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	<id>https://zero-k.info/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Fealthas</id>
	<title>Zero-K - User contributions [en]</title>
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	<updated>2026-04-12T14:04:12Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Emissary&amp;diff=4844</id>
		<title>Emissary</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Emissary&amp;diff=4844"/>
		<updated>2018-10-15T03:52:22Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: adding the truth&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a general-purpose artillery from the [[Tank Foundry]].{{ Infobox zkunit&lt;br /&gt;
| name = Emissary&lt;br /&gt;
| defname = tankarty&lt;br /&gt;
| description = General-Purpose Artillery&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/tankarty.png&lt;br /&gt;
| icontype = tankarty&lt;br /&gt;
| cost = 700&lt;br /&gt;
| hitpoints = 840&lt;br /&gt;
| movespeed = 81&lt;br /&gt;
| turnrate = 66&lt;br /&gt;
| sight = 660&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Plasma Artillery&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 601&lt;br /&gt;
	| reloadtime = 7&lt;br /&gt;
	| dps = 86&lt;br /&gt;
	| range = 1180&lt;br /&gt;
	| aoe = 48&lt;br /&gt;
	| projectilespeed = 330&lt;br /&gt;
	}}&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
The heavy, long-ranging gun of the Emissary makes it the unit of choice for standoff shelling of enemy mobiles or structures. As always, it should be wary of anything that gets close to it.&lt;br /&gt;
&lt;br /&gt;
The emissary has a fast projectile for an artillery unit, and even has a bit of AoE. These characteristics make this unit also quite effective against mobile units; effectively functioning as a long range fire support unit. If you are struggling to deal with skirmishers as tanks, try making some of these.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Unit_Management&amp;diff=4843</id>
		<title>Unit Management</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Unit_Management&amp;diff=4843"/>
		<updated>2018-10-15T03:46:11Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: /* Drawing units away(wip) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to control your units. (wip)&lt;br /&gt;
&lt;br /&gt;
==Using Unit AI==&lt;br /&gt;
The easiest way to to use your units is via the [[Attack_Move_Command|attack]] command. This utilizes the [[Unit_AI|unit AI]] and is probably most effective when used with raiders and skirmishers. &lt;br /&gt;
&lt;br /&gt;
===Skirmishers===&lt;br /&gt;
For skirmishers, this will cause them to try to keep their target at maximum range. This is most effective against units that are slower than the skirmisher, say for example a ronin fighting a thug.&lt;br /&gt;
&lt;br /&gt;
===Raiders===&lt;br /&gt;
Raiders on fight command will try to stay at maximum range to their target, and engage in dodging behavior by swerving side to side, helping them dodge many slower projectiles. Once they get in range, they will swerve back and forth in front of the target.&lt;br /&gt;
&lt;br /&gt;
===Assaults===&lt;br /&gt;
Unit AI assaults will cause them to walk up to their target, and sit at max range firing away. Unit ai is not very effective for assaults. It is generally better to just line move them into the enemy, so they can soak up the maximum amount of damage and screen for your lower hp units like skirmishers or raiders.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
Unit AI is generally effective for artillery units. They will stay at maximum range and hammer away at their target.&lt;br /&gt;
There are a few quirks about using artillery however.&lt;br /&gt;
* UNIT AI requires vision of its target. If you don't have vision or radar of a defensive tower, the artillery could walk into its range and die.&lt;br /&gt;
* Radar does not reveal precise location of things, and artillery will miss slightly if you don't get vision of the target at least once. It will shoot at the radar dot and not at where the target actually is. This has the greatest impact on very precise artillery like the impaler or sling.&lt;br /&gt;
* Unit Ai can shoot at units and will not prioritize buildings. What is closest will get shot at first. If there is a unit patrolling in front of a defense turret, the arty will prioritize shooting that unit(as it is closer), but will probably never kill it. You can get around this by manually setting targets for your artillery.&lt;br /&gt;
&lt;br /&gt;
===Constructors===&lt;br /&gt;
Constructor's (or cons for short) unit AI will cause them to move in the direction their attack command was given, and along the path they will repair things or reclaim. They will also attempt to avoid enemy units. Unit Ai isn't that commonly utilized for cons, because they are not very smart about choosing when to reclaim or repair, and their time is often spent better building things.&lt;br /&gt;
&lt;br /&gt;
==Micromanagement==&lt;br /&gt;
A cool feature of Zero-K is that units are all reasonably effective with minimal oversight. However, there is still room to squeeze out extra performance out of your units if you want to. It's also quite fun!&lt;br /&gt;
===Line move===&lt;br /&gt;
Using line move is essential to maximize unit efficiency.&lt;br /&gt;
* It allows you to minimize the damage your units take from attacks with splash damage (most riots have this). Spreading out your units is almost always good.&lt;br /&gt;
* Allows you to form a concave, to maximize the % of your units which can fire constantly at their targets. Units for the most part cannot shoot through each other. Units at the center of a ball are not able to shoot out of it! That wastes much of their damage potential and could cause you to lose fights.&lt;br /&gt;
**By spreading out your units and forming a concave, you are able to overwhelm riots unit early game with raiders.&lt;br /&gt;
&lt;br /&gt;
===Retreat micro===&lt;br /&gt;
A very common tactic utilized by players, especially in raider micro, is &amp;quot;retreat micro&amp;quot;. This type of micro utilizes the feature that units running away tend to hit more than those chasing that unit.&lt;br /&gt;
&lt;br /&gt;
For example, in a scenario in which a glaive is chasing a glaive, the glaive that is running away and being followed will almost always kill the glaive that is following it. This effect is so extreme that you might be able to kill 3-4 glaives with just 1.&lt;br /&gt;
This is a defensive tactic, as ovbiously you are retreating, but it allows you disengage when you think a fight will not go favorably.&lt;br /&gt;
&lt;br /&gt;
This effect contributes to a defender's advantage and is something to consider before attacking, as even though you may have a stronger army, it may still lose. Note that this effect can sometimes be used offensively. If you get your opponent to misposition their units you could set up a favorable situation which benefits you. For example, if you get a glaive into your opponents base, they can either chase it and suffer from the effects of retreat micro, or they can just watch it kill their base. Obviously they need to chase it, but this gives you an army advantage from taking good fights.&lt;br /&gt;
&lt;br /&gt;
This effect arises from two sources:&lt;br /&gt;
# Projectiles do not inherit momentum from their shooter. They travel at a set speed not related to the current speed of the unit(this violates the conservation of momentum, but who cares).&lt;br /&gt;
# Projectiles have a travel speed and are not instant. This means most projectiles from a chasing unit need to be aimed in front of a retreating unit if they want to hit, but this location may be out of range of the chasing unit. Meanwhile the chasing unit may be in-range of the retreating unit.&lt;br /&gt;
&lt;br /&gt;
===Scattering===&lt;br /&gt;
If you have a bunch of units clumped together or in a line, you can quickly scatter them by selecting them and using line move to quickly draw a zig=zag pattern to spread them apart. This becomes especially useful against units like the phoneix, Thunderbird, or licho, which have powerful AoE attacks. By splitting up your units, you reduce the ammount of damage that you take from each bombing run.&lt;br /&gt;
&lt;br /&gt;
===Hold Fire===&lt;br /&gt;
Some units like the penetrator or sharpshooter(sniper) have a very long reload cycle. Default behavior of these units is to just fire at the first thing that gets into their range. The first thing they fire on may not be a very worthwhile target, and so this unit's time is wasted, and you also just gave your opponent the information that you have that unit.&lt;br /&gt;
*Put these units on hold fire. (Click the icon with 3 green bullets until its red).&lt;br /&gt;
*Position them so that they are in range of your target.&lt;br /&gt;
*Either use an attack command (f by default) or set target command on the target you want to hit.&lt;br /&gt;
*Watch your target explode!&lt;br /&gt;
&lt;br /&gt;
===Hit-and-Run(wip)===&lt;br /&gt;
This tactic involves sending your units in to attack something for a short time, and then withdrawing them. It works best with two types of units:&lt;br /&gt;
*Units with a long reload cycle - Kodachis or Black dawns are prime examples. Lets consider Kodachis - this unit is capable of 1-hitting mexes, but has a long reload time and large burst of damage. Commonly, players will use this unit to run into an opponents base, hit a mex, and run out. Due to their high hp they are able survive defensive turret fire for a while, at least long enough to get in and out. By doing this Kodachi users are able to kill things while taking no metal losses themselves.&lt;br /&gt;
*Regenerating units - Glaives, Kodachis -  &lt;br /&gt;
&lt;br /&gt;
Note that this tactic can be combined with Hold Fire usage to maximize effectiveness.&lt;br /&gt;
&lt;br /&gt;
===Shot-Baiting===&lt;br /&gt;
Some units like the picket or hacksaw have high burst damage, but then have a long reload cycle. While this contributes to their unique strength, this sort of behavior can be taken advantage of to minimize damage to your important units. You can send in a unit to absorb shots, like a scout dirtbag or assault thug, and then send in units that do high dps but have low hp, like bandits, a raider. The hacksaw is able to 1-shot bombers, and this is bad as they are quite expensive. You can instead send in a swift beforehand to bait out the hacksaw shots, and then send in the bombers. Doing this will allow you to take fights more cost effectively.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Often times in game a situation arises in which the players meet somewhere in the middle of the map with their commanders. Players build defensive turrets in a line to secure their territory. Often defenders will be used. Since this usually happens quite early in the game, nobody has anything except for a bunch of raiders and maybe a few skirmishers or riots, making it quite hard to break through this line. A tactic employed by many is to start building a structure, like an LLT, in range of the enemy defenders. They will fire upon it as it is building, and then you can send in your army to kill the pickets as soon as they have wasted their shots.&lt;br /&gt;
&lt;br /&gt;
===Drawing units away===&lt;br /&gt;
By default, all units are set to chase enemies when they get close. You can abuse this behavior to kill some of your opponents units for free.&lt;br /&gt;
&lt;br /&gt;
Say you are playing a glaive v glaive match-up. Your opponent has more glaives than you, but is not paying attention.&lt;br /&gt;
*Bring some of your glaives near enemy glaives.(Doesn't need to be in range to fire, but close)&lt;br /&gt;
*Run away, and the enemy glaives will chase them.&lt;br /&gt;
*Once you have separated some enemy glaives from the main pack, you can just turn your glaives around and charge at the enemy glaives, killing them for free.&lt;br /&gt;
&lt;br /&gt;
You can also use similar tactics to lure enemy units into your defenses, such as pickets, to get some free pick-offs.&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Unit_Management&amp;diff=4842</id>
		<title>Unit Management</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Unit_Management&amp;diff=4842"/>
		<updated>2018-10-15T03:42:57Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: /* Hold Fire(wip) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to control your units. (wip)&lt;br /&gt;
&lt;br /&gt;
==Using Unit AI==&lt;br /&gt;
The easiest way to to use your units is via the [[Attack_Move_Command|attack]] command. This utilizes the [[Unit_AI|unit AI]] and is probably most effective when used with raiders and skirmishers. &lt;br /&gt;
&lt;br /&gt;
===Skirmishers===&lt;br /&gt;
For skirmishers, this will cause them to try to keep their target at maximum range. This is most effective against units that are slower than the skirmisher, say for example a ronin fighting a thug.&lt;br /&gt;
&lt;br /&gt;
===Raiders===&lt;br /&gt;
Raiders on fight command will try to stay at maximum range to their target, and engage in dodging behavior by swerving side to side, helping them dodge many slower projectiles. Once they get in range, they will swerve back and forth in front of the target.&lt;br /&gt;
&lt;br /&gt;
===Assaults===&lt;br /&gt;
Unit AI assaults will cause them to walk up to their target, and sit at max range firing away. Unit ai is not very effective for assaults. It is generally better to just line move them into the enemy, so they can soak up the maximum amount of damage and screen for your lower hp units like skirmishers or raiders.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
Unit AI is generally effective for artillery units. They will stay at maximum range and hammer away at their target.&lt;br /&gt;
There are a few quirks about using artillery however.&lt;br /&gt;
* UNIT AI requires vision of its target. If you don't have vision or radar of a defensive tower, the artillery could walk into its range and die.&lt;br /&gt;
* Radar does not reveal precise location of things, and artillery will miss slightly if you don't get vision of the target at least once. It will shoot at the radar dot and not at where the target actually is. This has the greatest impact on very precise artillery like the impaler or sling.&lt;br /&gt;
* Unit Ai can shoot at units and will not prioritize buildings. What is closest will get shot at first. If there is a unit patrolling in front of a defense turret, the arty will prioritize shooting that unit(as it is closer), but will probably never kill it. You can get around this by manually setting targets for your artillery.&lt;br /&gt;
&lt;br /&gt;
===Constructors===&lt;br /&gt;
Constructor's (or cons for short) unit AI will cause them to move in the direction their attack command was given, and along the path they will repair things or reclaim. They will also attempt to avoid enemy units. Unit Ai isn't that commonly utilized for cons, because they are not very smart about choosing when to reclaim or repair, and their time is often spent better building things.&lt;br /&gt;
&lt;br /&gt;
==Micromanagement==&lt;br /&gt;
A cool feature of Zero-K is that units are all reasonably effective with minimal oversight. However, there is still room to squeeze out extra performance out of your units if you want to. It's also quite fun!&lt;br /&gt;
===Line move===&lt;br /&gt;
Using line move is essential to maximize unit efficiency.&lt;br /&gt;
* It allows you to minimize the damage your units take from attacks with splash damage (most riots have this). Spreading out your units is almost always good.&lt;br /&gt;
* Allows you to form a concave, to maximize the % of your units which can fire constantly at their targets. Units for the most part cannot shoot through each other. Units at the center of a ball are not able to shoot out of it! That wastes much of their damage potential and could cause you to lose fights.&lt;br /&gt;
**By spreading out your units and forming a concave, you are able to overwhelm riots unit early game with raiders.&lt;br /&gt;
&lt;br /&gt;
===Retreat micro===&lt;br /&gt;
A very common tactic utilized by players, especially in raider micro, is &amp;quot;retreat micro&amp;quot;. This type of micro utilizes the feature that units running away tend to hit more than those chasing that unit.&lt;br /&gt;
&lt;br /&gt;
For example, in a scenario in which a glaive is chasing a glaive, the glaive that is running away and being followed will almost always kill the glaive that is following it. This effect is so extreme that you might be able to kill 3-4 glaives with just 1.&lt;br /&gt;
This is a defensive tactic, as ovbiously you are retreating, but it allows you disengage when you think a fight will not go favorably.&lt;br /&gt;
&lt;br /&gt;
This effect contributes to a defender's advantage and is something to consider before attacking, as even though you may have a stronger army, it may still lose. Note that this effect can sometimes be used offensively. If you get your opponent to misposition their units you could set up a favorable situation which benefits you. For example, if you get a glaive into your opponents base, they can either chase it and suffer from the effects of retreat micro, or they can just watch it kill their base. Obviously they need to chase it, but this gives you an army advantage from taking good fights.&lt;br /&gt;
&lt;br /&gt;
This effect arises from two sources:&lt;br /&gt;
# Projectiles do not inherit momentum from their shooter. They travel at a set speed not related to the current speed of the unit(this violates the conservation of momentum, but who cares).&lt;br /&gt;
# Projectiles have a travel speed and are not instant. This means most projectiles from a chasing unit need to be aimed in front of a retreating unit if they want to hit, but this location may be out of range of the chasing unit. Meanwhile the chasing unit may be in-range of the retreating unit.&lt;br /&gt;
&lt;br /&gt;
===Scattering===&lt;br /&gt;
If you have a bunch of units clumped together or in a line, you can quickly scatter them by selecting them and using line move to quickly draw a zig=zag pattern to spread them apart. This becomes especially useful against units like the phoneix, Thunderbird, or licho, which have powerful AoE attacks. By splitting up your units, you reduce the ammount of damage that you take from each bombing run.&lt;br /&gt;
&lt;br /&gt;
===Hold Fire===&lt;br /&gt;
Some units like the penetrator or sharpshooter(sniper) have a very long reload cycle. Default behavior of these units is to just fire at the first thing that gets into their range. The first thing they fire on may not be a very worthwhile target, and so this unit's time is wasted, and you also just gave your opponent the information that you have that unit.&lt;br /&gt;
*Put these units on hold fire. (Click the icon with 3 green bullets until its red).&lt;br /&gt;
*Position them so that they are in range of your target.&lt;br /&gt;
*Either use an attack command (f by default) or set target command on the target you want to hit.&lt;br /&gt;
*Watch your target explode!&lt;br /&gt;
&lt;br /&gt;
===Hit-and-Run(wip)===&lt;br /&gt;
This tactic involves sending your units in to attack something for a short time, and then withdrawing them. It works best with two types of units:&lt;br /&gt;
*Units with a long reload cycle - Kodachis or Black dawns are prime examples. Lets consider Kodachis - this unit is capable of 1-hitting mexes, but has a long reload time and large burst of damage. Commonly, players will use this unit to run into an opponents base, hit a mex, and run out. Due to their high hp they are able survive defensive turret fire for a while, at least long enough to get in and out. By doing this Kodachi users are able to kill things while taking no metal losses themselves.&lt;br /&gt;
*Regenerating units - Glaives, Kodachis -  &lt;br /&gt;
&lt;br /&gt;
Note that this tactic can be combined with Hold Fire usage to maximize effectiveness.&lt;br /&gt;
&lt;br /&gt;
===Shot-Baiting===&lt;br /&gt;
Some units like the picket or hacksaw have high burst damage, but then have a long reload cycle. While this contributes to their unique strength, this sort of behavior can be taken advantage of to minimize damage to your important units. You can send in a unit to absorb shots, like a scout dirtbag or assault thug, and then send in units that do high dps but have low hp, like bandits, a raider. The hacksaw is able to 1-shot bombers, and this is bad as they are quite expensive. You can instead send in a swift beforehand to bait out the hacksaw shots, and then send in the bombers. Doing this will allow you to take fights more cost effectively.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Often times in game a situation arises in which the players meet somewhere in the middle of the map with their commanders. Players build defensive turrets in a line to secure their territory. Often defenders will be used. Since this usually happens quite early in the game, nobody has anything except for a bunch of raiders and maybe a few skirmishers or riots, making it quite hard to break through this line. A tactic employed by many is to start building a structure, like an LLT, in range of the enemy defenders. They will fire upon it as it is building, and then you can send in your army to kill the pickets as soon as they have wasted their shots.&lt;br /&gt;
&lt;br /&gt;
===Drawing units away(wip)===&lt;br /&gt;
By default, all units are set to chase enemies when they get close. You can abuse this behavior to kill some of your opponents units for free.&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Talk:Manual&amp;diff=4841</id>
		<title>Talk:Manual</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Talk:Manual&amp;diff=4841"/>
		<updated>2018-10-15T03:39:04Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: Created page with &amp;quot;What is the point of the dumb l33t-speak quotes on this page? I vote we remove them and put something real there like &amp;quot;This is the official Zerok manual. You can learn about u...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What is the point of the dumb l33t-speak quotes on this page?&lt;br /&gt;
I vote we remove them and put something real there like &amp;quot;This is the official Zerok manual. You can learn about units, strategy, and UI commanders, and more here!&amp;quot;&lt;br /&gt;
--[[User:Fealthas|Fealthas]] ([[User talk:Fealthas|talk]]) 05:39, 15 October 2018 (CEST)&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=4k_help&amp;diff=4836</id>
		<title>4k help</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=4k_help&amp;diff=4836"/>
		<updated>2018-10-13T03:17:31Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: /* Windows 10 Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Zero-k runs quite well on a 4k screen, but there are a few quirks.&lt;br /&gt;
==Tips for running Zero-k on a 4k screen==&lt;br /&gt;
===Windows 10 Tips===&lt;br /&gt;
*Disable all scaling done by windows.&lt;br /&gt;
*#Run zerok.&lt;br /&gt;
*#Alt-Tab out of the game.&lt;br /&gt;
*#Open control panel(crtl-shift-esc).&lt;br /&gt;
*#Right click on spring.exe. Click properties in the menu.&lt;br /&gt;
*#In the menu that opens, go to the compatibility tab at the top. Click &amp;quot;Change High DPI settings&amp;quot;.&lt;br /&gt;
*#Check the override check box at the bottom. Select &amp;quot;application&amp;quot; from the drop-down.&lt;br /&gt;
*#*Zerok does not have scaling, so telling windows to let zerok scale turns it off effectively.&lt;br /&gt;
&lt;br /&gt;
*In-game display&lt;br /&gt;
*#Go to lobby setting -&amp;gt; graphics.&lt;br /&gt;
*#Select in game mode as custom full screen. Set resolution to 1080x1920. Zero-k looks fine in 1080 in my opinion and it is not worth the 80% fps drop to go 4k.&lt;br /&gt;
&lt;br /&gt;
*Lobby display&lt;br /&gt;
*#Lobby -&amp;gt; settings -&amp;gt; graphics&lt;br /&gt;
*#Menu Mode -&amp;gt; Windowed&lt;br /&gt;
*#*I prefer this because of easy multitasking. You can do other things on computer while waiting for a game. There is also less windows10 weirdness switching from fullscreen 1080p to a window.&lt;br /&gt;
*#Go to Settings -&amp;gt; lobby&lt;br /&gt;
*#Set scale factor to 200%-220%. This will make everything bigger so that you can actually read things without a magnifying glass.&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=4k_help&amp;diff=4835</id>
		<title>4k help</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=4k_help&amp;diff=4835"/>
		<updated>2018-10-13T03:16:38Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: /* Windows 10 Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Zero-k runs quite well on a 4k screen, but there are a few quirks.&lt;br /&gt;
==Tips for running Zero-k on a 4k screen==&lt;br /&gt;
===Windows 10 Tips===&lt;br /&gt;
*Disable all scaling done by windows.&lt;br /&gt;
*#Run zerok.&lt;br /&gt;
*#Alt-Tab out of the game.&lt;br /&gt;
*#Open control panel(crtl-shift-esc).&lt;br /&gt;
*#Right click on spring.exe. Click properties in the menu.&lt;br /&gt;
*#In the menu that opens go to the comparability tab at the top. Click &amp;quot;Change High DPI settings&amp;quot;.&lt;br /&gt;
*#Check the override check box at the bottom. Select &amp;quot;application&amp;quot; from the drop-down.&lt;br /&gt;
*#*Zerok does not have scaling, so telling windows to let zerok scale turns it off effectively.&lt;br /&gt;
&lt;br /&gt;
*In-game display&lt;br /&gt;
*#Go to lobby setting -&amp;gt; graphics.&lt;br /&gt;
*#Select in game mode as custom full screen. Set resolution to 1080x1920. Zero-k looks fine in 1080 in my opinion and it is not worth the 80% fps drop to go 4k.&lt;br /&gt;
&lt;br /&gt;
*Lobby display&lt;br /&gt;
*#Lobby -&amp;gt; settings -&amp;gt; graphics&lt;br /&gt;
*#Menu Mode -&amp;gt; Windowed&lt;br /&gt;
*#*I prefer this because of easy multitasking. You can do other things on computer while waiting for a game. There is also less windows10 weirdness switching from fullscreen 1080p to a window.&lt;br /&gt;
*#Go to Settings -&amp;gt; lobby&lt;br /&gt;
*#Set scale factor to 200. This will make everything bigger so that you can actually read things without a magnifying glass.&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=4k_help&amp;diff=4834</id>
		<title>4k help</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=4k_help&amp;diff=4834"/>
		<updated>2018-10-13T03:07:14Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: /* Windows 10 Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Zero-k runs quite well on a 4k screen, but there are a few quirks.&lt;br /&gt;
==Tips for running Zero-k on a 4k screen==&lt;br /&gt;
===Windows 10 Tips===&lt;br /&gt;
*Disable all scaling done by windows.&lt;br /&gt;
*#Run zerok.&lt;br /&gt;
*#Alt-Tab out of the game.&lt;br /&gt;
*#Open control panel(crtl-shift-esc).&lt;br /&gt;
*#Right click on spring.exe. Click properties in the menu.&lt;br /&gt;
*#In the menu that opens go to the comparability tab at the top. Click &amp;quot;Change High DPI settings&amp;quot;.&lt;br /&gt;
*#Check the override check box at the bottom. Select &amp;quot;application&amp;quot; from the drop-down.&lt;br /&gt;
*#*Zerok does not have scaling, so telling windows to let zerok scale turns it off effectively.&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Manual&amp;diff=4833</id>
		<title>Manual</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Manual&amp;diff=4833"/>
		<updated>2018-10-13T02:59:28Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: /* Further Game Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''&amp;quot;You can Maek D-Fenz, or you can play the game&amp;quot;'' - Ivory King&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Don't try to make your econ grow faster than his, try to make his grow slower than yours.&amp;quot;'' - KDR_11k&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
* [[Newbie Guide]]&lt;br /&gt;
* [[FAQ]]&lt;br /&gt;
* [[Interface]]&lt;br /&gt;
* [[Economy Guide|Basic Economy Guide]]&lt;br /&gt;
* [[Help for other RTS players|Help for Other RTS Players]]&lt;br /&gt;
* [[Gameplay dos and don'ts|Dos and Don'ts]]&lt;br /&gt;
* [[Video tutorials|Video Tutorials]]&lt;br /&gt;
* [[Offsite Resources]]&lt;br /&gt;
&lt;br /&gt;
== Units == &lt;br /&gt;
=== Unit References ===&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/epicmenu/robot2.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Units|Unit List]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/epicmenu/robot2.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Buildings|Building List]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/advplayerslist/units.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Unit classes|Unit Classes]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/advplayerslist/war.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Weapon classes|Weapon Classes]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/stealth_on.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Map icons|Unit Radar Icons]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_areashield.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Commander]]s&lt;br /&gt;
&lt;br /&gt;
=== Unit Abilities ===&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/capture.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Capture]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/cloak_on.png&amp;quot; width='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Cloak]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaRules/Images/awards/trophy_fire.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Fire]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/embark.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Transportation]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/repair.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Repair]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/health.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Shields]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/ramp.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Terraform]]ing&lt;br /&gt;
&lt;br /&gt;
=== Unit Features ===&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/move.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Unit commands|Unit Commands]] ''(wip)''&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/on.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Unit states|Unit States]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bulb_on.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Unit AI]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/retreat_90.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Retreat|Retreat Command]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/epicmenu/robot2.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Unit Management|Effective unit usage guide]]&lt;br /&gt;
&lt;br /&gt;
== General Features ==&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/mex.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Overdrive|Overdrive System]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/advplayerslist/diplomacy.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Ceasefire]]s&lt;br /&gt;
* &amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/chicken.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Chicken Defense]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;http://zero-k.info/img/news/2213.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[User Page]]&lt;br /&gt;
&lt;br /&gt;
== Further Game Info ==&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/epicmenu/control_panel.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Hotkeys|Customizing Hotkeys]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/epicmenu/questionmark.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[FAQ]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/epicmenu/questionmark.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Abbreviations]] &lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/advplayerslist/Ranks/rank5.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Award]]s&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/epicmenu/game.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt;[[Cheats]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/build.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [http://springrts.com/wiki/UI_commands Engine commands]&lt;br /&gt;
* [[File:Soldier.png]] [[Matchmaking]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;http://zero-k.info/img/conduct.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt;[[Zero-K:Code of Conduct |Code of Conduct]]&lt;br /&gt;
* [[Configuration Files|Transfer settings to Steam]]&lt;br /&gt;
* [[4k help|Running Zero-K on a 4k monitor]]&lt;br /&gt;
&lt;br /&gt;
== Development and Modding ==&lt;br /&gt;
* [[Developing]]&lt;br /&gt;
* [[Widget Configuration]]&lt;br /&gt;
* [[Map Creation]]&lt;br /&gt;
* [[Mod Creation]]&lt;br /&gt;
&lt;br /&gt;
== Strategy Guides ==&lt;br /&gt;
* [[Typical opening]]&lt;br /&gt;
* [[Typical game progression]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/energy.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Wind Farm Guide|Wind Farming]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/factory.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Factory tips|Factory Tips]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;http://manual.zero-k.info/icons/cruisemissilesmall.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Missile Silo Tutorial]]&lt;br /&gt;
&lt;br /&gt;
== Tournament Info ==&lt;br /&gt;
&lt;br /&gt;
* [[Tournaments]]&lt;br /&gt;
* [http://zero-k.info/Forum/Thread/20258 Archive of Past Tournaments]&lt;br /&gt;
&lt;br /&gt;
== Planetwars ==&lt;br /&gt;
* [[PlanetWars attack|Attacking]]&lt;br /&gt;
* [[PlanetWars influence|Influence]]&lt;br /&gt;
* [[PlanetWars planets|Planets]]&lt;br /&gt;
&lt;br /&gt;
== Planetwars (old) ==&lt;br /&gt;
* [[PlanetWars|Introduction to Planetwars]]&lt;br /&gt;
* [[PlanetWars attack|Attacking]]&lt;br /&gt;
* [[PlanetWars initiative|Initiative]]&lt;br /&gt;
* [[PlanetWars ships|Ships]]&lt;br /&gt;
* [[PlanetWars structures|Structures]]&lt;br /&gt;
* [[PlanetWars economy|Economy]]&lt;br /&gt;
* [[PlanetWars faction roles|Faction Roles]]&lt;br /&gt;
* [[PlanetWars events|Events]]&lt;br /&gt;
* [[PlanetWars factions|History]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Manual&amp;diff=4832</id>
		<title>Manual</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Manual&amp;diff=4832"/>
		<updated>2018-10-13T02:58:43Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: /* Further Game Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''&amp;quot;You can Maek D-Fenz, or you can play the game&amp;quot;'' - Ivory King&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Don't try to make your econ grow faster than his, try to make his grow slower than yours.&amp;quot;'' - KDR_11k&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
* [[Newbie Guide]]&lt;br /&gt;
* [[FAQ]]&lt;br /&gt;
* [[Interface]]&lt;br /&gt;
* [[Economy Guide|Basic Economy Guide]]&lt;br /&gt;
* [[Help for other RTS players|Help for Other RTS Players]]&lt;br /&gt;
* [[Gameplay dos and don'ts|Dos and Don'ts]]&lt;br /&gt;
* [[Video tutorials|Video Tutorials]]&lt;br /&gt;
* [[Offsite Resources]]&lt;br /&gt;
&lt;br /&gt;
== Units == &lt;br /&gt;
=== Unit References ===&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/epicmenu/robot2.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Units|Unit List]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/epicmenu/robot2.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Buildings|Building List]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/advplayerslist/units.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Unit classes|Unit Classes]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/advplayerslist/war.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Weapon classes|Weapon Classes]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/stealth_on.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Map icons|Unit Radar Icons]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_areashield.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Commander]]s&lt;br /&gt;
&lt;br /&gt;
=== Unit Abilities ===&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/capture.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Capture]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/cloak_on.png&amp;quot; width='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Cloak]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaRules/Images/awards/trophy_fire.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Fire]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/embark.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Transportation]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/repair.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Repair]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/health.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Shields]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/ramp.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Terraform]]ing&lt;br /&gt;
&lt;br /&gt;
=== Unit Features ===&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/move.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Unit commands|Unit Commands]] ''(wip)''&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/on.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Unit states|Unit States]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bulb_on.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Unit AI]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/retreat_90.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Retreat|Retreat Command]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/epicmenu/robot2.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Unit Management|Effective unit usage guide]]&lt;br /&gt;
&lt;br /&gt;
== General Features ==&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/mex.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Overdrive|Overdrive System]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/advplayerslist/diplomacy.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Ceasefire]]s&lt;br /&gt;
* &amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/chicken.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Chicken Defense]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;http://zero-k.info/img/news/2213.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[User Page]]&lt;br /&gt;
&lt;br /&gt;
== Further Game Info ==&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/epicmenu/control_panel.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Hotkeys|Customizing Hotkeys]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/epicmenu/questionmark.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[FAQ]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/epicmenu/questionmark.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Abbreviations]] &lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/advplayerslist/Ranks/rank5.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Award]]s&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/epicmenu/game.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt;[[Cheats]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/build.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [http://springrts.com/wiki/UI_commands Engine commands]&lt;br /&gt;
* [[File:Soldier.png]] [[Matchmaking]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;http://zero-k.info/img/conduct.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt;[[Zero-K:Code of Conduct |Code of Conduct]]&lt;br /&gt;
* [[Configuration Files|Transfer settings to Steam]]&lt;br /&gt;
* [[Running Zero-K on a 4k monitor|4k help]]&lt;br /&gt;
&lt;br /&gt;
== Development and Modding ==&lt;br /&gt;
* [[Developing]]&lt;br /&gt;
* [[Widget Configuration]]&lt;br /&gt;
* [[Map Creation]]&lt;br /&gt;
* [[Mod Creation]]&lt;br /&gt;
&lt;br /&gt;
== Strategy Guides ==&lt;br /&gt;
* [[Typical opening]]&lt;br /&gt;
* [[Typical game progression]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/energy.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Wind Farm Guide|Wind Farming]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/factory.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Factory tips|Factory Tips]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;http://manual.zero-k.info/icons/cruisemissilesmall.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Missile Silo Tutorial]]&lt;br /&gt;
&lt;br /&gt;
== Tournament Info ==&lt;br /&gt;
&lt;br /&gt;
* [[Tournaments]]&lt;br /&gt;
* [http://zero-k.info/Forum/Thread/20258 Archive of Past Tournaments]&lt;br /&gt;
&lt;br /&gt;
== Planetwars ==&lt;br /&gt;
* [[PlanetWars attack|Attacking]]&lt;br /&gt;
* [[PlanetWars influence|Influence]]&lt;br /&gt;
* [[PlanetWars planets|Planets]]&lt;br /&gt;
&lt;br /&gt;
== Planetwars (old) ==&lt;br /&gt;
* [[PlanetWars|Introduction to Planetwars]]&lt;br /&gt;
* [[PlanetWars attack|Attacking]]&lt;br /&gt;
* [[PlanetWars initiative|Initiative]]&lt;br /&gt;
* [[PlanetWars ships|Ships]]&lt;br /&gt;
* [[PlanetWars structures|Structures]]&lt;br /&gt;
* [[PlanetWars economy|Economy]]&lt;br /&gt;
* [[PlanetWars faction roles|Faction Roles]]&lt;br /&gt;
* [[PlanetWars events|Events]]&lt;br /&gt;
* [[PlanetWars factions|History]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=4k_help&amp;diff=4831</id>
		<title>4k help</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=4k_help&amp;diff=4831"/>
		<updated>2018-10-13T01:55:44Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: /* Windows 10 Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Zero-k runs quite well on a 4k screen, but there are a few quirks.&lt;br /&gt;
==Tips for running Zero-k on a 4k screen==&lt;br /&gt;
===Windows 10 Tips===&lt;br /&gt;
*Disable all scaling done by windows.&lt;br /&gt;
*#Run zerok.&lt;br /&gt;
*#Alt-Tab out of the game.&lt;br /&gt;
*#Open control panel(crtl-shift-esc).&lt;br /&gt;
*#Right click on spring.exe. Click properties in the menu.&lt;br /&gt;
*#In the menu that opens go to the comparability tab at the top. Click &amp;quot;Change High DPI settings&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=4k_help&amp;diff=4830</id>
		<title>4k help</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=4k_help&amp;diff=4830"/>
		<updated>2018-10-13T01:52:51Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Zero-k runs quite well on a 4k screen, but there are a few quirks.&lt;br /&gt;
==Tips for running Zero-k on a 4k screen==&lt;br /&gt;
===Windows 10 Tips===&lt;br /&gt;
*Disable all scaling done by windows.&lt;br /&gt;
*#Run zerok.&lt;br /&gt;
*#Alt-Tab out of the game.&lt;br /&gt;
*#Open control panel(crtl-shift-esc).&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=4k_help&amp;diff=4829</id>
		<title>4k help</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=4k_help&amp;diff=4829"/>
		<updated>2018-10-13T01:50:53Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Tips for running Zero-k on a 4k screen=&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=4k_help&amp;diff=4828</id>
		<title>4k help</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=4k_help&amp;diff=4828"/>
		<updated>2018-10-13T01:50:42Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: Created page with &amp;quot;=Tips for running Zero-k on a 4k screen&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Tips for running Zero-k on a 4k screen&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Manual&amp;diff=4827</id>
		<title>Manual</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Manual&amp;diff=4827"/>
		<updated>2018-10-13T01:50:12Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: /* Further Game Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''&amp;quot;You can Maek D-Fenz, or you can play the game&amp;quot;'' - Ivory King&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Don't try to make your econ grow faster than his, try to make his grow slower than yours.&amp;quot;'' - KDR_11k&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
* [[Newbie Guide]]&lt;br /&gt;
* [[FAQ]]&lt;br /&gt;
* [[Interface]]&lt;br /&gt;
* [[Economy Guide|Basic Economy Guide]]&lt;br /&gt;
* [[Help for other RTS players|Help for Other RTS Players]]&lt;br /&gt;
* [[Gameplay dos and don'ts|Dos and Don'ts]]&lt;br /&gt;
* [[Video tutorials|Video Tutorials]]&lt;br /&gt;
* [[Offsite Resources]]&lt;br /&gt;
&lt;br /&gt;
== Units == &lt;br /&gt;
=== Unit References ===&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/epicmenu/robot2.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Units|Unit List]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/epicmenu/robot2.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Buildings|Building List]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/advplayerslist/units.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Unit classes|Unit Classes]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/advplayerslist/war.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Weapon classes|Weapon Classes]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/stealth_on.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Map icons|Unit Radar Icons]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_areashield.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Commander]]s&lt;br /&gt;
&lt;br /&gt;
=== Unit Abilities ===&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/capture.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Capture]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/cloak_on.png&amp;quot; width='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Cloak]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaRules/Images/awards/trophy_fire.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Fire]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/embark.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Transportation]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/repair.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Repair]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/health.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Shields]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/ramp.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Terraform]]ing&lt;br /&gt;
&lt;br /&gt;
=== Unit Features ===&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/move.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Unit commands|Unit Commands]] ''(wip)''&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/on.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Unit states|Unit States]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bulb_on.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Unit AI]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/retreat_90.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Retreat|Retreat Command]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/epicmenu/robot2.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Unit Management|Effective unit usage guide]]&lt;br /&gt;
&lt;br /&gt;
== General Features ==&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/mex.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Overdrive|Overdrive System]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/advplayerslist/diplomacy.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Ceasefire]]s&lt;br /&gt;
* &amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/chicken.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Chicken Defense]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;http://zero-k.info/img/news/2213.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[User Page]]&lt;br /&gt;
&lt;br /&gt;
== Further Game Info ==&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/epicmenu/control_panel.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Hotkeys|Customizing Hotkeys]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/epicmenu/questionmark.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[FAQ]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/epicmenu/questionmark.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Abbreviations]] &lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/advplayerslist/Ranks/rank5.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Award]]s&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/epicmenu/game.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt;[[Cheats]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/build.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [http://springrts.com/wiki/UI_commands Engine commands]&lt;br /&gt;
* [[File:Soldier.png]] [[Matchmaking]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;http://zero-k.info/img/conduct.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt;[[Zero-K:Code of Conduct |Code of Conduct]]&lt;br /&gt;
* [[Configuration Files|Transfer settings to Steam]]&lt;br /&gt;
* [[4k help]]&lt;br /&gt;
&lt;br /&gt;
== Development and Modding ==&lt;br /&gt;
* [[Developing]]&lt;br /&gt;
* [[Widget Configuration]]&lt;br /&gt;
* [[Map Creation]]&lt;br /&gt;
* [[Mod Creation]]&lt;br /&gt;
&lt;br /&gt;
== Strategy Guides ==&lt;br /&gt;
* [[Typical opening]]&lt;br /&gt;
* [[Typical game progression]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/energy.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Wind Farm Guide|Wind Farming]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/factory.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Factory tips|Factory Tips]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;http://manual.zero-k.info/icons/cruisemissilesmall.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Missile Silo Tutorial]]&lt;br /&gt;
&lt;br /&gt;
== Tournament Info ==&lt;br /&gt;
&lt;br /&gt;
* [[Tournaments]]&lt;br /&gt;
* [http://zero-k.info/Forum/Thread/20258 Archive of Past Tournaments]&lt;br /&gt;
&lt;br /&gt;
== Planetwars ==&lt;br /&gt;
* [[PlanetWars attack|Attacking]]&lt;br /&gt;
* [[PlanetWars influence|Influence]]&lt;br /&gt;
* [[PlanetWars planets|Planets]]&lt;br /&gt;
&lt;br /&gt;
== Planetwars (old) ==&lt;br /&gt;
* [[PlanetWars|Introduction to Planetwars]]&lt;br /&gt;
* [[PlanetWars attack|Attacking]]&lt;br /&gt;
* [[PlanetWars initiative|Initiative]]&lt;br /&gt;
* [[PlanetWars ships|Ships]]&lt;br /&gt;
* [[PlanetWars structures|Structures]]&lt;br /&gt;
* [[PlanetWars economy|Economy]]&lt;br /&gt;
* [[PlanetWars faction roles|Faction Roles]]&lt;br /&gt;
* [[PlanetWars events|Events]]&lt;br /&gt;
* [[PlanetWars factions|History]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Talk:Building_Usage&amp;diff=4599</id>
		<title>Talk:Building Usage</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Talk:Building_Usage&amp;diff=4599"/>
		<updated>2018-08-23T20:26:48Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: /* Why this page? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Why this page? ==&lt;br /&gt;
Wouldn't it make sense to put this in the '''Tactics and Strategy''' section of each building? There's also [[Buildings]] [[Special:Contributions/84.254.91.146|84.254.91.146]] 00:24, 22 August 2018 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most info pages tend to be very generic and I wanted to give some more specific info. I thought having a generic building page and a specific building page would be good.&lt;br /&gt;
I personally think that having all building strategy in one page is better than having it be dispersed among each unit entry, but I dont see why it couldn't be in both locations too. This page isn't linked to from anywhere yet as I had trouble thinking about where it fit in, like you.--[[User:Fealthas|Fealthas]] ([[User talk:Fealthas|talk]]) 22:26, 23 August 2018 (CEST)&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Building_Usage&amp;diff=4558</id>
		<title>Building Usage</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Building_Usage&amp;diff=4558"/>
		<updated>2018-08-21T16:32:47Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: /* Solar extractor as shields */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide will go over some common tactics and strategies used when using buildings. (wip)&lt;br /&gt;
&lt;br /&gt;
==Economy Buildings==&lt;br /&gt;
===Caretaker bury===&lt;br /&gt;
The Caretaker is often buried underground when used on the front-lines. You can do this easily using terraform. Doing this protects the caretaker from most enemy units, but it is still able to reclaim and repair. You might do this when there is a large reclaim field but you are unable to safely use constructors or your commander for reclaiming, as they have a much shorter range than the caretaker,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Defensive Buildings==&lt;br /&gt;
&lt;br /&gt;
===Terraform pillar===&lt;br /&gt;
You are able to raise small pillars using terraform and then build a defensive structure on them. This is advantageous for a few reasons.&lt;br /&gt;
*Puts them out of range of many raiders.&lt;br /&gt;
*Gives extra range to some structures.&lt;br /&gt;
&lt;br /&gt;
It is most commonly done with the LLT or stardust turret.&lt;br /&gt;
&lt;br /&gt;
===Solar extractor as shields===&lt;br /&gt;
Solar extractors are very sturdy for an energy production building. Even when destroyed, their wreckage will block most raiders from passing or firing over them. They can thus be strategically placed to constrict enemy attack vectors. This is usually done by placing them in a line. Alternatively, they can be used to protect a single building. Do this by holding '''Ctrl+Shift''' during placement and clicking on the building that is to be protected.&lt;br /&gt;
LLTs are tall enough to shoot over solar extractors, while most units cannot shoot over the solar. This can effectively give these turrets +400 hp or so.&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Building_Usage&amp;diff=4555</id>
		<title>Building Usage</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Building_Usage&amp;diff=4555"/>
		<updated>2018-08-21T07:00:29Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: starting construction on a building-tactics guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide will go over some common tactics and strategies used when using buildings. (wip)&lt;br /&gt;
&lt;br /&gt;
==Economy Buildings==&lt;br /&gt;
===Caretaker bury===&lt;br /&gt;
