escorted by Ripper. Other assault units and some riots will hold their own in combat, but they are generally slower than Ravagers so good radar coverage to predict the Ravagers' attacks is required. Perhaps the best solution is to disable the Ravagers instead of trying to punch through their large HP pool directly; the [[Placeholder]] and [[Thunderbird]] are especially effective.&lt;br /&gt;
&lt;br /&gt;
Over-reliance on static defences will be punished by a Rover player - they can run around (or through!) with Scorchers and Ravagers, or clean up defences swiftly with Impalers and Badgers. The [[Gauss]] turret is more resistant to the Rover artillery while it is closed and can buy you some time, but you will eventually need to fight the Rovers directly with a mobile army. The best way to engage Badgers is by flanking them, so that you don't have to run through their minefield and they cannot retreat effectively. Outranging them with heavier area-denial artillery like a [[Firewalker]], [[Tremor]] or [[Merlin]] is also possible.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=User:Anarchid&amp;diff=3106</id>
		<title>User:Anarchid</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=User:Anarchid&amp;diff=3106"/>
		<updated>2017-10-30T13:17:30Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Rover_Assembly&amp;diff=3104</id>
		<title>Rover Assembly</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Rover_Assembly&amp;diff=3104"/>
		<updated>2017-10-30T11:43:32Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: /* Example Unit Combinations */ this never ends&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a factory that produces light wheeled vehicles.{{ Infobox zkunit&lt;br /&gt;
| name = Rover Assembly&lt;br /&gt;
| defname = factoryveh&lt;br /&gt;
| description = Produces Light Wheeled Vehicles, Builds at 10 m/s&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/factoryveh.png&lt;br /&gt;
| icontype = facvehicle&lt;br /&gt;
| cost = 600&lt;br /&gt;
| hitpoints = 4000&lt;br /&gt;
| energy = 0.3&lt;br /&gt;
| sight = 273&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 10&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
A traditional favourite, the Rover Assembly is the ideal blitzkrieg fac with its fast, highly aggressive units. Those units that lack speed make up for it with copious firepower. Key Units: Dart, Scorcher, Ravager, Ripper, Slasher&lt;br /&gt;
&lt;br /&gt;
The Rover Assembly builds:&lt;br /&gt;
* [[Mason]]&lt;br /&gt;
* [[Dart]]&lt;br /&gt;
* [[Scorcher]]&lt;br /&gt;
* [[Fencer]]&lt;br /&gt;
* [[Ripper]]&lt;br /&gt;
* [[Ravager]]&lt;br /&gt;
* [[Dominatrix]]&lt;br /&gt;
* [[Badger]]&lt;br /&gt;
* [[Impaler]]&lt;br /&gt;
* [[Crasher]]&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
The Rover Assembly is the most versatile of the flat-terrain factories. The Dart, Scorcher, Ripper and Ravager are fast and effective combat units which excel at rapid response and swift punishment of enemy weakness. When the game has slowed down and mobility is less important, the Fencer, Badger and Impaler punish your opponent from a safe distance.&lt;br /&gt;
&lt;br /&gt;
The greatest weakness of the Rover Assembly is its lacklustre heavy and utility options; all of the main Rover combat units are cheap but not exceptionally strong individually, and if a frontal assault with Scorchers won't work the Rovers don't have another good solution to opposing heavies. If you combine Rovers with the raw strength of [[Heavy Tank Factory|Heavy Tanks]] or the utility of [[Shield Bot Factory|Shield Bots]], the Rover Assembly's combination of swift attacks and slow attrition will serve you very well.&lt;br /&gt;
&lt;br /&gt;
=== Example Unit Combinations ===&lt;br /&gt;
&lt;br /&gt;
Scout ahead of your Scorchers with the faster and cheaper Darts, so you can commit your Scorchers where they will inflict the most damage.&lt;br /&gt;
&lt;br /&gt;
Escort your Ravagers with Rippers to deal with small and swift opponents. The Ravagers will be more effective against heavier units and static defence.&lt;br /&gt;
&lt;br /&gt;
Protect your long-range units like Fencer, Dominatrix, Badger and Impaler with combat units like the Ripper, static defences, or shields.&lt;br /&gt;
&lt;br /&gt;
Conceal your mobile strike force with an [[Iris]] so it can attack before your opponent has a chance to react.&lt;br /&gt;
&lt;br /&gt;
Bomb your opponent's critical units or defences with [[Raven|Ravens]], a [[Thunderbird]] or a [[Likho]], then follow up with a Scorcher attack, striking where and when the enemy is weak.&lt;br /&gt;
&lt;br /&gt;
=== Beating Rovers ===&lt;br /&gt;
&lt;br /&gt;
Of all the factories in Zero-K, the Rover Assembly presents the greatest game-ending threat in the early game. Even a small number of Scorchers can kill a Commander or a Factory in an incredibly short time by using their Heat Rays at close range, and they will also make short work of isolated Defenders and Lotuses. Make sure you are protected from Scorchers by defences and your own raiders, while at the same time pressuring the Rover player so they cannot expand unhindered.&lt;br /&gt;
&lt;br /&gt;
If your opponent is building up a large force of Ravagers, you will need to be prepared. They will not be deterred by light static defences, and if you build a denser concentration of defences in one spot the Ravagers will likely attack elsewhere. Raiders are capable of keeping up with Ravagers, but will be ineffective if the Ravagers are escorted by Ripper. Other assault units and some riots will hold their own in combat, but they are generally slower than Ravagers so good radar coverage to predict the Ravagers' attacks is required. Perhaps the best solution is to disable the Ravagers instead of trying to punch through their large HP pool directly; the [[Placeholder]] and [[Thunderbird]] are especially effective.&lt;br /&gt;
&lt;br /&gt;
Over-reliance on static defences will be punished by a Rover player - they can run around (or through!) with Scorchers and Ravagers, or clean up defences swiftly with Impalers and Badgers. The [[Gauss]] turret is more resistant to the Rover artillery while it is closed and can buy you some time, but you will eventually need to fight the Rovers directly with a mobile army. The best way to engage Badgers is by flanking them, so that you don't have to run through their minefield and they cannot retreat effectively. Outranging them with heavier area-denial artillery like a [[Firewalker]], [[Tremor]] or [[Merlin]] is also possible.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Rover_Assembly&amp;diff=3103</id>
		<title>Rover Assembly</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Rover_Assembly&amp;diff=3103"/>
		<updated>2017-10-30T11:41:36Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: /* Tactics and Strategy */ see, it should have been Lasher, noone would have confused it with the riot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a factory that produces light wheeled vehicles.{{ Infobox zkunit&lt;br /&gt;
| name = Rover Assembly&lt;br /&gt;
| defname = factoryveh&lt;br /&gt;
| description = Produces Light Wheeled Vehicles, Builds at 10 m/s&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/factoryveh.png&lt;br /&gt;
| icontype = facvehicle&lt;br /&gt;
| cost = 600&lt;br /&gt;
| hitpoints = 4000&lt;br /&gt;
| energy = 0.3&lt;br /&gt;
| sight = 273&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 10&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
A traditional favourite, the Rover Assembly is the ideal blitzkrieg fac with its fast, highly aggressive units. Those units that lack speed make up for it with copious firepower. Key Units: Dart, Scorcher, Ravager, Ripper, Slasher&lt;br /&gt;
&lt;br /&gt;
The Rover Assembly builds:&lt;br /&gt;
* [[Mason]]&lt;br /&gt;
* [[Dart]]&lt;br /&gt;
* [[Scorcher]]&lt;br /&gt;
* [[Fencer]]&lt;br /&gt;
* [[Ripper]]&lt;br /&gt;
* [[Ravager]]&lt;br /&gt;
* [[Dominatrix]]&lt;br /&gt;
* [[Badger]]&lt;br /&gt;
* [[Impaler]]&lt;br /&gt;
* [[Crasher]]&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
The Rover Assembly is the most versatile of the flat-terrain factories. The Dart, Scorcher, Ripper and Ravager are fast and effective combat units which excel at rapid response and swift punishment of enemy weakness. When the game has slowed down and mobility is less important, the Fencer, Badger and Impaler punish your opponent from a safe distance.&lt;br /&gt;
&lt;br /&gt;
The greatest weakness of the Rover Assembly is its lacklustre heavy and utility options; all of the main Rover combat units are cheap but not exceptionally strong individually, and if a frontal assault with Scorchers won't work the Rovers don't have another good solution to opposing heavies. If you combine Rovers with the raw strength of [[Heavy Tank Factory|Heavy Tanks]] or the utility of [[Shield Bot Factory|Shield Bots]], the Rover Assembly's combination of swift attacks and slow attrition will serve you very well.&lt;br /&gt;
&lt;br /&gt;
=== Example Unit Combinations ===&lt;br /&gt;
&lt;br /&gt;
Scout ahead of your Scorchers with the faster and cheaper Darts, so you can commit your Scorchers where they will inflict the most damage.&lt;br /&gt;
&lt;br /&gt;
Escort your Ravagers with Rippers to deal with small and swift opponents. The Ravagers will be more effective against heavier units and static defence.&lt;br /&gt;
&lt;br /&gt;
Protect your long-range units like Fencer, Dominatrix, Badger and Impaler with combat units like the Ripper, static defences, or shields.&lt;br /&gt;
&lt;br /&gt;
Conceal your mobile strike force with an [[Eraser]] so it can attack before your opponent has a chance to react.&lt;br /&gt;
&lt;br /&gt;
Bomb your opponent's critical units or defences with [[Raven|Ravens]], a [[Thunderbird]] or a [[Likho]], then follow up with a Scorcher attack, striking where and when the enemy is weak.&lt;br /&gt;
&lt;br /&gt;
=== Beating Rovers ===&lt;br /&gt;
&lt;br /&gt;
Of all the factories in Zero-K, the Rover Assembly presents the greatest game-ending threat in the early game. Even a small number of Scorchers can kill a Commander or a Factory in an incredibly short time by using their Heat Rays at close range, and they will also make short work of isolated Defenders and Lotuses. Make sure you are protected from Scorchers by defences and your own raiders, while at the same time pressuring the Rover player so they cannot expand unhindered.&lt;br /&gt;
&lt;br /&gt;
If your opponent is building up a large force of Ravagers, you will need to be prepared. They will not be deterred by light static defences, and if you build a denser concentration of defences in one spot the Ravagers will likely attack elsewhere. Raiders are capable of keeping up with Ravagers, but will be ineffective if the Ravagers are escorted by Ripper. Other assault units and some riots will hold their own in combat, but they are generally slower than Ravagers so good radar coverage to predict the Ravagers' attacks is required. Perhaps the best solution is to disable the Ravagers instead of trying to punch through their large HP pool directly; the [[Placeholder]] and [[Thunderbird]] are especially effective.&lt;br /&gt;
&lt;br /&gt;
Over-reliance on static defences will be punished by a Rover player - they can run around (or through!) with Scorchers and Ravagers, or clean up defences swiftly with Impalers and Badgers. The [[Gauss]] turret is more resistant to the Rover artillery while it is closed and can buy you some time, but you will eventually need to fight the Rovers directly with a mobile army. The best way to engage Badgers is by flanking them, so that you don't have to run through their minefield and they cannot retreat effectively. Outranging them with heavier area-denial artillery like a [[Firewalker]], [[Tremor]] or [[Merlin]] is also possible.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Rover_Assembly&amp;diff=3102</id>
		<title>Rover Assembly</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Rover_Assembly&amp;diff=3102"/>
		<updated>2017-10-30T11:40:33Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: /* Tactics and Strategy */ more newspeak&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a factory that produces light wheeled vehicles.{{ Infobox zkunit&lt;br /&gt;
| name = Rover Assembly&lt;br /&gt;
| defname = factoryveh&lt;br /&gt;
| description = Produces Light Wheeled Vehicles, Builds at 10 m/s&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/factoryveh.png&lt;br /&gt;
| icontype = facvehicle&lt;br /&gt;
| cost = 600&lt;br /&gt;
| hitpoints = 4000&lt;br /&gt;
| energy = 0.3&lt;br /&gt;
| sight = 273&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 10&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
A traditional favourite, the Rover Assembly is the ideal blitzkrieg fac with its fast, highly aggressive units. Those units that lack speed make up for it with copious firepower. Key Units: Dart, Scorcher, Ravager, Ripper, Slasher&lt;br /&gt;
&lt;br /&gt;
The Rover Assembly builds:&lt;br /&gt;
* [[Mason]]&lt;br /&gt;
* [[Dart]]&lt;br /&gt;
* [[Scorcher]]&lt;br /&gt;
* [[Fencer]]&lt;br /&gt;
* [[Ripper]]&lt;br /&gt;
* [[Ravager]]&lt;br /&gt;
* [[Dominatrix]]&lt;br /&gt;
* [[Badger]]&lt;br /&gt;
* [[Impaler]]&lt;br /&gt;
* [[Crasher]]&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
The Rover Assembly is the most versatile of the flat-terrain factories. The Dart, Scorcher, Ripper and Ravager are fast and effective combat units which excel at rapid response and swift punishment of enemy weakness. When the game has slowed down and mobility is less important, the Ripper, Badger and Impaler punish your opponent from a safe distance.&lt;br /&gt;
&lt;br /&gt;
The greatest weakness of the Rover Assembly is its lacklustre heavy and utility options; all of the main Rover combat units are cheap but not exceptionally strong individually, and if a frontal assault with Scorchers won't work the Rovers don't have another good solution to opposing heavies. If you combine Rovers with the raw strength of [[Heavy Tank Factory|Heavy Tanks]] or the utility of [[Shield Bot Factory|Shield Bots]], the Rover Assembly's combination of swift attacks and slow attrition will serve you very well.&lt;br /&gt;
&lt;br /&gt;
=== Example Unit Combinations ===&lt;br /&gt;
&lt;br /&gt;
Scout ahead of your Scorchers with the faster and cheaper Darts, so you can commit your Scorchers where they will inflict the most damage.&lt;br /&gt;
&lt;br /&gt;
Escort your Ravagers with Rippers to deal with small and swift opponents. The Ravagers will be more effective against heavier units and static defence.&lt;br /&gt;
&lt;br /&gt;
Protect your long-range units like Fencer, Dominatrix, Badger and Impaler with combat units like the Ripper, static defences, or shields.&lt;br /&gt;
&lt;br /&gt;
Conceal your mobile strike force with an [[Eraser]] so it can attack before your opponent has a chance to react.&lt;br /&gt;
&lt;br /&gt;
Bomb your opponent's critical units or defences with [[Raven|Ravens]], a [[Thunderbird]] or a [[Likho]], then follow up with a Scorcher attack, striking where and when the enemy is weak.&lt;br /&gt;
&lt;br /&gt;
=== Beating Rovers ===&lt;br /&gt;
&lt;br /&gt;
Of all the factories in Zero-K, the Rover Assembly presents the greatest game-ending threat in the early game. Even a small number of Scorchers can kill a Commander or a Factory in an incredibly short time by using their Heat Rays at close range, and they will also make short work of isolated Defenders and Lotuses. Make sure you are protected from Scorchers by defences and your own raiders, while at the same time pressuring the Rover player so they cannot expand unhindered.&lt;br /&gt;
&lt;br /&gt;
If your opponent is building up a large force of Ravagers, you will need to be prepared. They will not be deterred by light static defences, and if you build a denser concentration of defences in one spot the Ravagers will likely attack elsewhere. Raiders are capable of keeping up with Ravagers, but will be ineffective if the Ravagers are escorted by Ripper. Other assault units and some riots will hold their own in combat, but they are generally slower than Ravagers so good radar coverage to predict the Ravagers' attacks is required. Perhaps the best solution is to disable the Ravagers instead of trying to punch through their large HP pool directly; the [[Placeholder]] and [[Thunderbird]] are especially effective.&lt;br /&gt;
