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	<id>https://zero-k.info/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Stuff</id>
	<title>Zero-K - User contributions [en]</title>
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	<updated>2026-05-19T08:24:58Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Weapons&amp;diff=7308</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Weapons&amp;diff=7308"/>
		<updated>2021-03-19T06:23:39Z</updated>

		<summary type="html">&lt;p&gt;Stuff: /* Gauss */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of some of the commonly found '''weapons''' in Zero-K and their unique characteristics.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name !! Range Type !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Cannons || Ballistic || -&lt;br /&gt;
|-&lt;br /&gt;
| EMG || Ballistic || High damage, short range&lt;br /&gt;
|-&lt;br /&gt;
| Lasers || Spherical || Instant hit, straight line&lt;br /&gt;
|-&lt;br /&gt;
| Missiles || Cylindrical || Tracking&lt;br /&gt;
|-&lt;br /&gt;
| Rockets || Cylindrical || Doesn't track&lt;br /&gt;
|-&lt;br /&gt;
| Gauss || Ballistic || Penetrates&lt;br /&gt;
|-&lt;br /&gt;
| Heatray || Spherical || Damage falls off with range&lt;br /&gt;
|-&lt;br /&gt;
| Fire || Cylindrical || Penetrates, puts units on fire&lt;br /&gt;
|-&lt;br /&gt;
| EMP || || No damage, temporarily disables unit&lt;br /&gt;
|-&lt;br /&gt;
| Lightning || Spherical || Inaccurate, temporarily disables unit&lt;br /&gt;
|-&lt;br /&gt;
| Slow || || Temporarily slows units&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Plasma Cannons==&lt;br /&gt;
Plasma shells are a standard weapon for many units. Plasma Cannons are mostly fairly accurate with the exception of high trajectory plasma artillery. Plasma shells move relatively slowly and are affected by gravity which gives them a ballistic trajectory significantly increasing their range downhill while decreasing range uphill. The trajectory also means they can often shoot over friendly units. Their slow projectile speed means most plasma weapons are good against large, slow-moving, or stationary targets, but generally are not as good against fast moving targets or airborne units.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon cannon.jpg]]&lt;br /&gt;
&lt;br /&gt;
==EMG==&lt;br /&gt;
EMG's are fast rapid firing weapons that shoot numerous small plasma bullets. They are effective against any land targets and also against air targets that get in range. They have high damage output but short range. They have a ballistic trajectory like the plasma cannon that makes them signifincantly better at fighting downhill. Additionally, bullets from &amp;quot;Heavy EMG&amp;quot;s burst on impact, doing damage in an area of effect.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon EMG.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Lasers==&lt;br /&gt;
Laser are accurate weapons that require a direct path between the weapon and target. They have no area of effect with the exception of the Starlight superweapon. Laser thickness is a good indicator of how much damage it does. They have spherical range and thus have their maximum 2D range against units at the same height as them. Lasers instantly hit which makes the constant fire lasers good against fast ground units and air, burst fire lasers can still hit fast units but are not good against them. If the target of a burst laser dies the laser can continue on and deal the remaining damage to units behind the target.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon laser.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Missiles==&lt;br /&gt;
Missiles are projectiles that track their targets. Missiles have yellow exhaust and white smoke.  All missiles will attack air, and most missiles will attack ground, except the missiles of dedicated anti-air units (which have blue exhaust). Missile range is not affected by terrain giving them a cylindrical target shape. This is useful as with a large enough height difference missiles will outrange lasers that they would not normally outrange.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon missile.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Rockets==&lt;br /&gt;
Rockets are projectiles that do not track, but continue along their trajectory until impact.  Rockets have red exhaust and black smoke. Rocket range, like missile, is not affected by terrain. Some rockets require a direct line to fire which makes them more likely to hit enemies other than their target if they miss. Other rockets have an arcing trajectory that makes them very good at shooting over allies so they can be quite powerful in groups. Rockets are slow so almost never hit air and are poor at hitting fast units.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon rocket.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Gauss==&lt;br /&gt;
Like fire, gauss is also a penetrating weapon that moves through units. Unlike disintegraters and flamethrowers, gauss weapons do not deal more then their listed damage to a single unit dispite being penetrating like disintegraters and flamethrowers .It is ballistic like a plasma cannon which increases its range downhill. The faster projectile makes it able to often hit air and fast units, though it can miss.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon gauss.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Heatray==&lt;br /&gt;
Heatrays, similar to lasers, require a direct path of fire between the weapon and target.  Unlike lasers, the damage falls off with range, so the more distant the target the less damage is done.  Close the distance to your target for more damage. Like lasers, they have spherical range.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon heatray.jpg]]&lt;br /&gt;
&lt;br /&gt;
==[[Fire]]==&lt;br /&gt;
[[Fire]] is a penetrating weapon with cylindrical range. It will do damage to all units in its firing line. Units hit by [[fire]] weapons also catch on [[fire]] and will continue to take damage for some time. This is useful for disabling cloak and repair. It can hit fast units and aircraft.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon fire.jpg]]&lt;br /&gt;
&lt;br /&gt;
==EMP==&lt;br /&gt;
Unlike most other weapons, EMP does not directly damage the enemy. Instead it fills up a separate EMP bar on the enemy. The size of a unit's &amp;quot;EMP health&amp;quot; is its ''current'' health so damaged units are easier to EMP. When 100% EMP damage is reached (emp damage exceeds current health) a unit is completely disabled and cannot move or return fire. Damage above 100% increases EMP time by 1 second per 2.5% up to a maximum EMP time that is different for each weapon. EMP heals automatically and a unit will be re-enabled once the EMP bar drops below 100% again. Against shields EMP will deal 1/3 of its damage. EMP is yellow, or in the case of the self-destructing [[Imp]], blue.&lt;br /&gt;
&lt;br /&gt;
'''Disarm''' is a particular type of EMP that will leave the afflicted units able to move, but unable to use any weapons or special abilities (this includes jumping, using build power, regeneration or receiving income from the commander's Vanguard economy module). Disarmed units flash yellow instead of blue. '''Disarm''' has a separate bar.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon EMP.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Lightning==&lt;br /&gt;
Lightning is direct-fire and carries EMP stun along with its damage. It has spherical range. Lightning weapons usually disable their targets before killing them, allowing them to be finished off with no fear of retaliation. Lightning is always blue. Lighting is somewhat inaccurate but should reliably hit any large unit.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon lightning.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Slow==&lt;br /&gt;
Slow damage, similar to EMP, does not reduce enemy hitpoints. Instead it gradually decreases the move speed and rate of fire of enemy units. Like EMP the slow health of a unit is the current health of the unit. The reduction is the slow damage taken divided by the max health of the unit. Slow damage maxes out at 50% and cannot be increased past that point. Like EMP damage, slow damage also deals 1/3 of its damage against shields and automatically heals by 4% of the unit's current health per second once it has stopped taking further slow damage. Weapons with slow ability are purple.&lt;br /&gt;
&lt;br /&gt;
Many slowing weapons are actually ''disruptors'', represented as purple projectiles or beams with a white core. These do both normal and slow damage.&lt;br /&gt;
&lt;br /&gt;
[[File: Weapon slow.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
While this guide covers many of the more common types of weapons, there is still a wide variety of interesting devices at your disposal. The best way to learn them all is to have fun experimenting with them!&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Stuff</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Swift&amp;diff=7169</id>
		<title>Swift</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Swift&amp;diff=7169"/>
		<updated>2021-01-08T12:18:00Z</updated>