The Caretaker is often buried underground when used on the front-lines. You can do this easily using terraform. Doing this protects the caretaker from most enemy units, but it is still able to reclaim and repair. You might do this when there is a large reclaim field but you are unable to safely use constructors or your commander for reclaiming, as they have a much shorter range than the caretaker,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Defensive Buildings==&lt;br /&gt;
&lt;br /&gt;
===Terraform pillar===&lt;br /&gt;
You are able to raise small pillars using terraform and then build a defensive structure on them. This is advantageous for a few reasons.&lt;br /&gt;
*Puts them out of range of many raiders.&lt;br /&gt;
*Gives extra range to some structures.&lt;br /&gt;
&lt;br /&gt;
It is most commonly done with the LLT or stardust turret.&lt;br /&gt;
&lt;br /&gt;
===Solar extractor as shields===&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4520</id>
		<title>Typical game progression</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4520"/>
		<updated>2018-08-17T21:57:24Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: while this is theoretically possible, in practice it never happens. I'm trying to make a serious/realistic guide, so this doesnt fit here at all. It belongs in late late-game like originally planned.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide explaining how a typical game progresses, after a [[typical opening]].&lt;br /&gt;
The game can be thought of as being organically split up into a few phases, each with a characteristic set of units and goals. &lt;br /&gt;
*Note that these are general scenarios - depending on the map and factory match-up the game can play very differently!&lt;br /&gt;
*From a 1v1 perspective&lt;br /&gt;
*(wip)&lt;br /&gt;
==Raider phase==&lt;br /&gt;
The raider phase is the first phase in a typical game. It is defined by a few characteristics:&lt;br /&gt;
*Most of the map is untaken by either player.&lt;br /&gt;
*No defenses covering most areas.&lt;br /&gt;
Due to this, the mobility that raiders have tends to make them the dominant unit class. When the map is fortified with light defenses, raiders are much less useful and it will be time to switch to something else. &lt;br /&gt;
===Expansion===&lt;br /&gt;
You will want to expand as fast as possible here, and try to grab at least 50% of the map. Try to have two groups of constructors moving around the map taking mexes. Near each mex cluster you can put some light defences, but do not overbuild defences early game, and in non-critical locations (i.e. not a choke point or the centre of the map). Run around the map with your raiders, keeping track of where your opponents raiders are as well.&lt;br /&gt;
&lt;br /&gt;
You should be able to defend your expansion from enemy raiders with some light defenses and some of your own raiders. Since raiding properly is considerably more difficult than expanding, you should be encouraged to expand as fast as possible.&lt;br /&gt;
*Try to expand much faster and in a more risky manner than you think is possible for a few games. You might be surprised at how much greed you get away with! It is much harder to punish greed than it is to be greedy. Doing this will also help you learn the safe maximum limits for expansion.&lt;br /&gt;
If you succeed in this phase of the game, you will have a massive eco advantage and will be able to swarm your opponent to death with units.&lt;br /&gt;
====Energy production====&lt;br /&gt;
A very common mistake players make is that they don't build enough energy structures. This leads to a situation in which your metal income exceeds your energy income and you are unable to spend all your metal (called &amp;quot;e-stalling&amp;quot;). Having 1 constructor dedicated to only building energy structures can solve this issue.&lt;br /&gt;
&lt;br /&gt;
===Raider Usage===&lt;br /&gt;
You want to have good radar coverage of your side of the map and keep your raiders as close to the enemy as possible. This puts pressure on them, and also forces them to keep their raiders near their base, away from your expansion. Against good players you will not be able to do much damage with raiders, but that does not mean you have accomplished nothing by keeping your raiders near them.&lt;br /&gt;
*Because of the threat of your raiders, they are not able to &amp;quot;naked expand&amp;quot; (very fast expansion with minimal or no defense). If you allow your opponent to naked expand, they will typically just roll you over a few minutes later with a massive eco advantage.&lt;br /&gt;
*Forces your opponent to keep their own raiders near their own base to defend from yours. It can also force them to build more defense, slowing down their expansion and reducing the amount of pressure they can put on your own expansion.&lt;br /&gt;
*Gives scouting information. By running around at the edges of your opponents territory you will be able to see what they are up to. If they are trying to rush a heavy unit or do something silly you will often just be able to overrun them and win.&lt;br /&gt;
&lt;br /&gt;
If you find yourself on being the one that has raiders at their front door, things are a little more challenging, but don't panic.&lt;br /&gt;
*Try to expand where your enemies raiders are not(with that other group of builders on the other side of the map that you have...right?).&lt;br /&gt;
*You can slowly creep forward with LLTs and the protection of your own raiders.&lt;br /&gt;
&lt;br /&gt;
In higher level games what usually ends up happening is that both players are good at raider control and don't really kill much of importance on either side. While raiders are chasing each other, each player is slowly building up and fortifying territory as they move closer to the center of the map.&lt;br /&gt;
*Fortifying territory means building maybe 1 or 2 defensive towers near mex clusters and also putting some defensive towers near some critical locations to block off pathing. You should get essentially a full line of sight across your front line, so your opponent cannot sneak units into the middle of your territory without taking some damage from towers and you not knowing about their movements.&lt;br /&gt;
&lt;br /&gt;
Note that you do not need to kill anything to have a successful raider phase. Your primary goals are to expand and grab territory while slowing your opponents expansion to a reasonable pace, and also have the energy to use all the metal you took control of. Your raiders will be useful later, so try to keep them alive. There is a &amp;quot;reasonable maximum speed&amp;quot; at which players can safely expand, and as long as you make sure your opponent doesn't exceed this and you are close to it, you will probably enter the later stages of the game on equal footing. Not every game is won or lost in the raider phase, and in fact, probably most aren't.&lt;br /&gt;
&lt;br /&gt;
Often you will see a location that is lightly defended with towers, and you will correctly assume that you can run into it with your raiders and kill everything. However, this is a risky (and often unnecessary) thing to do.&lt;br /&gt;
*There might be some defense you don't see, like nearby units ready to help.&lt;br /&gt;
*Killing towers with raiders is not cost efficient, so the payoff might not be that good.&lt;br /&gt;
**This could lead to your opponent taking a temporary raider number advantage, which could put you on the defensive and actually put you behind from where you were before, as you are no longer able to exert as much map pressure.&lt;br /&gt;
*Committing your raiders to an attack like this open you up for the possibility of a counter-attack, and since your raiders are somewhere else, you might not be able to defend.&lt;br /&gt;
&lt;br /&gt;
====Finding a lone commander====&lt;br /&gt;
Sometimes your opponent may be a bit greedy and have their commander out alone. If it is a low level you might be able to kill it with your raiders if you have like 10 or so. It is almost always worth it to kill a commander. Some raiders like kodachae or daggers are bad at this, but others like scorchers are amazing at it.&lt;br /&gt;
*Spread your units out right before it dies, as they have a death explosion which could wipe out your raiders if they are really close to the commander.&lt;br /&gt;
&lt;br /&gt;
===Why not other unit classes?===&lt;br /&gt;
====Riots====&lt;br /&gt;
It may seem intuitive to make riot units in this phase of the game. &amp;quot;They're good against raiders, aren't they?&amp;quot; you may say (correctly). However, their downside is that they are very slow. This makes them unusable for offense, as your opponent will see them coming and be able to easily respond. Also:&lt;br /&gt;
*Early game, lone riot units can be overwhelmed by raiders.&lt;br /&gt;
**You can use line move to spread out your raiders (preferably in a concave) and then just run at the lone riot unit and kill it. Try to get your raiders to encircle the riot to minimize any AOE damage it may do.&lt;br /&gt;
*Light defenses are effective against riots, as riots are DPS, not HP focused. Light defenses will take a significant portion of the riot's HP away before the riot is close enough to fire. What usually happens is that the riot maybe kills one or two defensive towers and then just dies(very cost inefficient).&lt;br /&gt;
**Due to targeting oddities, the riot will often stay locked into firing at a defensive tower. This gives you an opportunity to swoop in with raiders and kill the riot quickly, before it even gets a chance to fire at your raiders.&lt;br /&gt;
Because of the above reasons, they do not pose much of a threat (unless you don't scout a [[cheese|riot rush]] of some sort and lose anyway).&lt;br /&gt;
*You can just run past the riots and ignore them. Because of this, players tend to spread out their riots to try to cover every location so you can't run past them. &lt;br /&gt;
**Notice how this contributes to the first point.&lt;br /&gt;
The correct way to deal with an opponent making riots is to just expand faster than they do - they won't be able to punish this. When you inevitably get superior eco, you can just overwhelm them.&lt;br /&gt;
Try also running around with your raiders near your opponents front lines. They will often be scared by this and will need to be constantly re-positioning their riots to defend from a possible raider run-by into their base. If you see that they are doing this, you can expand even faster, as they don't have any way to punish your expansion.&lt;br /&gt;
&lt;br /&gt;
====Any other class====&lt;br /&gt;
Skirmishers, artillery, assaults - all of these do very badly against raiders, so are not worth building at this point.&lt;br /&gt;
===Importance of radar===&lt;br /&gt;
Radar coverage is very important to get in this phase. If you do not have it, you have to play defensively in case your opponents tries to raid some of your expansions. The alternative is building tons of defenses everywhere, but this is a losing strategy, as it leaves you unable to punish your opponent for expanding. If they expand they will just overrun you with units. By building radar you can reduce the amount you spend on defense, and can use it on offensive units instead. In the worst case scenario, you prevent greedy expansion from your opponent. In the best case, you just win because they were too greedy and have no units.&lt;br /&gt;
===Dealing with defensive players===&lt;br /&gt;
A strategy that many have trouble dealing with is when your opponent just builds lots of defenses at every expansion site. The best way to deal with this, paradoxically, is to just ignore them and focus on expanding yourself. If they want to sit in the corner building defense, that is fine (for you). Since they have spent so much metal on this, they won't be able to prevent you from expanding, so just take the whole map, make lots of eco, and then come to their base with artillery and win. There is really no situation in which fortifying yourself into a small section of the map is a winning strategy.&lt;br /&gt;
&lt;br /&gt;
===End of raider phase===&lt;br /&gt;
Eventually, the map will become covered with a line of defenses from both players, partitioning the map roughly in half. This limits the mobility advantage that raider have, and it becomes time to switch to something else. Some areas might be lightly defended, and if you know the enemie's raiders are not close, you can punish this, but by this point people often have full radar coverage and its not that difficult to spot and defend these sorts of things.&lt;br /&gt;
&lt;br /&gt;
==Midgame phase==&lt;br /&gt;
In this phase, strategic diversity opens up significantly. Players typically transition out of raiders into some of the following:&lt;br /&gt;
===Skirmishers===&lt;br /&gt;
A common strategic switch people make is a shift to building raiders skirmishers rather than raiders. These units are capable of killing light defenses fairly well, so you can start pushing back your opponent and try to grab more territory. Use your raiders (which are hopefully still alive) to protect your skirmishers from harm. It is also common to see a few riots dedicated to protecting your skirmishers.&lt;br /&gt;
===Assaults===&lt;br /&gt;
For some factories, it is possible to switch to assault units. These units will be able to punch through light defenses (unlike raiders) and do some economic damage to your opponent. &lt;br /&gt;
Some examples:&lt;br /&gt;
*Thuglaw - Outlaws and Thugs - this combination from the shieldbot factory is a very potent assault force. It is good against raiders and light defences, giving it the potential to do lots of damage to an unprepared opponent.&lt;br /&gt;
*Ravagers - Fast assault rovers that can be used for raiding. They are able to eat through light defences, and due to their speed it is harder to position raiders to defend against them.&lt;br /&gt;
===Air switch===&lt;br /&gt;
A very typical midgame transition is switching to air. Air units are typically quite a bit faster than ground units, and do not suffer from pathing difficulties that ground units do. It is advantageous to get air units for a few reasons.&lt;br /&gt;
*They are very good at shutting down raiding, both from raiders and fast assaults like ravagers.&lt;br /&gt;
**These units are difficult to chase down with more typical midgame units like riots or skirmishers. It is often a losing move to chase units this way, as the lack of riots/skirmishers at your frontlines means your outermost expansions will probably be taken from you.&lt;br /&gt;
**Air units are fast enough to catch anything, and typically will take little return damage.&lt;br /&gt;
**Helps further consolidate your front lines as you no longer have to worry so much about being counterattacked as much.&lt;br /&gt;
*Air gives you the ability to scout easily.&lt;br /&gt;
**You can see what your opponent is up to. Are they rushing a strider? Lots of fusions? Other greedy things?&lt;br /&gt;
*You can punish very greedy behavior.&lt;br /&gt;
**Kill expansions with minimal defense. For example, if they just have like 1 LLT and defender.&lt;br /&gt;
**Kill undefended eco structures(fusions,windmills).&lt;br /&gt;
*Forces your opponent to divert some metal to anti-air(if they don't want to die).&lt;br /&gt;
**Can take some pressure off your front lines, as they can't send as many ground reinforcements. Anti-air units are pretty useless against anything that isn't air.&lt;br /&gt;
**Typically this makes both players back off on the front lines for a bit and get readjusted for air game play.&lt;br /&gt;
&lt;br /&gt;
There are two air factories, which play very differently from each-other.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
====Airplane Factory====&lt;br /&gt;
&lt;br /&gt;
====Gunships====&lt;br /&gt;
&lt;br /&gt;
Gunship units are a little slower than their air counterparts, and they also are DPS focused, instead of alpha focused like planes.  &lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
====Playing against air====&lt;br /&gt;
&lt;br /&gt;
===Fortification===&lt;br /&gt;
In the midgame, players will sometimes fortify certain locations on the map with heavier defenses such as stingers or stardusts. This happens at central locations of the map as it gives you a sort of staging point that you can keep your units at safely. Heavier defenses generally require a specialized response of artillery or heavy units, so by building some, you can buy yourself some time as your opponent is figuring out a way to deal with the heavy defenses.&lt;br /&gt;
Stingers are especially tricky at this part of the game, as they are the first type of tower that can actually fight skirmishers well. If you find yourself losing ground to skirmishers or expect them soon, it may be a good idea to put up a stinger. Stingers do not do that well against lots of light units, so make sure to keep building lots of LLTs(or even add a stardust).&lt;br /&gt;
&lt;br /&gt;
==Lategame==&lt;br /&gt;
Both players with have built up sizable armies of skirmishers/riots/assaults and will probably have some air presence. The map will be more fortified, and it will be difficult to make progress with &amp;quot;lighter&amp;quot; units.&lt;br /&gt;
===Eco===&lt;br /&gt;
If things have stabilized in the midgame, it may be time to build some eco. &lt;br /&gt;
*Build all the available geothermal power plants(they are super efficient!). If you feel that some are very safely located, upgrade them. &lt;br /&gt;
**Upgraded geothermals will often pay for themselves within just 3-4 minutes. As a bonus, they explode violently on their death. If the area is clear of allies, they can make for a nasty surprise to nearby enemies. When followed by a quick reclaim and rebuild, this will give an additional boost to your economy at the cost of your opponent's.&lt;br /&gt;
*Connect your energy grid together. The more mexes you connect, the more efficiently energy will be distributed, and you will end up with more metal.&lt;br /&gt;
**Overdrive is VERY efficient at low levels of energy. Something like 2 e/s can increase production 50%. &lt;br /&gt;
*Build fusion energy reactors. Make sure to scout before starting, as it can stop your unit production for a minute or so. If for example you scout your opponent switching to air or preparing a massive raid, it may be better to make sure you can counter their strategy before ecoing, as otherwise you might take heavy damage.&lt;br /&gt;
&lt;br /&gt;
As with expansion, it is much harder to punish greedy eco-ing than it is to do it yourself. Try to be a greedy as possible and learn what the safe limits are.&lt;br /&gt;
&lt;br /&gt;
===Heavies===&lt;br /&gt;
At this stage in the game you will start to see heavies coming out. &amp;quot;Heavies&amp;quot; are units that are generally 1500+ cost. Most of them massacre the lighter skirmisher/assualt/riot balls that are predominant in the midgame, and they also can stand up the to defenses built in the midgame(ie they can actually kill stingers). Units such as cyclops, sumo, grizzly will be often seen.&lt;br /&gt;
&lt;br /&gt;
===Bot specialist units===&lt;br /&gt;
The bot factories do not really have &amp;quot;heavies&amp;quot;, but they do have more expensive upper tier units that can be used to fight heavies of other factories. &lt;br /&gt;
*Cloaky factory will start to build Snipers and area-cloakers.&lt;br /&gt;
*Shield bots can build felons and aspis. Felons supported by aspis can deal a very large amount of damage very quickly, burning through the health of almost anything. Racketeers are commonly added too, and these are good at disabling heavy units.&lt;br /&gt;
&lt;br /&gt;
===Light striders===&lt;br /&gt;
Someone putting down a strider hub and making either a scorpion or dante is quite common.&lt;br /&gt;
*Dante is very good against skirmisher balls as its &amp;quot;D-gun&amp;quot; can 1 shot most of them. It is also one of the faster striders so it can get into action quickly. Due to all its aoe damage, it massacres riots and raiders as well. It fights assaults decently, but be careful, it actually loses to most of them by cost. You need to retreat and repair it to get full value out of it.&lt;br /&gt;
**Be carefull with your own units around the dante. The dante causes alot of chaos and fire and flames everywhere, and this can also hit your own units and kill them.&lt;br /&gt;
*Scorpions are invisible and have their EMP- D-gun. This can be used to sneak up on valuable targets like commanders or a bunched up set of units, stun them, and then kill them. Scorpions are probably more of a support unit, as their dps is much lower than a dante, and also get kitied by skirmishers easily.&lt;br /&gt;
**Scorpions beat dantes quite easily, especially if they get their stun off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Late-Lategame==&lt;br /&gt;
In this phase you will see heavy striders and some of the more exotic tools available to the player.&lt;br /&gt;
*Bertha, effectively the big brother of mobile artillery units.&lt;br /&gt;
*Nuke&lt;br /&gt;
*Ultra-heavy porc&lt;br /&gt;
**Desolator, often put on terraform to increase range, will quickly destroy anything short of a strider&lt;br /&gt;
**Lucifer, while weak to smaller units, can snipe even the heaviest assaults (including striders) and repel most artillery&lt;br /&gt;
**Cerberus as counter-battery against artillery and to deny large areas to ground troops&lt;br /&gt;
*Paladin/Detriment&lt;br /&gt;
*Starlight/Zenith/DRP&lt;br /&gt;
*Singularity&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Note that this is a general overview. Sometimes people may rush heavies in the midgame, or eco during the raider phase or whatever else. Zero-k is a very flexible game, and there is no really hard or set meta-game like in starcraft 2. Lots of game play is map-dependent or match-up dependent.&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Dominatrix&amp;diff=4508</id>
		<title>Dominatrix</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Dominatrix&amp;diff=4508"/>
		<updated>2018-08-13T20:16:11Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: /* Best uses for Dominatrix */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a capture rover from the [[Rover Assembly]].{{ Infobox zkunit&lt;br /&gt;
| name = Dominatrix&lt;br /&gt;
| defname = vehcapture&lt;br /&gt;
| description = Capture Rover&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/vehcapture.png&lt;br /&gt;
| icontype = vehiclespecial&lt;br /&gt;
| cost = 420&lt;br /&gt;
| hitpoints = 820&lt;br /&gt;
| movespeed = 66&lt;br /&gt;
| turnrate = 69&lt;br /&gt;
| sight = 550&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Capture Ray&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 2.6&lt;br /&gt;
	| reloadtime = 0.03&lt;br /&gt;
	| dps = 78&lt;br /&gt;
	| range = 450&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	| special2 = Ignores shields&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Dominatrix [[capture]]s enemies, turning them against their former allies. Multiple Dominatrix can capture a single target faster, although only one becomes the controller. After taking control of a unit the Dominatrix cannot fire for 12 seconds. If a Dominatrix is destroyed all units it controls are freed.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
Note that the Dominatrix's capture dps is pitted against the target's metal cost instead of its HP. This means that, for example, a single Dominatrix (which has a capture dps of 78) takes about 10.9 seconds to capture an enemy [[Minotaur]] (which costs 850 metal). Also note that damaged units will be captured faster and that unit armor is ignored.&lt;br /&gt;
&lt;br /&gt;
To prolong the life span of your frail Dominatrices, try escorting them with at least 1 [[Aspis]], along with an [[Iris]] to help keep enemy artillery from skirmishing your Dominatrices to death. Be warned that, like with other shield balls, such a combination is asking to be countered with [[Firewalker]]s, [[Imp]]s, [[Snitch]]es, [[Thunderbird]]s, or [[Likho]]s to name a few.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Best uses for Dominatrix==&lt;br /&gt;
&lt;br /&gt;
1) Countering rushes of nasty heavyweight riots: Mace, Ogre, Redback. For an equal price to the rush unit, you get the Dominatrix which stops the rush unit - and you also get the rush unit. Typically, the rushing player resigns then after realising that they've spent most of their economy on giving you an e.g. Mace.&lt;br /&gt;
&lt;br /&gt;
2) Defeating medium-heavy assault units. Minotaur, Jack in particular are very difficult for Rover to counter without a Domi.&lt;br /&gt;
&lt;br /&gt;
3) Defeating armored objects - Halberds, Razors, Crabs. Domi will need some shielding to fight a Crab, but they're one of the fastest ways to get rid of annoying Halberds or Razors.&lt;br /&gt;
&lt;br /&gt;
4) Killing enemy commanders. Now, Rover doesn't lack in commander-killing options, with Scorchers and Ravagers also being quite good at the job. But a Dominatrix outruns and outranges non-trollcom commanders, so an unassisted com caught in the wild against a Domi will soon encounter a fate worse than death, creating a massive 8 metal per second differential for the capturer.&lt;br /&gt;
&lt;br /&gt;
If your enemy is unattentive, you may even get this almost for free, because the dominatrix capture ray does not trigger the &amp;quot;commander under attack&amp;quot; alarm.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Countering Dominatrix as hover, your two choice units are Halberd and Lance. Ideally, both!&lt;br /&gt;
&lt;br /&gt;
1) Halberd costs less than the dominatrix. You will need at least 3 halberd per enemy 2 dominatrix, but halberds are fast enough to catch up with the domis, and more importantly, they are very hard to stop and they are *very bad at killing each other*. So when they get turned, Dominatrices don't do any bonus kills with the freshly acquired slaves; instead, once the remaining Halberds kill one of the slave-owning Domis, you get your slightly dented Halberds back.&lt;br /&gt;
&lt;br /&gt;
2) Lance has the range and alpha to kill dominatrices with impunity. It may not have that good effect if shooting by radar though, but that's where Halberds come in handy.&lt;br /&gt;
&lt;br /&gt;
3) Scalpel if you want to fight dirty. A Scalpel/Mace force fights very favorable with almost every Rover composition, barring things like heavy Badger - at least, until Thunderbirds come out. The Scalpel/Mce build also trades equally with Dominatrix - remember that you get two Scalpel for one Domi, and while a Domi outranges the Scalpel slightly, it's not a big enough margin to prevent return fire. It takes two scalpel salvos to kill a domi, and if you succeed, you more or less erase all the damage the Domi did. A good trick here is to manually target them, otherwise the first captures will waste shots for most of your army.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Once the enemy has fielded five or more dominatrix, you may consider further asymmetric options:&lt;br /&gt;
&lt;br /&gt;
Aggressive porcing - Dominatrix is quite bad against Stinger. Extra good if your artilery is an anti-mobile kind, which is literally any artillery unit except Sling and Impaler - then you can also bombard the enemy units from your porc forest!&lt;br /&gt;
&lt;br /&gt;
Air bombing - but start with a Thunderbird because unassisted Ravens will probably be captured. A Dominatrix takes two Raven bombs to die, too.&lt;br /&gt;
&lt;br /&gt;
Cloaked snitches - remember, 5 dominatrix is over 2k metal. You get to facswitch to shield (800m), an area cloaker (500-ish), and four-five Snitches for this price.&lt;br /&gt;
&lt;br /&gt;
Phantoms - just bring something to keep the Darts away.&lt;br /&gt;
&lt;br /&gt;
Emissary. Outruns, outranges, and outguns Dominatrix. Kind of mandatory late game.&lt;br /&gt;
&lt;br /&gt;
Cyclops. Like, really, if you're tank and you see even one Domi, just make 1 emissary to annoy your enemy for the time being and fully switch to Cyclops production. If you're hover and you're having trouble dealing with Domi using halberd/lance method, also switch to Cyclops. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Dominatrix&amp;diff=4507</id>
		<title>Dominatrix</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Dominatrix&amp;diff=4507"/>
		<updated>2018-08-13T20:14:17Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: adding Anarchid's insight&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a capture rover from the [[Rover Assembly]].{{ Infobox zkunit&lt;br /&gt;
| name = Dominatrix&lt;br /&gt;
| defname = vehcapture&lt;br /&gt;
| description = Capture Rover&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/vehcapture.png&lt;br /&gt;
| icontype = vehiclespecial&lt;br /&gt;
| cost = 420&lt;br /&gt;
| hitpoints = 820&lt;br /&gt;
| movespeed = 66&lt;br /&gt;
| turnrate = 69&lt;br /&gt;
| sight = 550&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Capture Ray&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 2.6&lt;br /&gt;
	| reloadtime = 0.03&lt;br /&gt;
	| dps = 78&lt;br /&gt;
	| range = 450&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	| special2 = Ignores shields&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Dominatrix [[capture]]s enemies, turning them against their former allies. Multiple Dominatrix can capture a single target faster, although only one becomes the controller. After taking control of a unit the Dominatrix cannot fire for 12 seconds. If a Dominatrix is destroyed all units it controls are freed.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
Note that the Dominatrix's capture dps is pitted against the target's metal cost instead of its HP. This means that, for example, a single Dominatrix (which has a capture dps of 78) takes about 10.9 seconds to capture an enemy [[Minotaur]] (which costs 850 metal). Also note that damaged units will be captured faster and that unit armor is ignored.&lt;br /&gt;
&lt;br /&gt;
To prolong the life span of your frail Dominatrices, try escorting them with at least 1 [[Aspis]], along with an [[Iris]] to help keep enemy artillery from skirmishing your Dominatrices to death. Be warned that, like with other shield balls, such a combination is asking to be countered with [[Firewalker]]s, [[Imp]]s, [[Snitch]]es, [[Thunderbird]]s, or [[Likho]]s to name a few.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Best uses for Dominatrix==&lt;br /&gt;
&lt;br /&gt;
1) Countering rushes of nasty heavyweight riots: Mace, Ogre, Redback. For an equal price to the rush unit, you get the Dominatrix which stops the rush unit - and you also get the rush unit. Typically, the rushing player resigns then after realising that they've spent most of their economy on giving you an e.g. Mace.&lt;br /&gt;
&lt;br /&gt;
2) Defeating medium-heavy assault units. Minotaur, Jack in particular are very difficult for Rover to counter without a Domi.&lt;br /&gt;
&lt;br /&gt;
3) Defeating armored objects - Halberds, Razors, Crabs. Domi will need some shielding to fight a Crab, but they're one of the fastest ways to get rid of annoying Halberds or Razors.&lt;br /&gt;
&lt;br /&gt;
4) Killing enemy commanders. Now, Rover doesn't lack in commander-killing options, with Scorchers and Ravagers also being quite good at the job. But a Dominatrix outruns and outranges non-trollcom commanders, so an unassisted com caught in the wild against a Domi will soon encounter a fate worse than death, creating a massive 8 metal per second differential for the capturer.&lt;br /&gt;
&lt;br /&gt;
If your enemy is unattentive, you may even get this almost for free, because the first thing a dominatrix capture ray does is subvert the &amp;quot;commander under attack&amp;quot; alarm.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
I don't think dominatrix balls are that practical outside of roflstomping Circuit or playing against players who won't counter them, which you should never rely upon. Domis are not very good as a late game unit, their rung on the bullshit skirmisher ladder is quite low.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Countering Dominatrix as hover, your two choice units are Halberd and Lance. Ideally, both!&lt;br /&gt;
&lt;br /&gt;
1) Halberd costs less than the dominatrix. You will need at least 3 halberd per enemy 2 dominatrix, but halberds are fast enough to catch up with the domis, and more importantly, they are very hard to stop and they are *very bad at killing each other*. So when they get turned, Dominatrices don't do any bonus kills with the freshly acquired slaves; instead, once the remaining Halberds kill one of the slave-owning Domis, you get your slightly dented Halberds back.&lt;br /&gt;
&lt;br /&gt;
2) Lance has the range and alpha to kill dominatrices with impunity. It may not have that good effect if shooting by radar though, but that's where Halberds come in handy.&lt;br /&gt;
&lt;br /&gt;
3) Scalpel if you want to fight dirty. A Scalpel/Mace force fights very favorable with almost every Rover composition, barring things like heavy Badger - at least, until Thunderbirds come out. The Scalpel/Mce build also trades equally with Dominatrix - remember that you get two Scalpel for one Domi, and while a Domi outranges the Scalpel slightly, it's not a big enough margin to prevent return fire. It takes two scalpel salvos to kill a domi, and if you succeed, you more or less erase all the damage the Domi did. A good trick here is to manually target them, otherwise the first captures will waste shots for most of your army.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Once the enemy has fielded five or more dominatrix, you may consider further asymmetric options:&lt;br /&gt;
&lt;br /&gt;
Aggressive porcing - Dominatrix is quite bad against Stinger. Extra good if your artilery is an anti-mobile kind, which is literally any artillery unit except Sling and Impaler - then you can also bombard the enemy units from your porc forest!&lt;br /&gt;
Air bombing - but start with a Thunderbird because unassisted Ravens will probably be captured. A Dominatrix takes two Raven bombs to die, too.&lt;br /&gt;
Cloaked snitches - remember, 5 dominatrix is over 2k metal. You get to facswitch to shield (800m), an area cloaker (500-ish), and four-five Snitches for this price.&lt;br /&gt;
Phantoms - just bring something to keep the Darts away.&lt;br /&gt;
Emissary. Outruns, outranges, and outguns Dominatrix. Kind of mandatory late game.&lt;br /&gt;
Cyclops. Like, really, if you're tank and you see even one Domi, just make 1 emissary to annoy your enemy for the time being and fully switch to Cyclops production. If you're hover and you're having trouble dealing with Domi using halberd/lance method, also switch to Cyclops. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4506</id>
		<title>Typical game progression</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4506"/>
		<updated>2018-08-13T20:05:18Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: /* Air switch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide explaining how a typical game progresses, after a [[typical opening]].&lt;br /&gt;
The game can be thought of as being organically split up into a few phases, each with a characteristic set of units and goals. &lt;br /&gt;
*Note that these are general scenarios - depending on the map and factory match-up the game can play very differently!&lt;br /&gt;
*From a 1v1 perspective&lt;br /&gt;
*(wip)&lt;br /&gt;
==Raider phase==&lt;br /&gt;
The raider phase is the first phase in a typical game. It is defined by a few characteristics:&lt;br /&gt;
*Most of the map is untaken by either player.&lt;br /&gt;
*No defenses covering most areas.&lt;br /&gt;
Due to this, the mobility that raiders have tends to make them the dominant unit class. When the map is fortified with light defenses, raiders are much less useful and it will be time to switch to something else. &lt;br /&gt;
===Expansion===&lt;br /&gt;
You will want to expand as fast as possible here, and try to grab at least 50% of the map. Try to have two groups of constructors moving around the map taking mexes. Near each mex cluster you can put some light defences, but do not overbuild defences early game, and in non-critical locations (i.e. not a choke point or the centre of the map). Run around the map with your raiders, keeping track of where your opponents raiders are as well.&lt;br /&gt;
&lt;br /&gt;
You should be able to defend your expansion from enemy raiders with some light defenses and some of your own raiders. Since raiding properly is considerably more difficult than expanding, you should be encouraged to expand as fast as possible.&lt;br /&gt;
*Try to expand much faster and in a more risky manner than you think is possible for a few games. You might be surprised at how much greed you get away with! It is much harder to punish greed than it is to be greedy. Doing this will also help you learn the safe maximum limits for expansion.&lt;br /&gt;
If you succeed in this phase of the game, you will have a massive eco advantage and will be able to swarm your opponent to death with units.&lt;br /&gt;
====Energy production====&lt;br /&gt;
A very common mistake players make is that they don't build enough energy structures. This leads to a situation in which your metal income exceeds your energy income and you are unable to spend all your metal (called &amp;quot;e-stalling&amp;quot;). Having 1 constructor dedicated to only building energy structures can solve this issue.&lt;br /&gt;
&lt;br /&gt;
===Raider Usage===&lt;br /&gt;
You want to have good radar coverage of your side of the map and keep your raiders as close to the enemy as possible. This puts pressure on them, and also forces them to keep their raiders near their base, away from your expansion. Against good players you will not be able to do much damage with raiders, but that does not mean you have accomplished nothing by keeping your raiders near them.&lt;br /&gt;
*Because of the threat of your raiders, they are not able to &amp;quot;naked expand&amp;quot; (very fast expansion with minimal or no defense). If you allow your opponent to naked expand, they will typically just roll you over a few minutes later with a massive eco advantage.&lt;br /&gt;
*Forces your opponent to keep their own raiders near their own base to defend from yours. It can also force them to build more defense, slowing down their expansion and reducing the amount of pressure they can put on your own expansion.&lt;br /&gt;
*Gives scouting information. By running around at the edges of your opponents territory you will be able to see what they are up to. If they are trying to rush a heavy unit or do something silly you will often just be able to overrun them and win.&lt;br /&gt;
&lt;br /&gt;
If you find yourself on being the one that has raiders at their front door, things are a little more challenging, but don't panic.&lt;br /&gt;
*Try to expand where your enemies raiders are not(with that other group of builders on the other side of the map that you have...right?).&lt;br /&gt;
*You can slowly creep forward with LLTs and the protection of your own raiders.&lt;br /&gt;
&lt;br /&gt;
In higher level games what usually ends up happening is that both players are good at raider control and don't really kill much of importance on either side. While raiders are chasing each other, each player is slowly building up and fortifying territory as they move closer to the center of the map.&lt;br /&gt;
*Fortifying territory means building maybe 1 or 2 defensive towers near mex clusters and also putting some defensive towers near some critical locations to block off pathing. You should get essentially a full line of sight across your front line, so your opponent cannot sneak units into the middle of your territory without taking some damage from towers and you not knowing about their movements.&lt;br /&gt;
&lt;br /&gt;
Note that you do not need to kill anything to have a successful raider phase. Your primary goals are to expand and grab territory while slowing your opponents expansion to a reasonable pace, and also have the energy to use all the metal you took control of. Your raiders will be useful later, so try to keep them alive. There is a &amp;quot;reasonable maximum speed&amp;quot; at which players can safely expand, and as long as you make sure your opponent doesn't exceed this and you are close to it, you will probably enter the later stages of the game on equal footing. Not every game is won or lost in the raider phase, and in fact, probably most aren't.&lt;br /&gt;
&lt;br /&gt;
Often you will see a location that is lightly defended with towers, and you will correctly assume that you can run into it with your raiders and kill everything. However, this is a risky (and often unnecessary) thing to do.&lt;br /&gt;
*There might be some defense you don't see, like nearby units ready to help.&lt;br /&gt;
*Killing towers with raiders is not cost efficient, so the payoff might not be that good.&lt;br /&gt;
**This could lead to your opponent taking a temporary raider number advantage, which could put you on the defensive and actually put you behind from where you were before, as you are no longer able to exert as much map pressure.&lt;br /&gt;
*Committing your raiders to an attack like this open you up for the possibility of a counter-attack, and since your raiders are somewhere else, you might not be able to defend.&lt;br /&gt;
&lt;br /&gt;
====Finding a lone commander====&lt;br /&gt;
Sometimes your opponent may be a bit greedy and have their commander out alone. If it is a low level you might be able to kill it with your raiders if you have like 10 or so. It is almost always worth it to kill a commander. Some raiders like kodachae or daggers are bad at this, but others like scorchers are amazing at it.&lt;br /&gt;
*Spread your units out right before it dies, as they have a death explosion which could wipe out your raiders if they are really close to the commander.&lt;br /&gt;
&lt;br /&gt;
===Why not other unit classes?===&lt;br /&gt;
====Riots====&lt;br /&gt;
It may seem intuitive to make riot units in this phase of the game. &amp;quot;They're good against raiders, aren't they?&amp;quot; you may say (correctly). However, their downside is that they are very slow. This makes them unusable for offense, as your opponent will see them coming and be able to easily respond. Also:&lt;br /&gt;
*Early game, lone riot units can be overwhelmed by raiders.&lt;br /&gt;
**You can use line move to spread out your raiders (preferably in a concave) and then just run at the lone riot unit and kill it. Try to get your raiders to encircle the riot to minimize any AOE damage it may do.&lt;br /&gt;
*Light defenses are effective against riots, as riots are DPS, not HP focused. Light defenses will take a significant portion of the riot's HP away before the riot is close enough to fire. What usually happens is that the riot maybe kills one or two defensive towers and then just dies(very cost inefficient).&lt;br /&gt;
**Due to targeting oddities, the riot will often stay locked into firing at a defensive tower. This gives you an opportunity to swoop in with raiders and kill the riot quickly, before it even gets a chance to fire at your raiders.&lt;br /&gt;
Because of the above reasons, they do not pose much of a threat (unless you don't scout a [[cheese|riot rush]] of some sort and lose anyway).&lt;br /&gt;
*You can just run past the riots and ignore them. Because of this, players tend to spread out their riots to try to cover every location so you can't run past them. &lt;br /&gt;
**Notice how this contributes to the first point.&lt;br /&gt;
The correct way to deal with an opponent making riots is to just expand faster than they do - they won't be able to punish this. When you inevitably get superior eco, you can just overwhelm them.&lt;br /&gt;
Try also running around with your raiders near your opponents front lines. They will often be scared by this and will need to be constantly re-positioning their riots to defend from a possible raider run-by into their base. If you see that they are doing this, you can expand even faster, as they don't have any way to punish your expansion.&lt;br /&gt;
&lt;br /&gt;
====Any other class====&lt;br /&gt;
Skirmishers, artillery, assaults - all of these do very badly against raiders, so are not worth building at this point.&lt;br /&gt;
===Importance of radar===&lt;br /&gt;
Radar coverage is very important to get in this phase. If you do not have it, you have to play defensively in case your opponents tries to raid some of your expansions. The alternative is building tons of defenses everywhere, but this is a losing strategy, as it leaves you unable to punish your opponent for expanding. If they expand they will just overrun you with units. By building radar you can reduce the amount you spend on defense, and can use it on offensive units instead. In the worst case scenario, you prevent greedy expansion from your opponent. In the best case, you just win because they were too greedy and have no units.&lt;br /&gt;
===Dealing with defensive players===&lt;br /&gt;
A strategy that many have trouble dealing with is when your opponent just builds lots of defenses at every expansion site. The best way to deal with this, paradoxically, is to just ignore them and focus on expanding yourself. If they want to sit in the corner building defense, that is fine (for you). Since they have spent so much metal on this, they won't be able to prevent you from expanding, so just take the whole map, make lots of eco, and then come to their base with artillery and win. There is really no situation in which fortifying yourself into a small section of the map is a winning strategy.&lt;br /&gt;
&lt;br /&gt;
===End of raider phase===&lt;br /&gt;
Eventually, the map will become covered with a line of defenses from both players, partitioning the map roughly in half. This limits the mobility advantage that raider have, and it becomes time to switch to something else. Some areas might be lightly defended, and if you know the enemie's raiders are not close, you can punish this, but by this point people often have full radar coverage and its not that difficult to spot and defend these sorts of things.&lt;br /&gt;
&lt;br /&gt;
==Midgame phase==&lt;br /&gt;
In this phase, strategic diversity opens up significantly. Players typically transition out of raiders into some of the following:&lt;br /&gt;
===Skirmishers===&lt;br /&gt;
A common strategic switch people make is a shift to building raiders skirmishers rather than raiders. These units are capable of killing light defenses fairly well, so you can start pushing back your opponent and try to grab more territory. Use your raiders (which are hopefully still alive) to protect your skirmishers from harm. It is also common to see a few riots dedicated to protecting your skirmishers.&lt;br /&gt;
===Assaults===&lt;br /&gt;
For some factories, it is possible to switch to assault units. These units will be able to punch through light defenses (unlike raiders) and do some economic damage to your opponent. &lt;br /&gt;
Some examples:&lt;br /&gt;
*Thuglaw - Outlaws and Thugs - this combination from the shieldbot factory is a very potent assault force. It is good against raiders and light defences, giving it the potential to do lots of damage to an unprepared opponent.&lt;br /&gt;
*Ravagers - Fast assault rovers that can be used for raiding. They are able to eat through light defences, and due to their speed it is harder to position raiders to defend against them.&lt;br /&gt;
===Air switch===&lt;br /&gt;
A very typical midgame transition is switching to air. Air units are typically quite a bit faster than ground units, and do not suffer from pathing difficulties that ground units do. It is advantageous to get air units for a few reasons.&lt;br /&gt;
*They are very good at shutting down raiding, both from raiders and fast assaults like ravagers.&lt;br /&gt;
**These units are difficult to chase down with more typical midgame units like riots or skirmishers. It is often a losing move to chase units this way, as the lack of riots/skirmishers at your frontlines means your outermost expansions will probably be taken from you.&lt;br /&gt;
**Air units are fast enough to catch anything, and typically will take little return damage.&lt;br /&gt;
**Helps further consolidate your front lines as you no longer have to worry so much about being counterattacked as much.&lt;br /&gt;
*Air gives you the ability to scout easily.&lt;br /&gt;
**You can see what your opponent is up to. Are they rushing a strider? Lots of fusions? Other greedy things?&lt;br /&gt;
*You can punish very greedy behavior.&lt;br /&gt;
**Kill expansions with minimal defense. For example, if they just have like 1 LLT and defender.&lt;br /&gt;
**Kill undefended eco structures(fusions,windmills).&lt;br /&gt;
*Forces your opponent to divert some metal to anti-air(if they don't want to die).&lt;br /&gt;
**Can take some pressure off your front lines, as they can't send as many ground reinforcements. Anti-air units are pretty useless against anything that isn't air.&lt;br /&gt;
**Typically this makes both players back off on the front lines for a bit and get readjusted for air game play.&lt;br /&gt;
&lt;br /&gt;
There are two air factories, which play very differently from each-other.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
====Airplane Factory====&lt;br /&gt;
&lt;br /&gt;
====Gunships====&lt;br /&gt;
&lt;br /&gt;
Gunship units are a little slower than their air counterparts, and they also are DPS focused, instead of alpha focused like planes.  &lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
====Playing against air====&lt;br /&gt;
&lt;br /&gt;
===Fortification===&lt;br /&gt;
In the midgame, players will sometimes fortify certain locations on the map with heavier defenses such as stingers or stardusts. This happens at central locations of the map as it gives you a sort of staging point that you can keep your units at safely. Heavier defenses generally require a specialized response of artillery or heavy units, so by building some, you can buy yourself some time as your opponent is figuring out a way to deal with the heavy defenses.&lt;br /&gt;
Stingers are especially tricky at this part of the game, as they are the first type of tower that can actually fight skirmishers well. If you find yourself losing ground to skirmishers or expect them soon, it may be a good idea to put up a stinger. Stingers do not do that well against lots of light units, so make sure to keep building lots of LLTs(or even add a stardust).&lt;br /&gt;
&lt;br /&gt;
==Lategame==&lt;br /&gt;
Both players with have built up sizable armies of skirmishers/riots/assaults and will probably have some air presence. The map will be more fortified, and it will be difficult to make progress with &amp;quot;lighter&amp;quot; units.&lt;br /&gt;
===Eco===&lt;br /&gt;
If things have stabilized in the midgame, it may be time to build some eco. &lt;br /&gt;
*Build all the available geothermal power plants(they are super efficient!). If you feel that some are very safely located, upgrade them.&lt;br /&gt;
*Connect your energy grid together. The more mexes you connect, the more efficiently energy will be used and the more metal you will have.&lt;br /&gt;
**Overdrive is VERY efficient at low levels of energy. Something like 2 e/s can increase production 50%. &lt;br /&gt;
*Build fusion energy reactors.&lt;br /&gt;
&lt;br /&gt;
As with expansion, it is much harder to punish greedy eco-ing than it is to do it yourself. Try to be a greedy as possible and learn what the safe limits are.&lt;br /&gt;
&lt;br /&gt;
===Heavies===&lt;br /&gt;
At this stage in the game you will start to see heavies coming out. &amp;quot;Heavies&amp;quot; are units that are generally 1500+ cost. Most of them massacre the lighter skirmisher/assualt/riot balls that are predominant in the midgame, and they also can stand up the to defenses built in the midgame(ie they can actually kill stingers). Units such as cyclops, sumo, grizzly will be often seen.&lt;br /&gt;
&lt;br /&gt;
===Bot specialist units===&lt;br /&gt;
The bot factories do not really have &amp;quot;heavies&amp;quot;, but they do have more expensive upper tier units that can be used to fight heavies of other factories. &lt;br /&gt;
*Cloaky factory will start to build Snipers and area-cloakers.&lt;br /&gt;
*Shield bots can build felons and aspis. Felons supported by aspis can deal a very large amount of damage very quickly, burning through the health of almost anything. Racketeers are commonly added too, and these are good at disabling heavy units.&lt;br /&gt;
&lt;br /&gt;
===Light striders===&lt;br /&gt;
Someone putting down a strider hub and making either a scorpion or dante is quite common.&lt;br /&gt;
*Dante is very good against skirmisher balls as its &amp;quot;D-gun&amp;quot; can 1 shot most of them. It is also one of the faster striders so it can get into action quickly. Due to all its aoe damage, it massacres riots and raiders as well. It fights assaults decently, but be careful, it actually loses to most of them by cost. You need to retreat and repair it to get full value out of it.&lt;br /&gt;
**Be carefull with your own units around the dante. The dante causes alot of chaos and fire and flames everywhere, and this can also hit your own units and kill them.&lt;br /&gt;
*Scorpions are invisible and have their EMP- D-gun. This can be used to sneak up on valuable targets like commanders or a bunched up set of units, stun them, and then kill them. Scorpions are probably more of a support unit, as their dps is much lower than a dante, and also get kitied by skirmishers easily.&lt;br /&gt;
**Scorpions beat dantes quite easily, especially if they get their stun off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Late-Lategame==&lt;br /&gt;
In this phase you will see heavy striders and some of the more exotic tools available to the player.&lt;br /&gt;
*Nuke&lt;br /&gt;
*Ultra-heavy porc&lt;br /&gt;
**DDM&lt;br /&gt;
**Bertha/Behemoth&lt;br /&gt;
*Paladin/Detriment&lt;br /&gt;
*Starlight/Zenith/DRP&lt;br /&gt;
*Singularity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Note that this is a general overview. Sometimes people may rush heavies in the midgame, or eco during the raider phase or whatever else. Zero-k is a very flexible game, and there is no really hard or set meta-game like in starcraft 2. Lots of game play is map-dependent or match-up dependent.&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4505</id>
		<title>Typical game progression</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4505"/>
		<updated>2018-08-13T20:04:58Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: ahhh&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide explaining how a typical game progresses, after a [[typical opening]].&lt;br /&gt;
