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	<id>http://test.zero-k.info/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Thargos</id>
	<title>Zero-K - User contributions [en]</title>
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	<updated>2026-05-04T12:47:24Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Transportation&amp;diff=4948</id>
		<title>Transportation</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Transportation&amp;diff=4948"/>
		<updated>2018-11-30T10:44:41Z</updated>

		<summary type="html">&lt;p&gt;Thargos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Transports are used to rapidly move ground and sea forces around the battlefield. There are two transports: Charon and Hercules. Both are constructed at the Gunship Plant. This page is about their uses and abilities. See a different page for teleportation.&lt;br /&gt;
&lt;br /&gt;
= Basic Commands and Abilities =&lt;br /&gt;
Transports can pick up and carry a single unit at a time.&lt;br /&gt;
&lt;br /&gt;
=== Mass and Capacity ===&lt;br /&gt;
[[Charon]] can carry '''light''' units while [[Hercules]] can carry any transportable unit. Transports cannot carry air units or the ship Striders: Shogun and Reef. Light units are units below 330 mass. All Striders and Commanders are '''heavy''', as are the following units: Jack, Minotaur, Crab, Jugglenaut, Grizzly and Cyclopse. A unit's transportability and mass can be viewed in an information window by Space+Clicking on the unit.&lt;br /&gt;
&lt;br /&gt;
Laden transports have a speed penalty depending on the mass of their cargo. Transports receive no speed penalty for transporting units up to their own mass, otherwise, they have a speed modifier of &amp;lt;code&amp;gt;2*selfMass / (selfMass + cargoMass)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Loading ===&lt;br /&gt;
Transports can pick up any valid stationary unit, including enemies. Move your units around if enemy transports are swooping in to steal them. Transports have to physically lower themselves onto a unit to pick it up. This process can take a few seconds, depending on the target. Here are two ways to load units:&lt;br /&gt;
* Issue the '''Load''' command (hotkey '''L''') to a transport to load the target unit. This command is generally available as a right-click context command. Issue an area command with Click+Drag to tell multiple transports to load a group of units&lt;br /&gt;
* Select a mixed selection of transports and ground units and issue the '''Load Selected Units''' command (double tap '''L''') to have the transports load the selected units. Idle units will be loaded into the transports while units with orders will be loaded and transported to the end of their order queue.&lt;br /&gt;
&lt;br /&gt;
=== Unloading ===&lt;br /&gt;
Transports can either carefully place their cargo on the ground or they can eject it in-flight.&lt;br /&gt;
* Use the '''Unload''' (hotkey '''U''') command to unload carefully. This command can be issued in an area with Click+Drag or along a line with Alt+Click+Drag.&lt;br /&gt;
* Use the '''Eject Cargo''' (hotkey '''D''') command to drop transported units. This may damage the dropped units. Transports carrying bombs draw a target on the ground based on their velocity.&lt;br /&gt;
&lt;br /&gt;
= Transport AI =&lt;br /&gt;
'''Transport AI''' can be toggled with the unit AI state toggle on transports. It has a few different aspects:&lt;br /&gt;
* Transports can be set to guard a factory to automatically pick up newly created units and drop them off at the end of the rally queue.&lt;br /&gt;
* Two queueable commands: ''Embark'' and ''Disembark'' - these commands appear on transportable land units and factories when you build your first air transport. '''Embark''' = wait for transport to pick me up. '''Disembark* = disembark from transport.&lt;br /&gt;
* Constructors have a state toggle to call for transports to ferry them between distant build tasks.&lt;br /&gt;
&lt;br /&gt;
=== Notes and details ===&lt;br /&gt;
* Transported called by the '''Embark''' command will return to the spot where they took unit using the same path.&lt;br /&gt;
* Transports might skip some units because it finds it useless to transport them. It takes several things into account - distance of transport from unit, planned unit path, unit speed, transport speed, transport land times, terrain height differences - all of this is used to estimate the &amp;quot;benefit&amp;quot; of transporting given unit with air transport. Benefit = number of seconds saved by using transporter. It only transports units if benefit is higher than 5 seconds and in order of benefit (slowest units will be transported first, fast units might be ignored completely). Exception to this is the ''Embark'' command which serves as &amp;quot;priority&amp;quot; transport - units waiting with the ''Embark'' command will be served first.&lt;br /&gt;
&lt;br /&gt;
= Routes =&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Thargos</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Typical_opening&amp;diff=4937</id>
		<title>Typical opening</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Typical_opening&amp;diff=4937"/>
		<updated>2018-11-21T16:05:30Z</updated>

		<summary type="html">&lt;p&gt;Thargos: /* Starting to expand */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A guide about how to start a game and what your opening moves would typically be.&lt;br /&gt;
==Location selection phase==&lt;br /&gt;
In this phase you are shown a green box around a part of the map. You can click somewhere in here to choose in which area your commander will appear. Once all players choose a location(or time runs out), a 3 second countdown will start and your commander will appear.&lt;br /&gt;
===Picking a good spot===&lt;br /&gt;
Some maps won't give you much of a choice, but on those that do there are a few general guidelines:&lt;br /&gt;
*Pick a location closest to center of map.&lt;br /&gt;
**This allows you to control the map better.&lt;br /&gt;
*The spot you pick should have a mex cluster of 3 or 4 mexes.&lt;br /&gt;
**If you start somewhere without a mex cluster you are just putting yourself very behind.&lt;br /&gt;
Picking a defensible spot is not very important - your opponent has the same options available as you and isn't going to be able to abuse this. A few LLTs can fix anything, and good radar coverage and unit positioning can deal with anything.&lt;br /&gt;
&lt;br /&gt;
===Your first buildings===&lt;br /&gt;
Before the game starts, you are allowed to queue up to 30 buildings (using shift) that your commander will start to work on when it appears. The general way most people open is:&lt;br /&gt;
#Choose a factory and place it somewhere close to your starting mexes.&lt;br /&gt;
#*You want your commander to move around as little as possible for this initial phase - time spent moving is time not spent building.&lt;br /&gt;
#Queue up all your surrounding mexes.&lt;br /&gt;
#Build 3 solar extractors or 5-6 windmills.&lt;br /&gt;
#*This should give you enough energy to match the metal you will get from the mexes you just took and next few mexes you will take as you start to expand.&lt;br /&gt;
#Build a radar tower. Preferably in an elevated location.&lt;br /&gt;
#*Helps you protect against raids.&lt;br /&gt;
#Build 1 or 2 defensive towers, usually an LLT or MT.&lt;br /&gt;
#Finally, place your commander, and wait for the game to start.&lt;br /&gt;
&lt;br /&gt;
==After the game has started - initial moves==&lt;br /&gt;
===Your first units===&lt;br /&gt;
The first thing your commander should have done is plopped a factory. It is now sitting idle.&lt;br /&gt;
#Queue up a scout unit. This would be a flea, dart, glaive, dirtbag...etc&lt;br /&gt;
#Set its rally point to somewhere near where you think your opponents' base will be.&lt;br /&gt;
#*The point of doing this is to see if your opponent is up to something funny or [[cheese|cheesy]].&lt;br /&gt;
#*The main thing you want to do is check what factory your opponent has.&lt;br /&gt;
#Build a constructor.&lt;br /&gt;
#Queue up 4-5 raiders and another constructor.&lt;br /&gt;
&lt;br /&gt;
===Starting to expand===&lt;br /&gt;
Send your first constructor to a nearby group of mexes and start building them. Use your raiders to either protect this constructor or send them over to your opponents' base to keep them from being too greedy with their expansion.&lt;br /&gt;
&lt;br /&gt;
On a large map, your commander is probably best used by staying in base and building lots of energy; caretakers when necessary. This is because the commander is much slower than any constructor and on large maps it is easy to get a big ball of raiders quickly, and these can overwhelm the commander easily, putting it at much risk.&lt;br /&gt;
&lt;br /&gt;
On small maps, it is generally best to march your commander towards the opponents base, taking mexes and building defense along the way. On smaller maps, the commanders combat strength is relevant for much longer than on other maps, and you can leverage this to gain map control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====What next?====&lt;br /&gt;
Read about [[typical game progression]] here.&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Thargos</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Typical_opening&amp;diff=4936</id>
		<title>Typical opening</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Typical_opening&amp;diff=4936"/>
		<updated>2018-11-21T16:03:48Z</updated>

		<summary type="html">&lt;p&gt;Thargos: /* Your first units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A guide about how to start a game and what your opening moves would typically be.&lt;br /&gt;
==Location selection phase==&lt;br /&gt;
In this phase you are shown a green box around a part of the map. You can click somewhere in here to choose in which area your commander will appear. Once all players choose a location(or time runs out), a 3 second countdown will start and your commander will appear.&lt;br /&gt;
