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About AI War 2 The Spire Rises

AI War 2: The Spire Rises is an expansion that adds the Spire race, new factions, units, Arks, turrets, mechanics and modular ships. Some factions can draw you into open warfare, while others remain quiet neighbors or fight their own wars. Many additions appear in any campaign with the expansion, while the Scourge and Fallen Spire are optional factions that you can enable in the lobby or through beacons.

The Scourge

The AI created the Scourge as a subsidiary force to eliminate smaller threats without involving its main Processors. It genetically engineered conquered races and fused them into a fighting force whose primary members include the Thoraxians, Peltians, Neinzul, Evucks, Burlusts and even Spire. The Scourge are canonically allied with the AI, but can instead be allied with the player or placed on an independent team.

Scourge forces can attack in new ways, including sending cloaked ships to destroy economic command stations behind your defenses. Their units can form Fireteams, coordinating attacks across the galaxy, and the Scourge can target infrastructure whose destruction weakens the enemy. Subjugators can pose a threat, and if you escalate the conflict far enough, the giant Nemesis may arrive.

The Fallen Spire

The AI has defeated the Spire empire in its home galaxy. Spire units that reach your galaxy can rebuild their empire and seek revenge, while the AI studies captured Spire reactors in cloaked research laboratories. Hidden relics from past battles can also be found across the galaxy.

You capture Spire relics to gain powerful ships and cities, then build cities of different styles and complexities that improve as you add more cities and structures. Your growing forces can supplement a regular campaign, or become large enough to provoke the AI into recalling super-units from its war beyond the galaxy. You can pursue an alternative victory condition by developing your Spire cities, or build to mark 7—above the mark 5 needed for that victory condition. The faction’s progression is flexible, so you can engage with the Fallen Spire to the extent you choose rather than committing to a wholly Spire-focused campaign.

The AI can bring extragalactic forces into the fight, including Exo War Units. Several base-game factions, including the Nanocaust, Macrophages and Marauders, can acquire Spire-themed units when they appear alongside the Fallen Spire. The Dark Spire also has a hostile reaction to its Imperial cousins.

New factions and threats

The Scourge and Fallen Spire are joined by new Spire entities. The Chromatic Horror is a massive Spire presence that bends space and time, randomly warping nearby units to other locations in the gravity well. This can scatter defenses belonging to you, the AI or other minor factions. You can destroy it, but it reappears elsewhere later.

Spire Dyson Spheres are active and territorial. They may leave you alone if you leave them alone, but hacking them can yield warheads or interplanetary weapons based on their technology, and the spheres hold a grudge against those who hack them. They especially hate the Dark Spire and will fight it if it is present, potentially drawing the galaxy into a wider conflict.

Expand your forces

The expansion adds 30 turrets, five Arks, new capturable objects, and strikecraft and frigates adapted from AI War: Fleet Command. New turrets include the Acid Turret, which makes enemies it splashes take more damage from all sources; the Crusher Turret, which acts like a miniature black hole; the Counter Sniper Turret, which can destroy Sentinel Gunboats; and the Mini Fortress, which can challenge fleets of AI ships.

The returning ships include:

  • Bombard: fires single shots very slowly, but can destroy what it hits.
  • Tackle Drone Launcher Frigate: launches drones that grab hostile units and pull them to the edge of a gravity well, taking them out of the fight, or drag them toward your units.
  • Viral Shredders: attack in melee and replicate themselves for free after enough attacks; the new copies can also replicate.
  • Tesla Torpedo Frigates: launch Lightning Torpedoes that deal area damage, particularly threatening to Swarmer-type ships.

The five Arks are salvaged ships from the Human civil war. They may be less powerful than they were in their prime and lack some technology needed for full operation, but investment can restore their strength. Each brings a distinct ability:

  • Belle Prime: specializes in ambushes, with many cloaking points and attacks that deal heavy damage to ships that have just arrived on a planet. It can serve as a wave destroyer or eliminate hacking responses.
  • Grand Salvage: pulls groups of smaller ships in with artificial gravity and crushes them, while projecting a strong gravity field that makes escape difficult.
  • Great A’Thomek: draws attacks away from nearby ships with its attractant field and protects itself with defensive bonuses, helping your fleet withstand attacks other than area damage.
  • Nodorion Tortid: combines artillery with an attrition generator that slowly damages all mobile units, with the damage adding up over the course of a battle.
  • Sol Ater: helps you subvert AI firewalls more efficiently when hacking, reducing the AI’s response to your hacking.

Change your empire

Two player types offer different starting strategies. The Ark Empire begins with an Ark and five shiplines of your choice instead of a Home Command Station. It starts without a claimed world or battlestations, and losing its starting flagship at 0 HP ends the game. This more challenging option can also suit multiplayer players who want to support others rather than build an empire.

The Spire Infused Empire can build Spire ships and structures without using artifacts to begin constructing Spire cities. It still cannot build cities without limit, but it lets you and the AI reach open battles sooner than in the regular Fallen Spire mode.

Certain ships and shiplines can also be customized through a points-based modular system. You select a fleet and use its Modules button to choose weapons and bonuses, including loadouts for long-range harassment or heavier, more durable hulls. Modular ships gain more points and module options as they mark up, and you can change their weapons during battle to respond to how it unfolds.

More campaign additions

Minor capturables, such as the Lost Energy Reactor, provide modest bonuses to your empire. If one is destroyed, it increases AIP by 1. New mechanics include Harmonic, which increases a unit’s damage when more of the same unit share a planet’s gravity well; damage amplification, which raises damage taken by a fixed amount or multiplier; and drone guns, which launch controllable units that slowly attrit over time.

The optional Doomsday setting gradually destroys planets, shrinking the galaxy and bringing you and the AI closer together. It does not destroy planets you control or the AI’s Homeworld, and every planet remains connected to at least one other planet, so the process cannot seal off a minor faction. You can enable the setting in the lobby’s General tab. The expansion also adds music, including separate themes for the Spire and the Scourge.

Base-game changes

The expansion also brings changes to the base game. FireTeams have been added to the AI and other threatening factions, and improvements to targeting, AI efficiency and performance affect factions whether or not they are part of the expansion. Lighting and materials have been upgraded across the game, with existing ships and structures retouched. You can load quick starts and saved games into the lobby to customize them before starting a new game, and the AI’s Extragalactic War features are part of the base game so other factions and mods can use them.

Frequently asked questions

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