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anacreon:lexicon [2018/05/15 20:07] wtvd0anacreon:lexicon [2018/06/14 17:13] (current) – [SCI WU cost] wtvd0
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 ====== Anacreon Lexicon ====== ====== Anacreon Lexicon ======
  
-This is a list of terms used to describe game concepts. Use this as a reference in conjunction with [[anacreon:game:units|unit tables]].+This is a list of terms used to describe game concepts. Use this as a reference in conjunction with [[anacreon:eras:era3:units|unit tables]] and [[anacreon:eras:era3:resources|resource tables]].
  
 ===== Unit Traits =====  ===== Unit Traits ===== 
 ==== area of effect ==== ==== area of effect ====
-        *units with an AoE attack can hit more than one enemy unit in a wing per shot +Units with an area of effect attack can hit more than one enemy unit in a [[anacreon:game:combat#wings|wing]] per shot. "Attack AoE" is the radius (in [[anacreon:lexicon:Mm]]) within which additional units will get struck. Effective [[anacreon:lexicon#attack_damage|attack damage]] is reduced for units further from the targeted unit. 
-        *effective [[anacreon:lexicon#attack_damage|attack damage]] is reduced for units further from the center  + 
-        *"Attack AoE" gives the radius (in [[anacreon:lexicon:Mm]]) within which additional units will get struck +"From the point where the missile hit, out to 1/5 the area of effect radius, any ships in the area take full damage. After that, damage decreases at inverse-square rate. I.e., at 2/5th radius, ships take quarter damage; at 3/5th radius they take 1/9th damage, etc." 
-        *it is unclear whether AoE works right now+
 ==== armor ==== ==== armor ====
-        *the general resistance of a unit to being destroyed in combat +The general resistance of a unit to being destroyed in [[anacreon:game:combat]]. Armor is compared to [[anacreon:lexicon#attack_damage|attack damage]] during each combat round that a unit attacks another. Units are never "damaged"they either survive an attack or are completely destroyed.
-        *units are never "damaged"combat results in units being completely destroyed +
-        *large wings of weak units can still destroy units with armor much higher than their individual attack values+
 ==== attack damage ==== ==== attack damage ====
-        *the amount of damage that each attack a unit performs does +The strength of each individual attack that [[anacreon:game:units|unit]] performs per combat round. The combat equation values multiple low-damage attacks slightly higher than individual high damage attacks; a ship hit by 10 damage:10 attacks in a combat round has a higher chance of being destroyed than a ship hit by 1 damage:100 attack. This is offset by the fact that high-damage attacks are generally VERY high damage, e.g. the 960-damage HK missile used by the Typhon-class [[anacreon:game:units#starcruiser]]. Each attack can only destroy a single unit unless it is an [[anacreon:lexicon#area_of_effect|AoE]] attack, so a small wing of high-damage non-AoE unit will not quickly destroy a large wing of weak units.
-        *the combat equation values multiple low-damage attacks slightly higher than individual high damage attacks; a ship hit by 10 damage:10 attacks in a combat round has a higher chance of being destroyed than a ship hit by 1 damage:100 attack +
-        *this is offset by the fact that high-damage attacks are generally VERY high damage, e.g. the 960-damage HK missile used by the Typhon-class [[anacreon:game:units#starcruiser]] +
-        *each attack can only destroy a single unit unless it is an [[anacreon:lexicon#area_of_effect|AoE]] attack, so a small wing of high-damage non-AoE unit will not quickly destroy a large wing of weak units+
 ==== attack type ==== ==== attack type ====
 === direct === === direct ===
-  *  beam or cannon-type weapons +Beam or cannon-type weapons. These are hitscan; they hit their target in the same [[anacreon:game:combat#combat_round|combat round]] that they are fired. Direct attacks never miss.
-  *  hit their target the instant that they are fired (hitscan)+
 === missile === === missile ===
-  *  take a few moments to reach their target +Missiles take a few moments to reach their target. Missile attacks will miss if the missile gets to its maximum range without reaching its target; this can happen if the target is moving quickly relative to the attacker, or if the target wing is destroyed before the missile arrives. To offset this, units with missile attacks begin firing before their target is actually within range. Missile attacks can be intercepted by units with [[anacreon:lexicon#point_defense|point defense]].
-  *  units with missiles begin firing beyond maximum range to offset this +
-  *  can be intercepted by units with [[anacreon:lexicon#point_defense|point defense]].+
 ====attack value==== ====attack value====
-        *an estimate of relative unit strength +An estimate of relative unit strength. This is not a guarantee of which unit will win in a fight, as multiple factors affect this.
