A.I.M.2 Clan Wars Guide

Getting started in the first sector. for A.I.M.2 Clan Wars

Getting started in the first sector.

Overview

A way to go about conquering the desert sector.

Intro

A.I.M. 2 is one of the few games that gets the artificial intelligence setting right, and in some way reminds of modern human society, where humans are always running about and doing things according to their given role, in order to maintain the system that in turn sustains their lifestyle. Same as mechminds in this game.

There’s no drama or some great villain, but rather – things that must be done with a little bit of mistery along the way.

Player can start cracking main story line right away or take his time exploring the fenced world of mechminds as he pleases.

Even though there’s not that much interaction with the world and lore is rather scarce at the first look, there’s many things to explore and discover.

First glider and first missions.

Starting the game will offer player three glider setups: Warrior, Trader and Curier.
The total value in energy crystals (+ 5000 starting crystals included) for each setup:
Warrior – 33451 (nothing significant about it)
Trader – 33001 (comes with “Plasmatic drive“, no shield and armor though)
Curier – 32701 (comes with “Polymeric armor“)

Basically everything else can be swapped or removed except for the “Plasmatic drive” and “Polymeric armor” that are not available for purchase in the current sector, so the Warrior setup shouldn’t be considered an option as there’s no benefits for picking it other than the rating.

When offered a choice between 3 starter glaiders trader setup is higly recomended.
Reason for this is the “Plasmatic drive” that’s installed in it, as it’s faster than “Ion drive” – the only one available for the purchase in the bases around Desert sector (except for modified versions of it). The “Polymeric armor” that comes with Curier setup has 30% charge absorption and weights 30kg compared to “Titan armor” with weight 100kg and 25% absorption making it a nice choice as well, but it’s possible to get around without using any armor at all in the begining of the game.

Training mission is optional, but can be very helpful for players playing the first time.

It’s recomended to get the lowest tier shield and take the mission asking to pick up stuff from two structures and deliver it back. Travel in straight path, ignore the roads and other gliders. Empty cargo bay combined with the engine that comes with the glider (considering that “Traded” was picked) will make it easy to travel while on rough terrain and jump/glide over the river that will be on the way to the second quest marker. Finish the mission and pick next one in the same building requesting to deliver package to the Super’s bunker since it will have to be done sooner or later anyway.

Stuffs pretty much straight forward so there shouldn’t be any problems.

Earning 25-30k energy.

After finishing first two missions, there should be about 6k energy that can be used for trading (mind to always keep 200 or so energy to power the glider’s systems in order to avoid being stuck in the middle of nowhere), also – starting weapon can be sold for extra curency, as all it does is produce pretty fireworks while draining power from reactor.

The best way for collecting energy in the begining is… to do more missions (quests). Fighting missions should be avoided for now, so do either delivery, escorting or trading missions.

Doing regular trading runs will net rather low profits with currenty available ships, but if you must – stick to buying and selling “Large energy condenser” since it’s an item with the highest price in sector and most building are always short on it. Make sure to resuply “Expendables plant” where it’s sold.

If hostiles are encountered along the way while glider is slow and loaded, just wait it out in statis (default keybind is 6) and they’ll leave eventually or some random passing glider might blow them up.

Shock weapon and first base.

After getting 30k, search base’s for weapon named “Electrical Discharger” (sort of a long range taser). In this sector it’s sold only in modified version, so it may take some time to search for it. It’s essential to get it, since it takes about 2-3 shots to destroy any glider with it (learning to aim with it might take some time).

Side note: A combo of two “Electrical Discharger’s” with trade 5 mod is pretty much an endgame weapon setup, but it comes at a cost of piloting mid-tier glider, since high-end gliders lack second light weapon slot (they have heavy/light combination).

Now it’s important to find a busy place with a lot of traffic and flat surface (easier looting) and away from water (without an add-on, it’s impossible to loot items that are too deep in the water), and start destroying all gliders in sight.
Items shouldn’t be picked right away, since they will lure in mechminds and they might start to fight among themselves as well.

Convince 9 mechminds and find ARIO (he should be displayed on the map). When found – he will eject himself (under the condition of having those 9 mechminds) so pick up and convince him from the cargo bay as well.
Head to base 3 and place all 10 mechminds into cluster to take over the building. As long as ARIO is in the cluster, the base will always belong to the player no matter how wrong things may go.

Camp around the base and continue attacking other gliders selling off their cargo if any. To speed things up, don’t bother fighting free mechminds since they have no impact on clan rating.

Note: Watch out for glider named “Dissector”, since it’s usually equiped with “Electrical Discharger” as well.

Closure.

When clan rating will reach 55%, the sector will be considered conquered.
Check out network tab (present in almost every building) to receive a free “KEY” to another sector.

After destroying all those gliders, economy should be quite shattered with many “gaps” to make profits off if desired.
Note that desert sector isn’t best for trading though.

P.s. Fighting missions at this point should also be somewhat decent source of income.

/ This guide is just a draft that may or may not be improved in the future. /

Trading reference/dependencies – Desert sector

Base 1

Buying:
Gas mix, Multiorganics, Nuclear fuel, Null-reactor

Base 2

Buying:
Multiorganics, Titan, Crude pressurized gas, Monocrystals

Base 3

Buying:
Large energy condenser, Titan, Null-reactor, Crude pressurized gas

Base 4

Buying:
Gas mix, Multiorganics, Nuclear fuel, Null-reactor

Base 5

Buying:
Gas mix, Ore, Null-reactor, Field stabilizer

Climate-actuator

Buying:
Gas mix, Large energy condenser, Multiorganics, Monocrystals

Expendables plant

Buying:
Gas mix, Ore, Null-reactor

Selling:
Large energy condenser, Nuclear fuel

Half-stock plant

Buying:
Nuclear fuel, Crude pressurized gas, Titan

Selling:
Field stabilizer, Multiorganics, Null-reactor

Process facility

Buying:
Ore, Crude pressurized gas, Large energy condenser

Selling:
Gas mix, Titan

Production unit 1

Buying:
Large energy condenser, Multiorganics

Selling:
Ore, Crude pressurized gas

Raw material base

Buying:
Gas Mix, Titan, Large energy condenser, Nuclear fuel, Ore, Crude pressurized gas

Selling:
Monocrystals

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