The game can be thought of as being organically split up into a few phases, each with a characteristic set of units and goals. &lt;br /&gt;
*Note that these are general scenarios - depending on the map and factory match-up the game can play very differently!&lt;br /&gt;
*From a 1v1 perspective&lt;br /&gt;
*(wip)&lt;br /&gt;
==Raider phase==&lt;br /&gt;
The raider phase is the first phase in a typical game. It is defined by a few characteristics:&lt;br /&gt;
*Most of the map is untaken by either player.&lt;br /&gt;
*No defenses covering most areas.&lt;br /&gt;
Due to this, the mobility that raiders have tends to make them the dominant unit class. When the map is fortified with light defenses, raiders are much less useful and it will be time to switch to something else. &lt;br /&gt;
===Expansion===&lt;br /&gt;
You will want to expand as fast as possible here, and try to grab at least 50% of the map. Try to have two groups of constructors moving around the map taking mexes. Near each mex cluster you can put some light defences, but do not overbuild defences early game, and in non-critical locations (i.e. not a choke point or the centre of the map). Run around the map with your raiders, keeping track of where your opponents raiders are as well.&lt;br /&gt;
&lt;br /&gt;
You should be able to defend your expansion from enemy raiders with some light defenses and some of your own raiders. Since raiding properly is considerably more difficult than expanding, you should be encouraged to expand as fast as possible.&lt;br /&gt;
*Try to expand much faster and in a more risky manner than you think is possible for a few games. You might be surprised at how much greed you get away with! It is much harder to punish greed than it is to be greedy. Doing this will also help you learn the safe maximum limits for expansion.&lt;br /&gt;
If you succeed in this phase of the game, you will have a massive eco advantage and will be able to swarm your opponent to death with units.&lt;br /&gt;
====Energy production====&lt;br /&gt;
A very common mistake players make is that they don't build enough energy structures. This leads to a situation in which your metal income exceeds your energy income and you are unable to spend all your metal (called &amp;quot;e-stalling&amp;quot;). Having 1 constructor dedicated to only building energy structures can solve this issue.&lt;br /&gt;
&lt;br /&gt;
===Raider Usage===&lt;br /&gt;
You want to have good radar coverage of your side of the map and keep your raiders as close to the enemy as possible. This puts pressure on them, and also forces them to keep their raiders near their base, away from your expansion. Against good players you will not be able to do much damage with raiders, but that does not mean you have accomplished nothing by keeping your raiders near them.&lt;br /&gt;
*Because of the threat of your raiders, they are not able to &amp;quot;naked expand&amp;quot; (very fast expansion with minimal or no defense). If you allow your opponent to naked expand, they will typically just roll you over a few minutes later with a massive eco advantage.&lt;br /&gt;
*Forces your opponent to keep their own raiders near their own base to defend from yours. It can also force them to build more defense, slowing down their expansion and reducing the amount of pressure they can put on your own expansion.&lt;br /&gt;
*Gives scouting information. By running around at the edges of your opponents territory you will be able to see what they are up to. If they are trying to rush a heavy unit or do something silly you will often just be able to overrun them and win.&lt;br /&gt;
&lt;br /&gt;
If you find yourself on being the one that has raiders at their front door, things are a little more challenging, but don't panic.&lt;br /&gt;
*Try to expand where your enemies raiders are not(with that other group of builders on the other side of the map that you have...right?).&lt;br /&gt;
*You can slowly creep forward with LLTs and the protection of your own raiders.&lt;br /&gt;
&lt;br /&gt;
In higher level games what usually ends up happening is that both players are good at raider control and don't really kill much of importance on either side. While raiders are chasing each other, each player is slowly building up and fortifying territory as they move closer to the center of the map.&lt;br /&gt;
*Fortifying territory means building maybe 1 or 2 defensive towers near mex clusters and also putting some defensive towers near some critical locations to block off pathing. You should get essentially a full line of sight across your front line, so your opponent cannot sneak units into the middle of your territory without taking some damage from towers and you not knowing about their movements.&lt;br /&gt;
&lt;br /&gt;
Note that you do not need to kill anything to have a successful raider phase. Your primary goals are to expand and grab territory while slowing your opponents expansion to a reasonable pace, and also have the energy to use all the metal you took control of. Your raiders will be useful later, so try to keep them alive. There is a &amp;quot;reasonable maximum speed&amp;quot; at which players can safely expand, and as long as you make sure your opponent doesn't exceed this and you are close to it, you will probably enter the later stages of the game on equal footing. Not every game is won or lost in the raider phase, and in fact, probably most aren't.&lt;br /&gt;
&lt;br /&gt;
Often you will see a location that is lightly defended with towers, and you will correctly assume that you can run into it with your raiders and kill everything. However, this is a risky (and often unnecessary) thing to do.&lt;br /&gt;
*There might be some defense you don't see, like nearby units ready to help.&lt;br /&gt;
*Killing towers with raiders is not cost efficient, so the payoff might not be that good.&lt;br /&gt;
**This could lead to your opponent taking a temporary raider number advantage, which could put you on the defensive and actually put you behind from where you were before, as you are no longer able to exert as much map pressure.&lt;br /&gt;
*Committing your raiders to an attack like this open you up for the possibility of a counter-attack, and since your raiders are somewhere else, you might not be able to defend.&lt;br /&gt;
&lt;br /&gt;
====Finding a lone commander====&lt;br /&gt;
Sometimes your opponent may be a bit greedy and have their commander out alone. If it is a low level you might be able to kill it with your raiders if you have like 10 or so. It is almost always worth it to kill a commander. Some raiders like kodachae or daggers are bad at this, but others like scorchers are amazing at it.&lt;br /&gt;
*Spread your units out right before it dies, as they have a death explosion which could wipe out your raiders if they are really close to the commander.&lt;br /&gt;
&lt;br /&gt;
===Why not other unit classes?===&lt;br /&gt;
====Riots====&lt;br /&gt;
It may seem intuitive to make riot units in this phase of the game. &amp;quot;They're good against raiders, aren't they?&amp;quot; you may say (correctly). However, their downside is that they are very slow. This makes them unusable for offense, as your opponent will see them coming and be able to easily respond. Also:&lt;br /&gt;
*Early game, lone riot units can be overwhelmed by raiders.&lt;br /&gt;
**You can use line move to spread out your raiders (preferably in a concave) and then just run at the lone riot unit and kill it. Try to get your raiders to encircle the riot to minimize any AOE damage it may do.&lt;br /&gt;
*Light defenses are effective against riots, as riots are DPS, not HP focused. Light defenses will take a significant portion of the riot's HP away before the riot is close enough to fire. What usually happens is that the riot maybe kills one or two defensive towers and then just dies(very cost inefficient).&lt;br /&gt;
**Due to targeting oddities, the riot will often stay locked into firing at a defensive tower. This gives you an opportunity to swoop in with raiders and kill the riot quickly, before it even gets a chance to fire at your raiders.&lt;br /&gt;
Because of the above reasons, they do not pose much of a threat (unless you don't scout a [[cheese|riot rush]] of some sort and lose anyway).&lt;br /&gt;
*You can just run past the riots and ignore them. Because of this, players tend to spread out their riots to try to cover every location so you can't run past them. &lt;br /&gt;
**Notice how this contributes to the first point.&lt;br /&gt;
The correct way to deal with an opponent making riots is to just expand faster than they do - they won't be able to punish this. When you inevitably get superior eco, you can just overwhelm them.&lt;br /&gt;
Try also running around with your raiders near your opponents front lines. They will often be scared by this and will need to be constantly re-positioning their riots to defend from a possible raider run-by into their base. If you see that they are doing this, you can expand even faster, as they don't have any way to punish your expansion.&lt;br /&gt;
&lt;br /&gt;
====Any other class====&lt;br /&gt;
Skirmishers, artillery, assaults - all of these do very badly against raiders, so are not worth building at this point.&lt;br /&gt;
===Importance of radar===&lt;br /&gt;
Radar coverage is very important to get in this phase. If you do not have it, you have to play defensively in case your opponents tries to raid some of your expansions. The alternative is building tons of defenses everywhere, but this is a losing strategy, as it leaves you unable to punish your opponent for expanding. If they expand they will just overrun you with units. By building radar you can reduce the amount you spend on defense, and can use it on offensive units instead. In the worst case scenario, you prevent greedy expansion from your opponent. In the best case, you just win because they were too greedy and have no units.&lt;br /&gt;
===Dealing with defensive players===&lt;br /&gt;
A strategy that many have trouble dealing with is when your opponent just builds lots of defenses at every expansion site. The best way to deal with this, paradoxically, is to just ignore them and focus on expanding yourself. If they want to sit in the corner building defense, that is fine (for you). Since they have spent so much metal on this, they won't be able to prevent you from expanding, so just take the whole map, make lots of eco, and then come to their base with artillery and win. There is really no situation in which fortifying yourself into a small section of the map is a winning strategy.&lt;br /&gt;
&lt;br /&gt;
===End of raider phase===&lt;br /&gt;
Eventually, the map will become covered with a line of defenses from both players, partitioning the map roughly in half. This limits the mobility advantage that raider have, and it becomes time to switch to something else. Some areas might be lightly defended, and if you know the enemie's raiders are not close, you can punish this, but by this point people often have full radar coverage and its not that difficult to spot and defend these sorts of things.&lt;br /&gt;
&lt;br /&gt;
==Midgame phase==&lt;br /&gt;
In this phase, strategic diversity opens up significantly. Players typically transition out of raiders into some of the following:&lt;br /&gt;
===Skirmishers===&lt;br /&gt;
A common strategic switch people make is a shift to building raiders skirmishers rather than raiders. These units are capable of killing light defenses fairly well, so you can start pushing back your opponent and try to grab more territory. Use your raiders (which are hopefully still alive) to protect your skirmishers from harm. It is also common to see a few riots dedicated to protecting your skirmishers.&lt;br /&gt;
===Assaults===&lt;br /&gt;
For some factories, it is possible to switch to assault units. These units will be able to punch through light defenses (unlike raiders) and do some economic damage to your opponent. &lt;br /&gt;
Some examples:&lt;br /&gt;
*Thuglaw - Outlaws and Thugs - this combination from the shieldbot factory is a very potent assault force. It is good against raiders and light defences, giving it the potential to do lots of damage to an unprepared opponent.&lt;br /&gt;
*Ravagers - Fast assault rovers that can be used for raiding. They are able to eat through light defences, and due to their speed it is harder to position raiders to defend against them.&lt;br /&gt;
===Air switch===&lt;br /&gt;
A very typical midgame transition is switching to air. Air units are typically quite a bit faster than ground units, and do not suffer from pathing difficulties that ground units do. It is advantageous to get air units for a few reasons.&lt;br /&gt;
*They are very good at shutting down raiding, both from raiders and fast assaults like ravagers.&lt;br /&gt;
**These units are difficult to chase down with more typical midgame units like riots or skirmishers. It is often a losing move to chase units this way, as the lack of riots/skirmishers at your frontlines means your outermost expansions will probably be taken from you.&lt;br /&gt;
**Air units are fast enough to catch anything, and typically will take little return damage.&lt;br /&gt;
**Helps further consolidate your front lines as you no longer have to worry so much about being counterattacked as much.&lt;br /&gt;
*Air gives you the ability to scout easily.&lt;br /&gt;
**You can see what your opponent is up to. Are they rushing a strider? Lots of fusions? Other greedy things?&lt;br /&gt;
*You can punish very greedy behavior.&lt;br /&gt;
**Kill expansions with minimal defence. For example, if they just have like 1 LLT and defender.&lt;br /&gt;
**Kill undefended eco structures(fusions,windmills).&lt;br /&gt;
*Forces your opponent to divert some metal to anti-air(if they don't want to die).&lt;br /&gt;
**Can take some pressure off your front lines, as they can't send as many ground reinforcements. Anti-air units are pretty useless against anything that isn't air.&lt;br /&gt;
**Typically this makes both players back off on the front lines for a bit and get readjusted for air game play.&lt;br /&gt;
&lt;br /&gt;
There are two air factories, which play very differently from each-other.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
====Airplane Factory====&lt;br /&gt;
&lt;br /&gt;
====Gunships====&lt;br /&gt;
&lt;br /&gt;
Gunship units are a little slower than their air counterparts, and they also are DPS focused, instead of alpha focused like planes.  &lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
====Playing against air====&lt;br /&gt;
&lt;br /&gt;
===Fortification===&lt;br /&gt;
In the midgame, players will sometimes fortify certain locations on the map with heavier defenses such as stingers or stardusts. This happens at central locations of the map as it gives you a sort of staging point that you can keep your units at safely. Heavier defenses generally require a specialized response of artillery or heavy units, so by building some, you can buy yourself some time as your opponent is figuring out a way to deal with the heavy defenses.&lt;br /&gt;
Stingers are especially tricky at this part of the game, as they are the first type of tower that can actually fight skirmishers well. If you find yourself losing ground to skirmishers or expect them soon, it may be a good idea to put up a stinger. Stingers do not do that well against lots of light units, so make sure to keep building lots of LLTs(or even add a stardust).&lt;br /&gt;
&lt;br /&gt;
==Lategame==&lt;br /&gt;
Both players with have built up sizable armies of skirmishers/riots/assaults and will probably have some air presence. The map will be more fortified, and it will be difficult to make progress with &amp;quot;lighter&amp;quot; units.&lt;br /&gt;
===Eco===&lt;br /&gt;
If things have stabilized in the midgame, it may be time to build some eco. &lt;br /&gt;
*Build all the available geothermal power plants(they are super efficient!). If you feel that some are very safely located, upgrade them.&lt;br /&gt;
*Connect your energy grid together. The more mexes you connect, the more efficiently energy will be used and the more metal you will have.&lt;br /&gt;
**Overdrive is VERY efficient at low levels of energy. Something like 2 e/s can increase production 50%. &lt;br /&gt;
*Build fusion energy reactors.&lt;br /&gt;
&lt;br /&gt;
As with expansion, it is much harder to punish greedy eco-ing than it is to do it yourself. Try to be a greedy as possible and learn what the safe limits are.&lt;br /&gt;
&lt;br /&gt;
===Heavies===&lt;br /&gt;
At this stage in the game you will start to see heavies coming out. &amp;quot;Heavies&amp;quot; are units that are generally 1500+ cost. Most of them massacre the lighter skirmisher/assualt/riot balls that are predominant in the midgame, and they also can stand up the to defenses built in the midgame(ie they can actually kill stingers). Units such as cyclops, sumo, grizzly will be often seen.&lt;br /&gt;
&lt;br /&gt;
===Bot specialist units===&lt;br /&gt;
The bot factories do not really have &amp;quot;heavies&amp;quot;, but they do have more expensive upper tier units that can be used to fight heavies of other factories. &lt;br /&gt;
*Cloaky factory will start to build Snipers and area-cloakers.&lt;br /&gt;
*Shield bots can build felons and aspis. Felons supported by aspis can deal a very large amount of damage very quickly, burning through the health of almost anything. Racketeers are commonly added too, and these are good at disabling heavy units.&lt;br /&gt;
&lt;br /&gt;
===Light striders===&lt;br /&gt;
Someone putting down a strider hub and making either a scorpion or dante is quite common.&lt;br /&gt;
*Dante is very good against skirmisher balls as its &amp;quot;D-gun&amp;quot; can 1 shot most of them. It is also one of the faster striders so it can get into action quickly. Due to all its aoe damage, it massacres riots and raiders as well. It fights assaults decently, but be careful, it actually loses to most of them by cost. You need to retreat and repair it to get full value out of it.&lt;br /&gt;
**Be carefull with your own units around the dante. The dante causes alot of chaos and fire and flames everywhere, and this can also hit your own units and kill them.&lt;br /&gt;
*Scorpions are invisible and have their EMP- D-gun. This can be used to sneak up on valuable targets like commanders or a bunched up set of units, stun them, and then kill them. Scorpions are probably more of a support unit, as their dps is much lower than a dante, and also get kitied by skirmishers easily.&lt;br /&gt;
**Scorpions beat dantes quite easily, especially if they get their stun off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Late-Lategame==&lt;br /&gt;
In this phase you will see heavy striders and some of the more exotic tools available to the player.&lt;br /&gt;
*Nuke&lt;br /&gt;
*Ultra-heavy porc&lt;br /&gt;
**DDM&lt;br /&gt;
**Bertha/Behemoth&lt;br /&gt;
*Paladin/Detriment&lt;br /&gt;
*Starlight/Zenith/DRP&lt;br /&gt;
*Singularity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Note that this is a general overview. Sometimes people may rush heavies in the midgame, or eco during the raider phase or whatever else. Zero-k is a very flexible game, and there is no really hard or set meta-game like in starcraft 2. Lots of game play is map-dependent or match-up dependent.&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4504</id>
		<title>Typical game progression</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4504"/>
		<updated>2018-08-13T19:58:38Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: /* Air switch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide explaining how a typical game progresses, after a [[typical opening]].&lt;br /&gt;
The game can be thought of as being organically split up into a few phases, each with a characteristic set of units and goals. &lt;br /&gt;
*Note that these are general scenarios - depending on the map and factory match-up the game can play very differently!&lt;br /&gt;
*From a 1v1 perspective&lt;br /&gt;
*(wip)&lt;br /&gt;
==Raider phase==&lt;br /&gt;
The raider phase is the first phase in a typical game. It is defined by a few characteristics:&lt;br /&gt;
*Most of the map is untaken by either player.&lt;br /&gt;
*No defenses covering most areas.&lt;br /&gt;
Due to this, the mobility that raiders have tends to make them the dominant unit class. When the map is fortified with light defenses, raiders are much less useful and it will be time to switch to something else. &lt;br /&gt;
===Expansion===&lt;br /&gt;
You will want to expand as fast as possible here, and try to grab at least 50% of the map. Try to have two groups of constructors moving around the map taking mexes. Near each mex cluster you can put some light defences, but do not overbuild defences early game, and in non-critical locations (i.e. not a choke point or the centre of the map). Run around the map with your raiders, keeping track of where your opponents raiders are as well.&lt;br /&gt;
&lt;br /&gt;
You should be able to defend your expansion from enemy raiders with some light defenses and some of your own raiders. Since raiding properly is considerably more difficult than expanding, you should be encouraged to expand as fast as possible.&lt;br /&gt;
*Try to expand much faster and in a more risky manner than you think is possible for a few games. You might be surprised at how much greed you get away with! It is much harder to punish greed than it is to be greedy. Doing this will also help you learn the safe maximum limits for expansion.&lt;br /&gt;
If you succeed in this phase of the game, you will have a massive eco advantage and will be able to swarm your opponent to death with units.&lt;br /&gt;
====Energy production====&lt;br /&gt;
A very common mistake players make is that they don't build enough energy structures. This leads to a situation in which your metal income exceeds your energy income and you are unable to spend all your metal (called &amp;quot;e-stalling&amp;quot;). Having 1 constructor dedicated to only building energy structures can solve this issue.&lt;br /&gt;
&lt;br /&gt;
===Raider Usage===&lt;br /&gt;
You want to have good radar coverage of your side of the map and keep your raiders as close to the enemy as possible. This puts pressure on them, and also forces them to keep their raiders near their base, away from your expansion. Against good players you will not be able to do much damage with raiders, but that does not mean you have accomplished nothing by keeping your raiders near them.&lt;br /&gt;
*Because of the threat of your raiders, they are not able to &amp;quot;naked expand&amp;quot; (very fast expansion with minimal or no defense). If you allow your opponent to naked expand, they will typically just roll you over a few minutes later with a massive eco advantage.&lt;br /&gt;
*Forces your opponent to keep their own raiders near their own base to defend from yours. It can also force them to build more defense, slowing down their expansion and reducing the amount of pressure they can put on your own expansion.&lt;br /&gt;
*Gives scouting information. By running around at the edges of your opponents territory you will be able to see what they are up to. If they are trying to rush a heavy unit or do something silly you will often just be able to overrun them and win.&lt;br /&gt;
&lt;br /&gt;
If you find yourself on being the one that has raiders at their front door, things are a little more challenging, but don't panic.&lt;br /&gt;
*Try to expand where your enemies raiders are not(with that other group of builders on the other side of the map that you have...right?).&lt;br /&gt;
*You can slowly creep forward with LLTs and the protection of your own raiders.&lt;br /&gt;
&lt;br /&gt;
In higher level games what usually ends up happening is that both players are good at raider control and don't really kill much of importance on either side. While raiders are chasing each other, each player is slowly building up and fortifying territory as they move closer to the center of the map.&lt;br /&gt;
*Fortifying territory means building maybe 1 or 2 defensive towers near mex clusters and also putting some defensive towers near some critical locations to block off pathing. You should get essentially a full line of sight across your front line, so your opponent cannot sneak units into the middle of your territory without taking some damage from towers and you not knowing about their movements.&lt;br /&gt;
&lt;br /&gt;
Note that you do not need to kill anything to have a successful raider phase. Your primary goals are to expand and grab territory while slowing your opponents expansion to a reasonable pace, and also have the energy to use all the metal you took control of. Your raiders will be useful later, so try to keep them alive. There is a &amp;quot;reasonable maximum speed&amp;quot; at which players can safely expand, and as long as you make sure your opponent doesn't exceed this and you are close to it, you will probably enter the later stages of the game on equal footing. Not every game is won or lost in the raider phase, and in fact, probably most aren't.&lt;br /&gt;
&lt;br /&gt;
Often you will see a location that is lightly defended with towers, and you will correctly assume that you can run into it with your raiders and kill everything. However, this is a risky (and often unnecessary) thing to do.&lt;br /&gt;
*There might be some defense you don't see, like nearby units ready to help.&lt;br /&gt;
*Killing towers with raiders is not cost efficient, so the payoff might not be that good.&lt;br /&gt;
**This could lead to your opponent taking a temporary raider number advantage, which could put you on the defensive and actually put you behind from where you were before, as you are no longer able to exert as much map pressure.&lt;br /&gt;
*Committing your raiders to an attack like this open you up for the possibility of a counter-attack, and since your raiders are somewhere else, you might not be able to defend.&lt;br /&gt;
&lt;br /&gt;
====Finding a lone commander====&lt;br /&gt;
Sometimes your opponent may be a bit greedy and have their commander out alone. If it is a low level you might be able to kill it with your raiders if you have like 10 or so. It is almost always worth it to kill a commander. Some raiders like kodachae or daggers are bad at this, but others like scorchers are amazing at it.&lt;br /&gt;
*Spread your units out right before it dies, as they have a death explosion which could wipe out your raiders if they are really close to the commander.&lt;br /&gt;
&lt;br /&gt;
===Why not other unit classes?===&lt;br /&gt;
====Riots====&lt;br /&gt;
It may seem intuitive to make riot units in this phase of the game. &amp;quot;They're good against raiders, aren't they?&amp;quot; you may say (correctly). However, their downside is that they are very slow. This makes them unusable for offense, as your opponent will see them coming and be able to easily respond. Also:&lt;br /&gt;
*Early game, lone riot units can be overwhelmed by raiders.&lt;br /&gt;
**You can use line move to spread out your raiders (preferably in a concave) and then just run at the lone riot unit and kill it. Try to get your raiders to encircle the riot to minimize any AOE damage it may do.&lt;br /&gt;
*Light defenses are effective against riots, as riots are DPS, not HP focused. Light defenses will take a significant portion of the riot's HP away before the riot is close enough to fire. What usually happens is that the riot maybe kills one or two defensive towers and then just dies(very cost inefficient).&lt;br /&gt;
**Due to targeting oddities, the riot will often stay locked into firing at a defensive tower. This gives you an opportunity to swoop in with raiders and kill the riot quickly, before it even gets a chance to fire at your raiders.&lt;br /&gt;
Because of the above reasons, they do not pose much of a threat (unless you don't scout a [[cheese|riot rush]] of some sort and lose anyway).&lt;br /&gt;
*You can just run past the riots and ignore them. Because of this, players tend to spread out their riots to try to cover every location so you can't run past them. &lt;br /&gt;
**Notice how this contributes to the first point.&lt;br /&gt;
The correct way to deal with an opponent making riots is to just expand faster than they do - they won't be able to punish this. When you inevitably get superior eco, you can just overwhelm them.&lt;br /&gt;
Try also running around with your raiders near your opponents front lines. They will often be scared by this and will need to be constantly re-positioning their riots to defend from a possible raider run-by into their base. If you see that they are doing this, you can expand even faster, as they don't have any way to punish your expansion.&lt;br /&gt;
&lt;br /&gt;
====Any other class====&lt;br /&gt;
Skirmishers, artillery, assaults - all of these do very badly against raiders, so are not worth building at this point.&lt;br /&gt;
===Importance of radar===&lt;br /&gt;
Radar coverage is very important to get in this phase. If you do not have it, you have to play defensively in case your opponents tries to raid some of your expansions. The alternative is building tons of defenses everywhere, but this is a losing strategy, as it leaves you unable to punish your opponent for expanding. If they expand they will just overrun you with units. By building radar you can reduce the amount you spend on defense, and can use it on offensive units instead. In the worst case scenario, you prevent greedy expansion from your opponent. In the best case, you just win because they were too greedy and have no units.&lt;br /&gt;
===Dealing with defensive players===&lt;br /&gt;
A strategy that many have trouble dealing with is when your opponent just builds lots of defenses at every expansion site. The best way to deal with this, paradoxically, is to just ignore them and focus on expanding yourself. If they want to sit in the corner building defense, that is fine (for you). Since they have spent so much metal on this, they won't be able to prevent you from expanding, so just take the whole map, make lots of eco, and then come to their base with artillery and win. There is really no situation in which fortifying yourself into a small section of the map is a winning strategy.&lt;br /&gt;
&lt;br /&gt;
===End of raider phase===&lt;br /&gt;
Eventually, the map will become covered with a line of defenses from both players, partitioning the map roughly in half. This limits the mobility advantage that raider have, and it becomes time to switch to something else. Some areas might be lightly defended, and if you know the enemie's raiders are not close, you can punish this, but by this point people often have full radar coverage and its not that difficult to spot and defend these sorts of things.&lt;br /&gt;
&lt;br /&gt;
==Midgame phase==&lt;br /&gt;
In this phase, strategic diversity opens up significantly. Players typically transition out of raiders into some of the following:&lt;br /&gt;
===Skirmishers===&lt;br /&gt;
A common strategic switch people make is a shift to building raiders skirmishers rather than raiders. These units are capable of killing light defenses fairly well, so you can start pushing back your opponent and try to grab more territory. Use your raiders (which are hopefully still alive) to protect your skirmishers from harm. It is also common to see a few riots dedicated to protecting your skirmishers.&lt;br /&gt;
===Assaults===&lt;br /&gt;
For some factories, it is possible to switch to assault units. These units will be able to punch through light defenses (unlike raiders) and do some economic damage to your opponent. &lt;br /&gt;
Some examples:&lt;br /&gt;
*Thuglaw - Outlaws and Thugs - this combination from the shieldbot factory is a very potent assault force. It is good against raiders and light defences, giving it the potential to do lots of damage to an unprepared opponent.&lt;br /&gt;
*Ravagers - Fast assault rovers that can be used for raiding. They are able to eat through light defences, and due to their speed it is harder to position raiders to defend against them.&lt;br /&gt;
===Air switch===&lt;br /&gt;
A very typical midgame transition is switching to air. Air units are typically quite a bit faster than ground units, and do not suffer from pathing difficulties that ground units do. It is advantageous to get air units for a few reasons.&lt;br /&gt;
*They are very good at shutting down raiding, both from raiders and fast assaults like ravagers.&lt;br /&gt;
**These units are difficult to chase down with more typical midgame units like riots or skirmishers. It is often a losing move to chase units this way, as the lack of riots/skirmishers at your frontlines means your outermost expansions will probably be taken from you.&lt;br /&gt;
**Air units are fast enough to catch anything, and typically will take little return damage.&lt;br /&gt;
**Helps further consolidate your front lines as you no longer have to worry so much about being counterattacked as much.&lt;br /&gt;
*Air gives you the ability to scout easily.&lt;br /&gt;
**You can see what your opponent is up to. Are they rushing a strider? Lots of fusions? Other greedy things?&lt;br /&gt;
*You can punish very greedy behavior.&lt;br /&gt;
**Kill expansions with minimal defence. For example, if they just have like 1 LLT and defender.&lt;br /&gt;
**Kill undefended eco structures(fusions,windmills).&lt;br /&gt;
*Forces your opponent to divert some metal to anti-air(if they don't want to die).&lt;br /&gt;
**Can take some pressure off your front lines, as they can't send as many ground reinforcements. Air units are pretty useless against anything that isn't air.&lt;br /&gt;
**Typically this makes both players back off on the front lines for a bit and get readjusted for air game play.&lt;br /&gt;
&lt;br /&gt;
There are two air factories, which player very differently from each-other.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
====Airplane Factory====&lt;br /&gt;
&lt;br /&gt;
====Gunships====&lt;br /&gt;
&lt;br /&gt;
Gunship units are a little slower than their air counterparts, and they also are DPS focused, instead of alpha focused like planes.  &lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
====Playing against air====&lt;br /&gt;
&lt;br /&gt;
===Fortification===&lt;br /&gt;
In the midgame, players will sometimes fortify certain locations on the map with heavier defenses such as stingers or stardusts. This happens at central locations of the map as it gives you a sort of staging point that you can keep your units at safely. Heavier defenses generally require a specialized response of artillery or heavy units, so by building some, you can buy yourself some time as your opponent is figuring out a way to deal with the heavy defenses.&lt;br /&gt;
Stingers are especially tricky at this part of the game, as they are the first type of tower that can actually fight skirmishers well. If you find yourself losing ground to skirmishers or expect them soon, it may be a good idea to put up a stinger. Stingers do not do that well against lots of light units, so make sure to keep building lots of LLTs(or even add a stardust).&lt;br /&gt;
&lt;br /&gt;
==Lategame==&lt;br /&gt;
Both players with have built up sizable armies of skirmishers/riots/assaults and will probably have some air presence. The map will be more fortified, and it will be difficult to make progress with &amp;quot;lighter&amp;quot; units.&lt;br /&gt;
===Eco===&lt;br /&gt;
If things have stabilized in the midgame, it may be time to build some eco. &lt;br /&gt;
*Build all the available geothermal power plants(they are super efficient!). If you feel that some are very safely located, upgrade them.&lt;br /&gt;
*Connect your energy grid together. The more mexes you connect, the more efficiently energy will be used and the more metal you will have.&lt;br /&gt;
**Overdrive is VERY efficient at low levels of energy. Something like 2 e/s can increase production 50%. &lt;br /&gt;
*Build fusion energy reactors.&lt;br /&gt;
&lt;br /&gt;
As with expansion, it is much harder to punish greedy eco-ing than it is to do it yourself. Try to be a greedy as possible and learn what the safe limits are.&lt;br /&gt;
&lt;br /&gt;
===Heavies===&lt;br /&gt;
At this stage in the game you will start to see heavies coming out. &amp;quot;Heavies&amp;quot; are units that are generally 1500+ cost. Most of them massacre the lighter skirmisher/assualt/riot balls that are predominant in the midgame, and they also can stand up the to defenses built in the midgame(ie they can actually kill stingers). Units such as cyclops, sumo, grizzly will be often seen.&lt;br /&gt;
&lt;br /&gt;
===Bot specialist units===&lt;br /&gt;
The bot factories do not really have &amp;quot;heavies&amp;quot;, but they do have more expensive upper tier units that can be used to fight heavies of other factories. &lt;br /&gt;
*Cloaky factory will start to build Snipers and area-cloakers.&lt;br /&gt;
*Shield bots can build felons and aspis. Felons supported by aspis can deal a very large amount of damage very quickly, burning through the health of almost anything. Racketeers are commonly added too, and these are good at disabling heavy units.&lt;br /&gt;
&lt;br /&gt;
===Light striders===&lt;br /&gt;
Someone putting down a strider hub and making either a scorpion or dante is quite common.&lt;br /&gt;
*Dante is very good against skirmisher balls as its &amp;quot;D-gun&amp;quot; can 1 shot most of them. It is also one of the faster striders so it can get into action quickly. Due to all its aoe damage, it massacres riots and raiders as well. It fights assaults decently, but be careful, it actually loses to most of them by cost. You need to retreat and repair it to get full value out of it.&lt;br /&gt;
**Be carefull with your own units around the dante. The dante causes alot of chaos and fire and flames everywhere, and this can also hit your own units and kill them.&lt;br /&gt;
*Scorpions are invisible and have their EMP- D-gun. This can be used to sneak up on valuable targets like commanders or a bunched up set of units, stun them, and then kill them. Scorpions are probably more of a support unit, as their dps is much lower than a dante, and also get kitied by skirmishers easily.&lt;br /&gt;
**Scorpions beat dantes quite easily, especially if they get their stun off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Late-Lategame==&lt;br /&gt;
In this phase you will see heavy striders and some of the more exotic tools available to the player.&lt;br /&gt;
*Nuke&lt;br /&gt;
*Ultra-heavy porc&lt;br /&gt;
**DDM&lt;br /&gt;
**Bertha/Behemoth&lt;br /&gt;
*Paladin/Detriment&lt;br /&gt;
*Starlight/Zenith/DRP&lt;br /&gt;
*Singularity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Note that this is a general overview. Sometimes people may rush heavies in the midgame, or eco during the raider phase or whatever else. Zero-k is a very flexible game, and there is no really hard or set meta-game like in starcraft 2. Lots of game play is map-dependent or match-up dependent.&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4503</id>
		<title>Typical game progression</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4503"/>
		<updated>2018-08-13T19:54:42Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: /* Riots */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide explaining how a typical game progresses, after a [[typical opening]].&lt;br /&gt;
The game can be thought of as being organically split up into a few phases, each with a characteristic set of units and goals. &lt;br /&gt;
*Note that these are general scenarios - depending on the map and factory match-up the game can play very differently!&lt;br /&gt;
*From a 1v1 perspective&lt;br /&gt;
*(wip)&lt;br /&gt;
==Raider phase==&lt;br /&gt;
The raider phase is the first phase in a typical game. It is defined by a few characteristics:&lt;br /&gt;
*Most of the map is untaken by either player.&lt;br /&gt;
*No defenses covering most areas.&lt;br /&gt;
Due to this, the mobility that raiders have tends to make them the dominant unit class. When the map is fortified with light defenses, raiders are much less useful and it will be time to switch to something else. &lt;br /&gt;
===Expansion===&lt;br /&gt;
You will want to expand as fast as possible here, and try to grab at least 50% of the map. Try to have two groups of constructors moving around the map taking mexes. Near each mex cluster you can put some light defences, but do not overbuild defences early game, and in non-critical locations (i.e. not a choke point or the centre of the map). Run around the map with your raiders, keeping track of where your opponents raiders are as well.&lt;br /&gt;
&lt;br /&gt;
You should be able to defend your expansion from enemy raiders with some light defenses and some of your own raiders. Since raiding properly is considerably more difficult than expanding, you should be encouraged to expand as fast as possible.&lt;br /&gt;
*Try to expand much faster and in a more risky manner than you think is possible for a few games. You might be surprised at how much greed you get away with! It is much harder to punish greed than it is to be greedy. Doing this will also help you learn the safe maximum limits for expansion.&lt;br /&gt;
If you succeed in this phase of the game, you will have a massive eco advantage and will be able to swarm your opponent to death with units.&lt;br /&gt;
====Energy production====&lt;br /&gt;
A very common mistake players make is that they don't build enough energy structures. This leads to a situation in which your metal income exceeds your energy income and you are unable to spend all your metal (called &amp;quot;e-stalling&amp;quot;). Having 1 constructor dedicated to only building energy structures can solve this issue.&lt;br /&gt;
&lt;br /&gt;
===Raider Usage===&lt;br /&gt;
You want to have good radar coverage of your side of the map and keep your raiders as close to the enemy as possible. This puts pressure on them, and also forces them to keep their raiders near their base, away from your expansion. Against good players you will not be able to do much damage with raiders, but that does not mean you have accomplished nothing by keeping your raiders near them.&lt;br /&gt;
*Because of the threat of your raiders, they are not able to &amp;quot;naked expand&amp;quot; (very fast expansion with minimal or no defense). If you allow your opponent to naked expand, they will typically just roll you over a few minutes later with a massive eco advantage.&lt;br /&gt;
*Forces your opponent to keep their own raiders near their own base to defend from yours. It can also force them to build more defense, slowing down their expansion and reducing the amount of pressure they can put on your own expansion.&lt;br /&gt;
*Gives scouting information. By running around at the edges of your opponents territory you will be able to see what they are up to. If they are trying to rush a heavy unit or do something silly you will often just be able to overrun them and win.&lt;br /&gt;
&lt;br /&gt;
If you find yourself on being the one that has raiders at their front door, things are a little more challenging, but don't panic.&lt;br /&gt;
*Try to expand where your enemies raiders are not(with that other group of builders on the other side of the map that you have...right?).&lt;br /&gt;
*You can slowly creep forward with LLTs and the protection of your own raiders.&lt;br /&gt;
&lt;br /&gt;
In higher level games what usually ends up happening is that both players are good at raider control and don't really kill much of importance on either side. While raiders are chasing each other, each player is slowly building up and fortifying territory as they move closer to the center of the map.&lt;br /&gt;
*Fortifying territory means building maybe 1 or 2 defensive towers near mex clusters and also putting some defensive towers near some critical locations to block off pathing. You should get essentially a full line of sight across your front line, so your opponent cannot sneak units into the middle of your territory without taking some damage from towers and you not knowing about their movements.&lt;br /&gt;
&lt;br /&gt;
Note that you do not need to kill anything to have a successful raider phase. Your primary goals are to expand and grab territory while slowing your opponents expansion to a reasonable pace, and also have the energy to use all the metal you took control of. Your raiders will be useful later, so try to keep them alive. There is a &amp;quot;reasonable maximum speed&amp;quot; at which players can safely expand, and as long as you make sure your opponent doesn't exceed this and you are close to it, you will probably enter the later stages of the game on equal footing. Not every game is won or lost in the raider phase, and in fact, probably most aren't.&lt;br /&gt;
&lt;br /&gt;
Often you will see a location that is lightly defended with towers, and you will correctly assume that you can run into it with your raiders and kill everything. However, this is a risky (and often unnecessary) thing to do.&lt;br /&gt;
*There might be some defense you don't see, like nearby units ready to help.&lt;br /&gt;
*Killing towers with raiders is not cost efficient, so the payoff might not be that good.&lt;br /&gt;
**This could lead to your opponent taking a temporary raider number advantage, which could put you on the defensive and actually put you behind from where you were before, as you are no longer able to exert as much map pressure.&lt;br /&gt;
*Committing your raiders to an attack like this open you up for the possibility of a counter-attack, and since your raiders are somewhere else, you might not be able to defend.&lt;br /&gt;
&lt;br /&gt;
====Finding a lone commander====&lt;br /&gt;
Sometimes your opponent may be a bit greedy and have their commander out alone. If it is a low level you might be able to kill it with your raiders if you have like 10 or so. It is almost always worth it to kill a commander. Some raiders like kodachae or daggers are bad at this, but others like scorchers are amazing at it.&lt;br /&gt;
*Spread your units out right before it dies, as they have a death explosion which could wipe out your raiders if they are really close to the commander.&lt;br /&gt;
&lt;br /&gt;
===Why not other unit classes?===&lt;br /&gt;
====Riots====&lt;br /&gt;
It may seem intuitive to make riot units in this phase of the game. &amp;quot;They're good against raiders, aren't they?&amp;quot; you may say (correctly). However, their downside is that they are very slow. This makes them unusable for offense, as your opponent will see them coming and be able to easily respond. Also:&lt;br /&gt;
*Early game, lone riot units can be overwhelmed by raiders.&lt;br /&gt;
**You can use line move to spread out your raiders (preferably in a concave) and then just run at the lone riot unit and kill it. Try to get your raiders to encircle the riot to minimize any AOE damage it may do.&lt;br /&gt;
*Light defenses are effective against riots, as riots are DPS, not HP focused. Light defenses will take a significant portion of the riot's HP away before the riot is close enough to fire. What usually happens is that the riot maybe kills one or two defensive towers and then just dies(very cost inefficient).&lt;br /&gt;
**Due to targeting oddities, the riot will often stay locked into firing at a defensive tower. This gives you an opportunity to swoop in with raiders and kill the riot quickly, before it even gets a chance to fire at your raiders.&lt;br /&gt;
Because of the above reasons, they do not pose much of a threat (unless you don't scout a [[cheese|riot rush]] of some sort and lose anyway).&lt;br /&gt;
*You can just run past the riots and ignore them. Because of this, players tend to spread out their riots to try to cover every location so you can't run past them. &lt;br /&gt;
**Notice how this contributes to the first point.&lt;br /&gt;
The correct way to deal with an opponent making riots is to just expand faster than they do - they won't be able to punish this. When you inevitably get superior eco, you can just overwhelm them.&lt;br /&gt;
Try also running around with your raiders near your opponents front lines. They will often be scared by this and will need to be constantly re-positioning their riots to defend from a possible raider run-by into their base. If you see that they are doing this, you can expand even faster, as they don't have any way to punish your expansion.&lt;br /&gt;
&lt;br /&gt;
====Any other class====&lt;br /&gt;
Skirmishers, artillery, assaults - all of these do very badly against raiders, so are not worth building at this point.&lt;br /&gt;
===Importance of radar===&lt;br /&gt;
Radar coverage is very important to get in this phase. If you do not have it, you have to play defensively in case your opponents tries to raid some of your expansions. The alternative is building tons of defenses everywhere, but this is a losing strategy, as it leaves you unable to punish your opponent for expanding. If they expand they will just overrun you with units. By building radar you can reduce the amount you spend on defense, and can use it on offensive units instead. In the worst case scenario, you prevent greedy expansion from your opponent. In the best case, you just win because they were too greedy and have no units.&lt;br /&gt;
===Dealing with defensive players===&lt;br /&gt;
A strategy that many have trouble dealing with is when your opponent just builds lots of defenses at every expansion site. The best way to deal with this, paradoxically, is to just ignore them and focus on expanding yourself. If they want to sit in the corner building defense, that is fine (for you). Since they have spent so much metal on this, they won't be able to prevent you from expanding, so just take the whole map, make lots of eco, and then come to their base with artillery and win. There is really no situation in which fortifying yourself into a small section of the map is a winning strategy.&lt;br /&gt;
&lt;br /&gt;
===End of raider phase===&lt;br /&gt;
Eventually, the map will become covered with a line of defenses from both players, partitioning the map roughly in half. This limits the mobility advantage that raider have, and it becomes time to switch to something else. Some areas might be lightly defended, and if you know the enemie's raiders are not close, you can punish this, but by this point people often have full radar coverage and its not that difficult to spot and defend these sorts of things.&lt;br /&gt;
&lt;br /&gt;
==Midgame phase==&lt;br /&gt;
In this phase, strategic diversity opens up significantly. Players typically transition out of raiders into some of the following:&lt;br /&gt;
===Skirmishers===&lt;br /&gt;
A common strategic switch people make is a shift to building raiders skirmishers rather than raiders. These units are capable of killing light defenses fairly well, so you can start pushing back your opponent and try to grab more territory. Use your raiders (which are hopefully still alive) to protect your skirmishers from harm. It is also common to see a few riots dedicated to protecting your skirmishers.&lt;br /&gt;
===Assaults===&lt;br /&gt;
For some factories, it is possible to switch to assault units. These units will be able to punch through light defenses (unlike raiders) and do some economic damage to your opponent. &lt;br /&gt;
Some examples:&lt;br /&gt;
*Thuglaw - Outlaws and Thugs - this combination from the shieldbot factory is a very potent assault force. It is good against raiders and light defences, giving it the potential to do lots of damage to an unprepared opponent.&lt;br /&gt;
*Ravagers - Fast assault rovers that can be used for raiding. They are able to eat through light defences, and due to their speed it is harder to position raiders to defend against them.&lt;br /&gt;
===Air switch===&lt;br /&gt;
===Fortification===&lt;br /&gt;
In the midgame, players will sometimes fortify certain locations on the map with heavier defenses such as stingers or stardusts. This happens at central locations of the map as it gives you a sort of staging point that you can keep your units at safely. Heavier defenses generally require a specialized response of artillery or heavy units, so by building some, you can buy yourself some time as your opponent is figuring out a way to deal with the heavy defenses.&lt;br /&gt;
Stingers are especially tricky at this part of the game, as they are the first type of tower that can actually fight skirmishers well. If you find yourself losing ground to skirmishers or expect them soon, it may be a good idea to put up a stinger. Stingers do not do that well against lots of light units, so make sure to keep building lots of LLTs(or even add a stardust).&lt;br /&gt;
&lt;br /&gt;
==Lategame==&lt;br /&gt;
Both players with have built up sizable armies of skirmishers/riots/assaults and will probably have some air presence. The map will be more fortified, and it will be difficult to make progress with &amp;quot;lighter&amp;quot; units.&lt;br /&gt;
===Eco===&lt;br /&gt;
If things have stabilized in the midgame, it may be time to build some eco. &lt;br /&gt;
*Build all the available geothermal power plants(they are super efficient!). If you feel that some are very safely located, upgrade them.&lt;br /&gt;
*Connect your energy grid together. The more mexes you connect, the more efficiently energy will be used and the more metal you will have.&lt;br /&gt;
**Overdrive is VERY efficient at low levels of energy. Something like 2 e/s can increase production 50%. &lt;br /&gt;
*Build fusion energy reactors.&lt;br /&gt;
&lt;br /&gt;
As with expansion, it is much harder to punish greedy eco-ing than it is to do it yourself. Try to be a greedy as possible and learn what the safe limits are.&lt;br /&gt;
&lt;br /&gt;
===Heavies===&lt;br /&gt;
At this stage in the game you will start to see heavies coming out. &amp;quot;Heavies&amp;quot; are units that are generally 1500+ cost. Most of them massacre the lighter skirmisher/assualt/riot balls that are predominant in the midgame, and they also can stand up the to defenses built in the midgame(ie they can actually kill stingers). Units such as cyclops, sumo, grizzly will be often seen.&lt;br /&gt;
&lt;br /&gt;
===Bot specialist units===&lt;br /&gt;
The bot factories do not really have &amp;quot;heavies&amp;quot;, but they do have more expensive upper tier units that can be used to fight heavies of other factories. &lt;br /&gt;
*Cloaky factory will start to build Snipers and area-cloakers.&lt;br /&gt;
*Shield bots can build felons and aspis. Felons supported by aspis can deal a very large amount of damage very quickly, burning through the health of almost anything. Racketeers are commonly added too, and these are good at disabling heavy units.&lt;br /&gt;
