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Title: game mechanics


gannon - December 15, 2005 05:58 AM (GMT)
Some questions about the game numbers.

Does the amount of food people ever change? How much does each million people eat a turn if it doesn't vary?

Also some numbers for costs of ships and defences. How much can a planet support for each of each defence?

Do the amount of fuel a ship use the same? Is it by distance or by turn?

Sorry for asking these types of questions but I play alot of city builders and these types of questions are needed, I like numbers.

Sero - December 15, 2005 11:10 AM (GMT)
Dunno, dunno, has to do with how many infantry and elites are on the planet, yes, but I don't know the precise ammount per type and by turn.

Mephisto - February 15, 2006 01:18 AM (GMT)
I'm probably wrong, but isn't it like one unit of fuel per 1k ships? I guess I'm one of the few who got hooked on the DOS version of Anacreon before knowing about Transcendence.

Sero - February 15, 2006 02:49 AM (GMT)
Yeah, I'm pretty sure you're wrong. I think fuel consumption varies by ship type.

wmdragon - April 28, 2006 07:25 PM (GMT)
I have given Anacreon a few quick tries, and I'm getting slowly better, but there is much about the underdocumented game mechanics that confuses me:

1. what are the +/- numbers in the ISSP screen?

2. what is the difference between a base world and an independent world? what does a raw material world concentrate on?

3. what is the best way to produce fighters? the only world Ive seen that produces them in any meaningful number is my capital

Sero - April 29, 2006 12:17 AM (GMT)
1: Import/Export orders. A planet with it's ISSP set to 100% in metal will produce 100% of the metal it consumes. (Unfortunately, this doesn't factor in consumption for production of defenses...). Typically, it's used for reducing a world's production of a resource, in preperation for importing it, which frees up industrial capacity for other things, like building ships.

Tips:

When setting up a supply route, remember that ISSP reduction in production of a resource will increase the industry on a planet, resulting in an increased demand for all resources. Keep that in mind when setting up a supply route.

Supply demand is dependent on population, and so it's demand is not affected in the way described in the previous tip.

Keep in mind travel times between worlds when setting up a supply route.

Keep in mind that as a planet grows and becomes more productive, it's demand for resources will increase as well. Make sure to be ready to allocate more transport capacity.

2: Independent worlds produce everything, with a few exceptions. Base worlds focus on warp-ships, fighters, penetrators, starships, and transports, and do not produce jump-capable ships of any kind. They have boosted troop production, and also are capable of building LAMs.

3: Base and transport worlds produce fighters in large numbers, typically, once they get their industry up and running and are properly supplied with materials.

Atheist_Chuck - April 29, 2006 08:20 PM (GMT)
Base worlds Do produce jump-capable ships. I would know. I'm a veteran at Anacreon. :)

Sero - April 29, 2006 09:34 PM (GMT)
They do? Don't seem to remember that...

wmdragon - May 1, 2006 04:14 PM (GMT)
thank you very much Sero. some follow up questions:

1. have you noticed any difference in fighter production between base and independent worlds?

2. the +/- numbers under the percentages in the ISSP screen are the production (+) and consumption (-) of resource units, under optimal conditions, right? is there any other hidden factor besides defense building affecting them? does defense building consume supplies too, or just the three mineral recources?

I started a quick test game with a few planets to watch the numbers change. I'm not completely sure what the bottom table in the planet detailed stats is, the one w/ Dist, Ind, Opt, etc. but this is what I gathered:

Dist: percentages of labor dedicated to each task (not sure if it's actual or optimal)
Ind: actual "workforce units" working on each task
Opt: optimal "workforce units" that should be working on each task, based on the designated world type

as efficiency increases, the Ind and Opt numbers converge.

this model seemed to represent the game mechanics well for a while, but then I ran into an "anomaly": I had a trillium advantaged (%120) world set up as a trillium mine, got it to over 90% efficiency (ISSP was 100% for everything, to avoid more variables). the Ind/Opt numbers did converge, except for trillium: Ind was just 50 and Opt like 110. how can a world performing near perfectly have such a discrepancy in its main industry?

Sero - May 1, 2006 06:00 PM (GMT)
Base planets buld more, I believe, but I'm not sure.

No, no more hidden factors, and supply consumption is affected only by population of the planet.

I belive Dist is actual, but that's just me.

Perhaps your anomaly indicates your assumption as to what the abbreviations mean is wrong?

Perhaps opt is output, or something? *shrug*

wmdragon - June 21, 2006 01:50 PM (GMT)
QUOTE (Sero @ May 1 2006, 09:00 AM)
Perhaps opt is output, or something? *shrug*

I read somewhere that Opt is the optimal/maximum reached by that planet sometime during its history. not sure if that's thrue though.




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