		<summary type="html">&lt;p&gt;Stuff: /* Tactics and Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a multi-role fighter from the [[Airplane Plant]].{{ Infobox zkunit&lt;br /&gt;
| name = Swift&lt;br /&gt;
| defname = planefighter&lt;br /&gt;
| description = Multi-role Fighter&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/planefighter.png&lt;br /&gt;
| icontype = fighter&lt;br /&gt;
| cost = 150&lt;br /&gt;
| hitpoints = 300&lt;br /&gt;
| movespeed = 390&lt;br /&gt;
| turnrate = 138&lt;br /&gt;
| sight = 520&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Mini Laser Blaster&lt;br /&gt;
	| type = LaserCannon&lt;br /&gt;
	| damage = 7.1&lt;br /&gt;
	| reloadtime = 0.20&lt;br /&gt;
	| dps = 36&lt;br /&gt;
	| range = 700&lt;br /&gt;
	| projectilespeed = 2000&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Guided Missiles&lt;br /&gt;
	| type = MissileLauncher&lt;br /&gt;
	| damage = 135&lt;br /&gt;
	| reloadtime = 5.2&lt;br /&gt;
	| dps = 26&lt;br /&gt;
	| range = 530&lt;br /&gt;
	| aoe = 24&lt;br /&gt;
	| homing = 220&lt;br /&gt;
	| antiair = Yes&lt;br /&gt;
	| projectilespeed = 750&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Swift can hit both land and air. It is effective against air units with its guided missiles and lasers, but enemy AA and air superiority fighters will kill it quickly. &lt;br /&gt;
&lt;br /&gt;
In numbers, it can harass land units and is suitable for raiding. &lt;br /&gt;
&lt;br /&gt;
Swifts are equipped with afterburner jets which are activated by pressing '''D''' on the keyboard. These give the Swift a massive speed boost, allowing them to execute incredible combat and evasive maneuvers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
The Swift is useful for scouting enemy bases using its speed boost. It can fly over an enemy base and find out what buildings are there. This may not sound like much but in many situations it can make or break a game. Seeing an enemy [[Disco Rave Party|Supe]][[Zenith|rwea]][[Starlight|pon]], [[Detriment]], or [[Trinity]] coming removes a lot of the threat already. While knowing the locations of important enemy structures such as [[Antinuke|antinukes]], [[Singularity Reactor|singularity reactors]] or [[Big Bertha|Big Berthas]] allow you to strike the enemy where it hurts the most.&lt;br /&gt;
&lt;br /&gt;
The swift's speed boost also allow it to quickly [[retreat]] from battle and allowing it to see another day. Another defensive use of its speed boost is to use it to outrun or dodge missiles and other anti-air weaponry.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Stuff</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Toad&amp;diff=6345</id>
		<title>Toad</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Toad&amp;diff=6345"/>
		<updated>2020-05-17T08:52:08Z</updated>

		<summary type="html">&lt;p&gt;Stuff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a heavy anti-air jumper from the [[Jump/Specialist Plant]].{{ Infobox zkunit&lt;br /&gt;
| name = Toad&lt;br /&gt;
| defname = jumpaa&lt;br /&gt;
| description = Heavy Anti-Air Jumper&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/jumpaa.png&lt;br /&gt;
| icontype = jumpjetaa&lt;br /&gt;
| cost = 500&lt;br /&gt;
| hitpoints = 2100&lt;br /&gt;
| movespeed = 61&lt;br /&gt;
| turnrate = 277&lt;br /&gt;
| sight = 900&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Anti-Air Laser Battery&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 16.4&lt;br /&gt;
	| reloadtime = 0.10&lt;br /&gt;
	| dps = 164&lt;br /&gt;
	| range = 850&lt;br /&gt;
	| antiair = Yes&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Anti-Air Autocannon&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 7.8&lt;br /&gt;
	| reloadtime = 0.10&lt;br /&gt;
	| dps = 78&lt;br /&gt;
	| range = 1040&lt;br /&gt;
	| antiair = Yes&lt;br /&gt;
	| projectilespeed = 1500&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability jump&lt;br /&gt;
	| range = 400&lt;br /&gt;
	| reload = 10&lt;br /&gt;
	| speed = 6&lt;br /&gt;
	| midairjump = No&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Toad packs twin anti-air lasers and an autocannon for slaying enemy aircraft rapidly. It can also jump to quickly access high ground or to escape.&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
The Jumpbot Factory doesn't lack anti-air capabilities. Moderators are more than capable of shooting down planes with their hitscan burst weapon while Jugglenauts and Placeholders can trap flyers indefinitely. Toads are only useful against Nimbuses, who outrange much of the other Jumpbots.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Stuff</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Storage&amp;diff=6339</id>
		<title>Storage</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Storage&amp;diff=6339"/>
		<updated>2020-05-15T01:57:36Z</updated>

		<summary type="html">&lt;p&gt;Stuff: talked about flash porc and the storage stigma&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' expands the player's [[metal]] and [[energy]] storage.{{ Infobox zkunit&lt;br /&gt;
| name = Storage&lt;br /&gt;
| defname = staticstorage&lt;br /&gt;
| description = Stores Metal and Energy (500)&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/staticstorage.png&lt;br /&gt;
| icontype = storage&lt;br /&gt;
| cost = 100&lt;br /&gt;
| hitpoints = 700&lt;br /&gt;
| sight = 273&lt;br /&gt;
}}==Description==&lt;br /&gt;
Storages act as a buffer when one expects a big influx of metal, such as reclaiming a vast wreckage field. However, longer periods of increased metal income are better dealt with by acquiring more buildpower.&lt;br /&gt;
&lt;br /&gt;
It can also be very useful for flash porc. Where players save up large amounts of metal to build powerful defenses very quickly. Though this stratagy is much harder than it seems.&lt;br /&gt;
&lt;br /&gt;
New players should avoid building storages as there is a stigma around them that they are the worst thing in the game.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Stuff</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Venom&amp;diff=6338</id>
		<title>Venom</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Venom&amp;diff=6338"/>
		<updated>2020-05-15T01:54:35Z</updated>