-        *not a guarantee of which unit will win in a fight, as multiple factors affect this+
 ==== delta V ==== ==== delta V ====
-        *max delta V is the highest speed at which ship wing can rise or sink through orbitals +Delta V is the highest speed at which ship wing can rise or sink through orbitals during [[anacreon:game:combat]]. High delta V is desirable on ships that will be fighting against other ships or defenses that have a longer firing range than themselves, since it allows them to close the distance faster. Delta V is less important for ships that already have long attack ranges, like starfrigates. During battles, units with high delta V usually end up in combat before other unit typesWarphant transports land faster than Reliant transports because of their high delta V, which can be important when enemy player reinforcement fleets are en route.
-        *high delta V is desirable on ships that will be fighting against other ships or defenses that have a longer firing range than themselves, since it allows them to close the distance faster +
-        *delta V is less important for ships that already have long attack ranges, like starfrigates +
-        *during battles, units with high delta V usually end up in combat before other unit types +
-        *Warphant transports land faster than Reliant transports because of their high delta V, which can be important when enemy player reinforcement fleets are en route+
 ==== missile strength ==== ==== missile strength ====
-        *for missile-equipped units, the resistance of the unit's projectile to being destroyed by point defense +For missile-equipped units, missile strength is the resistance of the unit's projectile to being destroyed by point defense. All missiles aimed at wing will be destroyed if the aggregate value of [[anacreon:lexicon#point_defense|point defense]] in the target wing sufficiently outnumbers the number and strength of incoming missiles in each volley aimed at it. Otherwise, only some will be intercepted.
-        *all missiles aimed at wing will be destroyed if the aggregate value of missile-protection (point defensein the target wing sufficiently outnumbers the number and strength of incoming missiles in each volley aimed at it (otherwise, only some will be intercepted)+
 ==== point defense ==== ==== point defense ====
-        *units with point defense have the ability to destroy incoming missiles +Units with point defense have the ability to destroy incoming [[anacreon:lexicon#missile attacks]]. Point defense strikes against missiles look like very-short-range [[anacreon:lexicon#direct|direct attacks]] against the incoming missile icons. A ship can perform a point defense strike and fire its primary weapon during the same combat round. [[anacreon:game:units#basic_jumpships|Basic jumpships]][[anacreon:game:units#starfrigates]], and high-tech [[anacreon:game:units#starcruisers]] all have point defense systems of varying effectiveness. Point defense seems to prevent intercepted missiles from causing [[anacreon:lexicon#point_defense|point defense]] damage. Point defense doesn't protect ships from AoE damage caused by missiles striking other ships in the same wing.
-        *also see "missile strength" +
-        *point defense strikes against missiles look like very-short-range direct attacks against incoming missiles +
-        *performing a point defense strike against a missile doesn't prevent a unit from firing its primary weapon +
-        *basic jumpships, starfrigates, and high-tech starcruisers all have point defense systems of varying effectiveness +
-        *point defense seems to prevent intercepted missiles from causing AoE damage +
-        *point defense doesn't protect ships from AoE damage caused by missiles striking other ships in the same wing (it is unclear whether AoE works at all, however)+
 ==== range ==== ==== range ====
-        *the distance that a ship can fire (in megameters) +The distance that a ship can fire (in [[anacreon:lexicon:Mm]]). Ships that outrange [[anacreon:game:units#planetary_defenses|planetary defenses]] may be able to destroy the defenses without risk of retaliation. In practice, some attackers (like [[anacreon:game:units#jumpcruisers]]will move into retaliation range even if they outrange defenses. In wing vs. wing [[anacreon:game:combat]], the wing with the longer range effectively gets "first strikes" and "parting strikes" against the shorter-ranged wing as the wings move in orbit relative to one another. Range has historically been a decisive factor in combat, although it is unclear whether this is still true in Era 3
-        *ships that outrange planetary defenses may be able to destroy the defenses without risk of retaliation +
-          * in practice, some attackers (like jumpcruisers) move into retaliation range even if they outrange defenses +
-        *in wing vs. wing combat, the wing with the longer range effectively gets "first strikes" and "departing strikes" against the shorter-ranged wing as the wings move in orbit relative to one another +
-        *range has historically been a decisive factor in combat, although it is unclear whether this is still true in Era 3+
 ==== rebellion adjustment ==== ==== rebellion adjustment ====
-        * only imperial guard units have this trait +Only imperial guard units have this trait. It modifies the planet's [[anacreon:game:rebellion#revolution_index|revolution index]]adjustedRisk = (rebellion adjustment)^(numberOfGuardsOnPlanet/1000)
-        * modifies the planet's [[anacreon:game:rebellion#revolution_index|revolution index]] +
-        * adjustedRisk = (rebellion adjustment)^(numberOfGuardsOnPlanet/1000)+
 ==== secession adjustment==== ==== secession adjustment====
-        *only imperial guard units have this trait +Only imperial guard units have this trait. It modifies the chance that a sector capital will [[anacreon:game:secession|secede]]. Secession adjustment from imperial guards stacks with the global 0.1 (90% reduction) modifier to secession rate imposed by the Law & Order [[anacreon:game:doctrine]]. adjustedRisk = adjustmentValue^(numberOfGuardsOnPlanet/1000) 
-        *modifies the chance that a sector capital will [[anacreon:game:secession|secede]] +==== speed ==== 
-        *adjustedRisk = adjustmentValue^(numberOfGuardsOnPlanet/1000) +Unit speed represents many [[anacreon:lexicon#LY|light-years]] a fleet of this unit can move in a [[anacreon:game:time#watch]]. [[anacreon:game:movement#mixed_fleet_movement|Mixed fleets]] move at the speed of the slowest unit. 
