





Why does Zero-K have energy? The previous article stopped just short of asking this question, but it is well worth asking. Continuing on, everything costs equal amounts of metal and energy, so it would seem simple enough to drop energy from the equation. Doing so would certainly make the economy smoother. Look at the Command and Conquer franchise, it seems to do just fine with one resource. But hold on, that is not quite right, since C&C has another resource, power, which plays much the same role as energy in Zero-K. Both resources are used to control the pace of escalation in their respective games. Energy in Zero-K is like houses in Age of Empires, or Supply Depots in Starcraft. Fundamentally, these resources act as an expandable limit on some other aspect of the game, while being fairly unlimited themselves. The big difference is that houses limit the size of your army, while energy limits your rate of production. But we can call them both supply resources, and the effect of such a reason is to make it more expensive to build something for the first time, since infrastructure is needed to support it. Or to give it a more positive spin, supply provides a discount for rebuilding something up to its previous size. Many resources fit the supply mould once you see the pattern. Consuming supply is generally a good thing, as units would prefer to do so than cost an equivalent amount of resources. Consider the Supply Depots in Starcraft, which cost 100 minerals and produce 8 supply. Now consider two variations on the Marine, if we ignore things like build times and hard supply caps, which is more powerful?
- The original Marine that costs 50 minerals and 1 supply.
- A modified Marine that costs 25 minerals and 3 supply.

The same supply dynamic happens Zero-K, just with production and energy, rather than armies and houses. Consider a bare bones economy, with just solar collectors and metal extractors (mexes). A mex makes +2 metal while a solar makes +2 energy. All construction costs the same amount of metal as energy, so every single bit of metal has to eventually be paired with the same amount of energy, if it is to be spent. This makes solar collectors act as a supply structure for mexes. Increasing your total metal income, for the first time, is more expensive than rebuilding after a raid. Supply, in any game, exists to slow players down as they try to blast through the early stages of the game. It stops aggressive Starcraft players executing unbeatable all-in rushes with unreasonably large armies, and it stops Zero-K players greedily grabbing every single metal spot in an expanding cloud of constructors. This is vital for a game with income so strongly tied to territory, since the openings of such games can devolve into an all-out land grab. Overly explosive expansion runs the risk of determining the winner via early economic superiority, which feels bad and makes it hard to reach the midgame. Mexes have had their cost adjusted over the years with this balance in mind.

Metal extractors were quite cheap in Complete Annihilation, costing as little as 50 metal, but their cost rose to 75 fairly early on. Mex cost peaked at 90 metal in Zero-K and it has since dropped to 85. It takes approximately one solar, costing 70, to support a mex, so taking a new metal spot costs 155 in total, and 85 to rebuild, provided the solar is sitting safe in your base. It can be even cheaper though, as dead mexes leave 40% of their cost in wreckage, so rebuilding can only cost 51 metal. This might not seem like much, but a 100 metal discount on rebuilding adds up and stabilises the early game. Recovering from a raid would be much harder without this discount, however, reducing the cost of mexes to compensate would lead to explosive expansion. The game could probably be rebalanced with the discount removed, probably involving weaker raiders, but it would be a game of less back and forth, since losing a mex would be inherently more impactful. There are many ways to make a supply system. The most common implementation has you try to build a unit, hear a voice yell "Construct additional Pylons", and then has you sit on your hands until a pylon is built. Many people find this frustrating, and it looks a lot like fighting the UI, so Zero-K opts for a more forgiving approach. The main differences are:
- Energy and metal can be stockpiled.
- Energy is supply for the rate of production, not for the total amount you can produce.

But wait, there's more! Energy powers cloak, charges shields, and lets constructors repair, just to name a few uses. This makes things a bit more complicated as, for example, cloaked units drain more energy while moving. But it still all adds up to some fuzzy concept of supply. A cloaked unit still has two costs; the price of the unit and the energy generators to cloak it. When it dies, you can rebuild it at a discount, or even use the freed up energy for something else. It is easy to get caught up in the theme, in how much sense it makes for cloaking and shields to require energy. But forget the theme for a moment and just consider how arbitrary this is. Costing supply is a good thing, it makes rebuilding the unit cheaper, and it seems weird to bestow this benefit on only a handful of units. To understand this, I must now reveal the full power of energy. the thing that supercharges its control of pacing and escalation; energy is expensive at the start of the game and becomes progressively cheaper. Do not be alarmed, the price of energy structures do not arbitrarily tick down over time. That sort of thing is so inelegant as to be near-nonexistent in RTS. Instead, energy becomes cheaper simply because more efficient structures are available later in the game. Players progress from solar panels to fusion generators, and sometimes even singularity reactors. Many games do this kind of thing; Total Annihilation did it with tech levels, but even that is insufficiently elegant. Zero-K just lets players build anything they want, and lets maths do the rest.

The trick is as follows: a 91% built fusion reactor produces zero energy, while the same value in solar collectors produces 26 energy, so the efficiency of fusion is balanced out by the time it takes to start generating energy. Solar production can outperform fusions for quite a while, with the duration depending on how rapidly they are built. This creates a breakpoint where you switch from solars to fusions based on how much income you can dedicate to energy production, and how much time you have for the efficiency to pay off. It is a fuzzier system than tech levels, which is how we like it, since it leaves more room for strategic judgement. Energy becoming cheaper flows onto everything that drains energy, effectively making them cheaper too. We use this deliberately to push units and mechanics away from the early game. Mostly this means allowing something to be so powerful that it would warp the early game, then adding energy drain to balance things out. Here are some examples:
- Cloak is best early on, when there is space to move around.
- Tough expensive units rely on repair, but can be hard to answer without a large enough force.
- Personal shields do not drain energy because Shieldbots do not need to be worse early.

Except... Recall how construction costs three resources, with the third resource being buildpower. It might warrant its own article, but in brief, buildpower is another form of supply. It just happens to be generated locally, rather than globally, and it cannot be stored. So it can be more complicated, but luckily it is also dead cheap. Increasing your metal income costs about 40 metal/income, and energy starts at 35 and can drop all the way to 18 with singularity reactors. Buildpower starts at 18 metal/buildpower, in the form of the static Caretaker, and mobile constructors cost around 24 metal/BP. This is on top of the fact that your commander and factory provide about 3x more buildpower than your base metal and energy income. So play loose with it, having far more buildpower than your income is fine. Just err on the side of mobile buildpower, so it can be sent out to expand, repair, and reclaim. The idea of supply can be taken even further. What is metal, if not a supply resource for the ability to construct in the first place? Every RTS can be boiled down a single "resource", time, however I am not going to go down that particular path to madness today. For those interested in doing so, ponder this: since constructors cannot build and move at the same time, does moving cost buildpower? If you would rather just spam singularity reactors, here is a bonus graph.

Index of Cold Takes
[ 2024-03-24 00:46:05 CET ] [ Original post ]
Commander wanted! Construct giant robots, build an army of a thousand Fleas. Move mountains if needed. Bury the enemy at all cost!
- Traditional real time strategy with physically simulated units and projectiles.
- 100+ varied units with abilities including terrain manipulation, cloaking and jumpjets.
- 70+ mission galaxy-spanning campaign to be enjoyed solo or co-op with friends.
- Challenging, (non-cheating) skirmish AI and survival mode.
- Multiplayer 1v1 - 16v16, FFA, coop. ladders, replays, spectators and tournaments.
- PlanetWars - A multiplayer online campaign planned to start in May.
- Really free, no paid advantages, no unfair multiplayer.
Fully Utilized Physics
Simulated unit and projectile physics is used to a level rarely found in a strategy game.
- Use small nimble units to dodge slow moving projectiles.
- Hide behind hills that block weapon fire, line of sight and radar.
- Toss units across the map with gravity guns.
- Transport a battleship to a hilltop - for greater views and gun range.
Manipulate the Terrain
The terrain itself is an ever-changing part of the battlefield.
- Wreck the battlefield with craters that bog down enemy tanks.
- Dig canals to bring your navy inland for a submarine-in-a-desert strike.
- Build ramps, bridges, entire fortress if you wish.
- Burn your portrait into continental crust using the planetary energy chisel.
Singleplayer Campaign and Challenging AI
Enjoy many hours of single player and coop fun with our campaign, wide selection of non-cheating AIs and a survival mode against an alien horde.
- Explore the galaxy and discover technologies in our singleplayer campaign.
- Face a challenging AI that is neither brain-dead nor a clairvoyant cheater.
- Have some coop fun with friends, surviving waves of chicken-monsters.
- Cloaking? Resurrection? Tough choices customizing your commander.
Casual and Competitive Multiplayer
Zero-K was built for multiplayer from the start, this is where you can end up being hooked for a decade.
- Enjoying epic scale combat? Join our 16v16 team battles!
- Looking for a common goal? Fight AIs or waves of chicken-monsters.
- Prefer dancing on a razor's edge? Play 1v1 in ladder and tournaments.
- Comebacks, betrayals, emotions always running high in FFA.
- Want to fight for a bigger cause? Join PlanetWars, a competitive online campaign with web-game strategic elements, diplomacy and backstabbing (currently on hiatus pending an overhaul).
Power to the People
We are RTS players at heart, we work for nobody. We gave ourselves the tools we always wanted to have in a game.
- Do what you want. No limits to camera, queue or level of control.
- Paint a shape, any shape, and units will move to assume your formation.
- Construction priorities let your builders work more efficiently.
- Don't want to be tied down managing every unit movement? Order units to smartly kite, strafe or zig zag bullets.
Plenty of Stuff to Explore (and Explode)
Zero-K is a long term project and it shows, millions hours of proper multiplayer testing and dozens of people contributing ever expanding content.
- Learn to use all of our 100+ units and play on hundreds of maps.
- Invent the next mad team-tactics to shock enemies and make allies laugh.
- Combine cloaking, teleports, shields, jumpjets, EMP, napalm, gravity guns, black hole launchers, mind control and self-replication.
- Tiny flea swarm that clings to walls?
- Jumping "cans" with steam-spike?
- Buoys that hide under water to ambush ships?
- Mechs that spew fire and enjoy being tossed from air transports?
- Carrier with cute helicopters?
- Jumping Jugglenaut with dual wielding gravity guns?
- Meet them in Zero-K!
- OS: Ubuntu 13.04 or equivalent
- Processor: 2.0 GHz dual core CPU with SSE (Intel Core 2 Duo or equivalent)Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: 512 MB graphics card with OpenGL 3 support (GeForce 8800 or equivalent)
- Storage: 6 GB available spaceAdditional Notes: 64bit only. Big Picture mode is not supported
- OS: Ubuntu 17.10 or equivalent
- Processor: 3.0 GHz quad core CPU (Intel Core i5 or equivalent)Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: 2048 MB graphics card with OpenGL 3 support (high GT 500 series or equivalent)Network: Broadband Internet connection
- Storage: 8 GB available spaceAdditional Notes: 64bit only. Big Picture mode is not supported
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