		<summary type="html">&lt;p&gt;Stuff: /* Strategy and Tactics */  did the math for the max stunlockable hp.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a lightning riot spider from the [[Spider Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Venom&lt;br /&gt;
| defname = spideremp&lt;br /&gt;
| description = Lightning Riot Spider&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/spideremp.png&lt;br /&gt;
| icontype = spiderriotspecial&lt;br /&gt;
| cost = 200&lt;br /&gt;
| hitpoints = 750&lt;br /&gt;
| movespeed = 84&lt;br /&gt;
| turnrate = 316&lt;br /&gt;
| sight = 440&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Electro-Stunner&lt;br /&gt;
	| type = LightningCannon&lt;br /&gt;
	| damage = 40&lt;br /&gt;
	| reloadtime = 1.50&lt;br /&gt;
	| dps = 27&lt;br /&gt;
	| empdamage = 450&lt;br /&gt;
	| empdps = 300&lt;br /&gt;
	| stuntime = 3&lt;br /&gt;
	| range = 240&lt;br /&gt;
	| aoe = 64&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Venom is an all-terrain unit designed to paralyze enemies so other units can easily destroy them. It moves particularly fast for a riot unit and in addition to the paralysis from its [[Weapon_classes#EMP|EMP]] weapon it does a small amount of damage. Works well in tandem with the Recluse to keep enemies from closing range with the fragile skirmisher.&lt;br /&gt;
&lt;br /&gt;
==Strategy and Tactics==&lt;br /&gt;
The Venom's stun is very powerful, and can keep units stunlocked very effectively, which makes it a powerful addition to any spiderball. Because of the stun, a few Venoms can leave many enemy units defenseless against any attacks. Hard-hitting assaults like the [[Hermit]] or skirmishers like the [[Recluse]], which fire projectiles that move too slowly to reliably hit agile enemies, can benefit greatly from the Venom's ability to stunlock enemies.&lt;br /&gt;
&lt;br /&gt;
Aim for clusters of enemies, as the small splash radius can be exploited better, stunning many enemy units. Ensure that you don't stun your own Venoms.&lt;br /&gt;
&lt;br /&gt;
The Venom is fast enough to close range on skirmishers.&lt;br /&gt;
&lt;br /&gt;
Given enough time, a vemon can stunlock any unit under 6,000 hp.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Stuff</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Talk:Imp&amp;diff=6337</id>
		<title>Talk:Imp</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Talk:Imp&amp;diff=6337"/>
		<updated>2020-05-15T01:52:03Z</updated>

		<summary type="html">&lt;p&gt;Stuff: the player wont see the name of the icon anyways, right?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should the map icon for the imp be changed to &amp;quot;cloakbomb&amp;quot; instead of &amp;quot;spiderbomb&amp;quot;? Seems like it would be more consistent with the icons for other (crawling) bombs, such as the snitch.&lt;br /&gt;
&lt;br /&gt;
then since the player never sees it it might not make a difference.&lt;/div&gt;</summary>
		<author><name>Stuff</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Picket&amp;diff=6320</id>
		<title>Picket</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Picket&amp;diff=6320"/>
		<updated>2020-05-13T01:17:56Z</updated>

		<summary type="html">&lt;p&gt;Stuff: usages as a skirm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a light missile tower.{{ Infobox zkunit&lt;br /&gt;
| name = Picket&lt;br /&gt;
| defname = turretmissile&lt;br /&gt;
| description = Light Missile Tower&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/turretmissile.png&lt;br /&gt;
| icontype = defenseskirm&lt;br /&gt;
| cost = 100&lt;br /&gt;
| hitpoints = 300&lt;br /&gt;
| sight = 719&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Homing Missiles&lt;br /&gt;
	| type = MissileLauncher&lt;br /&gt;
	| damage = 104 × 3&lt;br /&gt;
	| reloadtime = 12.5&lt;br /&gt;
	| dps = 25&lt;br /&gt;
	| range = 610&lt;br /&gt;
	| homing = 330&lt;br /&gt;
	| projectilespeed = 750&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Picket is a light multi-purpose missile tower. It is good for sniping units from a distance, providing some degree of anti-air protection, and skirmishing enemy LLTs from outside their range. However, it breaks when you sneeze on it.&lt;br /&gt;
==Usage==&lt;br /&gt;
Most players use this building for early-game area control and to fight off low numbers of skirmishers in the early stages of the game. You might build a few near your front lines as it has a large range and vision. This turret has very front-loaded damage (but low dps), which may make your opponent think twice before committing to entering that area.&lt;br /&gt;
&lt;br /&gt;
It is also a reliable skirmisher, which can be used in the early stages of the game to kill enemy lotuses.&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Stuff</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Caretaker&amp;diff=6319</id>
		<title>Caretaker</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Caretaker&amp;diff=6319"/>
		<updated>2020-05-13T01:16:08Z</updated>

		<summary type="html">&lt;p&gt;Stuff: talked about how having slightly more caretakers than you need can help with sudden influxes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a static constructor.{{ Infobox zkunit&lt;br /&gt;
| name = Caretaker&lt;br /&gt;
| defname = staticcon&lt;br /&gt;
| description = Construction Assistant, Builds at 10 m/s&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/staticcon.png&lt;br /&gt;
| icontype = staticbuilder&lt;br /&gt;
| cost = 180&lt;br /&gt;
| hitpoints = 500&lt;br /&gt;
| sight = 380&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 10&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The most cost-effective source of buildpower, the Caretaker is ideal for increasing the output of factories or automatically repairing nearby defenses. It cannot start any construction projects itself, however.&lt;br /&gt;
&lt;br /&gt;
==Tips and Strategies==&lt;br /&gt;
When using a Caretaker to assist your starting factory, having one Caretaker for each 10 Metal income is enough to make full use of your [[Economy Guide|Economy]] in the early game. Before building a second caretaker, it's better to raise your metal income with [[Metal Extractor|Metal Extractors]] and [[Overdrive]]. &lt;br /&gt;
&lt;br /&gt;
Once your factories are producing units and your metal supplies are still rising, that is a good sign that your economy can support an extra Caretaker.&lt;br /&gt;
&lt;br /&gt;
For an economy that has more '''Build Power''' in its factory (10 BP + 10 per Caretaker) than '''Metal/s''' income from Economy structures, additional caretakers will not have a source of metal to build with. In this case, another caretaker will not help you build any faster when your stored metal runs out. A high Build Power factory can even start competing for resources with other constructors, slowing their production. This can be avoided by putting extra caretakers on low priority, allowing you to be able to better cope with sudden influxes of metal.&lt;br /&gt;
&lt;br /&gt;
''Remember that you cannot spend more resources than you actually have.''&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Stuff</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Solar_Collector&amp;diff=6305</id>
		<title>Solar Collector</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Solar_Collector&amp;diff=6305"/>
		<updated>2020-05-06T01:21:20Z</updated>