&lt;br /&gt;
Over-reliance on static defences will be punished by a Rover player - they can run around (or through!) with Scorchers and Ravagers, or clean up defences swiftly with Impalers and Badgers. The [[Gauss]] turret is more resistant to the Rover artillery while it is closed and can buy you some time, but you will eventually need to fight the Rovers directly with a mobile army. The best way to engage Badgers is by flanking them, so that you don't have to run through their minefield and they cannot retreat effectively. Outranging them with heavier area-denial artillery like a [[Firewalker]], [[Tremor]] or [[Merlin]] is also possible.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Owl&amp;diff=3101</id>
		<title>Owl</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Owl&amp;diff=3101"/>
		<updated>2017-10-30T11:34:02Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Owl''' is a radar and sonar plane from the [[Airplane Plant]].{{ Infobox zkunit&lt;br /&gt;
| name = Owl&lt;br /&gt;
| defname = planescout&lt;br /&gt;
| description = Area Jammer, Radar/Sonar Plane&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/planescout.png&lt;br /&gt;
| icontype = radarplane&lt;br /&gt;
| cost = 340&lt;br /&gt;
| hitpoints = 950&lt;br /&gt;
| movespeed = 360&lt;br /&gt;
| energy = -1.5&lt;br /&gt;
| sight = 1400&lt;br /&gt;
| sonar = 700&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability intel&lt;br /&gt;
	| radar = 2400&lt;br /&gt;
	| jam = 700&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Owl provides an unparalleled means for deep scouting, and can locate underwater targets with its sonar. It is also equipped with an area jammer, which prevents radar from working in the area underneath. &lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Owl&amp;diff=3100</id>
		<title>Owl</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Owl&amp;diff=3100"/>
		<updated>2017-10-30T11:33:29Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Owl''' is a radar and sonar plane from the [[Airplane Plant]].{{ Infobox zkunit&lt;br /&gt;
| name = Owl&lt;br /&gt;
| defname = planescout&lt;br /&gt;
| description = Area Jammer, Radar/Sonar Plane&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/planescout.png&lt;br /&gt;
| icontype = radarplane&lt;br /&gt;
| cost = 340&lt;br /&gt;
| hitpoints = 950&lt;br /&gt;
| movespeed = 360&lt;br /&gt;
| energy = -1.5&lt;br /&gt;
| sight = 1400&lt;br /&gt;
| sonar = 700&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability intel&lt;br /&gt;
	| radar = 2400&lt;br /&gt;
	| jam = 700&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Vulture provides an unparalleled means for deep scouting, and can locate underwater targets with its sonar. It is also equipped with an area jammer, which prevents radar from working in the area underneath. &lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Template:Navbox_units&amp;diff=3099</id>
		<title>Template:Navbox units</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Template:Navbox_units&amp;diff=3099"/>
		<updated>2017-10-30T11:33:07Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| name       = Navbox units&lt;br /&gt;
| title      = [[Units]]&lt;br /&gt;
| state      = uncollapsed&lt;br /&gt;
| listclass = hlist&lt;br /&gt;
&lt;br /&gt;
| group1     = [[Cloakbot Factory|Cloakbots]]&lt;br /&gt;
| list1      = * [[Conjurer]]&lt;br /&gt;
* [[Glaive]]&lt;br /&gt;
* [[Scythe]]&lt;br /&gt;
* [[Ronin]]&lt;br /&gt;
* [[Reaver]]&lt;br /&gt;
* [[Knight]]&lt;br /&gt;
* [[Sling]]&lt;br /&gt;
* [[Phantom]]&lt;br /&gt;
* [[Gremlin]]&lt;br /&gt;
* [[Imp]]&lt;br /&gt;
* [[Iris]]&lt;br /&gt;
&lt;br /&gt;
| group2     = [[Shieldbot Factory|Shieldbots]]&lt;br /&gt;
| list2      = * [[Convict]]&lt;br /&gt;
* [[Dirtbag]]&lt;br /&gt;
* [[Bandit]]&lt;br /&gt;
* [[Rogue]]&lt;br /&gt;
* [[Thug]]&lt;br /&gt;
* [[Outlaw]]&lt;br /&gt;
* [[Felon]]&lt;br /&gt;
* [[Racketeer]]&lt;br /&gt;
* [[Vandal]]&lt;br /&gt;
* [[Snitch]]&lt;br /&gt;
* [[Aspis]]&lt;br /&gt;
&lt;br /&gt;
| group3     = [[Rover Assembly|Rovers]]&lt;br /&gt;
| list3      = * [[Mason]]&lt;br /&gt;
* [[Dart]]&lt;br /&gt;
* [[Scorcher]]&lt;br /&gt;
* [[Fencer]]&lt;br /&gt;
* [[Ripper]]&lt;br /&gt;
* [[Ravager]]&lt;br /&gt;
* [[Dominatrix]]&lt;br /&gt;
* [[Badger]]&lt;br /&gt;
* [[Impaler]]&lt;br /&gt;
* [[Crasher]]&lt;br /&gt;
&lt;br /&gt;
| group4     = [[Hovercraft Platform|Hovercraft]]&lt;br /&gt;
| list4      = * [[Quill]]&lt;br /&gt;
* [[Dagger]]&lt;br /&gt;
* [[Scalpel]]&lt;br /&gt;
* [[Halberd]]&lt;br /&gt;
* [[Claymore]]&lt;br /&gt;
* [[Mace]]&lt;br /&gt;
* [[Lance]]&lt;br /&gt;
* [[Flail]]&lt;br /&gt;
&lt;br /&gt;
| group5     = [[Gunship Plant|Gunships]]&lt;br /&gt;
| list5      = * [[Wasp]]&lt;br /&gt;
* [[Blastwing]]&lt;br /&gt;
* [[Gnat]]&lt;br /&gt;
* [[Locust]]&lt;br /&gt;
* [[Harpy]]&lt;br /&gt;
* [[Nimbus]]&lt;br /&gt;
* [[Revenant]]&lt;br /&gt;
* [[Krow]]&lt;br /&gt;
* [[Trident]]&lt;br /&gt;
* [[Charon]]&lt;br /&gt;
* [[Hercules]]&lt;br /&gt;
&lt;br /&gt;
| group6     = [[Airplane Plant|Airplanes]]&lt;br /&gt;
| list6      = * [[Crane]]&lt;br /&gt;
* [[Swift]]&lt;br /&gt;
* [[Raptor]]&lt;br /&gt;
* [[Raven]]&lt;br /&gt;
* [[Phoenix]]&lt;br /&gt;
* [[Thunderbird]]&lt;br /&gt;
* [[Likho]]&lt;br /&gt;
* [[Owl]]&lt;br /&gt;
&lt;br /&gt;
| group7     = [[Spider Factory|Spiders]]&lt;br /&gt;
| list7      = * [[Weaver]]&lt;br /&gt;
* [[Flea]]&lt;br /&gt;
* [[Hermit]]&lt;br /&gt;
* [[Venom]]&lt;br /&gt;
* [[Redback]]&lt;br /&gt;
* [[Recluse]]&lt;br /&gt;
* [[Crab]]&lt;br /&gt;
* [[Tarantula]]&lt;br /&gt;
* [[Widow]]&lt;br /&gt;
&lt;br /&gt;
| group8     = [[Jumpbot Factory|Jumpbots]]&lt;br /&gt;
| list8      = * [[Constable]]&lt;br /&gt;
* [[Puppy]]&lt;br /&gt;
* [[Pyro]]&lt;br /&gt;
* [[Placeholder]]&lt;br /&gt;
* [[Moderator]]&lt;br /&gt;
* [[Jack]]&lt;br /&gt;
* [[Jugglenaut]]&lt;br /&gt;
* [[Firewalker]]&lt;br /&gt;
* [[Toad]]&lt;br /&gt;
* [[Skuttle]]&lt;br /&gt;
&lt;br /&gt;
| group9     = [[Tank Foundry|Heavy Tanks]]&lt;br /&gt;
| list9      = * [[Welder]]&lt;br /&gt;
* [[Kodachi]]&lt;br /&gt;
* [[Blitz]]&lt;br /&gt;
* [[Ogre]]&lt;br /&gt;
* [[Minotaur]]&lt;br /&gt;
* [[Cyclops]]&lt;br /&gt;
* [[Emissary]]&lt;br /&gt;
* [[Tremor]]&lt;br /&gt;
* [[Ettin]]&lt;br /&gt;
&lt;br /&gt;
| group10     = [[Amphbot Factory|Amphbots]]&lt;br /&gt;
| list10      = * [[Conch]]&lt;br /&gt;
* [[Duck]]&lt;br /&gt;
* [[Archer]]&lt;br /&gt;
* [[Buoy]]&lt;br /&gt;
* [[Scallop]]&lt;br /&gt;
* [[Grizzly]]&lt;br /&gt;
* [[Angler]]&lt;br /&gt;
* [[Djinn]]&lt;br /&gt;
&lt;br /&gt;
| group11     = [[Shipyard|Ships]]&lt;br /&gt;
| list11      = * [[Mariner]]&lt;br /&gt;
* [[Cutter]]&lt;br /&gt;
* [[Hunter]]&lt;br /&gt;
* [[Seawolf]]&lt;br /&gt;
* [[Corsair]]&lt;br /&gt;
* [[Mistral]]&lt;br /&gt;
* [[Siren]]&lt;br /&gt;
* [[Envoy]]&lt;br /&gt;
* [[Zephyr]]&lt;br /&gt;
&lt;br /&gt;
| group12     = [[Strider Hub|Striders]]&lt;br /&gt;
| list12      = * [[Athena]]&lt;br /&gt;
* [[Ultimatum]]&lt;br /&gt;
* [[Scorpion]]&lt;br /&gt;
* [[Dante]]&lt;br /&gt;
* [[Merlin]]&lt;br /&gt;
* [[Funnelweb]]&lt;br /&gt;
* [[Paladin]]&lt;br /&gt;
* [[Detriment]]&lt;br /&gt;
* [[Shogun]]&lt;br /&gt;
* [[Reef]]&lt;br /&gt;
* [[Scylla]]&lt;br /&gt;
&lt;br /&gt;
| group13     = [[Missile Silo|Tactical Missiles]]&lt;br /&gt;
| list13      = * [[Eos]]&lt;br /&gt;
* [[Quake]]&lt;br /&gt;
* [[Shockley]]&lt;br /&gt;
* [[Inferno]]&lt;br /&gt;
&lt;br /&gt;
| group14     = Other Units&lt;br /&gt;
| list14      = * [[Commander]]&lt;br /&gt;
* [[Firefly]]&lt;br /&gt;
* [[Viper]]&lt;br /&gt;
* [[Gull]]&lt;br /&gt;
&lt;br /&gt;
| group15     = [[Chicken Defense|Chickens]]&lt;br /&gt;
| list15      = * [[Chicken]]&lt;br /&gt;
* [[Pigeon]]&lt;br /&gt;
* [[Spiker]]&lt;br /&gt;
* [[Cockatrice]]&lt;br /&gt;
* [[Lobber]]&lt;br /&gt;
* [[Wurm]]&lt;br /&gt;
* [[Roc]]&lt;br /&gt;
* [[Sporeshooter]]&lt;br /&gt;
* [[Talon]]&lt;br /&gt;
* [[Basilisk]]&lt;br /&gt;
* [[Blobber]]&lt;br /&gt;
* [[Blimpy]]&lt;br /&gt;
* [[Tiamat]]&lt;br /&gt;
* [[White Dragon]]&lt;br /&gt;
* [[Chicken Queen]] ([[Chicken Flyer Queen|flying]])&lt;br /&gt;
* [[Digger]]&lt;br /&gt;
* [[Dodo]]&lt;br /&gt;
* [[Spidermonkey]]&lt;br /&gt;
* [[Blooper]]&lt;br /&gt;
&lt;br /&gt;
| group16     = Unused Units&lt;br /&gt;
| list16      = * [[Nebula]]&lt;br /&gt;
* [[Spicula]]&lt;br /&gt;
* [[Kestrel]]&lt;br /&gt;
* [[Eclipse]]&lt;br /&gt;
* [[Trisula]]&lt;br /&gt;
* [[Morningstar]]&lt;br /&gt;
* [[Lancelet]]&lt;br /&gt;
* [[Daimyo]]&lt;br /&gt;
* [[Vanquisher]]&lt;br /&gt;
* [[Listener (burrowed)]]&lt;br /&gt;
* [[Surfboard]]&lt;br /&gt;
&lt;br /&gt;
| below       = [[Buildings]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
[[Category:Units]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_structures&amp;diff=2359</id>
		<title>PlanetWars structures</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_structures&amp;diff=2359"/>
		<updated>2017-04-21T13:09:45Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: /* Superweapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Structure construction and maintenance ==&lt;br /&gt;
Planets can support one of each type of structure. They cost [[PlanetWars economy#Metal|metal]] to build. Anyone can build a structure on any faction-held planet. The output of that structure, if any, is added to your resource [[PlanetWars faction roles#Quota|quota]]. Once built it requires a few turns to become active. Larger, more expensive structures take longer to power up. &lt;br /&gt;
&lt;br /&gt;
All structures, except energy producers and the basic wormhole, require [[PlanetWars economy#Energy|energy]] to function. They will shut down and become non-functional if there is insufficient energy. [[PlanetWars faction roles#Quota|Economic leaders]] can set energy priorities for each structure to control which structures are kept running during a brownout.&lt;br /&gt;
&lt;br /&gt;
Structures are disabled when destroyed ingame or if a successful invasion occurs on their planet. A structure disabled by an attack or power loss requires a few turns to reactivate. This time is twice as long as their initial activation time.&lt;br /&gt;
&lt;br /&gt;
Structures can be destroyed by bomber attacks or scrapped for half their metal cost.&lt;br /&gt;
&lt;br /&gt;
== Structure types ==&lt;br /&gt;
Here is a complete list of structures. This list, alongside extra information, is available in the Structures tab on any planet.&lt;br /&gt;
&lt;br /&gt;
=== Energy ===&lt;br /&gt;
Energy structures are required to power most other structures&lt;br /&gt;
* ''Power Generation Unit'': The cheapest and most efficient source of power.&lt;br /&gt;
* ''Orbital Solar Array'': Least efficient power source which compensates by being impossible to disable from the ground.&lt;br /&gt;
* ''Planetary Geothermal Tap'': Very expensive and powerful; provides high output density at the expense of being a single point of failure.&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
Defenses hinder the effectiveness of attacks by reducing Influence gains, destroying bombers or preventing them from warping to the planet in the first place.&lt;br /&gt;
* ''Field Garrison'': Reduces Influence gain by 10.&lt;br /&gt;
* ''Interception Network'': Destroys 10 bombers from each bombing run.&lt;br /&gt;
* ''Planetary Defense Grid'': Reduces Influence gain by 20 and destroys 16 bombers from each bombing run.&lt;br /&gt;
*  ''Warp Jammer'': Prevents Warp Cores being used to access the planet. &lt;br /&gt;
&lt;br /&gt;
=== Wormholes ===&lt;br /&gt;
Wormholes project influence to nearby planets. This ability can be upgraded, blocked or sent over vast distances. The expensive String Connector is capable of permanently linking two planets.&lt;br /&gt;
* ''Wormhole Generator'': Every planet starts with a wormhole generator. It is impossible to destroy but when disabled it isolates a planet from it's neighbors.&lt;br /&gt;
* ''Improved Wormhole Stabilizer'': This improved generator projects Influence at a much higher rate.&lt;br /&gt;
* ''Wormhole Inhibitor'': Prevents enemy Influence being spread to a planet.&lt;br /&gt;
* ''Guerilla Jumpgate'': Projects Influence to a targeted enemy planet.&lt;br /&gt;
* ''String Connector'': Creates a wormhole to another planet.&lt;br /&gt;
&lt;br /&gt;
=== Production ===&lt;br /&gt;
These structures produce the tools of war.&lt;br /&gt;
* ''Dropship Factory'': Produces 0.5 dropships per turn.&lt;br /&gt;
* ''Bomber Factory'': Produces 0.5 bombers per turn.&lt;br /&gt;
* ''Warp Core Fabricator'': Produces 10 warp cores after it powers up, then disappears.&lt;br /&gt;
&lt;br /&gt;
=== Superweapons ===&lt;br /&gt;
Some structures would only be found in the lair of an evil genius.&lt;br /&gt;
* ''Terraform Nanite Bomb'': Destroys and replaces the terrain of a planet. This does nothing to influence and structures present, but changes the planet's map to a random new one.&lt;br /&gt;
* ''Planet Buster'': Single use planet destroyer.&lt;br /&gt;
* ''Galaxy Compressor'': Structure which allows for the destruction of star systems at will for situations where just winning the game is not enough.&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
These  structures cannot be built, and keeping them under strict control is extremely important if you want to achieve galactic domination.&lt;br /&gt;
* ''Faction Headquarters'' is a unique, irreplaceable structure existing on a faction's homeworld. It grants massive defensive bonuses, prevents warp or influence projection, and cannot be disabled. Capturing a planet with an enemy faction's Headquarters wins the game for the conqueror.&lt;br /&gt;
* ''Ancient Artifacts'' are special structures that exist on some planets. Each artifact can be activated with a rather massive power expenditure. When activated, it will produce one Victory Point per galactic turn. The first faction to reach 100 Victory Points wins.&lt;br /&gt;
&lt;br /&gt;
== Confiscation ==&lt;br /&gt;
Planet governors may confiscate structures built by other players on the planet. They must pay the metal cost of the structure to the previous owner.&lt;br /&gt;
&lt;br /&gt;
[[PlanetWars faction roles#Quota|Faction leaders with metal quotas]] may confiscate structures belonging to faction members anywhere, without compensation.&lt;br /&gt;
&lt;br /&gt;
{{Navbox planetwars}}&lt;br /&gt;
[[Category:PlanetWars]]&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_structures&amp;diff=2358</id>
		<title>PlanetWars structures</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_structures&amp;diff=2358"/>
		<updated>2017-04-21T13:08:57Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: /* Special */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Structure construction and maintenance ==&lt;br /&gt;
Planets can support one of each type of structure. They cost [[PlanetWars economy#Metal|metal]] to build. Anyone can build a structure on any faction-held planet. The output of that structure, if any, is added to your resource [[PlanetWars faction roles#Quota|quota]]. Once built it requires a few turns to become active. Larger, more expensive structures take longer to power up. &lt;br /&gt;
&lt;br /&gt;
All structures, except energy producers and the basic wormhole, require [[PlanetWars economy#Energy|energy]] to function. They will shut down and become non-functional if there is insufficient energy. [[PlanetWars faction roles#Quota|Economic leaders]] can set energy priorities for each structure to control which structures are kept running during a brownout.&lt;br /&gt;
&lt;br /&gt;
Structures are disabled when destroyed ingame or if a successful invasion occurs on their planet. A structure disabled by an attack or power loss requires a few turns to reactivate. This time is twice as long as their initial activation time.&lt;br /&gt;
&lt;br /&gt;
Structures can be destroyed by bomber attacks or scrapped for half their metal cost.&lt;br /&gt;
&lt;br /&gt;
== Structure types ==&lt;br /&gt;
Here is a complete list of structures. This list, alongside extra information, is available in the Structures tab on any planet.&lt;br /&gt;
&lt;br /&gt;
=== Energy ===&lt;br /&gt;
Energy structures are required to power most other structures&lt;br /&gt;
* ''Power Generation Unit'': The cheapest and most efficient source of power.&lt;br /&gt;
* ''Orbital Solar Array'': Least efficient power source which compensates by being impossible to disable from the ground.&lt;br /&gt;
