abundant > major > minor > trace > none
Abundant deposits produce twice as much as major deposits, which produce twice as much as minor deposits, which produce two-and-a-half times as much as trace deposits. If you can manage it, you should never designate a world with minor or trace deposits as a resource extractor for that resource. You should also never waste a world with abundant deposits by not designating it as a resource extractor.
Gameplay tips
The cost of almost anything in Anacreon can be measured by how much industry is needed to produce 1 per watch, plus the amount of resources which are consumed. For example, one Reliant-class transport is produced per watch per 200 industry, and costs 2 trillum, 2 hexacarbide, and 0 chronimium.
Resource extraction itself can be measured this way, once you account for deposit abundance. The table below lists the amount of industry needed to produce 1 resource per watch. For example, a world with abundant trillum deposits will produce 2 trillum per industry devoted to trillum extraction.
Hexacarbide foundries consume 1 trillum per hexacarbide produced, and chronimium processors consume 2 trillum per chronimium produced. Trillum extractors don't require any other resources.
Resource extraction itself can be measured this way, once you account for deposit abundance. The table below lists the amount of industry needed to produce 1 resource per watch. For example, a world with abundant trillum deposits will produce 2 trillum per industry devoted to trillum extraction.
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trillum hexacarbide chronimium
abundant 0.5 4.5 24
major 1 9 48
minor 2 18 96
trace 5 45 240
If you want to conquer the galaxy, you need a lot of ships. To build a lot of ships, you must maximize the industrial capacity of your planets. Important factors affecting industrial capacity include efficiency, population, tech level, and specialization.
Efficiency goes down significantly when a planet is conquered (~1/4), rebels against the empire (~2/3), or its designation is changed (~1/5). It goes up slowly but steadily over the course of days and weeks. The only thing you can do here is avoid decreasing the efficiency as much as possible. Plan ahead as much as you can, so you won't have to change a planet's designation twice. That said, don't hesitate to change the designation if it'll let you build more ships in the end.
Industrial capacity is directly proportional to population, so always build habitat structures if you can! Unfortunately, it can take up to a week to build all the habitat structures for a planet.
Tech level has two (well, three really) effects on industrial capacity: first, tech level affects the population cap. This varies depending on the type of planet, but most types max out around level 7 (biotech) or 8 (antimatter) and decrease as tech level goes higher. The major exception to this is desert planets, which have no habitat structures and max out at tech 5 (spacefaring). The second effect of tech level is to increase the industrial capacity of your population. A billion people at tech 10 can operate more industry than a billion people at tech 9. Even after the population caps start decreasing, a fully populated planet usually has more industrial capacity at higher tech levels.
Here's the most important thing: specialization. Comparing a planet using 50% of its capacity on trillum extraction and 50% on consumer goods to a planet using 100% on consumer goods (importing 100% of its trillum) reveals that the 100% world produces significantly more than double the consumer goods the 50/50 world produces. The lesson is simple: devote as much industrial capacity to one thing as possible. Import everything else! However, this doesn't mean you should import all your organic food from one planet and durable goods from another: only designation-level industries benefit from specialization. This also means that producing more than one type of spaceship at a time won't harm your shipyards.
Complications abound. As tech level increases, planets demand more consumer goods per unit population. I haven't yet managed to quantify this effect, but it obviously decreases the ship-building capacity of higher-tech empires, possibly enough to make a lower-tech empire more efficient. Defense installations can't be imported, but you risk rebellion if you don't build enough defenses on a world. My strategy so far is to build the minimum necessary defenses and rely on increased ship production to protect my planets. Etc.
Efficiency goes down significantly when a planet is conquered (~1/4), rebels against the empire (~2/3), or its designation is changed (~1/5). It goes up slowly but steadily over the course of days and weeks. The only thing you can do here is avoid decreasing the efficiency as much as possible. Plan ahead as much as you can, so you won't have to change a planet's designation twice. That said, don't hesitate to change the designation if it'll let you build more ships in the end.
Industrial capacity is directly proportional to population, so always build habitat structures if you can! Unfortunately, it can take up to a week to build all the habitat structures for a planet.
