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anacreon:community:wtvd0:faq [2018/05/21 17:09] – [Why can't I designate a new sector capital?] wtvd0anacreon:community:wtvd0:faq [2018/06/19 19:25] (current) wtvd0
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 ===== Gameplay ===== ===== Gameplay =====
  
-==== What do I need to know beyond the official Quick Start guide to start playing? ==== 
-  * 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 program structures on your [[anacreon:game:designation#imperial_capital|imperial capital]] until you have a designated [[anacreon:game:designation#chronimium_processor|chronimium processor]] planet that it can [[anacreon:game:trade|import]] from, or you won't be able to build [[anacreon:game:units#jumpships]]. 
-  * Always build habitat structures (like "hypermetropolis") and spaceports when they are available. These have essentially no downsides and major positive effects. Habitat structures take a long time to build so be patient. 
-  * Pretty much always build defense structures when they become available, but then manually allocate [[anacreon:game#labor]] away from them unless you really want that kind of defense. Even doing nothing, these structures seem to improve planets' resistance to going into [[anacreon:game:civil_war|civil war]]. 
-  * Under the default [[anacreon:game:doctrine]], your capital has an invisible [[anacreon:game:movement#jumpbeacons|"jumpbeacon"]] that allows your jumpfleets 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 [[anacreon:game:doctrine#law_order|Law & Order]] doctrine or [[anacreon:game:designation#sector_capital|sector capitals]] will randomly [[anacreon:game:secession|secede]]. 
-  * You must place capitals >250 [[anacreon:lexicon#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 [[anacreon:game:designation#jumpship_yards|jumpship yards]] with its own jumpbeacon, or a starship fleet that can move transports beyond the jumpbeacon radius around your imperial capital. 
-  * Avoid [[anacreon:game:civil_war|civil wars]]: don't raise planets up to high TLs right away; be sure that your planets are supplied with [[anacreon:game:resources#trillum]]; be sure your consumer goods autofacs aren't being asked to export more than they can produce. 
-  * If a planet goes into [[anacreon:game:civil_war|civil war]], use transports to move [[anacreon:game:units#ground_units|ground units]] onto 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 
  
 ==== Why do my fleets and infantry keep shrinking? ==== ==== Why do my fleets and infantry keep shrinking? ====
 You lose a small percentage of all units and most resources every watch- but so does everybody else. This is called "[[anacreon:game#attrition]]". The only thing you can do is always be building more! [[anacreon:game:units#Starcruisers]] and [[anacreon:game:units#starfrigates]] have relatively low attrition. Hexacarbide doesn't undergo attrition. Very small fleets may not lose a unit every turn, but they will still eventually vanish. Attrition isn't affected by whether a unit is stationed on a world or is part of a fleet. You lose a small percentage of all units and most resources every watch- but so does everybody else. This is called "[[anacreon:game#attrition]]". The only thing you can do is always be building more! [[anacreon:game:units#Starcruisers]] and [[anacreon:game:units#starfrigates]] have relatively low attrition. Hexacarbide doesn't undergo attrition. Very small fleets may not lose a unit every turn, but they will still eventually vanish. Attrition isn't affected by whether a unit is stationed on a world or is part of a fleet.
  
 +==== How do I move fleets to planets beyond 250 LY of my capital? ====
 +
 +New players typically start with only [[anacreon:game:units#jumpships]], which can only navigate to planets within 250 LY of a friendly [[anacreon:game:movement#jump_beacon|jump beacon]] world (the capital has a jump beacon). [[anacreon:game:units#Starships]] and [[anacreon:game:units#ramjets]], built on designated yards planets, do not require beacons to navigate; if jumpships are in a fleet with either of these ship types, the fleet will move at the slower ships' speed and will not require a beacon. Planets with the [[anacreon:game:designation#jumpship_yards|jumpship yards]] designation get a beacon, so designating one near the edge of your existing beacon coverage will expand the area within which your jumpship fleets can operate
  