* ''Planetary Geothermal Tap'': Very expensive and powerful; provides high output density at the expense of being a single point of failure.&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
Defenses hinder the effectiveness of attacks by reducing Influence gains, destroying bombers or preventing them from warping to the planet in the first place.&lt;br /&gt;
* ''Field Garrison'': Reduces Influence gain by 10.&lt;br /&gt;
* ''Interception Network'': Destroys 10 bombers from each bombing run.&lt;br /&gt;
* ''Planetary Defense Grid'': Reduces Influence gain by 20 and destroys 16 bombers from each bombing run.&lt;br /&gt;
*  ''Warp Jammer'': Prevents Warp Cores being used to access the planet. &lt;br /&gt;
&lt;br /&gt;
=== Wormholes ===&lt;br /&gt;
Wormholes project influence to nearby planets. This ability can be upgraded, blocked or sent over vast distances. The expensive String Connector is capable of permanently linking two planets.&lt;br /&gt;
* ''Wormhole Generator'': Every planet starts with a wormhole generator. It is impossible to destroy but when disabled it isolates a planet from it's neighbors.&lt;br /&gt;
* ''Improved Wormhole Stabilizer'': This improved generator projects Influence at a much higher rate.&lt;br /&gt;
* ''Wormhole Inhibitor'': Prevents enemy Influence being spread to a planet.&lt;br /&gt;
* ''Guerilla Jumpgate'': Projects Influence to a targeted enemy planet.&lt;br /&gt;
* ''String Connector'': Creates a wormhole to another planet.&lt;br /&gt;
&lt;br /&gt;
=== Production ===&lt;br /&gt;
These structures produce the tools of war.&lt;br /&gt;
* ''Dropship Factory'': Produces 0.5 dropships per turn.&lt;br /&gt;
* ''Bomber Factory'': Produces 0.5 bombers per turn.&lt;br /&gt;
* ''Warp Core Fabricator'': Produces 10 warp cores after it powers up, then disappears.&lt;br /&gt;
&lt;br /&gt;
=== Superweapons ===&lt;br /&gt;
Some structures would only be found in the lair of an evil genius.&lt;br /&gt;
* ''Terraform Nanite Bomb'': Destroys and replaces the terrain of a planet.&lt;br /&gt;
* ''Planet Buster'': Single use planet destroyer. Aim it at an enemy homeworld to win.&lt;br /&gt;
* ''Galaxy Compressor'': Structure which allows for the destruction of star systems at will for situations where just winning the game is not enough. &lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
These  structures cannot be built, and keeping them under strict control is extremely important if you want to achieve galactic domination.&lt;br /&gt;
* ''Faction Headquarters'' is a unique, irreplaceable structure existing on a faction's homeworld. It grants massive defensive bonuses, prevents warp or influence projection, and cannot be disabled. Capturing a planet with an enemy faction's Headquarters wins the game for the conqueror.&lt;br /&gt;
* ''Ancient Artifacts'' are special structures that exist on some planets. Each artifact can be activated with a rather massive power expenditure. When activated, it will produce one Victory Point per galactic turn. The first faction to reach 100 Victory Points wins.&lt;br /&gt;
&lt;br /&gt;
== Confiscation ==&lt;br /&gt;
Planet governors may confiscate structures built by other players on the planet. They must pay the metal cost of the structure to the previous owner.&lt;br /&gt;
&lt;br /&gt;
[[PlanetWars faction roles#Quota|Faction leaders with metal quotas]] may confiscate structures belonging to faction members anywhere, without compensation.&lt;br /&gt;
&lt;br /&gt;
{{Navbox planetwars}}&lt;br /&gt;
[[Category:PlanetWars]]&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=PlanetWars&amp;diff=2340</id>
		<title>PlanetWars</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=PlanetWars&amp;diff=2340"/>
		<updated>2017-04-06T10:52:53Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: /* Attacking and Defending */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
== What is Planetwars? ==&lt;br /&gt;
Planetwars is an online campaign in which give individual Zero-K battles greater context as factions vie for control of the galaxy. At any time, players can see map of galaxy on the web, decide where to attack and what to do with their planets.&lt;br /&gt;
&lt;br /&gt;
Players primarily take part by fighting Zero-K battles to attack or defend a planet. These battles are 2v2 or 3v3 with participation based on who is around at the time. So be warned, there is no elo balance. This makes Planetwars act like a long tournament in some ways so expect it to be competitive.&lt;br /&gt;
&lt;br /&gt;
A level of at least 10 is required to play Planetwars. This is to prevent account abuse and to save brand new players from a competitive environment before they are prepared. However do not be worried as a new player playing Planetwars. If you like small teamgames and are willing to learn your fellow faction members are sure to teach you. It is in their interest to have a large skilled faction.&lt;br /&gt;
&lt;br /&gt;
Join a faction or clan by signing up on the [http://zero-k.info/Clans clan page]. View the current state of the galaxy on the [http://zero-k.info/Planetwars main page].&lt;br /&gt;
&lt;br /&gt;
== Attacking and Defending ==&lt;br /&gt;
''Main article: [[PlanetWars attack]]''&lt;br /&gt;
* The Planetwars tab in the lobby shows which faction currently needs to attack or defend.&lt;br /&gt;
* In the Planetswars tab, planets which are recommended to be attacked are shown as buttons. Click the button to sign up for the battle.&lt;br /&gt;
* When in the battle try to find and destroy your opponent's Command Center. It is especially important to destroy if you are losing.&lt;br /&gt;
* When your faction can attack you can choose a particular planet by selecting it on the main page and clicking &amp;quot;ATTACK PLANET&amp;quot;.&lt;br /&gt;
* Defend your planets if they are attacked otherwise the other faction is awarded an automatic victory.&lt;br /&gt;
* Infrastructure can be disabled during the battle.&lt;br /&gt;
&lt;br /&gt;
== Influence and Conquest ==&lt;br /&gt;
''Main article: [[PlanetWars influence]]''&lt;br /&gt;
* Each faction has an ''influence'' score on each planet.&lt;br /&gt;
* Influence gain is determined by the outcome of an invasion.&lt;br /&gt;
* The faction with the most influence on a planet controls it.&lt;br /&gt;
* The player who fought the hardest for the planet, and/or has the least existing planets, owns the captured planet.&lt;br /&gt;
* Planets project Influence through wormhole links for their owner.&lt;br /&gt;
&lt;br /&gt;
== Initiative and Turns ==&lt;br /&gt;
''Main article: [[PlanetWars initiative]]''&lt;br /&gt;
* Factions can attack when they have the initiative.&lt;br /&gt;
* Turns progress when an invasion occurs.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
''Main article: [[PlanetWars ships]]''&lt;br /&gt;
* Dropships increase Influence gains.&lt;br /&gt;
* Bombers destroy infrastructure and Influence from orbit.&lt;br /&gt;
* Warp Cores can send dropships or bombers deep into enemy territory.&lt;br /&gt;
&lt;br /&gt;
== Planetary Infrastructure and Artefacts ==&lt;br /&gt;
''Main article: [[PlanetWars structures]]''&lt;br /&gt;
* Develop your infrastructure to provide functions such as producing bombers and dropships or defending planets from attack.&lt;br /&gt;
* Some planets already start with ancient artefacts. Each planet starts with a wormhole.&lt;br /&gt;
* Most structures can be disabled in battle or destroyed by bomber attacks.&lt;br /&gt;
* Each faction starts with one Headquarters structure on their homeworld. Losing this structure loses the game.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
''Main article: [[PlanetWars economy]]''&lt;br /&gt;
* Metal income is 100 per turn spread between the players involved in an invasion.&lt;br /&gt;
* Metal is required to construct buildings, energy is required to run them.&lt;br /&gt;
* Elect economic leaders to pool everyone's resources for expensive structure.&lt;br /&gt;
&lt;br /&gt;
== Roles and Quota ==&lt;br /&gt;
''Main article: [[PlanetWars faction roles]]''&lt;br /&gt;
* Elect leaders to manage economy and military by a vote.&lt;br /&gt;
* Leaders can appoint managers to help them.&lt;br /&gt;
* Leaders have increased access to the faction's resources.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
''Main article: [[PlanetWars events]]''&lt;br /&gt;
* Events allow players to track the activities within the galaxy.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
''Main article: [[PlanetWars factions]]''&lt;br /&gt;
* The factions have a long and dynamic history built up over many rounds of Planetwars.&lt;br /&gt;
&lt;br /&gt;
{{Navbox planetwars}}&lt;br /&gt;
[[Category:PlanetWars]]&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_attack&amp;diff=2337</id>
		<title>PlanetWars attack</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_attack&amp;diff=2337"/>
		<updated>2017-04-05T13:37:49Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: /* Fighting the Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Attacking and Defending ==&lt;br /&gt;
A large part of PlanetWars is attacking and defending planets by playing 2v2 or 3v3 Zero-K battles. A successful attack brings the attacking faction closer to gaining control of the planet.&lt;br /&gt;
&lt;br /&gt;
== Initiating an Attack ==&lt;br /&gt;
There is a tab in Chobby called Planetwars. Initially you are presented with a choice of two planets to attack. These planets are automatically recommended but are not necessarily the best targets. If you want to attack a particular planet click on the planet on the main page and click the &amp;quot;ATTACK PLANET&amp;quot; link. This link will add a button to attack that planet to the PlanetWars tab and automatically sign you up for the battle. Any adjacent planet or planet with dropships can be targeted for an attack in this way.&lt;br /&gt;
&lt;br /&gt;
Each button in the Planetwars tab contains the name of a planet, an indication of how many players have signed up to attack that planet and the required number of players to start the battle. Click a button to sign up for a battle to attack that planet. &lt;br /&gt;
&lt;br /&gt;
After enough players have signed up, the tab will show the time in which the other factions's players need to sign up to defend the planet (see below). &lt;br /&gt;
&lt;br /&gt;
Players are able to sign up to attack or defend while already in a game but will be kicked from their current game when the battle that they signed up for begins. So be warned, do not sign up for a game and then play another if you do not want your game to end abruptly.&lt;br /&gt;
&lt;br /&gt;
== Responding to a Challenge ==&lt;br /&gt;
A battle requires players from both the attacking and defending factions. The attacking players are determined by the process of initiating the attack the defenders are determined by responding to the challenge that attack creates. Signing up to defend is much like attacking. The battle begins when the required number of defenders sign up.&lt;br /&gt;
&lt;br /&gt;
Players of the defending faction have a specific time to sign up for defense and the remaining time is shown in the tab. If by the end of this time, the defending team has one player less than the required number of players a battle will start with uneven teams. This can cause 2v1 or 3v2 battles to occur. In this case one player on the defending team will receive two commanders.&lt;br /&gt;
&lt;br /&gt;
If the defending team has more than one player less than required, the battle is automatically lost.&lt;br /&gt;
&lt;br /&gt;
For more details on Influence and capturing planets see the [ManualPlanetWarsInfluence Influence page]. For turn and initiative mechanics see the [ManualPlanetWarsTurn turn page].&lt;br /&gt;
&lt;br /&gt;
== Fighting the Battle ==&lt;br /&gt;
For the most part the battle is an ordinary Zero-K game. However, some bonuses at the galactic level may give one of the sides a slight advantage. The main difference between normal Zero-K games and PlanetWars battles is in the optional objectives.&lt;br /&gt;
&lt;br /&gt;
Each side has a Command Center. These structures affect how much Influence the attackers will gain from the battle. If you lose a battle but manage to destroy your opponents Command Center then the outcome is better than if you had just lost. Similarly if you are win a battle then it is much better to win with your Command Center intact. It is a good strategy to try to kill your opponent's Command Center just in case you lose.&lt;br /&gt;
&lt;br /&gt;
Battles can contain more than just the Command Centers. Most of the infrastructure present on a planet will appear in the battle as well. Some infrastructure buildings will provide combat utility for their owners, such as radar coverage or being able to function as a factory. Any infrastructure destroyed in a battle will be disabled for several turns. If the attacker wins the battle then all infrastructure is automatically disabled. So, as an attacker, consider destroying infrastructure if it looks like you may lose and if defending make sure to defend or evacuate vital assets.&lt;br /&gt;
&lt;br /&gt;
If the defending side has an active Wormhole structure of any kind on the planet, they will have an option to ''Evacuate'' any other infrastructure building and prevent its deactivation by attackers. However, only one Wormhole building will be present in the battle, and losing it means no further evacuation can happen in the running battle.&lt;br /&gt;
&lt;br /&gt;
{{Navbox planetwars}}&lt;br /&gt;
[[Category:PlanetWars]]&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_attack&amp;diff=2336</id>
		<title>PlanetWars attack</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_attack&amp;diff=2336"/>
		<updated>2017-04-05T13:36:35Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: /* Fighting the Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Attacking and Defending ==&lt;br /&gt;
A large part of PlanetWars is attacking and defending planets by playing 2v2 or 3v3 Zero-K battles. A successful attack brings the attacking faction closer to gaining control of the planet.&lt;br /&gt;
&lt;br /&gt;
== Initiating an Attack ==&lt;br /&gt;
There is a tab in Chobby called Planetwars. Initially you are presented with a choice of two planets to attack. These planets are automatically recommended but are not necessarily the best targets. If you want to attack a particular planet click on the planet on the main page and click the &amp;quot;ATTACK PLANET&amp;quot; link. This link will add a button to attack that planet to the PlanetWars tab and automatically sign you up for the battle. Any adjacent planet or planet with dropships can be targeted for an attack in this way.&lt;br /&gt;
&lt;br /&gt;
Each button in the Planetwars tab contains the name of a planet, an indication of how many players have signed up to attack that planet and the required number of players to start the battle. Click a button to sign up for a battle to attack that planet. &lt;br /&gt;
&lt;br /&gt;
After enough players have signed up, the tab will show the time in which the other factions's players need to sign up to defend the planet (see below). &lt;br /&gt;
&lt;br /&gt;
Players are able to sign up to attack or defend while already in a game but will be kicked from their current game when the battle that they signed up for begins. So be warned, do not sign up for a game and then play another if you do not want your game to end abruptly.&lt;br /&gt;
&lt;br /&gt;
== Responding to a Challenge ==&lt;br /&gt;
A battle requires players from both the attacking and defending factions. The attacking players are determined by the process of initiating the attack the defenders are determined by responding to the challenge that attack creates. Signing up to defend is much like attacking. The battle begins when the required number of defenders sign up.&lt;br /&gt;
&lt;br /&gt;
Players of the defending faction have a specific time to sign up for defense and the remaining time is shown in the tab. If by the end of this time, the defending team has one player less than the required number of players a battle will start with uneven teams. This can cause 2v1 or 3v2 battles to occur. In this case one player on the defending team will receive two commanders.&lt;br /&gt;
&lt;br /&gt;
If the defending team has more than one player less than required, the battle is automatically lost.&lt;br /&gt;
