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** Dire Guardians in classic are very powerful and terrifying. A single classic Dire Guardian can wipe whole battlegroups out in a matter of seconds, and only spawned under specific circumstances. In 2, Dire guardians are relativley common, and always spawn on mk4+ worlds, and are a relativley common sight on high difficulties in hunter fleets.



* DegradedBoss: Dire Guardians in classic are very powerful and terrifying. A single classic Dire Guardian can wipe whole battlegroups out in a matter of seconds, and only spawned under specific circumstances. In 2, Dire guardians are relativley common, and always spawn on mk4+ worlds, and are a relativley common sight on high difficulties in hunter fleets.
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*DegradedBoss: Dire Guardians in classic are very powerful and terrifying. A single classic Dire Guardian can wipe whole battlegroups out in a matter of seconds, and only spawned under specific circumstances. In 2, Dire guardians are relativley common, and always spawn on mk4+ worlds, and are a relativley common sight on high difficulties in hunter fleets.
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* CoresAndTurretsBoss: The AI can be considered this. On it's own it doesn't fight back much, and relies on spawning in units, it's powerful dire guardposts and (Fleet Command exclusive) ''EXTREMLEY'' powerful ''brutal'' guardposts to deal with you. [[spoiler: That is until you reach it's second phase in 2]]
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* ThoseWereOnlyTheirScouts: The AI has what is basically the equivalent of a skeleton crew watching the galaxy, even if they number in the tens of thousands, and reinforcements are the equivalent to a single mall cop showing up. Be thankful that the full ire of the AI is focused on something else.
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evidently i was drunk there.


* GameMod: 2 can be has two already big mods, Civ Industries which adds in a player friendly faction that assists you in defeating foes and has an emphasis on taking territory to boost their production and Galactic Conquest, which VASTLY changes the scale of power. There are 2 more big mods in the works at the time of this writing, Precepts of the Precursors which adds in 3 new factions, and a whole host of new arks to capture, and Classic Fusion, which aims to replicate Fleet Command in 2, hull system, immunities and all.

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* GameMod: 2 can be already has two already big mods, Civ Industries which adds in a player friendly faction that assists you in defeating foes and has an emphasis on taking territory to boost their production and Galactic Conquest, which VASTLY changes the scale of power. There are 2 more big mods in the works at the time of this writing, Precepts of the Precursors which adds in 3 new factions, and a whole host of new arks to capture, and Classic Fusion, which aims to replicate Fleet Command in 2, hull system, immunities and all.
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** The Core AI type as a whole is this. While it starts with less ship and has a lower budget to work with, ALL of its mobile ships (when applicable) are deadly mark 5 core ships, meaning unless you have an overwhelming fleet or are capable of replacing losses quickly, the AI will curbstomp you.

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** The Core AI type as a whole is this. While it starts with less ship ships and has a lower budget to work with, ALL of its mobile ships (when applicable) are deadly mark 5 core ships, meaning unless you have an overwhelming fleet or are capable of replacing losses quickly, the AI will curbstomp you.


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** Core or mark 5 units in Fleet Command. Regardless of whatever unit type, Core units gain Immunity: Insta-Kill, Immunity: EMP and Immunity: Nuclear Explosions, meaning you will have trouble removing masses of mark 5 units.


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* GameMod: 2 can be has two already big mods, Civ Industries which adds in a player friendly faction that assists you in defeating foes and has an emphasis on taking territory to boost their production and Galactic Conquest, which VASTLY changes the scale of power. There are 2 more big mods in the works at the time of this writing, Precepts of the Precursors which adds in 3 new factions, and a whole host of new arks to capture, and Classic Fusion, which aims to replicate Fleet Command in 2, hull system, immunities and all.
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* CripplingOverspecialization: Some units or structures excel at dealing with one specific threat or unit type... and not much else, being inefficient against whatevery they don't counter at best or outright useless at worst.
** Special mention goes to the Counter Spy. It can one hit kill anything cloaked, But anything that can be cloaked is either spammable, or immune to insta-kill. Not to mention that it doesn't actually detect cloaked units itself.
** The Artillery Golem can effectivley 1v1 any unit in both games. Key phrase, 1v1. Against swarms of units (which is what makes up the bulk of the AI's army) it's outmatched.
*** The same problem can be applied to mass drivers and anti-arachnid starship/sabot guardposts.


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* RedAlert: Alarm Posts are special structures that the AI has seeded across it's planets. In both games, if the player trips the alarm, then ALL non guardian guards (Units inside guardposts) on the Alarm Post's planet and adjacent planets will immedietly go on the attack, skyrocketing threat if nearby planets haven't been taken care of. In classic, the Alarm Post will trigger if you destroy the AI command station on the same planet as the Alarm Post. Destroying the Alarm Post directly will reduce the chance of the Alarm Post triggering by 50%. In 2, the Alarm Post will trip if you have half the strength of the AI forces on the planet the Alarm Post resides on, However in this game killing the alarm post directly will gurantee it will not sound an alert.


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* SoMuchForStealth: In 2, the AI will occasionally have a decloaker frigate on it's planets. Unlike the player versions, these ones have planetary decloaking range and an (admitedly pretty weak) anti stealth weapon, preventing the player from using stealth tactics with raid frigates or similar cloaked units.
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** The Armored Golem. Compared to other golems, it doesn't have some super powerful gimick or bring some superb utility to the table, but it has a massive HP pool to make up for it, andit's much MUCH cheaper to repair compared to other golems. It's weapon while no means flashy is still adept at wiping the floor with AI ships.


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** If you get a high enough AIP or set the AI to a high difficulty in 2, Dire Guardians become a common sighting during late game hacks, or the hunter fleet.


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* LetsYouAndHimFight: If you enable some hostile minor factions, they will take some pressure off of you and force the AI to react to their presence, making it send wardens and hunters to defend elsewhere instead of wherever you are. Just make sure that you either A) have a contingency plan to destroy said minor faction [[TooPowerfulToLive once they become to much of a threat for both you and the AI]], B) [[InstantWinCondition Win the game before they snowball out of control]] or C)Ignore A and B and bank on the fact that the AI will purge the threat with Exo galactic war units. And stay well away from them.
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* GuileHero: You. Unless you plan to go down the Spire route, you cannot match the AI blow for blow. You have to resort to skirting around the AI and picking fights you know you can win, and obtaining whatever you can without iritating the AI to much, or failing that irritate it the lowest amount possible. Going full brawn and capturing territory all nilly willy is sure to make the AI angry enough to crush you.