===Picking a good spot===&lt;br /&gt;
Some maps won't give you much of a choice, but on those that do there are a few general guidelines:&lt;br /&gt;
*Pick a location closest to center of map.&lt;br /&gt;
**This allows you to control the map better.&lt;br /&gt;
*The spot you pick should have a mex cluster of 3 or 4 mexes.&lt;br /&gt;
**If you start somewhere without a mex cluster you are just putting yourself very behind.&lt;br /&gt;
Picking a defensible spot is not very important - your opponent has the same options available as you and isn't going to be able to abuse this. A few LLTs can fix anything, and good radar coverage and unit positioning can deal with anything.&lt;br /&gt;
&lt;br /&gt;
===Your first buildings===&lt;br /&gt;
Before the game starts, you are allowed to queue up to 30 buildings (using shift) that your commander will start to work on when it appears. The general way most people open is:&lt;br /&gt;
#Choose a factory and place it somewhere close to your starting mexes.&lt;br /&gt;
#*You want your commander to move around as little as possible for this initial phase - time spent moving is time not spent building.&lt;br /&gt;
#Queue up all your surrounding mexes.&lt;br /&gt;
#Build 3 solar extractors or 5-6 windmills.&lt;br /&gt;
#*This should give you enough energy to match the metal you will get from the mexes you just took and next few mexes you will take as you start to expand.&lt;br /&gt;
#Build a radar tower. Preferably in an elevated location.&lt;br /&gt;
#*Helps you protect against raids.&lt;br /&gt;
#Build 1 or 2 defensive towers, usually an LLT or MT.&lt;br /&gt;
#Finally, place your commander, and wait for the game to start.&lt;br /&gt;
&lt;br /&gt;
==After the game has started - initial moves==&lt;br /&gt;
===Your first units===&lt;br /&gt;
The first thing your commander should have done is plopped a factory. It is now sitting idle.&lt;br /&gt;
#Queue up a scout unit. This would be a flea, dart, glaive, dirtbag...etc&lt;br /&gt;
#Set its rally point to somewhere near where you think your opponents' base will be.&lt;br /&gt;
#*The point of doing this is to see if your opponent is up to something funny or [[cheese|cheesy]].&lt;br /&gt;
#*The main thing you want to do is check what factory your opponent has.&lt;br /&gt;
#Build a constructor.&lt;br /&gt;
#Queue up 4-5 raiders and another constructor.&lt;br /&gt;
&lt;br /&gt;
===Starting to expand===&lt;br /&gt;
Send your first con to a nearby group of mexes and start building them. Use your raiders to either protect this con or send them over to your opponents base to keep them from being too greedy with their expansion.&lt;br /&gt;
&lt;br /&gt;
On a large map, your commander is probably best used by staying in base and building lots of energy; caretakers when necessary. This is because the commander is much slower than any con and on large maps it is easy to get a big ball of raiders quickly, and these can overwhelm the commander easily, putting it at much risk.&lt;br /&gt;
&lt;br /&gt;
On small maps, it is generally best to march your commander towards the opponents base, taking mexes and building defense along the way. On smaller maps, the commanders combat strength is relevant for much longer than on other maps, and you can leverage this to gain map control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====What next?====&lt;br /&gt;
Read about [[typical game progression]] here.&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Thargos</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Typical_opening&amp;diff=4935</id>
		<title>Typical opening</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Typical_opening&amp;diff=4935"/>
		<updated>2018-11-21T16:03:28Z</updated>

		<summary type="html">&lt;p&gt;Thargos: /* Your first units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A guide about how to start a game and what your opening moves would typically be.&lt;br /&gt;
==Location selection phase==&lt;br /&gt;
In this phase you are shown a green box around a part of the map. You can click somewhere in here to choose in which area your commander will appear. Once all players choose a location(or time runs out), a 3 second countdown will start and your commander will appear.&lt;br /&gt;
===Picking a good spot===&lt;br /&gt;
Some maps won't give you much of a choice, but on those that do there are a few general guidelines:&lt;br /&gt;
*Pick a location closest to center of map.&lt;br /&gt;
**This allows you to control the map better.&lt;br /&gt;
*The spot you pick should have a mex cluster of 3 or 4 mexes.&lt;br /&gt;
**If you start somewhere without a mex cluster you are just putting yourself very behind.&lt;br /&gt;
Picking a defensible spot is not very important - your opponent has the same options available as you and isn't going to be able to abuse this. A few LLTs can fix anything, and good radar coverage and unit positioning can deal with anything.&lt;br /&gt;