 ==== Why can't I designate a new sector capital? ==== ==== Why can't I designate a new sector capital? ====
  
-[[anacreon:game:designation#sector_capital|Sector capitals]] must be more than 250 [[anacreon:lexicon#LY]] from any of your existing capitals. Jumpfleets can't go further than 250 LY away from a [[anacreon:game:movement#jumpbeacon]] world, so you can't start a new capital using jumpfleets if your only jumpbeacon is on your capital. Designate a world near the edge of your capital's range as a [[anacreon:game:designation#jumpship_yards|jumpship yards]]; this will expand the area in which your jumpfleets can operate. You could instead attach some transports and infantry to a gunship fleet and send it off to conquer a distant world, since gunships don't require beacons to move and jumpships can travel beyond beacon range if they are in a fleet with starships or ramjets. Sector capitals have jumpbeacons under the default [[anacreon:game:doctrine#fire_movement|Fire & Movement]] doctrine, but not other doctrines.+[[anacreon:game:designation#sector_capital|Sector capitals]] must be more than 250 [[anacreon:lexicon#LY]] from any of your existing capitals. Jumpfleets can't go further than 250 LY away from a [[anacreon:game:movement#jump_beacon|jump beacon]] world, so you can't start a new capital using jumpfleets if your only jump beacon is on your capital. Designate a world near the edge of your capital's range as a [[anacreon:game:designation#jumpship_yards|jumpship yards]]; this will expand the area in which your jumpfleets can operate. You could instead attach some transports and infantry to a gunship fleet and send it off to conquer a distant world, since gunships don't require beacons to move and jumpships can travel beyond beacon range if they are in a fleet with starships or ramjets. Sector capitals have jump beacons under the default [[anacreon:game:doctrine#fire_movement|Fire & Movement]] doctrine, but not other doctrines.
  
 ==== I captured a world near my new sector capital. Why can't I give it any orders or change the designation? ==== ==== I captured a world near my new sector capital. Why can't I give it any orders or change the designation? ====
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 ==== Why did my capital stop producing ships? ==== ==== Why did my capital stop producing ships? ====
  
-If you **built [[anacreon:game:structures#technology_programs|tech progams]] to increase your capital to [[anacreon:game:tech_level|TL]] 9 or higher**, most or all of the ship classes that your capital can build will require [[anacreon:game:resources#chronimium]]. You don't have chronimium on your starting capital world, but you can't build low-tech ships if the capital's TL is high. [[anacreon:game:trade|Import]] chronimium from a world that you have designated as a [[anacreon:game:designation#chronimium_processor|chronimium processor]]. A world must be TL 7 or higher to refine chronimium. Alternately, destroy the quantum or post-industrial structure on your capital.+If you **built [[anacreon:game:structures#technology_programs|tech programs]] to increase your capital to [[anacreon:game:tech_level|TL]] 9 or higher**, most or all of the ship classes that your capital can build will require the [[anacreon:game:resources#chronimium]] resource. You don't have chronimium [[anacreon:game:deposits]] on your starting capital world, but you also can't build low-tech ships if the capital's TL is high. [[anacreon:game:trade|Import]] chronimium from a world that you have designated as a [[anacreon:game:designation#chronimium_processor|chronimium processor]]. A world must be TL 7 or higher to refine chronimium. Alternately, destroy the quantum or post-industrial structure on your capital.
  