Tech level has two (well, three really) effects on industrial capacity: first, tech level affects the population cap. This varies depending on the type of planet, but most types max out around level 7 (biotech) or 8 (antimatter) and decrease as tech level goes higher. The major exception to this is desert planets, which have no habitat structures and max out at tech 5 (spacefaring). The second effect of tech level is to increase the industrial capacity of your population. A billion people at tech 10 can operate more industry than a billion people at tech 9. Even after the population caps start decreasing, a fully populated planet usually has more industrial capacity at higher tech levels.
Here's the most important thing: specialization. Comparing a planet using 50% of its capacity on trillum extraction and 50% on consumer goods to a planet using 100% on consumer goods (importing 100% of its trillum) reveals that the 100% world produces significantly more than double the consumer goods the 50/50 world produces. The lesson is simple: devote as much industrial capacity to one thing as possible. Import everything else! However, this doesn't mean you should import all your organic food from one planet and durable goods from another: only designation-level industries benefit from specialization. This also means that producing more than one type of spaceship at a time won't harm your shipyards.
Complications abound. As tech level increases, planets demand more consumer goods per unit population. I haven't yet managed to quantify this effect, but it obviously decreases the ship-building capacity of higher-tech empires, possibly enough to make a lower-tech empire more efficient. Defense installations can't be imported, but you risk rebellion if you don't build enough defenses on a world. My strategy so far is to build the minimum necessary defenses and rely on increased ship production to protect my planets. Etc.
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- Developer
- Posts: 2997
- Joined: Thu Jul 24, 2003 9:53 pm
- Contact:
This is totally awesome. You are right that high tech worlds consume enough additional goods that a mid-tech empire is viable. This is part of the game design and I intend to fiddle with the numbers to keep it that way.
That is, it should be possible for a high-production mid tech empire to compete against a high tech empire.
That is, it should be possible for a high-production mid tech empire to compete against a high tech empire.
I'm getting a bit tired of writing out resource names, so I'm proposing to write unit costs like this:
<unit name> <industry> <trillum>/<hexacarbide>/<chronimium> + <components>
Reliant-class jumptransport 200 2/2/0 + light jumpdrive
Megathere-class starcruiser 10000 80/200/50 + Grond launcher, X9 reactor
<industry> is the amount needed to produce 1 thing per watch. Example: 100 industry will produce 100/0.08=1250 radiation meds and consume 1250*0.01=12.5 trillum every watch.
Tomorrow: table of the costs of everything in the game.
<unit name> <industry> <trillum>/<hexacarbide>/<chronimium> + <components>
Reliant-class jumptransport 200 2/2/0 + light jumpdrive
Megathere-class starcruiser 10000 80/200/50 + Grond launcher, X9 reactor
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organic food 0.04 0.00/0/0
durable goods 0.10 0.04/0/0
luxuries 1.50 0.10/0/0
air filters 0.05 0.00/0/0
radiation shielding 0.06 0.01/0/0
life support supplies 0.07 0.01/0/0
radiation meds 0.08 0.01/0/0
Tomorrow: table of the costs of everything in the game.
Ground units
Jumpships
Starships
Defenses
Numbers are up-to-date as of Alpha 4.