		<summary type="html">&lt;p&gt;Stuff: editing the edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a basic, early-game source of [[energy]] in Zero-K.{{ Infobox zkunit&lt;br /&gt;
| name = Solar Collector&lt;br /&gt;
| defname = energysolar&lt;br /&gt;
| description = Small Powerplant (+2)&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/energysolar.png&lt;br /&gt;
| icontype = energy_med&lt;br /&gt;
| cost = 70&lt;br /&gt;
| hitpoints = 500&lt;br /&gt;
| energy = 2&lt;br /&gt;
| sight = 273&lt;br /&gt;
| gridlink = 100&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability armored&lt;br /&gt;
	| reduction = 75%&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
Solar collectors are the least cost-efficient of the energy structures, but they are also the most reliable and sturdy. When attacked, solars will curl up into armored form for 8 seconds, which reduces incoming damage to a quarter and offers excellent protection against raiders. &lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
Solar Collectors are a safe and stable source of energy in the early game. Build chains of Solars between your [[Metal Extractor|mex]] to set up [[Overdrive]]. More information can be found on the [[Energy]] page.&lt;br /&gt;
&lt;br /&gt;
Note that the [[Wind/Tidal_Generator]] is always better than the Solar Collector in terms of power produced (see http://zero-k.info/Forum/Thread/31270 For the math). Thought the Solar Collector is far sturdier and can take far more punishment.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Stuff</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Solar_Collector&amp;diff=6304</id>
		<title>Solar Collector</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Solar_Collector&amp;diff=6304"/>
		<updated>2020-05-06T01:20:36Z</updated>

		<summary type="html">&lt;p&gt;Stuff: windgen  vs solar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a basic, early-game source of [[energy]] in Zero-K.{{ Infobox zkunit&lt;br /&gt;
| name = Solar Collector&lt;br /&gt;
| defname = energysolar&lt;br /&gt;
| description = Small Powerplant (+2)&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/energysolar.png&lt;br /&gt;
| icontype = energy_med&lt;br /&gt;
| cost = 70&lt;br /&gt;
| hitpoints = 500&lt;br /&gt;
| energy = 2&lt;br /&gt;
| sight = 273&lt;br /&gt;
| gridlink = 100&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability armored&lt;br /&gt;
	| reduction = 75%&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
Solar collectors are the least cost-efficient of the energy structures, but they are also the most reliable and sturdy. When attacked, solars will curl up into armored form for 8 seconds, which reduces incoming damage to a quarter and offers excellent protection against raiders. &lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
Solar Collectors are a safe and stable source of energy in the early game. Build chains of Solars between your [[Metal Extractor|mex]] to set up [[Overdrive]]. More information can be found on the [[Energy]] page.&lt;br /&gt;
&lt;br /&gt;
Note that the [[Wind/Tidal_Generator]] is always better than the Solar Collector in terms of power produced (see [url=http://zero-k.info/Forum/Thread/31270]the Forums[/url] For the math). Thought the Solar Collector is far sturdier and can take far more punishment.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Stuff</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Antinuke&amp;diff=6303</id>
		<title>Antinuke</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Antinuke&amp;diff=6303"/>
		<updated>2020-05-06T00:45:41Z</updated>

		<summary type="html">&lt;p&gt;Stuff: nuke penetration&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a strategic nuke interception system.{{ Infobox zkunit&lt;br /&gt;
| name = Antinuke&lt;br /&gt;
| defname = staticantinuke&lt;br /&gt;
| description = Strategic Nuke Interception System&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/staticantinuke.png&lt;br /&gt;
| icontype = antinuke&lt;br /&gt;
| cost = 3000&lt;br /&gt;
| hitpoints = 3300&lt;br /&gt;
| sight = 660&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability intel&lt;br /&gt;
	| radar = 2500&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Antinuke automatically intercepts enemy nuclear ICBMs aimed within its coverage radius.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
The Antinuke can only intercept strategic nukes (as in [[Trinity]]) and not tactical nukes (from the [[Missile Silo]]) which can be used to disable or destroy it.&lt;br /&gt;
&lt;br /&gt;
That Antinuke also has a fixed rate-of-fire. 3 nukes fired simultaneously at an Antinuke will allow one nuke to get through, and 4 nukes fired from 2 trinities (2 nukes, then the 10 second reload, then 2 more nukes) will also kill an Antinuke with the splash damage caused by the intercepted nuke. a single Trinity cannot penetrate a Antinuke as both have a 10s reload.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Stuff</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Gameplay_dos_and_don%27ts&amp;diff=6293</id>
		<title>Gameplay dos and don'ts</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Gameplay_dos_and_don%27ts&amp;diff=6293"/>
		<updated>2020-04-29T04:24:07Z</updated>