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** Mass Drivers can do this to big targets of lower mark.


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* WeHaveBecomeComplacent: Works both ways. If the player has not been active in purging threat, at some point enough threat will be able to either take an important objective from you such as a core fabricator (Fleet Command) or a major data center (2), or outright charge and take out your homeworld. The AI which is busy dealing with an unspecified threat, and already having reduced you to a single lonley planet is content to letting you live. Considering that humanity has canonically won against the AI, the AI failed to deal with humanity while it still had the extremley lopsided advantage in it's favor.
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* StealthInSpace: Working differently between the two games. In ''Fleet Command'', it's a fairly simple "either cloaked or not" affair where firing or being lit by Tachyon systems decloaks for a time. In ''2'' there's actual Cloaking Points, that get 20% subtracted whenever the vessel fires and are worn down at varying (numerical) speeds by any Tachyon systems in the area, or other decloakers. As a result, attacking while cloaked isn't something that lasts, but it's ''very'' useful for deep strikes and assassinating particulars.

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* StealthInSpace: Working differently between the two games.games, as well as within the first game. In ''Fleet Command'', it's a fairly simple "either cloaked or not" affair where firing or being lit by Tachyon systems decloaks for a time. ''Fleet Command'' also has a special obstacle that grants invisibility to all other units in the system that even resists tachyons. In ''2'' there's actual Cloaking Points, that get 20% subtracted whenever the vessel fires and are worn down at varying (numerical) speeds by any Tachyon systems in the area, or other decloakers. As a result, attacking while cloaked isn't something that lasts, but it's ''very'' useful for deep strikes and assassinating particulars.
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will eventulaly get around to adding more ai types for a commander is you

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* ACommanderIsYou: Depending on the AI type, it can be almost any of the archetypes.
** The Player - ''Balanced/Guerrilla''. Usually the player starts off as ''Balanced'', but depending on what units they decide to grab, they can remain ''Balanced'', transition into ''Elitist'' with Golems and Spirecraft, or ''Spammer'' with Neinzul. The Guerrilla aspect comes into play when you remember: Humanity is just a small resistance, barley worthy of attention of the AI. Getting the AI's attention is a good way to die, so hit and run tactics as well as sniping High Value targets is encouraged.
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* [[UselessUsefulSpell Useless Usefull Building:]]The Counter Spy in ''Fleet Command'' is a structure that can instantly kill any (non immune) cloaked ship. However, it's limited to only one target at a time, and it can't actually ''detect'' cloaked units unlike decloakers or tachyon drones. Anything that can be killed by it is usually able to be replaced near instantly, or is immune to being instant killed. The only real time it's actually somewhat annoying is when it catches your mk4 scout off guard.
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* DittoFighter: The Mime AI type will attempt to mimic whatever units that you used against it if enough of said units die on an AI planet to form a reprisal wave. This can include Warheads and [[spoiler: the Exodian freakin' Blade!]]


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* JackOfAllTrades: Vanilla/Full Ensamble AI type. It's nowhere near as nasty as some of the other AI types, but due to having a much larger palet of untis to pick from, rather than a limited pool, it will have a much easier time countering your unit compositions. Taken up a level with the Everything AI type in ''Fleet Command''. It literally has [[ExactlyWhatItSaysOnTheTin every]] (non minor faction and VERY specific units like warheads and mercs)unit available to it to use.


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** Scorched Earth AI type will deny you planets by nuking them whenever it's command stations die. Units will survive, but the planet won't, meaning no science or metal for you.
** Intensity 10 Astro Trains in ''Fleet Command'' resulted in the AI sending nuclear trains between stations. If these nuke trains ever went onto a human world, it nuked the planet, 50 AIP included.


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* QualityOverQuantity: The Starship Commander and Starship Fanatic AI seem to think so. Rather than using Fleetships for most purposes, it replaces them with MUCH more durable and deadly Starships.
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** Hive golems are this to the AI. Let them store up their wasps, go to an AI world (except for AI homeworlds), and press the shiny unload button. Watch the AI forces run for their lives. The game notes that you should be thankful that the AI doesn't get these. Guess what the AI can do in the sequel?
** Wrath Lance Guardposts. Whenever you step foot on whatever gravity well these structures are on, they will begin spinning and fire out a cross shape beam of destruction. These beams are long enough to cover the entire gravity well and boast enough damage to fry nearly anything instantly. Good luck getting in close without getting vaporized.
** The Devourer Golem: in ''Fleet Command'' it straight up insta kills anything it can reach and eat. While it's weaker in 2, it's still very threatning.
** The Botnet Golem is so powerful, it gets a whole minor faction dedicated to it alone. If a unit is mobile and not immune to reclamation, the Botnet golem can instantly kill it, and change them into allied zombies. Unlike the Hive Golem, the AI CAN use these.
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* TheDreaded: Quite a few notable ones. Most of them are AI units.
** The infamous Hunter/Killer. It's ''only'' one of the highest dps dealing units in the game that has an attack multiplier against turrets and ultra heavy hulls, so using static-d or fortresses are a no go. It also has immunity to [[NoSell mass driver]] [[KungFuProofMook and Artillery Golem]] shots. To top it all off, it has command grade armor, meaning bombers are the only reliable counter against them. The only saving grace when fighting these things is that it doesn't have radar dampening, and it's relativley short ranged.
** The Avenger is an AI ship that spawns after destroying an AI command station with the Avenger plot enabled. True to its name, it attempts to get revenge for it's AI master and it will beeline straight for your homeworld, all the while shooting at you with a ''mk4 beam cannon''. If you manage to kill it, it will explode and take any nearby ship down with it.
** The Mothership is a planetoid that the AI armored up, strapped engines onto, and added on a ton of weapons with an orange paint job. It's weapon is already alarmingly strong, but what makes it terrifying is it's (for all intents and purposes) infinite range letting it hit units from afar. Combined with an absurdly high armor rating of 10,000 and a healthpool of 8,000,000, have fun trying to take this beast down. Think you can just skip fighting it and go straight for an AI Homeworld? Nope. It comes equiped with a core shield generator, meaning as long as it lives, you can't harm any Dire Guardposts or AI Command stations.
** The Galactic Control Ship: Take the mothership, and [[UpToEleven turn it up to eleven.]] Additionally, if you manage to take down these titanic beasts, you will be rewarded with a mark 2 nuke detonating on the planet the Galactic Control Ship was slain on. 500+ AIP included.
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* GetBackHereBoss: The Kite Flier AI. All their units will automatically attempt to run away if their target approaches them. This can get ''really'' annoying with infinite range or fast units.
** Astrotrains. While they have guns, they won't activley go out of their way to attack you, and will instead follow a predetermined path, meaning you have to catch up to them if you want to kill them.


