This thread is intended to serve as a player's reference for playing the Anacreon Beta I & Beta II games for the period called "Era 3", which began in March 2017.
Last updated: 3/22/2017
The unit tables contain a lot of Anacreon jargon and abbreviations. Search within this page for the definition of any term.
Ground units are the only units that participate ground combat. Ground units are built by structures on a handful of world designations, most notably infantry academies and capitals. A planet is captured by winning a ground combat battle against any ground units stationed on it. Ground units must be transported using jumptransports. In practice, most or all defending space combat units must usually first be destroyed before transports can land safely. Ground combat is straightforward and the stronger force usually wins, although more advanced infantry types can prevail over slightly stronger forces of less advanced infantry. If one force is significantly weaker/smaller than the other force at any point during combat, it will be captured by the other side. Captured units join the enemy.
Erratum: infantry are also built on citadels.
Erratum: imperial guards have a special trait that prevents them from joining rebels during civil wars. They may still be captured during invasions as normal, however.
Planetary defense units participate in space combat. They are built by unique structures on any planet of at least the minimum TL. Defense structures are manually built by the player. Defenses above TL7 must have the preceding defense structure built first. A percentage of the planet's total WU output can be allocated to any defense structure. Defense units only participate in space combat and do not affect ground combat. Defense units cannot be moved from the planet on which they are built.
Jumpships participate in space combat. Jumpships are built by the jumpship yard structure on designated jumpship yard planets and on imperial & sector capitals under the "Fire and Movement" doctrine. Jumpships can also be purchased from Mesophon worlds. All jumpship classes participate in space combat; jumptransports land ground forces during invasions but do not participate in ground combat directly and do not fire their weapons in space combat. Jumptransports stationed on planets remain on the ground and will be captured if the world is captured.
Starships are built by the starship yard structure on designated starship yard planets and on imperial & sector capitals under the "Strength and Honor" doctrine; planets building starships and starship autofacs (which build starship components) may not be in nebula. Starships can also be purchased from Mesophon worlds. All starship classes participate in space combat. Starships cannot enter nebulas but can otherwise move freely.
Ramjets (a.k.a. ramships) are built by the ramjet yard structure on designated ramjet yard planets; ramjet yards and ramjet autofacs (which supply ramjet components) must be in nebula. Ramjets can also be purchased from Mesophon worlds. All ramjet classes participate in space combat. Ramjets cannot leave nebulas and usually cannot move between different nebula types (e.g. from a dark nebula into a light nebula), although this is possible in a few rare cases.
There is only one class of jumpmissiles, the Partisan-class. Jumpmissiles are also known as "LAMs". Jumpmissiles are a special weapon used to instantly attack fleets. Jumpmissiles can't attack planetary defenses or ships stationed on planets. They are built by TL7+ citadels and cost 900 WU, 2 hex, 2 trillum, and 1 light jumpdrive each (SCI WU cost = 1000). They have a half-life of 4 days.
Jumpmissiles may be manually fired at any fleet within 100LY, including fleets that are moving (jumpmissiles are the only way to attack moving fleets). They can't be fired at fleets orbiting their citadel. They are automatically fired against fleets invading planets within range. The number of jumpmissiles fired in each volley is determined by the game, rather than the player. However, players can manually order as many volleys as they like. When a jumpmissile volley reaches its target, each missile fragments into 16 missile submunitions that each do 180 damage and have strength:8 and 100 range (they do not do Area of Effect damage). Jumpmissiles are deadliest against moving fleets; every submunition will score a hit when fired at a moving fleet. Stationary fleets orbiting planets benefit from missile protection (if targeted wings have it), outranging, and overkill.
- ground units: must be moved with transports, fights other ground units (not space units)
- fixed: defense on planet surface
- satellite: defense that orbits at 5Mm
- explorer: moves freely at very high jump speeds
- jumpship: moves at high jump speeds to any planet within 250LY of an owned jumpbeacon.