		<summary type="html">&lt;p&gt;Stuff: trollcoming&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Do ==&lt;br /&gt;
=== Do get all the metal you can ===&lt;br /&gt;
http://licho.eu/alba/Zero-K_Manual/metal.sized.jpg&lt;br /&gt;
&lt;br /&gt;
[[File:Ibeam.png|32px|frameless]]&lt;br /&gt;
&lt;br /&gt;
'''Metal''' is needed to get just about anything done in the game, and you want as much of it as you can get. Build [[Metal Extractor]]s and reclaim wreckage from the battlefield like your life depends on it (because it does), and do your best to keep your enemy from doing the same.&lt;br /&gt;
&lt;br /&gt;
=== Do use your units ===&lt;br /&gt;
If a combat unit isn't shooting, it isn't paying for itself. If an opportunity to profitably deal damage to the enemy arises, take it. If your team is engaged in combat somewhere, send your units to help out, but '''don't''' throw your units away needlessly.&lt;br /&gt;
&lt;br /&gt;
===Do use multiple unit types===&lt;br /&gt;
Using only a single type of unit can result in your opponent replying with a countering unit type. A swarm of raiders could be met with riots, or a lot of assaults could be beaten with a raider force.&lt;br /&gt;
&lt;br /&gt;
Having only one type of unit also restricts your options in battle, and can make some other options unprofitable. For example, using raiders to attack fortified areas will get them all destroyed, and dump a large amount of metal at your opponent's doorstep.&lt;br /&gt;
&lt;br /&gt;
=== Do build energy resources ===&lt;br /&gt;
Unlike metal, energy is consumed a lot more, especially if you have shields/cloaking units, so the best thing to do is to make a lot of energy structures, next to [[Metal Extractor]]s or linked into your [[Overdrive]] grid. You should always have more energy than metal, or more than you can spend. Excess energy is used to [[Overdrive]] metal extractors. Because Overdrive loses efficiency as more power is pumped into a Metal Extractor, it is best to have more mexes on Overdrive than to have few mexes with more Overdrive.&lt;br /&gt;
&lt;br /&gt;
=== Do have mobile defences ===&lt;br /&gt;
Despite towers being cost efficient and powerful, they can't move, so they can't attack or move to a different location - artillery will make quick work of them. Make some units as a dedicated defence force, so any force entering your territory will be opposed quickly. Raiders are a good choice for response forces as their speed enables a fast response to an attack, as well as being strong against heavier enemy units.&lt;br /&gt;
&lt;br /&gt;
=== Do use unique unit abilities ===&lt;br /&gt;
Some units have special abilities and weapons, activated with the D key. [[Swift]]s have a fast burst of speed, useful for scouting or rapid interception of enemy air units. The [[Dante]] has an incendiary missile barrage, good for attacking a shielded and clustered enemy. [[Scorpion]]s have multi-stunner, good for usage against an opposing heavy unit. Some others units have these &amp;quot;D-guns&amp;quot;, so find them all!&lt;br /&gt;
&lt;br /&gt;
== Don't ==&lt;br /&gt;
=== Don't make lots of defences in one place ===&lt;br /&gt;
http://licho.eu/alba/Zero-K_Manual/bypassenemies.sized.jpg&lt;br /&gt;
&lt;br /&gt;
The enemy will simply go around to where the defences aren't (like where your allies are), and to fortify all possible attack points simply isn't economically feasible. Seed moderate defences where necessary (e.g. at chokepoints), sprinkle light defences elsewhere for defence in depth, and use mobile units for the rest of your defensive needs (or better yet, use them to be the one doing the attacking). &lt;br /&gt;
&lt;br /&gt;
=== Don't send your units in one by one ===&lt;br /&gt;
http://licho.eu/alba/Zero-K_Manual/piecemeal.sized.jpg&lt;br /&gt;
&lt;br /&gt;
They'll just die one by one. You want to concentrate your forces wherever possible; see [http://en.wikipedia.org/wiki/Lanchester%27s_laws Lanchester's laws] for why.&lt;br /&gt;
&lt;br /&gt;
===Don't overconcentrate your units===&lt;br /&gt;
Concentrating your forces in one place means that an attacking enemy can bypass them at a different place and wreak havoc in your territory.&lt;br /&gt;
&lt;br /&gt;
===Don't build volatile energy structures in a large cluster===&lt;br /&gt;
Building explosive energy structures such as [[Fusion Reactor|Fusion Reactors]] too close together makes them more likely to chain explode when attacked. Half of your economy could be instantly destroyed (as well as anything nearby) by a few bombers if your energy buildings are too closely packed.&lt;br /&gt;
&lt;br /&gt;
===Don't build volatile energy structures next to anything important===&lt;br /&gt;
An explosion from a large energy building could severely damage anything nearby. Having, for example, a Strider next to an energy building cluster could be a disaster in the making.&lt;br /&gt;
&lt;br /&gt;
=== Don't make lots of storages ===&lt;br /&gt;
You want to be spending your metal and energy as fast as you can, not stockpiling them. [[Storage]]s should only be made under very specific circumstances, usually in FFA matches. &lt;br /&gt;
&lt;br /&gt;
Also, relying on storages gives your enemy a place to directly destroy your resources and hamper your economy. A cluster of storages could be wiped out by a bomber strike.&lt;br /&gt;
&lt;br /&gt;
=== Don't make more Caretakers than you need ===&lt;br /&gt;
[[Caretaker]]s can help your factories and constructors build faster, but only if there's metal that's actually available to spend. If you only have enough ingredients for three cakes, having ten ovens won't make them bake any faster than three.&lt;br /&gt;
&lt;br /&gt;
As a rule, you shouldn't build new Caretakers if your current expenditure already exceeds your income. Each caretakers spends 10 metal per second at full speed, so you can easily determine how many you need.&lt;br /&gt;
&lt;br /&gt;
=== Don't make heavy defences behind the front line ===&lt;br /&gt;
Building a [[Desolator]] where it will never encounter an enemy unit is not an effective use of your metal. Try to put heavy defences directly on the frontline or near the frontline where they can fire on enemy units. It is okay if you build heavy defences further from the frontline if the front is starting to fail as a means of stopping a complete collapse. &lt;br /&gt;
&lt;br /&gt;
=== Don't use terraforming more than necessary ===&lt;br /&gt;
Terraforming isn't cheap. Try to be as stingy as possible with it. Don't terraform a huge plateau just for one [[Big Bertha]]. If you need to terraform a platform for something, hold click when placing it and use that tool to help you.&lt;br /&gt;
&lt;br /&gt;
=== Don't stall the game after you can't win ===&lt;br /&gt;
That's just impolite, so resign like any other decent player.&lt;br /&gt;
&lt;br /&gt;
=== Don't morph your commander excessively ===&lt;br /&gt;
Commander morphs quickly become useless after a few morph. The simplest way to avoid over investing in your commander is to limit yourself to 1 morph only unless you are very, '''very''' confident that it will make cost.&lt;br /&gt;
&lt;br /&gt;
''DO have fun, respect your teammates, and enjoy all that the game has to offer.''&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Stuff</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Newbie_Guide&amp;diff=6292</id>
		<title>Newbie Guide</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Newbie_Guide&amp;diff=6292"/>
		<updated>2020-04-29T03:09:40Z</updated>