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infantry brigade 250 0/0/0
imperial guard brigade 500 0/0/0
light armored vehicle 400 1/10/0
armored infantry brigade 500 0/0/0 + light armored vehicle
exoarmor 6500 5/10/10
exotroop brigade 2500 0/0/0 + exoarmor
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Vanguard-class explorer 95 1/0.5/0
light jumpdrive 72 8/0/0
Reliant-class jumptransport 200 2/2/0 + light jumpdrive
Stinger-class jumpship 210 2/2/0 + light jumpdrive
heavy jumpdrive 220 12/2/0
light missile launcher 120 8/2/0
Adamant-class jumpcruiser 210 4/5/0 + heavy jumpdrive, light missile launcher
Helion-class explorer 120 5/0.5/1
advanced jumpdrive 200 10/2/5
Warphant-class jumptransport 200 5/10/5 + advanced jumpdrive
Eldritch-class jumpship 200 5/5/7.5 + advanced jumpdrive
graviton launcher 100 5/3/5
Undine-class jumpcruiser 250 5/6/10 + advanced jumpdrive, graviton launcher
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Sirius-class gunship 525 8/10/0
Minotaur-class gunship 600 12/10/8
positron lancer 580 20/5/0
S100 reactor 1120 30/10/0
Defiance-class starfrigate 5000 40/50/0 + positron lancer, S100 reactor
Basilisk cannon 620 10/3/6
R50 reactor 1200 35/12/10
Gorgos-class starfrigate 5200 50/75/20 + Basilisk cannon, R50 reactor
heavy missile launcher 620 4/5/1
N8 reactor 2000 50/20/5
Victory-class starcruiser 9325 60/150/10 + heavy missile launcher, N8 reactor
Grond launcher 1000 20/5/10
X9 reactor 2500 30/5/20
Megathere-class starcruiser 10000 80/200/50 + Grond launcher, X9 reactor
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GDM silo 25 0.2/0/0
HEL cannon 40 0.5/2/0
autocannon satellite 70 2/1/0
hypersonic missile site 70 2/10/0
armored satellite 265 4/12/0.5
plasma tower 440 10/20/2
heavy missile launcher 620 4/5/1 (built at starship components autofac)
Titan-class battlestation 560 15/40/2 + heavy missile launcher
I have lately been going for the mid level tech route, only bring starship planets up to 8 and all others at 6 or 7 depending on chromium and luxury needs of the local area.
I have been experimenting with different levels of specialization, and have found a single abundant trilliam and single abundant hexcarbide planet can easily support 2-3 starship planets as well as 1-2 consumer goods planets, depending on tech levels sizes and general habitability. I seem to have run into Chromium as the primary limiting factor, with one abundant planet being able to supply roughly 2 starship planets, if none of them have chromium requiring defenses.
As for not wasting planets with heavy resources, this includes the non-hostile world classes as well. An earth-like or ocean planet doesnt need to spend any production on flare sheilds or air filters and such, so has that little bit extra to squeeze out of efficient production.
I have been experimenting with different levels of specialization, and have found a single abundant trilliam and single abundant hexcarbide planet can easily support 2-3 starship planets as well as 1-2 consumer goods planets, depending on tech levels sizes and general habitability. I seem to have run into Chromium as the primary limiting factor, with one abundant planet being able to supply roughly 2 starship planets, if none of them have chromium requiring defenses.
As for not wasting planets with heavy resources, this includes the non-hostile world classes as well. An earth-like or ocean planet doesnt need to spend any production on flare sheilds or air filters and such, so has that little bit extra to squeeze out of efficient production.
You may not yet have spotted the place on the interface where you can get some information on the capabilities of defenses. Here's what I've seen:
GDM silo
nuclear warhead: D:32 R:10
armor: 16
HEL cannon
HEL cannon: D:10 R:10
armor: 20
autocannon satellite
x-ray laser cannon: D:16 R:10
armor: 16
hypersonic missile site
H2 interceptor: D:20 R:20
armor: 50
armored satellite
H5 interceptor: D:30 R:10
armor: 130
plasma tower
plasma lancer T13: D:50 R:10
armor: 250
Titan-class battlestation
Sekron-50 missile: D:120 R:10
armor: 500
Note that hypervelocity missiles are the only type with a range advantage. Note also that the HEL cannons, autocannon satellites, and plasma towers are the only types unaffected by missile defense. In theory, a large enough group of Stinger jumpships can destroy the defenses of any planet lacking those three, without taking any damage.
It should be possible to work out what the power rating of each type is by careful observation of how the defense values change as a planet produces new defenses, but I haven't yet mustered the fortitude to collect those observations.
GDM silo
nuclear warhead: D:32 R:10
armor: 16
HEL cannon
HEL cannon: D:10 R:10
armor: 20
autocannon satellite
x-ray laser cannon: D:16 R:10
armor: 16
hypersonic missile site
H2 interceptor: D:20 R:20
armor: 50
armored satellite
H5 interceptor: D:30 R:10
armor: 130
plasma tower
plasma lancer T13: D:50 R:10
armor: 250
Titan-class battlestation
Sekron-50 missile: D:120 R:10
armor: 500
Note that hypervelocity missiles are the only type with a range advantage. Note also that the HEL cannons, autocannon satellites, and plasma towers are the only types unaffected by missile defense. In theory, a large enough group of Stinger jumpships can destroy the defenses of any planet lacking those three, without taking any damage.