- starship: moves freely at low warp speeds, cannot enter nebulas
- ramjet: moves freely at low warp speeds, cannot leave nebulas, also referred to as ramships
- jumpfleets can only jump to worlds within 250 LY of a jumpship beacon
- jumpship beacons exist on jumpship yards, the imperial capital, and sector capitals under the "Fire and Movement" doctrine
- jumpfleets can move outside of beacon range; the only restriction is that their jump must end near a beacon
- jumpships can be joined into "mixed fleets" with starships or ramjets
- mixed fleets move at the speed of the slowest unit
- mixed fleets can move freely, allowing you to use jumpships to attack or reinforce worlds outside of jumpbeacon range
- jumptransports are the only way to move ground units; mixing them with gunships is the fastest way to invade worlds beyond beacon range
- explorers are fast jumpships that are not restricted by jumpship beacons and can jump anywhere
- explorers have a high sensor ability, which makes them good at revealing unexplored space and detecting fleets
- only built in nebulas and cannot leave them
- usually can't move between light and dark nebulas, although occasional exceptions exist (said to be a bug: they are intended to move freely between them)
- can be purchased at Mesophon worlds and joined to starship fleets to move them around outside of nebulas, another bug
- differences between ramjets and starships
- capital ramjets are 5X faster than capital starships, but ramjet gunships have the same speeds as starship gunships of comparable TL
- currently ramjets gunships have missile protection and the Hammerhead uses missiles
- generally have higher armor and damage and W but lower attack range than comparable starships
- use aetherium is instead of trillum and chtholon instead of chronimium
- require a different ratio of autofacs to yards, although this also depends on which units are being built
- area of effect (attack AoE):
- some units' attacks can deal damage to more than one enemy unit in a wing per shot
- "Attack AoE" gives the radius in Megameters in which additional units are damaged
- the exact details can be found here
- it is unclear whether AoE works right now
- the general resilience of a unit to being destroyed in combat
- units are never "damaged"- combat results in units being completely destroyed
- large wings of weak units can still destroy units with armor much higher than their individual attack values
- attack damage:
- the amount of damage that each attack a unit performs does
- the combat equation values multiple low-damage attacks slightly higher than individual high damage attacks; a ship hit by 10 damage:10 attacks in a combat round has a higher chance of being destroyed than a ship hit by 1 damage:100 attack
- this is offset by the fact that high-damage attacks are generally VERY high damage, e.g. the 960-damage HK missile used by the Typhon-class
- each attack can only destroy a single ship unless it is an AoE attack, so a small wing of high-damage non-AoE ships will not quickly destroy a large wing of weak ships
- attack type:
- beam or cannon-type weapons
- hit their target as soon as they are fired
- take a few moments to reach their target
- can be intercepted by units with missile defense
- attack value
- an estimate of relative unit strength
- space forces or ground forces = attack value / 100 for all units in a fleet or at a planet
- not a guarantee of which side will win a battle, as multiple factors affect this
- delta V:
- max delta V is the highest speed at which ship wing can rise or sink through orbitals
- high delta V is desirable on ships that will be fighting against other ships or defenses that have a longer firing range than themselves, since it allows them to close the distance faster
- delta V is less important for ships that already have long attack ranges, like starfrigates
- during battles, units with high delta V usually end up in combat before other unit types
- Warphant transports land faster than Reliant transports because of their high delta V, which can be important when enemy player reinforcement fleets are en route
- missile strength:
- for missile-equipped units, the resistance of the unit's projectile to being destroyed by point defense
- all missiles aimed at wing will be destroyed if the aggregate value of missile-protection (point defense) in the target wing sufficiently outnumbers the number and strength of incoming missiles in each volley aimed at it (otherwise, only some will be intercepted)
- point defense (Point Def.):
- units with point defense have the ability to destroy incoming missiles
- also see "missile strength"
- point defense strikes against missiles look like very-short-range direct attacks against incoming missiles
- performing a point defense strike against a missile doesn't prevent a unit from firing its primary weapon
- basic jumpships, starfrigates, and high-tech starcruisers all have point defense systems of varying effectiveness
- point defense seems to prevent intercepted missiles from causing AoE
- point defense doesn't protect ships from AoE damage caused by missiles striking other ships in the same wing (it is unclear whether AoE works at all, however)
- the distance that a ship can (fire in megameters)
- units will try to engage other units at maximum range
- ships that outrange planetary defenses are able to destroy the defenses without risk of retaliation
- in wing vs. wing combat, the wing with the longer range will get "first strikes" and "departing strikes" against the shorter-ranged wing as the wings move in orbit relative to one another
- range has historically been a decisive factor in combat, although it is unclear whether this is still true in Era 3
- rebellion adjustment and secession adjustment:
- only imperial guard units have these traits
- they (respectively) modify the chance that a planet will enter a civil war condition and the chance that (if a planet is a sector capital) secede randomly if the empire has a large number of worlds
- I believe the equation for both these adjustments is adjustedRisk = adjustmentValue^(numberOfGuardsOnPlanet/1000)
- secession adjustment from imperial guards stacks with the global 0.1 (90% reduction) modifier to secession rate imposed by the Law & Order doctrine
- a measure of unit attrition
- the number of cycles it takes for a fleet or group to be reduced by attrition to 50% of its initial count
- units with high half-lives are said to have "low attrition"
- low attrition is usually offset by high initial build cost
- WU cost:
- work unit cost; the number of work units directly used by the structure to build each unit
- SCI WU cost:
- supply-chain inclusive work unit cost
- a measure of the total cost to your economy to build the unit
- includes the WU cost of extracting resources, building components, and extracting resources to build components
"Habitat" in this table indicates where in space a planet can occur. Earth-like planets can occasionally occur in bright nebulas; these worlds will be imperial capital candidates (other player empires can spawn from them.)
Mineral abundances given here are averages for planet type; individual planets vary but will always include the same mineral types as others in their class.
WU cost to produce 1 Kt of minerals: