Anacreon Era III Discussion Thread

General discussion for the game Anacreon
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Anacreon Era III Discussion Thread

Post by --Imperator-- » Fri Apr 14, 2017 1:41 am

This is a thread for discussing the Anacreon scenario "Fallen Worlds Era III", which was opened for play on April 14, 2017. It will be updated every month, or whenever a major in-game event occurs. Discuss strategies, diplomacy, wars, alliances, territorial claims etc. here.

For newcomers to Anacreon, or multiplayer 4X games in general: Read this extremely helpful reference by Watch TV Do Nothing. Also check out this starter guide on how to build an empire.

Galactic News Bulletin
Last update: 20 March 2017

CURRENT MAP OF THE GALAXY

Headlines

The new Strumps empire has been invaded by Kingdom of Bugz, and abdicated shortly afterwards.

KOB has also invaded many Imperium worlds in the north, in response to continued border aggression. This has severely impacted productivity and efficiency across the empire.

Current Events

Conflicts:

Imperium-Bugz tensions have escalated into all-out war. Both sides have launched major invasions against the other's primary clusters, and there will likely be no ceasefire or terms of peace until one or the other is eliminated.
Ceasefire has been declared!

Ceasefires:

Imperium & KingdomofBugz (30 cycles)

Diplomatic relations:

Ferengi: neutral between Imperium-Bugz conflict.

Coalition of Northern Realms (non aggression pact only)
Imperium Aeterna, Tricor Regime, Brides of the Sun

Disbanded!

Territorial claims:

Statistics

Alliances:

Top 3 largest empires:
  • Imperium Aeterna (433)
  • KingdomofBugz (409)
  • Ferengi (339)
Newest empires:
  • Hellsgate (unknown)
Empires defeated in war (or abdicated):
  • Tricor Regime (josh19967), abdicated after war with Imperium
  • Strumps (Oddball), abdicated after war with Kingdom of Bugz
All known active empires:
  • Imperium Aeterna (Imperator)
  • Brides of the Sun (Watch TV Do Nothing)
  • Ferengi (starxplor)
  • KingdomofBugz (TheBugKing)
  • Crystalline Federation (AdmiralZo)
Tips of the month:
  • When attacking planetary defenses and considering their relative ranges, Minotaurs counter HEL cannons and autocannons, but are weak against hypersonic missiles. Conversely, Eldritches counter hypersonics but are weak against the other. Adamants and Undines counter everything except hypersonics, but will take a minimum amount of casualties. Plasma towers counter everything except starcruisers. Starcruisers counter everything, but take much longer to arrive.
  • Be aware of other players establishing sector capitals and/or jumpship yards near your territory. With a sector capital, any world they capture from you within its control radius can be designated as a jumpyard (and by extension, jumpbeacon) to immediately give jumpship access to your empire. Jumpships are extremely fast and can tear an empire apart in a few hours while you're offline. This is especially true for big, sprawling empires that don't build planetary defenses on every single world, their production worlds are left vulnerable.

"If all else fails: duck. As a defensive stratagem it's unreliable, but incredibly reassuring for a moment or two."
-- Imperial Infantryman's Primer on Exotroop Combat
Last edited by --Imperator-- on Sat May 20, 2017 12:36 am, edited 24 times in total.
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Re: Anacreon Era III Discussion Thread

Post by --Imperator-- » Fri Apr 14, 2017 10:30 am

Feel free to post your empire name if you're playing 8-)
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Re: Anacreon Era III Discussion Thread

Post by starxplor » Fri Apr 14, 2017 1:25 pm

Anyone else notice a problem with ship producing planets going from normal importation of parts to suddenly pretending part factories are not producing anything?
In my case, when I kill the trade route, and re-establish it, the proper production ratio of ships comes back until the minute update, and it drops back to "please import parts to build this" mode.

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Re: Anacreon Era III Discussion Thread

Post by Watch TV, Do Nothing » Fri Apr 14, 2017 2:49 pm

starxplor wrote:
Fri Apr 14, 2017 1:25 pm
Anyone else notice a problem with ship producing planets going from normal importation of parts to suddenly pretending part factories are not producing anything?
In my case, when I kill the trade route, and re-establish it, the proper production ratio of ships comes back until the minute update, and it drops back to "please import parts to build this" mode.

Direct or through a hub? Hubs sometimes have issues distributing resources that they are importing from a single source, the issue gets resolved if two sources are connected to the hub.

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Re: Anacreon Era III Discussion Thread

Post by Watch TV, Do Nothing » Fri Apr 14, 2017 5:05 pm

Public service alert: If you allocate 0 labor to the militia base structure (seen on autonomous worlds / trade hubs / T&E capitals), it will disappear and you won't be able to build infantry on that world again until you redesignate it. Ticket here.