It should be possible to work out what the power rating of each type is by careful observation of how the defense values change as a planet produces new defenses, but I haven't yet mustered the fortitude to collect those observations.
If Anacreon 2 is any guide, the types and frequencies of planets are going to vary from scenario to scenario, but for now we just have one scenario to play with. There appear to be 10 types of planets: Barren, Desert, Earth-like, Fiery, Greenhouse, Ocean, Primordial, Transuranic, Underground, and Volcanic. Transuranics appear to be quite rare, while the others seem to appear at roughly equal frequencies at first glance.
Earth-like, Ocean, and Underground worlds are the most habitable. They are the only ones which can build planetary arcologies, habitats which require antimatter-level technology and 4 days of building time. Desert worlds are unique in being unable to build any habitat structures, making them much smaller at high tech levels. The other six types all require some industry be used to build supplies necessary to make living there possible: air filters, radiation shielding, life support supplies, or radiation meds.
Each type of world seems to have a different distribution of resource deposits:The above should be treated as a rough approximation: I've encountered a small number of worlds that have unusual resource deposits, such as an Earth-like world with abundant hexacarbide, and an Ocean world with major chronimium deposits.
So far, I haven't noticed any world types being better at any industry than any other world type, aside from the resource levels affecting resource extraction.
If you think of Earth-like worlds as the "sweet-spot" worlds where everything is just right, you can classify some of the other worlds based on how they've gone wrong. Deserts have too little water, Oceans have too much. Greenhouse worlds have too much atmosphere, Barren worlds have none. Volcanic worlds have too much tectonic activity, Underground worlds presumably have very little. This suggests a few additional world types could be added: Fiery worlds are too hot, potentially there could be Icy worlds (Tundra worlds?) which are too cold. Primordial worlds are too young, potentially there could be Ancient worlds (Cinders? Husks?) which are too old. Primordial worlds are the only ones with no hexacarbide, Ancient worlds could be the only ones with no trillum.
Earth-like, Ocean, and Underground worlds are the most habitable. They are the only ones which can build planetary arcologies, habitats which require antimatter-level technology and 4 days of building time. Desert worlds are unique in being unable to build any habitat structures, making them much smaller at high tech levels. The other six types all require some industry be used to build supplies necessary to make living there possible: air filters, radiation shielding, life support supplies, or radiation meds.
Each type of world seems to have a different distribution of resource deposits:
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low = trace or minor
med = minor or major
high = major or abundant
trillum hexacarbide chronimium
Barren low high none
Desert high med none
Earth-like med med none
Fiery high low low
Greenhouse low low high
Ocean low low low
Primordial med none med
Transuranic med med med
Underground low high none
Volcanic med low med
So far, I haven't noticed any world types being better at any industry than any other world type, aside from the resource levels affecting resource extraction.
If you think of Earth-like worlds as the "sweet-spot" worlds where everything is just right, you can classify some of the other worlds based on how they've gone wrong. Deserts have too little water, Oceans have too much. Greenhouse worlds have too much atmosphere, Barren worlds have none. Volcanic worlds have too much tectonic activity, Underground worlds presumably have very little. This suggests a few additional world types could be added: Fiery worlds are too hot, potentially there could be Icy worlds (Tundra worlds?) which are too cold. Primordial worlds are too young, potentially there could be Ancient worlds (Cinders? Husks?) which are too old. Primordial worlds are the only ones with no hexacarbide, Ancient worlds could be the only ones with no trillum.
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- Militia Lieutenant
- Posts: 185
- Joined: Tue Jan 01, 2013 3:31 am
- Location: Dodging jumpmissiles in a Helion
I thought this might be nice to bring up. Imperial Guard Brigades have twice the power of a regular infantry brigade. Armored infantry brigades are two-and-a-half times the power of Imperial Guard Brigades. Exotroop brigades are 9.6 times more powerful than Armored infantry brigades. So:
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Brigade Type | Power
-------------------------------
Standard infantry | 1
Armored infantry | 5
Imperial Guards | 2
Exotroop | 48