However, this document still contains a lot of information that hasn't made it into the wiki yet.
This thread is intended to replace the Era II reference and FAQ. There are some great discussions in the Era II thread, but anything that has to do with units is out of date.
Click here if you are a new player trying to get started.
Click here for frequently-asked questions.
Click here for Wayward Device's Diplomacy Guide.
This thread is intended to serve as a player's reference for playing Anacreon games for the period called "Era 3", which began in March 2017.
Last updated: 5/14/2018
TL;DR Advice for Newbies and Vets
- If you only see the Alpha game link when you log in to Multiverse, reload anacreon.kronosaur.com in your browser window. Era 3 is the most active game.
- Don't build tech programs on your capital until you have a chronimium processor planet that it can import from, or you won't be able to build jumpships.
- Under the default doctrine, your capital has an invisible "jumpbeacon" that allows your jumpships to move near it. Don't switch to a different doctrine until you have at least one standalone jumpship yard and one jumpship autofac - you won't be able to move your jumpfleets and you will run out of transports!
- If you have 100+ planets and >2 sector capitals (4 or more capitals total), you must switch to the Law & Order doctrine or sector capitals will randomly secede.
- You must place sector capitals >250 LY away from one another. You will not be able to designate a sector capital until you have some way to get transports beyond this distance from your imperial capital- this means you need either a standalone jumpship yard with its own jumpbeacon, or a starship fleet that can move transports beyond the 250LY radius around your imperial capital.
- Avoid civil wars: don't raise planets up to high TLs right away; be sure that your planets are supplied with trillum; be sure your consumer goods autofacs aren't being asked to export more than they can produce.
- If a planet goes into civil war, use transports to drop infantry on it. You want ~4x as many ground forces as there are rebel forces, shown under the planet's "News" tab.
- Civil wars won't end if people keep dying from starvation or survival resource shortages.[/color]
The unit tables on the wiki contain a lot of Anacreon jargon and abbreviations. Search the lexicon page for the definition of any term.
Titles are direct links to unit tables on the Wiki, click them to see unit details.
- Ground units are built by structures on a few world designations, most notably infantry academies and capitals.
- Ground combat takes place on planets and is the only way to conquer worlds.
- Ground units are the only units that take part in ground combat; ships do not participate.
- A planet is captured by landing ground units using jumptransports and winning a battle against any ground units stationed on it. In practice, most or all defending space combat units must be destroyed before transports can land safely. Ground combat is straightforward and the stronger force usually wins, although more advanced ground unit types can win against slightly stronger forces of less advanced types.
- If one force is significantly weaker or smaller than the other force at any point during combat, it gets captured by the other side. Captured units join the enemy, so you can end a battle with more units than they started.
- Defense units are built by planetary defense structures; these structures are manually built by the player.
- Planetary defense units participate in space combat, which always happens in a planetary orbit. Defense units do not take part in ground combat.
- Defense structures above Tech Level (TL) 7 must have a preceding, lower-tech defense structure present first before they can be built.
- A percentage of the planet's total Work Unit (WU) output can be allocated to any defense structure. More WUs assigned to the structure = more units built per watch provided that there are sufficient resources.
- Defense units cannot be moved from the planet on which they are built. They undergo attrition like any other unit.
- Jumpships move fast and 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.
- Jumpships other than explorers require a jumpbeacon near their destination to move (see "Movement & Combat", below)
- 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.
- (Basic) jumpships have weak cannons and will intercept missiles aimed at them.
- Explorers are very fast, very weak and can move anywhere.
- Jumpcruisers attack with missiles and have stronger armor than other jumpship classes.
- Starships are built by the starship yard structure on designated starship yard planets and on imperial & sector capitals under the "Strength and Honor" doctrine. Starships can also be purchased from Mesophon worlds.
- Planets building starships and starship autofacs (which build starship components) may not be in nebula.
- All starship classes participate in space combat.
- Starships cannot enter nebulas but can otherwise move freely.
- Gunships are much faster, cheaper and weaker than other starships. They use short-range cannons
- Starfrigates intercept missiles and have long-range cannons, but have weak armor relative to their cost.