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* GradualGrinder: Attritioners are special AI structures that damage anything not immune to it at a rate of 40 hp/second. While it's not fast, if not delt with quickly you will eventually lose your forces to it.


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* MoneySpider: Any player unit that deals metabolism or greater metabolism damage in 2 makes their victims give a portion of their metal cost to the player.


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* ViolationOfCommonSense: In ''2'', any unit caught in a tractor beam can attack whatever's holding them, regardles of distance. This includes ''melee'' units. If the AI sends a widow golem your way, it's perfectly viable to send your melee units into it's tractor beams, so that they can A) clog up the tractors, preventing other units form being caught, B) attack the widow golem from an extended range, so other AI units will likley not be in range to shoot back and C) not have to worry about getting kited around.
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** Immunity: Radar Dampening will let the unit in question ignore the enforced ArbitraryMaximumRange that several units have.
** Immunity: Force Fields lets the unit completley ignore forcefields, able to move through them and fire on units that would otherwise be protected by a force field.


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* MightyGlacier: Golems in ''Fleet Command''. They are very slow, but they all bring either massive firepower, or some insane utility to the field. Not many things can withstand a golem assault. In the sequel, they become more akin to LightningBruisers, being as fast as most strikecraft, and are able to outrun most guardians and frigates.
** Spire ships in ''2'' are also quite slow, but anything (barring [[spoiler: the Planet Cracker and Flenser]] )that stands in front of their coil beams are turned to slag near instantly. In a sort of foil to the Zenith, in ''Fleet Command'' Spire ships were fairly swift, able to kite easily.

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* BigEater: The Devourer Golem. In ''Fleet Command'' it's completley invulnerable while in "2",it's killable, but it will shortly respawn after a couple of minutes. The Devourer Golem will eat anything mobile and generally the only way to deal with it is to simply not be anywhere near it.

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* BigEater: The Devourer Golem. In ''Fleet Command'' it's completley invulnerable while in "2",it's killable, but it will shortly respawn after a couple of minutes. The Devourer Golem will eat anything mobile and mobile. Given how powerful it is, generally the only way to deal with it is to simply not be anywhere near it.



* HomefieldAdvantage: An important feature when defending is that command stations provide various benificial effects to your units, in addition to being able to place down defensive structures.

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* HomefieldAdvantage: An important feature when defending is that command stations provide various benificial beneficial effects to your units, in addition to being able to place down defensive structures.



* InfiniteSupplies - but not for somethings not adjacent to a system you control, or have a mobile factory in. So long as there's enough Metal (which has infinite sources) and Energy (static) to go around, you can generate a billion ships over time and easily make more after they all explode. The sequel does away with the supply mechanic, focusing only on metal as your production limit, and energy as your unit count limit.

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* InfiniteSupplies - ImplacableMan: The Devourer Golem. In ''Fleet Command'', it's completely invulnerable to all forms of attack. In the sequel, it's technically killable, but not even if you manage to assemble the massive firepower needed to take it down, it will respawn after a couple of minutes.
* InfiniteSupplies: There are a finite number of sources
for somethings not adjacent to a system energy and metal that you control, or have a mobile factory in. So long as there's enough Metal (which has infinite sources) and Energy (static) to go around, you can acquire, but once acquired, they are never exhausted. You can generate a billion ships over time and easily make even more after they all explode. The sequel does away with explode... the supply mechanic, focusing only on metal as question is whether you can ''produce'' enough to replace your production limit, and energy as your unit count limit.losses (or build up a new planet) before the AI hits you ''again''.



* InstantWinCondition[=/=]WeWinBecauseYouDidNot: Destroying all Home Command Centers, even if the other player happens to have a much stronger presence and is about to kill you outright. And in turn, destroying all the AI Overlords, even if a massive plague of GreyGoo[=/=]metal-eating MegaMicrobes[=\=]space pirates is still out and about and likely about to kill you.
* IShallTauntYou: When one of your command stations is destroyed, the AI taunts you with a derisive voice clip mocking you and your skills. In the sequel, it taunts you over ''everything'', even its own minor defeats; it just twists things to reflect badly on you even when you acquire genuinely dangerous things.

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* InstantWinCondition[=/=]WeWinBecauseYouDidNot: Destroying all Home Command Centers, even if the other player AI happens to have a much stronger presence and is about to kill you outright. And in turn, destroying all the AI Overlords, outright, or even if a massive plague of GreyGoo[=/=]metal-eating MegaMicrobes[=\=]space pirates is still out raging and about and likely about to kill you.
crush the whole galaxy.
* IShallTauntYou: When one of your command stations is destroyed, the AI taunts you with a derisive voice clip mocking you and your skills. In the sequel, it taunts you over ''everything'', even its own minor defeats; defeats - it just twists things phrases its narrative to reflect badly on you downplay your feat even when you acquire genuinely dangerous things.



* WaveMotionGun: A few. The Exodian Blade's main gun definitely qualifies, and the Mark IV Heavy Beam Turret probably counts as well. And Ion Cannons, of course, which can eliminate any ship they can touch in two shots, tops. The Spire ''love'' these, too, with even their resource gathering structures packing enough heat to evaporate a mountain. And some of the Extragalactic War units have these; the Flenser packs the topmost, and can erase everything in a sector with a decent sweep. The Flenser was designed to take on a Spire Fleet enhanced by 13 cities, which is immensely overpowered.