 If you **didn't increase your capital's TL**, it might be because you changed your empire's [[anacreon:game:doctrine]]. [[anacreon:game:doctrine#strength_&_honor|Strength & Honor]] doesn't build transports on the capital; [[anacreon:game:doctrine#law_&_order|Law & Order]] only builds special infantry; [[anacreon:game:doctrine#trade_&_enterprise|Trade & Enterprise]] only builds basic infantry. Change your doctrine back to [[anacreon:game:doctrine#fire_&_movement|Fire & Movement]] and don't even think about the other doctrines until you have a couple dozen worlds. If you **didn't increase your capital's TL**, it might be because you changed your empire's [[anacreon:game:doctrine]]. [[anacreon:game:doctrine#strength_&_honor|Strength & Honor]] doesn't build transports on the capital; [[anacreon:game:doctrine#law_&_order|Law & Order]] only builds special infantry; [[anacreon:game:doctrine#trade_&_enterprise|Trade & Enterprise]] only builds basic infantry. Change your doctrine back to [[anacreon:game:doctrine#fire_&_movement|Fire & Movement]] and don't even think about the other doctrines until you have a couple dozen worlds.
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 ==== I designated a world as a yards/academy, but it's only building explorers/gunships/infantry! ==== ==== I designated a world as a yards/academy, but it's only building explorers/gunships/infantry! ====
  
-Your capital can build ship components at the Fleet HQ structure, but yards and infantry academies must have a trade route importing components from an appropriate component autofac planet or through a trade hub to build most unit types that require components. Even if you can drop off a million jumpdrives using transports, a jumpship yards won't build anything except explorers unless it has a trade route.+Most units require one or more types of components. Components are manufactured resources with names like "light jumpdrive" or "armored vehicle"Your capital can build ship components at the Fleet HQ structure, but yards and infantry academies cannot and must have a trade route that is importing from an appropriate component autofac planet (or from a trade hub that is importing from component autofac). A jumpship yards won't build anything except explorers unless it has a trade route, even if you drop a million jumpdrives onto the yards using transports.
  
 See the [[anacreon:eras:era3:units|unit tables]] for information about what resources and components each unit requires. With a few exceptions, ship components are the same [[anacreon:game:tech_level|TL]] as the ships they are used to build. See the [[anacreon:eras:era3:units|unit tables]] for information about what resources and components each unit requires. With a few exceptions, ship components are the same [[anacreon:game:tech_level|TL]] as the ships they are used to build.
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 Yards can always build gunships or explorers as long as they have they have [[anacreon:game:deposits]] of the necessary raw materials - these units do not require components. Basic infantry do not require resources to build, so academies and citadels can always build these units. All other units require components that are built at dedicated component autofac planets. Yards can always build gunships or explorers as long as they have they have [[anacreon:game:deposits]] of the necessary raw materials - these units do not require components. Basic infantry do not require resources to build, so academies and citadels can always build these units. All other units require components that are built at dedicated component autofac planets.
  
-Unlike yards, autofacs can still build low-TL components even at TL 10. This is true for every kind of autofac. Jumpship autofacs' light jumpdrives are also used by citadels to build jumpmissiles; starship autofacs' heavy missile launchers are also used to build battlestation planetary defense units on planets that have completed a battlestation program. Keep these additional component uses in mind when locating your autofac worlds, citadels, etc.+Unlike yards, autofacs can still build low-TL components even at TL 10. This is true for every kind of autofac. Jumpship autofacs' light jumpdrives are also used by citadels to build jumpmissiles; starship autofacs' heavy missile launchers are also used to build battlestation planetary defense units on planets that have completed a battlestation program. Keep these additional component uses in mind when locating your autofac worlds, citadels, etc. 
  
 +Also unlike yards, autofacs will automatically adjust their component production to meet demand.
 ==== I built all the defense structures to defend my planet, why aren't any of the defenses being built very fast? ==== ==== I built all the defense structures to defend my planet, why aren't any of the defenses being built very fast? ====
  
