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anacreon:community:wtvdo:earlyempireguide [2018/06/12 18:02]
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anacreon:community:wtvdo:earlyempireguide [2018/06/12 18:05] (current)
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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 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.)+  *     ​**Note your jump beacon coverage:** The control radius of the capital is your empire'​s current [[anacreon:​game:​movement#​jump_beacon|jump beacon]] 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]].
anacreon/community/wtvdo/earlyempireguide.txt · Last modified: 2018/06/12 18:05 by wtvd0