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* WaveMotionGun: A few. The Exodian Blade's main gun definitely qualifies, and the Mark IV Heavy Beam Turret probably counts as well. And Ion Cannons, of course, which can eliminate any ship they can touch in two shots, tops. The Spire ''love'' these, too, with even their resource gathering structures packing enough heat to evaporate a mountain. And some of the Extragalactic War units have these; the Flenser packs the topmost, and can erase everything in a sector with a decent sweep. The Flenser was designed to take on a Spire Fleet enhanced by 13 cities, which is itself immensely overpowered.
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** Very prevalent with the AI, while their Command stations (usually) don't do anything impactful, the AI can seed specialized structures that give it a bonus while defending
*** Eyes are powerful structures that while killable (invulnerable in the sequel), the four million health they have makes it impractical. Initially they are dormant, but if you outnumber the AI 2-1 on the planet, the Eye will activate and unleash devestating weaponry upon your forces, ranging from massive translocator arrays, a plasma siege cannon ''machine gun'', to a freakin' nuclear bomb!
*** Black Hole machines prevent you and your forces from escaping unless it is destroyed, preventing hit and run tactics.
*** Attritioners slowly damage anything hostile without Immunity: Attrition on the planet until it dies.
*** Core Warhead Interceptors prevent you from simply throwing a warhead at the planet to solve your problems
*** Planetary armor boosters and inhibitors either double or remove armor of friendlies and hostiles respectivley
*** Alarm posts trigger if you have to many forces on the planet, which draws nearby AI forces to the planet to eliminate you swiftly and brutally.
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* HiddenArmyReveal: Can happen in normal gameplay, when you let threat build up and don't have vision everywhere. One moment the AI could have nothing on nearby planets, and the next moment, a giant threat ball is knocking on your front door.
** Shadow Master AI type can be this, since nearly all their planets have a planetary cloaking device. The moment you destroy it, you'll see just how many units the AI has on that planet, which can range from a small group to the thousands stacked in carriers.


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* PortalNetwork: The galaxy is networked through various wormholes, which can vary from organized patterns(X, Grid, Crosshatch, Honeycomb), irregular and seemingly random paths (Realistic, Simple, Lattice)to downright unreadable without untangling (Vines, Tree).
**Interestingly, in ''Fleet Command'' both you and the AI have shortcut warpgates, which allow newley created units to warp in to a specific location. Your forces will be paralyzed for a minute (or two if the warp gate is on a hostile/neutral world) before they can move and shoot, while the AI doesn't have a paralyzing restriction, but you are warned in advanced before they arrive.
**''2'' removes human warp gates, so only the AI can use warp gates. If your AIP is high enough, then the AI can outright create exogalactic wormholes on any one of your planets (most often a lightly defended economic one)except your homeworld to invade and bypass any chokepoints you created to block the AI from using the galaxy's wormhole network.

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** ArtificialBrilliance: ...until you set the difficulty up to 7 (out of 10), at which point the [=AI's=] RestrainingBolt comes off. Sudden the AI will use ''everything'' it knows about your forces, and even basic types will assemble raids from ship types strong against your defenses, counterattack the vital strategic asset you just stole, and time huge cross-planet attacks for when your main fleet is on the other side of the map.

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** ArtificialBrilliance: ...until you set the difficulty up to 7 (out of 10), at which point the [=AI's=] RestrainingBolt comes off. Sudden Suddenly the AI will use ''everything'' it knows about your forces in putting together its own forces, and even basic types will assemble raids from ship types strong against your defenses, counterattack the vital strategic asset you just stole, and time huge cross-planet attacks for when your main fleet is on the other side of the map.



* ScrewThisImOuttaHere: In the sequel, an AI planet's defenders who are badly outmatched will attempt to flee. If they succeed in escaping, they can become threat or even join the Hunter Fleet to come back at you later.



* SubsystemDamage: Engine health in the first game determines how much engine damage a ship can take (from engine damage weapons) before it stops moving completely. The sequel adds in weapon jamming which slows down a unit's rate of fire, but otherwise subscribes to CriticalExistenceFailure.
* SuicidalOverconfidence: Almost as common a cause for defeat in this game as it is in most {{roguelike}}s.
** The hunter fleet in the sequel can be set to "kamikaze", which makes them much more aggressive, charging defenses lines that are more than double their strength. This makes them easier to kill generally, but can result in surprise attacks on worlds that are weak relative to their strength value.


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* SubsystemDamage: Engine health in the first game determines how much engine damage a ship can take (from engine damage weapons) before it stops moving completely. The sequel adds in weapon jamming which slows down a unit's rate of fire, but otherwise subscribes to CriticalExistenceFailure.


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* SuicidalOverconfidence: Almost as common a cause for defeat in this game as it is in most {{roguelike}}s.
** The hunter fleet in the sequel can be set to "kamikaze", which makes them much more aggressive, charging defenses lines that are more than double their strength. This makes them easier to kill generally, but can result in surprise attacks on worlds that are weak relative to their strength value.
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* ArtificialGravity: Gravity turrets and guardians will use this to slow down any nearby ship that is not immune or has a low engine power. Black hole machines use this to prevent units from escaping the planet gravity well that they're stationed on, And the Gravity Drill bores into the fabric of spacetime to generate enregy and metal, and in the process slows down EVERYTHING on the planet gravity well it's on.


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* BigEater: The Devourer Golem. In ''Fleet Command'' it's completley invulnerable while in "2",it's killable, but it will shortly respawn after a couple of minutes. The Devourer Golem will eat anything mobile and generally the only way to deal with it is to simply not be anywhere near it.
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** Higher engine gx will let you soar through Gravity Generator fields and escape Black Hole Machines, but Agravic Pods will bust you up.
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* ActionBomb: The Zenith Autobomb (just Autobomb in the sequel)is simply an explosive strapped on to an engine. While it's generally poor to use against structures or high health targets, they can absolutely destroy groups of enemies and are pretty cheap to spam. There's also the Neinzul Nanoswarm (also renamed to just Nanoswarm in the sequel) which in addition to damaging groups of units, can also reclaim them (zombify in the sequel) for you to control! Just don't send either against missile frigates in Fleet Command, [[KungFuProofMook which are immune to AOE damage]].

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* ActionBomb: The Zenith Autobomb (just Autobomb in the sequel)is sequel) is simply an explosive strapped on to an engine. While it's generally poor to use against structures or high health targets, they can absolutely destroy groups of enemies and are pretty cheap to spam. There's also the Neinzul Nanoswarm (also renamed to just Nanoswarm in the sequel) which in addition to damaging groups of units, can also reclaim them (zombify in the sequel) for you to control! Just don't send either against missile frigates in Fleet Command, ''Fleet Command'', [[KungFuProofMook which are immune to AOE damage]].



