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Planetwars Info May 2026

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Date Editor Before After
4/30/2026 1:27:17 PMAUrankAdminGoogleFrog before revert after revert
4/30/2026 1:13:17 PMAUrankAdminGoogleFrog before revert after revert
Before After
1 This Planetwars test round has quite a few mechanics changes. As these are only "documented" across a few tickets (such as https://github.com/ZeroK-RTS/Zero-K-Infrastructure/issues/3037 ) I thought it best to make a post on the new mechanics. This post also includes a few mid-round changes from the last round. 1 This Planetwars test round has quite a few mechanics changes. As these are only "documented" across a few tickets (such as https://github.com/ZeroK-RTS/Zero-K-Infrastructure/issues/3037 ) I thought it best to make a post on the new mechanics. This post also includes a few mid-round changes from the last round.
2 \n 2 \n
3 If someone could update the Planetwars section of the wiki, it would be much appreciated. I had a look but it would be spread across a few pages and the section probably needs reorganising, which would take a bit more time than I have at the moment. 3 If someone could update the Planetwars section of the wiki, it would be much appreciated. I had a look but it would be spread across a few pages and the section probably needs reorganising, which would take a bit more time than I have at the moment.
4 \n 4 \n
5 Also be aware that many of the numbers here are subject to change. We've just taken a guess at the parameters for some of these systems. If they turn out to be broken or ineffective, we may tweak their values on the fly. Our goal is to test things to see whether they work. 5 Also be aware that many of the numbers here are subject to change. We've just taken a guess at the parameters for some of these systems. If they turn out to be broken or ineffective, we may tweak their values on the fly. Our goal is to test things to see whether they work.
6 \n 6 \n
7 TLDR: 7 TLDR:
8 * Attack and defend phases are no longer faction-specific. 8 * Attack and defend phases are no longer faction-specific.
9 * Players have a personal pool of "attack charges" that are spent to attack and recharge when they defend. 9 * Players have a personal pool of "attack charges" that are spent to attack and recharge when they defend.
10 * Removed homeworld capture victory. Homeworlds are now immune to invasion and interference. 10 * Removed homeworld capture victory. Homeworlds are now immune to invasion and interference.
11 * Bombers now reduce the IP of [i]everyone[/i] on the planet, not just other factions. 11 * Bombers now reduce the IP of [i]everyone[/i] on the planet, not just other factions.
12 \n 12 \n
13 == Invasion Mechanics == 13 == Invasion Mechanics ==
14 \n 14 \n
15 Players have a personal pool of attack charges. 15 Players have a personal pool of attack charges.
16 * You start with one charge. 16 * You start with one charge.
17 * Attacking a planet spends a charge (at the end of the phase). 17 * Attacking a planet spends a charge (at the end of the phase).
18 * You gain a change when you defend, up to a maximum of two. 18 * You gain a change when you defend, up to a maximum of two.
19 * You gain a charge if you have had zero charges for the last 60 minutes (technically you gain one up to a maximum of 1, 60 minutes after your charge count last changed). 19 * You gain a charge if you have had zero charges for the last 60 minutes (technically you gain one up to a maximum of 1, 60 minutes after your charge count last changed).
20 \n 20 \n
21 Factions now all attack in the same shared attack phase. 21 Factions now all attack in the same shared attack phase.
22 * Players queue on planets as usual. 22 * Players queue on planets as usual.
23 * Anyone on a planet that did not hit the attack threshold is amalgamated into a planet that needs players. 23 * Anyone on a planet that did not hit the attack threshold is amalgamated into a planet that needs players.
24 * Any number of players can attack a planet, creating an invasion with more attackers. The base IP gain of the battle is increased by two per participating player. 24 * Any number of players can attack a planet, creating an invasion with more attackers. The base IP gain of the battle is increased by two per participating player.