&lt;br /&gt;
===Your first buildings===&lt;br /&gt;
Before the game starts, you are allowed to queue up to 30 buildings (using shift) that your commander will start to work on when it appears. The general way most people open is:&lt;br /&gt;
#Choose a factory and place it somewhere close to your starting mexes.&lt;br /&gt;
#*You want your commander to move around as little as possible for this initial phase - time spent moving is time not spent building.&lt;br /&gt;
#Queue up all your surrounding mexes.&lt;br /&gt;
#Build 3 solar extractors or 5-6 windmills.&lt;br /&gt;
#*This should give you enough energy to match the metal you will get from the mexes you just took and next few mexes you will take as you start to expand.&lt;br /&gt;
#Build a radar tower. Preferably in an elevated location.&lt;br /&gt;
#*Helps you protect against raids.&lt;br /&gt;
#Build 1 or 2 defensive towers, usually an LLT or MT.&lt;br /&gt;
#Finally, place your commander, and wait for the game to start.&lt;br /&gt;
&lt;br /&gt;
==After the game has started - initial moves==&lt;br /&gt;
===Your first units===&lt;br /&gt;
The first thing your commander should have done is plopped a factory. It is now sitting idle.&lt;br /&gt;
#Queue up a scout unit. This would be a flea, dart, glaive, dirtbag...etc&lt;br /&gt;
#Set its rally point to somewhere near where you think your opponents base will be.&lt;br /&gt;
#*The point of doing this is to see if your opponent is up to something funny or [[cheese|cheesy]].&lt;br /&gt;
#*The main thing you want to do is check what factory your opponent has.&lt;br /&gt;
#Build a constructor.&lt;br /&gt;
#Queue up 4-5 raiders and another constructor.&lt;br /&gt;
&lt;br /&gt;
===Starting to expand===&lt;br /&gt;
Send your first con to a nearby group of mexes and start building them. Use your raiders to either protect this con or send them over to your opponents base to keep them from being too greedy with their expansion.&lt;br /&gt;
&lt;br /&gt;
On a large map, your commander is probably best used by staying in base and building lots of energy; caretakers when necessary. This is because the commander is much slower than any con and on large maps it is easy to get a big ball of raiders quickly, and these can overwhelm the commander easily, putting it at much risk.&lt;br /&gt;
&lt;br /&gt;
On small maps, it is generally best to march your commander towards the opponents base, taking mexes and building defense along the way. On smaller maps, the commanders combat strength is relevant for much longer than on other maps, and you can leverage this to gain map control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====What next?====&lt;br /&gt;
Read about [[typical game progression]] here.&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Thargos</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Typical_opening&amp;diff=4934</id>
		<title>Typical opening</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Typical_opening&amp;diff=4934"/>
		<updated>2018-11-21T16:02:39Z</updated>

		<summary type="html">&lt;p&gt;Thargos: /* Your first buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A guide about how to start a game and what your opening moves would typically be.&lt;br /&gt;
==Location selection phase==&lt;br /&gt;
In this phase you are shown a green box around a part of the map. You can click somewhere in here to choose in which area your commander will appear. Once all players choose a location(or time runs out), a 3 second countdown will start and your commander will appear.&lt;br /&gt;
===Picking a good spot===&lt;br /&gt;
Some maps won't give you much of a choice, but on those that do there are a few general guidelines:&lt;br /&gt;
*Pick a location closest to center of map.&lt;br /&gt;
**This allows you to control the map better.&lt;br /&gt;
*The spot you pick should have a mex cluster of 3 or 4 mexes.&lt;br /&gt;
**If you start somewhere without a mex cluster you are just putting yourself very behind.&lt;br /&gt;
Picking a defensible spot is not very important - your opponent has the same options available as you and isn't going to be able to abuse this. A few LLTs can fix anything, and good radar coverage and unit positioning can deal with anything.&lt;br /&gt;
&lt;br /&gt;
===Your first buildings===&lt;br /&gt;
Before the game starts, you are allowed to queue up to 30 buildings (using shift) that your commander will start to work on when it appears. The general way most people open is:&lt;br /&gt;
#Choose a factory and place it somewhere close to your starting mexes.&lt;br /&gt;
#*You want your commander to move around as little as possible for this initial phase - time spent moving is time not spent building.&lt;br /&gt;
#Queue up all your surrounding mexes.&lt;br /&gt;
#Build 3 solar extractors or 5-6 windmills.&lt;br /&gt;
#*This should give you enough energy to match the metal you will get from the mexes you just took and next few mexes you will take as you start to expand.&lt;br /&gt;