* ArmorPiercingAttack: In Fleet Command, certain units can pierce a certain amount of armor. The Zenith Polarizer is notable for dealing MORE damage to units with higher armor! The sequel has fusion attacks, which bypass a certain amount of [[DeflectorShields personal shielding.]] Bubble force fields are unaffected by fusion attacks, but have their own share of counters themselves, and specific units can fire through force fields, such as Fleet Command's Zenith Devestator, and 2's Exogalactic Poltergeist.

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* ArmorPiercingAttack: In Fleet Command, ''Fleet Command'', certain units can pierce a certain amount of armor. The Zenith Polarizer is notable for dealing MORE damage to units with higher armor! The sequel has fusion attacks, which bypass a certain amount of [[DeflectorShields personal shielding.]] Bubble force fields are unaffected by fusion attacks, but have their own share of counters themselves, and specific units can fire through force fields, such as Fleet Command's ''Fleet Command'''s Zenith Devestator, Devastator, and 2's Exogalactic Poltergeist.



** ArtificialBrilliance: ...until you set the difficulty up to 7 (out of 10), at which point the [=AI's=] RestrainingBolt comes off. Sudden the AI players will use ''everything'' they know about your forces, and even basic types will assemble raids from ship types strong against your defenses, counterattack the vital strategic asset you just stole, and time huge cross-planet attacks for when your main fleet is on the other side of the map.

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** ArtificialBrilliance: ...until you set the difficulty up to 7 (out of 10), at which point the [=AI's=] RestrainingBolt comes off. Sudden the AI players will use ''everything'' they know it knows about your forces, and even basic types will assemble raids from ship types strong against your defenses, counterattack the vital strategic asset you just stole, and time huge cross-planet attacks for when your main fleet is on the other side of the map.



* AttackAttackAttack: The sequel's AI Hunter Fleet focuses on probing your defenses and attacking the weakest point. Especially when set to kamikaze, which will make the Hunter Fleet units to have extreme disregard for their own lives in an attempt to destroy your command stations.
** AttackAttackRetreatRetreat: But the moment you set foot on an AI homeworld, that AI's Hunter Fleet immediately drops whatever it's doing and rushes back home to try and stop you from defeating the AI Overlord.

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* AttackAttackAttack: The sequel's AI Hunter Fleet focuses on probing your defenses and attacking the weakest point. Especially when set to kamikaze, which will make the Hunter Fleet units to have extreme disregard for their own lives in an attempt to destroy your command stations.
stations...
** AttackAttackRetreatRetreat: But AttackAttackRetreatRetreat: ...but the moment you set foot on an AI homeworld, that AI's Hunter Fleet immediately drops whatever it's doing and rushes back home to try and stop you from defeating the AI Overlord.



* TooAwesomeToUse: Spirecraft in Fleet Command. Since there is a limited supply of asteroids to create spirecraft, you can only afford to waste a few of them. It's very rare that you will ever get more than 6 titanite asteroids, which are used to create mark V spirecraft.

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* TooAwesomeToUse: Spirecraft in Fleet Command.''Fleet Command''. Since there is a limited supply of asteroids to create spirecraft, you can only afford to waste a few of them. It's very rare that you will ever get more than 6 titanite asteroids, which are used to create mark V spirecraft.



* BoringButPractical: Fleet Command has the humble fighter. Fast, durable and cheap, while its DPS is average, it hard counters bombers which is vital for protecting all your buildings, and can serve as cheap chaff to distract AI units. In 2, the V-Wing is a [[SimpleYetAwesome pretty big upgrade over its predecessor]], boasting engine stun which can slow down even golems! Additionally, it can deal bonus damage to anything with a low gravitic exponent and with a relative increase in DPS, it is able to erase whole groups of corvettes (except concussion corvettes which in turn counter V-Wings).

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* BoringButPractical: Fleet Command ''Fleet Command'' has the humble fighter. Fast, durable and cheap, while its DPS is average, it hard counters bombers which is vital for protecting all your buildings, and can serve as cheap chaff to distract AI units. In 2, the V-Wing is a [[SimpleYetAwesome pretty big upgrade over its predecessor]], boasting engine stun which can slow down even golems! Additionally, it can deal bonus damage to anything with a low gravitic exponent and with a relative increase in DPS, it is able to erase whole groups of corvettes (except concussion corvettes which in turn counter V-Wings).



* DifficultButAwesome: Hacking the Superterminal. If you attempt to hack it, it will reduce the AI progress but raise the AI Progress floor (only in Fleet command will the AIP floor raise), allowing you to reduce AIP for as long as you can/have hack points. With proper preparation, it's possible to reduce AIP by over 100. However, the AI's response to this hack is exponential, and if you don't time the cutoff just right, you'll have a VERY large horde of angry ships beeline straight to your homeworld.
* DungeonBypass: One often-encouraged strategy is deep striking, where you load a transport or two with your fleet and skip past a high mark AI world to get to a lower mark AI world. Fleet Command's Assault transports come with cloaking and are plenty durable, while 2's transports are blazing fast, allowing you to almost always at least skip one planet. Be aware that [[GravityMaster Black Hole Machines]] are designed specifically to counter deepstriking; in the sequel, deepstriking a world too far from your territory can also cause the AI to warp in massive reserve forces to that world.

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* DifficultButAwesome: Hacking the Superterminal. If you attempt to hack it, it will reduce the AI progress but raise the AI Progress floor (only in Fleet command ''Fleet Command'' will the AIP floor raise), allowing you to reduce AIP for as long as you can/have hack points. With proper preparation, it's possible to reduce AIP by over 100. However, the AI's response to this hack is exponential, and if you don't time the cutoff just right, you'll have a VERY large horde of angry ships beeline straight to your homeworld.
* DungeonBypass: One often-encouraged strategy is deep striking, where you load a transport or two with your fleet and skip past a high mark AI world to get to a lower mark AI world. Fleet Command's ''Fleet Command'''s Assault transports come with cloaking and are plenty durable, while 2's transports are blazing fast, allowing you to almost always at least skip one planet. Be aware that [[GravityMaster Black Hole Machines]] are designed specifically to counter deepstriking; in the sequel, deepstriking a world too far from your territory can also cause the AI to warp in massive reserve forces to that world.



* EldritchAbomination: The Ravenous Shadow in Fleet Command. Gameplay wise, it is basically a Devourer golem copy minus the vampirism and is killable, but story wise it is a... thing that has begun closing in on the Memorium Terra group, and is only being distracted by fleeing neinzul ships. [[spoiler: It makes a reappearance in 2 as an Astrotrain project at max intensity, replacing the nuke train.]]