		<summary type="html">&lt;p&gt;Stuff: told them about not monospammng cons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New to Zero-K? New to RTS games, even? This '''Newbie Guide''' will show you the ropes.&lt;br /&gt;
&lt;br /&gt;
Basic Gameplay, Commands and Controls.&lt;br /&gt;
&lt;br /&gt;
This chapter will teach you everything you need to know to play the game.&lt;br /&gt;
&lt;br /&gt;
== Zooming ==&lt;br /&gt;
First try to zoom out to get an overview of the map. Use your '''mouse wheel''', or {{Key press|Page Up}}/{{Key press|Page Down}} to zoom out/in. You can also press {{Key press|Ctrl}}+{{Key press|Tab}} to toggle full-map view.&lt;br /&gt;
&lt;br /&gt;
== Scrolling ==&lt;br /&gt;
You can use the '''arrow keys''', hold the '''middle mouse button''', or move your mouse to the edge of the screen to scroll. '''Middle-click''' on the '''minimap''' in the upper left will centre on that location.&lt;br /&gt;
&lt;br /&gt;
''Hint:'' Use zooming to scroll: zoom out, move cursor to the desired position, then zoom in.&lt;br /&gt;
&lt;br /&gt;
== Choosing your Start location ==&lt;br /&gt;
Pick one of the four [[Commander|Commanders]] and '''click''' anywhere '''in the green area''' to chose your starting location. Assuming it has not been chosen for you, normally, this is first phase of the game. The map will be divided into red-tinted and green-tinted areas. The green is your start box, the red is the enemy's. Try some [[Typical opening|typical opening]] moves.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/I32xChI.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Good starting locations are near metal spots, usually depicted as grey marks on the map. Pressing {{Key press|F4}} will toggle metal view mode, which makes metal easier to see by circling them along with showing their output below the circle. Alternatively, you can mouse over them to see their output value. Grey circles indicate they are unclaimed, teal/green ones indicate that you or your allies have claimed it, and red ones indicate that an enemy player has claimed it.&lt;br /&gt;
&lt;br /&gt;
{{Key press|F4}} will also highlight metal sources (such as rocks or wrecks).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/BefElFr.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the game will only start when all players have placed down their Commanders or when a certain amount of time has passed. You can try to speed this up by typing '''!force''' in all chat after pressing {{Key press|Enter}} to open a chat window.&lt;br /&gt;
&lt;br /&gt;
== Selection ==&lt;br /&gt;
To select construction units such as your Commander, '''left click''' them. Holding down the left mouse button draws a rectangle that selects all units inside the area. Your commander can also be selected from anywhere on the map with the keyboard shortcut {{Key press|Ctrl}}+{{Key press|C}}.&lt;br /&gt;
&lt;br /&gt;
To add to/subtract from current selection, hold {{Key press|Ctrl}} and '''click''' on the unit. Holding {{Key press|Ctrl}} and dragging a rectangle will add multiple units to the selection.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
First, start your economy by making a [[Metal Extractor]] - often referred to as a ''Mex''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/ZKxiAWv.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With your Commander selected, select the '''Econ''' tab at the bottom left of the screen or press {{Key press|X}} to access the economy build menu. The Metal Extractor is at the top left of the economy tab, '''left click''' to select it. ''Shortcut:'' Press {{Key press|X}} and then {{Key press|Q}}.&lt;br /&gt;
&lt;br /&gt;
Click the '''left mouse button''' to place the building on top of one of the metal spots, right next to where your commander should have spawned.&lt;br /&gt;
&lt;br /&gt;
You can build any other buildings the same way as you built your metal extractor.&lt;br /&gt;
&lt;br /&gt;
== Queuing Orders ==&lt;br /&gt;
'''Select the Metal Extractor''' ({{Key press|X}}-{{Key press|Q}}) from the build menu again, and while holding the {{Key press|Shift}} key, place it over the two other metal spots. This will place these orders at the end of his order queue, meaning he will execute them in sequence. Giving an order without {{Key press|Shift}} held cancels the queue in favour of the new order.&lt;br /&gt;
&lt;br /&gt;
To cancel a single order in the queue, hold {{Key press|Shift}} and click on its location - in the case of a build order, you must have a building selected to do this.&lt;br /&gt;
&lt;br /&gt;
You can also insert commands at arbitrary positions in the queue by holding down {{Key press|Space}} while issuing the order.&lt;br /&gt;
&lt;br /&gt;
''Hint'': Selecting the [[Area Mex Command]] and dragging a circle radius over an area will order the commander (or any constructor selected) to place mexes over all spots in the area.&lt;br /&gt;
&lt;br /&gt;
== Multiple Building Placement ==&lt;br /&gt;
Select the '''[[Solar Collector]]''' (Shortcut {{Key press|X}}-{{Key press|S}}) from the build menu, you'll also find it under the '''Econ''' tab. When placing it, hold down {{Key press|Shift}} again, left click and drag to place a line of buildings. Make at least 4. Solar Collectors produce +2 energy, the yellow resource bar in the top center.&lt;br /&gt;
&lt;br /&gt;
Metal Extractors produce [[Metal]], the blue-grey resource in the upper right of the screen. Solar collectors produce [[Energy]], the yellow resource. You need both in equal amounts for construction.&lt;br /&gt;
&lt;br /&gt;
== Factories ==&lt;br /&gt;
Build your Factory. Factories produce new units. '''Your first factory is free''' and is teleported in, just like your Commander.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/lR2iqPI.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Select your factory'''. You usually want to make sure it is set to '''repeat''', for constant production. &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/repeat_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Left Click the repeat button''', so that it turns green &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/repeat_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:Queued units_new.png]]&lt;br /&gt;
&lt;br /&gt;
You can add units to your factories production queue by '''left-clicking''' the icon of the units you wish to build. The factory will then immediately start production. To remove a unit from the queue, simply '''right-click''' the unit's icon.&lt;br /&gt;
&lt;br /&gt;
The repeat option will allow your factory to keep producing units indefinitely at your chosen ratio. If you need a unit quickly, you can press {{Key press|Alt}} while clicking to order the factory to make individual (non-repeating) units as soon as possible, and then continue on with your repeat queue. The unit in production will finish building, and then the units added this way will be started.&lt;br /&gt;
&lt;br /&gt;
{{Key press|Shift}} click adds/removes 5 of the chosen unit, {{Key press|Ctrl}} click is 20, and {{Key press|Ctrl}}+{{Key press|Shift}} click is 100.&lt;br /&gt;
&lt;br /&gt;
A good start is to order your factory to produce one construction bot and around five raiders. (remember to put them on repeat)&lt;br /&gt;
&lt;br /&gt;
== Assisting Factories ==&lt;br /&gt;
Any [[Unit classes#Constructor|Constructor]]s, including your Commander, can assist your factory's production. To do this, '''select the constructor''' and '''right click''' on the factory. This will give a 'guard' order, which makes the unit automatically help to build anything the factory is building. This is much cheaper than building additional factories, so if you want to produce faster - assist.&lt;br /&gt;
&lt;br /&gt;
Note that if you do not have enough income to keep the constructors running at full power, more constructors will not help.&lt;br /&gt;
&lt;br /&gt;
Additional factories are expensive to build. When you do make a second factory, it is good practice to choose a [[Units|Factory]] other than the one you started with. Only make an extra factory when you feel like you need extra variety (or in a forward position to reduce transit time).&lt;br /&gt;
&lt;br /&gt;
== Orders ==&lt;br /&gt;
===Unit Selection===&lt;br /&gt;
You can '''select multiple units''' of the same type on your screen by double-clicking one of them. You can also press {{Key press|Ctrl}}-{{Key press|Z}} to select all units of all the unit types you currently have selected.&lt;br /&gt;
&lt;br /&gt;
You can control-group units by pressing {{Key press|Ctrl}}+''#'' (''#'' being any number from 0 to 9). Pressing the number key will select that group of units.&lt;br /&gt;
&lt;br /&gt;
===Unit Movement and Formations ===&lt;br /&gt;
You can order units to move by simply '''right-clicking''' at a location. Holding down the right mouse button when having multiple units selected draws a line or curve, which orders your units to spread out and proceed towards their position in the formation with equal spacing.&lt;br /&gt;
&lt;br /&gt;
If you give an explicit order of &amp;quot;Attack Move&amp;quot; ({{Key press|A}} on keyboard) or &amp;quot;Move&amp;quot;({{Key press|M}} on keyboard), you can also draw a line or curve for formation (without bringing up the build menu if the selection includes cons).&lt;br /&gt;
&lt;br /&gt;
More generally, you can select a command and draw a line anywhere on the battlefield using the '''left mouse button'''. Depending on your unit selection, one of the following will happen:&lt;br /&gt;
* If only a single unit is selected, commands will be queued along the line. This allows you to quickly draw a path to go around obstacles such as static defenses and more.&lt;br /&gt;
* If a group of units is selected, one command for every unit will be created along the line. This can be used to draw a formation before engaging the enemy, to spread up and so on.&lt;br /&gt;
&lt;br /&gt;
This works for the following commands:&lt;br /&gt;
* [[Attack Move Command|Attack Move]]&lt;br /&gt;
* [[Jump Command|Jump]]&lt;br /&gt;
* [[Move Command|Move Command]]&lt;br /&gt;
* [[Patrol Command|Patrol]]&lt;br /&gt;
* [[Manual Fire Command|Manual Fire]]&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Force Fire Command|Force Fire]]&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Unload Command|Unload]]&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* &amp;lt;/nowiki&amp;gt;To use a custom formation Attack or Unload order, you have to hold down the {{Key press|Alt}} key while drawing a line.&lt;br /&gt;
&lt;br /&gt;
=== Holding formation ===&lt;br /&gt;
If your units are in formation, they can be told to hold that formation by holding down the {{Key press|Ctrl}} key while giving a move order ('''right click'''). The entire formation will move at the speed of the slowest unit involved.&lt;br /&gt;
&lt;br /&gt;
===Combat ===&lt;br /&gt;
You can order units to attack a specific target by right clicking it. Note: units will automatically fire at enemies in range, so may not fire at the target first.&lt;br /&gt;
&lt;br /&gt;
Nearly all units can shoot while moving.&lt;br /&gt;
&lt;br /&gt;
Hold down the {{Key press|Shift}} key while having units selected to take a look at their current command queue. While doing so you can also add new commands to your selected units, which will then process all commands one after the other.&lt;br /&gt;
&lt;br /&gt;
The '''Attack Move''' order will make units stop to engage enemies they encounter (like Attack Move in other RTS games). Additionally, they will also attempt to dodge enemy projectiles and kite enemies automatically; see [[Unit AI]] for more information.&lt;br /&gt;
&lt;br /&gt;
===Area Orders===&lt;br /&gt;
By selecting a command, then pressing and holding the '''left mouse button''' an area order can be given. Drag the mouse to define a cylindrical area within which the command applies.&lt;br /&gt;
&lt;br /&gt;
This works for the following commands:&lt;br /&gt;
* [[Unit_commands#Most_Common_Commands_and_Modifiers|Attack]]&lt;br /&gt;
* [[Area Attack Command|Area Attack]]&lt;br /&gt;
* [[Reclaim Command|Reclaim]]&lt;br /&gt;
* [[Repair Command|Repair]]&lt;br /&gt;
* [[Area Mex Command|Area Mex]]&lt;br /&gt;
* [[Load Command|Load]]&lt;br /&gt;
* [[Unload Command|Unload]]&lt;br /&gt;
&lt;br /&gt;
''Note that there are various modifiers available for these commands. (For now) refer to [https://springrts.com/wiki/Balanced_Annihilation:Giving_Orders this page] for further information.''&lt;br /&gt;
&lt;br /&gt;
===Group of Combat Units===&lt;br /&gt;
If you have a group of units selected, holding down {{Key press|Ctrl}} and giving the order of &amp;quot;Area Attack&amp;quot; (holding {{Key press|F}} on keyboard and dragging mouse) will have each of these units attack a particular target in the area selected, whereas if you select this group of units and &amp;quot;Area Attack&amp;quot; only (without {{Key press|Ctrl}}), all of these units will together attack one target after the other in the area selected.&lt;br /&gt;
&lt;br /&gt;
If you have a group of units selected, holding down {{Key press|Alt}} and giving the order of &amp;quot;Attack&amp;quot; ({{Key press|F}} on keyboard) and drawing a line will spread targets along the line (useful for bombardments and laying down mines with [[Badger]]s).&lt;br /&gt;
&lt;br /&gt;
== Unit states ==&lt;br /&gt;
Most units can be set to adopt a set of specific rules which they will follow automaticaly (ex: only fire in return, retreat while at &amp;lt;50% HP and so on).&lt;br /&gt;
For a complete guide refer to [[Unit states]].&lt;br /&gt;
&lt;br /&gt;
== Command queuing ==&lt;br /&gt;
You can queue any command (attack orders, build orders, movement orders, patrol orders, repair orders, etc).&lt;br /&gt;
&lt;br /&gt;
To do so, hold down {{Key press|Shift}} and give one or several units multiple orders. Holding down the {{Key press|Space}} key will allow you to insert an order at the start of the queue. If you hold down the {{Key press|Space}} key and the {{Key press|Shift}} key, the command will be positioned so your units will have to spend as little time traveling in total as possible. Note that this calculation ignores obstacles, it's nowhere near perfect.&lt;br /&gt;
&lt;br /&gt;
== Factory orientation ==&lt;br /&gt;
You can use {{Key press|Insert}} or {{Key press|Delete}} to change which way your factory points.&lt;br /&gt;
&lt;br /&gt;
== Factory repeat ==&lt;br /&gt;
You can set your factories to repeat unit production (see [[Unit states]]). Any units you queue will be at the end of the queue upon completion. Holding down the {{Key press|Alt}} key when queuing a unit will '''add''' this unit after the first one in the queue and, even when repeat is enabled, '''not repeat''' it.&lt;br /&gt;
&lt;br /&gt;
If repeat (&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/repeat_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt;) is currently on, {{Key press|Alt}} insert will place the new unit after the one currently being built.&lt;br /&gt;
&lt;br /&gt;
* Currently constructed: Reaver (r)&lt;br /&gt;
* In queue: Glaive(r), Glaive(r), Envoy(r), Conjurer(r)&lt;br /&gt;
* {{Key press|Alt}}+Click on Knight&lt;br /&gt;
* Currently constructed: Reaver (r)&lt;br /&gt;
* New Queue: Knight, Glaive(r), Glaive(r), Envoy(r), Conjurer(r)&lt;br /&gt;
''Here (r) means a unit will be put at the end of the queue upon completion - &amp;quot;repeated&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
== Chat ==&lt;br /&gt;
Chat messages can be sent to a certain receiver by pressing one of the following key combinations. Alternatively, prefixes can be used to set the receiver. This also allows private messages. Prefixes are displayed as text after &amp;quot;Say:&amp;quot; on the chat input line. Once your audience is selected, use the last choice to keep chatting with that audience. There is no need to keep adding, for example, &amp;quot;&amp;lt;tt&amp;gt;a:&amp;lt;/tt&amp;gt;&amp;quot; to keep talking to allies.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+ Chat audience selection&lt;br /&gt;
!Audience!!Key press!!Console prefix!!Prompt color!!Console text color&lt;br /&gt;
|-&lt;br /&gt;
|Allies||{{Key press|Alt}}+{{Key press|Enter}}||&amp;lt;tt&amp;gt;a:&amp;lt;/tt&amp;gt;||green||green&lt;br /&gt;
|-&lt;br /&gt;
|Everyone||{{Key press|Ctrl}}+{{Key press|Enter}}||None||white||white&lt;br /&gt;
|-&lt;br /&gt;
|Spectators||{{Key press|Shift}}+{{Key press|Enter}}||&amp;lt;tt&amp;gt;s:&amp;lt;/tt&amp;gt;||yellow||gray&lt;br /&gt;
|-&lt;br /&gt;
|Last choice||{{Key press|Enter}}||Last used&lt;br /&gt;
|-&lt;br /&gt;
|Private||||&amp;lt;tt&amp;gt;/w ''[username]''&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Messages containing your name will be red, while messages typed in the lobby while in game will be surrounded by three yellow arrows on each side.&lt;br /&gt;
&lt;br /&gt;
Be careful with your choice of audience. If the text is white, you are, most likely, talking to everyone. This means that if you are saying something of tactical or strategic importance, your allies ''and'' your opponents will know about it!&lt;br /&gt;
&lt;br /&gt;
== Placing map markers and map drawing==&lt;br /&gt;
Hold down the key '''below''' the {{Key press|Esc}} key. Depending or your keyboard this could be a tilde ({{Key press|~}}) or something else. With this key held down, use your mouse to:&lt;br /&gt;
* '''Left click''' and move to draw&lt;br /&gt;
* '''Middle click''' to ping the map with an unlabeled marker&lt;br /&gt;
* '''Right click''' to erase previous drawings and markers&lt;br /&gt;
* '''Double left click''' and type a message to place a labeled marker&lt;br /&gt;
&lt;br /&gt;
== Shortcuts ==&lt;br /&gt;
Most buttons have a shortcut (hotkey). It is either displayed right on top of the button or revealed when hovered over. To edit shortcuts, hold down {{Key press|Space}} and '''left click on the command menu'''. This will bring up a list of existing shortcuts.&lt;br /&gt;
&lt;br /&gt;
For further information refer to [[Hotkeys|Custom Keys]].&lt;br /&gt;
&lt;br /&gt;
== Manuals ==&lt;br /&gt;
Further manuals and guides can be found on the [[Manual]] page and in the forum's [http://zero-k.info/Forum?categoryID=2 Strategy and tips] section.&lt;br /&gt;
There is also a manual for [https://springrts.com/wiki/UI_commands Spring UI commands].&lt;br /&gt;
&lt;br /&gt;
== Map views ==&lt;br /&gt;
* {{Key press|F1}} toggles the height map&lt;br /&gt;
* {{Key press|F2}} toggles the pathing map&lt;br /&gt;
* {{Key press|F4}} toggles the metal map&lt;br /&gt;
* {{Key press|L}} toggles the line of sight view. It displays different colors for radar and direct line of sight, and red where one of your units jams enemy radars&lt;br /&gt;
&lt;br /&gt;
== Starting to fight ==&lt;br /&gt;
You have a choice of several factories, each with its own set of units. &lt;br /&gt;
&lt;br /&gt;
It is strongly recommended that you take a look at the [[Unit_classes|Unit Class]] guide to get an overview of what different unit types do. There is also information about specific [[Units|units]].&lt;br /&gt;
&lt;br /&gt;
A [http://www.zero-k.info/Static/UnitGuide Unit Guide] provides a short summary of each unit.&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Stuff</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Resupply_Command&amp;diff=6284</id>
		<title>Resupply Command</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Resupply_Command&amp;diff=6284"/>
		<updated>2020-04-28T08:09:46Z</updated>