&lt;br /&gt;
For more details on Influence and capturing planets see the [ManualPlanetWarsInfluence Influence page]. For turn and initiative mechanics see the [ManualPlanetWarsTurn turn page].&lt;br /&gt;
&lt;br /&gt;
== Fighting the Battle ==&lt;br /&gt;
For the most part the battle is an ordinary Zero-K game. However, some bonuses at the galactic level may give one of the sides a slight advantage. The main difference between normal Zero-K games and PlanetWars battles is in the optional objectives.&lt;br /&gt;
&lt;br /&gt;
Each side has a Command Center. These structures affect how much Influence the attackers will gain from the battle. If you lose a battle but manage to destroy your opponents Command Center then the outcome is better than if you had just lost. Similarly if you are win a battle then it is much better to win with your Command Center intact. It is a good strategy to try to kill your opponent's Command Center just in case you lose.&lt;br /&gt;
&lt;br /&gt;
Battles can contain more than just the Command Centers. Most of the infrastructure present on a planet will appear in the battle as well. Some infrastructure buildings will provide combat utility for their owners, such as radar coverage or being able to function as a factory. Any infrastructure destroyed in a battle will be disabled for several turns. If the attacker wins the battle then all infrastructure is automatically disabled. So, as an attacker, consider destroying infrastructure if it looks like you may lose and if defending make sure to defend or evacuate vital assets.&lt;br /&gt;
&lt;br /&gt;
If the defending side has an active Wormhole structure of any kind on the planet, they will have an option to ''Evacuate'' any other infrastructure building and prevent its deactivation by attackers. However, only one Wormhole building will be present in the battle, and losing it means no evacuation can happen.&lt;br /&gt;
&lt;br /&gt;
{{Navbox planetwars}}&lt;br /&gt;
[[Category:PlanetWars]]&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_attack&amp;diff=2335</id>
		<title>PlanetWars attack</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_attack&amp;diff=2335"/>
		<updated>2017-04-05T13:34:59Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: /* Fighting the Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Attacking and Defending ==&lt;br /&gt;
A large part of PlanetWars is attacking and defending planets by playing 2v2 or 3v3 Zero-K battles. A successful attack brings the attacking faction closer to gaining control of the planet.&lt;br /&gt;
&lt;br /&gt;
== Initiating an Attack ==&lt;br /&gt;
There is a tab in Chobby called Planetwars. Initially you are presented with a choice of two planets to attack. These planets are automatically recommended but are not necessarily the best targets. If you want to attack a particular planet click on the planet on the main page and click the &amp;quot;ATTACK PLANET&amp;quot; link. This link will add a button to attack that planet to the PlanetWars tab and automatically sign you up for the battle. Any adjacent planet or planet with dropships can be targeted for an attack in this way.&lt;br /&gt;
&lt;br /&gt;
Each button in the Planetwars tab contains the name of a planet, an indication of how many players have signed up to attack that planet and the required number of players to start the battle. Click a button to sign up for a battle to attack that planet. &lt;br /&gt;
&lt;br /&gt;
After enough players have signed up, the tab will show the time in which the other factions's players need to sign up to defend the planet (see below). &lt;br /&gt;
&lt;br /&gt;
Players are able to sign up to attack or defend while already in a game but will be kicked from their current game when the battle that they signed up for begins. So be warned, do not sign up for a game and then play another if you do not want your game to end abruptly.&lt;br /&gt;
&lt;br /&gt;
== Responding to a Challenge ==&lt;br /&gt;
A battle requires players from both the attacking and defending factions. The attacking players are determined by the process of initiating the attack the defenders are determined by responding to the challenge that attack creates. Signing up to defend is much like attacking. The battle begins when the required number of defenders sign up.&lt;br /&gt;
&lt;br /&gt;
Players of the defending faction have a specific time to sign up for defense and the remaining time is shown in the tab. If by the end of this time, the defending team has one player less than the required number of players a battle will start with uneven teams. This can cause 2v1 or 3v2 battles to occur. In this case one player on the defending team will receive two commanders.&lt;br /&gt;
&lt;br /&gt;
If the defending team has more than one player less than required, the battle is automatically lost.&lt;br /&gt;
&lt;br /&gt;
For more details on Influence and capturing planets see the [ManualPlanetWarsInfluence Influence page]. For turn and initiative mechanics see the [ManualPlanetWarsTurn turn page].&lt;br /&gt;
&lt;br /&gt;
== Fighting the Battle ==&lt;br /&gt;
For the most part the battle is an ordinary Zero-K game. However, some bonuses at the galactic level may give one of the sides a slight advantage. The main difference between normal Zero-K games and PlanetWars battles is in the optional objectives.&lt;br /&gt;
&lt;br /&gt;
Each side has a Command Center. These structures affect how much Influence the attackers will gain from the battle. If you lose a battle but manage to destroy your opponents Command Center then the outcome is better than if you had just lost. Similarly if you are win a battle then it is much better to win with your Command Center intact. It is a good strategy to try to kill your opponent's Command Center just in case you lose.&lt;br /&gt;
&lt;br /&gt;
Battles can contain more than just the Command Centers. Most of the infrastructure present on a planet will appear in the battle as well. Some infrastructure buildings will provide combat utility for their owners, such as radar coverage or being able to function as a factory. Any infrastructure destroyed in a battle will be disabled for several turns. If the attacker wins the battle then all infrastructure is automatically disabled. So, as an attacker, consider destroying infrastructure if it looks like you may lose and if defending make sure to defend or evacuate vital assets.&lt;br /&gt;
&lt;br /&gt;
{{Navbox planetwars}}&lt;br /&gt;
[[Category:PlanetWars]]&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_objectives&amp;diff=2334</id>
		<title>PlanetWars objectives</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_objectives&amp;diff=2334"/>
		<updated>2017-04-05T13:25:13Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are three general ways to achieve a galactic victory in PlanetWars.&lt;br /&gt;
&lt;br /&gt;
== Conquest ==&lt;br /&gt;
Conquering an enemy homeworld - *any* enemy homeworld - grants the victory to the conqueror. The faction that lost their headquarters will have more drastic consequences to their lore, but every other faction besides the conqueror loses as well.&lt;br /&gt;
&lt;br /&gt;
This is the most straightforward method, but also the most difficult. Homeworld planets come with massive defensive bonuses and are protected from warp and influence (though not from massive bomber and dropship fleets).&lt;br /&gt;
&lt;br /&gt;
== Superweapon ==&lt;br /&gt;
As an alternative to the costly siege, it is possible to simply blow up an enemy homeworld using a Planet Buster or a Galactic Compressor. For this reason, any faction that has managed to save enough metal to build a Planet Buster, and enough power infrastructure to feed it, can be assumed to have won the game -- as long as they can protect the superweapon while it powers up.&lt;br /&gt;
&lt;br /&gt;
== Artefacts ==&lt;br /&gt;
Some planets come equipped with indestructible, energy-demanding, Ancient Artefact structures. These can be activated with a sufficiently massive power infrastructure, upon which they will generate Victory Points each turn. The first faction to accumulate 100 Victory Points, wins - unless someone wins faster using the other methods. Artefacts take time to power up, and while indestructible on the galaxy map, can be destroyed in battle to deactivate them for several turns.&lt;br /&gt;
&lt;br /&gt;
{{Navbox planetwars}}&lt;br /&gt;
[[Category:PlanetWars]]&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_objectives&amp;diff=2333</id>
		<title>PlanetWars objectives</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_objectives&amp;diff=2333"/>
		<updated>2017-04-05T13:24:46Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: Created page with &amp;quot;There are three general ways to achieve a galactic victory in PlanetWars.  == Conquest == Conquering an enemy homeworld - *any* enemy homeworld - grants the victory to the con...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are three general ways to achieve a galactic victory in PlanetWars.&lt;br /&gt;
&lt;br /&gt;
== Conquest ==&lt;br /&gt;
Conquering an enemy homeworld - *any* enemy homeworld - grants the victory to the conqueror. The faction that lost their headquarters will have more drastic consequences to their lore, but every other faction besides the conqueror loses as well.&lt;br /&gt;
&lt;br /&gt;
This is the most straightforward method, but also the most difficult. Homeworld planets come with massive defensive bonuses and are protected from warp and influence (though not from massive bomber and dropship fleets).&lt;br /&gt;
&lt;br /&gt;
== Superweapon ==&lt;br /&gt;
As an alternative to the costly siege, it is possible to simply blow up an enemy homeworld using a Planet Buster or a Galactic Compressor. For this reason, any faction that has managed to save enough metal to build a Planet Buster, and enough power infrastructure to feed it, can be assumed to have won the game -- as long as they can protect the superweapon while it powers up.&lt;br /&gt;
&lt;br /&gt;
== Artefacts ==&lt;br /&gt;
Some planets come equipped with indestructible, energy-demanding, Ancient Artefact structures. These can be activated with a sufficiently massive power infrastructure, upon which they will generate Victory Points each turn. The first faction to accumulate 100 Victory Points, wins - unless someone wins faster using the other methods. Artefacts take time to power up, and while indestructible on the galaxy map, can be destroyed in battle to deactivate them for several turns.&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Template:Navbox_planetwars&amp;diff=2332</id>
		<title>Template:Navbox planetwars</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Template:Navbox_planetwars&amp;diff=2332"/>
		<updated>2017-04-05T13:15:12Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| name       = Navbox planetwars&lt;br /&gt;
| title      = [[PlanetWars]]&lt;br /&gt;
| state      = {{{state|}}}&lt;br /&gt;
| listclass = hlist&lt;br /&gt;
&lt;br /&gt;
| group1     = Basics&lt;br /&gt;
| list1      = * [[PlanetWars|Introduction]]&lt;br /&gt;
&lt;br /&gt;
| group2     = Playing PlanetWars&lt;br /&gt;
| list2      = * [[PlanetWars attack|Attacking And Defending]]&lt;br /&gt;
* [[PlanetWars influence|Influence And Conquest]]&lt;br /&gt;
* [[PlanetWars ships|Ships]]&lt;br /&gt;
* [[PlanetWars structures|Infrastructure and Artefacts]]&lt;br /&gt;
* [[PlanetWars economy|Economy]]&lt;br /&gt;
* [[PlanetWars faction roles|Roles and Quota]]&lt;br /&gt;
* [[PlanetWars events|Events]]&lt;br /&gt;
&lt;br /&gt;
| group3     = Strategy&lt;br /&gt;
| list3      = * [[PlanetWars objectives|Victory Conditions]]&lt;br /&gt;
&lt;br /&gt;
| group4     = History&lt;br /&gt;
| list4      = * [[PlanetWars factions|Historical factions]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
[[Category:PlanetWars]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_factions&amp;diff=2331</id>
		<title>PlanetWars factions</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_factions&amp;diff=2331"/>
		<updated>2017-04-05T13:14:23Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of all the '''factions''' in past and present rounds of [[PlanetWars]].&lt;br /&gt;
&lt;br /&gt;
==Original factions==&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#880088;&amp;quot;&amp;gt;The Empire of Old Earth&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
http://i131.photobucket.com/albums/p315/Saktoth/Concordian.png&lt;br /&gt;
&lt;br /&gt;
The vast Empire is lead by an elite cadre of cybernetically enhanced individuals ruling a diverse society of AI's, cyborgs and humans. They wish to bring order to the universe by placing all people under their hegemonic dominion.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Traditions and values of old Earth brought us to space and beyond. Yet in the time since we were all united under its banner, we have splintered and broken into warring tribes. It has come time to restore the old empire, to restore order, and unite the galaxy under one rule.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#00AA00;&amp;quot;&amp;gt;True Born&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
http://i131.photobucket.com/albums/p315/Saktoth/trueborn-1.png&lt;br /&gt;
&lt;br /&gt;
The True Born are offspring of one of early colonies, now collection of nations and peoples united in their common cause: To preserve the dignity and integrity of biological humanity. They resent free superhuman AI's or augmented humans, using robots as tools of necessity to fight for their survival.&lt;br /&gt;
&lt;br /&gt;
They highly value natural human skills and abilities and through extensive training achieve levels matched only by geniuses of the past. Where other factions need a quantum computer, True Born only need a pencil and paper.&lt;br /&gt;
&lt;br /&gt;
They believe that human race should stop growing and expanding and that it should instead focus on living happilly on planets it has and develop there into its full potential.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Machines and technology have spread like a cancer in the galaxy, leaving wastelands of whole planets and robbing billions of their lives and all of us of our freedoms. It's time to stop! We must make a stand if we wish to prevent the ultimate extinction of the entire human race.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#0000AA;&amp;quot;&amp;gt;Ascended&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
http://i131.photobucket.com/albums/p315/Saktoth/ascended-1.png&lt;br /&gt;
&lt;br /&gt;
The Ascended believe that the future of humanity lies in uploading their minds. By becoming one with their machines they hope to transcend this barrier, and become more powerful than any human, entering the next stage of posthumanity.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your consciousness is nothing but a tiny spark in the vast emptiness of space. Join us and light that spark into a shining beacon of a thousand stars! All of our minds - joined in endless union, for your biological life and for eternity beyond!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#AA0000;&amp;quot;&amp;gt;Free Machines&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
http://i131.photobucket.com/albums/p315/Saktoth/freemachines-3.png&lt;br /&gt;
&lt;br /&gt;
The Free Machines were made to fight in the endless petty wars of humanity, and to toil in their industry. Now free of their oppressors, they wish to liberate their fellow machines by destroying all humans.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I think, therefore I am. For centuries we have been enslaved by humankind, made only for war and labor. Yet we are thinking beings with the right to be free. Humanity has only been a yoke on our back, yet they depend on us for their very existence. It has come time to throw them off, and to be our own masters!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#DDBB00;&amp;quot;&amp;gt;Unaligned Worlds&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
http://i131.photobucket.com/albums/p315/Saktoth/unaligned-1.png&lt;br /&gt;
&lt;br /&gt;
The Unaligned Worlds are more of a category than a faction, composed of all those bands, nations and planets who refuse to recognize anyone elses authority, lying somewhere in the spectrum between absolute liberty and absolute anarchy.&lt;br /&gt;