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* EldritchAbomination: The Ravenous Shadow in Fleet Command.''Fleet Command''. Gameplay wise, it is basically a Devourer golem copy minus the vampirism and is killable, but story wise it is a... thing that has begun closing in on the Memorium Terra group, and is only being distracted by fleeing neinzul ships. [[spoiler: It makes a reappearance in 2 as an Astrotrain project at max intensity, replacing the nuke train.]]



* EliteArmy: The AI's strategic reserve in Fleet Command. The Strategic reserve is composed of a full battalion of mark V core ships, granting them immunity to being [[OneHitKill nuked]] and stunned by EMP warheads. The AI only deploys the strategic reserve for specific situations, such as reacting to the superterminal hack, cross planet attacks, or having their homeworld invaded.

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* EliteArmy: The AI's strategic reserve in Fleet Command.''Fleet Command''. The Strategic reserve is composed of a full battalion of mark V core ships, granting them immunity to being [[OneHitKill nuked]] and stunned by EMP warheads. The AI only deploys the strategic reserve for specific situations, such as reacting to the superterminal hack, cross planet attacks, or having their homeworld invaded.



** Bombers in Fleet Command, despite having a relatively generous health pool, are one of the first things targeted by both sides. Their polycrystal armor type makes them easy pickings for many other ships as well.

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** Bombers in Fleet Command, ''Fleet Command'', despite having a relatively generous health pool, are one of the first things targeted by both sides. Their polycrystal armor type makes them easy pickings for many other ships as well.



* HerdHittingAttack: Ships that use major electric ammo in Fleet Command can hit many targets, but loose their effectiveness against smaller groups and are downright useless against single targets. (A Major Electric "shot" is actually a high amount of regular shots, that has a limit on how many times each shot can attack a single target.)
* HeroUnit: Fleet Command has shadow champions, which play like a typical RPG, starting out as a frigate and leveling up to battleship, and choosing between Human, Zenith, Spire and Neinzul forms. Their weapons are also modular, allowing you to swap gear as long as there is an engineer nearby to build said modules. The Exodian Blade may also count.

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* HerdHittingAttack: Ships that use major electric ammo in Fleet Command ''Fleet Command'' can hit many targets, but loose their effectiveness against smaller groups and are downright useless against single targets. (A Major Electric "shot" is actually a high amount of regular shots, that has a limit on how many times each shot can attack a single target.)
* HeroUnit: Fleet Command ''Fleet Command'' has shadow champions, which play like a typical RPG, starting out as a frigate and leveling up to battleship, and choosing between Human, Zenith, Spire and Neinzul forms. Their weapons are also modular, allowing you to swap gear as long as there is an engineer nearby to build said modules. The Exodian Blade may also count.



** Logistic stations give a major speedboost to your units. In Fleet Command, in addition to slowing down hostile units, at mark 3 they also stop hostile units from teleporting.

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** Logistic stations give a major speedboost to your units. In Fleet Command, ''Fleet Command'', in addition to slowing down hostile units, at mark 3 they also stop hostile units from teleporting.



* KeystoneArmy: Downplayed in Fleet Command. Killing both AIs still lets the AIs send waves and responds to hacking, but AIP never increases from that point forward. Played straight in the sequel, once the AI(s) are dead, the AI forces stop attempting to attack you and will sit idly about on whatever planets they're on. They can still shoot back at you. If there are multiple AIs, a dead AI will become a "rouge" wildcard and will attack other AIs as well as you.
* KungFuProofMook: In Fleet Command, there are various immunities to certain things and ships can have multiple of them. One of the best examples is the Hunter/Killer, which is immune to both [[{{BFG}} Mass Driver AND Artillery Golem]] shots, which are the usual go to counters for dealing with big targets, as well as a wide array of other effects.

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* KeystoneArmy: Downplayed in Fleet Command.''Fleet Command''. Killing both AIs still lets the AIs send waves and responds to hacking, but AIP never increases from that point forward. Played straight in the sequel, once the AI(s) are dead, the AI forces stop attempting to attack you and will sit idly about on whatever planets they're on. They can still shoot back at you. If there are multiple AIs, a dead AI will become a "rouge" wildcard and will attack other AIs as well as you.
* KungFuProofMook: In Fleet Command, ''Fleet Command'', there are various immunities to certain things and ships can have multiple of them. One of the best examples is the Hunter/Killer, which is immune to both [[{{BFG}} Mass Driver AND Artillery Golem]] shots, which are the usual go to counters for dealing with big targets, as well as a wide array of other effects.



** Fleet Command has Neinzul Enclave Starships, which constantly spawn drones to attack the enemy. There's also the AI Enclave Guardian which pretty much does the same thing. Shadow Champions with the correct equipment can also spawn fighters, bombers, or sawblades during combat. There's also the infamously powerful Hive Golem, which generates wasps to murder anything AI related.

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** Fleet Command ''Fleet Command'' has Neinzul Enclave Starships, which constantly spawn drones to attack the enemy. There's also the AI Enclave Guardian which pretty much does the same thing. Shadow Champions with the correct equipment can also spawn fighters, bombers, or sawblades during combat. There's also the infamously powerful Hive Golem, which generates wasps to murder anything AI related.



* NoRecycling: Downplayed in Fleet Command. When you scrap a unit or building, you either get 10% or .1% (depending on the cost) of its original cost. Played straight in the sequel, where scrapping anything gives you nothing but whatever Energy you were using to power it.
* NoSell: In Fleet Command, units can have immunities, rendering them invulnerable to specific things (see KungFuProofMook). A particularly strong example is the Hunter/Killer which can ignore Mass Drivers and the Artillery Golem, both of which are usually counters to high threat targets.

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* NoRecycling: Downplayed in Fleet Command.''Fleet Command''. When you scrap a unit or building, you either get 10% or .1% (depending on the cost) of its original cost. Played straight in the sequel, where scrapping anything gives you nothing but whatever Energy you were using to power it.
* NoSell: In Fleet Command, ''Fleet Command'', units can have immunities, rendering them invulnerable to specific things (see KungFuProofMook). A particularly strong example is the Hunter/Killer which can ignore Mass Drivers and the Artillery Golem, both of which are usually counters to high threat targets.