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   * Do the same thing with ground units. If an enemy can't bring together enough ground units and transports to invade a world successfully, that world is effectively impregnable.   * Do the same thing with ground units. If an enemy can't bring together enough ground units and transports to invade a world successfully, that world is effectively impregnable.
   * Build citadels with overlapping missile radiuses, so that they can defend one another (and your planets) with jumpmissile strikes.   * Build citadels with overlapping missile radiuses, so that they can defend one another (and your planets) with jumpmissile strikes.
-  * Fortify jumpship yards that are within jumpship range of enemy worlds. If an enemy fleet invades a jumpship yards, they can use the jumpbeacon immediately. Try not to build jumpship yards within 250 LY of one another if you can't protect them with heavy defenses and starships.+  * Fortify jumpship yards that are within jumpship range of enemy worlds. If an enemy fleet invades a jumpship yards, they can use the jump beacon immediately. Try not to build jumpship yards within 250 LY of one another if you can't protect them with heavy defenses and starships.
   * Establish sector capitals, trade hubs and jumpship yards in isolated small nebulas that you fully control or in clearspace pockets inside nebulas. These worlds cannot be reached by enemy starships or ramjets.   * Establish sector capitals, trade hubs and jumpship yards in isolated small nebulas that you fully control or in clearspace pockets inside nebulas. These worlds cannot be reached by enemy starships or ramjets.
   * Use [[anacreon:messages]] to befriend nearby empires.   * Use [[anacreon:messages]] to befriend nearby empires.
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   * Space Piracy: Look for planets with lots of transports stationed on them but relatively weak defenses. If you successfully invade, you will capture the transports too. You can also [[anacreon:game:combat#unit_capture|capture infantry]] if you bring an overwhelming force.   * Space Piracy: Look for planets with lots of transports stationed on them but relatively weak defenses. If you successfully invade, you will capture the transports too. You can also [[anacreon:game:combat#unit_capture|capture infantry]] if you bring an overwhelming force.
   * Advanced Space Piracy: some [[anacreon:game:resources#components]] have a very high value:mass ratio - ramjet components in particular are very valuable and often get overbuilt. Assemble a huge jumptransport fleet and invade enemy components autofacs that have been running a long time. Haul off the loot to Mesophon and use it to buy more ships. This tactic also works with resources if you have a truly gigantic transport fleet. In long-running games, many worlds will have huge hexacarbide stockpiles.   * Advanced Space Piracy: some [[anacreon:game:resources#components]] have a very high value:mass ratio - ramjet components in particular are very valuable and often get overbuilt. Assemble a huge jumptransport fleet and invade enemy components autofacs that have been running a long time. Haul off the loot to Mesophon and use it to buy more ships. This tactic also works with resources if you have a truly gigantic transport fleet. In long-running games, many worlds will have huge hexacarbide stockpiles.
 +  * Wild Weasel: bait citadels into firing jumpmissiles against a mostly-invulnerable fleet. Assemble a large fleet of [[anacreon:game:units#basic_jumpships|basic jumpships]] with a small number of attached [[anacreon:game:units#jumptransports|jumptransports]] containing ground units. Order an invasion of an allied planet within the citadel's firing range. The citadel will fire jumpmissiles against the fleet, but most of them will be intercepted by the basic jumpships' point defense.
  
 ===== Game Client ===== ===== Game Client =====
 +
 +==== Which game should I start in? ====
 +If you start in Era 4 Alpha you will be exposed to new and undocumented features, but I recommend starting there anyway. If you only see one or two game links when you log in to Multiverse, reload anacreon.kronosaur.com in your browser window, or click "Start a New Game" (This does not actually start a new game, but instead shows all available games.)
  
 ==== Can I play on a phone or tablet? ==== ==== Can I play on a phone or tablet? ====
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 The game client crashing when zooming on a moving fleet is a known bug. It should rarely be a problem in normal play since there's no reason to zoom in on a moving fleet. The game client crashing when zooming on a moving fleet is a known bug. It should rarely be a problem in normal play since there's no reason to zoom in on a moving fleet.
 +
 +===== Other =====
 +==== Is Anacreon set in the same fictional universe as Transcendence? ====
 +Although many ships, weapons and resources have the same names, Anacreon is not set in the Transcendence universe.
anacreon/community/wtvd0/faq.1526922591.txt.gz · Last modified: 2018/05/21 17:09 by wtvd0