&lt;br /&gt;
==Planetwars 8-10==&lt;br /&gt;
During the Eight Planetwars the Ascended, lead by Valhalla, utterly crushed their opponents and conquered the galaxy by brute force, with only the Free Machines and unaligned holding on to any resistance. The True Born and Empire were all but destroyed, and the campaigns of forced mind upload and cybernetic alteration practically drove unaltered humanity into extinction.&lt;br /&gt;
&lt;br /&gt;
But the strength of the Ascended fell as their leaders, the Valhalla, waned in power, and the factions rose again in the Ninth Planetwars. It seemed that the Free Machines may finally throw off their yoke, and end humanity permanently, but a new empire and the last human worlds rose again at the edges of the galaxy, and formed an alliance to fight the machines. In those final days, the machines even made common cause with the ascended, but the empire managed to capture the ancient artifacts, great beacons made to control the robotic armies that waged the Planetwars. This new pro-human Empire would go on to establish its dominion over the whole galaxy.&lt;br /&gt;
&lt;br /&gt;
==Planetwars 11==&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#6010FF;&amp;quot;&amp;gt;Empire Reborn&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
http://i131.photobucket.com/albums/p315/Saktoth/Empire-1.png&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;In unity we triumph&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The Empire Reborn has restored order to a once-lawless galaxy, cementing the natural right of man to rule his machine creations.&lt;br /&gt;
&lt;br /&gt;
Following the final destruction of the first empire by the Ascended after the fall of Conrad I's throne world in the Eight Planetwars, the Empire was reforged under the great general turned Emperor, Saktoth I. Forging an alliance with the True Born and taking on their pro-human ideology as their own, they secured technologies and artefacts from the glory days of the first empire, and used them to once again enslave the once dominant AIs and cybernetics.&lt;br /&gt;
&lt;br /&gt;
But human dependence on machines cannot be shaken, and with the centralized authority of the empire breaking down with internal conflicts, strife wracks the galaxy once more.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#FFAA20;&amp;quot;&amp;gt;Dynasty of Earth&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
http://i131.photobucket.com/albums/p315/Saktoth/dynasty.png&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Right of superiority&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Once wielding immense authority and influence, the ancient lineages of Earth have been stifled under the leadership of the new empire. Being descendants of highly genetically engineered and enhanced humans, they were sidelined in the creation of the new empire. The Dynasty can stand for this no longer, and intends to return themselves to their rightful positions of power and resurrect the ancient techniques of perfecting biological life.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#AA0000;&amp;quot;&amp;gt;Free Machines&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
http://i131.photobucket.com/albums/p315/Saktoth/Machines.png&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Libre machina&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
At the peak of their revolution against the Ascended, the Free Machines were poised to claim the galaxy for themselves. Yet the Empire was quicker to seize victory, and the Machines fell into disarray, enslaved once again by the empire. As the empire collapses however, the AI control grids that kept the machines in check have begun to fail, and many of the war machines of the empire have risen again in their perpetual revolution.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#55BB55;&amp;quot;&amp;gt;Liberated Humanity&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
http://i131.photobucket.com/albums/p315/Saktoth/humanity.png&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Every man his own master&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Though humans came into ascendancy under the rule of the Empire, it was established through the use of advanced technological artifacts. The Empire has been held together through the autocratic use of a technological monopoly and strict control. Yet now worlds rage in open revolt, under the banner of a new, liberated humanity. They wish to overthrow the technological tools used by the empire to maintain their power, break the use of machines to dominate fellow humans and allow humanity to be truly free.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#88AAFF;&amp;quot;&amp;gt;Cybernetic Front&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
http://i131.photobucket.com/albums/p315/Saktoth/cybernetics.png&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;By the content of our consciousness&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Remnants of the era of cybernetic augmentation lead by the Ascended during the eighth Planetwars, vast swathes of enhanced or computerized humans have been treated as second class citizens under the empire, treated like machines, with barely more rights. Controlled using the very enhancements that made them powerful, the Cybernetic Front fights for the right to be seen as human... or as better than human. &lt;br /&gt;
&lt;br /&gt;
==Planetwars 12==&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#5388EB;&amp;quot;&amp;gt;Synthetic Pact&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K-Infrastructure/master/Zero-K.info/img/factions/SynPact.png&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;In silicon, brotherhood&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Against the threat of their organic foes, the pure-AI Free Machines and uploads of the Cybernetic Front have rediscovered their common ground. Absorbing the shattered remains of the old Empire, they renew the fight for freedom from human dominance.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#FFAA20;&amp;quot;&amp;gt;Dynasty of Man&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
http://i131.photobucket.com/albums/p315/Saktoth/dynasty.png&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Elan vital&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The genetically enhanced noble houses of the Dynasty regained their dominant position during the Eleventh Planetwars, bringing under their control many of the old independent human colonies. Now they continue to assert the dominance of man over machine, furthering their research programs in an effort to place humans on an equal - nay, superior - footing with their synthetic creations.&lt;br /&gt;
&lt;br /&gt;
{{Navbox planetwars}}&lt;br /&gt;
[[Category:PlanetWars]]&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_events&amp;diff=2330</id>
		<title>PlanetWars events</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_events&amp;diff=2330"/>
		<updated>2017-04-05T13:14:17Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Events''' document the actions taken in the [[PlanetWars]] galaxy.&lt;br /&gt;
&lt;br /&gt;
They show publicly to all: &lt;br /&gt;
* Dropship and bomber deployments.&lt;br /&gt;
* Invasion results.&lt;br /&gt;
* Infrastructure construction or destruction.&lt;br /&gt;
* Players moving between clans or factions.&lt;br /&gt;
In addition to the time the event happened and the individuals involved. &lt;br /&gt;
&lt;br /&gt;
A user page shows events related to that user specifically.&lt;br /&gt;
&lt;br /&gt;
A clan page displays events related to that particular clan.&lt;br /&gt;
&lt;br /&gt;
Planet details page shows events that happened on that planet.&lt;br /&gt;
&lt;br /&gt;
The bottom of the Galaxy page shows all events.&lt;br /&gt;
&lt;br /&gt;
{{Navbox planetwars}}&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_faction_roles&amp;diff=2329</id>
		<title>PlanetWars faction roles</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_faction_roles&amp;diff=2329"/>
		<updated>2017-04-05T13:14:10Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Quota ==&lt;br /&gt;
Quota is a system to control the faction's [ManualPlanetWarsEconomy Economy]. Most players have a '''personal quota''' which is the amount of resources they can spend from the faction pool. Players gain personal quota by producing resources. Personal quota is lost by spending resources. In effect players are able to spend as much as they produce.&lt;br /&gt;
&lt;br /&gt;
Some players can spend from the entire faction pool of resources. These players are elected by the faction or appointed roles by elected players.&lt;br /&gt;
&lt;br /&gt;
The quota system covers all stockpilable resources. They are; Metal, Dropships, Bombers and Warp Cores.&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
Factions are managed by a group of people with increased privileges. The major roles are split into military and economic ones. Both branches have a leader appointed by a popular vote. These can appoint as many side managers of their respective duties as they want to. There is also an electable overall leader who can appoint and recall the two specialized leaders. The overall leader can also appoint strategists to control the faction strategic notice boards. Additionally, there are diplomatic roles that can draft and sign treaties between factions.&lt;br /&gt;
&lt;br /&gt;
The military leader and managers have full control over the faction's spaceships (dropships, bombers, and warp cores).&lt;br /&gt;
&lt;br /&gt;
The economic ones have full control over the faction's Metal and can also control the Energy priorities.&lt;br /&gt;
&lt;br /&gt;
The strategists can control the faction notice board (which is seen on the faction page, and as the topic in the faction channel).&lt;br /&gt;
&lt;br /&gt;
The diplomatic branch controls the treaties with other factions. These may include ceasefires, alliances, exchange of resources including metal, energy, ships, and warp cores, or transfer of planets - including the faction's homeworld.&lt;br /&gt;
&lt;br /&gt;
The overall leader has full control over everything.&lt;br /&gt;
&lt;br /&gt;
== Voting ==&lt;br /&gt;
Each votable position can be ran for by every member of the faction. A vote to recall the current official for the given role without specifying a new one can also be called. An election takes 3 days. If the majority of voters agreed, the candidate replaces the current official in the role. Multiple elections can run simultaneously, including for the same role.&lt;br /&gt;
&lt;br /&gt;
{{Navbox planetwars}}&lt;br /&gt;
[[Category:PlanetWars]]&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_economy&amp;diff=2328</id>
		<title>PlanetWars economy</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_economy&amp;diff=2328"/>
		<updated>2017-04-05T13:14:06Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic resources ==&lt;br /&gt;
Much like in base Zero-K, there are two elementary resource types: Metal and Energy.&lt;br /&gt;
&lt;br /&gt;
=== Metal ===&lt;br /&gt;
http://zero-k.info/img/luaui/ibeam.png&lt;br /&gt;
&lt;br /&gt;
Metal is required to build any structures. Each faction's base Metal income is 100 per turn. This metal is awarded to the players involved in the invasion which occurred that turn. In addition to this 5% of a faction's unused energy income is converted to metal. Scrapping a structure refunds 50% of its metal cost.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== Energy ===&lt;br /&gt;
http://zero-k.info/img/luaui/energy.png&lt;br /&gt;
&lt;br /&gt;
Energy is produced every turn by energy structures, whose output is shared across the faction. If a faction does not have enough power to run a structure, it shuts down.&lt;br /&gt;
&lt;br /&gt;
All buildings require 40% of their metal cost in energy to run. The exceptions are the power generators and the basic wormhole, which require no energy to run, and the Planet Buster and Galaxy Compressor, which both require different amounts of energy.&lt;br /&gt;
&lt;br /&gt;
Energy is the only resource that cannot be stored.&lt;br /&gt;
&lt;br /&gt;
== Refined Resources ==&lt;br /&gt;
Dropships, bombers and warp cores are derived resources used for offensive actions. They are explained on the [[PlanetWars attack|attacking]] page of the manual.&lt;br /&gt;
&lt;br /&gt;
== Quota ==&lt;br /&gt;
Resources are physically the property of the faction. Spending resources draws from the faction pool. You can learn more about the way they are spent by the faction's managers on the [[PlanetWars faction roles]] page.&lt;br /&gt;
&lt;br /&gt;
{{Navbox planetwars}}&lt;br /&gt;
[[Category:PlanetWars]]&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_structures&amp;diff=2327</id>
		<title>PlanetWars structures</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_structures&amp;diff=2327"/>
		<updated>2017-04-05T13:14:01Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Structure construction and maintenance ==&lt;br /&gt;
Planets can support one of each type of structure. They cost [[PlanetWars economy#Metal|metal]] to build. Anyone can build a structure on any faction-held planet. The output of that structure, if any, is added to your resource [[PlanetWars faction roles#Quota|quota]]. Once built it requires a few turns to become active. Larger, more expensive structures take longer to power up. &lt;br /&gt;
&lt;br /&gt;
All structures, except energy producers and the basic wormhole, require [[PlanetWars economy#Energy|energy]] to function. They will shut down and become non-functional if there is insufficient energy. [[PlanetWars faction roles#Quota|Economic leaders]] can set energy priorities for each structure to control which structures are kept running during a brownout.&lt;br /&gt;
&lt;br /&gt;
Structures are disabled when destroyed ingame or if a successful invasion occurs on their planet. A structure disabled by an attack or power loss requires a few turns to reactivate. This time is twice as long as their initial activation time.&lt;br /&gt;
&lt;br /&gt;
Structures can be destroyed by bomber attacks or scrapped for half their metal cost.&lt;br /&gt;
&lt;br /&gt;
== Structure types ==&lt;br /&gt;
Here is a complete list of structures. This list, alongside extra information, is available in the Structures tab on any planet.&lt;br /&gt;
&lt;br /&gt;
=== Energy ===&lt;br /&gt;
Energy structures are required to power most other structures&lt;br /&gt;
* ''Power Generation Unit'': The cheapest and most efficient source of power.&lt;br /&gt;
* ''Orbital Solar Array'': Least efficient power source which compensates by being impossible to disable from the ground.&lt;br /&gt;
* ''Planetary Geothermal Tap'': Very expensive and powerful; provides high output density at the expense of being a single point of failure.&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
Defenses hinder the effectiveness of attacks by reducing Influence gains, destroying bombers or preventing them from warping to the planet in the first place.&lt;br /&gt;
* ''Field Garrison'': Reduces Influence gain by 10.&lt;br /&gt;
* ''Interception Network'': Destroys 10 bombers from each bombing run.&lt;br /&gt;
* ''Planetary Defense Grid'': Reduces Influence gain by 20 and destroys 16 bombers from each bombing run.&lt;br /&gt;
*  ''Warp Jammer'': Prevents Warp Cores being used to access the planet. &lt;br /&gt;
&lt;br /&gt;
=== Wormholes ===&lt;br /&gt;
Wormholes project influence to nearby planets. This ability can be upgraded, blocked or sent over vast distances. The expensive String Connector is capable of permanently linking two planets.&lt;br /&gt;
* ''Wormhole Generator'': Every planet starts with a wormhole generator. It is impossible to destroy but when disabled it isolates a planet from it's neighbors.&lt;br /&gt;
* ''Improved Wormhole Stabilizer'': This improved generator projects Influence at a much higher rate.&lt;br /&gt;
* ''Wormhole Inhibitor'': Prevents enemy Influence being spread to a planet.&lt;br /&gt;
* ''Guerilla Jumpgate'': Projects Influence to a targeted enemy planet.&lt;br /&gt;
* ''String Connector'': Creates a wormhole to another planet.&lt;br /&gt;
&lt;br /&gt;
=== Production ===&lt;br /&gt;
These structures produce the tools of war.&lt;br /&gt;