- Starcruisers have powerful missiles and strong armor. The high-tech Megathere also has weak missile protection.
- Starfrigates and starcruisers are colloquially known as "capital ships". They are the slowest units but have much lower attrition than other units.
- 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.
- In Beta III ramjet movement is bugged and they are rarely able to move for unknown reasons.
- Ramjets are otherwise similar to starships.
Titles are links to resource tables on the Wiki.
- Consumer goods are created by the consumer goods autofac structure on any planet, or on dedicated worlds if intended for export.
- Population on all worlds must consume organic food every watch or suffer mass fatalities and riot.
- TL4 and higher worlds must also consume durable goods or riot.
- TL7 and higher worlds must also consume luxury goods or riot.
- Consumer goods are moved with trade routes, but can also be transported in ships.
- Consumer goods consumption is a factor of planetary population and tech level. It is not affected by planetary efficiency.
- Consumer goods production is a factor of planet type, WU allocation to consumer goods autofac structure, and planetary efficiency.
- Earthlike, ocean, desert and empyreal WU have a modifier to the cost to produce organic foo; it is lower than normal on these worlds.
- Raw materials are created by dedicated structures on any planet with appropriate deposits, or on dedicated worlds if intended for export.
- Raw materials are consumed by many different kinds of structures in order to create units or other resources.
- Raw materials are moved with trade routes, but can also be transported in ships.
- Raw materials consumption is a factor of planetary population, tech level, unit types being built, WU allocation to consuming structures, and planetary efficiency.
- Raw materials production is a factor of deposit type modifier, WU allocation to producing structures, and planetary efficiency.
- Resource deposit types are fixed, they do not change or disappear.
- WU cost to produce 1 Kt of minerals:
- Infantry equipment are created by the infantry autofac structure on dedicated infantry autofac worlds.
- Infantry equipment are consumed by the infantry academy structure on an infantry academy world.
- Ship components are created by autofac structures on dedicated autofac worlds of the appropriate type or by structures on imperial and sector capitals under specific doctrines.
- Ship components are consumed by yards structures on yards worlds of the appropriate type, by HQ structures on imperial and sector capitals under specific doctrines, by citadels (light jumpdrives only) and by one type of planetary defense (heavy missiles, by the battlestation constellation structure).
- Raw materials are moved with trade routes, but can also be transported in ships.
- Production of equipment and components is not currently affected by any modifier.
- Equipment and components otherwise behave exactly like raw materials.
- Infantry equipment are created by habitat structures on hazardous worlds (any world that is not earthlike, ocean, underground, desert or empyreal).
- Population on hazardous worlds must consume appropriate survival goods every watch or suffer mass fatalities and riot.
- Only enough are produced to meet the population's needs, plus a small buffer.
- Life support goods are not moved with trade routes. They can only be transported in ships.
- Some life support goods are technically consumer goods "under the hood", but mechanically they don't behave like consumer goods so they are treated as life support goods instead in this reference.
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 hexacarbide, 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). 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 cannot be manually fired from a planet that is not within the 250LY administrative range of a capital or sector capital.
Jumpmissiles will be automatically fired against fleets that attempt to invade planets within their range. Although jumpmissiles can't fire at fleets orbiting their citadel, citadels within missile range of one another can protect each other 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 zoomed-in combat view. When a jumpmissile volley reaches its target system, each missile fragments into 16 missile submunitions. Submunitions do 180 damage and have strength:8 and 100 range. They do not do Area of Effect damage. Jumpmissiles are deadliest against moving fleets; when fired at a moving fleet, every submunition gets a guaranteed hit with no chance of interception. If stationary fleets orbiting planets contain units with missile protection, these units will use it to protect themselves against incoming jumpmissile strikes.
If a citadel is redesignated, the remaining jumpmissiles can still be fired normally until they are all lost to attrition.
Movement and combat
Fleets leave orbit and begin moving at the very end of the watch in which they are given a movement order. Watch time is shown by the little pie underneath your Empire Name; when the pie fills up all fleets move and a new watch begins. Starship and ramjet fleets take one or two additional watches after being ordered off a planet to leave orbit, and require to spend one watch in orbit before they will accept attack orders.
