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anacreon:community:wtvdo:earlyempireguide [2018/06/07 22:36]
wtvd0
anacreon:community:wtvdo:earlyempireguide [2018/06/12 18:02]
wtvd0
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   *     ​**Determine your core territory:​** Click on your capital and click "​import from". The 200 [[anacreon:​lexicon#​LY]] radius grey circle is the area in which you'll want to be conquering planets first. It's less than the 250 LY control radius of your capital, but any world outside the grey circle can't form a trade route straight to your capital and won't be useful right away. Planets outside the 250 LY control radius are not useful to you at all yet; even if you conquered one, you would not be able to issue it commands.   *     ​**Determine your core territory:​** Click on your capital and click "​import from". The 200 [[anacreon:​lexicon#​LY]] radius grey circle is the area in which you'll want to be conquering planets first. It's less than the 250 LY control radius of your capital, but any world outside the grey circle can't form a trade route straight to your capital and won't be useful right away. Planets outside the 250 LY control radius are not useful to you at all yet; even if you conquered one, you would not be able to issue it commands.
-  *     ​**Note your Jumpbeacon ​coverage:** The control radius of the capital is your empire'​s current [[anacreon:​game:​movement#​jumpship_movement|jumpbeacon]] range. Jumpships, jumpcruisers and jumptransports can only move under their own power to worlds within a 250LY radius of planets that have jump beacons (however, explorers can go anywhere). The imperial capital, jumpship yards, and sector capitals in the default [[anacreon:​game:​doctrine#​fire_&​_movement|Fire & Movement doctrine]] have jumpbeacons. You can combine any jumpship type with starships or ramjets to make a [[[[anacreon:​game:​movement#​mixed_fleet_movement|mixed fleet]] that will move freely around the map at the speed of the slowest ship to conquer worlds beyond ​jumpbeacon ​range. You probably don't have any starships or ramjets yet, though. (If your capital was previously part of another empire, you might have inherited a few. This is rare.)+  *     ​**Note your jump beacon ​coverage:** The control radius of the capital is your empire'​s current [[anacreon:​game:​movement#​jumpship_movement|jumpbeacon]] range. Jumpships, jumpcruisers and jumptransports can only move under their own power to worlds within a 250LY radius of planets that have jump beacons (however, explorers can go anywhere). The imperial capital, jumpship yards, and sector capitals in the default [[anacreon:​game:​doctrine#​fire_&​_movement|Fire & Movement doctrine]] have jump beacons. You can combine any jumpship type with starships or ramjets to make a [[[[anacreon:​game:​movement#​mixed_fleet_movement|mixed fleet]] that will move freely around the map at the speed of the slowest ship to conquer worlds beyond ​jump beacon ​range. You probably don't have any starships or ramjets yet, though. (If your capital was previously part of another empire, you might have inherited a few. This is rare.)
   *     ​**Free up some labor:** Your planet'​s population produces labor, which is used by structures to build resources and units. Mostly it does this automatically,​ but defense structures (which build planetary defenses) can be manually allocated labor. However, allocating labor to multiple structures reduces the total amount of labor available (this is not the case for labor allocated within structures: you can build 4 types of jumpships with no labor penalty). For now, you want your capital generating the maximum amount of labor possible and building lots of ships. Click on each defense structure on the "​Structures"​ tab (GDMs, HELs, autocannons,​ maybe hypersonics and/or armored satellites) and set the [[anacreon:​game#​labor]] allocation to 0%. Later on you may want to build defenses, but right now building ships is much more important.   *     ​**Free up some labor:** Your planet'​s population produces labor, which is used by structures to build resources and units. Mostly it does this automatically,​ but defense structures (which build planetary defenses) can be manually allocated labor. However, allocating labor to multiple structures reduces the total amount of labor available (this is not the case for labor allocated within structures: you can build 4 types of jumpships with no labor penalty). For now, you want your capital generating the maximum amount of labor possible and building lots of ships. Click on each defense structure on the "​Structures"​ tab (GDMs, HELs, autocannons,​ maybe hypersonics and/or armored satellites) and set the [[anacreon:​game#​labor]] allocation to 0%. Later on you may want to build defenses, but right now building ships is much more important.
