Zero-K Cheats, Codes, Hints and Walkthroughs for PC Games.

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 Zero-K Cheats


Cheat Codes:
Submitted by: David K.

Before any other cheat command can be used, cheating mode must be enabled. This 
is done by typing /cheat in console in singleplayer, or !cheats in multiplayer. 
The ingame chat is the console. Open with hitting the `return` or `enter` key. 
If you want to enter a command into ingame chat, you must add a / If !cheats fails 
to work, makesure ally/spectator chat mode is off (remove the a: or s: prefix)
Entering the command again disables cheat mode.

Code             Effect
/atm           - Gives 1,000 metal and energy to the entering player’s team.
/godmode       - When enabled, any player (including spectators) can give commands 
                 to units on any team.
/nocost        - Enables/disables building everything for free and near-instantly.
/destroy       - Instantly destroys currently selected units.
/team          - Switches control to the selected playerteam (multiple playerteams 
                 make up an allyteam, of which there are usually two in a game).
/luarules give - Spawns one of each multiplayer unit and building (sorted by factory) 
                 in the top-left corner.
/give          - /give [optional number] [optional team number] [optional coordinates] 

*Spawns a given number of units at the location of the mouse cursor (or given coordinates). 
*Can also be used to spawn features, e.g. wreckage.
*Unit names are the machine-facing identifiers rather than the human names, e.g. cloakraid 
 for the Glaive. Unit names can be found on GitHub or in the source of the unit's page on 
 the wiki. Wrecks and debris of a unit typically have the same name, 
 but with the _dead or _heap suffix, respectively.
*If no team is specified, will give to the player's current team, or the team currently 
 being spectated.
*Coordinates are given in the format @xxx, yyy, zzz.

Tips & Tricks:
-=Greed is good.=-
Always try to get more metal than you currently have (preferably by claiming mexes), 
and always try to spend your metal as fast as you can. This cannot be overstated: 
maximize your metal throughput. Make more units, claim more ground, reclaim and mex 
more, repeat.

-=Team games are not a few 1v1s strung together.=-
You have teammates who can help you in your engagements, and whom you can help in 
theirs. This means you don’t have to attack the guy directly in front of you; it’s 
often more productive to attack the one in front of the ally next to you. 
This increases your strength as per the Square Law, and can allow for combined arms 
tactics involving multiple unit types even if either you or your ally have been making 
only one or two unit types yourselves.

-=Energy is a good resource=-
Energy should be a very defended building, as they do countless tasks, from overdriving 
to powering defenses. You should be building energy steadily as the game progresses, 
and linking the energy to as many mexes as safe as you can.
-=Have some more buildpower=-
Use caretakers for your factory needs, so other mobile constructors can make other 
things, and as the caretaker has a high nanopower, it is very good for factories on 
repeat. This allows you to have spare constructors, so you should make them reclaim, 
expand,repair, make defenses,create more powerplants, or, simply help the constructor 
make units.

-=Scout the enemy=-
Unlike other RTS games, scouting here is very important, as it stops you wasting units 
and allows you to prepare for a fight, or kill a small enemy group before they are ready. 
Using advanced radar or simple radar is a way of scouting,but sight via units is more 
accurate as it doesn’t have radar wobble. Those that cloak (Infiltrator/Flea) are better 
as they are invisible and can close up on an enemy base and not be spotted.

-=Repair your units=-
While a unit leaves 40% of its metal cost in wreckage for recycling, a unit that is 
still alive and can fight is infinitely better than a dead one. Repair units when they 
are damaged, and if the fight is too strong, retreat. There may be honor in sacrifice, 
but alive units do more damage in the end.

Expansion Guide:
Written by SpeedofDeath118

A short guide on why you should expand and not porc in a corner.

-=Economy Basics=-
Zero-K has two resources - Metal and Energy. Metal is extracted from points scattered 
across the map, and Energy is generated from the five energy structures. Think of Metal 
as being the flow of raw resources into your factories, and Energy being, well, energy 
that your buildings need to function, including your factories.

Zero-K is all about the flow of resources, not how much of it you actually have. Having 
zero Metal is alright, as long as the flow of Metal is sufficient for your needs. 
Running out of energy, however, is a big deal, as Energy is required for more than just 

Remember the Golden Rule of Zero-K: be low on Metal and swim in Energy - never the 

-=Why Should I Expand?=-
Metal is the more limited of the two resources, and so it is the most contested. Since 
Metal is scattered across the map, it is directly linked to territorial conquest. Though 
you can use Overdrive to boost your Metal production, it suffers from diminishing returns, 
and can't compete with expansion in the long run.

The most Metal a player has flowing in, the greater capacity for production he has. If 
Player 1 has more Metal flowing in than Player 2, then Player 1 can build more expensive 
and powerful units faster than Player 2 can.

Managed correctly (read: without wasting Metal), the flow of Metal is directly linked 
to the player's capacity for military action and further conquest, and so more Metal 
and more production. It's a virtuous cycle.

Assuming equal skill in combat management and Energy management, he who has the most 
Metal wins in the end.

-=On Turtling in a Corner ("Porcing")=-
Some players, having been taken in by the virtues of static defences and their higher 
efficiency, decide that they should sit in a corner, build defences, and get a 
superweapon. This goes against the rules of expansion and Metal flow, and is a losing 

Again, the more Metal a player has, the more powerful his army is (assuming he hasn't 
wasted it). Eventually, the might of his army will exceed the strength of their 
opponent's defences, and they can overwhelm the defences with the numerous weapons 
Zero-K provides him. The defending player can't attack because he has put all his 
Metal into building and maintaining his defences, and so can't expand and make his 
Metal flow greater. This is a vicious cycle - no army means no expanding, which means 
no Metal and no army to expand with.

-=Don't be that guy=-
Static defences are for very important things, like your factories and Energy 
generators. For a metal point, a Lotus will probably do. Your defence should be 
your offence - putting the pressure on your opponent.

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