You can issue new destination orders to moving fleets at any time.
Jumpbeacons exist on the imperial capital, jumpship yards, and on sector capitals under the F&M doctrine; they are a property of these designations and can only be removed by redesignation. Non-explorer jumpships can't travel to planets outside the 250LY radius of the player's jumpbeacons on their own. If a jumpship fleet ends up outside beacon range (e.g, if a nearby beacon is captured,) it can still jump back into the range of any friendly beacon. Jumpfleets can cross space outside of a beacon range as long as their movement ends inside a beacon's range. If you put jumpships in a fleet with starships or ramjets (producing a "mixed fleet"), the fleet will move at the speed of the slowest ship in the fleet and does not require a beacon. If a mixed fleet containing both jumpships and other ships turns into a jumpfleet while moving (e.g., if it gets hit by jumpmissiles and all escorts are destroyed), it stops moving and you must issue it a new movement order. This is the only way that a fleet can stop moving in open space.
Fleets will not always use the best route to get to a destination if there are obstacles (e.g. nebulas or rift zones) in the way. You may need to manually order fleets to travel a planet that is on the way to the destination, then give them a new movement order once they arrive. Fleets often have trouble finding paths through rift zone regions, but it is possible for ships to cross rift zones with some diligent searching.
Fleets can move outside the boundaries of the map. Nebulas are not absolute impediments to starship movement if the starships are able to go around them. Some nebulas extend beyond the boundaries of the map but fleets can still pathfind around the invisible parts of the nebulas.
Units begin an attack immediately when they are given an attack order. The same is true for retreat orders. Fleets arriving at a planet where combat is already occurring will join the battle immediately. The "attack" and "invasion" orders are functionally the same, except that transports will attempt to land ground units and take over the planet in an invasion after most or all defending units have been destroyed. Transports can be manually forced to land at any time by selecting them in the combat visualizer and ordering them to land; this can turn an attack into an invasion.
Multiple empires can participate in a single battle. For a fleet from a third empire is going to join an ongoing battle between two sides, the player picks a fleet to attack and all subsequent combat during the battle will be against that fleet's empire unless wings get manually ordered to attack the other side too (I believe).
Combat messages are buggy. During an invasion all fleets orbiting a planet will have their status given as "invading", even if they belong to empires that are not participating in the battle.
Penalties for attacking weaker empires
Empires that attack empires that have less than 50% of their relative "imperial might" are penalized. If a large empire invades or attacks non-threatening fleets* of a small empire, social order will be temporarily lowered on a random scattering of their planets. This penalty is applied for each individual hostile act and can cause widespread civil wars, especially if several attacks are ordered. If a small empire invades or attacks non-threatening fleets of a large empire, the large empire is allowed to counterattack them up to a certain undetermined limit, after which a social order penalty may still apply. Players are warned by the game before performing an act likely to result in a social order penalty.
* From a player's perspective, "non-threatening fleets" are another player's fleets that are orbiting worlds that are NOT in your empire. There is no penalty for attacking threatening fleets (fleets orbiting your worlds) or for firing jumpmissiles at any fleet. Imperial might is based on total population, NOT total fleet strength.
Effect of region on combat
Dark nebulas reduce missile range by 25% and direct attack (cannon) damage by 50%.
Resource and Economy Tables
"Habitat" in this table indicates where in space a planet can occur. TL7 Earth-like planets occasionally occur in bright nebulas; these worlds are imperial capital candidates (other player empires can spawn from them.) Empyreal, Desert, Ocean and Earthlike worlds have bonuses to organic food production.
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.
Time is measured differently in Anacreon than in the real world. A "watch" is a real-time minute, a "period" is an hour and a "cycle" is a day. One cycle in real time is a year in gametime. The game client seems to refresh at the at the end of every watch. Tactical data - for example, wing orders issued in the combat visualizer - may be transferred in real time. The current in-game cycle is listed at the top center of the screen; new games start at 4021, so you can tell how long a game has been running by subtracting 4021 from the current cycle.
Imperial doctrines are explained on the Wiki.