* OneHitKill: Ion Cannons in Fleet command can instantly destroy any ship that does not have immunity: being insta-killed, and are of equal or lower mark. Warhead Interceptors also do this to warheads without setting them off, making them useful for disposing of accidentally created warheads. The Counterspy is also able to instantly kill anything that is cloaked, but oddly doesn't detect cloaked units.

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* OneHitKill: Ion Cannons in Fleet command ''Fleet Command'' can instantly destroy any ship that does not have immunity: being insta-killed, and are of equal or lower mark. Warhead Interceptors also do this to warheads without setting them off, making them useful for disposing of accidentally created warheads. The Counterspy is also able to instantly kill anything that is cloaked, but oddly doesn't detect cloaked units.



* PrecursorKillers: In the second game, the AI boasts of how it destroyed the Zenith civilization if it defeats a Golem, which has room for debate (it seems to have fallen apart on its own due to sheer age). The lore ''does'' however make it explicit that the AI fought (and was in the process of destroying) the Imperial Spire in Fleet Command, and straight up succeeded in destroying the Spire civilization in the sequel, so that's one confirmed Precursor-tier civ to their name, plus one that may or may not be.

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* PrecursorKillers: In the second game, the AI boasts of how it destroyed the Zenith civilization if it defeats a Golem, which has room for debate (it seems to have fallen apart on its own due to sheer age). The lore ''does'' however make it explicit that the AI fought (and was in the process of destroying) the Imperial Spire in Fleet Command, ''Fleet Command'', and straight up succeeded in destroying the Spire civilization in the sequel, so that's one confirmed Precursor-tier civ to their name, plus one that may or may not be.



** The best example is the Wormhole Guardposts in Fleet Command. They have a whopping four million health, but their attack deals a measly, nearly unnoticeable 2 points of damage in a game where the piddliest fleet ship has hundreds.

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** The best example is the Wormhole Guardposts in Fleet Command.''Fleet Command''. They have a whopping four million health, but their attack deals a measly, nearly unnoticeable 2 points of damage in a game where the piddliest fleet ship has hundreds.



* SupportPartyMember: The Support Corps AI type from Fleet Command is this. By itself, it doesn't send waves (unless it is a dual type AI), but it augments the waves of the other AI with supportive units, such as damage amplifying Munitions Boosters, protective Shield Bearers and distracting Decoy Drones. [[LethalJokeCharacter If provoked enough however, nothing is stopping them from rolling over your fleets with hundreds of surprisingly durable Decloaker starships whenever its ally sends a wave.]]

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* SupportPartyMember: The Support Corps AI type from Fleet Command ''Fleet Command'' is this. By itself, it doesn't send waves (unless it is a dual type AI), but it augments the waves of the other AI with supportive units, such as damage amplifying Munitions Boosters, protective Shield Bearers and distracting Decoy Drones. [[LethalJokeCharacter If provoked enough however, nothing is stopping them from rolling over your fleets with hundreds of surprisingly durable Decloaker starships whenever its ally sends a wave.]]



* TheSwarm: Hive Golems, natch. In Fleet Command, they can store up to 500 wasps each, which are [[LightningBruiser fast, powerful and can clear out any system that's not an AI homeworld if they are allowed to hit critical mass.]] The sequel's Hive Golem is not as powerful in raw damage or swarm amount, but make up for this with an even faster spawn rate, being ranged and metabolizing their victims, giving you metal for each kill they score.
** Fleet Command also has the Neinzul enclave starships, which spawn a constant stream of drones. If you build all the MK 1 to MK 5 enclave starships, you'll have a neverending swarm of drones with which to bury the AI

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* TheSwarm: Hive Golems, natch. In Fleet Command, ''Fleet Command'', they can store up to 500 wasps each, which are [[LightningBruiser fast, powerful and can clear out any system that's not an AI homeworld if they are allowed to hit critical mass.]] The sequel's Hive Golem is not as powerful in raw damage or swarm amount, but make up for this with an even faster spawn rate, being ranged and metabolizing their victims, giving you metal for each kill they score.
** Fleet Command ''Fleet Command'' also has the Neinzul enclave starships, which spawn a constant stream of drones. If you build all the MK 1 to MK 5 enclave starships, you'll have a neverending swarm of drones with which to bury the AI



* TacticalRockPaperScissors: In Fleet Command, regardless of where you start or what type the AI is, both of you will always have access to the three triangle ships: Fighters, Bombers and Missile Frigates.

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* TacticalRockPaperScissors: In Fleet Command, ''Fleet Command'', regardless of where you start or what type the AI is, both of you will always have access to the three triangle ships: Fighters, Bombers and Missile Frigates.



** Translocation weapons causes TeleportationMisfire in enemies, generally knocking them away from the source of the translocation. In the sequel, translocation is renamed to knockback, and isn't as random as certain translocation weapons from Fleet Command.
* ThereIsNoKillLikeOverkill: The AI initially averts this, content to letting you live as long as you don't go beyond your homeworld, but as you start to take more territory, the AI will start to ramp up its response to you exponentially, leading it to deploy exogalactic units if you start getting powerful enough. Ally yourself with the Spire and suddenly the AI will pull out all the stops to exterminate the both of you, spawning in countless fleet ships/strikecraft, hundreds upon hundreds of guardians, and either plenty of Golems escorted by hunter/killers (Fleet Command) or spawning in Exogalactic Units, 3 of which are noted to be overkill against an entire galaxy.

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** Translocation weapons causes TeleportationMisfire in enemies, generally knocking them away from the source of the translocation. In the sequel, translocation is renamed to knockback, and isn't as random as certain translocation weapons from Fleet Command.
''Fleet Command''.
* ThereIsNoKillLikeOverkill: The AI initially averts this, content to letting you live as long as you don't go beyond your homeworld, but as you start to take more territory, the AI will start to ramp up its response to you exponentially, leading it to deploy exogalactic units if you start getting powerful enough. Ally yourself with the Spire and suddenly the AI will pull out all the stops to exterminate the both of you, spawning in countless fleet ships/strikecraft, hundreds upon hundreds of guardians, and either plenty of Golems escorted by hunter/killers (Fleet Command) (''Fleet Command'') or spawning in Exogalactic Units, 3 of which are noted to be overkill against an entire galaxy.



