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ug:wars

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ug:wars [2014/09/16 11:55]
serialkicked
ug:wars [2016/12/01 19:02] (current)
serialkicked
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 [[ug:​start|{{ :​ug:​ug-title01.png?​nolink |}}]] [[ug:​start|{{ :​ug:​ug-title01.png?​nolink |}}]]
 <WRAP center round box 80%> <WRAP center round box 80%>
-<WRAP centeralign>​====== Military and Wars ======</​WRAP>​+<WRAP centeralign>​ 
 +====== Military and Wars ====== 
 +</​WRAP>​
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 <WRAP justify> <WRAP justify>
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-<WRAP centeralign>​===== Manpower =====</​WRAP>​+<WRAP centeralign>​ 
 +===== Manpower ===== 
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-<WRAP centeralign>​===== Ship Production =====</​WRAP>​+<WRAP centeralign>​ 
 +===== Ship Production ===== 
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-To produce military ships you also need [[UG:Ship Parts]]. Those parts are produced in two ways. First, some planet colony types like military bases and industrial colonies produce a limited amount of parts every minute automatically for your empire. Secondly, there'​s more efficient but costly ship part production factories that can be built in solar systems, they also need to be supplied with resources. Ship parts produced by those factories will then be transported by the civilian cargo fleet to your nearest shipyard or trading station and then will be automatically added to your empire.+To produce military ships you also need //Ship Parts//. Those parts are produced in two ways. First, some planet colony types like military bases and industrial colonies produce a limited amount of parts every minute automatically for your empire. Secondly, there'​s more efficient but costly ship part production factories that can be built in solar systems, they also need to be supplied with resources. Ship parts produced by those factories will then be transported by the civilian cargo fleet to your nearest shipyard or trading station and then will be automatically added to your empire.
  
 To produce ships, use one of your [[UG:​Shipyard|Shipyards]]. Ships aren't built instantly either, build time depends on the class of the ship, while the amount of ship parts depends on the ship itself. To produce ships, use one of your [[UG:​Shipyard|Shipyards]]. Ships aren't built instantly either, build time depends on the class of the ship, while the amount of ship parts depends on the ship itself.
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-<WRAP centeralign>​===== Defense Grid =====</​WRAP>​+<WRAP centeralign>​ 
 +===== Defense Grid ===== 
 +</​WRAP>​
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 <WRAP justify> <WRAP justify>
 The //Defense Grid// is your active and automated military force. Ships built by your [[UG:Empire Manager|manager]] are automatically added to the grid. You can remove or add a ship to the grid by selecting it and opening the [[UG:Ship Setup menu]]. The //Defense Grid// is your active and automated military force. Ships built by your [[UG:Empire Manager|manager]] are automatically added to the grid. You can remove or add a ship to the grid by selecting it and opening the [[UG:Ship Setup menu]].
  
-When at peace with no enemy near your borders those ships will patrol your most valuable sectors. When at war they will protect your borders. Also, if you have automated your invasion fleets in the [[UG:Empire Manager]], these fleets will be using ships belonging to your Defense Grid to attack enemy sectors.+When at peace with no enemy near your borders those ships will patrol your most valuable sectors. When at war they will protect your borders. Damaged capital ships and carriers which lost too many fighters will resupply automatically at the nearest shipyard. Also, if you have automated your invasion fleets in the [[UG:Empire Manager]], these fleets will be using ships belonging to your Defense Grid to attack enemy sectors.
 </​WRAP>​ </​WRAP>​
  
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-<WRAP centeralign>​===== War =====</​WRAP>​+<WRAP centeralign>​ 
 +===== War ===== 
 +</​WRAP>​
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   * No enemy stations left, this include Trading Stations, Military Bases and Shipyards.   * No enemy stations left, this include Trading Stations, Military Bases and Shipyards.
  
-You can however only invade one sector per enemy faction at the time (at least, currently), same goes for the factions controlled by the AI.+You can however only invade one sector per enemy faction at time (at least, currently), same goes for the factions controlled by the AI.
 </​WRAP>​ </​WRAP>​
  
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-<WRAP centeralign>​===== War Weariness =====</​WRAP>​+<WRAP centeralign>​ 
 +===== War Weariness ===== 
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- 
-<WRAP center round important 60%> 
-War weariness has no real impact for the player yet in the current version, but it is still used by the AI and influence its likelihood of making peace. 
-</​WRAP>​ 
  
 When at war (except against AI Core) the war weariness of each faction will slowly increase, any military asset or sector lost will increase this value by even more. When this value is above a given threshold that varies from a faction to another, it is way more likely for the faction to make peace. At peace, this value slowly decreases automatically. It is not possible for an AI faction that have a too much high war weariness to declare war on another. When at war (except against AI Core) the war weariness of each faction will slowly increase, any military asset or sector lost will increase this value by even more. When this value is above a given threshold that varies from a faction to another, it is way more likely for the faction to make peace. At peace, this value slowly decreases automatically. It is not possible for an AI faction that have a too much high war weariness to declare war on another.
  
-In the final version war weariness ​will have an impact ​on your economy and shipyard production speed.+War weariness ​main practical ​impact ​is to increase ship building times.
 </​WRAP>​ </​WRAP>​
  
ug/wars.1410861310.txt.gz · Last modified: 2014/09/16 11:55 by serialkicked