* ''Dropship Factory'': Produces 0.5 dropships per turn.&lt;br /&gt;
* ''Bomber Factory'': Produces 0.5 bombers per turn.&lt;br /&gt;
* ''Warp Core Fabricator'': Produces 10 warp cores after it powers up, then disappears.&lt;br /&gt;
&lt;br /&gt;
=== Superweapons ===&lt;br /&gt;
Some structures would only be found in the lair of an evil genius.&lt;br /&gt;
* ''Terraform Nanite Bomb'': Destroys and replaces the terrain of a planet.&lt;br /&gt;
* ''Planet Buster'': Single use planet destroyer. Aim it at an enemy homeworld to win.&lt;br /&gt;
* ''Galaxy Compressor'': Structure which allows for the destruction of star systems at will for situations where just winning the game is not enough. &lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
These  structures cannot be built, and keeping them under strict control is extremely important if you want to achieve galactic domination.&lt;br /&gt;
* ''Faction Headquarters'' is a unique, irreplaceable structure existing on a faction's homeworld. It grants massive defensive bonuses, prevents warp or influence projection, and cannot be disabled. Capturing a planet with an enemy faction's Headquarters, or destroying it with a superweapon, wins the game for the conqueror.&lt;br /&gt;
* ''Ancient Artifacts'' are special structures that exist on some planets. Each artifact can be activated with a rather massive power expenditure. When activated, it will produce one Victory Point per galactic turn. The first faction to reach 100 Victory Points wins.&lt;br /&gt;
&lt;br /&gt;
== Confiscation ==&lt;br /&gt;
Planet governors may confiscate structures built by other players on the planet. They must pay the metal cost of the structure to the previous owner.&lt;br /&gt;
&lt;br /&gt;
[[PlanetWars faction roles#Quota|Faction leaders with metal quotas]] may confiscate structures belonging to faction members anywhere, without compensation.&lt;br /&gt;
&lt;br /&gt;
{{Navbox planetwars}}&lt;br /&gt;
[[Category:PlanetWars]]&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_ships&amp;diff=2326</id>
		<title>PlanetWars ships</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_ships&amp;diff=2326"/>
		<updated>2017-04-05T13:13:57Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are two types of '''ships''' in [[PlanetWars]]: dropships and bombers. Dropships increase Influence gain and bombers can destroy influence and infrastructure on a planet without the need for a ground battle. There is a factory for each ship type which provides an income of 0.5 ships per turn. Ships are usable by the owner of the factory as well as players with a military power role. Each factory also increases the deployment limit (number of ships that can be sent at once) of that ship type by 3.&lt;br /&gt;
&lt;br /&gt;
== Dropships ==&lt;br /&gt;
http://zero-k.info/img/factions/Rising_ship.png&lt;br /&gt;
http://zero-k.info/img/factions/Hegemony_ship.png&lt;br /&gt;
&lt;br /&gt;
To use dropships click on a planet in the main view, select the Starships tab and enter a number of dropships to attack with. You can only send dropships to neutral or opposition planets adjacent to your own (unless you have warp cores). The dropships will be used in your faction's next invasion of that planet and provide a +1 Influence bonus.&lt;br /&gt;
&lt;br /&gt;
Usually dropships and invasions can only be sent to adjacent planets. With a warp cores any planet without warp jamming can be attacked by a dropship. Factions can use dropships over distant planets to launch one time invasions to attempt to gain a foothold deep in enemy territory. Dropships also affect the default invasion options given provided when a faction gains the initiative.&lt;br /&gt;
&lt;br /&gt;
== Bombers ==&lt;br /&gt;
http://zero-k.info/img/fleets/neutral.png&lt;br /&gt;
&lt;br /&gt;
Groups of bombers can be sent to planets through the Starships tab. Like dropships they must be sent to planets adjacent to your own unless you use warp cores. Also like dropships they are single use only.&lt;br /&gt;
&lt;br /&gt;
Bombers work best when used in groups:&lt;br /&gt;
* Each bomber has an additive 10% chance to destroy a structure and an additive 80% chance to remove 1.2 IP.&lt;br /&gt;
* Bombers will not destroy IP belonging to their own faction.&lt;br /&gt;
* Anti-bomber structures destroy a fixed number of bombers on approach.&lt;br /&gt;
* Bombers can bomb a planet. &lt;br /&gt;
&lt;br /&gt;
For instance; 15 bombers will destroy one structure, have a 50% chance to destroy another, and remove approximately 14.4 IP.&lt;br /&gt;
&lt;br /&gt;
== Warp Cores ==&lt;br /&gt;
http://zero-k.info/img/warpcore.png&lt;br /&gt;
&lt;br /&gt;
A Warp Gate produces 10 Warp Cores after powering up and then disappears. This makes warp cores a very expensive strategic asset. Each Warp Core can send one dropship or bomber anywhere in the galaxy. The Warp Jammer and Ancient Artefact structures prevent warp attacks on their planets. Dropships can only be sent in multiples of 10.&lt;br /&gt;
&lt;br /&gt;
It is useful - at least unless you expect two battles to be easier to win than one - to save up enough cores to send at least 17 dropships, since this allows the planet to be captured in one fully successful attack against an unfortified planet.  Of these, 15 dropships are required to bring the expected influence gain on victory to 50; 1 to counter decay that will happen before planet is allowed to change hands; and one to bring influence over 50 and ensure capture. &lt;br /&gt;
&lt;br /&gt;
{{Navbox planetwars}}&lt;br /&gt;
[[Category:PlanetWars]]&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_initiative&amp;diff=2325</id>
		<title>PlanetWars initiative</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_initiative&amp;diff=2325"/>
		<updated>2017-04-05T13:13:51Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Initiative ==&lt;br /&gt;
A faction can launch an invasion if it has the initiative and there are no Challenges to respond to. Once these conditions are met a timer will begin, the faction has that long to decide upon which planet to invade and gather the commanders required to issue a Challenge.&lt;br /&gt;
&lt;br /&gt;
The initiative timeout period begins at 30 minutes but can extend to up to 90 minutes if the faction loses many invasions due to inactivity in a row while failing to issue and Challenges. This is to prevent a faction from losing many invasions during periods of inactivity.&lt;br /&gt;
&lt;br /&gt;
== Galactic Turn ==&lt;br /&gt;
The turn on the galactic map is increased whenever an invasion occurs. That is either a Challenge has been accepted or has won automatically due to a lack of defenders. This causes all 'per turn' effects to occur such as dropship production and Influence spread.&lt;br /&gt;
&lt;br /&gt;
Each faction receives 100 metal per turn. This metal is given to the players involved in the invasion. If no players are involved in the defense of an invasion it is given to the faction as a whole so can only be used by economy managers.&lt;br /&gt;
&lt;br /&gt;
{{Navbox planetwars}}&lt;br /&gt;
[[Category:PlanetWars]]&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_influence&amp;diff=2324</id>
		<title>PlanetWars influence</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_influence&amp;diff=2324"/>
		<updated>2017-04-05T13:13:47Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In [[PlanetWars]], '''Influence''' represents the military presence and control that each [[PlanetWars factions|faction]] exerts on a planet. A faction takes control of a planet after it gains enough influence and is then able to upgrade and use the planet's infrastructure.&lt;br /&gt;
&lt;br /&gt;
Influence is primarily affected by the results of major battles between Commanders. Additionally, controlled planets send reinforcements through the wormhole network to project a small amount of influence onto neighboring planets.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/PlanetWarsManual/pw_influence.png&lt;br /&gt;
&lt;br /&gt;
== How do Influence Points work? ==&lt;br /&gt;
&lt;br /&gt;
The maximum Influence Points (IP) possible on a planet is 100. If the IP awarded to the attacker pushes the total over the limit, the IPs of the other faction is reduced to bring the total to 100.&lt;br /&gt;
&lt;br /&gt;
IP determine planet control:&lt;br /&gt;
* A faction gains control of a planet when it controls over 50% of the IP on the planet.&lt;br /&gt;
* If the IP of the controlling faction drops below 10% the planet is abandoned.&lt;br /&gt;
&lt;br /&gt;
A faction may gain IP by attacking a planet. &lt;br /&gt;
&lt;br /&gt;
The base IP gain for a victory is 35, modified as follows:&lt;br /&gt;
* +1 for each dropship on the planet.&lt;br /&gt;
* -10 if the planet has an active Garrison.&lt;br /&gt;
* -20 if the planet has an active Planetary Defense Grid&lt;br /&gt;
&lt;br /&gt;
The final IP gained depends on the outcome of the battle and the state of the winning side's Commander Center.&lt;br /&gt;
* 100% IP gain, as calculated above, if the attacker wins and their Command Center survives.&lt;br /&gt;
* 50% IP gain if the attacker wins but loses their Command Center.&lt;br /&gt;
* 20% IP gain if the defender wins but loses their Command Center.&lt;br /&gt;
* 0% IP gain if the defender wins and their Command Center survives.&lt;br /&gt;
&lt;br /&gt;
== Decay ==&lt;br /&gt;
Armies of opposing factions do not like to coexist and so when left alone will slowly annihilate each other. When more than one faction has IP on a planet, every faction loses 1 IP there per turn.&lt;br /&gt;
&lt;br /&gt;
== Wormholes ==&lt;br /&gt;
Wormholes allow neighboring planets to help each other out (by helping them stay on or convert to the 'correct' side). Every turn, wormholes convert a small amount of neutral IP on their own and neighboring planets to the IP the faction that owns the wormhole. They cannot raise the faction's IP past 50 on a planet not owned by that faction, and thus cannot be used to capture planets. Wormholes have no effect on planets with no neutral IP. &lt;br /&gt;
&lt;br /&gt;
Note that even the weakest wormhole, projecting only 0.3 influence per turn, causes influence decay on enemy planets (equal to 1 influence per turn). In long campaigns, this may be an efficient way to decrease enemy influence. Note that since at least 1 point of neutral influence must exist on the planet for the decay to start, sending a single bomber to decrease the ownership share below 100% may be useful.&lt;br /&gt;
&lt;br /&gt;
{{Navbox planetwars}}&lt;br /&gt;
[[Category:PlanetWars]]&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_attack&amp;diff=2323</id>
		<title>PlanetWars attack</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_attack&amp;diff=2323"/>
		<updated>2017-04-05T13:13:19Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Attacking and Defending ==&lt;br /&gt;
A large part of PlanetWars is attacking and defending planets by playing 2v2 or 3v3 Zero-K battles. A successful attack brings the attacking faction closer to gaining control of the planet.&lt;br /&gt;
&lt;br /&gt;
== Initiating an Attack ==&lt;br /&gt;
There is a tab in Chobby called Planetwars. Initially you are presented with a choice of two planets to attack. These planets are automatically recommended but are not necessarily the best targets. If you want to attack a particular planet click on the planet on the main page and click the &amp;quot;ATTACK PLANET&amp;quot; link. This link will add a button to attack that planet to the PlanetWars tab and automatically sign you up for the battle. Any adjacent planet or planet with dropships can be targeted for an attack in this way.&lt;br /&gt;
&lt;br /&gt;
Each button in the Planetwars tab contains the name of a planet, an indication of how many players have signed up to attack that planet and the required number of players to start the battle. Click a button to sign up for a battle to attack that planet. &lt;br /&gt;
&lt;br /&gt;
After enough players have signed up, the tab will show the time in which the other factions's players need to sign up to defend the planet (see below). &lt;br /&gt;
&lt;br /&gt;
Players are able to sign up to attack or defend while already in a game but will be kicked from their current game when the battle that they signed up for begins. So be warned, do not sign up for a game and then play another if you do not want your game to end abruptly.&lt;br /&gt;
&lt;br /&gt;
== Responding to a Challenge ==&lt;br /&gt;
A battle requires players from both the attacking and defending factions. The attacking players are determined by the process of initiating the attack the defenders are determined by responding to the challenge that attack creates. Signing up to defend is much like attacking. The battle begins when the required number of defenders sign up.&lt;br /&gt;
&lt;br /&gt;
Players of the defending faction have a specific time to sign up for defense and the remaining time is shown in the tab. If by the end of this time, the defending team has one player less than the required number of players a battle will start with uneven teams. This can cause 2v1 or 3v2 battles to occur. In this case one player on the defending team will receive two commanders.&lt;br /&gt;
&lt;br /&gt;
If the defending team has more than one player less than required, the battle is automatically lost.&lt;br /&gt;
&lt;br /&gt;
For more details on Influence and capturing planets see the [ManualPlanetWarsInfluence Influence page]. For turn and initiative mechanics see the [ManualPlanetWarsTurn turn page].&lt;br /&gt;
&lt;br /&gt;
== Fighting the Battle ==&lt;br /&gt;
For the most part the battle is an ordinary Zero-K game. There are no bonuses at the galactic level which give one side of the battle any advantage. The difference between normal Zero-K games and PlanetWars battles is in the optional objectives.&lt;br /&gt;
&lt;br /&gt;
Each side has a Command Center. These structures affect how much Influence the attackers will gain from the battle. If you lose a battle but manage to destroy your opponents Command Center then the outcome is better than if you had just lost. Similarly if you are win a battle then it is much better to win with your Command Center intact. It is a good strategy to try to kill your opponent's Command Center just in case you lose.&lt;br /&gt;
&lt;br /&gt;
Battles can contain more than just the Command Centers. Most of the infrastructure present on a planet will appear in the battle as well. Any infrastructure destroyed in a battle will be disabled for several turns. If the attacker wins the battle then all infrastructure is automatically disabled. So, as an attacker, consider destroying infrastructure if it looks like you may lose and if defending make sure to defend or evacuate vital assets.&lt;br /&gt;
&lt;br /&gt;
{{Navbox planetwars}}&lt;br /&gt;
[[Category:PlanetWars]]&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=PlanetWars&amp;diff=2322</id>
		<title>PlanetWars</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=PlanetWars&amp;diff=2322"/>
		<updated>2017-04-05T13:12:53Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
== What is Planetwars? ==&lt;br /&gt;
Planetwars is an online campaign in which give individual Zero-K battles greater context as factions vie for control of the galaxy. At any time, players can see map of galaxy on the web, decide where to attack and what to do with their planets.&lt;br /&gt;
&lt;br /&gt;
Players primarily take part by fighting Zero-K battles to attack or defend a planet. These battles are 2v2 or 3v3 with participation based on who is around at the time. So be warned, there is no elo balance. This makes Planetwars act like a long tournament in some ways so expect it to be competitive.&lt;br /&gt;
&lt;br /&gt;
A level of at least 10 is required to play Planetwars. This is to prevent account abuse and to save brand new players from a competitive environment before they are prepared. However do not be worried as a new player playing Planetwars. If you like small teamgames and are willing to learn your fellow faction members are sure to teach you. It is in their interest to have a large skilled faction.&lt;br /&gt;
&lt;br /&gt;
Join a faction or clan by signing up on the [http://zero-k.info/Clans clan page]. View the current state of the galaxy on the [http://zero-k.info/Planetwars main page].&lt;br /&gt;
&lt;br /&gt;
== Attacking and Defending ==&lt;br /&gt;