		<summary type="html">&lt;p&gt;Stuff: Created page with &amp;quot;== Overview == Resupply will cause the unit to seek out the closest empty Airpad, Airplane Plant or Reef for health or ammo. Note although that the chosen Airpad i...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Resupply will cause the unit to seek out the closest empty [[Airpad]], [[Airplane Plant]] or [[Reef]] for health or ammo. Note although that the chosen Airpad is not changed automatically upon the availability of another Airpad, then unit will take other units coming to the landing spot and will avoid Airpads that have been &amp;quot;Booked full&amp;quot;.&lt;br /&gt;
== Issuing ==&lt;br /&gt;
Resupply can be issued to and only to '''air units''', namely all gunships, all planes, all drones and Athena. It can only be issued to units that are either damaged or need rearming. It does not have a default hotkey but one can be bond in the settings menu. If a unit has been issued the Resupply command but does not need rearming or repair (for instance, issuing the command to a damaged unit, then issuing the [[Wait Command]] and repairing the unit back to full health before issuing Wait again) the unit will still seek out an Airpad but will take off the moment it hits the pad. It can also be issued by right clicking on a Airpad or other landing zone and is issued automatically if a bomber has a empty queue and has no ammo.&lt;br /&gt;
&lt;br /&gt;
Normally it is impossible to issue the resupply command to drones due to their uncontrollable nature, though it can be proven that drones can also accept the resupply command through [[Cheats]]&lt;br /&gt;
== Usage ==&lt;br /&gt;
Resupply is excellent for replenish the ammo of bombers or the health of planes. it can also act as a manual retreat for fighters and gunships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox commands}}&lt;br /&gt;
[[Category: Commands]]&lt;/div&gt;</summary>
		<author><name>Stuff</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Area_Attack_Command&amp;diff=6283</id>
		<title>Area Attack Command</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Area_Attack_Command&amp;diff=6283"/>
		<updated>2020-04-28T07:43:12Z</updated>