* WeaksauceWeakness: In Fleet Command, Fortresses and Super Fortresses are exceedingly powerful defensive structures, able to battle whole fleets and armadas on their own respectively. However, they have a damage multiplier of .01 against polycrystal hull, meaning the common bomber will only feel a slight tickle when they're attacked by a Super Fortress. Units with a radar dampening value lower than their range value are also able to take down Fortresses given enough time, such as the [[SpacePlane space plane]]

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* WeaksauceWeakness: In Fleet Command, ''Fleet Command'', Fortresses and Super Fortresses are exceedingly powerful defensive structures, able to battle whole fleets and armadas on their own respectively. However, they have a damage multiplier of .01 against polycrystal hull, meaning the common bomber will only feel a slight tickle when they're attacked by a Super Fortress. Units with a radar dampening value lower than their range value are also able to take down Fortresses given enough time, such as the [[SpacePlane space plane]]
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--> '''AI Overlord:''' We can predict your every move. Want to know what happens next? We will give you a hint: it involves poor decision-making.
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* ArmorPiercingAttack: In Fleet Command, certain units can pierce a certain amount of armor. The Zenith Polarizer is notable for dealing MORE damage to units with higher armor! The sequel has fusion attacks, which bypass a certain amount of [[DeflectorShields personal shielding.]] Bubble forcefields are unaffected by fusion attacks, but have their own share of counters themselves.

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* ArmorPiercingAttack: In Fleet Command, certain units can pierce a certain amount of armor. The Zenith Polarizer is notable for dealing MORE damage to units with higher armor! The sequel has fusion attacks, which bypass a certain amount of [[DeflectorShields personal shielding.]] Bubble forcefields are unaffected by fusion attacks, but have their own share of counters themselves.themselves, and specific units can fire through forcefields, such as Fleet Command's Zenith Devestator, and 2's Exogalactic Poltergeist.
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fighter class units in fleet command were refered to as fleet ships.


** The best example is the Wormhole Guardposts in Fleet Command. They have a whopping four million health, but their attack deals a measly, nearly unnoticeable 2 points of damage in a game where the piddliest strikecraft has hundreds.

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** The best example is the Wormhole Guardposts in Fleet Command. They have a whopping four million health, but their attack deals a measly, nearly unnoticeable 2 points of damage in a game where the piddliest strikecraft fleet ship has hundreds.


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* ThereIsNoKillLikeOverkill: The AI initialy averts this, content to letting you live as long as you don't go beyond your homeworld, but as you start to take more territory, the AI will start to ramp up it's response to you exponentially, leading it to deploy exogalactic units if you start getting powerful enough. Ally yourself with the Spire and suddenly the AI will pull out all the stops to exterminate the both of you, spawning in countless fleet ships/strikecraft, hundereds upon hundreds of guardians, and either plenty of golems escorted by hunter/killers (Fleet Command) or spawning in Exogalactic Units, 3 of which are noted to be overkill against an entire galaxy.
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* TacticalRockPaperScissors: In Fleet Command, regardless of where you start or what type the AI is, both of you will always have acess to the three triangle ships: Fighters, Bombers and Missile Frigates.
** The Fighter hard counters the Bomber, able to quickly close the distance and swarm over them before the bombers can reach their target.
** The Bomber hard counters the Missile Frigate, able to shrug off the missiles easily before simply smashing the missile frigates with ease.
** The Missile Frigate hard coutners the Fighter, able to annihilate an incoming fighter wave with an alpha strike of missiles before the fighters can get the jump on the missile frigates.
* In general, hard counters are very prevalent, and [[KungFuProofMook immunities]] also play a role in a much bigger tactical [[Series/TheBigBangTheory Rock Paper Scissors Lizzard Spock]].
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* BoringButPractical: Fleet Command has the humble fighter. Fast, durable and cheap, while it's dps is average, it hard counters bombers which is vital for protecting all your buildings, and can serve as cheap chaff to distract AI units. In 2, the V-Wing is a [[SimpleYetAwesome pretty big upgrade over its predecessor]], boasting engine stun which can slow down even golems! Additionally, it can deal bonus damage to anything with a low gravitic exponent and with a relative increase in dps, it is able to erase whole groups of corvettes (except concussion corvettes which in turn counter V-Wings).



** In the sequel, you can hack Vengeance Generators which house the Dark Spire. Hacking them can be used to obtain their ship designs, or destroy the Vengeance Generators. Or, you can perform a hack designed ''specifically'' to piss the Dark Spire off. The latter two should not be done without proper preperation for the angry hordes of Dark Spire.

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** In the sequel, you can hack Vengeance Generators which house the Dark Spire. Hacking them can be used to obtain their ship designs, or destroy the Vengeance Generators. Or, you can perform a hack designed ''specifically'' to piss the Dark Spire off. The latter two should not be done without proper preperation preparation for the angry hordes of Dark Spire.


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* DungeonBypass: An often encouraged stratergy is deep striking, where you load a transport or two with your army, and skip past a high mark AI world to get to a lower mark AI world. Fleet Command's Assault transports come with cloaking and are plenty durable, while 2's transports are blazing fast, alowing you to almost always at least skip one planet. Be aware that [[GravityMaster Black Hole Machines]] are designed specifically to counter deepstriking.

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** Higher armor makes you immune to most weapon jamming weapons, but several units deal bonus damage to high armor units.



* KeystoneArmy: Downplayed in Fleet Command. Killing both AIs still lets the AIs send waves and responds to hacking, but AIP never increases from that point forward. Played straight in the sequel, once the AI(s) are dead, the AI forces stop attempting to attack you and will sit idly about on whatever planets they're on. They can still shoot back at you.

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* KeystoneArmy: Downplayed in Fleet Command. Killing both AIs still lets the AIs send waves and responds to hacking, but AIP never increases from that point forward. Played straight in the sequel, once the AI(s) are dead, the AI forces stop attempting to attack you and will sit idly about on whatever planets they're on. They can still shoot back at you. If there are multiple AIs, a dead AI will become a "rouge" wildcard and will attack other AIs as well as you.



* MobileFactory: The mobile space dock in classic or mobile factory in 2 serve as this, constructing ships for you on the go.



* SubystemDamage: Engine health in classic determines how much engine damage a ship can take before it stops moving completley from engine damage weapons. The sequel adds in weapon jamming which slows down a unit's rate of fire.




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** Neinzul Youngster AI type will send hundreds if not outright thousands of Neinzul units your way in each wave.

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