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anacreon:game:doctrine [2018/05/16 19:47] – [Trade & Enterprise] wtvd0 | anacreon:game:doctrine [2018/05/17 18:05] – wtvd0 |
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===== Trade & Enterprise ===== | ===== Trade & Enterprise ===== |
[[anacreon:empires:Mesophon]]-purchase-centric doctrine. Imperial sector capitals get the starport [[anacreon:game:structures|primary structure]], which causes the world to function as a trade hub and does not require labor. They also get the [[anacreon:game:structures#militia_base|militia base]] structure, which builds basic infantry. Capitals and hubs can form one-way [[anacreon:game:trade|trade routes]] with [[anacreon:empires:Mesophon]] worlds to sell any resource. The militia base will permanently disappear if it is ever receiving 0% labor; this is a bug. This is the doctrine of the NPC [[anacreon:empires:Mesophon|Mesophon Traders Guild]] empire. This doctrine can be difficult to leave because the trade hub ability of capitals stops working when a new doctrine is adopted. If the capitals are being used as hubs, the [[anacreon:game:trade|imperial economy]] will instantly collapse. | [[anacreon:empires:Mesophon]]-purchase-centric doctrine. Imperial sector capitals get the starport [[anacreon:game:structures|primary structure]], which causes the world to function as a [[anacreon:game:trade#trading_hubs|trading hub]] and does not require [[anacreon:game#labor]]. They also get the [[anacreon:game:structures#militia_base|militia base]] structure, which builds basic infantry. Capitals and hubs can form one-way [[anacreon:game:trade|trade routes]] with [[anacreon:empires:Mesophon]] worlds to sell any resource. The militia base will permanently disappear if it is ever receiving 0% labor; this is a bug. This is the doctrine of the NPC [[anacreon:empires:Mesophon|Mesophon Traders Guild]] empire. This doctrine can be difficult to leave because the trade hub ability of capitals stops working when a new doctrine is adopted. If the capitals are being used as hubs, the [[anacreon:game:trade|imperial economy]] will instantly collapse. |
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===== Law & Order===== | ===== Law & Order===== |
Growth-centric doctrine for large empires. Imperial sector capitals get the Imperial Security [[anacreon:game:structures|primary structure]], which builds [[anacreon:eras:era3:units#ground_units|Imperial Guards]] units. Random [[anacreon:game:secession]] appears to be only 10% as common under this doctrine by default. The presence of Imperial Guards on sector capitals further decreases the risk of secession, rendering it effectively impossible as long as more than a few of these units are present. A L&O empire will has no real size limit as long as Imperial Guards are being built. Worlds with Imperial Guards are less likely to [[anacreon:game:rebellion|rebel]] and Imperial Guards will never join rebels. | Growth-centric doctrine for large empires. Imperial sector capitals get the Imperial Security [[anacreon:game:structures|primary structure]], which builds [[anacreon:eras:era3:units#ground_units|Imperial Guards]] units. Random [[anacreon:game:secession]] appears to be only 10% as common under this doctrine by default. The presence of Imperial Guards on sector capitals further decreases the risk of secession, rendering it effectively impossible as long as more than a few of these units are present. A L&O empire will has no real size limit as long as Imperial Guards are being built. Worlds with Imperial Guards are less likely to [[anacreon:game:civil_war|revolt]] and Imperial Guards will never join rebels. |
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===== Science & Technology===== | ===== Science & Technology===== |