#Build a radar tower. Preferably in an elevated location.&lt;br /&gt;
#*Helps you protect against raids.&lt;br /&gt;
#Build 1 or 2 defensive towers, usually an LLT or MT.&lt;br /&gt;
#Finally, place your commander, and wait for the game to start.&lt;br /&gt;
&lt;br /&gt;
==After the game has started - initial moves==&lt;br /&gt;
===Your first units===&lt;br /&gt;
The firs thing your commander should have done is plopped a factory. It is now sitting idle.&lt;br /&gt;
#Queue up a scout unit. This would be a flea, dart, glaive, dirtbag...etc&lt;br /&gt;
#Set its rally point to somewhere near where you think your opponents base will be.&lt;br /&gt;
#*The point of doing this is to see if your opponent is up to something funny or [[cheese|cheesy]].&lt;br /&gt;
#*The main thing you want to do is check what factory your opponent has.&lt;br /&gt;
#Build a constructor.&lt;br /&gt;
#Queue up 4-5 raiders and another constructor.&lt;br /&gt;
&lt;br /&gt;
===Starting to expand===&lt;br /&gt;
Send your first con to a nearby group of mexes and start building them. Use your raiders to either protect this con or send them over to your opponents base to keep them from being too greedy with their expansion.&lt;br /&gt;
&lt;br /&gt;
On a large map, your commander is probably best used by staying in base and building lots of energy; caretakers when necessary. This is because the commander is much slower than any con and on large maps it is easy to get a big ball of raiders quickly, and these can overwhelm the commander easily, putting it at much risk.&lt;br /&gt;
&lt;br /&gt;
On small maps, it is generally best to march your commander towards the opponents base, taking mexes and building defense along the way. On smaller maps, the commanders combat strength is relevant for much longer than on other maps, and you can leverage this to gain map control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====What next?====&lt;br /&gt;
Read about [[typical game progression]] here.&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Thargos</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Typical_opening&amp;diff=4933</id>
		<title>Typical opening</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Typical_opening&amp;diff=4933"/>
		<updated>2018-11-21T16:01:35Z</updated>

		<summary type="html">&lt;p&gt;Thargos: /* Your first buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A guide about how to start a game and what your opening moves would typically be.&lt;br /&gt;
==Location selection phase==&lt;br /&gt;
In this phase you are shown a green box around a part of the map. You can click somewhere in here to choose in which area your commander will appear. Once all players choose a location(or time runs out), a 3 second countdown will start and your commander will appear.&lt;br /&gt;
===Picking a good spot===&lt;br /&gt;
Some maps won't give you much of a choice, but on those that do there are a few general guidelines:&lt;br /&gt;
*Pick a location closest to center of map.&lt;br /&gt;
**This allows you to control the map better.&lt;br /&gt;
*The spot you pick should have a mex cluster of 3 or 4 mexes.&lt;br /&gt;
**If you start somewhere without a mex cluster you are just putting yourself very behind.&lt;br /&gt;
Picking a defensible spot is not very important - your opponent has the same options available as you and isn't going to be able to abuse this. A few LLTs can fix anything, and good radar coverage and unit positioning can deal with anything.&lt;br /&gt;
&lt;br /&gt;
===Your first buildings===&lt;br /&gt;
Before the game starts, you are allowed to queue up to 30 buildings (using shift) that your commander will start to work on when it appears. The general way most people open is:&lt;br /&gt;
#Choose a factory and place it somewhere close to your starting mexes.&lt;br /&gt;
#*You want your commander to move around as little as possible for this initial phase - time spent moving is time not spent building.&lt;br /&gt;
#Queue up all your surrounding mexes.&lt;br /&gt;
#Build 3 solar extractors or 5-6 windmills.&lt;br /&gt;
#*This should give you enough energy match the metal you will get from the mexes you just took and next few mexes you will take as you start to expand.&lt;br /&gt;
#Build a radar tower. Preferably in an elevated location.&lt;br /&gt;
#*Helps you protect against raids.&lt;br /&gt;
#Build 1 or 2 defensive towers, usually an LLT or MT.&lt;br /&gt;
#Finally, place your commander, and wait for the game to start.&lt;br /&gt;
&lt;br /&gt;
==After the game has started - initial moves==&lt;br /&gt;
===Your first units===&lt;br /&gt;
The firs thing your commander should have done is plopped a factory. It is now sitting idle.&lt;br /&gt;
#Queue up a scout unit. This would be a flea, dart, glaive, dirtbag...etc&lt;br /&gt;
#Set its rally point to somewhere near where you think your opponents base will be.&lt;br /&gt;
