Achron Overview
This is the introduction page for people who are new to Achron, or simply need a refresher. This page should have all of the most basic useful information, as well as tactical information and various other similar things, as well as summaries of the changes between versions for people who have taken a break and simply need to see what they missed. It should act in a similar way to the Game Manual, but with a stronger focus on intuition and tactics rather than technical information. Its purpose is also somewhat similar to Introduction to Achron, but goes into more specifics.
Contents |
Overview
Time travel
Any player can change their view in time, in order to issue orders or simply observe events as they occur. Units can also travel in time, using various methods unique to each of the three races.
Time line
The pane at the centre-bottom of the screen shows a window of the time line. The time window displays important information to players.
Time waves
Time waves are one of the most important factors when it comes to time travel. Time waves function as propagators, they move forward updating the time line as they go.
Teleportation
Both Humans and Vecgir can utilise teleportation technology. Most of the Vecgir units can be upgraded to self-teleport and they can build the Slip gate. Humans can use either a Slingshot or a Teleporter gate.
Hierarchy
Units in Achron can be formed into hierarchies, to allow commands to be given with less chronoenergy, at the cost of an increased risk of being disrupted. This can be accomplished by right-clicking a friendly unit while selecting other units (for Humans and Vecgir), or by right-clicking on an Arcticus (for Grekim). A unit can have all hierarchy ties broken by hitting 'I' (by default) while selected.
Communications
All races have a communications structure they can build. These allow the player to make units automatically form hierarchies, automatically seek out useful tasks when idle, and it also provides a large vision radius for better map awareness. These buildings are
Humans: Comm Center
Vecgir: Comm Hub
Grekim: Mound
Humans
Unit Tiers
Human units are based on a three tier system. Each tier is more powerful than the previous. Each tier of units are built from a single building. First tier units are built from the Armory, second from the Factory, and third from the Macrofab. The Armory is built by Marines which can build more Marines and SOPs. The Factory can be built by Marines, which can then build Mechs. Mechs can then build Macrofabs.
All Human units (except the Mech) require Reserves to build. Reserves are generated every 47 seconds by Importers which are built by Marines. Each Importer can hold up to a maximum of 10 Reserves.
Buildings
Both the Marine and Mech can build a different set of buildings. Marines build first tier buildings which are more basic and more important. Mechs can then build the more powerful and strategically valuable buildings.
Human Resource Processors (RP for short) are built by Marines. They have the ability to close, which significantly increases their defence but prevents them from processing any resources. They also have the ability to move, and are closed while they do so. Human RPs also close automatically when they are attacked.
Grekim
Unit Tiers
A concept central to understanding the Grekim is progeneration. Progeneration is how Grekim build all of their units and is based on a three tier process: basics, pods, loligos. Grekim units also have three genders: octo, sepi, pharo. Grekim units are named with their gender first, then their tier second (eg: octo + loligo = octoligo; sepi + basic = sepi; pharo + pod = pharopod). A pair of basic Grekim units of differing genders can use progeneration to create a pod or basic of the third gender. Having three basics of differing genders can then build pods and basics of all three genders. Grekim pods have a similar process, excep they are able to build loligos and are unable to build basics. A nearby Spyre is required to create air Grekim units which includes pods and loligos except Octopods and Octoligos.
Buildings
Each of the three basic grekim units can morph into two types of buildings. Octos can morph into Grekim Resource Processors and Domes. The Pharos can morph into Arcticuses and Spyres. The Sepi can morph into Mounds and Reaphs. All Grekim buildings can move in one form or another.
Arcticuses function similarly to the Human Armory - they are the central building. Arcticuses can build basics, however it is much faster and cheaper to use progeneration. Arcticuses also serve as the central hub of Grekim hierarchies. Grekim units cannot assign each other as commanders and so have to work through and Arcticus which can be used to give orders to an army of units.
Reaphs function as the primary research hubs for the Grekim. Reaphs can upgrade advanced buildings, loligo class, specials, chonoporting, and weapons.
Grekim Resource Porcessors are built by Octos. An Octo morphs into an RP and it is therefore more difficult to manage than other races. However a basic triad has the ability to build Octos that are ordered to morph into RPs upon completion. Grekim RPs are slow moving, but have the ability to fly.
A Grekim Mound functions almost identically to a Human Comm Center.
A Grekim Dome functions almost identically to a Human Defence Turret. It has the ability to heal nearby Grekim.
Vecgir
Piloting
Vecgir units are based on a pilot-vehicle concept. All units have a archetype and class, where the archetype (Zayin, Teth, Shin) denotes their specialization (anti-ground, anti-air, planes, respectively) and the class (Pulser, Tercher, Halcyon) denotes the power of the vehicle, listed in order of increasing power. Vir units are the basic infantry, built from the Annex, which can be upgraded at a nearby depot to pilot a vehicle. They are also produced from destroyed vehicles, and can be reused to pilot again.
Buildings
Vecgir buildings are primarily built from Foundations, which are constructed by existing foundations on adjacent spots, or by a Shin Vir freely but at a small premium. On their own they provide Power, healing to nearby units, and the ability to make more Foundations. When developed, they lose the healing ability. Adjacent foundations are important for Depots, as an adjacent Annex is required to construct infantry, and an adjacent Aerial Control Center is required to build flying vehicles. Apart from this, Foundation adjacency is mostly useful for cutting costs.