-        *secession adjustment from imperial guards stacks with the global 0.1 (90% reduction) modifier to secession rate imposed by the Law & Order [[anacreon:game:doctrine]]+==== TL ==== 
 +Abbreviation for "[[anacreon:game:tech_level|tech level]]"
 =====  Economy-related factors =====  =====  Economy-related factors ===== 
 ==== half-life ==== ==== half-life ====
-            *a measure of [[anacreon:game#attrition]] +An inverse measurement of [[anacreon:game#attrition]]. It is the number of [[anacreon:game:time#cycles]] that it takes for a fleet or group of units or resources to be reduced by attrition to 50% of the initial count. A high half-life means low attrition and vice versa.
-            *the number of cycles it takes for a fleet or group to be reduced by attrition to 50% of its initial count +
-            *units with high half-lives are said to have "low attrition+
-          * for units, low attrition is usually offset by high initial build cost+
 ==== WU cost ==== ==== WU cost ====
-            *work unit cost; the number of work units directly used by the structure to build each unit+Work unit cost; the number of work units consumed directly by structure to produce a unit or resource.
 ==== SCI WU cost ==== ==== SCI WU cost ====
-            *supply-chain inclusive [[anacreon:lexicon#WU|work unit]] cost +Supply-chain inclusive [[anacreon:lexicon#WU|work unit]] cost. This is a measure of the total [[anacreon:game#labor]] cost to your economy to build a unit or resource. It includes the [[anacreon:lexicon#WU_cost|WU cost]] of the unit, the WU cost to create the resources that go into the unit, and the WU cost of the resources needed to create //those// resources. It does not include the WU cost of [[anacreon:game:resources#consumer_goods|consumer goods]] consumed by [[anacreon:game:planets#planetary_population|planetary population]], since this is a factor of [[anacreon:game:tech_level|planetary tech level]] rather than of individual resource type. SCI WU cost is never shown in-game; it must be calculated by players.
-            *a measure of the total cost to your economy to build a unit +
-            *includes the WU cost of the unit, the WU cost to create the resource that go into the unit, and the WU cost of the resources needed to create //those// resources +
-            *does not include the WU cost of consumer goods consumed by planetary population, since this is a factor of planetary tech level rather than individual resource type +
-            *never shown in-game; must be calculated by players+
 ===== Units ===== ===== Units =====
 ==== ground forces ==== ==== ground forces ====
 Basic unit of collective [[anacreon:game:units#ground_units|ground unit]] strength. Ground forces = sum([[anacreon:lexicon#attack_value|attack value]]/100) for all ground units at a planet or in transports. Not a guarantee of which side will win a battle, as multiple factors affect this. Basic unit of collective [[anacreon:game:units#ground_units|ground unit]] strength. Ground forces = sum([[anacreon:lexicon#attack_value|attack value]]/100) for all ground units at a planet or in transports. Not a guarantee of which side will win a battle, as multiple factors affect this.
 ==== kt ==== ==== kt ====
-Kiloton. Basic unit of mass. Most [[anacreon:game:resources]] weigh 1 kt/unit.+Kiloton. Basic unit of mass. Most [[anacreon:game:resources]] weigh 1 kt/unit. Jumptransports carry 20kT/ship. Resources and units that weigh >20kT get split between multiple jumptransports.
 ==== LY ==== ==== LY ====
 Light-year. Basic unit of [[anacreon:game:map]] distance. Light-year. Basic unit of [[anacreon:game:map]] distance.
anacreon/lexicon.1526414879.txt.gz · Last modified: 2018/05/15 20:07 by wtvd0