#*The point of doing this is to see if your opponent is up to something funny or [[cheese|cheesy]].&lt;br /&gt;
#*The main thing you want to do is check what factory your opponent has.&lt;br /&gt;
#Build a constructor.&lt;br /&gt;
#Queue up 4-5 raiders and another constructor.&lt;br /&gt;
&lt;br /&gt;
===Starting to expand===&lt;br /&gt;
Send your first con to a nearby group of mexes and start building them. Use your raiders to either protect this con or send them over to your opponents base to keep them from being too greedy with their expansion.&lt;br /&gt;
&lt;br /&gt;
On a large map, your commander is probably best used by staying in base and building lots of energy; caretakers when necessary. This is because the commander is much slower than any con and on large maps it is easy to get a big ball of raiders quickly, and these can overwhelm the commander easily, putting it at much risk.&lt;br /&gt;
&lt;br /&gt;
On small maps, it is generally best to march your commander towards the opponents base, taking mexes and building defense along the way. On smaller maps, the commanders combat strength is relevant for much longer than on other maps, and you can leverage this to gain map control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====What next?====&lt;br /&gt;
Read about [[typical game progression]] here.&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Thargos</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Factory_tips&amp;diff=4932</id>
		<title>Factory tips</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Factory_tips&amp;diff=4932"/>
		<updated>2018-11-21T15:55:43Z</updated>

		<summary type="html">&lt;p&gt;Thargos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Tips=&lt;br /&gt;
*Focus on battle&lt;br /&gt;
::Leave cons be and don't waste time with them, if you are engaged, fighting is your main priority.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Repeat queue usage is good&lt;br /&gt;
::This alleviates some stress from having to constantly babysit the factory, but watch out if someone has found a counter. If that happens change the composition immediately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*No two factories are the same&lt;br /&gt;
::What can counter one thing may not necessarily counter another, and this is true for factories. Avoid using the same counter composition repeatedly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Close? Or Far? Where should I place my other factory?&lt;br /&gt;
::If your factory is either a Gunship or Air, it is better to place it far away in the back as the distance is often negligible. The biggest one is for slow ground units, should it be close to the front line, or far? If you are close, an attack can come very quickly towards the factory and destroy it. However, reinforcements arrive much quicker and may be able to destroy an incoming attack. If you're far, it is opposite, as the factory can not be attacked easily, but the reinforcements will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Switching?&lt;br /&gt;
::If you switch the factory, you can surprise the enemy and destroy their units quickly and efficiently. However, making the second factory does slow down production and new units will take some time to be built. However, if this can win the game, use it. Once you do this, leave the old factory so in the even the new one is destroyed, the old one can build again. This is perfect if you swapped to air as the enemy will probably have anti-aircraft, and will lose lots of units if you attack with normal ground units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Learn the factory&lt;br /&gt;
::If you have a favorite factory, learn ''everything'' about it and how it is used, how it can be used, and what it is best at. These do help in combat.&lt;br /&gt;
&lt;br /&gt;
=Important things to consider when you have a favorite factory=&lt;br /&gt;
&lt;br /&gt;
*Where it can be used?&lt;br /&gt;
::For example, Hovercraft, Rovers, and Heavy Tanks are only usable on flat ground -- they can't climb hills and mountains., while Spiders can go anywhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*How should its units be used? &lt;br /&gt;
::Cheap, Disposable raiders from the Shieldbot and Cloakbot factories suggest an extremely aggressive style because they can be replaced when they die, while the extremely expensive Minotaurs from the Heavy Tanks should not be as aggressive, as they cannot be replaced easily if they are inevitably lost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*What are the common unit compositions?&lt;br /&gt;
::What units do you merge it with? Do you monospam with one unit? Amphibious bots and Hovercraft both tend to make large numbers of their skirmishers in so-called 'skirmisher balls' because of their tendency to clump up, while Shieldbots often have Thugs and Felons mixed together, so the Thugs can withstand damage while the Felon dishes it out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*What are the capabilities of the factory's units?&lt;br /&gt;