&lt;br /&gt;
===Light striders===&lt;br /&gt;
Someone putting down a strider hub and making either a scorpion or dante is quite common.&lt;br /&gt;
*Dante is very good against skirmisher balls as its &amp;quot;D-gun&amp;quot; can 1 shot most of them. It is also one of the faster striders so it can get into action quickly. Due to all its aoe damage, it massacres riots and raiders as well. It fights assaults decently, but be careful, it actually loses to most of them by cost. You need to retreat and repair it to get full value out of it.&lt;br /&gt;
**Be carefull with your own units around the dante. The dante causes alot of chaos and fire and flames everywhere, and this can also hit your own units and kill them.&lt;br /&gt;
*Scorpions are invisible and have their EMP- D-gun. This can be used to sneak up on valuable targets like commanders or a bunched up set of units, stun them, and then kill them. Scorpions are probably more of a support unit, as their dps is much lower than a dante, and also get kitied by skirmishers easily.&lt;br /&gt;
**Scorpions beat dantes quite easily, especially if they get their stun off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Late-Lategame==&lt;br /&gt;
In this phase you will see heavy striders and some of the more exotic tools available to the player.&lt;br /&gt;
*Nuke&lt;br /&gt;
*Ultra-heavy porc&lt;br /&gt;
**DDM&lt;br /&gt;
**Bertha/Behemoth&lt;br /&gt;
*Paladin/Detriment&lt;br /&gt;
*Starlight/Zenith/DRP&lt;br /&gt;
*Singularity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Note that this is a general overview. Sometimes people may rush heavies in the midgame, or eco during the raider phase or whatever else. Zero-k is a very flexible game, and there is no really hard or set meta-game like in starcraft 2. Lots of game play is map-dependent or match-up dependent.&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4502</id>
		<title>Typical game progression</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4502"/>
		<updated>2018-08-13T19:52:53Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: /* Riots */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide explaining how a typical game progresses, after a [[typical opening]].&lt;br /&gt;
The game can be thought of as being organically split up into a few phases, each with a characteristic set of units and goals. &lt;br /&gt;
*Note that these are general scenarios - depending on the map and factory match-up the game can play very differently!&lt;br /&gt;
*From a 1v1 perspective&lt;br /&gt;
*(wip)&lt;br /&gt;
==Raider phase==&lt;br /&gt;
The raider phase is the first phase in a typical game. It is defined by a few characteristics:&lt;br /&gt;
*Most of the map is untaken by either player.&lt;br /&gt;
*No defenses covering most areas.&lt;br /&gt;
Due to this, the mobility that raiders have tends to make them the dominant unit class. When the map is fortified with light defenses, raiders are much less useful and it will be time to switch to something else. &lt;br /&gt;
===Expansion===&lt;br /&gt;
You will want to expand as fast as possible here, and try to grab at least 50% of the map. Try to have two groups of constructors moving around the map taking mexes. Near each mex cluster you can put some light defences, but do not overbuild defences early game, and in non-critical locations (i.e. not a choke point or the centre of the map). Run around the map with your raiders, keeping track of where your opponents raiders are as well.&lt;br /&gt;
&lt;br /&gt;
You should be able to defend your expansion from enemy raiders with some light defenses and some of your own raiders. Since raiding properly is considerably more difficult than expanding, you should be encouraged to expand as fast as possible.&lt;br /&gt;
*Try to expand much faster and in a more risky manner than you think is possible for a few games. You might be surprised at how much greed you get away with! It is much harder to punish greed than it is to be greedy. Doing this will also help you learn the safe maximum limits for expansion.&lt;br /&gt;
If you succeed in this phase of the game, you will have a massive eco advantage and will be able to swarm your opponent to death with units.&lt;br /&gt;
====Energy production====&lt;br /&gt;
A very common mistake players make is that they don't build enough energy structures. This leads to a situation in which your metal income exceeds your energy income and you are unable to spend all your metal (called &amp;quot;e-stalling&amp;quot;). Having 1 constructor dedicated to only building energy structures can solve this issue.&lt;br /&gt;
&lt;br /&gt;
===Raider Usage===&lt;br /&gt;
You want to have good radar coverage of your side of the map and keep your raiders as close to the enemy as possible. This puts pressure on them, and also forces them to keep their raiders near their base, away from your expansion. Against good players you will not be able to do much damage with raiders, but that does not mean you have accomplished nothing by keeping your raiders near them.&lt;br /&gt;
*Because of the threat of your raiders, they are not able to &amp;quot;naked expand&amp;quot; (very fast expansion with minimal or no defense). If you allow your opponent to naked expand, they will typically just roll you over a few minutes later with a massive eco advantage.&lt;br /&gt;
*Forces your opponent to keep their own raiders near their own base to defend from yours. It can also force them to build more defense, slowing down their expansion and reducing the amount of pressure they can put on your own expansion.&lt;br /&gt;
*Gives scouting information. By running around at the edges of your opponents territory you will be able to see what they are up to. If they are trying to rush a heavy unit or do something silly you will often just be able to overrun them and win.&lt;br /&gt;
&lt;br /&gt;
If you find yourself on being the one that has raiders at their front door, things are a little more challenging, but don't panic.&lt;br /&gt;
*Try to expand where your enemies raiders are not(with that other group of builders on the other side of the map that you have...right?).&lt;br /&gt;
*You can slowly creep forward with LLTs and the protection of your own raiders.&lt;br /&gt;
&lt;br /&gt;
In higher level games what usually ends up happening is that both players are good at raider control and don't really kill much of importance on either side. While raiders are chasing each other, each player is slowly building up and fortifying territory as they move closer to the center of the map.&lt;br /&gt;
*Fortifying territory means building maybe 1 or 2 defensive towers near mex clusters and also putting some defensive towers near some critical locations to block off pathing. You should get essentially a full line of sight across your front line, so your opponent cannot sneak units into the middle of your territory without taking some damage from towers and you not knowing about their movements.&lt;br /&gt;
&lt;br /&gt;
Note that you do not need to kill anything to have a successful raider phase. Your primary goals are to expand and grab territory while slowing your opponents expansion to a reasonable pace, and also have the energy to use all the metal you took control of. Your raiders will be useful later, so try to keep them alive. There is a &amp;quot;reasonable maximum speed&amp;quot; at which players can safely expand, and as long as you make sure your opponent doesn't exceed this and you are close to it, you will probably enter the later stages of the game on equal footing. Not every game is won or lost in the raider phase, and in fact, probably most aren't.&lt;br /&gt;
&lt;br /&gt;
Often you will see a location that is lightly defended with towers, and you will correctly assume that you can run into it with your raiders and kill everything. However, this is a risky (and often unnecessary) thing to do.&lt;br /&gt;
*There might be some defense you don't see, like nearby units ready to help.&lt;br /&gt;
*Killing towers with raiders is not cost efficient, so the payoff might not be that good.&lt;br /&gt;
**This could lead to your opponent taking a temporary raider number advantage, which could put you on the defensive and actually put you behind from where you were before, as you are no longer able to exert as much map pressure.&lt;br /&gt;
*Committing your raiders to an attack like this open you up for the possibility of a counter-attack, and since your raiders are somewhere else, you might not be able to defend.&lt;br /&gt;
&lt;br /&gt;
====Finding a lone commander====&lt;br /&gt;
Sometimes your opponent may be a bit greedy and have their commander out alone. If it is a low level you might be able to kill it with your raiders if you have like 10 or so. It is almost always worth it to kill a commander. Some raiders like kodachae or daggers are bad at this, but others like scorchers are amazing at it.&lt;br /&gt;
*Spread your units out right before it dies, as they have a death explosion which could wipe out your raiders if they are really close to the commander.&lt;br /&gt;
&lt;br /&gt;
===Why not other unit classes?===&lt;br /&gt;
====Riots====&lt;br /&gt;
It may seem intuitive to make riot units in this phase of the game. &amp;quot;They're good against raiders, aren't they?&amp;quot; you may say (correctly). However, their downside is that they are very slow. This makes them unusable for offense, as your opponent will see them coming and be able to easily respond. Also:&lt;br /&gt;
*Early game, lone riot units can be overwhelmed by raiders.&lt;br /&gt;
**You can use line move to spread out your raiders (preferably in a concave) and then just run at the lone riot unit and kill it. Try to get your raiders to encircle the riot to minimize any AOE damage it may do.&lt;br /&gt;
*Light defenses are effective against riots, as riots are DPS, not HP focused. Light defenses will take a significant portion of the riot's HP away before the riot is close enough to fire. What usually happens is that the riot maybe kills one or two defensive towers and then just dies(very cost inefficient).&lt;br /&gt;
**Due to targeting oddities, the riot will often stay locked into firing at a defensive tower. This gives you an opportunity to swoop in with raiders and kill the riot quickly, before it even gets a chance to fire at your raiders.&lt;br /&gt;
Because of the above reasons, they do not pose much of a threat (unless you don't scout a [[cheese|riot rush]] of some sort and lose anyway).&lt;br /&gt;
*You can just run past the riots and ignore them. Because of this, players tend to spread out their riots to try to cover every location so you can't run past them. &lt;br /&gt;
**Notice how this contributes to the first point.&lt;br /&gt;
The correct way to deal with an opponent making riots is to just expand faster than they do - they won't be able to punish this. When you inevitably get superior eco, you can just overwhelm them.&lt;br /&gt;
Try also running around with your raiders near your opponents front lines. They will often be scared by this and will need to be constantly re-positioning their riots to defend from a possible raider run-by into their base. If you see that they are doing this, you can expand even faster, as they don't have any way to punish this.&lt;br /&gt;
&lt;br /&gt;
====Any other class====&lt;br /&gt;
Skirmishers, artillery, assaults - all of these do very badly against raiders, so are not worth building at this point.&lt;br /&gt;
===Importance of radar===&lt;br /&gt;
Radar coverage is very important to get in this phase. If you do not have it, you have to play defensively in case your opponents tries to raid some of your expansions. The alternative is building tons of defenses everywhere, but this is a losing strategy, as it leaves you unable to punish your opponent for expanding. If they expand they will just overrun you with units. By building radar you can reduce the amount you spend on defense, and can use it on offensive units instead. In the worst case scenario, you prevent greedy expansion from your opponent. In the best case, you just win because they were too greedy and have no units.&lt;br /&gt;
===Dealing with defensive players===&lt;br /&gt;
A strategy that many have trouble dealing with is when your opponent just builds lots of defenses at every expansion site. The best way to deal with this, paradoxically, is to just ignore them and focus on expanding yourself. If they want to sit in the corner building defense, that is fine (for you). Since they have spent so much metal on this, they won't be able to prevent you from expanding, so just take the whole map, make lots of eco, and then come to their base with artillery and win. There is really no situation in which fortifying yourself into a small section of the map is a winning strategy.&lt;br /&gt;
&lt;br /&gt;
===End of raider phase===&lt;br /&gt;
Eventually, the map will become covered with a line of defenses from both players, partitioning the map roughly in half. This limits the mobility advantage that raider have, and it becomes time to switch to something else. Some areas might be lightly defended, and if you know the enemie's raiders are not close, you can punish this, but by this point people often have full radar coverage and its not that difficult to spot and defend these sorts of things.&lt;br /&gt;
&lt;br /&gt;
==Midgame phase==&lt;br /&gt;
In this phase, strategic diversity opens up significantly. Players typically transition out of raiders into some of the following:&lt;br /&gt;
===Skirmishers===&lt;br /&gt;
A common strategic switch people make is a shift to building raiders skirmishers rather than raiders. These units are capable of killing light defenses fairly well, so you can start pushing back your opponent and try to grab more territory. Use your raiders (which are hopefully still alive) to protect your skirmishers from harm. It is also common to see a few riots dedicated to protecting your skirmishers.&lt;br /&gt;
===Assaults===&lt;br /&gt;
For some factories, it is possible to switch to assault units. These units will be able to punch through light defenses (unlike raiders) and do some economic damage to your opponent. &lt;br /&gt;
Some examples:&lt;br /&gt;
*Thuglaw - Outlaws and Thugs - this combination from the shieldbot factory is a very potent assault force. It is good against raiders and light defences, giving it the potential to do lots of damage to an unprepared opponent.&lt;br /&gt;
*Ravagers - Fast assault rovers that can be used for raiding. They are able to eat through light defences, and due to their speed it is harder to position raiders to defend against them.&lt;br /&gt;
===Air switch===&lt;br /&gt;
===Fortification===&lt;br /&gt;
In the midgame, players will sometimes fortify certain locations on the map with heavier defenses such as stingers or stardusts. This happens at central locations of the map as it gives you a sort of staging point that you can keep your units at safely. Heavier defenses generally require a specialized response of artillery or heavy units, so by building some, you can buy yourself some time as your opponent is figuring out a way to deal with the heavy defenses.&lt;br /&gt;
Stingers are especially tricky at this part of the game, as they are the first type of tower that can actually fight skirmishers well. If you find yourself losing ground to skirmishers or expect them soon, it may be a good idea to put up a stinger. Stingers do not do that well against lots of light units, so make sure to keep building lots of LLTs(or even add a stardust).&lt;br /&gt;
&lt;br /&gt;
==Lategame==&lt;br /&gt;
Both players with have built up sizable armies of skirmishers/riots/assaults and will probably have some air presence. The map will be more fortified, and it will be difficult to make progress with &amp;quot;lighter&amp;quot; units.&lt;br /&gt;
===Eco===&lt;br /&gt;
If things have stabilized in the midgame, it may be time to build some eco. &lt;br /&gt;
*Build all the available geothermal power plants(they are super efficient!). If you feel that some are very safely located, upgrade them.&lt;br /&gt;
*Connect your energy grid together. The more mexes you connect, the more efficiently energy will be used and the more metal you will have.&lt;br /&gt;
**Overdrive is VERY efficient at low levels of energy. Something like 2 e/s can increase production 50%. &lt;br /&gt;
*Build fusion energy reactors.&lt;br /&gt;
&lt;br /&gt;
As with expansion, it is much harder to punish greedy eco-ing than it is to do it yourself. Try to be a greedy as possible and learn what the safe limits are.&lt;br /&gt;
&lt;br /&gt;
===Heavies===&lt;br /&gt;
At this stage in the game you will start to see heavies coming out. &amp;quot;Heavies&amp;quot; are units that are generally 1500+ cost. Most of them massacre the lighter skirmisher/assualt/riot balls that are predominant in the midgame, and they also can stand up the to defenses built in the midgame(ie they can actually kill stingers). Units such as cyclops, sumo, grizzly will be often seen.&lt;br /&gt;
&lt;br /&gt;
===Bot specialist units===&lt;br /&gt;
The bot factories do not really have &amp;quot;heavies&amp;quot;, but they do have more expensive upper tier units that can be used to fight heavies of other factories. &lt;br /&gt;
*Cloaky factory will start to build Snipers and area-cloakers.&lt;br /&gt;
*Shield bots can build felons and aspis. Felons supported by aspis can deal a very large amount of damage very quickly, burning through the health of almost anything. Racketeers are commonly added too, and these are good at disabling heavy units.&lt;br /&gt;
&lt;br /&gt;
===Light striders===&lt;br /&gt;
Someone putting down a strider hub and making either a scorpion or dante is quite common.&lt;br /&gt;
*Dante is very good against skirmisher balls as its &amp;quot;D-gun&amp;quot; can 1 shot most of them. It is also one of the faster striders so it can get into action quickly. Due to all its aoe damage, it massacres riots and raiders as well. It fights assaults decently, but be careful, it actually loses to most of them by cost. You need to retreat and repair it to get full value out of it.&lt;br /&gt;
**Be carefull with your own units around the dante. The dante causes alot of chaos and fire and flames everywhere, and this can also hit your own units and kill them.&lt;br /&gt;
*Scorpions are invisible and have their EMP- D-gun. This can be used to sneak up on valuable targets like commanders or a bunched up set of units, stun them, and then kill them. Scorpions are probably more of a support unit, as their dps is much lower than a dante, and also get kitied by skirmishers easily.&lt;br /&gt;
**Scorpions beat dantes quite easily, especially if they get their stun off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Late-Lategame==&lt;br /&gt;
In this phase you will see heavy striders and some of the more exotic tools available to the player.&lt;br /&gt;
*Nuke&lt;br /&gt;
*Ultra-heavy porc&lt;br /&gt;
**DDM&lt;br /&gt;
**Bertha/Behemoth&lt;br /&gt;
*Paladin/Detriment&lt;br /&gt;
*Starlight/Zenith/DRP&lt;br /&gt;
*Singularity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Note that this is a general overview. Sometimes people may rush heavies in the midgame, or eco during the raider phase or whatever else. Zero-k is a very flexible game, and there is no really hard or set meta-game like in starcraft 2. Lots of game play is map-dependent or match-up dependent.&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4501</id>
		<title>Typical game progression</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4501"/>
		<updated>2018-08-13T19:47:37Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide explaining how a typical game progresses, after a [[typical opening]].&lt;br /&gt;
The game can be thought of as being organically split up into a few phases, each with a characteristic set of units and goals. &lt;br /&gt;
*Note that these are general scenarios - depending on the map and factory match-up the game can play very differently!&lt;br /&gt;
*From a 1v1 perspective&lt;br /&gt;
*(wip)&lt;br /&gt;
==Raider phase==&lt;br /&gt;
The raider phase is the first phase in a typical game. It is defined by a few characteristics:&lt;br /&gt;
*Most of the map is untaken by either player.&lt;br /&gt;
*No defenses covering most areas.&lt;br /&gt;
Due to this, the mobility that raiders have tends to make them the dominant unit class. When the map is fortified with light defenses, raiders are much less useful and it will be time to switch to something else. &lt;br /&gt;
===Expansion===&lt;br /&gt;
You will want to expand as fast as possible here, and try to grab at least 50% of the map. Try to have two groups of constructors moving around the map taking mexes. Near each mex cluster you can put some light defences, but do not overbuild defences early game, and in non-critical locations (i.e. not a choke point or the centre of the map). Run around the map with your raiders, keeping track of where your opponents raiders are as well.&lt;br /&gt;
&lt;br /&gt;
You should be able to defend your expansion from enemy raiders with some light defenses and some of your own raiders. Since raiding properly is considerably more difficult than expanding, you should be encouraged to expand as fast as possible.&lt;br /&gt;
*Try to expand much faster and in a more risky manner than you think is possible for a few games. You might be surprised at how much greed you get away with! It is much harder to punish greed than it is to be greedy. Doing this will also help you learn the safe maximum limits for expansion.&lt;br /&gt;
If you succeed in this phase of the game, you will have a massive eco advantage and will be able to swarm your opponent to death with units.&lt;br /&gt;
====Energy production====&lt;br /&gt;
A very common mistake players make is that they don't build enough energy structures. This leads to a situation in which your metal income exceeds your energy income and you are unable to spend all your metal (called &amp;quot;e-stalling&amp;quot;). Having 1 constructor dedicated to only building energy structures can solve this issue.&lt;br /&gt;
&lt;br /&gt;
===Raider Usage===&lt;br /&gt;
You want to have good radar coverage of your side of the map and keep your raiders as close to the enemy as possible. This puts pressure on them, and also forces them to keep their raiders near their base, away from your expansion. Against good players you will not be able to do much damage with raiders, but that does not mean you have accomplished nothing by keeping your raiders near them.&lt;br /&gt;
*Because of the threat of your raiders, they are not able to &amp;quot;naked expand&amp;quot; (very fast expansion with minimal or no defense). If you allow your opponent to naked expand, they will typically just roll you over a few minutes later with a massive eco advantage.&lt;br /&gt;
*Forces your opponent to keep their own raiders near their own base to defend from yours. It can also force them to build more defense, slowing down their expansion and reducing the amount of pressure they can put on your own expansion.&lt;br /&gt;
*Gives scouting information. By running around at the edges of your opponents territory you will be able to see what they are up to. If they are trying to rush a heavy unit or do something silly you will often just be able to overrun them and win.&lt;br /&gt;
&lt;br /&gt;
If you find yourself on being the one that has raiders at their front door, things are a little more challenging, but don't panic.&lt;br /&gt;
*Try to expand where your enemies raiders are not(with that other group of builders on the other side of the map that you have...right?).&lt;br /&gt;
*You can slowly creep forward with LLTs and the protection of your own raiders.&lt;br /&gt;
&lt;br /&gt;
In higher level games what usually ends up happening is that both players are good at raider control and don't really kill much of importance on either side. While raiders are chasing each other, each player is slowly building up and fortifying territory as they move closer to the center of the map.&lt;br /&gt;
*Fortifying territory means building maybe 1 or 2 defensive towers near mex clusters and also putting some defensive towers near some critical locations to block off pathing. You should get essentially a full line of sight across your front line, so your opponent cannot sneak units into the middle of your territory without taking some damage from towers and you not knowing about their movements.&lt;br /&gt;
&lt;br /&gt;
Note that you do not need to kill anything to have a successful raider phase. Your primary goals are to expand and grab territory while slowing your opponents expansion to a reasonable pace, and also have the energy to use all the metal you took control of. Your raiders will be useful later, so try to keep them alive. There is a &amp;quot;reasonable maximum speed&amp;quot; at which players can safely expand, and as long as you make sure your opponent doesn't exceed this and you are close to it, you will probably enter the later stages of the game on equal footing. Not every game is won or lost in the raider phase, and in fact, probably most aren't.&lt;br /&gt;
&lt;br /&gt;
Often you will see a location that is lightly defended with towers, and you will correctly assume that you can run into it with your raiders and kill everything. However, this is a risky (and often unnecessary) thing to do.&lt;br /&gt;
*There might be some defense you don't see, like nearby units ready to help.&lt;br /&gt;
*Killing towers with raiders is not cost efficient, so the payoff might not be that good.&lt;br /&gt;
**This could lead to your opponent taking a temporary raider number advantage, which could put you on the defensive and actually put you behind from where you were before, as you are no longer able to exert as much map pressure.&lt;br /&gt;
*Committing your raiders to an attack like this open you up for the possibility of a counter-attack, and since your raiders are somewhere else, you might not be able to defend.&lt;br /&gt;
&lt;br /&gt;
====Finding a lone commander====&lt;br /&gt;
Sometimes your opponent may be a bit greedy and have their commander out alone. If it is a low level you might be able to kill it with your raiders if you have like 10 or so. It is almost always worth it to kill a commander. Some raiders like kodachae or daggers are bad at this, but others like scorchers are amazing at it.&lt;br /&gt;
*Spread your units out right before it dies, as they have a death explosion which could wipe out your raiders if they are really close to the commander.&lt;br /&gt;
&lt;br /&gt;
===Why not other unit classes?===&lt;br /&gt;
====Riots====&lt;br /&gt;
It may seem intuitive to make riot units in this phase of the game. &amp;quot;They're good against raiders, aren't they?&amp;quot; you may say (correctly). However, their downside is that they are very slow. This makes them unusable for offense, as your opponent will see them coming and be able to easily respond. Also:&lt;br /&gt;
*Early game lone riot units can be overwhelmed by raiders.&lt;br /&gt;
**You can use line move to spread out your raiders (preferably in a concave) and then just run at the lone riot unit and kill it. Try to get your raiders to encircle the riot to minimize any AOE damage it may do.&lt;br /&gt;
*Light defenses are effective against riots, as riots are DPS, not HP focused. Light defenses will take a significant portion of their HP away before they are close enough to fire.&lt;br /&gt;
Because of this, they do not pose much of a threat (unless you don't scout a [[cheese|riot rush]] of some sort and lose anyway).&lt;br /&gt;
*You can just run past the riots and ignore them. Because of this, players tend to spread out their riots to try to cover every location so you can't run past them. &lt;br /&gt;
**Notice how this contributes to the first point.&lt;br /&gt;
The correct way to deal with an opponent making riots is to just expand faster than they do - they won't be able to punish this. When you get superior eco, then you can just overwhelm them.&lt;br /&gt;
Try also running around with your raiders near your opponents front lines. They will often be scared by this and will need to be constantly re-positioning their riot to defend from a possible raider run-by into their base. If you see that they are doing this, you can expand even faster, as they don't have any way to punish this.&lt;br /&gt;
&lt;br /&gt;
====Any other class====&lt;br /&gt;
Skirmishers, artillery, assaults - all of these do very badly against raiders, so are not worth building at this point.&lt;br /&gt;
===Importance of radar===&lt;br /&gt;
Radar coverage is very important to get in this phase. If you do not have it, you have to play defensively in case your opponents tries to raid some of your expansions. The alternative is building tons of defenses everywhere, but this is a losing strategy, as it leaves you unable to punish your opponent for expanding. If they expand they will just overrun you with units. By building radar you can reduce the amount you spend on defense, and can use it on offensive units instead. In the worst case scenario, you prevent greedy expansion from your opponent. In the best case, you just win because they were too greedy and have no units.&lt;br /&gt;
===Dealing with defensive players===&lt;br /&gt;
A strategy that many have trouble dealing with is when your opponent just builds lots of defenses at every expansion site. The best way to deal with this, paradoxically, is to just ignore them and focus on expanding yourself. If they want to sit in the corner building defense, that is fine (for you). Since they have spent so much metal on this, they won't be able to prevent you from expanding, so just take the whole map, make lots of eco, and then come to their base with artillery and win. There is really no situation in which fortifying yourself into a small section of the map is a winning strategy.&lt;br /&gt;
&lt;br /&gt;
===End of raider phase===&lt;br /&gt;
Eventually, the map will become covered with a line of defenses from both players, partitioning the map roughly in half. This limits the mobility advantage that raider have, and it becomes time to switch to something else. Some areas might be lightly defended, and if you know the enemie's raiders are not close, you can punish this, but by this point people often have full radar coverage and its not that difficult to spot and defend these sorts of things.&lt;br /&gt;
&lt;br /&gt;
==Midgame phase==&lt;br /&gt;
In this phase, strategic diversity opens up significantly. Players typically transition out of raiders into some of the following:&lt;br /&gt;
===Skirmishers===&lt;br /&gt;
A common strategic switch people make is a shift to building raiders skirmishers rather than raiders. These units are capable of killing light defenses fairly well, so you can start pushing back your opponent and try to grab more territory. Use your raiders (which are hopefully still alive) to protect your skirmishers from harm. It is also common to see a few riots dedicated to protecting your skirmishers.&lt;br /&gt;
===Assaults===&lt;br /&gt;
For some factories, it is possible to switch to assault units. These units will be able to punch through light defenses (unlike raiders) and do some economic damage to your opponent. &lt;br /&gt;
Some examples:&lt;br /&gt;
*Thuglaw - Outlaws and Thugs - this combination from the shieldbot factory is a very potent assault force. It is good against raiders and light defences, giving it the potential to do lots of damage to an unprepared opponent.&lt;br /&gt;
*Ravagers - Fast assault rovers that can be used for raiding. They are able to eat through light defences, and due to their speed it is harder to position raiders to defend against them.&lt;br /&gt;
===Air switch===&lt;br /&gt;
===Fortification===&lt;br /&gt;
In the midgame, players will sometimes fortify certain locations on the map with heavier defenses such as stingers or stardusts. This happens at central locations of the map as it gives you a sort of staging point that you can keep your units at safely. Heavier defenses generally require a specialized response of artillery or heavy units, so by building some, you can buy yourself some time as your opponent is figuring out a way to deal with the heavy defenses.&lt;br /&gt;
Stingers are especially tricky at this part of the game, as they are the first type of tower that can actually fight skirmishers well. If you find yourself losing ground to skirmishers or expect them soon, it may be a good idea to put up a stinger. Stingers do not do that well against lots of light units, so make sure to keep building lots of LLTs(or even add a stardust).&lt;br /&gt;
&lt;br /&gt;
==Lategame==&lt;br /&gt;
Both players with have built up sizable armies of skirmishers/riots/assaults and will probably have some air presence. The map will be more fortified, and it will be difficult to make progress with &amp;quot;lighter&amp;quot; units.&lt;br /&gt;
===Eco===&lt;br /&gt;
If things have stabilized in the midgame, it may be time to build some eco. &lt;br /&gt;
*Build all the available geothermal power plants(they are super efficient!). If you feel that some are very safely located, upgrade them.&lt;br /&gt;
*Connect your energy grid together. The more mexes you connect, the more efficiently energy will be used and the more metal you will have.&lt;br /&gt;
**Overdrive is VERY efficient at low levels of energy. Something like 2 e/s can increase production 50%. &lt;br /&gt;
*Build fusion energy reactors.&lt;br /&gt;
&lt;br /&gt;
As with expansion, it is much harder to punish greedy eco-ing than it is to do it yourself. Try to be a greedy as possible and learn what the safe limits are.&lt;br /&gt;
&lt;br /&gt;
===Heavies===&lt;br /&gt;
At this stage in the game you will start to see heavies coming out. &amp;quot;Heavies&amp;quot; are units that are generally 1500+ cost. Most of them massacre the lighter skirmisher/assualt/riot balls that are predominant in the midgame, and they also can stand up the to defenses built in the midgame(ie they can actually kill stingers). Units such as cyclops, sumo, grizzly will be often seen.&lt;br /&gt;
&lt;br /&gt;
===Bot specialist units===&lt;br /&gt;
The bot factories do not really have &amp;quot;heavies&amp;quot;, but they do have more expensive upper tier units that can be used to fight heavies of other factories. &lt;br /&gt;
*Cloaky factory will start to build Snipers and area-cloakers.&lt;br /&gt;
*Shield bots can build felons and aspis. Felons supported by aspis can deal a very large amount of damage very quickly, burning through the health of almost anything. Racketeers are commonly added too, and these are good at disabling heavy units.&lt;br /&gt;
&lt;br /&gt;
===Light striders===&lt;br /&gt;
Someone putting down a strider hub and making either a scorpion or dante is quite common.&lt;br /&gt;
*Dante is very good against skirmisher balls as its &amp;quot;D-gun&amp;quot; can 1 shot most of them. It is also one of the faster striders so it can get into action quickly. Due to all its aoe damage, it massacres riots and raiders as well. It fights assaults decently, but be careful, it actually loses to most of them by cost. You need to retreat and repair it to get full value out of it.&lt;br /&gt;
**Be carefull with your own units around the dante. The dante causes alot of chaos and fire and flames everywhere, and this can also hit your own units and kill them.&lt;br /&gt;
*Scorpions are invisible and have their EMP- D-gun. This can be used to sneak up on valuable targets like commanders or a bunched up set of units, stun them, and then kill them. Scorpions are probably more of a support unit, as their dps is much lower than a dante, and also get kitied by skirmishers easily.&lt;br /&gt;
**Scorpions beat dantes quite easily, especially if they get their stun off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Late-Lategame==&lt;br /&gt;
In this phase you will see heavy striders and some of the more exotic tools available to the player.&lt;br /&gt;
*Nuke&lt;br /&gt;
*Ultra-heavy porc&lt;br /&gt;
**DDM&lt;br /&gt;
**Bertha/Behemoth&lt;br /&gt;
*Paladin/Detriment&lt;br /&gt;
*Starlight/Zenith/DRP&lt;br /&gt;
*Singularity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Note that this is a general overview. Sometimes people may rush heavies in the midgame, or eco during the raider phase or whatever else. Zero-k is a very flexible game, and there is no really hard or set meta-game like in starcraft 2. Lots of game play is map-dependent or match-up dependent.&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4500</id>
		<title>Typical game progression</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4500"/>
		<updated>2018-08-13T19:14:30Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide explaining how a typical game progresses, after a [[typical opening]].&lt;br /&gt;
The game can be thought of as being organically split up into a few phases, each with a characteristic set of units and goals. &lt;br /&gt;
*Note that these are general scenarios - depending on the map and factory match-up the game can play very differently!&lt;br /&gt;
*From a 1v1 perspective&lt;br /&gt;
==Raider phase==&lt;br /&gt;
The raider phase is the first phase in a typical game. It is defined by a few characteristics:&lt;br /&gt;
*Most of the map is untaken by either player.&lt;br /&gt;
*No defenses covering most areas.&lt;br /&gt;
Due to this, the mobility that raiders have tends to make them the dominant unit class. When the map is fortified with light defenses, raiders are much less useful and it will be time to switch to something else. &lt;br /&gt;
===Expansion===&lt;br /&gt;
You will want to expand as fast as possible here, and try to grab at least 50% of the map. Try to have two groups of constructors moving around the map taking mexes. Near each mex cluster you can put some light defences, but do not overbuild defences early game, and in non-critical locations (i.e. not a choke point or the centre of the map). Run around the map with your raiders, keeping track of where your opponents raiders are as well.&lt;br /&gt;
&lt;br /&gt;
You should be able to defend your expansion from enemy raiders with some light defenses and some of your own raiders. Since raiding properly is considerably more difficult than expanding, you should be encouraged to expand as fast as possible.&lt;br /&gt;
*Try to expand much faster and in a more risky manner than you think is possible for a few games. You might be surprised at how much greed you get away with! It is much harder to punish greed than it is to be greedy. Doing this will also help you learn the safe maximum limits for expansion.&lt;br /&gt;
If you succeed in this phase of the game, you will have a massive eco advantage and will be able to swarm your opponent to death with units.&lt;br /&gt;
====Energy production====&lt;br /&gt;
A very common mistake players make is that they don't build enough energy structures. This leads to a situation in which your metal income exceeds your energy income and you are unable to spend all your metal (called &amp;quot;e-stalling&amp;quot;). Having 1 constructor dedicated to only building energy structures can solve this issue.&lt;br /&gt;
&lt;br /&gt;
===Raider Usage===&lt;br /&gt;
You want to have good radar coverage of your side of the map and keep your raiders as close to the enemy as possible. This puts pressure on them, and also forces them to keep their raiders near their base, away from your expansion. Against good players you will not be able to do much damage with raiders, but that does not mean you have accomplished nothing by keeping your raiders near them.&lt;br /&gt;
*Because of the threat of your raiders, they are not able to &amp;quot;naked expand&amp;quot; (very fast expansion with minimal or no defense). If you allow your opponent to naked expand, they will typically just roll you over a few minutes later with a massive eco advantage.&lt;br /&gt;
*Forces your opponent to keep their own raiders near their own base to defend from yours. It can also force them to build more defense, slowing down their expansion and reducing the amount of pressure they can put on your own expansion.&lt;br /&gt;
*Gives scouting information. By running around at the edges of your opponents territory you will be able to see what they are up to. If they are trying to rush a heavy unit or do something silly you will often just be able to overrun them and win.&lt;br /&gt;
&lt;br /&gt;
If you find yourself on being the one that has raiders at their front door, things are a little more challenging, but don't panic.&lt;br /&gt;
*Try to expand where your enemies raiders are not(with that other group of builders on the other side of the map that you have...right?).&lt;br /&gt;
*You can slowly creep forward with LLTs and the protection of your own raiders.&lt;br /&gt;
&lt;br /&gt;
In higher level games what usually ends up happening is that both players are good at raider control and don't really kill much of importance on either side. While raiders are chasing each other, each player is slowly building up and fortifying territory as they move closer to the center of the map.&lt;br /&gt;
*Fortifying territory means building maybe 1 or 2 defensive towers near mex clusters and also putting some defensive towers near some critical locations to block off pathing. You should get essentially a full line of sight across your front line, so your opponent cannot sneak units into the middle of your territory without taking some damage from towers and you not knowing about their movements.&lt;br /&gt;
&lt;br /&gt;
Note that you do not need to kill anything to have a successful raider phase. Your primary goals are to expand and grab territory while slowing your opponents expansion to a reasonable pace, and also have the energy to use all the metal you took control of. Your raiders will be useful later, so try to keep them alive. There is a &amp;quot;reasonable maximum speed&amp;quot; at which players can safely expand, and as long as you make sure your opponent doesn't exceed this and you are close to it, you will probably enter the later stages of the game on equal footing. Not every game is won or lost in the raider phase, and in fact, probably most aren't.&lt;br /&gt;
&lt;br /&gt;
Often you will see a location that is lightly defended with towers, and you will correctly assume that you can run into it with your raiders and kill everything. However, this is a risky (and often unnecessary) thing to do.&lt;br /&gt;
*There might be some defense you don't see, like nearby units ready to help.&lt;br /&gt;
*Killing towers with raiders is not cost efficient, so the payoff might not be that good.&lt;br /&gt;
**This could lead to your opponent taking a temporary raider number advantage, which could put you on the defensive and actually put you behind from where you were before, as you are no longer able to exert as much map pressure.&lt;br /&gt;
*Committing your raiders to an attack like this open you up for the possibility of a counter-attack, and since your raiders are somewhere else, you might not be able to defend.&lt;br /&gt;
&lt;br /&gt;
====Finding a lone commander====&lt;br /&gt;
Sometimes your opponent may be a bit greedy and have their commander out alone. If it is a low level you might be able to kill it with your raiders if you have like 10 or so. It is almost always worth it to kill a commander. Some raiders like kodachae or daggers are bad at this, but others like scorchers are amazing at it.&lt;br /&gt;
*Spread your units out right before it dies, as they have a death explosion which could wipe out your raiders if they are really close to the commander.&lt;br /&gt;
&lt;br /&gt;
===Why not other unit classes?===&lt;br /&gt;
====Riots====&lt;br /&gt;
It may seem intuitive to make riot units in this phase of the game. &amp;quot;They're good against raiders, aren't they?&amp;quot; you may say (correctly). However, their downside is that they are very slow. This makes them unusable for offense, as your opponent will see them coming and be able to easily respond. Also:&lt;br /&gt;
*Early game, lone riot units can be overwhelmed by raiders.&lt;br /&gt;
**You can use line move to spread out your raiders (preferably in a concave) and then just run at the lone riot unit and kill it. Try to get your raiders to encircle the riot to minimize any AOE damage it may do.&lt;br /&gt;
*Light defenses are effective against riots, as riots are DPS, not HP focused. Light defenses will take a significant portion of the riot's HP away before the riot is close enough to fire. What usually happens is that the riot maybe kills one or two defensive towers and then just dies(very cost inefficient).&lt;br /&gt;
**Due to targeting oddities, the riot will often stay locked into firing at a defensive tower. This gives you an opportunity to swoop in with raiders and kill the riot quickly, before it even gets a chance to fire at your raiders.&lt;br /&gt;
Because of the above reasons, they do not pose much of a threat (unless you don't scout a [[cheese|riot rush]] of some sort and lose anyway).&lt;br /&gt;
*You can just run past the riots and ignore them. Because of this, players tend to spread out their riots to try to cover every location so you can't run past them. &lt;br /&gt;
**Notice how this contributes to the first point.&lt;br /&gt;
The correct way to deal with an opponent making riots is to just expand faster than they do - they won't be able to punish this. When you inevitably get superior eco, you can just overwhelm them.&lt;br /&gt;
Try also running around with your raiders near your opponents front lines. They will often be scared by this and will need to be constantly re-positioning their riots to defend from a possible raider run-by into their base. If you see that they are doing this, you can expand even faster, as they don't have any way to punish your expansion.&lt;br /&gt;
&lt;br /&gt;
====Any other class====&lt;br /&gt;
Skirmishers, artillery, assaults - all of these do very badly against raiders, so are not worth building at this point.&lt;br /&gt;
===Importance of radar===&lt;br /&gt;
Radar coverage is very important to get in this phase. If you do not have it, you have to play defensively in case your opponents tries to raid some of your expansions. The alternative is building tons of defenses everywhere, but this is a losing strategy, as it leaves you unable to punish your opponent for expanding. If they expand they will just overrun you with units. By building radar you can reduce the amount you spend on defense, and can use it on offensive units instead. In the worst case scenario, you prevent greedy expansion from your opponent. In the best case, you just win because they were too greedy and have no units.&lt;br /&gt;
===Dealing with defensive players===&lt;br /&gt;
A strategy that many have trouble dealing with is when your opponent just builds lots of defenses at every expansion site. The best way to deal with this, paradoxically, is to just ignore them and focus on expanding yourself. If they want to sit in the corner building defense, that is fine (for you). Since they have spent so much metal on this, they won't be able to prevent you from expanding, so just take the whole map, make lots of eco, and then come to their base with artillery and win. There is really no situation in which fortifying yourself into a small section of the map is a winning strategy.&lt;br /&gt;
&lt;br /&gt;
===End of raider phase===&lt;br /&gt;
Eventually, the map will become covered with a line of defenses from both players, partitioning the map roughly in half. This limits the mobility advantage that raider have, and it becomes time to switch to something else. Some areas might be lightly defended, and if you know the enemie's raiders are not close, you can punish this, but by this point people often have full radar coverage and its not that difficult to spot and defend these sorts of things.&lt;br /&gt;
&lt;br /&gt;
==Midgame phase==&lt;br /&gt;
In this phase, strategic diversity opens up significantly. Players typically transition out of raiders into some of the following:&lt;br /&gt;
===Skirmishers===&lt;br /&gt;
A common strategic switch people make is a shift to building raiders skirmishers rather than raiders. These units are capable of killing light defenses fairly well, so you can start pushing back your opponent and try to grab more territory. Use your raiders (which are hopefully still alive) to protect your skirmishers from harm. It is also common to see a few riots dedicated to protecting your skirmishers.&lt;br /&gt;
===Assaults===&lt;br /&gt;
For some factories, it is possible to switch to assault units. These units will be able to punch through light defenses (unlike raiders) and do some economic damage to your opponent. &lt;br /&gt;
Some examples:&lt;br /&gt;
*Thuglaw - Outlaws and Thugs - this combination from the shieldbot factory is a very potent assault force. It is good against raiders and light defences, giving it the potential to do lots of damage to an unprepared opponent.&lt;br /&gt;
*Ravagers - Fast assault rovers that can be used for raiding. They are able to eat through light defences, and due to their speed it is harder to position raiders to defend against them.&lt;br /&gt;
===Air switch===&lt;br /&gt;
A very typical midgame transition is switching to air. Air units are typically quite a bit faster than ground units, and do not suffer from pathing difficulties that ground units do. It is advantageous to get air units for a few reasons.&lt;br /&gt;
*They are very good at shutting down raiding, both from raiders and fast assaults like ravagers.&lt;br /&gt;
**These units are difficult to chase down with more typical midgame units like riots or skirmishers. It is often a losing move to chase units this way, as the lack of riots/skirmishers at your frontlines means your outermost expansions will probably be taken from you.&lt;br /&gt;
**Air units are fast enough to catch anything, and typically will take little return damage.&lt;br /&gt;
**Helps further consolidate your front lines as you no longer have to worry so much about being counterattacked as much.&lt;br /&gt;
*Air gives you the ability to scout easily. &lt;br /&gt;
**You can see what your opponent is up to. Are they rushing a strider? Lots of fusions? Other greedy things?&lt;br /&gt;
*You can punish very greedy behavior. &lt;br /&gt;
**Kill expansions with minimal defence.&lt;br /&gt;
**Kill undefended eco structures(fusions,windmills).&lt;br /&gt;
*Forces your opponent to divert some metal to anti-air(if they don't want to die).&lt;br /&gt;
**Can take some pressure off your front lines, as they can't send as many ground reinforcements. Air units are pretty useless against anything that isn't air.&lt;br /&gt;
**Typically this makes both players back off for a bit and get prepared for air game play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are two air factories, which player very differently from each-other.&lt;br /&gt;
&lt;br /&gt;
====Airplane Factory====&lt;br /&gt;
&lt;br /&gt;
====Gunships====&lt;br /&gt;
Gunship units are a little slower than their air counterparts, and they also are DPS focused, instead of alpha focused like planes. &lt;br /&gt;
&lt;br /&gt;
====Playing against air====&lt;br /&gt;
&lt;br /&gt;
===Fortification===&lt;br /&gt;
In the midgame, players will sometimes fortify certain locations on the map with heavier defenses such as stingers or stardusts. This happens at central locations of the map as it gives you a sort of staging point that you can keep your units at safely. Heavier defenses generally require a specialized response of artillery or heavy units, so by building some, you can buy yourself some time as your opponent is figuring out a way to deal with the heavy defenses.&lt;br /&gt;
Stingers are especially tricky at this part of the game, as they are the first type of tower that can actually fight skirmishers well. If you find yourself losing ground to skirmishers or expect them soon, it may be a good idea to put up a stinger.&lt;br /&gt;
&lt;br /&gt;
==Lategame==&lt;br /&gt;
===Eco===&lt;br /&gt;
===Heavies===&lt;br /&gt;
In this phase you will see striders and some of the more exotic tools available to the player.&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4499</id>
		<title>Typical game progression</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4499"/>
		<updated>2018-08-13T19:04:22Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: /* Air switch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide explaining how a typical game progresses, after a [[typical opening]].&lt;br /&gt;
The game can be thought of as being organically split up into a few phases, each with a characteristic set of units and goals. &lt;br /&gt;
*Note that these are general scenarios - depending on the map and factory match-up the game can play very differently!&lt;br /&gt;
*From a 1v1 perspective&lt;br /&gt;
==Raider phase==&lt;br /&gt;
The raider phase is the first phase in a typical game. It is defined by a few characteristics:&lt;br /&gt;
*Most of the map is untaken by either player.&lt;br /&gt;
*No defenses covering most areas.&lt;br /&gt;
Due to this, the mobility that raiders have tends to make them the dominant unit class. When the map is fortified with light defenses, raiders are much less useful and it will be time to switch to something else. &lt;br /&gt;
===Expansion===&lt;br /&gt;
You will want to expand as fast as possible here, and try to grab at least 50% of the map. Try to have two groups of constructors moving around the map taking mexes. Near each mex cluster you can put some light defences, but do not overbuild defences early game, and in non-critical locations (i.e. not a choke point or the centre of the map). Run around the map with your raiders, keeping track of where your opponents raiders are as well.&lt;br /&gt;
&lt;br /&gt;
You should be able to defend your expansion from enemy raiders with some light defenses and some of your own raiders. Since raiding properly is considerably more difficult than expanding, you should be encouraged to expand as fast as possible.&lt;br /&gt;
*Try to expand much faster and in a more risky manner than you think is possible for a few games. You might be surprised at how much greed you get away with! It is much harder to punish greed than it is to be greedy. Doing this will also help you learn the safe maximum limits for expansion.&lt;br /&gt;
If you succeed in this phase of the game, you will have a massive eco advantage and will be able to swarm your opponent to death with units.&lt;br /&gt;