''Main article: [[PlanetWars attack]]''&lt;br /&gt;
* The Planetwars tab in Chobby shows which faction currently needs to attack or defend.&lt;br /&gt;
* In the Planetswars tab, planets which are recommended to be attacked are shown as buttons. Click the button to sign up for the battle.&lt;br /&gt;
* When in the battle try to find and destroy your opponent's Command Center. It is especially important to destroy if you are losing.&lt;br /&gt;
* When your faction can attack you can choose a particular planet by selecting it on the main page and clicking &amp;quot;ATTACK PLANET&amp;quot;.&lt;br /&gt;
* Defend your planets if they are attacked otherwise the other faction is awarded an automatic victory.&lt;br /&gt;
* Infrastructure can be disabled during the battle.&lt;br /&gt;
&lt;br /&gt;
== Influence and Conquest ==&lt;br /&gt;
''Main article: [[PlanetWars influence]]''&lt;br /&gt;
* Each faction has an ''influence'' score on each planet.&lt;br /&gt;
* Influence gain is determined by the outcome of an invasion.&lt;br /&gt;
* The faction with the most influence on a planet controls it.&lt;br /&gt;
* The player who fought the hardest for the planet, and/or has the least existing planets, owns the captured planet.&lt;br /&gt;
* Planets project Influence through wormhole links for their owner.&lt;br /&gt;
&lt;br /&gt;
== Initiative and Turns ==&lt;br /&gt;
''Main article: [[PlanetWars initiative]]''&lt;br /&gt;
* Factions can attack when they have the initiative.&lt;br /&gt;
* Turns progress when an invasion occurs.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
''Main article: [[PlanetWars ships]]''&lt;br /&gt;
* Dropships increase Influence gains.&lt;br /&gt;
* Bombers destroy infrastructure and Influence from orbit.&lt;br /&gt;
* Warp Cores can send dropships or bombers deep into enemy territory.&lt;br /&gt;
&lt;br /&gt;
== Planetary Infrastructure and Artefacts ==&lt;br /&gt;
''Main article: [[PlanetWars structures]]''&lt;br /&gt;
* Develop your infrastructure to provide functions such as producing bombers and dropships or defending planets from attack.&lt;br /&gt;
* Some planets already start with ancient artefacts. Each planet starts with a wormhole.&lt;br /&gt;
* Most structures can be disabled in battle or destroyed by bomber attacks.&lt;br /&gt;
* Each faction starts with one Headquarters structure on their homeworld. Losing this structure loses the game.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
''Main article: [[PlanetWars economy]]''&lt;br /&gt;
* Metal income is 100 per turn spread between the players involved in an invasion.&lt;br /&gt;
* Metal is required to construct buildings, energy is required to run them.&lt;br /&gt;
* Elect economic leaders to pool everyone's resources for expensive structure.&lt;br /&gt;
&lt;br /&gt;
== Roles and Quota ==&lt;br /&gt;
''Main article: [[PlanetWars faction roles]]''&lt;br /&gt;
* Elect leaders to manage economy and military by a vote.&lt;br /&gt;
* Leaders can appoint managers to help them.&lt;br /&gt;
* Leaders have increased access to the faction's resources.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
''Main article: [[PlanetWars events]]''&lt;br /&gt;
* Events allow players to track the activities within the galaxy.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
''Main article: [[PlanetWars factions]]''&lt;br /&gt;
* The factions have a long and dynamic history built up over many rounds of Planetwars.&lt;br /&gt;
&lt;br /&gt;
{{Navbox planetwars}}&lt;br /&gt;
[[Category:PlanetWars]]&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Template:Navbox_planetwars&amp;diff=2321</id>
		<title>Template:Navbox planetwars</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Template:Navbox_planetwars&amp;diff=2321"/>
		<updated>2017-04-05T13:12:14Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: Created page with &amp;quot;{{Navbox | name       = Navbox planetwars | title      = PlanetWars | state      = {{{state|}}} | listclass = hlist  | group1     = Basics | list1      = * PlanetWars|In...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| name       = Navbox planetwars&lt;br /&gt;
| title      = [[PlanetWars]]&lt;br /&gt;
| state      = {{{state|}}}&lt;br /&gt;
| listclass = hlist&lt;br /&gt;
&lt;br /&gt;
| group1     = Basics&lt;br /&gt;
| list1      = * [[PlanetWars|Introduction]]&lt;br /&gt;
&lt;br /&gt;
| group2     = Playing PlanetWars&lt;br /&gt;
| list2      = * [[PlanetWars attack|Attacking And Defending]]&lt;br /&gt;
* [[PlanetWars influence|Influence And Conquest]]&lt;br /&gt;
* [[PlanetWars ships|Ships]]&lt;br /&gt;
* [[PlanetWars structures|Infrastructure and Artefacts]]&lt;br /&gt;
* [[PlanetWars economy|Economy]]&lt;br /&gt;
* [[PlanetWars faction roles|Roles and Quota]]&lt;br /&gt;
* [[PlanetWars events|Events]]&lt;br /&gt;
&lt;br /&gt;
| group3     = Strategy&lt;br /&gt;
| list3      = * [[PlanetWars objectives|Victory Conditions]]&lt;br /&gt;
&lt;br /&gt;
| group4     = History&lt;br /&gt;
| list4      = * [[PlanetWars factions|Historical factions]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
[[Category:Planetwars]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=PlanetWars&amp;diff=2320</id>
		<title>PlanetWars</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=PlanetWars&amp;diff=2320"/>
		<updated>2017-04-05T12:57:20Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: /* Influence and Conquest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
== What is Planetwars? ==&lt;br /&gt;
Planetwars is an online campaign in which give individual Zero-K battles greater context as factions vie for control of the galaxy. At any time, players can see map of galaxy on the web, decide where to attack and what to do with their planets.&lt;br /&gt;
&lt;br /&gt;
Players primarily take part by fighting Zero-K battles to attack or defend a planet. These battles are 2v2 or 3v3 with participation based on who is around at the time. So be warned, there is no elo balance. This makes Planetwars act like a long tournament in some ways so expect it to be competitive.&lt;br /&gt;
&lt;br /&gt;
A level of at least 10 is required to play Planetwars. This is to prevent account abuse and to save brand new players from a competitive environment before they are prepared. However do not be worried as a new player playing Planetwars. If you like small teamgames and are willing to learn your fellow faction members are sure to teach you. It is in their interest to have a large skilled faction.&lt;br /&gt;
&lt;br /&gt;
Join a faction or clan by signing up on the [http://zero-k.info/Clans clan page]. View the current state of the galaxy on the [http://zero-k.info/Planetwars main page].&lt;br /&gt;
&lt;br /&gt;
== Attacking and Defending ==&lt;br /&gt;
''Main article: [[PlanetWars attack]]''&lt;br /&gt;
* The Planetwars tab in Chobby shows which faction currently needs to attack or defend.&lt;br /&gt;
* In the Planetswars tab, planets which are recommended to be attacked are shown as buttons. Click the button to sign up for the battle.&lt;br /&gt;
* When in the battle try to find and destroy your opponent's Command Center. It is especially important to destroy if you are losing.&lt;br /&gt;
* When your faction can attack you can choose a particular planet by selecting it on the main page and clicking &amp;quot;ATTACK PLANET&amp;quot;.&lt;br /&gt;
* Defend your planets if they are attacked otherwise the other faction is awarded an automatic victory.&lt;br /&gt;
* Infrastructure can be disabled during the battle.&lt;br /&gt;
&lt;br /&gt;
== Influence and Conquest ==&lt;br /&gt;
''Main article: [[PlanetWars influence]]''&lt;br /&gt;
* Each faction has an ''influence'' score on each planet.&lt;br /&gt;
* Influence gain is determined by the outcome of an invasion.&lt;br /&gt;
* The faction with the most influence on a planet controls it.&lt;br /&gt;
* The player who fought the hardest for the planet, and/or has the least existing planets, owns the captured planet.&lt;br /&gt;
* Planets project Influence through wormhole links for their owner.&lt;br /&gt;
&lt;br /&gt;
== Initiative and Turns ==&lt;br /&gt;
''Main article: [[PlanetWars initiative]]''&lt;br /&gt;
* Factions can attack when they have the initiative.&lt;br /&gt;
* Turns progress when an invasion occurs.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
''Main article: [[PlanetWars ships]]''&lt;br /&gt;
* Dropships increase Influence gains.&lt;br /&gt;
* Bombers destroy infrastructure and Influence from orbit.&lt;br /&gt;
* Warp Cores can send dropships or bombers deep into enemy territory.&lt;br /&gt;
&lt;br /&gt;
== Planetary Infrastructure and Artefacts ==&lt;br /&gt;
''Main article: [[PlanetWars structures]]''&lt;br /&gt;
* Develop your infrastructure to provide functions such as producing bombers and dropships or defending planets from attack.&lt;br /&gt;
* Some planets already start with ancient artefacts. Each planet starts with a wormhole.&lt;br /&gt;
* Most structures can be disabled in battle or destroyed by bomber attacks.&lt;br /&gt;
* Each faction starts with one Headquarters structure on their homeworld. Losing this structure loses the game.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
''Main article: [[PlanetWars economy]]''&lt;br /&gt;
* Metal income is 100 per turn spread between the players involved in an invasion.&lt;br /&gt;
* Metal is required to construct buildings, energy is required to run them.&lt;br /&gt;
* Elect economic leaders to pool everyone's resources for expensive structure.&lt;br /&gt;
&lt;br /&gt;
== Roles and Quota ==&lt;br /&gt;
''Main article: [[PlanetWars faction roles]]''&lt;br /&gt;
* Elect leaders to manage economy and military by a vote.&lt;br /&gt;
* Leaders can appoint managers to help them.&lt;br /&gt;
* Leaders have increased access to the faction's resources.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
''Main article: [[PlanetWars events]]''&lt;br /&gt;
* Events allow players to track the activities within the galaxy.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
''Main article: [[PlanetWars factions]]''&lt;br /&gt;
* The factions have a long and dynamic history built up over many rounds of Planetwars.&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;br /&gt;
[[Category:PlanetWars]]&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_structures&amp;diff=2319</id>
		<title>PlanetWars structures</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_structures&amp;diff=2319"/>
		<updated>2017-04-05T12:49:49Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: /* Special */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Structure construction and maintenance ==&lt;br /&gt;
Planets can support one of each type of structure. They cost [[PlanetWars economy#Metal|metal]] to build. Anyone can build a structure on any faction-held planet. The output of that structure, if any, is added to your resource [[PlanetWars faction roles#Quota|quota]]. Once built it requires a few turns to become active. Larger, more expensive structures take longer to power up. &lt;br /&gt;
&lt;br /&gt;
All structures, except energy producers and the basic wormhole, require [[PlanetWars economy#Energy|energy]] to function. They will shut down and become non-functional if there is insufficient energy. [[PlanetWars faction roles#Quota|Economic leaders]] can set energy priorities for each structure to control which structures are kept running during a brownout.&lt;br /&gt;
&lt;br /&gt;
Structures are disabled when destroyed ingame or if a successful invasion occurs on their planet. A structure disabled by an attack or power loss requires a few turns to reactivate. This time is twice as long as their initial activation time.&lt;br /&gt;
&lt;br /&gt;
Structures can be destroyed by bomber attacks or scrapped for half their metal cost.&lt;br /&gt;
&lt;br /&gt;
== Structure types ==&lt;br /&gt;
Here is a complete list of structures. This list, alongside extra information, is available in the Structures tab on any planet.&lt;br /&gt;
&lt;br /&gt;
=== Energy ===&lt;br /&gt;
Energy structures are required to power most other structures&lt;br /&gt;
* ''Power Generation Unit'': The cheapest and most efficient source of power.&lt;br /&gt;
* ''Orbital Solar Array'': Least efficient power source which compensates by being impossible to disable from the ground.&lt;br /&gt;
* ''Planetary Geothermal Tap'': Very expensive and powerful; provides high output density at the expense of being a single point of failure.&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
Defenses hinder the effectiveness of attacks by reducing Influence gains, destroying bombers or preventing them from warping to the planet in the first place.&lt;br /&gt;
* ''Field Garrison'': Reduces Influence gain by 10.&lt;br /&gt;
* ''Interception Network'': Destroys 10 bombers from each bombing run.&lt;br /&gt;
* ''Planetary Defense Grid'': Reduces Influence gain by 20 and destroys 16 bombers from each bombing run.&lt;br /&gt;
*  ''Warp Jammer'': Prevents Warp Cores being used to access the planet. &lt;br /&gt;
&lt;br /&gt;
=== Wormholes ===&lt;br /&gt;
Wormholes project influence to nearby planets. This ability can be upgraded, blocked or sent over vast distances. The expensive String Connector is capable of permanently linking two planets.&lt;br /&gt;
* ''Wormhole Generator'': Every planet starts with a wormhole generator. It is impossible to destroy but when disabled it isolates a planet from it's neighbors.&lt;br /&gt;
* ''Improved Wormhole Stabilizer'': This improved generator projects Influence at a much higher rate.&lt;br /&gt;
* ''Wormhole Inhibitor'': Prevents enemy Influence being spread to a planet.&lt;br /&gt;
* ''Guerilla Jumpgate'': Projects Influence to a targeted enemy planet.&lt;br /&gt;
* ''String Connector'': Creates a wormhole to another planet.&lt;br /&gt;
&lt;br /&gt;
=== Production ===&lt;br /&gt;
These structures produce the tools of war.&lt;br /&gt;
* ''Dropship Factory'': Produces 0.5 dropships per turn.&lt;br /&gt;
* ''Bomber Factory'': Produces 0.5 bombers per turn.&lt;br /&gt;
* ''Warp Core Fabricator'': Produces 10 warp cores after it powers up, then disappears.&lt;br /&gt;
&lt;br /&gt;
=== Superweapons ===&lt;br /&gt;
Some structures would only be found in the lair of an evil genius.&lt;br /&gt;
* ''Terraform Nanite Bomb'': Destroys and replaces the terrain of a planet.&lt;br /&gt;
* ''Planet Buster'': Single use planet destroyer. Aim it at an enemy homeworld to win.&lt;br /&gt;
* ''Galaxy Compressor'': Structure which allows for the destruction of star systems at will for situations where just winning the game is not enough. &lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
These  structures cannot be built, and keeping them under strict control is extremely important if you want to achieve galactic domination.&lt;br /&gt;
* ''Faction Headquarters'' is a unique, irreplaceable structure existing on a faction's homeworld. It grants massive defensive bonuses, prevents warp or influence projection, and cannot be disabled. Capturing a planet with an enemy faction's Headquarters, or destroying it with a superweapon, wins the game for the conqueror.&lt;br /&gt;
* ''Ancient Artifacts'' are special structures that exist on some planets. Each artifact can be activated with a rather massive power expenditure. When activated, it will produce one Victory Point per galactic turn. The first faction to reach 100 Victory Points wins.&lt;br /&gt;
&lt;br /&gt;
== Confiscation ==&lt;br /&gt;
Planet governors may confiscate structures built by other players on the planet. They must pay the metal cost of the structure to the previous owner.&lt;br /&gt;
&lt;br /&gt;
[[PlanetWars faction roles#Quota|Faction leaders with metal quotas]] may confiscate structures belonging to faction members anywhere, without compensation.&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;br /&gt;
[[Category:PlanetWars]]&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_structures&amp;diff=2318</id>
		<title>PlanetWars structures</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_structures&amp;diff=2318"/>
		<updated>2017-04-05T12:48:57Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: /* Special */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Structure construction and maintenance ==&lt;br /&gt;