::Outlaws from the Shieldbot factory, even though they are riots, cannot be expected to kill swarms of raiders because it lacks the damage to do so. Instead it slows raiders down and gives your own units an easier time. On the other hand, Ogres from the Heavy Tanks can be expected to destroy clumps of raiders with a few shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These simple questions give you an edge in combat as now you know how your own factory plays, and how you should deal with any potential threats.&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Thargos</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Factory_tips&amp;diff=4931</id>
		<title>Factory tips</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Factory_tips&amp;diff=4931"/>
		<updated>2018-11-21T15:54:46Z</updated>

		<summary type="html">&lt;p&gt;Thargos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Tips=&lt;br /&gt;
*Focus on battle&lt;br /&gt;
::Leave cons be and don't waste time with them, if you are engaged, fighting is your main priority.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Repeat queue usage is good&lt;br /&gt;
::This alleviates some stress from having to constantly babysit the factory, but watch out if someone has found a counter. If that happens change the composition immediately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*No two factories are the same&lt;br /&gt;
::What can counter one thing may not necessarily counter another, and this is true for factories. Avoid using the same counter composition repeatedly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Close? Or Far? Where should I place my other factory?&lt;br /&gt;
::If your factory is either a Gunship or Air, it is better to place it far away in the back as the distance is often negligible. The biggest one is for slow ground units, should it be close to the front line, or far? If you are close, an attack can come very quickly towards the factory and destroy it. However, reinforcements arrive much quicker and may be able to destroy an incoming attack. If you're far, it is opposite, as the factory can not be attacked easily, but the reinforcements will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Switching?&lt;br /&gt;
::If you switch the factory, you can surprise the enemy and destroy their units quickly and efficiently. However, making the second factory does slow down production and new units will take some time to be built. However, if this can win the game, use it. Once you do this, leave the old factory so in the even the new one is destroyed, the old one can build again. This is perfect if you swapped to air as the enemy will probabaly have anti-aircraft, and will lose lots of units if you attack with normal ground units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Learn the factory&lt;br /&gt;
::If you have a favorite factory, learn ''everything'' about it and how it is used, how it can be used, and what it is best at. These do help in combat.&lt;br /&gt;
&lt;br /&gt;
=Important things to consider when you have a favorite factory=&lt;br /&gt;
&lt;br /&gt;
*Where it can be used?&lt;br /&gt;
::For example, Hovercraft, Rovers, and Heavy Tanks are only usable on flat ground -- they can't climb hills and mountains., while Spiders can go anywhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*How should its units be used? &lt;br /&gt;
::Cheap, Disposable raiders from the Shieldbot and Cloakbot factories suggest an extremely aggressive style because they can be replaced when they die, while the extremely expensive Minotaurs from the Heavy Tanks should not be as aggressive, as they cannot be replaced easily if they are inevitably lost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*What are the common unit compositions?&lt;br /&gt;
::What units do you merge it with? Do you monospam with one unit? Amphibious bots and Hovercraft both tend to make large numbers of their skirmishers in so-called 'skirmisher balls' because of their tendency to clump up, while Shieldbots often have Thugs and Felons mixed together, so the Thugs can withstand damage while the Felon dishes it out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*What are the capabilities of the factory's units?&lt;br /&gt;
::Outlaws from the Shieldbot factory, even though they are riots, cannot be expected to kill swarms of raiders because it lacks the damage to do so. Instead it slows raiders down and gives your own units an easier time. On the other hand, Ogres from the Heavy Tanks can be expected to destroy clumps of raiders with a few shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These simple questions give you an edge in combat as now you know how your own factory plays, and how you should deal with any potential threats.&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Thargos</name></author>
		
	</entry>
</feed>