====Energy production====&lt;br /&gt;
A very common mistake players make is that they don't build enough energy structures. This leads to a situation in which your metal income exceeds your energy income and you are unable to spend all your metal (called &amp;quot;e-stalling&amp;quot;). Having 1 constructor dedicated to only building energy structures can solve this issue.&lt;br /&gt;
&lt;br /&gt;
===Raider Usage===&lt;br /&gt;
You want to have good radar coverage of your side of the map and keep your raiders as close to the enemy as possible. This puts pressure on them, and also forces them to keep their raiders near their base, away from your expansion. Against good players you will not be able to do much damage with raiders, but that does not mean you have accomplished nothing by keeping your raiders near them.&lt;br /&gt;
*Because of the threat of your raiders, they are not able to &amp;quot;naked expand&amp;quot; (very fast expansion with minimal or no defense). If you allow your opponent to naked expand, they will typically just roll you over a few minutes later with a massive eco advantage.&lt;br /&gt;
*Forces your opponent to keep their own raiders near their own base to defend from yours. It can also force them to build more defense, slowing down their expansion and reducing the amount of pressure they can put on your own expansion.&lt;br /&gt;
*Gives scouting information. By running around at the edges of your opponents territory you will be able to see what they are up to. If they are trying to rush a heavy unit or do something silly you will often just be able to overrun them and win.&lt;br /&gt;
&lt;br /&gt;
If you find yourself on being the one that has raiders at their front door, things are a little more challenging, but don't panic.&lt;br /&gt;
*Try to expand where your enemies raiders are not(with that other group of builders on the other side of the map that you have...right?).&lt;br /&gt;
*You can slowly creep forward with LLTs and the protection of your own raiders.&lt;br /&gt;
&lt;br /&gt;
In higher level games what usually ends up happening is that both players are good at raider control and don't really kill much of importance on either side. While raiders are chasing each other, each player is slowly building up and fortifying territory as they move closer to the center of the map.&lt;br /&gt;
*Fortifying territory means building maybe 1 or 2 defensive towers near mex clusters and also putting some defensive towers near some critical locations to block off pathing. You should get essentially a full line of sight across your front line, so your opponent cannot sneak units into the middle of your territory without taking some damage from towers and you not knowing about their movements.&lt;br /&gt;
&lt;br /&gt;
Note that you do not need to kill anything to have a successful raider phase. Your primary goals are to expand and grab territory while slowing your opponents expansion to a reasonable pace, and also have the energy to use all the metal you took control of. Your raiders will be useful later, so try to keep them alive. There is a &amp;quot;reasonable maximum speed&amp;quot; at which players can safely expand, and as long as you make sure your opponent doesn't exceed this and you are close to it, you will probably enter the later stages of the game on equal footing. Not every game is won or lost in the raider phase, and in fact, probably most aren't.&lt;br /&gt;
&lt;br /&gt;
Often you will see a location that is lightly defended with towers, and you will correctly assume that you can run into it with your raiders and kill everything. However, this is a risky (and often unnecessary) thing to do.&lt;br /&gt;
*There might be some defense you don't see, like nearby units ready to help.&lt;br /&gt;
*Killing towers with raiders is not cost efficient, so the payoff might not be that good.&lt;br /&gt;
**This could lead to your opponent taking a temporary raider number advantage, which could put you on the defensive and actually put you behind from where you were before, as you are no longer able to exert as much map pressure.&lt;br /&gt;
*Committing your raiders to an attack like this open you up for the possibility of a counter-attack, and since your raiders are somewhere else, you might not be able to defend.&lt;br /&gt;
&lt;br /&gt;
====Finding a lone commander====&lt;br /&gt;
Sometimes your opponent may be a bit greedy and have their commander out alone. If it is a low level you might be able to kill it with your raiders if you have like 10 or so. It is almost always worth it to kill a commander. Some raiders like kodachae or daggers are bad at this, but others like scorchers are amazing at it.&lt;br /&gt;
*Spread your units out right before it dies, as they have a death explosion which could wipe out your raiders if they are really close to the commander.&lt;br /&gt;
&lt;br /&gt;
===Why not other unit classes?===&lt;br /&gt;
====Riots====&lt;br /&gt;
It may seem intuitive to make riot units in this phase of the game. &amp;quot;They're good against raiders, aren't they?&amp;quot; you may say (correctly). However, their downside is that they are very slow. This makes them unusable for offense, as your opponent will see them coming and be able to easily respond. Also:&lt;br /&gt;
*Early game, lone riot units can be overwhelmed by raiders.&lt;br /&gt;
**You can use line move to spread out your raiders (preferably in a concave) and then just run at the lone riot unit and kill it. Try to get your raiders to encircle the riot to minimize any AOE damage it may do.&lt;br /&gt;
*Light defenses are effective against riots, as riots are DPS, not HP focused. Light defenses will take a significant portion of the riot's HP away before the riot is close enough to fire. What usually happens is that the riot maybe kills one or two defensive towers and then just dies(very cost inefficient).&lt;br /&gt;
**Due to targeting oddities, the riot will often stay locked into firing at a defensive tower. This gives you an opportunity to swoop in with raiders and kill the riot quickly, before it even gets a chance to fire at your raiders.&lt;br /&gt;
Because of the above reasons, they do not pose much of a threat (unless you don't scout a [[cheese|riot rush]] of some sort and lose anyway).&lt;br /&gt;
*You can just run past the riots and ignore them. Because of this, players tend to spread out their riots to try to cover every location so you can't run past them. &lt;br /&gt;
**Notice how this contributes to the first point.&lt;br /&gt;
The correct way to deal with an opponent making riots is to just expand faster than they do - they won't be able to punish this. When you inevitably get superior eco, you can just overwhelm them.&lt;br /&gt;
Try also running around with your raiders near your opponents front lines. They will often be scared by this and will need to be constantly re-positioning their riots to defend from a possible raider run-by into their base. If you see that they are doing this, you can expand even faster, as they don't have any way to punish your expansion.&lt;br /&gt;
&lt;br /&gt;
====Any other class====&lt;br /&gt;
Skirmishers, artillery, assaults - all of these do very badly against raiders, so are not worth building at this point.&lt;br /&gt;
===Importance of radar===&lt;br /&gt;
Radar coverage is very important to get in this phase. If you do not have it, you have to play defensively in case your opponents tries to raid some of your expansions. The alternative is building tons of defenses everywhere, but this is a losing strategy, as it leaves you unable to punish your opponent for expanding. If they expand they will just overrun you with units. By building radar you can reduce the amount you spend on defense, and can use it on offensive units instead. In the worst case scenario, you prevent greedy expansion from your opponent. In the best case, you just win because they were too greedy and have no units.&lt;br /&gt;
===Dealing with defensive players===&lt;br /&gt;
A strategy that many have trouble dealing with is when your opponent just builds lots of defenses at every expansion site. The best way to deal with this, paradoxically, is to just ignore them and focus on expanding yourself. If they want to sit in the corner building defense, that is fine (for you). Since they have spent so much metal on this, they won't be able to prevent you from expanding, so just take the whole map, make lots of eco, and then come to their base with artillery and win. There is really no situation in which fortifying yourself into a small section of the map is a winning strategy.&lt;br /&gt;
&lt;br /&gt;
===End of raider phase===&lt;br /&gt;
Eventually, the map will become covered with a line of defenses from both players, partitioning the map roughly in half. This limits the mobility advantage that raider have, and it becomes time to switch to something else. Some areas might be lightly defended, and if you know the enemie's raiders are not close, you can punish this, but by this point people often have full radar coverage and its not that difficult to spot and defend these sorts of things.&lt;br /&gt;
&lt;br /&gt;
==Midgame phase==&lt;br /&gt;
In this phase, strategic diversity opens up significantly. Players typically transition out of raiders into some of the following:&lt;br /&gt;
===Skirmishers===&lt;br /&gt;
A common strategic switch people make is a shift to building raiders skirmishers rather than raiders. These units are capable of killing light defenses fairly well, so you can start pushing back your opponent and try to grab more territory. Use your raiders (which are hopefully still alive) to protect your skirmishers from harm. It is also common to see a few riots dedicated to protecting your skirmishers.&lt;br /&gt;
===Assaults===&lt;br /&gt;
For some factories, it is possible to switch to assault units. These units will be able to punch through light defenses (unlike raiders) and do some economic damage to your opponent. &lt;br /&gt;
Some examples:&lt;br /&gt;
*Thuglaw - Outlaws and Thugs - this combination from the shieldbot factory is a very potent assault force. It is good against raiders and light defences, giving it the potential to do lots of damage to an unprepared opponent.&lt;br /&gt;
*Ravagers - Fast assault rovers that can be used for raiding. They are able to eat through light defences, and due to their speed it is harder to position raiders to defend against them.&lt;br /&gt;
===Air switch===&lt;br /&gt;
A very typical midgame transition is switching to air. Air units are typically quite a bit faster than ground units, and do not suffer from pathing difficulties that ground units do. It is advantageous to get air units for a few reasons.&lt;br /&gt;
*They are very good at shutting down raiding, both from raiders and fast assaults like ravagers.&lt;br /&gt;
**These units are difficult to chase down with more typical midgame units like riots or skirmishers. It is often a losing move to chase units this way, as the lack of riots/skirmishers at your frontlines means your outermost expansions will probably be taken from you.&lt;br /&gt;
**Air units are fast enough to catch anything, and typically will take little return damage.&lt;br /&gt;
**Helps further consolidate your front lines as you no longer have to worry so much about being counterattacked as much.&lt;br /&gt;
*Air gives you the ability to scout easily. &lt;br /&gt;
**You can see what your opponent is up to. Are they rushing a strider? Lots of fusions? Other greedy things?&lt;br /&gt;
*You can punish very greedy behavior. &lt;br /&gt;
**Kill expansions with minimal defence.&lt;br /&gt;
**Kill undefended eco structures(fusions,windmills).&lt;br /&gt;
*Forces your opponent to divert some metal to anti-air(if they don't want to die).&lt;br /&gt;
**Can take some pressure off your front lines, as they can't send as many ground reinforcements. Air units are pretty useless against anything that isn't air.&lt;br /&gt;
**Typically this makes both players back off for a bit and get prepared for air game play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are two air factories, which player very differently from each-other.&lt;br /&gt;
&lt;br /&gt;
==Airplane Factory==&lt;br /&gt;
&lt;br /&gt;
==Gunships==&lt;br /&gt;
Gunship units are a little slower than their air counterparts, and they also are DPS focused, instead of alpha focused like planes. &lt;br /&gt;
&lt;br /&gt;
==Playing against air==&lt;br /&gt;
&lt;br /&gt;
===Fortification===&lt;br /&gt;
In the midgame, players will sometimes fortify certain locations on the map with heavier defenses such as stingers or stardusts. This happens at central locations of the map as it gives you a sort of staging point that you can keep your units at safely. Heavier defenses generally require a specialized response of artillery or heavy units, so by building some, you can buy yourself some time as your opponent is figuring out a way to deal with the heavy defenses.&lt;br /&gt;
Stingers are especially tricky at this part of the game, as they are the first type of tower that can actually fight skirmishers well. If you find yourself losing ground to skirmishers or expect them soon, it may be a good idea to put up a stinger.&lt;br /&gt;
&lt;br /&gt;
==Lategame==&lt;br /&gt;
===Eco===&lt;br /&gt;
===Heavies===&lt;br /&gt;
In this phase you will see striders and some of the more exotic tools available to the player.&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4498</id>
		<title>Typical game progression</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4498"/>
		<updated>2018-08-13T18:48:48Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: /* Riots */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide explaining how a typical game progresses, after a [[typical opening]].&lt;br /&gt;
The game can be thought of as being organically split up into a few phases, each with a characteristic set of units and goals. &lt;br /&gt;
*Note that these are general scenarios - depending on the map and factory match-up the game can play very differently!&lt;br /&gt;
*From a 1v1 perspective&lt;br /&gt;
==Raider phase==&lt;br /&gt;
The raider phase is the first phase in a typical game. It is defined by a few characteristics:&lt;br /&gt;
*Most of the map is untaken by either player.&lt;br /&gt;
*No defenses covering most areas.&lt;br /&gt;
Due to this, the mobility that raiders have tends to make them the dominant unit class. When the map is fortified with light defenses, raiders are much less useful and it will be time to switch to something else. &lt;br /&gt;
===Expansion===&lt;br /&gt;
You will want to expand as fast as possible here, and try to grab at least 50% of the map. Try to have two groups of constructors moving around the map taking mexes. Near each mex cluster you can put some light defences, but do not overbuild defences early game, and in non-critical locations (i.e. not a choke point or the centre of the map). Run around the map with your raiders, keeping track of where your opponents raiders are as well.&lt;br /&gt;
&lt;br /&gt;
You should be able to defend your expansion from enemy raiders with some light defenses and some of your own raiders. Since raiding properly is considerably more difficult than expanding, you should be encouraged to expand as fast as possible.&lt;br /&gt;
*Try to expand much faster and in a more risky manner than you think is possible for a few games. You might be surprised at how much greed you get away with! It is much harder to punish greed than it is to be greedy. Doing this will also help you learn the safe maximum limits for expansion.&lt;br /&gt;
If you succeed in this phase of the game, you will have a massive eco advantage and will be able to swarm your opponent to death with units.&lt;br /&gt;
====Energy production====&lt;br /&gt;
A very common mistake players make is that they don't build enough energy structures. This leads to a situation in which your metal income exceeds your energy income and you are unable to spend all your metal (called &amp;quot;e-stalling&amp;quot;). Having 1 constructor dedicated to only building energy structures can solve this issue.&lt;br /&gt;
&lt;br /&gt;
===Raider Usage===&lt;br /&gt;
You want to have good radar coverage of your side of the map and keep your raiders as close to the enemy as possible. This puts pressure on them, and also forces them to keep their raiders near their base, away from your expansion. Against good players you will not be able to do much damage with raiders, but that does not mean you have accomplished nothing by keeping your raiders near them.&lt;br /&gt;
*Because of the threat of your raiders, they are not able to &amp;quot;naked expand&amp;quot; (very fast expansion with minimal or no defense). If you allow your opponent to naked expand, they will typically just roll you over a few minutes later with a massive eco advantage.&lt;br /&gt;
*Forces your opponent to keep their own raiders near their own base to defend from yours. It can also force them to build more defense, slowing down their expansion and reducing the amount of pressure they can put on your own expansion.&lt;br /&gt;
*Gives scouting information. By running around at the edges of your opponents territory you will be able to see what they are up to. If they are trying to rush a heavy unit or do something silly you will often just be able to overrun them and win.&lt;br /&gt;
&lt;br /&gt;
If you find yourself on being the one that has raiders at their front door, things are a little more challenging, but don't panic.&lt;br /&gt;
*Try to expand where your enemies raiders are not(with that other group of builders on the other side of the map that you have...right?).&lt;br /&gt;
*You can slowly creep forward with LLTs and the protection of your own raiders.&lt;br /&gt;
&lt;br /&gt;
In higher level games what usually ends up happening is that both players are good at raider control and don't really kill much of importance on either side. While raiders are chasing each other, each player is slowly building up and fortifying territory as they move closer to the center of the map.&lt;br /&gt;
*Fortifying territory means building maybe 1 or 2 defensive towers near mex clusters and also putting some defensive towers near some critical locations to block off pathing. You should get essentially a full line of sight across your front line, so your opponent cannot sneak units into the middle of your territory without taking some damage from towers and you not knowing about their movements.&lt;br /&gt;
&lt;br /&gt;
Note that you do not need to kill anything to have a successful raider phase. Your primary goals are to expand and grab territory while slowing your opponents expansion to a reasonable pace, and also have the energy to use all the metal you took control of. Your raiders will be useful later, so try to keep them alive. There is a &amp;quot;reasonable maximum speed&amp;quot; at which players can safely expand, and as long as you make sure your opponent doesn't exceed this and you are close to it, you will probably enter the later stages of the game on equal footing. Not every game is won or lost in the raider phase, and in fact, probably most aren't.&lt;br /&gt;
&lt;br /&gt;
Often you will see a location that is lightly defended with towers, and you will correctly assume that you can run into it with your raiders and kill everything. However, this is a risky (and often unnecessary) thing to do.&lt;br /&gt;
*There might be some defense you don't see, like nearby units ready to help.&lt;br /&gt;
*Killing towers with raiders is not cost efficient, so the payoff might not be that good.&lt;br /&gt;
**This could lead to your opponent taking a temporary raider number advantage, which could put you on the defensive and actually put you behind from where you were before, as you are no longer able to exert as much map pressure.&lt;br /&gt;
*Committing your raiders to an attack like this open you up for the possibility of a counter-attack, and since your raiders are somewhere else, you might not be able to defend.&lt;br /&gt;
&lt;br /&gt;
====Finding a lone commander====&lt;br /&gt;
Sometimes your opponent may be a bit greedy and have their commander out alone. If it is a low level you might be able to kill it with your raiders if you have like 10 or so. It is almost always worth it to kill a commander. Some raiders like kodachae or daggers are bad at this, but others like scorchers are amazing at it.&lt;br /&gt;
*Spread your units out right before it dies, as they have a death explosion which could wipe out your raiders if they are really close to the commander.&lt;br /&gt;
&lt;br /&gt;
===Why not other unit classes?===&lt;br /&gt;
====Riots====&lt;br /&gt;
It may seem intuitive to make riot units in this phase of the game. &amp;quot;They're good against raiders, aren't they?&amp;quot; you may say (correctly). However, their downside is that they are very slow. This makes them unusable for offense, as your opponent will see them coming and be able to easily respond. Also:&lt;br /&gt;
*Early game, lone riot units can be overwhelmed by raiders.&lt;br /&gt;
**You can use line move to spread out your raiders (preferably in a concave) and then just run at the lone riot unit and kill it. Try to get your raiders to encircle the riot to minimize any AOE damage it may do.&lt;br /&gt;
*Light defenses are effective against riots, as riots are DPS, not HP focused. Light defenses will take a significant portion of the riot's HP away before the riot is close enough to fire. What usually happens is that the riot maybe kills one or two defensive towers and then just dies(very cost inefficient).&lt;br /&gt;
**Due to targeting oddities, the riot will often stay locked into firing at a defensive tower. This gives you an opportunity to swoop in with raiders and kill the riot quickly, before it even gets a chance to fire at your raiders.&lt;br /&gt;
Because of the above reasons, they do not pose much of a threat (unless you don't scout a [[cheese|riot rush]] of some sort and lose anyway).&lt;br /&gt;
*You can just run past the riots and ignore them. Because of this, players tend to spread out their riots to try to cover every location so you can't run past them. &lt;br /&gt;
**Notice how this contributes to the first point.&lt;br /&gt;
The correct way to deal with an opponent making riots is to just expand faster than they do - they won't be able to punish this. When you inevitably get superior eco, you can just overwhelm them.&lt;br /&gt;
Try also running around with your raiders near your opponents front lines. They will often be scared by this and will need to be constantly re-positioning their riots to defend from a possible raider run-by into their base. If you see that they are doing this, you can expand even faster, as they don't have any way to punish your expansion.&lt;br /&gt;
&lt;br /&gt;
====Any other class====&lt;br /&gt;
Skirmishers, artillery, assaults - all of these do very badly against raiders, so are not worth building at this point.&lt;br /&gt;
===Importance of radar===&lt;br /&gt;
Radar coverage is very important to get in this phase. If you do not have it, you have to play defensively in case your opponents tries to raid some of your expansions. The alternative is building tons of defenses everywhere, but this is a losing strategy, as it leaves you unable to punish your opponent for expanding. If they expand they will just overrun you with units. By building radar you can reduce the amount you spend on defense, and can use it on offensive units instead. In the worst case scenario, you prevent greedy expansion from your opponent. In the best case, you just win because they were too greedy and have no units.&lt;br /&gt;
===Dealing with defensive players===&lt;br /&gt;
A strategy that many have trouble dealing with is when your opponent just builds lots of defenses at every expansion site. The best way to deal with this, paradoxically, is to just ignore them and focus on expanding yourself. If they want to sit in the corner building defense, that is fine (for you). Since they have spent so much metal on this, they won't be able to prevent you from expanding, so just take the whole map, make lots of eco, and then come to their base with artillery and win. There is really no situation in which fortifying yourself into a small section of the map is a winning strategy.&lt;br /&gt;
&lt;br /&gt;
===End of raider phase===&lt;br /&gt;
Eventually, the map will become covered with a line of defenses from both players, partitioning the map roughly in half. This limits the mobility advantage that raider have, and it becomes time to switch to something else. Some areas might be lightly defended, and if you know the enemie's raiders are not close, you can punish this, but by this point people often have full radar coverage and its not that difficult to spot and defend these sorts of things.&lt;br /&gt;
&lt;br /&gt;
==Midgame phase==&lt;br /&gt;
In this phase, strategic diversity opens up significantly. Players typically transition out of raiders into some of the following:&lt;br /&gt;
===Skirmishers===&lt;br /&gt;
A common strategic switch people make is a shift to building raiders skirmishers rather than raiders. These units are capable of killing light defenses fairly well, so you can start pushing back your opponent and try to grab more territory. Use your raiders (which are hopefully still alive) to protect your skirmishers from harm. It is also common to see a few riots dedicated to protecting your skirmishers.&lt;br /&gt;
===Assaults===&lt;br /&gt;
For some factories, it is possible to switch to assault units. These units will be able to punch through light defenses (unlike raiders) and do some economic damage to your opponent. &lt;br /&gt;
Some examples:&lt;br /&gt;
*Thuglaw - Outlaws and Thugs - this combination from the shieldbot factory is a very potent assault force. It is good against raiders and light defences, giving it the potential to do lots of damage to an unprepared opponent.&lt;br /&gt;
*Ravagers - Fast assault rovers that can be used for raiding. They are able to eat through light defences, and due to their speed it is harder to position raiders to defend against them.&lt;br /&gt;
===Air switch===&lt;br /&gt;
===Fortification===&lt;br /&gt;
In the midgame, players will sometimes fortify certain locations on the map with heavier defenses such as stingers or stardusts. This happens at central locations of the map as it gives you a sort of staging point that you can keep your units at safely. Heavier defenses generally require a specialized response of artillery or heavy units, so by building some, you can buy yourself some time as your opponent is figuring out a way to deal with the heavy defenses.&lt;br /&gt;
Stingers are especially tricky at this part of the game, as they are the first type of tower that can actually fight skirmishers well. If you find yourself losing ground to skirmishers or expect them soon, it may be a good idea to put up a stinger.&lt;br /&gt;
&lt;br /&gt;
==Lategame==&lt;br /&gt;
===Eco===&lt;br /&gt;
===Heavies===&lt;br /&gt;
In this phase you will see striders and some of the more exotic tools available to the player.&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4497</id>
		<title>Typical game progression</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4497"/>
		<updated>2018-08-13T18:48:05Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: /* Riots */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide explaining how a typical game progresses, after a [[typical opening]].&lt;br /&gt;
The game can be thought of as being organically split up into a few phases, each with a characteristic set of units and goals. &lt;br /&gt;
*Note that these are general scenarios - depending on the map and factory match-up the game can play very differently!&lt;br /&gt;
*From a 1v1 perspective&lt;br /&gt;
==Raider phase==&lt;br /&gt;
The raider phase is the first phase in a typical game. It is defined by a few characteristics:&lt;br /&gt;
*Most of the map is untaken by either player.&lt;br /&gt;
*No defenses covering most areas.&lt;br /&gt;
Due to this, the mobility that raiders have tends to make them the dominant unit class. When the map is fortified with light defenses, raiders are much less useful and it will be time to switch to something else. &lt;br /&gt;
===Expansion===&lt;br /&gt;
You will want to expand as fast as possible here, and try to grab at least 50% of the map. Try to have two groups of constructors moving around the map taking mexes. Near each mex cluster you can put some light defences, but do not overbuild defences early game, and in non-critical locations (i.e. not a choke point or the centre of the map). Run around the map with your raiders, keeping track of where your opponents raiders are as well.&lt;br /&gt;
&lt;br /&gt;
You should be able to defend your expansion from enemy raiders with some light defenses and some of your own raiders. Since raiding properly is considerably more difficult than expanding, you should be encouraged to expand as fast as possible.&lt;br /&gt;
*Try to expand much faster and in a more risky manner than you think is possible for a few games. You might be surprised at how much greed you get away with! It is much harder to punish greed than it is to be greedy. Doing this will also help you learn the safe maximum limits for expansion.&lt;br /&gt;
If you succeed in this phase of the game, you will have a massive eco advantage and will be able to swarm your opponent to death with units.&lt;br /&gt;
====Energy production====&lt;br /&gt;
A very common mistake players make is that they don't build enough energy structures. This leads to a situation in which your metal income exceeds your energy income and you are unable to spend all your metal (called &amp;quot;e-stalling&amp;quot;). Having 1 constructor dedicated to only building energy structures can solve this issue.&lt;br /&gt;
&lt;br /&gt;
===Raider Usage===&lt;br /&gt;
You want to have good radar coverage of your side of the map and keep your raiders as close to the enemy as possible. This puts pressure on them, and also forces them to keep their raiders near their base, away from your expansion. Against good players you will not be able to do much damage with raiders, but that does not mean you have accomplished nothing by keeping your raiders near them.&lt;br /&gt;
*Because of the threat of your raiders, they are not able to &amp;quot;naked expand&amp;quot; (very fast expansion with minimal or no defense). If you allow your opponent to naked expand, they will typically just roll you over a few minutes later with a massive eco advantage.&lt;br /&gt;
*Forces your opponent to keep their own raiders near their own base to defend from yours. It can also force them to build more defense, slowing down their expansion and reducing the amount of pressure they can put on your own expansion.&lt;br /&gt;
*Gives scouting information. By running around at the edges of your opponents territory you will be able to see what they are up to. If they are trying to rush a heavy unit or do something silly you will often just be able to overrun them and win.&lt;br /&gt;
&lt;br /&gt;
If you find yourself on being the one that has raiders at their front door, things are a little more challenging, but don't panic.&lt;br /&gt;
*Try to expand where your enemies raiders are not(with that other group of builders on the other side of the map that you have...right?).&lt;br /&gt;
*You can slowly creep forward with LLTs and the protection of your own raiders.&lt;br /&gt;
&lt;br /&gt;
In higher level games what usually ends up happening is that both players are good at raider control and don't really kill much of importance on either side. While raiders are chasing each other, each player is slowly building up and fortifying territory as they move closer to the center of the map.&lt;br /&gt;
*Fortifying territory means building maybe 1 or 2 defensive towers near mex clusters and also putting some defensive towers near some critical locations to block off pathing. You should get essentially a full line of sight across your front line, so your opponent cannot sneak units into the middle of your territory without taking some damage from towers and you not knowing about their movements.&lt;br /&gt;
&lt;br /&gt;
Note that you do not need to kill anything to have a successful raider phase. Your primary goals are to expand and grab territory while slowing your opponents expansion to a reasonable pace, and also have the energy to use all the metal you took control of. Your raiders will be useful later, so try to keep them alive. There is a &amp;quot;reasonable maximum speed&amp;quot; at which players can safely expand, and as long as you make sure your opponent doesn't exceed this and you are close to it, you will probably enter the later stages of the game on equal footing. Not every game is won or lost in the raider phase, and in fact, probably most aren't.&lt;br /&gt;
&lt;br /&gt;
Often you will see a location that is lightly defended with towers, and you will correctly assume that you can run into it with your raiders and kill everything. However, this is a risky (and often unnecessary) thing to do.&lt;br /&gt;
*There might be some defense you don't see, like nearby units ready to help.&lt;br /&gt;
*Killing towers with raiders is not cost efficient, so the payoff might not be that good.&lt;br /&gt;
**This could lead to your opponent taking a temporary raider number advantage, which could put you on the defensive and actually put you behind from where you were before, as you are no longer able to exert as much map pressure.&lt;br /&gt;
*Committing your raiders to an attack like this open you up for the possibility of a counter-attack, and since your raiders are somewhere else, you might not be able to defend.&lt;br /&gt;
&lt;br /&gt;
====Finding a lone commander====&lt;br /&gt;
Sometimes your opponent may be a bit greedy and have their commander out alone. If it is a low level you might be able to kill it with your raiders if you have like 10 or so. It is almost always worth it to kill a commander. Some raiders like kodachae or daggers are bad at this, but others like scorchers are amazing at it.&lt;br /&gt;
*Spread your units out right before it dies, as they have a death explosion which could wipe out your raiders if they are really close to the commander.&lt;br /&gt;
&lt;br /&gt;
===Why not other unit classes?===&lt;br /&gt;
====Riots====&lt;br /&gt;
It may seem intuitive to make riot units in this phase of the game. &amp;quot;They're good against raiders, aren't they?&amp;quot; you may say (correctly). However, their downside is that they are very slow. This makes them unusable for offense, as your opponent will see them coming and be able to easily respond. Also:&lt;br /&gt;
*Early game, lone riot units can be overwhelmed by raiders.&lt;br /&gt;
**You can use line move to spread out your raiders (preferably in a concave) and then just run at the lone riot unit and kill it. Try to get your raiders to encircle the riot to minimize any AOE damage it may do.&lt;br /&gt;
*Light defenses are effective against riots, as riots are DPS, not HP focused. Light defenses will take a significant portion of the riot's HP away before the riot is close enough to fire. What usually happens is that the riot maybe kills one or two defensive towers and then just dies(very cost inefficient).&lt;br /&gt;
**Due to targeting oddities, the riot will often stay locked into firing at a defensive tower. This gives you an opportunity to swoop in with raiders and kill the riot quickly, before it even gets a chance to fire at your raiders.&lt;br /&gt;
Because of the above reasons, they do not pose much of a threat (unless you don't scout a [[cheese|riot rush]] of some sort and lose anyway).&lt;br /&gt;
*You can just run past the riots and ignore them. Because of this, players tend to spread out their riots to try to cover every location so you can't run past them. &lt;br /&gt;
**Notice how this contributes to the first point.&lt;br /&gt;
The correct way to deal with an opponent making riots is to just expand faster than they do - they won't be able to punish this. When you inevitably get superior eco, you can just overwhelm them.&lt;br /&gt;
Try also running around with your raiders near your opponents front lines. They will often be scared by this and will need to be constantly re-positioning their riots to defend from a possible raider run-by into their base. If you see that they are doing this, you can expand even faster, as they don't have any way to punish this.&lt;br /&gt;
&lt;br /&gt;
====Any other class====&lt;br /&gt;
Skirmishers, artillery, assaults - all of these do very badly against raiders, so are not worth building at this point.&lt;br /&gt;
===Importance of radar===&lt;br /&gt;
Radar coverage is very important to get in this phase. If you do not have it, you have to play defensively in case your opponents tries to raid some of your expansions. The alternative is building tons of defenses everywhere, but this is a losing strategy, as it leaves you unable to punish your opponent for expanding. If they expand they will just overrun you with units. By building radar you can reduce the amount you spend on defense, and can use it on offensive units instead. In the worst case scenario, you prevent greedy expansion from your opponent. In the best case, you just win because they were too greedy and have no units.&lt;br /&gt;
===Dealing with defensive players===&lt;br /&gt;
A strategy that many have trouble dealing with is when your opponent just builds lots of defenses at every expansion site. The best way to deal with this, paradoxically, is to just ignore them and focus on expanding yourself. If they want to sit in the corner building defense, that is fine (for you). Since they have spent so much metal on this, they won't be able to prevent you from expanding, so just take the whole map, make lots of eco, and then come to their base with artillery and win. There is really no situation in which fortifying yourself into a small section of the map is a winning strategy.&lt;br /&gt;
&lt;br /&gt;
===End of raider phase===&lt;br /&gt;
Eventually, the map will become covered with a line of defenses from both players, partitioning the map roughly in half. This limits the mobility advantage that raider have, and it becomes time to switch to something else. Some areas might be lightly defended, and if you know the enemie's raiders are not close, you can punish this, but by this point people often have full radar coverage and its not that difficult to spot and defend these sorts of things.&lt;br /&gt;
&lt;br /&gt;
==Midgame phase==&lt;br /&gt;
In this phase, strategic diversity opens up significantly. Players typically transition out of raiders into some of the following:&lt;br /&gt;
===Skirmishers===&lt;br /&gt;
A common strategic switch people make is a shift to building raiders skirmishers rather than raiders. These units are capable of killing light defenses fairly well, so you can start pushing back your opponent and try to grab more territory. Use your raiders (which are hopefully still alive) to protect your skirmishers from harm. It is also common to see a few riots dedicated to protecting your skirmishers.&lt;br /&gt;
===Assaults===&lt;br /&gt;
For some factories, it is possible to switch to assault units. These units will be able to punch through light defenses (unlike raiders) and do some economic damage to your opponent. &lt;br /&gt;
Some examples:&lt;br /&gt;
*Thuglaw - Outlaws and Thugs - this combination from the shieldbot factory is a very potent assault force. It is good against raiders and light defences, giving it the potential to do lots of damage to an unprepared opponent.&lt;br /&gt;
*Ravagers - Fast assault rovers that can be used for raiding. They are able to eat through light defences, and due to their speed it is harder to position raiders to defend against them.&lt;br /&gt;
===Air switch===&lt;br /&gt;
===Fortification===&lt;br /&gt;
In the midgame, players will sometimes fortify certain locations on the map with heavier defenses such as stingers or stardusts. This happens at central locations of the map as it gives you a sort of staging point that you can keep your units at safely. Heavier defenses generally require a specialized response of artillery or heavy units, so by building some, you can buy yourself some time as your opponent is figuring out a way to deal with the heavy defenses.&lt;br /&gt;
Stingers are especially tricky at this part of the game, as they are the first type of tower that can actually fight skirmishers well. If you find yourself losing ground to skirmishers or expect them soon, it may be a good idea to put up a stinger.&lt;br /&gt;
&lt;br /&gt;
==Lategame==&lt;br /&gt;
===Eco===&lt;br /&gt;
===Heavies===&lt;br /&gt;
In this phase you will see striders and some of the more exotic tools available to the player.&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4496</id>
		<title>Typical game progression</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4496"/>
		<updated>2018-08-13T18:46:46Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: /* Riots */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide explaining how a typical game progresses, after a [[typical opening]].&lt;br /&gt;
The game can be thought of as being organically split up into a few phases, each with a characteristic set of units and goals. &lt;br /&gt;
*Note that these are general scenarios - depending on the map and factory match-up the game can play very differently!&lt;br /&gt;
*From a 1v1 perspective&lt;br /&gt;
==Raider phase==&lt;br /&gt;
The raider phase is the first phase in a typical game. It is defined by a few characteristics:&lt;br /&gt;
*Most of the map is untaken by either player.&lt;br /&gt;
*No defenses covering most areas.&lt;br /&gt;
Due to this, the mobility that raiders have tends to make them the dominant unit class. When the map is fortified with light defenses, raiders are much less useful and it will be time to switch to something else. &lt;br /&gt;
===Expansion===&lt;br /&gt;
You will want to expand as fast as possible here, and try to grab at least 50% of the map. Try to have two groups of constructors moving around the map taking mexes. Near each mex cluster you can put some light defences, but do not overbuild defences early game, and in non-critical locations (i.e. not a choke point or the centre of the map). Run around the map with your raiders, keeping track of where your opponents raiders are as well.&lt;br /&gt;
&lt;br /&gt;
You should be able to defend your expansion from enemy raiders with some light defenses and some of your own raiders. Since raiding properly is considerably more difficult than expanding, you should be encouraged to expand as fast as possible.&lt;br /&gt;
*Try to expand much faster and in a more risky manner than you think is possible for a few games. You might be surprised at how much greed you get away with! It is much harder to punish greed than it is to be greedy. Doing this will also help you learn the safe maximum limits for expansion.&lt;br /&gt;
If you succeed in this phase of the game, you will have a massive eco advantage and will be able to swarm your opponent to death with units.&lt;br /&gt;
====Energy production====&lt;br /&gt;
A very common mistake players make is that they don't build enough energy structures. This leads to a situation in which your metal income exceeds your energy income and you are unable to spend all your metal (called &amp;quot;e-stalling&amp;quot;). Having 1 constructor dedicated to only building energy structures can solve this issue.&lt;br /&gt;
&lt;br /&gt;
===Raider Usage===&lt;br /&gt;
You want to have good radar coverage of your side of the map and keep your raiders as close to the enemy as possible. This puts pressure on them, and also forces them to keep their raiders near their base, away from your expansion. Against good players you will not be able to do much damage with raiders, but that does not mean you have accomplished nothing by keeping your raiders near them.&lt;br /&gt;
*Because of the threat of your raiders, they are not able to &amp;quot;naked expand&amp;quot; (very fast expansion with minimal or no defense). If you allow your opponent to naked expand, they will typically just roll you over a few minutes later with a massive eco advantage.&lt;br /&gt;
*Forces your opponent to keep their own raiders near their own base to defend from yours. It can also force them to build more defense, slowing down their expansion and reducing the amount of pressure they can put on your own expansion.&lt;br /&gt;
*Gives scouting information. By running around at the edges of your opponents territory you will be able to see what they are up to. If they are trying to rush a heavy unit or do something silly you will often just be able to overrun them and win.&lt;br /&gt;
&lt;br /&gt;
If you find yourself on being the one that has raiders at their front door, things are a little more challenging, but don't panic.&lt;br /&gt;
*Try to expand where your enemies raiders are not(with that other group of builders on the other side of the map that you have...right?).&lt;br /&gt;
*You can slowly creep forward with LLTs and the protection of your own raiders.&lt;br /&gt;
&lt;br /&gt;
In higher level games what usually ends up happening is that both players are good at raider control and don't really kill much of importance on either side. While raiders are chasing each other, each player is slowly building up and fortifying territory as they move closer to the center of the map.&lt;br /&gt;
*Fortifying territory means building maybe 1 or 2 defensive towers near mex clusters and also putting some defensive towers near some critical locations to block off pathing. You should get essentially a full line of sight across your front line, so your opponent cannot sneak units into the middle of your territory without taking some damage from towers and you not knowing about their movements.&lt;br /&gt;
&lt;br /&gt;
Note that you do not need to kill anything to have a successful raider phase. Your primary goals are to expand and grab territory while slowing your opponents expansion to a reasonable pace, and also have the energy to use all the metal you took control of. Your raiders will be useful later, so try to keep them alive. There is a &amp;quot;reasonable maximum speed&amp;quot; at which players can safely expand, and as long as you make sure your opponent doesn't exceed this and you are close to it, you will probably enter the later stages of the game on equal footing. Not every game is won or lost in the raider phase, and in fact, probably most aren't.&lt;br /&gt;
&lt;br /&gt;
Often you will see a location that is lightly defended with towers, and you will correctly assume that you can run into it with your raiders and kill everything. However, this is a risky (and often unnecessary) thing to do.&lt;br /&gt;
*There might be some defense you don't see, like nearby units ready to help.&lt;br /&gt;
*Killing towers with raiders is not cost efficient, so the payoff might not be that good.&lt;br /&gt;
**This could lead to your opponent taking a temporary raider number advantage, which could put you on the defensive and actually put you behind from where you were before, as you are no longer able to exert as much map pressure.&lt;br /&gt;
*Committing your raiders to an attack like this open you up for the possibility of a counter-attack, and since your raiders are somewhere else, you might not be able to defend.&lt;br /&gt;
&lt;br /&gt;
====Finding a lone commander====&lt;br /&gt;
Sometimes your opponent may be a bit greedy and have their commander out alone. If it is a low level you might be able to kill it with your raiders if you have like 10 or so. It is almost always worth it to kill a commander. Some raiders like kodachae or daggers are bad at this, but others like scorchers are amazing at it.&lt;br /&gt;
*Spread your units out right before it dies, as they have a death explosion which could wipe out your raiders if they are really close to the commander.&lt;br /&gt;
&lt;br /&gt;
===Why not other unit classes?===&lt;br /&gt;
====Riots====&lt;br /&gt;
It may seem intuitive to make riot units in this phase of the game. &amp;quot;They're good against raiders, aren't they?&amp;quot; you may say (correctly). However, their downside is that they are very slow. This makes them unusable for offense, as your opponent will see them coming and be able to easily respond. Also:&lt;br /&gt;
*Early game, lone riot units can be overwhelmed by raiders.&lt;br /&gt;
**You can use line move to spread out your raiders (preferably in a concave) and then just run at the lone riot unit and kill it. Try to get your raiders to encircle the riot to minimize any AOE damage it may do.&lt;br /&gt;
*Light defenses are effective against riots, as riots are DPS, not HP focused. Light defenses will take a significant portion of the riot's HP away before the riot is close enough to fire. What usually happens is that the riot maybe kills one or two defensive towers and then just dies(very cost inefficient).&lt;br /&gt;
**Due to targeting oddities, the riot will often stay locked into firing at a defensive tower. This gives you an opportunity to swoop in with raiders and kill the riot quickly, before it even gets a chance to fire at your raiders.&lt;br /&gt;
Because of this, they do not pose much of a threat (unless you don't scout a [[cheese|riot rush]] of some sort and lose anyway).&lt;br /&gt;
*You can just run past the riots and ignore them. Because of this, players tend to spread out their riots to try to cover every location so you can't run past them. &lt;br /&gt;
**Notice how this contributes to the first point.&lt;br /&gt;
The correct way to deal with an opponent making riots is to just expand faster than they do - they won't be able to punish this. When you inevitably get superior eco, you can just overwhelm them.&lt;br /&gt;
Try also running around with your raiders near your opponents front lines. They will often be scared by this and will need to be constantly re-positioning their riots to defend from a possible raider run-by into their base. If you see that they are doing this, you can expand even faster, as they don't have any way to punish this.&lt;br /&gt;
&lt;br /&gt;
====Any other class====&lt;br /&gt;
Skirmishers, artillery, assaults - all of these do very badly against raiders, so are not worth building at this point.&lt;br /&gt;
===Importance of radar===&lt;br /&gt;
Radar coverage is very important to get in this phase. If you do not have it, you have to play defensively in case your opponents tries to raid some of your expansions. The alternative is building tons of defenses everywhere, but this is a losing strategy, as it leaves you unable to punish your opponent for expanding. If they expand they will just overrun you with units. By building radar you can reduce the amount you spend on defense, and can use it on offensive units instead. In the worst case scenario, you prevent greedy expansion from your opponent. In the best case, you just win because they were too greedy and have no units.&lt;br /&gt;
===Dealing with defensive players===&lt;br /&gt;
A strategy that many have trouble dealing with is when your opponent just builds lots of defenses at every expansion site. The best way to deal with this, paradoxically, is to just ignore them and focus on expanding yourself. If they want to sit in the corner building defense, that is fine (for you). Since they have spent so much metal on this, they won't be able to prevent you from expanding, so just take the whole map, make lots of eco, and then come to their base with artillery and win. There is really no situation in which fortifying yourself into a small section of the map is a winning strategy.&lt;br /&gt;
&lt;br /&gt;
===End of raider phase===&lt;br /&gt;
Eventually, the map will become covered with a line of defenses from both players, partitioning the map roughly in half. This limits the mobility advantage that raider have, and it becomes time to switch to something else. Some areas might be lightly defended, and if you know the enemie's raiders are not close, you can punish this, but by this point people often have full radar coverage and its not that difficult to spot and defend these sorts of things.&lt;br /&gt;
&lt;br /&gt;
==Midgame phase==&lt;br /&gt;
In this phase, strategic diversity opens up significantly. Players typically transition out of raiders into some of the following:&lt;br /&gt;
===Skirmishers===&lt;br /&gt;
A common strategic switch people make is a shift to building raiders skirmishers rather than raiders. These units are capable of killing light defenses fairly well, so you can start pushing back your opponent and try to grab more territory. Use your raiders (which are hopefully still alive) to protect your skirmishers from harm. It is also common to see a few riots dedicated to protecting your skirmishers.&lt;br /&gt;
===Assaults===&lt;br /&gt;
For some factories, it is possible to switch to assault units. These units will be able to punch through light defenses (unlike raiders) and do some economic damage to your opponent. &lt;br /&gt;
Some examples:&lt;br /&gt;
*Thuglaw - Outlaws and Thugs - this combination from the shieldbot factory is a very potent assault force. It is good against raiders and light defences, giving it the potential to do lots of damage to an unprepared opponent.&lt;br /&gt;
*Ravagers - Fast assault rovers that can be used for raiding. They are able to eat through light defences, and due to their speed it is harder to position raiders to defend against them.&lt;br /&gt;
===Air switch===&lt;br /&gt;
===Fortification===&lt;br /&gt;
In the midgame, players will sometimes fortify certain locations on the map with heavier defenses such as stingers or stardusts. This happens at central locations of the map as it gives you a sort of staging point that you can keep your units at safely. Heavier defenses generally require a specialized response of artillery or heavy units, so by building some, you can buy yourself some time as your opponent is figuring out a way to deal with the heavy defenses.&lt;br /&gt;
Stingers are especially tricky at this part of the game, as they are the first type of tower that can actually fight skirmishers well. If you find yourself losing ground to skirmishers or expect them soon, it may be a good idea to put up a stinger.&lt;br /&gt;
&lt;br /&gt;
==Lategame==&lt;br /&gt;
===Eco===&lt;br /&gt;
===Heavies===&lt;br /&gt;
In this phase you will see striders and some of the more exotic tools available to the player.&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4495</id>