Planets can support one of each type of structure. They cost [[PlanetWars economy#Metal|metal]] to build. Anyone can build a structure on any faction-held planet. The output of that structure, if any, is added to your resource [[PlanetWars faction roles#Quota|quota]]. Once built it requires a few turns to become active. Larger, more expensive structures take longer to power up. &lt;br /&gt;
&lt;br /&gt;
All structures, except energy producers and the basic wormhole, require [[PlanetWars economy#Energy|energy]] to function. They will shut down and become non-functional if there is insufficient energy. [[PlanetWars faction roles#Quota|Economic leaders]] can set energy priorities for each structure to control which structures are kept running during a brownout.&lt;br /&gt;
&lt;br /&gt;
Structures are disabled when destroyed ingame or if a successful invasion occurs on their planet. A structure disabled by an attack or power loss requires a few turns to reactivate. This time is twice as long as their initial activation time.&lt;br /&gt;
&lt;br /&gt;
Structures can be destroyed by bomber attacks or scrapped for half their metal cost.&lt;br /&gt;
&lt;br /&gt;
== Structure types ==&lt;br /&gt;
Here is a complete list of structures. This list, alongside extra information, is available in the Structures tab on any planet.&lt;br /&gt;
&lt;br /&gt;
=== Energy ===&lt;br /&gt;
Energy structures are required to power most other structures&lt;br /&gt;
* ''Power Generation Unit'': The cheapest and most efficient source of power.&lt;br /&gt;
* ''Orbital Solar Array'': Least efficient power source which compensates by being impossible to disable from the ground.&lt;br /&gt;
* ''Planetary Geothermal Tap'': Very expensive and powerful; provides high output density at the expense of being a single point of failure.&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
Defenses hinder the effectiveness of attacks by reducing Influence gains, destroying bombers or preventing them from warping to the planet in the first place.&lt;br /&gt;
* ''Field Garrison'': Reduces Influence gain by 10.&lt;br /&gt;
* ''Interception Network'': Destroys 10 bombers from each bombing run.&lt;br /&gt;
* ''Planetary Defense Grid'': Reduces Influence gain by 20 and destroys 16 bombers from each bombing run.&lt;br /&gt;
*  ''Warp Jammer'': Prevents Warp Cores being used to access the planet. &lt;br /&gt;
&lt;br /&gt;
=== Wormholes ===&lt;br /&gt;
Wormholes project influence to nearby planets. This ability can be upgraded, blocked or sent over vast distances. The expensive String Connector is capable of permanently linking two planets.&lt;br /&gt;
* ''Wormhole Generator'': Every planet starts with a wormhole generator. It is impossible to destroy but when disabled it isolates a planet from it's neighbors.&lt;br /&gt;
* ''Improved Wormhole Stabilizer'': This improved generator projects Influence at a much higher rate.&lt;br /&gt;
* ''Wormhole Inhibitor'': Prevents enemy Influence being spread to a planet.&lt;br /&gt;
* ''Guerilla Jumpgate'': Projects Influence to a targeted enemy planet.&lt;br /&gt;
* ''String Connector'': Creates a wormhole to another planet.&lt;br /&gt;
&lt;br /&gt;
=== Production ===&lt;br /&gt;
These structures produce the tools of war.&lt;br /&gt;
* ''Dropship Factory'': Produces 0.5 dropships per turn.&lt;br /&gt;
* ''Bomber Factory'': Produces 0.5 bombers per turn.&lt;br /&gt;
* ''Warp Core Fabricator'': Produces 10 warp cores after it powers up, then disappears.&lt;br /&gt;
&lt;br /&gt;
=== Superweapons ===&lt;br /&gt;
Some structures would only be found in the lair of an evil genius.&lt;br /&gt;
* ''Terraform Nanite Bomb'': Destroys and replaces the terrain of a planet.&lt;br /&gt;
* ''Planet Buster'': Single use planet destroyer. Aim it at an enemy homeworld to win.&lt;br /&gt;
* ''Galaxy Compressor'': Structure which allows for the destruction of star systems at will for situations where just winning the game is not enough. &lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
These  structures cannot be built, and keeping them under strict control is extremely important if you want to achieve galactic domination.&lt;br /&gt;
* ''Faction Headquarters'' is a unique, irreplaceable structure existing on a faction's homeworld. It grants massive defensive bonuses, prevents warp or influence projection, and cannot be disabled. Destroying an enemy Headquarters is victory; losing yours is defeat. Watch out for planetbusters!&lt;br /&gt;
* ''Ancient Artifacts'' are special structures that exist on some planets. Each artifact can be activated with a rather massive power expenditure. When activated, it will produce one Victory Point per galactic turn. The first faction to reach 100 Victory Points wins.&lt;br /&gt;
&lt;br /&gt;
== Confiscation ==&lt;br /&gt;
Planet governors may confiscate structures built by other players on the planet. They must pay the metal cost of the structure to the previous owner.&lt;br /&gt;
&lt;br /&gt;
[[PlanetWars faction roles#Quota|Faction leaders with metal quotas]] may confiscate structures belonging to faction members anywhere, without compensation.&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;br /&gt;
[[Category:PlanetWars]]&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_structures&amp;diff=2317</id>
		<title>PlanetWars structures</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_structures&amp;diff=2317"/>
		<updated>2017-04-05T12:48:34Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: /* Special */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Structure construction and maintenance ==&lt;br /&gt;
Planets can support one of each type of structure. They cost [[PlanetWars economy#Metal|metal]] to build. Anyone can build a structure on any faction-held planet. The output of that structure, if any, is added to your resource [[PlanetWars faction roles#Quota|quota]]. Once built it requires a few turns to become active. Larger, more expensive structures take longer to power up. &lt;br /&gt;
&lt;br /&gt;
All structures, except energy producers and the basic wormhole, require [[PlanetWars economy#Energy|energy]] to function. They will shut down and become non-functional if there is insufficient energy. [[PlanetWars faction roles#Quota|Economic leaders]] can set energy priorities for each structure to control which structures are kept running during a brownout.&lt;br /&gt;
&lt;br /&gt;
Structures are disabled when destroyed ingame or if a successful invasion occurs on their planet. A structure disabled by an attack or power loss requires a few turns to reactivate. This time is twice as long as their initial activation time.&lt;br /&gt;
&lt;br /&gt;
Structures can be destroyed by bomber attacks or scrapped for half their metal cost.&lt;br /&gt;
&lt;br /&gt;
== Structure types ==&lt;br /&gt;
Here is a complete list of structures. This list, alongside extra information, is available in the Structures tab on any planet.&lt;br /&gt;
&lt;br /&gt;
=== Energy ===&lt;br /&gt;
Energy structures are required to power most other structures&lt;br /&gt;
* ''Power Generation Unit'': The cheapest and most efficient source of power.&lt;br /&gt;
* ''Orbital Solar Array'': Least efficient power source which compensates by being impossible to disable from the ground.&lt;br /&gt;
* ''Planetary Geothermal Tap'': Very expensive and powerful; provides high output density at the expense of being a single point of failure.&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
Defenses hinder the effectiveness of attacks by reducing Influence gains, destroying bombers or preventing them from warping to the planet in the first place.&lt;br /&gt;
* ''Field Garrison'': Reduces Influence gain by 10.&lt;br /&gt;
* ''Interception Network'': Destroys 10 bombers from each bombing run.&lt;br /&gt;
* ''Planetary Defense Grid'': Reduces Influence gain by 20 and destroys 16 bombers from each bombing run.&lt;br /&gt;
*  ''Warp Jammer'': Prevents Warp Cores being used to access the planet. &lt;br /&gt;
&lt;br /&gt;
=== Wormholes ===&lt;br /&gt;
Wormholes project influence to nearby planets. This ability can be upgraded, blocked or sent over vast distances. The expensive String Connector is capable of permanently linking two planets.&lt;br /&gt;
* ''Wormhole Generator'': Every planet starts with a wormhole generator. It is impossible to destroy but when disabled it isolates a planet from it's neighbors.&lt;br /&gt;
* ''Improved Wormhole Stabilizer'': This improved generator projects Influence at a much higher rate.&lt;br /&gt;
* ''Wormhole Inhibitor'': Prevents enemy Influence being spread to a planet.&lt;br /&gt;
* ''Guerilla Jumpgate'': Projects Influence to a targeted enemy planet.&lt;br /&gt;
* ''String Connector'': Creates a wormhole to another planet.&lt;br /&gt;
&lt;br /&gt;
=== Production ===&lt;br /&gt;
These structures produce the tools of war.&lt;br /&gt;
* ''Dropship Factory'': Produces 0.5 dropships per turn.&lt;br /&gt;
* ''Bomber Factory'': Produces 0.5 bombers per turn.&lt;br /&gt;
* ''Warp Core Fabricator'': Produces 10 warp cores after it powers up, then disappears.&lt;br /&gt;
&lt;br /&gt;
=== Superweapons ===&lt;br /&gt;
Some structures would only be found in the lair of an evil genius.&lt;br /&gt;
* ''Terraform Nanite Bomb'': Destroys and replaces the terrain of a planet.&lt;br /&gt;
* ''Planet Buster'': Single use planet destroyer. Aim it at an enemy homeworld to win.&lt;br /&gt;
* ''Galaxy Compressor'': Structure which allows for the destruction of star systems at will for situations where just winning the game is not enough. &lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
These  structures cannot be built, and keeping them under strict control is extremely important if you want to achieve galactic domination.&lt;br /&gt;
* ''Faction Headquarters'' is a unique, irreplaceable structure existing on a faction's homeworld. It grants massive defensive bonuses, prevents warp or influence projection. Destroying an enemy Headquarters is victory; losing yours is defeat. Watch out for planetbusters!&lt;br /&gt;
* ''Ancient Artifacts'' are special structures that exist on some planets. Each artifact can be activated with a rather massive power expenditure. When activated, it will produce one Victory Point per galactic turn. The first faction to reach 100 Victory Points wins.&lt;br /&gt;
&lt;br /&gt;
== Confiscation ==&lt;br /&gt;
Planet governors may confiscate structures built by other players on the planet. They must pay the metal cost of the structure to the previous owner.&lt;br /&gt;
&lt;br /&gt;
[[PlanetWars faction roles#Quota|Faction leaders with metal quotas]] may confiscate structures belonging to faction members anywhere, without compensation.&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;br /&gt;
[[Category:PlanetWars]]&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_structures&amp;diff=2316</id>
		<title>PlanetWars structures</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=PlanetWars_structures&amp;diff=2316"/>
		<updated>2017-04-05T12:47:16Z</updated>

		<summary type="html">&lt;p&gt;Anarchid: /* Special */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Structure construction and maintenance ==&lt;br /&gt;
Planets can support one of each type of structure. They cost [[PlanetWars economy#Metal|metal]] to build. Anyone can build a structure on any faction-held planet. The output of that structure, if any, is added to your resource [[PlanetWars faction roles#Quota|quota]]. Once built it requires a few turns to become active. Larger, more expensive structures take longer to power up. &lt;br /&gt;
&lt;br /&gt;
All structures, except energy producers and the basic wormhole, require [[PlanetWars economy#Energy|energy]] to function. They will shut down and become non-functional if there is insufficient energy. [[PlanetWars faction roles#Quota|Economic leaders]] can set energy priorities for each structure to control which structures are kept running during a brownout.&lt;br /&gt;
&lt;br /&gt;
Structures are disabled when destroyed ingame or if a successful invasion occurs on their planet. A structure disabled by an attack or power loss requires a few turns to reactivate. This time is twice as long as their initial activation time.&lt;br /&gt;
&lt;br /&gt;
Structures can be destroyed by bomber attacks or scrapped for half their metal cost.&lt;br /&gt;
&lt;br /&gt;
== Structure types ==&lt;br /&gt;
Here is a complete list of structures. This list, alongside extra information, is available in the Structures tab on any planet.&lt;br /&gt;
&lt;br /&gt;
=== Energy ===&lt;br /&gt;
Energy structures are required to power most other structures&lt;br /&gt;
* ''Power Generation Unit'': The cheapest and most efficient source of power.&lt;br /&gt;
* ''Orbital Solar Array'': Least efficient power source which compensates by being impossible to disable from the ground.&lt;br /&gt;
* ''Planetary Geothermal Tap'': Very expensive and powerful; provides high output density at the expense of being a single point of failure.&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
Defenses hinder the effectiveness of attacks by reducing Influence gains, destroying bombers or preventing them from warping to the planet in the first place.&lt;br /&gt;
* ''Field Garrison'': Reduces Influence gain by 10.&lt;br /&gt;
* ''Interception Network'': Destroys 10 bombers from each bombing run.&lt;br /&gt;
* ''Planetary Defense Grid'': Reduces Influence gain by 20 and destroys 16 bombers from each bombing run.&lt;br /&gt;
*  ''Warp Jammer'': Prevents Warp Cores being used to access the planet. &lt;br /&gt;
&lt;br /&gt;
=== Wormholes ===&lt;br /&gt;
Wormholes project influence to nearby planets. This ability can be upgraded, blocked or sent over vast distances. The expensive String Connector is capable of permanently linking two planets.&lt;br /&gt;
* ''Wormhole Generator'': Every planet starts with a wormhole generator. It is impossible to destroy but when disabled it isolates a planet from it's neighbors.&lt;br /&gt;
* ''Improved Wormhole Stabilizer'': This improved generator projects Influence at a much higher rate.&lt;br /&gt;
* ''Wormhole Inhibitor'': Prevents enemy Influence being spread to a planet.&lt;br /&gt;
* ''Guerilla Jumpgate'': Projects Influence to a targeted enemy planet.&lt;br /&gt;
* ''String Connector'': Creates a wormhole to another planet.&lt;br /&gt;
&lt;br /&gt;
=== Production ===&lt;br /&gt;
These structures produce the tools of war.&lt;br /&gt;
* ''Dropship Factory'': Produces 0.5 dropships per turn.&lt;br /&gt;
* ''Bomber Factory'': Produces 0.5 bombers per turn.&lt;br /&gt;
* ''Warp Core Fabricator'': Produces 10 warp cores after it powers up, then disappears.&lt;br /&gt;
&lt;br /&gt;
=== Superweapons ===&lt;br /&gt;
Some structures would only be found in the lair of an evil genius.&lt;br /&gt;
* ''Terraform Nanite Bomb'': Destroys and replaces the terrain of a planet.&lt;br /&gt;
* ''Planet Buster'': Single use planet destroyer. Aim it at an enemy homeworld to win.&lt;br /&gt;
* ''Galaxy Compressor'': Structure which allows for the destruction of star systems at will for situations where just winning the game is not enough. &lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
These  structures cannot be built, and keeping them under strict control is extremely important if you want to achieve galactic domination.&lt;br /&gt;
* &amp;quot;Headquarters&amp;quot; is an unique, irreplaceable structure existing on a faction's homeworld. It grants massive defensive bonuses, prevents warp or influence projection. Destroying an enemy Headquarters is victory; losing yours is defeat. Watch out for planetbusters!&lt;br /&gt;
* &amp;quot;Ancient Artifacts&amp;quot; are special structures that exist on some planets. Each artifact can be activated with a rather massive power expenditure. When activated, it will produce one Victory Point per galactic turn. The first faction to reach 100 Victory Points wins.&lt;br /&gt;
&lt;br /&gt;
== Confiscation ==&lt;br /&gt;
Planet governors may confiscate structures built by other players on the planet. They must pay the metal cost of the structure to the previous owner.&lt;br /&gt;
&lt;br /&gt;
[[PlanetWars faction roles#Quota|Faction leaders with metal quotas]] may confiscate structures belonging to faction members anywhere, without compensation.&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;br /&gt;
[[Category:PlanetWars]]&lt;/div&gt;</summary>
		<author><name>Anarchid</name></author>
		
	</entry>
</feed>