   *     ​**Change your labor allocations:​** Click on the Fleet HQ structure. You can adjust how labor is used within this structure to build different kinds of units. Allocate 5%-10% to Vanguard explorers (you'​ll always want some explorers because they'​re useful for exploring and recon, but they are very weak in combat) and maybe 10-15% to Reliant jumptransports,​ and 5-10% to building infantry. If you have at least 10,000 infantry already don't bother building more- you'll be fine with that many for quite a while. The rest should go to building Adamant [[anacreon:​game:​units#​jumpcruisers]].   *     ​**Change your labor allocations:​** Click on the Fleet HQ structure. You can adjust how labor is used within this structure to build different kinds of units. Allocate 5%-10% to Vanguard explorers (you'​ll always want some explorers because they'​re useful for exploring and recon, but they are very weak in combat) and maybe 10-15% to Reliant jumptransports,​ and 5-10% to building infantry. If you have at least 10,000 infantry already don't bother building more- you'll be fine with that many for quite a while. The rest should go to building Adamant [[anacreon:​game:​units#​jumpcruisers]].
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   *     ​Don'​t build tech programs on your capital until you have a chronimium processor planet that it can import from. Your starting capital will never have chronimium deposits. At TL 8 Vanguards are replaced by Helions, which require chronimium. At TL 9 every ship class except Adamants is replaced by higher-tech ships that require chronimium. If you go all the way up to TL 10 your capital will only be able to build infantry until you get a chronimium processor hooked up. Rarely, your starting capital have have a TL higher than 7 and be in the process of regressing back to TL 7; this will happen if your capital world was recently part of another empire but went independent.   *     ​Don'​t build tech programs on your capital until you have a chronimium processor planet that it can import from. Your starting capital will never have chronimium deposits. At TL 8 Vanguards are replaced by Helions, which require chronimium. At TL 9 every ship class except Adamants is replaced by higher-tech ships that require chronimium. If you go all the way up to TL 10 your capital will only be able to build infantry until you get a chronimium processor hooked up. Rarely, your starting capital have have a TL higher than 7 and be in the process of regressing back to TL 7; this will happen if your capital world was recently part of another empire but went independent.
-  *     ​Don'​t switch to a different doctrine until you have at least one jumpship yard planet and jumpship autofac planet. The default Fire & Movement doctrine is the only one that builds jumptransports on sector capitals. Without a jumpbeacon ​(a property of the jumpship yard designation),​ your jumpfleets will not be able to move. Without jumptransports,​ you won't be able to conquer more planets. You can buy transports from Mesophon, but you need transports to sell resources to them in the first place unless you are in the Trade & Enterprise doctrine (you also need to have a Mesophon world within beacon range, or the process will be very slow since you'll have to move stuff at gunship speed.)+  *     ​Don'​t switch to a different doctrine until you have at least one jumpship yard planet and jumpship autofac planet. The default Fire & Movement doctrine is the only one that builds jumptransports on sector capitals. Without a jump beacon ​(a property of the jumpship yard designation),​ your jumpfleets will not be able to move. Without jumptransports,​ you won't be able to conquer more planets. You can buy transports from Mesophon, but you need transports to sell resources to them in the first place unless you are in the Trade & Enterprise doctrine (you also need to have a Mesophon world within beacon range, or the process will be very slow since you'll have to move stuff at gunship speed.)
   *     A trillum shortage on a hazardous world can lead to survival goods shortages and mass deaths. Consider using transports to dump a couple thousand tons of trillum onto hazardous planets before you redesignate them as anything that requires a lot of trillum (consumer goods autofac, chronimium refinery, etc.) It takes a while for the planet to adjust the amount of trillum it produces/​imports.   *     A trillum shortage on a hazardous world can lead to survival goods shortages and mass deaths. Consider using transports to dump a couple thousand tons of trillum onto hazardous planets before you redesignate them as anything that requires a lot of trillum (consumer goods autofac, chronimium refinery, etc.) It takes a while for the planet to adjust the amount of trillum it produces/​imports.
   *     Try not to use hazardous planets as consumer goods autofacs. Consumer goods autofac planets that are hazardous (any planet that is not earthlike, ocean, underground,​ desert or empyreal) can suffer mass deaths if they are being asked to export more consumer goods than they can build. There is a bug which can cause labor to sometimes be allocated away from the habitat structure for a few turns, and it won't build enough survival goods to sustain the population. Earthlike worlds are the best CG autofacs, closely followed by Ocean worlds. Both classes of worlds get a hidden bonus to producing organic food.   *     Try not to use hazardous planets as consumer goods autofacs. Consumer goods autofac planets that are hazardous (any planet that is not earthlike, ocean, underground,​ desert or empyreal) can suffer mass deaths if they are being asked to export more consumer goods than they can build. There is a bug which can cause labor to sometimes be allocated away from the habitat structure for a few turns, and it won't build enough survival goods to sustain the population. Earthlike worlds are the best CG autofacs, closely followed by Ocean worlds. Both classes of worlds get a hidden bonus to producing organic food.
anacreon/community/wtvdo/earlyempireguide.txt · Last modified: 2018/06/12 18:05 by wtvd0