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Re: Anacreon Era III Discussion Thread

Post by TheBugKing » Sat Apr 15, 2017 12:29 am

Watch TV, Do Nothing wrote:
Fri Apr 14, 2017 5:05 pm
Public service alert: If you allocate 0 labor to the militia base structure (seen on autonomous worlds / trade .
It has actually always been that way. I have always placed militia to 0 and it disappears.
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Re: Anacreon Era III Discussion Thread

Post by --Imperator-- » Sat Apr 15, 2017 1:14 am

I thought it only disappeared after you redesignated the world...
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Re: Anacreon Era III Discussion Thread

Post by Watch TV, Do Nothing » Sat Apr 15, 2017 1:32 am

TheBugKing wrote:
Sat Apr 15, 2017 12:29 am
Watch TV, Do Nothing wrote:
Fri Apr 14, 2017 5:05 pm
Public service alert: If you allocate 0 labor to the militia base structure (seen on autonomous worlds / trade .
It has actually always been that way. I have always placed militia to 0 and it disappears.
I'm sure it has, but this behavior was new to me since I rarely left autonomous worlds as such for very long. Since I was the one who added militia bases to hubs I thought that I'd let people know since people will be more exposed to militia bases now.

I think it could probably be fixed by making the militia base an "improvement" instead of an "industry", but there would need to be a mechanism to remove it from worlds when they are redesignated.

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Re: Anacreon Era III Discussion Thread

Post by starxplor » Sat Apr 15, 2017 3:40 am

Watch TV, Do Nothing wrote:
Fri Apr 14, 2017 2:49 pm
starxplor wrote:
Fri Apr 14, 2017 1:25 pm
Anyone else notice a problem with ship producing planets going from normal importation of parts to suddenly pretending part factories are not producing anything?
In my case, when I kill the trade route, and re-establish it, the proper production ratio of ships comes back until the minute update, and it drops back to "please import parts to build this" mode.

Direct or through a hub? Hubs sometimes have issues distributing resources that they are importing from a single source, the issue gets resolved if two sources are connected to the hub.
Through a hub, two suppliers, two consumers. The consumers' trade routes don't even list parts as possible to import (like other resources show with 0% demand). The trade hub is able to sell the ship parts to traders union though, which does not affect the parts availability to the consumers. Jumpship yards are now only producing scouts, which I have to sell for AE to buy an actual fleet since none of my yards are actually producing anything useful.

This was working earlier, it changed some time shortly before I posted my first message about it.

Edit:
Now it seems to be working. Not sure what happened between the previous post and now. At least previously set build ratios returned instead of the silly default split.

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Re: Anacreon Era III Discussion Thread

Post by TheBugKing » Sat Apr 15, 2017 1:48 pm

A thing that I have noticed in this Era is that there appears to me to be a slow down of the uplift of tech-levels 1-4. Also, the population growth appears to have slowed considerably. Is this a new thing, a bug, or something I am just noticing? Any idea's?
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Re: Anacreon Era III Discussion Thread

Post by --Imperator-- » Sun Apr 16, 2017 1:18 am

Yeah, it does feel like it. World efficiencies are lower overall as well, starting at 50% instead of 100%.
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Re: Anacreon Era III Discussion Thread

Post by --Imperator-- » Sun Apr 16, 2017 1:28 am

The galaxy has been (mostly) scouted and the current map is here. Also updated in the first post.

A rift zone divides the north and south, with 2 chokepoints at the far east and west respectively. There are 3 empires in the north and 3 in the south, not counting Omnithor. The center of the map is mostly nebular, with patches of open space in between. Terra and the Imperium appear to be nebular-locked, with no starship access in or out.
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Re: Anacreon Era III Discussion Thread

Post by Xephyr » Sun Apr 16, 2017 2:14 am

Woah, this is a really cool map. I didn't realize just how much rift there was.
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Re: Anacreon Era III Discussion Thread

Post by TheBugKing » Sun Apr 16, 2017 2:54 am

There is 4 in the North. Crystalline Core also.
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Re: Anacreon Era III Discussion Thread

Post by Watch TV, Do Nothing » Wed Apr 19, 2017 5:45 pm

From what I've seen of Era III so far, my thoughts about strategy are:
  • Protecting even marginally productive jumpship yards from gunship attack is going be extremely important, since once a distant enemy takes a jumpship yard they can immediately move jumpships into a region (although the jumpships will only remain useful so long as the captured yard stays under control). In practice, this will mean some combination of stationing strong defenses/starships, maintaining infantry presence on jumpship yards, keeping jumpship yards under citadel protection, and/or only designating jumpship yards in totally controlled nebula zones or pockets of clearspace. In this respect F&M empires get a slight advantage since their sector capitals probably won't keep being jumpbeacons after getting captured by an enemy; they can moderate their risk of distant foreign invasion by only building jumpships on capitals and sector capitals.
  • For similar reasons, citadels should overlap one anothers' ranges for protection against gunship raids. This might prove more effective than building defenses in regions where no enemy can project jumpships.
  • Adamants are pretty great attackers now! Starfrigates (Defiance-class, at least) feel fairly impotent for their cost, although they might be more formidable en masse. I think that raising their missile protection without increasing their armor might make them more viable.
  • AoE attacks seem to be working.
  • Mesophon purchases present an interesting option for projecting force remotely, but unless your war is to support an ally a gunship-jumptransport fleet still must be sent across the galaxy without being noticed in order to link up with the purchased Mesophon ships.

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