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Documentation Index

Fetch the complete documentation index at: https://docs.battlecode.cam/llms.txt

Use this file to discover all available pages before exploring further.

Titanium

Titanium The primary resource used to construct most buildings. Each team starts with 500 titanium and gains 10 passive titanium every 4 rounds. Titanium is harvested from titanium ore deposits and delivered to the core via conveyors.

Axionite

Axionite comes in two forms:

Raw axionite

Raw axioniteMined from axionite ore deposits. When fed to a turret or core, it is destroyed. You must refine it first for advanced uses.

Refined axionite

Refined axioniteProduced by axionite foundries from raw axionite + titanium. Used for powerful units and advanced infrastructure.
Whenever “axionite” is mentioned in the spec without qualification, it refers to refined axionite.

Conversion

The core can convert refined axionite from the global resource pool into titanium with c.convert(amount). 1 Ax4 Ti1 \text{ Ax} \rightarrow 4 \text{ Ti} Converted axionite is removed from the Ax collected stat and added to the Ti collected stat.

Resource distribution

Resources are stored and moved in stacks of 10. At the end of each round, buildings that output resources send them to adjacent buildings that accept them. Each stored stack also has a resource ID. You can query the stack currently sitting in a conveyor or other storage building with c.get_stored_resource_id(...).
Resources can be outputted to buildings belonging to the opposing team.
See conveyors, harvester & foundry, and turrets for details on input/output directions.

Cost scaling

Every building and unit you construct increases the cost of future builds. The cost of every building and unit is: cost=scale×base cost\text{cost} = \lfloor \text{scale} \times \text{base cost} \rfloor Where scale starts at 1.0 and increases additively with each entity built — two gunners at +10% each give 1.2x, not 1.21x. You can query the current scale with c.get_scale_percent() which returns it as a percentage (100.0 at base). When an entity is destroyed, its scaling contribution is removed — costs go back down.
Every entity you build makes the next one more expensive. Be efficient with what you build!