		<summary type="html">&lt;p&gt;Stuff: results of testing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(WIP, Add more info)&lt;br /&gt;
== Overview ==&lt;br /&gt;
Area attack is a permanent command (i.e. does not end unless cancel by the stop command or issuing another command) exclusive to bombers. It causes the bombers to attack any targets in the area or the ground if no targets can be spotted. The shots are distributed evenly overly all targets in the area or the area itself,&lt;br /&gt;
== Issuing ==&lt;br /&gt;
The Default hotkey for Area Attack is Alt+A, it cannot be modified by the Ctrl Or Alt modifier. It cannot be issued to non-bomber units. Note that if issued to a bomber that has landed on the ground, it will not take effect until the bomber has taken off.&lt;br /&gt;
== Usage ==&lt;br /&gt;
Area Attack can help put pressure on areas undefended by Anti-Air without demanding large amount of attention. It's use after Anti-Air becomes prevalent is highly advised against as the planes will be split into a steady stream rather than a large burst, making then far more vulnerable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox commands}}&lt;br /&gt;
[[Category: Commands]]&lt;/div&gt;</summary>
		<author><name>Stuff</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Area_Attack_Command&amp;diff=6282</id>
		<title>Area Attack Command</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Area_Attack_Command&amp;diff=6282"/>
		<updated>2020-04-28T07:27:02Z</updated>

		<summary type="html">&lt;p&gt;Stuff: (Made the page, also the edit by random person on commands just before this one was me who forgot to sign in)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(WIP, Add more info)&lt;br /&gt;
== Overview ==&lt;br /&gt;
Area attack is a permanent command (i.e. does not end unless cancel by the stop command or issusing another command) exclusive to bombers. It causes the bombers to attack any targets in the area or the ground if no targets can be spotted.&lt;br /&gt;
== Issusing ==&lt;br /&gt;
The Default hotkey for Area Attack is Alt+A, it cannot be modified by the Ctrl Or Alt modifier. It cannot be issused to non-bomber units&lt;br /&gt;
== Usage ==&lt;br /&gt;
Area Attack can help put pressure on areas undefended by Anti-Air without demanding large amount of attention. It's use after Anti-Air becomes prevalent is highly advised against as the planes will be split into a steady stream rather than a large burst, making then far more vulnerable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox commands}}&lt;br /&gt;
[[Category: Commands]]&lt;/div&gt;</summary>
		<author><name>Stuff</name></author>
		
	</entry>
</feed>