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anacreon:game:doctrine [2018/05/15 16:41] wtvd0anacreon:game:doctrine [2018/06/17 13:59] (current) wtvd0
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 ====== Doctrines ====== ====== Doctrines ======
-All empires have one of four doctrines. Additional doctrines are present in the game code but are not implemented. Doctrine switching is performed from the Empire tab on the Imperial Capital. Switching doctrine will temporarily depress efficiency on the imperial capital and sector capitals because it causes these planets to be redesignated. If any empire has >100 planets __and__ >2 sector capitals, sector capitals can randomly secede; this is essentially unavoidable except for players in the Law & Order doctrine.+Imperial doctrine determines the strategic focus of an empire. Additional doctrines are present in the game code but are not implemented. Doctrine switching is performed from the Empire tab on the Imperial Capital. Switching doctrine will temporarily depress efficiency on the imperial capital and sector capitals because it causes these planets to be redesignated. If any empire has >100 [[anacreon:game:planets]] __and__ >2 sector capitals, sector capitals can randomly [[anacreon:game:secession|secede]]; this is essentially unavoidable except for players in the Law & Order doctrine.
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 ===== Fire & Movement ===== ===== Fire & Movement =====
-Imperial and sector capitals get the Fleet HQ primary structure (builds TL-appropriate jumpships plus basic infantry) and will auto-build the Jumpship Autofac structure as needed. These worlds also project jumpbeacon, similar to jump yards. This allows jumpfleets to move to planets within 100LY of the sector capital. This is the default doctrine of the NPC "Warlord" empires present at game start and of secession empires that form as a result of sector capitals seceding.+[[anacreon:game:units#jumpships|Jumpship]]-focused doctrine. Imperial and sector capitals get the Fleet HQ [[anacreon:game:structures|primary structure]], which builds TL-appropriate jumpships plus basic infantry. They also get a jumpship autofac [[anacreon:game:structures|structure]] that will activate as needed, allowing the capital to build any jumpship without requiring a designated jumpship components autofac worldThe Fleet HQ structure includes [[anacreon:game:movement#jump_beacons|jump beacon]], similar to jumpship yards. This allows jumpfleets to move to planets within 250LY of the sector capital. This is the default doctrine of the NPC "Warlord" empires present at game start and of secession empires that form as a result of sector capitals seceding.
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 ===== Strength & Honor ===== ===== Strength & Honor =====
-Imperial and sector capitals get the Starship HQ primary structure (builds TL-appropriate starships plus basic infantry) and will auto-build the Starship Autofac structure as needed. The imperial capital must not be in a nebula to switch to this doctrine. Sector capitals in nebulas still build starships.+[[anacreon:game:units#starships|Starship]]-focused doctrine. Imperial and sector capitals get the Starship HQ [[anacreon:game:structures|primary structure]], which builds TL-appropriate starships plus basic infantry. They also get a starship autofac structure that will activate as needed, allowing the capital to build any starship without requiring a designated starship components autofac world. The imperial capital must not be in a nebula to switch to this doctrine. Sector capitals in nebulas still build starships, but the starships will not be movable.
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 ===== Trade & Enterprise ===== ===== Trade & Enterprise =====
-Imperial sector capitals get the starport primary structure (causes the world to function as a trade hubdoes not use labor) and the Militia Base structure (builds basic infantry). Capitals and hubs can form one-way trade routes with Mesophon worlds to sell any resource. The Militia Base structure will permanently disappear if it is ever receiving 0% labor; this is a bug. This is the doctrine of the NPC Mesophon Traders Guild empire.+[[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=====
-Imperial sector capitals get the Imperial Security primary structure (builds [[anacreon:eras:era3:units#ground_units|Imperial Guards]] units). Random 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 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=====
anacreon/game/doctrine.1526402465.txt.gz · Last modified: 2018/05/15 16:41 by wtvd0