25 \n 25 \n
26 Defending works the same as before. The main tricky thing about this system is that if your entire faction attacks, there will be nobody to defend. 26 Defending works the same as before. The main tricky thing about this system is that if your entire faction attacks, there will be nobody to defend.
27 \n 27 \n
28 The attack phase lasts 5 minutes, the defense phase lasts 10 minutes, but reduces to 30 seconds if all defense requirements are met. The phase lengths are really speculative so are likely to change. 28 The attack phase lasts 5 minutes, the defense phase lasts 10 minutes, but reduces to 30 seconds if all defense requirements are met. The phase lengths are really speculative so are likely to change.
29 \n 29 \n
30 == Invasion UI == 30 == Invasion UI ==
31 \n 31 \n
32 The lobby UI has been improved and a few more things are visible. 32 The lobby UI has been improved and a few more things are visible.
33 * Planets now have a "Leave" button to un-queue from the phase. This cannot be done as an attacker once attacks are locked and send to the defense phase. 33 * Planets now have a "Leave" button to un-queue from the phase. This cannot be done as an attacker once attacks are locked and send to the defense phase.
34 * The attack phase UI tracks attackers from your faction, the number of players attacking your planets, and the number of players attacking neutral planets. This might help factions balance their attack and defense. 34 * The attack phase UI tracks attackers from your faction, the number of players attacking your planets, and the number of players attacking neutral planets. This might help factions balance their attack and defense.
35 * The defense phase UI tracks how many defenders have signed up and how many are required, both for your planets and for neutral planets. 35 * The defense phase UI tracks how many defenders have signed up and how many are required, both for your planets and for neutral planets.
36 * The top-bar popup has been updated for the new mechanics. It now shows the top-priority planet that needs the fewest attackers/defenders to be filled (rather than just filling one planet). 36 * The top-bar popup has been updated for the new mechanics. It now shows the top-priority planet that needs the fewest attackers/defenders to be filled (rather than just filling one planet).
37 * Planets in the defend phase now show the average PW-WHR of the players attacking it, rounded to the nearest 100. This might help players find reasonable matches, or it might break everything. 37 * Planets in the defend phase now show the average PW-WHR of the players attacking it, rounded to the nearest 100. This might help players find reasonable matches, or it might break everything.
38 * Planets are now coloured by the faction that owns them. 38 * Planets are now coloured by the faction that owns them.
39 \n 39 \n
40 == Galaxy Mechanics == 40 == Galaxy Mechanics ==
41 \n 41 \n
42 A few galaxy mechanics have large tweaks, but most are unchanged. 42 A few galaxy mechanics have large tweaks, but most are unchanged.
43 * Homeworld can no longer be bombed or captured, removing Homeworld capture victory. 43 * Homeworld can no longer be bombed or captured, removing Homeworld capture victory.
44 * The Victory Points required to win has been reduced to 50, to make for a fairly short test round. 44 * The Victory Points required to win has been reduced to 50, to make for a fairly short test round.
45 * Galaxy turns now happen at the end of each attack phase, provided at least one attack was launched. 45 * Galaxy turns now happen at the end of each attack phase, provided at least one attack was launched.
46 \n 46 \n
47 Bombers have been adjusted so they they don't completely undo battles. 47 Bombers have been adjusted so they they don't completely undo battles.
48 * Bombers remove your own IP at half the rate they remove enemy IP. Bombing your own position has consequences! 48 * Bombers remove your own IP at half the rate they remove enemy IP. Bombing your own position has consequences!
49 * Bombers are unable to reduce the IP of any faction below 5. 49 * Bombers are unable to reduce the IP of any faction below 5.
50 \n
51 Artefacts are unchanged, but as a reminder, they work like this.
52 * Each powered Artefact produces 1 Victory Point per turn. They take a bit to power so keep an eye on your energy priorities!
53 * Factions lose 1 Victory Point per turn, so you need at least two Artefacts to make progress.
54 * It looks like Artefacts can be disabled in ground battles, and bombed. I am not 100% sure on the last point.