Anacreon Era 3 Reference and FAQ

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Anacreon Era 3 Reference and FAQ

Post by Watch TV, Do Nothing » Wed Mar 15, 2017 6:29 pm

This thread was intended to eventually replace the Era II reference and FAQ. However, I am instead porting it to the Kronosaur Wiki and will close the thread when all material has been ported over.

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: 4/28/2017

Units

The unit tables on the wiki contain a lot of Anacreon jargon and abbreviations. Search the lexicon page for the definition of any term.

Ground Units

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.

Planetary Defenses

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.

[urlhttps://wiki.kronosaur.com/anacreon/eras/era3/units#jumpships]Jumpships[/url]

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

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

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.

Jumpmissiles

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.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.

Jumpmissiles are automatically fired against fleets invading planets within range. Two citadels within missile range of one another can protect one another from attack.

Jumpmissile strikes seem to be instantaneous against moving fleets and nearly instantaneous against stationary fleets (the missiles arrive immediately and then travel within the system to hit the target- this can be seen on the visualizer). 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).

Movement and combat

Movement
Fleets leave orbit and begin moving on the beginning of the watch after being given a movement order. Starship and ramjet fleets may take one or two additional watches after being ordered off a planet to actually leave orbit, and takes one watch after arriving in orbit before they will accept attack orders.

Combat
Fleets will begin an attack immediately, whenever they are given an attack order. The same is true for a retreat order given after combat has started. Fleets arriving at a planet where combat is occurring will

Jumpmissile strikes are also instantaneous.

Resource and Economy Tables

Build Times:

Image

Planet Types:

Image
"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:

Image
Last edited by Watch TV, Do Nothing on Fri Apr 28, 2017 7:13 pm, edited 15 times in total.

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Re: Anacreon Era 3 Reference and FAQ

Post by Watch TV, Do Nothing » Wed Mar 15, 2017 6:52 pm

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Re: Anacreon Era 3 Reference and FAQ

Post by Watch TV, Do Nothing » Wed Mar 15, 2017 6:52 pm

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Re: Anacreon Era 3 Reference and FAQ

Post by --Imperator-- » Sun Apr 02, 2017 6:03 am

Nice work, useful as ever. Thanks!

Few questions which I've actually been wondering about at length since I started playing last year:

1. What is the optimal tech level on worlds which support habitat structures, for maximum population and production, but minimal resource use per unit population, with all level-appropriate habitats built?

2. In my view, for production worlds earth-like, ocean and underground classes should be advanced to TL8 in order to build a planetary arcology. Similarly, inhospitable worlds should be advanced to TL7 to build the sealed/shielded arcologies. Desert/empyreal worlds should be advanced to TL5 for maximum population. Is this optimal?

3. The funny thing is, I had a desert trillum world at TL5 with higher population than a similar one with comparable efficiency at TL10, and the TL10 produces a LOT more trillum. Therefore I'm assuming that tech level has a higher impact on production than population does. I understand also that the requirement for consumer goods is proportional to, if not exponentially correlated with, tech level. Which is the better trade off in this case?

4. Is it really worth it to advance ANY world to TL10, apart from those in that state by default? The Undine, Megathere and Typhon are absurdly expensive, and their performance in combat is... questionable at best. For those prices, one would expect a post-industrial warfleet to completely annihilate anything unless outnumbered by more than 5 to 1 (hint: they don't) At present I would much rather invest in a strong Minotaur fleet with a small Eldritch escort.

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Re: Anacreon Era 3 Reference and FAQ

Post by Watch TV, Do Nothing » Wed Apr 26, 2017 5:07 pm

We would be able to figure it out if we knew what the WU output/population was at each TL at 100% efficiency, but right now I don't have those figures.

Note that this is complicated somewhat by resource costs, since some resources require trillum (which is affected by abundance - organic food is also affected by world type, but I think it is only a minor cost relative to other resources). Planets that have a sealed/shielded arcology as their apex structure both consume trillum for that and have an unavoidable overall WU penalty from having to diversify industry between it and the primary structure, which earthlike/ocean/underground/desert/empyreal worlds can avoid.

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