		<title>Typical game progression</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4495"/>
		<updated>2018-08-13T18:44:31Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: /* Riots */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide explaining how a typical game progresses, after a [[typical opening]].&lt;br /&gt;
The game can be thought of as being organically split up into a few phases, each with a characteristic set of units and goals. &lt;br /&gt;
*Note that these are general scenarios - depending on the map and factory match-up the game can play very differently!&lt;br /&gt;
*From a 1v1 perspective&lt;br /&gt;
==Raider phase==&lt;br /&gt;
The raider phase is the first phase in a typical game. It is defined by a few characteristics:&lt;br /&gt;
*Most of the map is untaken by either player.&lt;br /&gt;
*No defenses covering most areas.&lt;br /&gt;
Due to this, the mobility that raiders have tends to make them the dominant unit class. When the map is fortified with light defenses, raiders are much less useful and it will be time to switch to something else. &lt;br /&gt;
===Expansion===&lt;br /&gt;
You will want to expand as fast as possible here, and try to grab at least 50% of the map. Try to have two groups of constructors moving around the map taking mexes. Near each mex cluster you can put some light defences, but do not overbuild defences early game, and in non-critical locations (i.e. not a choke point or the centre of the map). Run around the map with your raiders, keeping track of where your opponents raiders are as well.&lt;br /&gt;
&lt;br /&gt;
You should be able to defend your expansion from enemy raiders with some light defenses and some of your own raiders. Since raiding properly is considerably more difficult than expanding, you should be encouraged to expand as fast as possible.&lt;br /&gt;
*Try to expand much faster and in a more risky manner than you think is possible for a few games. You might be surprised at how much greed you get away with! It is much harder to punish greed than it is to be greedy. Doing this will also help you learn the safe maximum limits for expansion.&lt;br /&gt;
If you succeed in this phase of the game, you will have a massive eco advantage and will be able to swarm your opponent to death with units.&lt;br /&gt;
====Energy production====&lt;br /&gt;
A very common mistake players make is that they don't build enough energy structures. This leads to a situation in which your metal income exceeds your energy income and you are unable to spend all your metal (called &amp;quot;e-stalling&amp;quot;). Having 1 constructor dedicated to only building energy structures can solve this issue.&lt;br /&gt;
&lt;br /&gt;
===Raider Usage===&lt;br /&gt;
You want to have good radar coverage of your side of the map and keep your raiders as close to the enemy as possible. This puts pressure on them, and also forces them to keep their raiders near their base, away from your expansion. Against good players you will not be able to do much damage with raiders, but that does not mean you have accomplished nothing by keeping your raiders near them.&lt;br /&gt;
*Because of the threat of your raiders, they are not able to &amp;quot;naked expand&amp;quot; (very fast expansion with minimal or no defense). If you allow your opponent to naked expand, they will typically just roll you over a few minutes later with a massive eco advantage.&lt;br /&gt;
*Forces your opponent to keep their own raiders near their own base to defend from yours. It can also force them to build more defense, slowing down their expansion and reducing the amount of pressure they can put on your own expansion.&lt;br /&gt;
*Gives scouting information. By running around at the edges of your opponents territory you will be able to see what they are up to. If they are trying to rush a heavy unit or do something silly you will often just be able to overrun them and win.&lt;br /&gt;
&lt;br /&gt;
If you find yourself on being the one that has raiders at their front door, things are a little more challenging, but don't panic.&lt;br /&gt;
*Try to expand where your enemies raiders are not(with that other group of builders on the other side of the map that you have...right?).&lt;br /&gt;
*You can slowly creep forward with LLTs and the protection of your own raiders.&lt;br /&gt;
&lt;br /&gt;
In higher level games what usually ends up happening is that both players are good at raider control and don't really kill much of importance on either side. While raiders are chasing each other, each player is slowly building up and fortifying territory as they move closer to the center of the map.&lt;br /&gt;
*Fortifying territory means building maybe 1 or 2 defensive towers near mex clusters and also putting some defensive towers near some critical locations to block off pathing. You should get essentially a full line of sight across your front line, so your opponent cannot sneak units into the middle of your territory without taking some damage from towers and you not knowing about their movements.&lt;br /&gt;
&lt;br /&gt;
Note that you do not need to kill anything to have a successful raider phase. Your primary goals are to expand and grab territory while slowing your opponents expansion to a reasonable pace, and also have the energy to use all the metal you took control of. Your raiders will be useful later, so try to keep them alive. There is a &amp;quot;reasonable maximum speed&amp;quot; at which players can safely expand, and as long as you make sure your opponent doesn't exceed this and you are close to it, you will probably enter the later stages of the game on equal footing. Not every game is won or lost in the raider phase, and in fact, probably most aren't.&lt;br /&gt;
&lt;br /&gt;
Often you will see a location that is lightly defended with towers, and you will correctly assume that you can run into it with your raiders and kill everything. However, this is a risky (and often unnecessary) thing to do.&lt;br /&gt;
*There might be some defense you don't see, like nearby units ready to help.&lt;br /&gt;
*Killing towers with raiders is not cost efficient, so the payoff might not be that good.&lt;br /&gt;
**This could lead to your opponent taking a temporary raider number advantage, which could put you on the defensive and actually put you behind from where you were before, as you are no longer able to exert as much map pressure.&lt;br /&gt;
*Committing your raiders to an attack like this open you up for the possibility of a counter-attack, and since your raiders are somewhere else, you might not be able to defend.&lt;br /&gt;
&lt;br /&gt;
====Finding a lone commander====&lt;br /&gt;
Sometimes your opponent may be a bit greedy and have their commander out alone. If it is a low level you might be able to kill it with your raiders if you have like 10 or so. It is almost always worth it to kill a commander. Some raiders like kodachae or daggers are bad at this, but others like scorchers are amazing at it.&lt;br /&gt;
*Spread your units out right before it dies, as they have a death explosion which could wipe out your raiders if they are really close to the commander.&lt;br /&gt;
&lt;br /&gt;
===Why not other unit classes?===&lt;br /&gt;
====Riots====&lt;br /&gt;
It may seem intuitive to make riot units in this phase of the game. &amp;quot;They're good against raiders, aren't they?&amp;quot; you may say (correctly). However, their downside is that they are very slow. This makes them unusable for offense, as your opponent will see them coming and be able to easily respond. Also:&lt;br /&gt;
*Early game, lone riot units can be overwhelmed by raiders.&lt;br /&gt;
**You can use line move to spread out your raiders (preferably in a concave) and then just run at the lone riot unit and kill it. Try to get your raiders to encircle the riot to minimize any AOE damage it may do.&lt;br /&gt;
*Light defenses are effective against riots, as riots are DPS, not HP focused. Light defenses will take a significant portion of the riot's HP away before the riot is close enough to fire. What usually happens is that the riot maybe kills one or two defensive towers and then just dies(very cost inefficient).&lt;br /&gt;
Because of this, they do not pose much of a threat (unless you don't scout a [[cheese|riot rush]] of some sort and lose anyway).&lt;br /&gt;
*You can just run past the riots and ignore them. Because of this, players tend to spread out their riots to try to cover every location so you can't run past them. &lt;br /&gt;
**Notice how this contributes to the first point.&lt;br /&gt;
The correct way to deal with an opponent making riots is to just expand faster than they do - they won't be able to punish this. When you inevitably get superior eco, you can just overwhelm them.&lt;br /&gt;
Try also running around with your raiders near your opponents front lines. They will often be scared by this and will need to be constantly re-positioning their riots to defend from a possible raider run-by into their base. If you see that they are doing this, you can expand even faster, as they don't have any way to punish this.&lt;br /&gt;
&lt;br /&gt;
====Any other class====&lt;br /&gt;
Skirmishers, artillery, assaults - all of these do very badly against raiders, so are not worth building at this point.&lt;br /&gt;
===Importance of radar===&lt;br /&gt;
Radar coverage is very important to get in this phase. If you do not have it, you have to play defensively in case your opponents tries to raid some of your expansions. The alternative is building tons of defenses everywhere, but this is a losing strategy, as it leaves you unable to punish your opponent for expanding. If they expand they will just overrun you with units. By building radar you can reduce the amount you spend on defense, and can use it on offensive units instead. In the worst case scenario, you prevent greedy expansion from your opponent. In the best case, you just win because they were too greedy and have no units.&lt;br /&gt;
===Dealing with defensive players===&lt;br /&gt;
A strategy that many have trouble dealing with is when your opponent just builds lots of defenses at every expansion site. The best way to deal with this, paradoxically, is to just ignore them and focus on expanding yourself. If they want to sit in the corner building defense, that is fine (for you). Since they have spent so much metal on this, they won't be able to prevent you from expanding, so just take the whole map, make lots of eco, and then come to their base with artillery and win. There is really no situation in which fortifying yourself into a small section of the map is a winning strategy.&lt;br /&gt;
&lt;br /&gt;
===End of raider phase===&lt;br /&gt;
Eventually, the map will become covered with a line of defenses from both players, partitioning the map roughly in half. This limits the mobility advantage that raider have, and it becomes time to switch to something else. Some areas might be lightly defended, and if you know the enemie's raiders are not close, you can punish this, but by this point people often have full radar coverage and its not that difficult to spot and defend these sorts of things.&lt;br /&gt;
&lt;br /&gt;
==Midgame phase==&lt;br /&gt;
In this phase, strategic diversity opens up significantly. Players typically transition out of raiders into some of the following:&lt;br /&gt;
===Skirmishers===&lt;br /&gt;
A common strategic switch people make is a shift to building raiders skirmishers rather than raiders. These units are capable of killing light defenses fairly well, so you can start pushing back your opponent and try to grab more territory. Use your raiders (which are hopefully still alive) to protect your skirmishers from harm. It is also common to see a few riots dedicated to protecting your skirmishers.&lt;br /&gt;
===Assaults===&lt;br /&gt;
For some factories, it is possible to switch to assault units. These units will be able to punch through light defenses (unlike raiders) and do some economic damage to your opponent. &lt;br /&gt;
Some examples:&lt;br /&gt;
*Thuglaw - Outlaws and Thugs - this combination from the shieldbot factory is a very potent assault force. It is good against raiders and light defences, giving it the potential to do lots of damage to an unprepared opponent.&lt;br /&gt;
*Ravagers - Fast assault rovers that can be used for raiding. They are able to eat through light defences, and due to their speed it is harder to position raiders to defend against them.&lt;br /&gt;
===Air switch===&lt;br /&gt;
===Fortification===&lt;br /&gt;
In the midgame, players will sometimes fortify certain locations on the map with heavier defenses such as stingers or stardusts. This happens at central locations of the map as it gives you a sort of staging point that you can keep your units at safely. Heavier defenses generally require a specialized response of artillery or heavy units, so by building some, you can buy yourself some time as your opponent is figuring out a way to deal with the heavy defenses.&lt;br /&gt;
Stingers are especially tricky at this part of the game, as they are the first type of tower that can actually fight skirmishers well. If you find yourself losing ground to skirmishers or expect them soon, it may be a good idea to put up a stinger.&lt;br /&gt;
&lt;br /&gt;
==Lategame==&lt;br /&gt;
===Eco===&lt;br /&gt;
===Heavies===&lt;br /&gt;
In this phase you will see striders and some of the more exotic tools available to the player.&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4295</id>
		<title>Typical game progression</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4295"/>
		<updated>2018-07-03T13:28:23Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: /* Fortification */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide explaining how a typical game progresses, after a [[typical opening]].&lt;br /&gt;
The game can be thought of as being organically split up into a few phases, each with a characteristic set of units and goals. &lt;br /&gt;
*Note that these are general scenarios - depending on the map and factory match-up the game can play very differently!&lt;br /&gt;
*From a 1v1 perspective&lt;br /&gt;
==Raider phase==&lt;br /&gt;
The raider phase is the first phase in a typical game. It is defined by a few characteristics:&lt;br /&gt;
*Most of the map is untaken by either player.&lt;br /&gt;
*No defenses covering most areas.&lt;br /&gt;
Due to this, the mobility that raiders have tends to make them the dominant unit class. When the map is fortified with light defenses, raiders are much less useful and it will be time to switch to something else. &lt;br /&gt;
===Expansion===&lt;br /&gt;
You will want to expand as fast as possible here, and try to grab at least 50% of the map. Try to have two groups of constructors moving around the map taking mexes. Near each mex cluster you can put some light defences, but do not overbuild defences early game, and in non-critical locations (i.e. not a choke point or the centre of the map). Run around the map with your raiders, keeping track of where your opponents raiders are as well.&lt;br /&gt;
&lt;br /&gt;
You should be able to defend your expansion from enemy raiders with some light defenses and some of your own raiders. Since raiding properly is considerably more difficult than expanding, you should be encouraged to expand as fast as possible.&lt;br /&gt;
*Try to expand much faster and in a more risky manner than you think is possible for a few games. You might be surprised at how much greed you get away with! It is much harder to punish greed than it is to be greedy. Doing this will also help you learn the safe maximum limits for expansion.&lt;br /&gt;
If you succeed in this phase of the game, you will have a massive eco advantage and will be able to swarm your opponent to death with units.&lt;br /&gt;
====Energy production====&lt;br /&gt;
A very common mistake players make is that they don't build enough energy structures. This leads to a situation in which your metal income exceeds your energy income and you are unable to spend all your metal (called &amp;quot;e-stalling&amp;quot;). Having 1 constructor dedicated to only building energy structures can solve this issue.&lt;br /&gt;
&lt;br /&gt;
===Raider Usage===&lt;br /&gt;
You want to have good radar coverage of your side of the map and keep your raiders as close to the enemy as possible. This puts pressure on them, and also forces them to keep their raiders near their base, away from your expansion. Against good players you will not be able to do much damage with raiders, but that does not mean you have accomplished nothing by keeping your raiders near them.&lt;br /&gt;
*Because of the threat of your raiders, they are not able to &amp;quot;naked expand&amp;quot; (very fast expansion with minimal or no defense). If you allow your opponent to naked expand, they will typically just roll you over a few minutes later with a massive eco advantage.&lt;br /&gt;
*Forces your opponent to keep their own raiders near their own base to defend from yours. It can also force them to build more defense, slowing down their expansion and reducing the amount of pressure they can put on your own expansion.&lt;br /&gt;
*Gives scouting information. By running around at the edges of your opponents territory you will be able to see what they are up to. If they are trying to rush a heavy unit or do something silly you will often just be able to overrun them and win.&lt;br /&gt;
&lt;br /&gt;
If you find yourself on being the one that has raiders at their front door, things are a little more challenging, but don't panic.&lt;br /&gt;
*Try to expand where your enemies raiders are not(with that other group of builders on the other side of the map that you have...right?).&lt;br /&gt;
*You can slowly creep forward with LLTs and the protection of your own raiders.&lt;br /&gt;
&lt;br /&gt;
In higher level games what usually ends up happening is that both players are good at raider control and don't really kill much of importance on either side. While raiders are chasing each other, each player is slowly building up and fortifying territory as they move closer to the center of the map.&lt;br /&gt;
*Fortifying territory means building maybe 1 or 2 defensive towers near mex clusters and also putting some defensive towers near some critical locations to block off pathing. You should get essentially a full line of sight across your front line, so your opponent cannot sneak units into the middle of your territory without taking some damage from towers and you not knowing about their movements.&lt;br /&gt;
&lt;br /&gt;
Note that you do not need to kill anything to have a successful raider phase. Your primary goals are to expand and grab territory while slowing your opponents expansion to a reasonable pace, and also have the energy to use all the metal you took control of. Your raiders will be useful later, so try to keep them alive. There is a &amp;quot;reasonable maximum speed&amp;quot; at which players can safely expand, and as long as you make sure your opponent doesn't exceed this and you are close to it, you will probably enter the later stages of the game on equal footing. Not every game is won or lost in the raider phase, and in fact, probably most aren't.&lt;br /&gt;
&lt;br /&gt;
Often you will see a location that is lightly defended with towers, and you will correctly assume that you can run into it with your raiders and kill everything. However, this is a risky (and often unnecessary) thing to do.&lt;br /&gt;
*There might be some defense you don't see, like nearby units ready to help.&lt;br /&gt;
*Killing towers with raiders is not cost efficient, so the payoff might not be that good.&lt;br /&gt;
**This could lead to your opponent taking a temporary raider number advantage, which could put you on the defensive and actually put you behind from where you were before, as you are no longer able to exert as much map pressure.&lt;br /&gt;
*Committing your raiders to an attack like this open you up for the possibility of a counter-attack, and since your raiders are somewhere else, you might not be able to defend.&lt;br /&gt;
&lt;br /&gt;
====Finding a lone commander====&lt;br /&gt;
Sometimes your opponent may be a bit greedy and have their commander out alone. If it is a low level you might be able to kill it with your raiders if you have like 10 or so. It is almost always worth it to kill a commander. Some raiders like kodachae or daggers are bad at this, but others like scorchers are amazing at it.&lt;br /&gt;
*Spread your units out right before it dies, as they have a death explosion which could wipe out your raiders if they are really close to the commander.&lt;br /&gt;
&lt;br /&gt;
===Why not other unit classes?===&lt;br /&gt;
====Riots====&lt;br /&gt;
It may seem intuitive to make riot units in this phase of the game. &amp;quot;They're good against raiders, aren't they?&amp;quot; you may say (correctly). However, their downside is that they are very slow. This makes them unusable for offense, as your opponent will see them coming and be able to easily respond. Also:&lt;br /&gt;
*Early game lone riot units can be overwhelmed by raiders.&lt;br /&gt;
**You can use line move to spread out your raiders (preferably in a concave) and then just run at the lone riot unit and kill it. Try to get your raiders to encircle the riot to minimize any AOE damage it may do.&lt;br /&gt;
*Light defenses are effective against riots, as riots are DPS, not HP focused. Light defenses will take a significant portion of their HP away before they are close enough to fire.&lt;br /&gt;
Because of this, they do not pose much of a threat (unless you don't scout a [[cheese|riot rush]] of some sort and lose anyway).&lt;br /&gt;
*You can just run past the riots and ignore them. Because of this, players tend to spread out their riots to try to cover every location so you can't run past them. &lt;br /&gt;
**Notice how this contributes to the first point.&lt;br /&gt;
The correct way to deal with an opponent making riots is to just expand faster than they do - they won't be able to punish this. When you get superior eco, then you can just overwhelm them.&lt;br /&gt;
Try also running around with your raiders near your opponents front lines. They will often be scared by this and will need to be constantly re-positioning their riot to defend from a possible raider run-by into their base. If you see that they are doing this, you can expand even faster, as they don't have any way to punish this.&lt;br /&gt;
&lt;br /&gt;
====Any other class====&lt;br /&gt;
Skirmishers, artillery, assaults - all of these do very badly against raiders, so are not worth building at this point.&lt;br /&gt;
===Importance of radar===&lt;br /&gt;
Radar coverage is very important to get in this phase. If you do not have it, you have to play defensively in case your opponents tries to raid some of your expansions. The alternative is building tons of defenses everywhere, but this is a losing strategy, as it leaves you unable to punish your opponent for expanding. If they expand they will just overrun you with units. By building radar you can reduce the amount you spend on defense, and can use it on offensive units instead. In the worst case scenario, you prevent greedy expansion from your opponent. In the best case, you just win because they were too greedy and have no units.&lt;br /&gt;
===Dealing with defensive players===&lt;br /&gt;
A strategy that many have trouble dealing with is when your opponent just builds lots of defenses at every expansion site. The best way to deal with this, paradoxically, is to just ignore them and focus on expanding yourself. If they want to sit in the corner building defense, that is fine (for you). Since they have spent so much metal on this, they won't be able to prevent you from expanding, so just take the whole map, make lots of eco, and then come to their base with artillery and win. There is really no situation in which fortifying yourself into a small section of the map is a winning strategy.&lt;br /&gt;
&lt;br /&gt;
===End of raider phase===&lt;br /&gt;
Eventually, the map will become covered with a line of defenses from both players, partitioning the map roughly in half. This limits the mobility advantage that raider have, and it becomes time to switch to something else. Some areas might be lightly defended, and if you know the enemie's raiders are not close, you can punish this, but by this point people often have full radar coverage and its not that difficult to spot and defend these sorts of things.&lt;br /&gt;
&lt;br /&gt;
==Midgame phase==&lt;br /&gt;
In this phase, strategic diversity opens up significantly. Players typically transition out of raiders into some of the following:&lt;br /&gt;
===Skirmishers===&lt;br /&gt;
A common strategic switch people make is a shift to building raiders skirmishers rather than raiders. These units are capable of killing light defenses fairly well, so you can start pushing back your opponent and try to grab more territory. Use your raiders (which are hopefully still alive) to protect your skirmishers from harm. It is also common to see a few riots dedicated to protecting your skirmishers.&lt;br /&gt;
===Assaults===&lt;br /&gt;
For some factories, it is possible to switch to assault units. These units will be able to punch through light defenses (unlike raiders) and do some economic damage to your opponent. &lt;br /&gt;
Some examples:&lt;br /&gt;
*Thuglaw - Outlaws and Thugs - this combination from the shieldbot factory is a very potent assault force. It is good against raiders and light defences, giving it the potential to do lots of damage to an unprepared opponent.&lt;br /&gt;
*Ravagers - Fast assault rovers that can be used for raiding. They are able to eat through light defences, and due to their speed it is harder to position raiders to defend against them.&lt;br /&gt;
===Air switch===&lt;br /&gt;
===Fortification===&lt;br /&gt;
In the midgame, players will sometimes fortify certain locations on the map with heavier defenses such as stingers or stardusts. This happens at central locations of the map as it gives you a sort of staging point that you can keep your units at safely. Heavier defenses generally require a specialized response of artillery or heavy units, so by building some, you can buy yourself some time as your opponent is figuring out a way to deal with the heavy defenses.&lt;br /&gt;
Stingers are especially tricky at this part of the game, as they are the first type of tower that can actually fight skirmishers well. If you find yourself losing ground to skirmishers or expect them soon, it may be a good idea to put up a stinger.&lt;br /&gt;
&lt;br /&gt;
==Lategame==&lt;br /&gt;
===Eco===&lt;br /&gt;
===Heavies===&lt;br /&gt;
==Late-late game==&lt;br /&gt;
In this phase you will see striders and some of the more exotic tools available to the player.&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4292</id>
		<title>Typical game progression</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4292"/>
		<updated>2018-07-01T22:33:53Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: /* Riots */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide explaining how a typical game progresses, after a [[typical opening]].&lt;br /&gt;
The game can be thought of as being organically split up into a few phases, each with a characteristic set of units and goals. &lt;br /&gt;
*Note that these are general scenarios - depending on the map and factory match-up the game can play very differently!&lt;br /&gt;
*From a 1v1 perspective&lt;br /&gt;
==Raider phase==&lt;br /&gt;
The raider phase is the first phase in a typical game. It is defined by a few characteristics:&lt;br /&gt;
*Most of the map is untaken by either player.&lt;br /&gt;
*No defenses covering most areas.&lt;br /&gt;
Due to this, the mobility that raiders have tends to make them the dominant unit class. When the map is fortified with light defenses, raiders are much less useful and it will be time to switch to something else. &lt;br /&gt;
===Expansion===&lt;br /&gt;
You will want to expand as fast as possible here, and try to grab at least 50% of the map. Try to have two groups of constructors moving around the map taking mexes. Near each mex cluster you can put some light defences, but do not overbuild defences early game, and in non-critical locations (i.e. not a choke point or the centre of the map). Run around the map with your raiders, keeping track of where your opponents raiders are as well.&lt;br /&gt;
&lt;br /&gt;
You should be able to defend your expansion from enemy raiders with some light defenses and some of your own raiders. Since raiding properly is considerably more difficult than expanding, you should be encouraged to expand as fast as possible.&lt;br /&gt;
*Try to expand much faster and in a more risky manner than you think is possible for a few games. You might be surprised at how much greed you get away with! It is much harder to punish greed than it is to be greedy. Doing this will also help you learn the safe maximum limits for expansion.&lt;br /&gt;
If you succeed in this phase of the game, you will have a massive eco advantage and will be able to swarm your opponent to death with units.&lt;br /&gt;
====Energy production====&lt;br /&gt;
A very common mistake players make is that they don't build enough energy structures. This leads to a situation in which your metal income exceeds your energy income and you are unable to spend all your metal (called &amp;quot;e-stalling&amp;quot;). Having 1 constructor dedicated to only building energy structures can solve this issue.&lt;br /&gt;
&lt;br /&gt;
===Raider Usage===&lt;br /&gt;
You want to have good radar coverage of your side of the map and keep your raiders as close to the enemy as possible. This puts pressure on them, and also forces them to keep their raiders near their base, away from your expansion. Against good players you will not be able to do much damage with raiders, but that does not mean you have accomplished nothing by keeping your raiders near them.&lt;br /&gt;
*Because of the threat of your raiders, they are not able to &amp;quot;naked expand&amp;quot; (very fast expansion with minimal or no defense). If you allow your opponent to naked expand, they will typically just roll you over a few minutes later with a massive eco advantage.&lt;br /&gt;
*Forces your opponent to keep their own raiders near their own base to defend from yours. It can also force them to build more defense, slowing down their expansion and reducing the amount of pressure they can put on your own expansion.&lt;br /&gt;
*Gives scouting information. By running around at the edges of your opponents territory you will be able to see what they are up to. If they are trying to rush a heavy unit or do something silly you will often just be able to overrun them and win.&lt;br /&gt;
&lt;br /&gt;
If you find yourself on being the one that has raiders at their front door, things are a little more challenging, but don't panic.&lt;br /&gt;
*Try to expand where your enemies raiders are not(with that other group of builders on the other side of the map that you have...right?).&lt;br /&gt;
*You can slowly creep forward with LLTs and the protection of your own raiders.&lt;br /&gt;
&lt;br /&gt;
In higher level games what usually ends up happening is that both players are good at raider control and don't really kill much of importance on either side. While raiders are chasing each other, each player is slowly building up and fortifying territory as they move closer to the center of the map.&lt;br /&gt;
*Fortifying territory means building maybe 1 or 2 defensive towers near mex clusters and also putting some defensive towers near some critical locations to block off pathing. You should get essentially a full line of sight across your front line, so your opponent cannot sneak units into the middle of your territory without taking some damage from towers and you not knowing about their movements.&lt;br /&gt;
&lt;br /&gt;
Note that you do not need to kill anything to have a successful raider phase. Your primary goals are to expand and grab territory while slowing your opponents expansion to a reasonable pace, and also have the energy to use all the metal you took control of. Your raiders will be useful later, so try to keep them alive. There is a &amp;quot;reasonable maximum speed&amp;quot; at which players can safely expand, and as long as you make sure your opponent doesn't exceed this and you are close to it, you will probably enter the later stages of the game on equal footing. Not every game is won or lost in the raider phase, and in fact, probably most aren't.&lt;br /&gt;
&lt;br /&gt;
Often you will see a location that is lightly defended with towers, and you will correctly assume that you can run into it with your raiders and kill everything. However, this is a risky (and often unnecessary) thing to do.&lt;br /&gt;
*There might be some defense you don't see, like nearby units ready to help.&lt;br /&gt;
*Killing towers with raiders is not cost efficient, so the payoff might not be that good.&lt;br /&gt;
**This could lead to your opponent taking a temporary raider number advantage, which could put you on the defensive and actually put you behind from where you were before, as you are no longer able to exert as much map pressure.&lt;br /&gt;
*Committing your raiders to an attack like this open you up for the possibility of a counter-attack, and since your raiders are somewhere else, you might not be able to defend.&lt;br /&gt;
&lt;br /&gt;
====Finding a lone commander====&lt;br /&gt;
Sometimes your opponent may be a bit greedy and have their commander out alone. If it is a low level you might be able to kill it with your raiders if you have like 10 or so. It is almost always worth it to kill a commander. Some raiders like kodachae or daggers are bad at this, but others like scorchers are amazing at it.&lt;br /&gt;
*Spread your units out right before it dies, as they have a death explosion which could wipe out your raiders if they are really close to the commander.&lt;br /&gt;
&lt;br /&gt;
===Why not other unit classes?===&lt;br /&gt;
====Riots====&lt;br /&gt;
It may seem intuitive to make riot units in this phase of the game. &amp;quot;They're good against raiders, aren't they?&amp;quot; you may say (correctly). However, their downside is that they are very slow. This makes them unusable for offense, as your opponent will see them coming and be able to easily respond. Also:&lt;br /&gt;
*Early game lone riot units can be overwhelmed by raiders.&lt;br /&gt;
**You can use line move to spread out your raiders (preferably in a concave) and then just run at the lone riot unit and kill it. Try to get your raiders to encircle the riot to minimize any AOE damage it may do.&lt;br /&gt;
*Light defenses are effective against riots, as riots are DPS, not HP focused. Light defenses will take a significant portion of their HP away before they are close enough to fire.&lt;br /&gt;
Because of this, they do not pose much of a threat (unless you don't scout a [[cheese|riot rush]] of some sort and lose anyway).&lt;br /&gt;
*You can just run past the riots and ignore them. Because of this, players tend to spread out their riots to try to cover every location so you can't run past them. &lt;br /&gt;
**Notice how this contributes to the first point.&lt;br /&gt;
The correct way to deal with an opponent making riots is to just expand faster than they do - they won't be able to punish this. When you get superior eco, then you can just overwhelm them.&lt;br /&gt;
Try also running around with your raiders near your opponents front lines. They will often be scared by this and will need to be constantly re-positioning their riot to defend from a possible raider run-by into their base. If you see that they are doing this, you can expand even faster, as they don't have any way to punish this.&lt;br /&gt;
&lt;br /&gt;
====Any other class====&lt;br /&gt;
Skirmishers, artillery, assaults - all of these do very badly against raiders, so are not worth building at this point.&lt;br /&gt;
===Importance of radar===&lt;br /&gt;
Radar coverage is very important to get in this phase. If you do not have it, you have to play defensively in case your opponents tries to raid some of your expansions. The alternative is building tons of defenses everywhere, but this is a losing strategy, as it leaves you unable to punish your opponent for expanding. If they expand they will just overrun you with units. By building radar you can reduce the amount you spend on defense, and can use it on offensive units instead. In the worst case scenario, you prevent greedy expansion from your opponent. In the best case, you just win because they were too greedy and have no units.&lt;br /&gt;
===Dealing with defensive players===&lt;br /&gt;
A strategy that many have trouble dealing with is when your opponent just builds lots of defenses at every expansion site. The best way to deal with this, paradoxically, is to just ignore them and focus on expanding yourself. If they want to sit in the corner building defense, that is fine (for you). Since they have spent so much metal on this, they won't be able to prevent you from expanding, so just take the whole map, make lots of eco, and then come to their base with artillery and win. There is really no situation in which fortifying yourself into a small section of the map is a winning strategy.&lt;br /&gt;
&lt;br /&gt;
===End of raider phase===&lt;br /&gt;
Eventually, the map will become covered with a line of defenses from both players, partitioning the map roughly in half. This limits the mobility advantage that raider have, and it becomes time to switch to something else. Some areas might be lightly defended, and if you know the enemie's raiders are not close, you can punish this, but by this point people often have full radar coverage and its not that difficult to spot and defend these sorts of things.&lt;br /&gt;
&lt;br /&gt;
==Midgame phase==&lt;br /&gt;
In this phase, strategic diversity opens up significantly. Players typically transition out of raiders into some of the following:&lt;br /&gt;
===Skirmishers===&lt;br /&gt;
A common strategic switch people make is a shift to building raiders skirmishers rather than raiders. These units are capable of killing light defenses fairly well, so you can start pushing back your opponent and try to grab more territory. Use your raiders (which are hopefully still alive) to protect your skirmishers from harm. It is also common to see a few riots dedicated to protecting your skirmishers.&lt;br /&gt;
===Assaults===&lt;br /&gt;
For some factories, it is possible to switch to assault units. These units will be able to punch through light defenses (unlike raiders) and do some economic damage to your opponent. &lt;br /&gt;
Some examples:&lt;br /&gt;
*Thuglaw - Outlaws and Thugs - this combination from the shieldbot factory is a very potent assault force. It is good against raiders and light defences, giving it the potential to do lots of damage to an unprepared opponent.&lt;br /&gt;
*Ravagers - Fast assault rovers that can be used for raiding. They are able to eat through light defences, and due to their speed it is harder to position raiders to defend against them.&lt;br /&gt;
===Air switch===&lt;br /&gt;
===Fortification===&lt;br /&gt;
&lt;br /&gt;
==Lategame==&lt;br /&gt;
===Eco===&lt;br /&gt;
===Heavies===&lt;br /&gt;
==Late-late game==&lt;br /&gt;
In this phase you will see striders and some of the more exotic tools available to the player.&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4291</id>
		<title>Typical game progression</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4291"/>
		<updated>2018-07-01T22:29:52Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: /* Raider Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide explaining how a typical game progresses, after a [[typical opening]].&lt;br /&gt;
The game can be thought of as being organically split up into a few phases, each with a characteristic set of units and goals. &lt;br /&gt;
*Note that these are general scenarios - depending on the map and factory match-up the game can play very differently!&lt;br /&gt;
*From a 1v1 perspective&lt;br /&gt;
==Raider phase==&lt;br /&gt;
The raider phase is the first phase in a typical game. It is defined by a few characteristics:&lt;br /&gt;
*Most of the map is untaken by either player.&lt;br /&gt;
*No defenses covering most areas.&lt;br /&gt;
Due to this, the mobility that raiders have tends to make them the dominant unit class. When the map is fortified with light defenses, raiders are much less useful and it will be time to switch to something else. &lt;br /&gt;
===Expansion===&lt;br /&gt;
You will want to expand as fast as possible here, and try to grab at least 50% of the map. Try to have two groups of constructors moving around the map taking mexes. Near each mex cluster you can put some light defences, but do not overbuild defences early game, and in non-critical locations (i.e. not a choke point or the centre of the map). Run around the map with your raiders, keeping track of where your opponents raiders are as well.&lt;br /&gt;
&lt;br /&gt;
You should be able to defend your expansion from enemy raiders with some light defenses and some of your own raiders. Since raiding properly is considerably more difficult than expanding, you should be encouraged to expand as fast as possible.&lt;br /&gt;
*Try to expand much faster and in a more risky manner than you think is possible for a few games. You might be surprised at how much greed you get away with! It is much harder to punish greed than it is to be greedy. Doing this will also help you learn the safe maximum limits for expansion.&lt;br /&gt;
If you succeed in this phase of the game, you will have a massive eco advantage and will be able to swarm your opponent to death with units.&lt;br /&gt;
====Energy production====&lt;br /&gt;
A very common mistake players make is that they don't build enough energy structures. This leads to a situation in which your metal income exceeds your energy income and you are unable to spend all your metal (called &amp;quot;e-stalling&amp;quot;). Having 1 constructor dedicated to only building energy structures can solve this issue.&lt;br /&gt;
&lt;br /&gt;
===Raider Usage===&lt;br /&gt;
You want to have good radar coverage of your side of the map and keep your raiders as close to the enemy as possible. This puts pressure on them, and also forces them to keep their raiders near their base, away from your expansion. Against good players you will not be able to do much damage with raiders, but that does not mean you have accomplished nothing by keeping your raiders near them.&lt;br /&gt;
*Because of the threat of your raiders, they are not able to &amp;quot;naked expand&amp;quot; (very fast expansion with minimal or no defense). If you allow your opponent to naked expand, they will typically just roll you over a few minutes later with a massive eco advantage.&lt;br /&gt;
*Forces your opponent to keep their own raiders near their own base to defend from yours. It can also force them to build more defense, slowing down their expansion and reducing the amount of pressure they can put on your own expansion.&lt;br /&gt;
*Gives scouting information. By running around at the edges of your opponents territory you will be able to see what they are up to. If they are trying to rush a heavy unit or do something silly you will often just be able to overrun them and win.&lt;br /&gt;
&lt;br /&gt;
If you find yourself on being the one that has raiders at their front door, things are a little more challenging, but don't panic.&lt;br /&gt;
*Try to expand where your enemies raiders are not(with that other group of builders on the other side of the map that you have...right?).&lt;br /&gt;
*You can slowly creep forward with LLTs and the protection of your own raiders.&lt;br /&gt;
&lt;br /&gt;
In higher level games what usually ends up happening is that both players are good at raider control and don't really kill much of importance on either side. While raiders are chasing each other, each player is slowly building up and fortifying territory as they move closer to the center of the map.&lt;br /&gt;
*Fortifying territory means building maybe 1 or 2 defensive towers near mex clusters and also putting some defensive towers near some critical locations to block off pathing. You should get essentially a full line of sight across your front line, so your opponent cannot sneak units into the middle of your territory without taking some damage from towers and you not knowing about their movements.&lt;br /&gt;
&lt;br /&gt;
Note that you do not need to kill anything to have a successful raider phase. Your primary goals are to expand and grab territory while slowing your opponents expansion to a reasonable pace, and also have the energy to use all the metal you took control of. Your raiders will be useful later, so try to keep them alive. There is a &amp;quot;reasonable maximum speed&amp;quot; at which players can safely expand, and as long as you make sure your opponent doesn't exceed this and you are close to it, you will probably enter the later stages of the game on equal footing. Not every game is won or lost in the raider phase, and in fact, probably most aren't.&lt;br /&gt;
&lt;br /&gt;
Often you will see a location that is lightly defended with towers, and you will correctly assume that you can run into it with your raiders and kill everything. However, this is a risky (and often unnecessary) thing to do.&lt;br /&gt;
*There might be some defense you don't see, like nearby units ready to help.&lt;br /&gt;
*Killing towers with raiders is not cost efficient, so the payoff might not be that good.&lt;br /&gt;
**This could lead to your opponent taking a temporary raider number advantage, which could put you on the defensive and actually put you behind from where you were before, as you are no longer able to exert as much map pressure.&lt;br /&gt;
*Committing your raiders to an attack like this open you up for the possibility of a counter-attack, and since your raiders are somewhere else, you might not be able to defend.&lt;br /&gt;
&lt;br /&gt;
====Finding a lone commander====&lt;br /&gt;
Sometimes your opponent may be a bit greedy and have their commander out alone. If it is a low level you might be able to kill it with your raiders if you have like 10 or so. It is almost always worth it to kill a commander. Some raiders like kodachae or daggers are bad at this, but others like scorchers are amazing at it.&lt;br /&gt;
*Spread your units out right before it dies, as they have a death explosion which could wipe out your raiders if they are really close to the commander.&lt;br /&gt;
&lt;br /&gt;
===Why not other unit classes?===&lt;br /&gt;
====Riots====&lt;br /&gt;
It may seem intuitive to make riot units in this phase of the game. &amp;quot;They're good against raiders, aren't they?&amp;quot; you may say (correctly). However, their downside is that they are very slow. This makes them unusable for offense, as your opponent will see them coming and be able to easily respond. Also:&lt;br /&gt;
*Early game lone riot units can be overwhelmed by raiders.&lt;br /&gt;
**You can use line move to spread out your raiders (preferably in a concave) and then just run at the lone riot unit and kill it. Try to get your raiders to encircle the riot to minimize any AOE damage it may do.&lt;br /&gt;
*Light defenses are effective against riots, as riots are DPS, not HP focused. Light defenses will take a significant portion of their HP away before they are close enough to fire.&lt;br /&gt;
Because of this, they do not pose much of a threat (unless you don't scout a [[cheese|riot rush]] of some sort and lose anyway).&lt;br /&gt;
The correct way to deal with an opponent making riots is to just expand faster than they do - they won't be able to punish this. When you get superior eco, then you can just overwhelm them.&lt;br /&gt;
Try also running around with your raiders near your opponents front lines. They will often be scared by this and will need to be constantly re-positioning their riot to defend from a possible raider run-by into their base. If you see that they are doing this, you can expand even faster, as they don't have any way to punish this.&lt;br /&gt;
&lt;br /&gt;
====Any other class====&lt;br /&gt;
Skirmishers, artillery, assaults - all of these do very badly against raiders, so are not worth building at this point.&lt;br /&gt;
===Importance of radar===&lt;br /&gt;
Radar coverage is very important to get in this phase. If you do not have it, you have to play defensively in case your opponents tries to raid some of your expansions. The alternative is building tons of defenses everywhere, but this is a losing strategy, as it leaves you unable to punish your opponent for expanding. If they expand they will just overrun you with units. By building radar you can reduce the amount you spend on defense, and can use it on offensive units instead. In the worst case scenario, you prevent greedy expansion from your opponent. In the best case, you just win because they were too greedy and have no units.&lt;br /&gt;
===Dealing with defensive players===&lt;br /&gt;
A strategy that many have trouble dealing with is when your opponent just builds lots of defenses at every expansion site. The best way to deal with this, paradoxically, is to just ignore them and focus on expanding yourself. If they want to sit in the corner building defense, that is fine (for you). Since they have spent so much metal on this, they won't be able to prevent you from expanding, so just take the whole map, make lots of eco, and then come to their base with artillery and win. There is really no situation in which fortifying yourself into a small section of the map is a winning strategy.&lt;br /&gt;
&lt;br /&gt;
===End of raider phase===&lt;br /&gt;
Eventually, the map will become covered with a line of defenses from both players, partitioning the map roughly in half. This limits the mobility advantage that raider have, and it becomes time to switch to something else. Some areas might be lightly defended, and if you know the enemie's raiders are not close, you can punish this, but by this point people often have full radar coverage and its not that difficult to spot and defend these sorts of things.&lt;br /&gt;
&lt;br /&gt;
==Midgame phase==&lt;br /&gt;
In this phase, strategic diversity opens up significantly. Players typically transition out of raiders into some of the following:&lt;br /&gt;
===Skirmishers===&lt;br /&gt;
A common strategic switch people make is a shift to building raiders skirmishers rather than raiders. These units are capable of killing light defenses fairly well, so you can start pushing back your opponent and try to grab more territory. Use your raiders (which are hopefully still alive) to protect your skirmishers from harm. It is also common to see a few riots dedicated to protecting your skirmishers.&lt;br /&gt;
===Assaults===&lt;br /&gt;
For some factories, it is possible to switch to assault units. These units will be able to punch through light defenses (unlike raiders) and do some economic damage to your opponent. &lt;br /&gt;
Some examples:&lt;br /&gt;
*Thuglaw - Outlaws and Thugs - this combination from the shieldbot factory is a very potent assault force. It is good against raiders and light defences, giving it the potential to do lots of damage to an unprepared opponent.&lt;br /&gt;
*Ravagers - Fast assault rovers that can be used for raiding. They are able to eat through light defences, and due to their speed it is harder to position raiders to defend against them.&lt;br /&gt;
===Air switch===&lt;br /&gt;
===Fortification===&lt;br /&gt;
&lt;br /&gt;
==Lategame==&lt;br /&gt;
===Eco===&lt;br /&gt;
===Heavies===&lt;br /&gt;
==Late-late game==&lt;br /&gt;
In this phase you will see striders and some of the more exotic tools available to the player.&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4290</id>
		<title>Typical game progression</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4290"/>
		<updated>2018-07-01T22:21:29Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: /* Raider phase */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide explaining how a typical game progresses, after a [[typical opening]].&lt;br /&gt;
The game can be thought of as being organically split up into a few phases, each with a characteristic set of units and goals. &lt;br /&gt;
*Note that these are general scenarios - depending on the map and factory match-up the game can play very differently!&lt;br /&gt;
*From a 1v1 perspective&lt;br /&gt;
==Raider phase==&lt;br /&gt;
The raider phase is the first phase in a typical game. It is defined by a few characteristics:&lt;br /&gt;
*Most of the map is untaken by either player.&lt;br /&gt;
*No defenses covering most areas.&lt;br /&gt;
Due to this, the mobility that raiders have tends to make them the dominant unit class. When the map is fortified with light defenses, raiders are much less useful and it will be time to switch to something else. &lt;br /&gt;
===Expansion===&lt;br /&gt;
You will want to expand as fast as possible here, and try to grab at least 50% of the map. Try to have two groups of constructors moving around the map taking mexes. Near each mex cluster you can put some light defences, but do not overbuild defences early game, and in non-critical locations (i.e. not a choke point or the centre of the map). Run around the map with your raiders, keeping track of where your opponents raiders are as well.&lt;br /&gt;
&lt;br /&gt;
You should be able to defend your expansion from enemy raiders with some light defenses and some of your own raiders. Since raiding properly is considerably more difficult than expanding, you should be encouraged to expand as fast as possible.&lt;br /&gt;
*Try to expand much faster and in a more risky manner than you think is possible for a few games. You might be surprised at how much greed you get away with! It is much harder to punish greed than it is to be greedy. Doing this will also help you learn the safe maximum limits for expansion.&lt;br /&gt;
If you succeed in this phase of the game, you will have a massive eco advantage and will be able to swarm your opponent to death with units.&lt;br /&gt;
====Energy production====&lt;br /&gt;
A very common mistake players make is that they don't build enough energy structures. This leads to a situation in which your metal income exceeds your energy income and you are unable to spend all your metal (called &amp;quot;e-stalling&amp;quot;). Having 1 constructor dedicated to only building energy structures can solve this issue.&lt;br /&gt;
&lt;br /&gt;
===Raider Usage===&lt;br /&gt;
You want to have good radar coverage of your side of the map and keep your raiders as close to the enemy as possible. This puts pressure on them, and also forces them to keep their raiders near their base, away from your expansion. Against good players you will not be able to do much damage with raiders, but that does not mean you have accomplished nothing by keeping your raiders near them.&lt;br /&gt;
*Because of the threat of your raiders, they are not able to &amp;quot;naked expand&amp;quot; (very fast expansion with minimal or no defense). If you allow your opponent to naked expand, they will typically just roll you over a few minutes later with a massive eco advantage.&lt;br /&gt;
*Forces your opponent to keep their own raiders near their own base to defend from yours. It can also force them to build more defense, slowing down their expansion and reducing the amount of pressure they can put on your own expansion.&lt;br /&gt;
*Gives scouting information. By running around at the edges of your opponents territory you will be able to see what they are up to. If they are trying to rush a heavy unit or do something silly you will often just be able to overrun them and win.&lt;br /&gt;
&lt;br /&gt;
If you find yourself on being the one that has raiders at their front door, things are a little more challenging, but don't panic.&lt;br /&gt;
*Try to expand where your enemies raiders are not(with that other group of builders on the other side of the map that you have...right?).&lt;br /&gt;
*You can slowly creep forward with LLTs and the protection of your own raiders.&lt;br /&gt;
&lt;br /&gt;
In higher level games what usually ends up happening is that both players are good at raider control and don't really kill much of importance on either side. While raiders are chasing each other, each player is slowly building up and fortifying territory as they move closer to the center of the map.&lt;br /&gt;
*Fortifying territory means building maybe 1 or 2 defensive towers near mex clusters and also putting some defensive towers near some critical locations to block off pathing. You should get essentially a full line of sight across your front line, so your opponent cannot sneak units into the middle of your territory without taking some damage from towers and you not knowing about their movements.&lt;br /&gt;
&lt;br /&gt;
Note that you do not need to kill anything to have a successful raider phase. Your primary goals are to expand and grab territory while slowing your opponents expansion to a reasonable pace, and also have the energy to use all the metal you took control of. Your raiders will be useful later, so try to keep them alive. There is a &amp;quot;reasonable maximum speed&amp;quot; at which players can safely expand, and as long as you make sure your opponent doesn't exceed this and you are close to it, you will probably enter the later stages of the game on equal footing. Not every game is won or lost in the raider phase, and in fact, probably most aren't.&lt;br /&gt;
&lt;br /&gt;
===Why not other unit classes?===&lt;br /&gt;
====Riots====&lt;br /&gt;
It may seem intuitive to make riot units in this phase of the game. &amp;quot;They're good against raiders, aren't they?&amp;quot; you may say (correctly). However, their downside is that they are very slow. This makes them unusable for offense, as your opponent will see them coming and be able to easily respond. Also:&lt;br /&gt;
*Early game lone riot units can be overwhelmed by raiders.&lt;br /&gt;
**You can use line move to spread out your raiders (preferably in a concave) and then just run at the lone riot unit and kill it. Try to get your raiders to encircle the riot to minimize any AOE damage it may do.&lt;br /&gt;
*Light defenses are effective against riots, as riots are DPS, not HP focused. Light defenses will take a significant portion of their HP away before they are close enough to fire.&lt;br /&gt;
Because of this, they do not pose much of a threat (unless you don't scout a [[cheese|riot rush]] of some sort and lose anyway).&lt;br /&gt;
The correct way to deal with an opponent making riots is to just expand faster than they do - they won't be able to punish this. When you get superior eco, then you can just overwhelm them.&lt;br /&gt;
Try also running around with your raiders near your opponents front lines. They will often be scared by this and will need to be constantly re-positioning their riot to defend from a possible raider run-by into their base. If you see that they are doing this, you can expand even faster, as they don't have any way to punish this.&lt;br /&gt;
&lt;br /&gt;
====Any other class====&lt;br /&gt;
Skirmishers, artillery, assaults - all of these do very badly against raiders, so are not worth building at this point.&lt;br /&gt;
===Importance of radar===&lt;br /&gt;
Radar coverage is very important to get in this phase. If you do not have it, you have to play defensively in case your opponents tries to raid some of your expansions. The alternative is building tons of defenses everywhere, but this is a losing strategy, as it leaves you unable to punish your opponent for expanding. If they expand they will just overrun you with units. By building radar you can reduce the amount you spend on defense, and can use it on offensive units instead. In the worst case scenario, you prevent greedy expansion from your opponent. In the best case, you just win because they were too greedy and have no units.&lt;br /&gt;
===Dealing with defensive players===&lt;br /&gt;
A strategy that many have trouble dealing with is when your opponent just builds lots of defenses at every expansion site. The best way to deal with this, paradoxically, is to just ignore them and focus on expanding yourself. If they want to sit in the corner building defense, that is fine (for you). Since they have spent so much metal on this, they won't be able to prevent you from expanding, so just take the whole map, make lots of eco, and then come to their base with artillery and win. There is really no situation in which fortifying yourself into a small section of the map is a winning strategy.&lt;br /&gt;
&lt;br /&gt;
===End of raider phase===&lt;br /&gt;
Eventually, the map will become covered with a line of defenses from both players, partitioning the map roughly in half. This limits the mobility advantage that raider have, and it becomes time to switch to something else. Some areas might be lightly defended, and if you know the enemie's raiders are not close, you can punish this, but by this point people often have full radar coverage and its not that difficult to spot and defend these sorts of things.&lt;br /&gt;
&lt;br /&gt;
==Midgame phase==&lt;br /&gt;
In this phase, strategic diversity opens up significantly. Players typically transition out of raiders into some of the following:&lt;br /&gt;
===Skirmishers===&lt;br /&gt;
A common strategic switch people make is a shift to building raiders skirmishers rather than raiders. These units are capable of killing light defenses fairly well, so you can start pushing back your opponent and try to grab more territory. Use your raiders (which are hopefully still alive) to protect your skirmishers from harm. It is also common to see a few riots dedicated to protecting your skirmishers.&lt;br /&gt;
===Assaults===&lt;br /&gt;
For some factories, it is possible to switch to assault units. These units will be able to punch through light defenses (unlike raiders) and do some economic damage to your opponent. &lt;br /&gt;
Some examples:&lt;br /&gt;
*Thuglaw - Outlaws and Thugs - this combination from the shieldbot factory is a very potent assault force. It is good against raiders and light defences, giving it the potential to do lots of damage to an unprepared opponent.&lt;br /&gt;
*Ravagers - Fast assault rovers that can be used for raiding. They are able to eat through light defences, and due to their speed it is harder to position raiders to defend against them.&lt;br /&gt;
===Air switch===&lt;br /&gt;
===Fortification===&lt;br /&gt;
&lt;br /&gt;
==Lategame==&lt;br /&gt;
===Eco===&lt;br /&gt;
===Heavies===&lt;br /&gt;
==Late-late game==&lt;br /&gt;
In this phase you will see striders and some of the more exotic tools available to the player.&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4289</id>
		<title>Typical game progression</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4289"/>
		<updated>2018-07-01T22:17:58Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: /* Raider Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide explaining how a typical game progresses, after a [[typical opening]].&lt;br /&gt;
The game can be thought of as being organically split up into a few phases, each with a characteristic set of units and goals. &lt;br /&gt;
*Note that these are general scenarios - depending on the map and factory match-up the game can play very differently!&lt;br /&gt;
*From a 1v1 perspective&lt;br /&gt;
==Raider phase==&lt;br /&gt;
The raider phase is the first phase in a typical game. It is defined by a few characteristics:&lt;br /&gt;
*Most of the map is untaken by either player.&lt;br /&gt;
*No defenses covering most areas.&lt;br /&gt;
Due to this, the mobility that raiders have tends to make them the dominant unit class. When the map is fortified with light defenses, raiders are much less useful and it will be time to switch to something else. &lt;br /&gt;
===Expansion===&lt;br /&gt;
You will want to expand as fast as possible here, and try to grab at least 50% of the map. Try to have two groups of constructors moving around the map taking mexes. Near each mex cluster you can put some light defences, but do not overbuild defences early game, and in non-critical locations (i.e. not a choke point or the centre of the map). Run around the map with your raiders, keeping track of where your opponents raiders are as well.&lt;br /&gt;
&lt;br /&gt;
You should be able to defend your expansion from enemy raiders with some light defenses and some of your own raiders. Since raiding properly is considerably more difficult than expanding, you should be encouraged to expand as fast as possible.&lt;br /&gt;
*Try to expand much faster and in a more risky manner than you think is possible for a few games. You might be surprised at how much greed you get away with! It is much harder to punish greed than it is to be greedy. Doing this will also help you learn the safe maximum limits for expansion.&lt;br /&gt;
If you succeed in this phase of the game, you will have a massive eco advantage and will be able to swarm your opponent to death with units.&lt;br /&gt;
====Energy production====&lt;br /&gt;
A very common mistake players make is that they don't build enough energy structures. This leads to a situation in which your metal income exceeds your energy income and you are unable to spend all your metal (called &amp;quot;e-stalling&amp;quot;). Having 1 constructor dedicated to only building energy structures can solve this issue.&lt;br /&gt;
&lt;br /&gt;
===Raider Usage===&lt;br /&gt;
You want to have good radar coverage of your side of the map and keep your raiders as close to the enemy as possible. This puts pressure on them, and also forces them to keep their raiders near their base, away from your expansion. Against good players you will not be able to do much damage with raiders, but that does not mean you have accomplished nothing by keeping your raiders near them.&lt;br /&gt;
*Because of the threat of your raiders, they are not able to &amp;quot;naked expand&amp;quot; (very fast expansion with minimal or no defense). If you allow your opponent to naked expand, they will typically just roll you over a few minutes later with a massive eco advantage.&lt;br /&gt;
*Forces your opponent to keep their own raiders near their own base to defend from yours. It can also force them to build more defense, slowing down their expansion and reducing the amount of pressure they can put on your own expansion.&lt;br /&gt;
*Gives scouting information. By running around at the edges of your opponents territory you will be able to see what they are up to. If they are trying to rush a heavy unit or do something silly you will often just be able to overrun them and win.&lt;br /&gt;
&lt;br /&gt;
If you find yourself on being the one that has raiders at their front door, things are a little more challenging, but don't panic.&lt;br /&gt;
*Try to expand where your enemies raiders are not(with that other group of builders on the other side of the map that you have...right?).&lt;br /&gt;
*You can slowly creep forward with LLTs and the protection of your own raiders.&lt;br /&gt;
&lt;br /&gt;
In higher level games what usually ends up happening is that both players are good at raider control and don't really kill much of importance on either side. While raiders are chasing each other, each player is slowly building up and fortifying territory as they move closer to the center of the map.&lt;br /&gt;
*Fortifying territory means building maybe 1 or 2 defensive towers near mex clusters and also putting some defensive towers near some critical locations to block off pathing. You should get essentially a full line of sight across your front line, so your opponent cannot sneak units into the middle of your territory without taking some damage from towers and you not knowing about their movements.&lt;br /&gt;
&lt;br /&gt;
Note that you do not need to kill anything to have a successful raider phase. Your primary goals are to expand and grab territory while slowing your opponents expansion to a reasonable pace, and also have the energy to use all the metal you took control of. Your raiders will be useful later, so try to keep them alive. There is a &amp;quot;reasonable maximum speed&amp;quot; at which players can safely expand, and as long as you make sure your opponent doesn't exceed this and you are close to it, you will probably enter the later stages of the game on equal footing. Not every game is won or lost in the raider phase, and in fact, probably most aren't.&lt;br /&gt;
&lt;br /&gt;
===Why not other unit classes?===&lt;br /&gt;
====Riots====&lt;br /&gt;
It may seem intuitive to make riot units in this phase of the game. &amp;quot;They're good against raiders, aren't they?&amp;quot; you may say (correctly). However, their downside is that they are very slow. This makes them unusable for offense, as your opponent will see them coming and be able to easily respond. Also:&lt;br /&gt;
*Early game lone riot units can be overwhelmed by raiders.&lt;br /&gt;
**You can use line move to spread out your raiders (preferably in a concave) and then just run at the lone riot unit and kill it. Try to get your raiders to encircle the riot to minimize any AOE damage it may do.&lt;br /&gt;
*Light defenses are effective against riots, as riots are DPS, not HP focused. Light defenses will take a significant portion of their HP away before they are close enough to fire.&lt;br /&gt;
Because of this, they do not pose much of a threat (unless you don't scout a [[cheese|riot rush]] of some sort and lose anyway).&lt;br /&gt;
The correct way to deal with an opponent making riots is to just expand faster than they do - they won't be able to punish this. When you get superior eco, then you can just overwhelm them.&lt;br /&gt;
Try also running around with your raiders near your opponents front lines. They will often be scared by this and will need to be constantly re-positioning their riot to defend from a possible raider run-by into their base. If you see that they are doing this, you can expand even faster, as they don't have any way to punish this.&lt;br /&gt;
&lt;br /&gt;
====Any other class====&lt;br /&gt;
Skirmishers, artillery, assaults - all of these do very badly against raiders, so are not worth building at this point.&lt;br /&gt;
===Importance of radar===&lt;br /&gt;
Radar coverage is very important to get in this phase. If you do not have it, you have to play defensively in case your opponents tries to raid some of your expansions. The alternative is building tons of defences everywhere, but this is a losing strategy, as it leaves you unable to punish your opponent for expanding. If they expand they will just overrun you with units. By building radar you can reduce the amount you spend on defence, and can use it on offensive units instead. In the worst case scenario, you prevent greedy expansion from your opponent. In the best case, you just win because they were too greedy and have no units.&lt;br /&gt;
===Dealing with defensive players===&lt;br /&gt;
A strategy that many have trouble dealing with is when your opponent just builds lots of defences at every expansion site. The best way to deal with this, paradoxically, is to just ignore them and focus on expanding yourself. If they want to sit in the corner building defence, that is fine (for you). Since they have spent so much metal on this, they won't be able to prevent you from expanding, so just take the whole map, make lots of eco, and then come to their base with artillery and win. There is really no situation in which fortifying yourself into a small section of the map is a winning strategy.&lt;br /&gt;
&lt;br /&gt;
==Midgame phase==&lt;br /&gt;
In this phase, strategic diversity opens up significantly. Players typically transition out of raiders into some of the following:&lt;br /&gt;
===Skirmishers===&lt;br /&gt;
A common strategic switch people make is a shift to building raiders skirmishers rather than raiders. These units are capable of killing light defenses fairly well, so you can start pushing back your opponent and try to grab more territory. Use your raiders (which are hopefully still alive) to protect your skirmishers from harm. It is also common to see a few riots dedicated to protecting your skirmishers.&lt;br /&gt;
===Assaults===&lt;br /&gt;
For some factories, it is possible to switch to assault units. These units will be able to punch through light defenses (unlike raiders) and do some economic damage to your opponent. &lt;br /&gt;
Some examples:&lt;br /&gt;
*Thuglaw - Outlaws and Thugs - this combination from the shieldbot factory is a very potent assault force. It is good against raiders and light defences, giving it the potential to do lots of damage to an unprepared opponent.&lt;br /&gt;
*Ravagers - Fast assault rovers that can be used for raiding. They are able to eat through light defences, and due to their speed it is harder to position raiders to defend against them.&lt;br /&gt;
===Air switch===&lt;br /&gt;
===Fortification===&lt;br /&gt;
&lt;br /&gt;
==Lategame==&lt;br /&gt;
===Eco===&lt;br /&gt;
===Heavies===&lt;br /&gt;
==Late-late game==&lt;br /&gt;
In this phase you will see striders and some of the more exotic tools available to the player.&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4288</id>
		<title>Typical game progression</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4288"/>
		<updated>2018-07-01T22:14:38Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: /* Expansion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide explaining how a typical game progresses, after a [[typical opening]].&lt;br /&gt;
The game can be thought of as being organically split up into a few phases, each with a characteristic set of units and goals. &lt;br /&gt;
*Note that these are general scenarios - depending on the map and factory match-up the game can play very differently!&lt;br /&gt;
*From a 1v1 perspective&lt;br /&gt;
==Raider phase==&lt;br /&gt;
The raider phase is the first phase in a typical game. It is defined by a few characteristics:&lt;br /&gt;
*Most of the map is untaken by either player.&lt;br /&gt;
*No defenses covering most areas.&lt;br /&gt;
Due to this, the mobility that raiders have tends to make them the dominant unit class. When the map is fortified with light defenses, raiders are much less useful and it will be time to switch to something else. &lt;br /&gt;
===Expansion===&lt;br /&gt;
You will want to expand as fast as possible here, and try to grab at least 50% of the map. Try to have two groups of constructors moving around the map taking mexes. Near each mex cluster you can put some light defences, but do not overbuild defences early game, and in non-critical locations (i.e. not a choke point or the centre of the map). Run around the map with your raiders, keeping track of where your opponents raiders are as well.&lt;br /&gt;
&lt;br /&gt;
You should be able to defend your expansion from enemy raiders with some light defenses and some of your own raiders. Since raiding properly is considerably more difficult than expanding, you should be encouraged to expand as fast as possible.&lt;br /&gt;
*Try to expand much faster and in a more risky manner than you think is possible for a few games. You might be surprised at how much greed you get away with! It is much harder to punish greed than it is to be greedy. Doing this will also help you learn the safe maximum limits for expansion.&lt;br /&gt;
If you succeed in this phase of the game, you will have a massive eco advantage and will be able to swarm your opponent to death with units.&lt;br /&gt;
====Energy production====&lt;br /&gt;
A very common mistake players make is that they don't build enough energy structures. This leads to a situation in which your metal income exceeds your energy income and you are unable to spend all your metal (called &amp;quot;e-stalling&amp;quot;). Having 1 constructor dedicated to only building energy structures can solve this issue.&lt;br /&gt;
&lt;br /&gt;
===Raider Usage===&lt;br /&gt;
You want to have good radar coverage of your side of the map and keep your raiders as close to the enemy as possible. This puts pressure on them, and also forces them to keep their raiders near their base, away from your expansion. Against good players you will not be able to do much damage with raiders, but that does not mean you have accomplished nothing by keeping your raiders near them.&lt;br /&gt;
*Because of the threat of your raiders, they are not able to &amp;quot;naked expand&amp;quot; (very fast expansion with minimal or no defense). If you allow your opponent to naked expand, they will typically just roll you over a few minutes later with a massive eco advantage.&lt;br /&gt;
*Forces your opponent to keep their own raiders near their own base to defend from yours. It can also force them to build more defense, slowing down their expansion and reducing the amount of pressure they can put on your own expansion.&lt;br /&gt;
*Gives scouting information. By running around at the edges of your opponents territory you will be able to see what they are up to. If they are trying to rush a heavy unit or do something silly you will often just be able to overrun them and win.&lt;br /&gt;
&lt;br /&gt;
In higher level games what ends up happening is that both players are good at raider control and don't really kill much of importance on either side. While raiders are chasing each other, each player is slowly building up and fortifying territory as they move closer to the center of the map.&lt;br /&gt;
*Fortifying territory means building maybe 1 or 2 defensive towers near mex clusters and also putting some defensive towers near some critical locations to block off pathing. You should get essentially a full line of sight across your front line, so your opponent cannot sneak units into the middle of your territory without taking some damage from towers and you not knowing about their movements.&lt;br /&gt;
&lt;br /&gt;
Note that you do not need to kill anything to have a successful raider phase. Your primary goals are to expand and grab territory while slowing your opponents expansion to a reasonable pace, and also have the energy to use all the metal you took control of. Your raiders will be useful later, so try to keep them alive. There is a &amp;quot;reasonable maximum speed&amp;quot; at which players can safely expand, and as long as you make sure your opponent doesn't exceed this and you are close to it, you will probably enter the later stages of the game on equal footing. Not every game is won or lost in the raider phase, and in fact, probably most aren't.&lt;br /&gt;
&lt;br /&gt;
===Why not other unit classes?===&lt;br /&gt;
====Riots====&lt;br /&gt;
It may seem intuitive to make riot units in this phase of the game. &amp;quot;They're good against raiders, aren't they?&amp;quot; you may say (correctly). However, their downside is that they are very slow. This makes them unusable for offense, as your opponent will see them coming and be able to easily respond. Also:&lt;br /&gt;
*Early game lone riot units can be overwhelmed by raiders.&lt;br /&gt;
**You can use line move to spread out your raiders (preferably in a concave) and then just run at the lone riot unit and kill it. Try to get your raiders to encircle the riot to minimize any AOE damage it may do.&lt;br /&gt;
*Light defenses are effective against riots, as riots are DPS, not HP focused. Light defenses will take a significant portion of their HP away before they are close enough to fire.&lt;br /&gt;
Because of this, they do not pose much of a threat (unless you don't scout a [[cheese|riot rush]] of some sort and lose anyway).&lt;br /&gt;
The correct way to deal with an opponent making riots is to just expand faster than they do - they won't be able to punish this. When you get superior eco, then you can just overwhelm them.&lt;br /&gt;
Try also running around with your raiders near your opponents front lines. They will often be scared by this and will need to be constantly re-positioning their riot to defend from a possible raider run-by into their base. If you see that they are doing this, you can expand even faster, as they don't have any way to punish this.&lt;br /&gt;
&lt;br /&gt;
====Any other class====&lt;br /&gt;
Skirmishers, artillery, assaults - all of these do very badly against raiders, so are not worth building at this point.&lt;br /&gt;
===Importance of radar===&lt;br /&gt;
Radar coverage is very important to get in this phase. If you do not have it, you have to play defensively in case your opponents tries to raid some of your expansions. The alternative is building tons of defences everywhere, but this is a losing strategy, as it leaves you unable to punish your opponent for expanding. If they expand they will just overrun you with units. By building radar you can reduce the amount you spend on defence, and can use it on offensive units instead. In the worst case scenario, you prevent greedy expansion from your opponent. In the best case, you just win because they were too greedy and have no units.&lt;br /&gt;
===Dealing with defensive players===&lt;br /&gt;
A strategy that many have trouble dealing with is when your opponent just builds lots of defences at every expansion site. The best way to deal with this, paradoxically, is to just ignore them and focus on expanding yourself. If they want to sit in the corner building defence, that is fine (for you). Since they have spent so much metal on this, they won't be able to prevent you from expanding, so just take the whole map, make lots of eco, and then come to their base with artillery and win. There is really no situation in which fortifying yourself into a small section of the map is a winning strategy.&lt;br /&gt;
&lt;br /&gt;
==Midgame phase==&lt;br /&gt;
In this phase, strategic diversity opens up significantly. Players typically transition out of raiders into some of the following:&lt;br /&gt;
===Skirmishers===&lt;br /&gt;
A common strategic switch people make is a shift to building raiders skirmishers rather than raiders. These units are capable of killing light defenses fairly well, so you can start pushing back your opponent and try to grab more territory. Use your raiders (which are hopefully still alive) to protect your skirmishers from harm. It is also common to see a few riots dedicated to protecting your skirmishers.&lt;br /&gt;
===Assaults===&lt;br /&gt;
For some factories, it is possible to switch to assault units. These units will be able to punch through light defenses (unlike raiders) and do some economic damage to your opponent. &lt;br /&gt;
Some examples:&lt;br /&gt;
*Thuglaw - Outlaws and Thugs - this combination from the shieldbot factory is a very potent assault force. It is good against raiders and light defences, giving it the potential to do lots of damage to an unprepared opponent.&lt;br /&gt;
*Ravagers - Fast assault rovers that can be used for raiding. They are able to eat through light defences, and due to their speed it is harder to position raiders to defend against them.&lt;br /&gt;
===Air switch===&lt;br /&gt;
===Fortification===&lt;br /&gt;
&lt;br /&gt;
==Lategame==&lt;br /&gt;
===Eco===&lt;br /&gt;
===Heavies===&lt;br /&gt;
==Late-late game==&lt;br /&gt;
In this phase you will see striders and some of the more exotic tools available to the player.&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4287</id>
		<title>Typical game progression</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4287"/>
		<updated>2018-07-01T22:09:02Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: /* Raider Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide explaining how a typical game progresses, after a [[typical opening]].&lt;br /&gt;
The game can be thought of as being organically split up into a few phases, each with a characteristic set of units and goals. &lt;br /&gt;
*Note that these are general scenarios - depending on the map and factory match-up the game can play very differently!&lt;br /&gt;
*From a 1v1 perspective&lt;br /&gt;
==Raider phase==&lt;br /&gt;
The raider phase is the first phase in a typical game. It is defined by a few characteristics:&lt;br /&gt;
*Most of the map is untaken by either player.&lt;br /&gt;
*No defenses covering most areas.&lt;br /&gt;
Due to this, the mobility that raiders have tends to make them the dominant unit class. When the map is fortified with light defenses, raiders are much less useful and it will be time to switch to something else. &lt;br /&gt;
===Expansion===&lt;br /&gt;
You will want to expand as fast as possible here, and try to grab at least 50% of the map. Try to have two groups of constructors moving around the map taking mexes. Near each mex cluster you can put some light defences, but do not overbuild defences early game, and in non-critical locations (i.e. not a choke point or the centre of the map). Run around the map with your raiders, keeping track of where your opponents raiders are as well.&lt;br /&gt;
You should be able to defend your expansion from enemy raiders with some light defenses and some of your own raiders. Since raiding properly is considerably more difficult than expanding, you should be encouraged to expand as fast as possible. You might be surprised at how much your opponents let you get away with! &amp;quot;Naked expanding&amp;quot; is when you just take a constructor and set it to build mexes in an area with no protection; all your units are near the enemy base. The threat of your units near your opponents base or expansion will often be enough to scare them into forgetting to raid. &lt;br /&gt;
If you succeed in this phase of the game, you will have a massive eco advantage and will be able to swarm your opponent to death with units.&lt;br /&gt;
====Energy production====&lt;br /&gt;
A very common mistake players make is that they don't build enough energy structures. This leads to a situation in which your metal income exceeds your energy income and you are unable to spend all your metal (called &amp;quot;e-stalling&amp;quot;). Having 1 constructor dedicated to only building energy structures can solve this issue.&lt;br /&gt;
&lt;br /&gt;
===Raider Usage===&lt;br /&gt;
You want to have good radar coverage of your side of the map and keep your raiders as close to the enemy as possible. This puts pressure on them, and also forces them to keep their raiders near their base, away from your expansion. Against good players you will not be able to do much damage with raiders, but that does not mean you have accomplished nothing by keeping your raiders near them.&lt;br /&gt;
*Because of the threat of your raiders, they are not able to &amp;quot;naked expand&amp;quot; (very fast expansion with minimal or no defense). If you allow your opponent to naked expand, they will typically just roll you over a few minutes later with a massive eco advantage.&lt;br /&gt;
*Forces your opponent to keep their own raiders near their own base to defend from yours. It can also force them to build more defense, slowing down their expansion and reducing the amount of pressure they can put on your own expansion.&lt;br /&gt;
*Gives scouting information. By running around at the edges of your opponents territory you will be able to see what they are up to. If they are trying to rush a heavy unit or do something silly you will often just be able to overrun them and win.&lt;br /&gt;
&lt;br /&gt;
In higher level games what ends up happening is that both players are good at raider control and don't really kill much of importance on either side. While raiders are chasing each other, each player is slowly building up and fortifying territory as they move closer to the center of the map.&lt;br /&gt;
*Fortifying territory means building maybe 1 or 2 defensive towers near mex clusters and also putting some defensive towers near some critical locations to block off pathing. You should get essentially a full line of sight across your front line, so your opponent cannot sneak units into the middle of your territory without taking some damage from towers and you not knowing about their movements.&lt;br /&gt;
&lt;br /&gt;
Note that you do not need to kill anything to have a successful raider phase. Your primary goals are to expand and grab territory while slowing your opponents expansion to a reasonable pace, and also have the energy to use all the metal you took control of. Your raiders will be useful later, so try to keep them alive. There is a &amp;quot;reasonable maximum speed&amp;quot; at which players can safely expand, and as long as you make sure your opponent doesn't exceed this and you are close to it, you will probably enter the later stages of the game on equal footing. Not every game is won or lost in the raider phase, and in fact, probably most aren't.&lt;br /&gt;
&lt;br /&gt;
===Why not other unit classes?===&lt;br /&gt;
====Riots====&lt;br /&gt;
It may seem intuitive to make riot units in this phase of the game. &amp;quot;They're good against raiders, aren't they?&amp;quot; you may say (correctly). However, their downside is that they are very slow. This makes them unusable for offense, as your opponent will see them coming and be able to easily respond. Also:&lt;br /&gt;
*Early game lone riot units can be overwhelmed by raiders.&lt;br /&gt;
**You can use line move to spread out your raiders (preferably in a concave) and then just run at the lone riot unit and kill it. Try to get your raiders to encircle the riot to minimize any AOE damage it may do.&lt;br /&gt;
*Light defenses are effective against riots, as riots are DPS, not HP focused. Light defenses will take a significant portion of their HP away before they are close enough to fire.&lt;br /&gt;
Because of this, they do not pose much of a threat (unless you don't scout a [[cheese|riot rush]] of some sort and lose anyway).&lt;br /&gt;
The correct way to deal with an opponent making riots is to just expand faster than they do - they won't be able to punish this. When you get superior eco, then you can just overwhelm them.&lt;br /&gt;
Try also running around with your raiders near your opponents front lines. They will often be scared by this and will need to be constantly re-positioning their riot to defend from a possible raider run-by into their base. If you see that they are doing this, you can expand even faster, as they don't have any way to punish this.&lt;br /&gt;
&lt;br /&gt;
====Any other class====&lt;br /&gt;
Skirmishers, artillery, assaults - all of these do very badly against raiders, so are not worth building at this point.&lt;br /&gt;
===Importance of radar===&lt;br /&gt;
Radar coverage is very important to get in this phase. If you do not have it, you have to play defensively in case your opponents tries to raid some of your expansions. The alternative is building tons of defences everywhere, but this is a losing strategy, as it leaves you unable to punish your opponent for expanding. If they expand they will just overrun you with units. By building radar you can reduce the amount you spend on defence, and can use it on offensive units instead. In the worst case scenario, you prevent greedy expansion from your opponent. In the best case, you just win because they were too greedy and have no units.&lt;br /&gt;
===Dealing with defensive players===&lt;br /&gt;
A strategy that many have trouble dealing with is when your opponent just builds lots of defences at every expansion site. The best way to deal with this, paradoxically, is to just ignore them and focus on expanding yourself. If they want to sit in the corner building defence, that is fine (for you). Since they have spent so much metal on this, they won't be able to prevent you from expanding, so just take the whole map, make lots of eco, and then come to their base with artillery and win. There is really no situation in which fortifying yourself into a small section of the map is a winning strategy.&lt;br /&gt;
&lt;br /&gt;
==Midgame phase==&lt;br /&gt;
In this phase, strategic diversity opens up significantly. Players typically transition out of raiders into some of the following:&lt;br /&gt;
===Skirmishers===&lt;br /&gt;
A common strategic switch people make is a shift to building raiders skirmishers rather than raiders. These units are capable of killing light defenses fairly well, so you can start pushing back your opponent and try to grab more territory. Use your raiders (which are hopefully still alive) to protect your skirmishers from harm. It is also common to see a few riots dedicated to protecting your skirmishers.&lt;br /&gt;
===Assaults===&lt;br /&gt;
For some factories, it is possible to switch to assault units. These units will be able to punch through light defenses (unlike raiders) and do some economic damage to your opponent. &lt;br /&gt;
Some examples:&lt;br /&gt;
*Thuglaw - Outlaws and Thugs - this combination from the shieldbot factory is a very potent assault force. It is good against raiders and light defences, giving it the potential to do lots of damage to an unprepared opponent.&lt;br /&gt;
*Ravagers - Fast assault rovers that can be used for raiding. They are able to eat through light defences, and due to their speed it is harder to position raiders to defend against them.&lt;br /&gt;
===Air switch===&lt;br /&gt;
===Fortification===&lt;br /&gt;
&lt;br /&gt;
==Lategame==&lt;br /&gt;
===Eco===&lt;br /&gt;
===Heavies===&lt;br /&gt;
==Late-late game==&lt;br /&gt;
In this phase you will see striders and some of the more exotic tools available to the player.&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4286</id>
		<title>Typical game progression</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4286"/>
		<updated>2018-07-01T22:06:39Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: /* Dealing with defensive players */  grammar nazi time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide explaining how a typical game progresses, after a [[typical opening]].&lt;br /&gt;
The game can be thought of as being organically split up into a few phases, each with a characteristic set of units and goals. &lt;br /&gt;
*Note that these are general scenarios - depending on the map and factory match-up the game can play very differently!&lt;br /&gt;
*From a 1v1 perspective&lt;br /&gt;
==Raider phase==&lt;br /&gt;
The raider phase is the first phase in a typical game. It is defined by a few characteristics:&lt;br /&gt;
*Most of the map is untaken by either player.&lt;br /&gt;
*No defenses covering most areas.&lt;br /&gt;
Due to this, the mobility that raiders have tends to make them the dominant unit class. When the map is fortified with light defenses, raiders are much less useful and it will be time to switch to something else. &lt;br /&gt;
===Expansion===&lt;br /&gt;
You will want to expand as fast as possible here, and try to grab at least 50% of the map. Try to have two groups of constructors moving around the map taking mexes. Near each mex cluster you can put some light defences, but do not overbuild defences early game, and in non-critical locations (i.e. not a choke point or the centre of the map). Run around the map with your raiders, keeping track of where your opponents raiders are as well.&lt;br /&gt;
You should be able to defend your expansion from enemy raiders with some light defenses and some of your own raiders. Since raiding properly is considerably more difficult than expanding, you should be encouraged to expand as fast as possible. You might be surprised at how much your opponents let you get away with! &amp;quot;Naked expanding&amp;quot; is when you just take a constructor and set it to build mexes in an area with no protection; all your units are near the enemy base. The threat of your units near your opponents base or expansion will often be enough to scare them into forgetting to raid. &lt;br /&gt;
If you succeed in this phase of the game, you will have a massive eco advantage and will be able to swarm your opponent to death with units.&lt;br /&gt;
====Energy production====&lt;br /&gt;
A very common mistake players make is that they don't build enough energy structures. This leads to a situation in which your metal income exceeds your energy income and you are unable to spend all your metal (called &amp;quot;e-stalling&amp;quot;). Having 1 constructor dedicated to only building energy structures can solve this issue.&lt;br /&gt;
&lt;br /&gt;
===Raider Usage===&lt;br /&gt;
You want to have good radar coverage of your side of the map and keep your raiders as close to the enemy as possible. This puts pressure on them, and also forces them to keep their raiders near their base, away from your expansion. Against good players you will not be able to do much damage with raiders, but that does not mean you have accomplished nothing by keeping your raiders near them.&lt;br /&gt;
*Because of the threat of your raiders, they are not able to &amp;quot;naked expand&amp;quot; (very fast expansion with minimal or no defense). If you allow your opponent to naked expand, they will typically just roll you over a few minutes later with a massive eco advantage.&lt;br /&gt;
*Forces your opponent to keep their own raiders near their own base to defend from yours. It can also force them to build more defense, slowing down their expansion and reducing the amount of pressure they can put on your own expansion.&lt;br /&gt;
*Gives scouting information. By running around at the edges of your opponents territory you will be able to see what they are up to. If they are trying to rush a heavy unit or do something silly you will often just be able to overrun them and win.&lt;br /&gt;
&lt;br /&gt;
In higher level games what ends up happening is that both players are good at raider control and don't really kill much of importance on either side. While raiders are chasing each other, each player is slowly building up and fortifying territory as they move closer to the center of the map.&lt;br /&gt;
*Fortifying territory means building maybe 1 or 2 defensive towers near mex clusters and also putting some defensive towers near some critical locations to block off pathing. You should get essentially a full line of sight across your front line, so your opponent cannot sneak units into the middle of your territory without taking some damage from towers and you not knowing about their movements.&lt;br /&gt;
&lt;br /&gt;
Note that you do not need to kill anything to have a successful raider phase. Your primary goals are to expand and grab territory while slowing your opponents expansion to a reasonable pace, and also have the energy to use all the metal you took control of. Your raiders will be useful later, so try to keep them alive. There is a &amp;quot;reasonable maximum speed&amp;quot; at which players can safely expand, and as long as you make sure your opponent doesn't exceed this and you are close to it, you will probably enter the later stages of the game on equal footing.&lt;br /&gt;
&lt;br /&gt;
===Why not other unit classes?===&lt;br /&gt;
====Riots====&lt;br /&gt;
It may seem intuitive to make riot units in this phase of the game. &amp;quot;They're good against raiders, aren't they?&amp;quot; you may say (correctly). However, their downside is that they are very slow. This makes them unusable for offense, as your opponent will see them coming and be able to easily respond. Also:&lt;br /&gt;
*Early game lone riot units can be overwhelmed by raiders.&lt;br /&gt;
**You can use line move to spread out your raiders (preferably in a concave) and then just run at the lone riot unit and kill it. Try to get your raiders to encircle the riot to minimize any AOE damage it may do.&lt;br /&gt;
*Light defenses are effective against riots, as riots are DPS, not HP focused. Light defenses will take a significant portion of their HP away before they are close enough to fire.&lt;br /&gt;
Because of this, they do not pose much of a threat (unless you don't scout a [[cheese|riot rush]] of some sort and lose anyway).&lt;br /&gt;
The correct way to deal with an opponent making riots is to just expand faster than they do - they won't be able to punish this. When you get superior eco, then you can just overwhelm them.&lt;br /&gt;
Try also running around with your raiders near your opponents front lines. They will often be scared by this and will need to be constantly re-positioning their riot to defend from a possible raider run-by into their base. If you see that they are doing this, you can expand even faster, as they don't have any way to punish this.&lt;br /&gt;
&lt;br /&gt;
====Any other class====&lt;br /&gt;
Skirmishers, artillery, assaults - all of these do very badly against raiders, so are not worth building at this point.&lt;br /&gt;
===Importance of radar===&lt;br /&gt;
Radar coverage is very important to get in this phase. If you do not have it, you have to play defensively in case your opponents tries to raid some of your expansions. The alternative is building tons of defences everywhere, but this is a losing strategy, as it leaves you unable to punish your opponent for expanding. If they expand they will just overrun you with units. By building radar you can reduce the amount you spend on defence, and can use it on offensive units instead. In the worst case scenario, you prevent greedy expansion from your opponent. In the best case, you just win because they were too greedy and have no units.&lt;br /&gt;
===Dealing with defensive players===&lt;br /&gt;
A strategy that many have trouble dealing with is when your opponent just builds lots of defences at every expansion site. The best way to deal with this, paradoxically, is to just ignore them and focus on expanding yourself. If they want to sit in the corner building defence, that is fine (for you). Since they have spent so much metal on this, they won't be able to prevent you from expanding, so just take the whole map, make lots of eco, and then come to their base with artillery and win. There is really no situation in which fortifying yourself into a small section of the map is a winning strategy.&lt;br /&gt;
&lt;br /&gt;
==Midgame phase==&lt;br /&gt;
In this phase, strategic diversity opens up significantly. Players typically transition out of raiders into some of the following:&lt;br /&gt;
===Skirmishers===&lt;br /&gt;
A common strategic switch people make is a shift to building raiders skirmishers rather than raiders. These units are capable of killing light defenses fairly well, so you can start pushing back your opponent and try to grab more territory. Use your raiders (which are hopefully still alive) to protect your skirmishers from harm. It is also common to see a few riots dedicated to protecting your skirmishers.&lt;br /&gt;
===Assaults===&lt;br /&gt;
For some factories, it is possible to switch to assault units. These units will be able to punch through light defenses (unlike raiders) and do some economic damage to your opponent. &lt;br /&gt;
Some examples:&lt;br /&gt;
*Thuglaw - Outlaws and Thugs - this combination from the shieldbot factory is a very potent assault force. It is good against raiders and light defences, giving it the potential to do lots of damage to an unprepared opponent.&lt;br /&gt;
*Ravagers - Fast assault rovers that can be used for raiding. They are able to eat through light defences, and due to their speed it is harder to position raiders to defend against them.&lt;br /&gt;
===Air switch===&lt;br /&gt;
===Fortification===&lt;br /&gt;
&lt;br /&gt;
==Lategame==&lt;br /&gt;
===Eco===&lt;br /&gt;
===Heavies===&lt;br /&gt;
==Late-late game==&lt;br /&gt;
In this phase you will see striders and some of the more exotic tools available to the player.&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4285</id>
		<title>Typical game progression</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4285"/>
		<updated>2018-07-01T22:06:02Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: /* Riots */  adding some detail&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide explaining how a typical game progresses, after a [[typical opening]].&lt;br /&gt;
The game can be thought of as being organically split up into a few phases, each with a characteristic set of units and goals. &lt;br /&gt;
*Note that these are general scenarios - depending on the map and factory match-up the game can play very differently!&lt;br /&gt;
*From a 1v1 perspective&lt;br /&gt;
==Raider phase==&lt;br /&gt;
The raider phase is the first phase in a typical game. It is defined by a few characteristics:&lt;br /&gt;
*Most of the map is untaken by either player.&lt;br /&gt;
*No defenses covering most areas.&lt;br /&gt;
Due to this, the mobility that raiders have tends to make them the dominant unit class. When the map is fortified with light defenses, raiders are much less useful and it will be time to switch to something else. &lt;br /&gt;
===Expansion===&lt;br /&gt;
You will want to expand as fast as possible here, and try to grab at least 50% of the map. Try to have two groups of constructors moving around the map taking mexes. Near each mex cluster you can put some light defences, but do not overbuild defences early game, and in non-critical locations (i.e. not a choke point or the centre of the map). Run around the map with your raiders, keeping track of where your opponents raiders are as well.&lt;br /&gt;
You should be able to defend your expansion from enemy raiders with some light defenses and some of your own raiders. Since raiding properly is considerably more difficult than expanding, you should be encouraged to expand as fast as possible. You might be surprised at how much your opponents let you get away with! &amp;quot;Naked expanding&amp;quot; is when you just take a constructor and set it to build mexes in an area with no protection; all your units are near the enemy base. The threat of your units near your opponents base or expansion will often be enough to scare them into forgetting to raid. &lt;br /&gt;
If you succeed in this phase of the game, you will have a massive eco advantage and will be able to swarm your opponent to death with units.&lt;br /&gt;
====Energy production====&lt;br /&gt;
A very common mistake players make is that they don't build enough energy structures. This leads to a situation in which your metal income exceeds your energy income and you are unable to spend all your metal (called &amp;quot;e-stalling&amp;quot;). Having 1 constructor dedicated to only building energy structures can solve this issue.&lt;br /&gt;
&lt;br /&gt;
===Raider Usage===&lt;br /&gt;
You want to have good radar coverage of your side of the map and keep your raiders as close to the enemy as possible. This puts pressure on them, and also forces them to keep their raiders near their base, away from your expansion. Against good players you will not be able to do much damage with raiders, but that does not mean you have accomplished nothing by keeping your raiders near them.&lt;br /&gt;
*Because of the threat of your raiders, they are not able to &amp;quot;naked expand&amp;quot; (very fast expansion with minimal or no defense). If you allow your opponent to naked expand, they will typically just roll you over a few minutes later with a massive eco advantage.&lt;br /&gt;
*Forces your opponent to keep their own raiders near their own base to defend from yours. It can also force them to build more defense, slowing down their expansion and reducing the amount of pressure they can put on your own expansion.&lt;br /&gt;
*Gives scouting information. By running around at the edges of your opponents territory you will be able to see what they are up to. If they are trying to rush a heavy unit or do something silly you will often just be able to overrun them and win.&lt;br /&gt;
&lt;br /&gt;
In higher level games what ends up happening is that both players are good at raider control and don't really kill much of importance on either side. While raiders are chasing each other, each player is slowly building up and fortifying territory as they move closer to the center of the map.&lt;br /&gt;
*Fortifying territory means building maybe 1 or 2 defensive towers near mex clusters and also putting some defensive towers near some critical locations to block off pathing. You should get essentially a full line of sight across your front line, so your opponent cannot sneak units into the middle of your territory without taking some damage from towers and you not knowing about their movements.&lt;br /&gt;
&lt;br /&gt;
Note that you do not need to kill anything to have a successful raider phase. Your primary goals are to expand and grab territory while slowing your opponents expansion to a reasonable pace, and also have the energy to use all the metal you took control of. Your raiders will be useful later, so try to keep them alive. There is a &amp;quot;reasonable maximum speed&amp;quot; at which players can safely expand, and as long as you make sure your opponent doesn't exceed this and you are close to it, you will probably enter the later stages of the game on equal footing.&lt;br /&gt;
&lt;br /&gt;
===Why not other unit classes?===&lt;br /&gt;
====Riots====&lt;br /&gt;
It may seem intuitive to make riot units in this phase of the game. &amp;quot;They're good against raiders, aren't they?&amp;quot; you may say (correctly). However, their downside is that they are very slow. This makes them unusable for offense, as your opponent will see them coming and be able to easily respond. Also:&lt;br /&gt;
*Early game lone riot units can be overwhelmed by raiders.&lt;br /&gt;
**You can use line move to spread out your raiders (preferably in a concave) and then just run at the lone riot unit and kill it. Try to get your raiders to encircle the riot to minimize any AOE damage it may do.&lt;br /&gt;
*Light defenses are effective against riots, as riots are DPS, not HP focused. Light defenses will take a significant portion of their HP away before they are close enough to fire.&lt;br /&gt;
Because of this, they do not pose much of a threat (unless you don't scout a [[cheese|riot rush]] of some sort and lose anyway).&lt;br /&gt;
The correct way to deal with an opponent making riots is to just expand faster than they do - they won't be able to punish this. When you get superior eco, then you can just overwhelm them.&lt;br /&gt;
Try also running around with your raiders near your opponents front lines. They will often be scared by this and will need to be constantly re-positioning their riot to defend from a possible raider run-by into their base. If you see that they are doing this, you can expand even faster, as they don't have any way to punish this.&lt;br /&gt;
&lt;br /&gt;
====Any other class====&lt;br /&gt;
Skirmishers, artillery, assaults - all of these do very badly against raiders, so are not worth building at this point.&lt;br /&gt;
===Importance of radar===&lt;br /&gt;
Radar coverage is very important to get in this phase. If you do not have it, you have to play defensively in case your opponents tries to raid some of your expansions. The alternative is building tons of defences everywhere, but this is a losing strategy, as it leaves you unable to punish your opponent for expanding. If they expand they will just overrun you with units. By building radar you can reduce the amount you spend on defence, and can use it on offensive units instead. In the worst case scenario, you prevent greedy expansion from your opponent. In the best case, you just win because they were too greedy and have no units.&lt;br /&gt;
===Dealing with defensive players===&lt;br /&gt;
A strategy that many have trouble dealing with is when your opponent just builds lots of defences at every expansion site. The best way to deal with this, paradoxically, is to just ignore them and focus on expanding yourself. If they want to sit in the corner building defence, that is fine (for you). Since they have spent so much metal on this, they won't be able to prevent you from expanding, so just take the whole map, make lots of eco, and then come to their base with artillery and win. There is really no situation in which fortifying your self into a small section of the map is a winning strategy.&lt;br /&gt;
&lt;br /&gt;
==Midgame phase==&lt;br /&gt;
In this phase, strategic diversity opens up significantly. Players typically transition out of raiders into some of the following:&lt;br /&gt;
===Skirmishers===&lt;br /&gt;
A common strategic switch people make is a shift to building raiders skirmishers rather than raiders. These units are capable of killing light defenses fairly well, so you can start pushing back your opponent and try to grab more territory. Use your raiders (which are hopefully still alive) to protect your skirmishers from harm. It is also common to see a few riots dedicated to protecting your skirmishers.&lt;br /&gt;
===Assaults===&lt;br /&gt;
For some factories, it is possible to switch to assault units. These units will be able to punch through light defenses (unlike raiders) and do some economic damage to your opponent. &lt;br /&gt;
Some examples:&lt;br /&gt;
*Thuglaw - Outlaws and Thugs - this combination from the shieldbot factory is a very potent assault force. It is good against raiders and light defences, giving it the potential to do lots of damage to an unprepared opponent.&lt;br /&gt;
*Ravagers - Fast assault rovers that can be used for raiding. They are able to eat through light defences, and due to their speed it is harder to position raiders to defend against them.&lt;br /&gt;
===Air switch===&lt;br /&gt;
===Fortification===&lt;br /&gt;
&lt;br /&gt;
==Lategame==&lt;br /&gt;
===Eco===&lt;br /&gt;
===Heavies===&lt;br /&gt;
==Late-late game==&lt;br /&gt;
In this phase you will see striders and some of the more exotic tools available to the player.&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4284</id>
		<title>Typical game progression</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4284"/>
		<updated>2018-07-01T22:01:15Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: /* Raider Usage */       adding content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide explaining how a typical game progresses, after a [[typical opening]].&lt;br /&gt;
The game can be thought of as being organically split up into a few phases, each with a characteristic set of units and goals. &lt;br /&gt;
*Note that these are general scenarios - depending on the map and factory match-up the game can play very differently!&lt;br /&gt;
*From a 1v1 perspective&lt;br /&gt;
==Raider phase==&lt;br /&gt;
The raider phase is the first phase in a typical game. It is defined by a few characteristics:&lt;br /&gt;
*Most of the map is untaken by either player.&lt;br /&gt;
*No defenses covering most areas.&lt;br /&gt;
Due to this, the mobility that raiders have tends to make them the dominant unit class. When the map is fortified with light defenses, raiders are much less useful and it will be time to switch to something else. &lt;br /&gt;
===Expansion===&lt;br /&gt;
You will want to expand as fast as possible here, and try to grab at least 50% of the map. Try to have two groups of constructors moving around the map taking mexes. Near each mex cluster you can put some light defences, but do not overbuild defences early game, and in non-critical locations (i.e. not a choke point or the centre of the map). Run around the map with your raiders, keeping track of where your opponents raiders are as well.&lt;br /&gt;
You should be able to defend your expansion from enemy raiders with some light defenses and some of your own raiders. Since raiding properly is considerably more difficult than expanding, you should be encouraged to expand as fast as possible. You might be surprised at how much your opponents let you get away with! &amp;quot;Naked expanding&amp;quot; is when you just take a constructor and set it to build mexes in an area with no protection; all your units are near the enemy base. The threat of your units near your opponents base or expansion will often be enough to scare them into forgetting to raid. &lt;br /&gt;
If you succeed in this phase of the game, you will have a massive eco advantage and will be able to swarm your opponent to death with units.&lt;br /&gt;
====Energy production====&lt;br /&gt;
A very common mistake players make is that they don't build enough energy structures. This leads to a situation in which your metal income exceeds your energy income and you are unable to spend all your metal (called &amp;quot;e-stalling&amp;quot;). Having 1 constructor dedicated to only building energy structures can solve this issue.&lt;br /&gt;
&lt;br /&gt;
===Raider Usage===&lt;br /&gt;
You want to have good radar coverage of your side of the map and keep your raiders as close to the enemy as possible. This puts pressure on them, and also forces them to keep their raiders near their base, away from your expansion. Against good players you will not be able to do much damage with raiders, but that does not mean you have accomplished nothing by keeping your raiders near them.&lt;br /&gt;
*Because of the threat of your raiders, they are not able to &amp;quot;naked expand&amp;quot; (very fast expansion with minimal or no defense). If you allow your opponent to naked expand, they will typically just roll you over a few minutes later with a massive eco advantage.&lt;br /&gt;
*Forces your opponent to keep their own raiders near their own base to defend from yours. It can also force them to build more defense, slowing down their expansion and reducing the amount of pressure they can put on your own expansion.&lt;br /&gt;
*Gives scouting information. By running around at the edges of your opponents territory you will be able to see what they are up to. If they are trying to rush a heavy unit or do something silly you will often just be able to overrun them and win.&lt;br /&gt;
&lt;br /&gt;
In higher level games what ends up happening is that both players are good at raider control and don't really kill much of importance on either side. While raiders are chasing each other, each player is slowly building up and fortifying territory as they move closer to the center of the map.&lt;br /&gt;
*Fortifying territory means building maybe 1 or 2 defensive towers near mex clusters and also putting some defensive towers near some critical locations to block off pathing. You should get essentially a full line of sight across your front line, so your opponent cannot sneak units into the middle of your territory without taking some damage from towers and you not knowing about their movements.&lt;br /&gt;
&lt;br /&gt;
Note that you do not need to kill anything to have a successful raider phase. Your primary goals are to expand and grab territory while slowing your opponents expansion to a reasonable pace, and also have the energy to use all the metal you took control of. Your raiders will be useful later, so try to keep them alive. There is a &amp;quot;reasonable maximum speed&amp;quot; at which players can safely expand, and as long as you make sure your opponent doesn't exceed this and you are close to it, you will probably enter the later stages of the game on equal footing.&lt;br /&gt;
&lt;br /&gt;
===Why not other unit classes?===&lt;br /&gt;
====Riots====&lt;br /&gt;
It may seem intuitive to make riot units in this phase of the game. &amp;quot;They're good against raiders, aren't they?&amp;quot; you may say. However, their downside is that they are very slow. This makes them unusable for offense, as your opponent will see them coming and be able to easily respond. Also:&lt;br /&gt;
*Early game lone riot units can be overwhelmed by raiders.&lt;br /&gt;
*Light defenses are effective against riots, as they are DPS, not HP focused. &lt;br /&gt;
Because of this, they do not pose much of a threat (unless you don't scout a [[cheese|riot rush]] of some sort and lose anyway).&lt;br /&gt;
The correct way to deal with an opponent making riots is to just expand faster than they do - they won't be able to punish this. When you get superior eco, then you can just overwhelm them.&lt;br /&gt;
====Any other class====&lt;br /&gt;
Skirmishers, artillery, assaults - all of these do very badly against raiders, so are not worth building at this point.&lt;br /&gt;
===Importance of radar===&lt;br /&gt;
Radar coverage is very important to get in this phase. If you do not have it, you have to play defensively in case your opponents tries to raid some of your expansions. The alternative is building tons of defences everywhere, but this is a losing strategy, as it leaves you unable to punish your opponent for expanding. If they expand they will just overrun you with units. By building radar you can reduce the amount you spend on defence, and can use it on offensive units instead. In the worst case scenario, you prevent greedy expansion from your opponent. In the best case, you just win because they were too greedy and have no units.&lt;br /&gt;
===Dealing with defensive players===&lt;br /&gt;
A strategy that many have trouble dealing with is when your opponent just builds lots of defences at every expansion site. The best way to deal with this, paradoxically, is to just ignore them and focus on expanding yourself. If they want to sit in the corner building defence, that is fine (for you). Since they have spent so much metal on this, they won't be able to prevent you from expanding, so just take the whole map, make lots of eco, and then come to their base with artillery and win. There is really no situation in which fortifying your self into a small section of the map is a winning strategy.&lt;br /&gt;
&lt;br /&gt;
==Midgame phase==&lt;br /&gt;
In this phase, strategic diversity opens up significantly. Players typically transition out of raiders into some of the following:&lt;br /&gt;
===Skirmishers===&lt;br /&gt;
A common strategic switch people make is a shift to building raiders skirmishers rather than raiders. These units are capable of killing light defenses fairly well, so you can start pushing back your opponent and try to grab more territory. Use your raiders (which are hopefully still alive) to protect your skirmishers from harm. It is also common to see a few riots dedicated to protecting your skirmishers.&lt;br /&gt;
===Assaults===&lt;br /&gt;
For some factories, it is possible to switch to assault units. These units will be able to punch through light defenses (unlike raiders) and do some economic damage to your opponent. &lt;br /&gt;
Some examples:&lt;br /&gt;
*Thuglaw - Outlaws and Thugs - this combination from the shieldbot factory is a very potent assault force. It is good against raiders and light defences, giving it the potential to do lots of damage to an unprepared opponent.&lt;br /&gt;
*Ravagers - Fast assault rovers that can be used for raiding. They are able to eat through light defences, and due to their speed it is harder to position raiders to defend against them.&lt;br /&gt;
===Air switch===&lt;br /&gt;
===Fortification===&lt;br /&gt;
&lt;br /&gt;
==Lategame==&lt;br /&gt;
===Eco===&lt;br /&gt;
===Heavies===&lt;br /&gt;
==Late-late game==&lt;br /&gt;
In this phase you will see striders and some of the more exotic tools available to the player.&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Cheese&amp;diff=4283</id>
		<title>Cheese</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Cheese&amp;diff=4283"/>
		<updated>2018-07-01T21:44:53Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: /* Defending against it */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cheese strategies are strategies that can be described as high-risk and high-reward. These typically rely on winning hard and winning early. Below we will detail some of the finest cheese known to lobster-kind.&amp;lt;br&amp;gt;&lt;br /&gt;
Disclaimer: Some of these are quite bad strategies, but will probably sometimes work nonetheless.&lt;br /&gt;
==On the use of commanders==&lt;br /&gt;
A good rush will often include your commander. In the early parts of the game, this unit represents the majority of your combat strength. Most rushes just utilize the commander as a support unit that fills in a role that you need. However, some cheese strategies utilize the commander as a centerpiece of the strategy.&lt;br /&gt;
&lt;br /&gt;
==The strategies==&lt;br /&gt;
===Fencer rush===&lt;br /&gt;
Plop rover factory, and put fencers on repeat queue. Once you have made like 2 it is time to start moving towards your opponent. Once your comm builds the starting mexes/energy move it towards the opponents base as well. Once you get to your opponent's base and see what they have been up to, choose an appropriate comm morph option. Continue streaming fencers across the map. When you have a critical mass of fencers you can just move in and kill them. But don't wait too long! If they get up significant defense you could end up losing.&lt;br /&gt;
*Rocket launcher is the best morph to get if they try to counter you with skirmishers.&lt;br /&gt;
*Riot cannon if they build lots of low-hp raiders.&lt;br /&gt;
*Heat ray is good if they try to make heavies.&lt;br /&gt;
&lt;br /&gt;
===Reaver rush===&lt;br /&gt;
Much like the fencer rush.&lt;br /&gt;
#Plop cloaky and take 1 mex.&lt;br /&gt;
#Make reavers on repeat queue.&lt;br /&gt;
#Move out with your comm and have reavers rally to it.&lt;br /&gt;
This rush is more time sensitive, and requires that you hit sooner than a fencer rush. Reavers are a bit faster than your comm so they will catch up to it.&lt;br /&gt;
&lt;br /&gt;
===Ogre rush===&lt;br /&gt;
The Ogre is probably the most robust riot unit in the game, with high DPS and HP. It can be quite difficult to stop earlygame, especially if it is unscouted. The ogre is capable of killing commanders by itself and it has splash damage, making it quite effective against the raiders people typically build as well. This rush is time sensitive, as if they scout you they can throw up lots of light defense turrets and hold it off.&amp;lt;br&amp;gt;&lt;br /&gt;
#Plop the HT foundry.&lt;br /&gt;
#Queue up an ogre, set the rally point to your opponents base.&lt;br /&gt;
#Assist the factory with your commander.&lt;br /&gt;
This rush is especially effective against factories with no skirmishers, like HT or rovers. Factories with awkward skirmishers like spider may struggle to deal with it as well, but HT vs spider is a rare match-up anyways.&lt;br /&gt;
&lt;br /&gt;
====Defending against it====&lt;br /&gt;
The best defense against any cheese is scouting, and this is true here. Build your lightest raider and send it to your opponent's base. Since the banisher is an expensive unit, by the time your raider gets there it should still see the banisher in the factory being built, or just as it moves out. Since the opponent has commited quite a bit of resources to this rush you can affort to just spam lots of LLTs and the occasional Picket to hold it off. If your factory has a skirmisher, that would be a good choice to make as well.&lt;br /&gt;
&lt;br /&gt;
===Com-Morph Push===&lt;br /&gt;
===Com-Drop===&lt;br /&gt;
===Blastwing opening===&lt;br /&gt;
===Raider rush===&lt;br /&gt;
These types of rushes are distinct from the others in that they don't bring along the commander, and rely on overwhelming your opponent with an unexpected raider force. Below are listed some of the raiders that are most effective at rushing.&lt;br /&gt;
====Flea rush====&lt;br /&gt;
Plop spider factory and build your initial 500 metal into fleas. Send your first two out to scout. Once you get your flea swarm you can either attack the opponents base, or their commander. If their commander morphed to a splash damage weapon this will not work, but it should lead to a dead commander if the commander is alone and un-morphed. Alternatively, if they only built like 1 MT or LLT in their base and all their units are gone, you are able to quickly kill the defensive turrets and possibly win the game by killing all their eco structures and factory. You need to be careful with your fleas though, the death explosions from most buildings can instantly kill them. Obviously, this strategy fails if they are not very greedy and bother to build some raiders.&lt;br /&gt;
====Glaive/Bandit rush====&lt;br /&gt;
====Scorcher rush====&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Lance&amp;diff=4176</id>
		<title>Lance</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Lance&amp;diff=4176"/>
		<updated>2018-06-08T21:05:27Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: /* Tactics and Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an anti-heavy artillery hovercraft from the [[Hovercraft Platform]].{{ Infobox zkunit&lt;br /&gt;
| name = Lance&lt;br /&gt;
| defname = hoverarty&lt;br /&gt;
| description = Anti-Heavy Artillery Hovercraft&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/hoverarty.png&lt;br /&gt;
| icontype = mobiletachyon&lt;br /&gt;
| cost = 1000&lt;br /&gt;
| hitpoints = 1000&lt;br /&gt;
| movespeed = 66&lt;br /&gt;
| turnrate = 53&lt;br /&gt;
| sight = 660&lt;br /&gt;
| sonar = 660&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Tachyon Accelerator&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 3000&lt;br /&gt;
	| reloadtime = 20&lt;br /&gt;
	| dps = 150&lt;br /&gt;
	| range = 1020&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability line&lt;br /&gt;
	| customdata1 = Can ignore unidentified targets&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Lance's weapon, nicknamed 'the Blue Laser of Death', has the power and accuracy to skewer most units with a single shot. Use it against high armor units, but keep it behind the front lines - it has light armor and can't run from danger.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
Since Lances have such a low rate-of-fire, and very high damage-per-shot, it is good to set them to hold fire mode (or return fire mode) to conserve their shots for use against enemy striders and assault units. Moreover, setting them to hold fire against unidentified radar targets should help ensure that their shots hit more often (since targeting unidentified radar targets imposes accuracy penalties in general), though do keep in mind that, when used in conjunction with attack move orders, it might also result in the Lances stopping in front of unidentified targets. It is good to spread out your lances, as there is a tendency for Lances to sometimes hit each other when moving around and firing.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4175</id>
		<title>Typical game progression</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4175"/>
		<updated>2018-06-08T20:25:13Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: /* Expansion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide explaining how a typical game progresses, after a [[typical opening]].&lt;br /&gt;
The game can be thought of as being organically split up into a few phases, each with a characteristic set of units and goals. &lt;br /&gt;
*Note that these are general scenarios - depending on the map and factory match-up the game can play very differently!&lt;br /&gt;
*From a 1v1 perspective&lt;br /&gt;
==Raider phase==&lt;br /&gt;
The raider phase is the first phase in a typical game. It is defined by a few characteristics:&lt;br /&gt;
*Most of the map is untaken by either player.&lt;br /&gt;
*No defenses covering most areas.&lt;br /&gt;
Due to this, the mobility that raiders have tends to make them the dominant unit class. When the map is fortified with light defenses, raiders are much less useful and it will be time to switch to something else. &lt;br /&gt;
===Expansion===&lt;br /&gt;
You will want to expand as fast as possible here, and try to grab at least 50% of the map. Try to have two groups of constructors moving around the map taking mexes. Near each mex cluster you can put some light defense, but do not overbuild defense early game, and in noncritical locations(ie not a choke point or the center of the map). Run around the map with your raiders, keeping track of where your opponents raiders are as well.&lt;br /&gt;
You should be able to defend your expansion from enemy raiders with some light defense and some of your own raiders. Since raiding properly is considerably more difficult than expanding, you should be encouraged to expand as fast as possible. You might be surprised at how much your opponents let you get away with! &amp;quot;Naked expanding&amp;quot; is when you just take a con, and set it to build mexes in an area with no protection; all your units are near the enemies base. The threat of your units near your opponents base or expansion will often be enough to scare them into forgetting to raid themselves. &lt;br /&gt;
If you succeed in this phase of the game, you will have a massive eco advantage and will be able to just swarm your opponent to death with units.&lt;br /&gt;
====Energy production====&lt;br /&gt;
A very common mistake players make is that they don't build enough energy. This leads to a situation in which your metal income exceeds your energy income and you are unable to spend all your metal(called &amp;quot;e-stalling&amp;quot;). Having 1 con dedicated to only building energy can solve this issue.&lt;br /&gt;
&lt;br /&gt;
===Raider Usage===&lt;br /&gt;
===Why not other unit classes?===&lt;br /&gt;
====Riots====&lt;br /&gt;
It may seem intuitive to make riot units in this phase of the game. They are good against raiders aren't they? The downside is that they are very slow. This makes them unusable for offense, as your opponent will see them coming and be able to easily respond.&lt;br /&gt;
*Early game lone riot units can be overwhelmed by raiders.&lt;br /&gt;
*Light defenses are effective against riots, as they are DPS, not HP focused. &lt;br /&gt;
Because of this, they do not pose much of a threat(unless you don't scout a [[cheese|riot rush]] of some sort and lose anyways :( ).&lt;br /&gt;
The correct way to deal with an opponent making riots is to just expand faster than they do - they won't be able to punish this. When you get superior eco, then you can just overwhelm them.&lt;br /&gt;
====Any other class====&lt;br /&gt;
Skirmishers, artillery, assaults - all of these do very badly against raiders, so are not worth building at this point.&lt;br /&gt;
===Importance of radar===&lt;br /&gt;
Radar coverage is very important to get in this phase. If you do not have it, you have to play defensively in case your opponents tries to raid some of your expansions. The alternative is building tons of defenses everywhere, but this is a losing strategy, as it leaves you unable to punish your opponent for greedily expanding. If they greedily expand they will just overrun you with random units. By building radar you can reduce the amount you spend on defense, and can use it on offensive units instead. In the worst case scenario, you prevent greedy expansion from your opponent. In the best case, you just win because they were too greedy and have no units.&lt;br /&gt;
===Dealing with porc-nubs===&lt;br /&gt;
A strategy that many have trouble dealing with is when your opponent just builds lots of defense at every expansion site. The best way to deal with this, paradoxically, it so just ignore them and focus on expanding yourself. If they want to sit in the corner building defense, that is fine (for you). Since they have spent so much metal on this, they won't be able to prevent you from expanding, so just take the whole map, make lots of eco, and then come to their base with artillery and win. There is really no situation in which fortifying your self into a small section of the map is a winning strategy.&lt;br /&gt;
&lt;br /&gt;
==Midgame phase==&lt;br /&gt;
In this phase, strategic diversity opens up significantly. Players typically transition out of raiders into some of the following.&lt;br /&gt;
===Skirmishers===&lt;br /&gt;
A common strategic switch people make is a shift to building raiders skirmishers rather than raiders. These units are capable of killing light defenses fairly well, so you can start pushing back your opponent and try to grab more territory. Use your raiders (which are hopefully still alive) to protect your skirmishers from harm. It is also common to see a few riots dedicated to protecting your skirmishers.&lt;br /&gt;
===Assaults===&lt;br /&gt;
For some factories, it is possible to switch to assault units. These units will be able to punch through light defenses(unlike raiders) and do some economic damage to your opponent. &lt;br /&gt;
Some examples:&lt;br /&gt;
*Thuglaw - Outlaws and Thugs - this combination from the shield factory is a very potent assault force. It is good against raiders and light defences, giving it the potential to do lots of damage to an unprepared opponent.&lt;br /&gt;
*Ravagers - Fast assaults that can be used for raiding. They are able to eat through light defenses, and due to their speed it is harder to position raiders to defend against them.&lt;br /&gt;
===Air switch===&lt;br /&gt;
===Fortification===&lt;br /&gt;
&lt;br /&gt;
==Lategame==&lt;br /&gt;
===Eco===&lt;br /&gt;
===Heavies===&lt;br /&gt;
==Late-late game==&lt;br /&gt;
In this phase you will see striders and some of the more exotic tools available to the player.&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4174</id>
		<title>Typical game progression</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4174"/>
		<updated>2018-06-08T20:23:33Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: /* Expansion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide explaining how a typical game progresses, after a [[typical opening]].&lt;br /&gt;
The game can be thought of as being organically split up into a few phases, each with a characteristic set of units and goals. &lt;br /&gt;
*Note that these are general scenarios - depending on the map and factory match-up the game can play very differently!&lt;br /&gt;
*From a 1v1 perspective&lt;br /&gt;
==Raider phase==&lt;br /&gt;
The raider phase is the first phase in a typical game. It is defined by a few characteristics:&lt;br /&gt;
*Most of the map is untaken by either player.&lt;br /&gt;
*No defenses covering most areas.&lt;br /&gt;
Due to this, the mobility that raiders have tends to make them the dominant unit class. When the map is fortified with light defenses, raiders are much less useful and it will be time to switch to something else. &lt;br /&gt;
===Expansion===&lt;br /&gt;
You will want to expand as fast as possible here, and try to grab at least 50% of the map. Try to have two groups of constructors moving around the map taking mexes. Near each mex cluster you can put some light defense, but do not overbuild defense early game, and in noncritical locations(ie not a choke point or the center of the map). Run around the map with your raiders, keeping track of where your opponents raiders are as well.&lt;br /&gt;
You should be able to defend your expansion from enemy raiders with some light defense and some of your own raiders. Since raiding properly is considerably more difficult than expanding, you should be encouraged to expand as fast as possible. You might be surprised at how much your opponents let you get away with! &amp;quot;Naked expanding&amp;quot; is when you just take a con, and set it to build mexes in an area with no protection; all your units are near the enemies base. The threat of your units near your opponents base or expansion will often be enough to scare them into forgetting to raid themselves. &lt;br /&gt;
If you succeed in this phase of the game, you will have a massive eco advantage and will be able to just swarm your opponent to death with units.&lt;br /&gt;
&lt;br /&gt;
===Raider Usage===&lt;br /&gt;
===Why not other unit classes?===&lt;br /&gt;
====Riots====&lt;br /&gt;
It may seem intuitive to make riot units in this phase of the game. They are good against raiders aren't they? The downside is that they are very slow. This makes them unusable for offense, as your opponent will see them coming and be able to easily respond.&lt;br /&gt;
*Early game lone riot units can be overwhelmed by raiders.&lt;br /&gt;
*Light defenses are effective against riots, as they are DPS, not HP focused. &lt;br /&gt;
Because of this, they do not pose much of a threat(unless you don't scout a [[cheese|riot rush]] of some sort and lose anyways :( ).&lt;br /&gt;
The correct way to deal with an opponent making riots is to just expand faster than they do - they won't be able to punish this. When you get superior eco, then you can just overwhelm them.&lt;br /&gt;
====Any other class====&lt;br /&gt;
Skirmishers, artillery, assaults - all of these do very badly against raiders, so are not worth building at this point.&lt;br /&gt;
===Importance of radar===&lt;br /&gt;
Radar coverage is very important to get in this phase. If you do not have it, you have to play defensively in case your opponents tries to raid some of your expansions. The alternative is building tons of defenses everywhere, but this is a losing strategy, as it leaves you unable to punish your opponent for greedily expanding. If they greedily expand they will just overrun you with random units. By building radar you can reduce the amount you spend on defense, and can use it on offensive units instead. In the worst case scenario, you prevent greedy expansion from your opponent. In the best case, you just win because they were too greedy and have no units.&lt;br /&gt;
===Dealing with porc-nubs===&lt;br /&gt;
A strategy that many have trouble dealing with is when your opponent just builds lots of defense at every expansion site. The best way to deal with this, paradoxically, it so just ignore them and focus on expanding yourself. If they want to sit in the corner building defense, that is fine (for you). Since they have spent so much metal on this, they won't be able to prevent you from expanding, so just take the whole map, make lots of eco, and then come to their base with artillery and win. There is really no situation in which fortifying your self into a small section of the map is a winning strategy.&lt;br /&gt;
&lt;br /&gt;
==Midgame phase==&lt;br /&gt;
In this phase, strategic diversity opens up significantly. Players typically transition out of raiders into some of the following.&lt;br /&gt;
===Skirmishers===&lt;br /&gt;
A common strategic switch people make is a shift to building raiders skirmishers rather than raiders. These units are capable of killing light defenses fairly well, so you can start pushing back your opponent and try to grab more territory. Use your raiders (which are hopefully still alive) to protect your skirmishers from harm. It is also common to see a few riots dedicated to protecting your skirmishers.&lt;br /&gt;
===Assaults===&lt;br /&gt;
For some factories, it is possible to switch to assault units. These units will be able to punch through light defenses(unlike raiders) and do some economic damage to your opponent. &lt;br /&gt;
Some examples:&lt;br /&gt;
*Thuglaw - Outlaws and Thugs - this combination from the shield factory is a very potent assault force. It is good against raiders and light defences, giving it the potential to do lots of damage to an unprepared opponent.&lt;br /&gt;
*Ravagers - Fast assaults that can be used for raiding. They are able to eat through light defenses, and due to their speed it is harder to position raiders to defend against them.&lt;br /&gt;
===Air switch===&lt;br /&gt;
===Fortification===&lt;br /&gt;
&lt;br /&gt;
==Lategame==&lt;br /&gt;
===Eco===&lt;br /&gt;
===Heavies===&lt;br /&gt;
==Late-late game==&lt;br /&gt;
In this phase you will see striders and some of the more exotic tools available to the player.&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Talk:Main_Page&amp;diff=4137</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Talk:Main_Page&amp;diff=4137"/>
		<updated>2018-05-29T18:47:31Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: /* Subgroupings are ugly */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've revamped the main page a bit. It's still very WIP.&lt;br /&gt;
--[[User:Shaman|Shaman]] ([[User talk:Shaman|talk]]) 21:56, 4 September 2016 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Revamps Part 2 ==&lt;br /&gt;
&lt;br /&gt;
Yay, I've removed that ugly hack I did and decluttered the main page. Looks a bit nicer now, but it can still be improved a bit I think. Needs pictures perhaps?--[[User:Shaman|Shaman]] ([[User talk:Shaman|talk]]) 07:33, 7 October 2016 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Subgroupings are ugly==&lt;br /&gt;
&lt;br /&gt;
===this is fine===&lt;br /&gt;
====this looks too much like normal text====&lt;br /&gt;
=====even worse=====&lt;br /&gt;
======terrible======&lt;br /&gt;
&lt;br /&gt;
atleast make it yellow? [[User:Fealthas|Fealthas]] ([[User talk:Fealthas|talk]]) 20:47, 29 May 2018 (CEST)&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Talk:Main_Page&amp;diff=4136</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Talk:Main_Page&amp;diff=4136"/>
		<updated>2018-05-29T18:46:55Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've revamped the main page a bit. It's still very WIP.&lt;br /&gt;
--[[User:Shaman|Shaman]] ([[User talk:Shaman|talk]]) 21:56, 4 September 2016 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Revamps Part 2 ==&lt;br /&gt;
&lt;br /&gt;
Yay, I've removed that ugly hack I did and decluttered the main page. Looks a bit nicer now, but it can still be improved a bit I think. Needs pictures perhaps?--[[User:Shaman|Shaman]] ([[User talk:Shaman|talk]]) 07:33, 7 October 2016 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Subgroupings are ugly==&lt;br /&gt;
&lt;br /&gt;
===this is fine===&lt;br /&gt;
====this looks too much like normal text====&lt;br /&gt;
=====bad=====&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Unit_Management&amp;diff=4135</id>
		<title>Unit Management</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Unit_Management&amp;diff=4135"/>
		<updated>2018-05-29T18:45:44Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: /* Raiders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to control your units. (wip)&lt;br /&gt;
&lt;br /&gt;
==Using Unit AI==&lt;br /&gt;
The easiest way to to use your units is via the [[Attack_Move_Command|attack]] command. This utilizes the [[Unit_AI|unit AI]] and is probably most effective when used with raiders and skirmishers. &lt;br /&gt;
&lt;br /&gt;
===Skirmishers===&lt;br /&gt;
For skirmishers, this will cause them to try to keep their target at maximum range. This is most effective against units that are slower than the skirmisher, say for example a ronin fighting a thug.&lt;br /&gt;
&lt;br /&gt;
===Raiders===&lt;br /&gt;
Raiders on fight command will try to stay at maximum range to their target, and engage in dodging behavior by swerving side to side, helping them dodge many slower projectiles. Once they get in range, they will swerve back and forth in front of the target.&lt;br /&gt;
&lt;br /&gt;
===Assaults===&lt;br /&gt;
Unit AI assaults will cause them to walk up to their target, and sit at max range firing away. Unit ai is not very effective for assaults. It is generally better to just line move them into the enemy, so they can soak up the maximum amount of damage and screen for your lower hp units like skirmishers or raiders.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
Unit AI is generally effective for artillery units. They will stay at maximum range and hammer away at their target.&lt;br /&gt;
There are a few quirks about using artillery however.&lt;br /&gt;
* UNIT AI requires vision of its target. If you don't have vision or radar of a defensive tower, the artillery could walk into its range and die.&lt;br /&gt;
* Radar does not reveal precise location of things, and artillery will miss slightly if you don't get vision of the target at least once. It will shoot at the radar dot and not at where the target actually is. This has the greatest impact on very precise artillery like the impaler or sling.&lt;br /&gt;
* Unit Ai can shoot at units and will not prioritize buildings. What is closest will get shot at first. If there is a unit patrolling in front of a defense turret, the arty will prioritize shooting that unit(as it is closer), but will probably never kill it. You can get around this by manually setting targets for your artillery.&lt;br /&gt;
&lt;br /&gt;
===Constructors===&lt;br /&gt;
Constructor's (or cons for short) unit AI will cause them to move in the direction their attack command was given, and along the path they will repair things or reclaim. They will also attempt to avoid enemy units. Unit Ai isn't that commonly utilized for cons, because they are not very smart about choosing when to reclaim or repair, and their time is often spent better building things.&lt;br /&gt;
&lt;br /&gt;
==Micromanagement==&lt;br /&gt;
A cool feature of Zero-K is that units are all reasonably effective with minimal oversight. However, there is still room to squeeze out extra performance out of your units if you want to. It's also quite fun!&lt;br /&gt;
===Line move===&lt;br /&gt;
Using line move is essential to maximize unit efficiency.&lt;br /&gt;
* It allows you to minimize the damage your units take from attacks with splash damage (most riots have this). Spreading out your units is almost always good.&lt;br /&gt;
* Allows you to form a concave, to maximize the % of your units which can fire constantly at their targets. Units for the most part cannot shoot through each other. Units at the center of a ball are not able to shoot out of it! That wastes much of their damage potential and could cause you to lose fights.&lt;br /&gt;
**By spreading out your units and forming a concave, you are able to overwhelm riots unit early game with raiders.&lt;br /&gt;
&lt;br /&gt;
===Retreat micro===&lt;br /&gt;
A very common tactic utilized by players, especially in raider micro, is &amp;quot;retreat micro&amp;quot;. This type of micro utilizes the feature that units running away tend to hit more than those chasing that unit.&lt;br /&gt;
&lt;br /&gt;
For example, in a scenario in which a glaive is chasing a glaive, the glaive that is running away and being followed will almost always kill the glaive that is following it. This effect is so extreme that you might be able to kill 3-4 glaives with just 1.&lt;br /&gt;
This is a defensive tactic, as ovbiously you are retreating, but it allows you disengage when you think a fight will not go favorably.&lt;br /&gt;
&lt;br /&gt;
This effect contributes to a defender's advantage and is something to consider before attacking, as even though you may have a stronger army, it may still lose. Note that this effect can sometimes be used offensively. If you get your opponent to misposition their units you could set up a favorable situation which benefits you. For example, if you get a glaive into your opponents base, they can either chase it and suffer from the effects of retreat micro, or they can just watch it kill their base. Obviously they need to chase it, but this gives you an army advantage from taking good fights.&lt;br /&gt;
&lt;br /&gt;
This effect arises from two sources:&lt;br /&gt;
# Projectiles do not inherit momentum from their shooter. They travel at a set speed not related to the current speed of the unit(this violates the conservation of momentum, but who cares).&lt;br /&gt;
# Projectiles have a travel speed and are not instant. This means most projectiles from a chasing unit need to be aimed in front of a retreating unit if they want to hit, but this location may be out of range of the chasing unit. Meanwhile the chasing unit may be in-range of the retreating unit.&lt;br /&gt;
&lt;br /&gt;
===Scattering===&lt;br /&gt;
If you have a bunch of units clumped together or in a line, you can quickly scatter them by selecting them and using line move to quickly draw a zig=zag pattern to spread them apart. This becomes especially useful against units like the phoneix, Thunderbird, or licho, which have powerful AoE attacks. By splitting up your units, you reduce the ammount of damage that you take from each bombing run.&lt;br /&gt;
&lt;br /&gt;
===Hold Fire(wip)===&lt;br /&gt;
Some units like the penetrator or sharpshooter(sniper) have a very long reload cycle. Default behavior of these units is to just fire at the first thing that gets into their range. The first thing they fire on may not be a very worthwhile target, and so this units time is wasted, and you also just gave your opponent information that you have that unit.&lt;br /&gt;
&lt;br /&gt;
===Hit-and-Run(wip)===&lt;br /&gt;
This tactic involves sending your units in to attack something for a short time, and then withdrawing them. It works best with two types of units:&lt;br /&gt;
*Units with a long reload cycle - Kodachis or Black dawns are prime examples. Lets consider Kodachis - this unit is capable of 1-hitting mexes, but has a long reload time and large burst of damage. Commonly, players will use this unit to run into an opponents base, hit a mex, and run out. Due to their high hp they are able survive defensive turret fire for a while, at least long enough to get in and out. By doing this Kodachi users are able to kill things while taking no metal losses themselves.&lt;br /&gt;
*Regenerating units - Glaives, Kodachis -  &lt;br /&gt;
&lt;br /&gt;
Note that this tactic can be combined with Hold Fire usage to maximize effectiveness.&lt;br /&gt;
&lt;br /&gt;
===Shot-Baiting===&lt;br /&gt;
Some units like the picket or hacksaw have high burst damage, but then have a long reload cycle. While this contributes to their unique strength, this sort of behavior can be taken advantage of to minimize damage to your important units. You can send in a unit to absorb shots, like a scout dirtbag or assault thug, and then send in units that do high dps but have low hp, like bandits, a raider. The hacksaw is able to 1-shot bombers, and this is bad as they are quite expensive. You can instead send in a swift beforehand to bait out the hacksaw shots, and then send in the bombers. Doing this will allow you to take fights more cost effectively.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Often times in game a situation arises in which the players meet somewhere in the middle of the map with their commanders. Players build defensive turrets in a line to secure their territory. Often defenders will be used. Since this usually happens quite early in the game, nobody has anything except for a bunch of raiders and maybe a few skirmishers or riots, making it quite hard to break through this line. A tactic employed by many is to start building a structure, like an LLT, in range of the enemy defenders. They will fire upon it as it is building, and then you can send in your army to kill the pickets as soon as they have wasted their shots.&lt;br /&gt;
&lt;br /&gt;
===Drawing units away(wip)===&lt;br /&gt;
By default, all units are set to chase enemies when they get close. You can abuse this behavior to kill some of your opponents units for free.&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Unit_Management&amp;diff=4134</id>
		<title>Unit Management</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Unit_Management&amp;diff=4134"/>
		<updated>2018-05-29T18:44:55Z</updated>

		<summary type="html">&lt;p&gt;Fealthas: overwhelming riots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to control your units. (wip)&lt;br /&gt;
&lt;br /&gt;
==Using Unit AI==&lt;br /&gt;
The easiest way to to use your units is via the [[Attack_Move_Command|attack]] command. This utilizes the [[Unit_AI|unit AI]] and is probably most effective when used with raiders and skirmishers. &lt;br /&gt;
&lt;br /&gt;
===Skirmishers===&lt;br /&gt;
For skirmishers, this will cause them to try to keep their target at maximum range. This is most effective against units that are slower than the skirmisher, say for example a ronin fighting a thug.&lt;br /&gt;
&lt;br /&gt;
===Raiders===&lt;br /&gt;
Raiders on fight command will try to stay at maximum range to their target, and engage in dodging behavior by swerving side to side, helping them dodge many slower projectiles. Once they get in range, they will circle around the target.&lt;br /&gt;
&lt;br /&gt;
===Assaults===&lt;br /&gt;
Unit AI assaults will cause them to walk up to their target, and sit at max range firing away. Unit ai is not very effective for assaults. It is generally better to just line move them into the enemy, so they can soak up the maximum amount of damage and screen for your lower hp units like skirmishers or raiders.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
Unit AI is generally effective for artillery units. They will stay at maximum range and hammer away at their target.&lt;br /&gt;
There are a few quirks about using artillery however.&lt;br /&gt;
* UNIT AI requires vision of its target. If you don't have vision or radar of a defensive tower, the artillery could walk into its range and die.&lt;br /&gt;
* Radar does not reveal precise location of things, and artillery will miss slightly if you don't get vision of the target at least once. It will shoot at the radar dot and not at where the target actually is. This has the greatest impact on very precise artillery like the impaler or sling.&lt;br /&gt;
* Unit Ai can shoot at units and will not prioritize buildings. What is closest will get shot at first. If there is a unit patrolling in front of a defense turret, the arty will prioritize shooting that unit(as it is closer), but will probably never kill it. You can get around this by manually setting targets for your artillery.&lt;br /&gt;
&lt;br /&gt;
===Constructors===&lt;br /&gt;
Constructor's (or cons for short) unit AI will cause them to move in the direction their attack command was given, and along the path they will repair things or reclaim. They will also attempt to avoid enemy units. Unit Ai isn't that commonly utilized for cons, because they are not very smart about choosing when to reclaim or repair, and their time is often spent better building things.&lt;br /&gt;
&lt;br /&gt;
==Micromanagement==&lt;br /&gt;
A cool feature of Zero-K is that units are all reasonably effective with minimal oversight. However, there is still room to squeeze out extra performance out of your units if you want to. It's also quite fun!&lt;br /&gt;
===Line move===&lt;br /&gt;
Using line move is essential to maximize unit efficiency.&lt;br /&gt;
* It allows you to minimize the damage your units take from attacks with splash damage (most riots have this). Spreading out your units is almost always good.&lt;br /&gt;
* Allows you to form a concave, to maximize the % of your units which can fire constantly at their targets. Units for the most part cannot shoot through each other. Units at the center of a ball are not able to shoot out of it! That wastes much of their damage potential and could cause you to lose fights.&lt;br /&gt;
**By spreading out your units and forming a concave, you are able to overwhelm riots unit early game with raiders.&lt;br /&gt;
&lt;br /&gt;
===Retreat micro===&lt;br /&gt;
A very common tactic utilized by players, especially in raider micro, is &amp;quot;retreat micro&amp;quot;. This type of micro utilizes the feature that units running away tend to hit more than those chasing that unit.&lt;br /&gt;
&lt;br /&gt;
For example, in a scenario in which a glaive is chasing a glaive, the glaive that is running away and being followed will almost always kill the glaive that is following it. This effect is so extreme that you might be able to kill 3-4 glaives with just 1.&lt;br /&gt;
This is a defensive tactic, as ovbiously you are retreating, but it allows you disengage when you think a fight will not go favorably.&lt;br /&gt;
&lt;br /&gt;
This effect contributes to a defender's advantage and is something to consider before attacking, as even though you may have a stronger army, it may still lose. Note that this effect can sometimes be used offensively. If you get your opponent to misposition their units you could set up a favorable situation which benefits you. For example, if you get a glaive into your opponents base, they can either chase it and suffer from the effects of retreat micro, or they can just watch it kill their base. Obviously they need to chase it, but this gives you an army advantage from taking good fights.&lt;br /&gt;
&lt;br /&gt;
This effect arises from two sources:&lt;br /&gt;
# Projectiles do not inherit momentum from their shooter. They travel at a set speed not related to the current speed of the unit(this violates the conservation of momentum, but who cares).&lt;br /&gt;
# Projectiles have a travel speed and are not instant. This means most projectiles from a chasing unit need to be aimed in front of a retreating unit if they want to hit, but this location may be out of range of the chasing unit. Meanwhile the chasing unit may be in-range of the retreating unit.&lt;br /&gt;
&lt;br /&gt;
===Scattering===&lt;br /&gt;
If you have a bunch of units clumped together or in a line, you can quickly scatter them by selecting them and using line move to quickly draw a zig=zag pattern to spread them apart. This becomes especially useful against units like the phoneix, Thunderbird, or licho, which have powerful AoE attacks. By splitting up your units, you reduce the ammount of damage that you take from each bombing run.&lt;br /&gt;
&lt;br /&gt;
===Hold Fire(wip)===&lt;br /&gt;
Some units like the penetrator or sharpshooter(sniper) have a very long reload cycle. Default behavior of these units is to just fire at the first thing that gets into their range. The first thing they fire on may not be a very worthwhile target, and so this units time is wasted, and you also just gave your opponent information that you have that unit.&lt;br /&gt;
&lt;br /&gt;
===Hit-and-Run(wip)===&lt;br /&gt;
This tactic involves sending your units in to attack something for a short time, and then withdrawing them. It works best with two types of units:&lt;br /&gt;
*Units with a long reload cycle - Kodachis or Black dawns are prime examples. Lets consider Kodachis - this unit is capable of 1-hitting mexes, but has a long reload time and large burst of damage. Commonly, players will use this unit to run into an opponents base, hit a mex, and run out. Due to their high hp they are able survive defensive turret fire for a while, at least long enough to get in and out. By doing this Kodachi users are able to kill things while taking no metal losses themselves.&lt;br /&gt;
*Regenerating units - Glaives, Kodachis -  &lt;br /&gt;
&lt;br /&gt;
Note that this tactic can be combined with Hold Fire usage to maximize effectiveness.&lt;br /&gt;
&lt;br /&gt;
===Shot-Baiting===&lt;br /&gt;
Some units like the picket or hacksaw have high burst damage, but then have a long reload cycle. While this contributes to their unique strength, this sort of behavior can be taken advantage of to minimize damage to your important units. You can send in a unit to absorb shots, like a scout dirtbag or assault thug, and then send in units that do high dps but have low hp, like bandits, a raider. The hacksaw is able to 1-shot bombers, and this is bad as they are quite expensive. You can instead send in a swift beforehand to bait out the hacksaw shots, and then send in the bombers. Doing this will allow you to take fights more cost effectively.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Often times in game a situation arises in which the players meet somewhere in the middle of the map with their commanders. Players build defensive turrets in a line to secure their territory. Often defenders will be used. Since this usually happens quite early in the game, nobody has anything except for a bunch of raiders and maybe a few skirmishers or riots, making it quite hard to break through this line. A tactic employed by many is to start building a structure, like an LLT, in range of the enemy defenders. They will fire upon it as it is building, and then you can send in your army to kill the pickets as soon as they have wasted their shots.&lt;br /&gt;
&lt;br /&gt;
===Drawing units away(wip)===&lt;br /&gt;
By default, all units are set to chase enemies when they get close. You can abuse this behavior to kill some of your opponents units for free.&lt;/div&gt;</summary>
		<author><name>Fealthas</name></author>
		
	</entry>
</feed>