Miners |
Wed, 04 June 2008 03:48 |
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magic9mushroom | | Commander | Messages: 1361
Registered: May 2008 | |
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From what I've heard on this forum, it's a good idea not to build any RMs until you hace the Robo-Maxi-Miner.
When is it a good idea to start investing in tech for this? When the crunch happens? 2405? Some other time?
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Re: Miners |
Wed, 04 June 2008 04:56 |
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Adacore | | Chief Warrant Officer 2 | Messages: 156
Registered: February 2005 Location: Shanghai | |
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I think that's only true if you don't have ARM, although I'm not sure. It might not be a good idea to invest *heavily* in miners until you've got the maxi-miner (or, ideally, the ultra-miner), but as AR I'd think you should be investing in at least some remote mining almost from day 1.
Assuming here that you're talking about AR, since it's in the AR forum...
[Updated on: Wed, 04 June 2008 04:56] Report message to a moderator
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Re: Miners |
Wed, 04 June 2008 06:05 |
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Regardless of whether you took ARM or not (no AR should take OBRM), you have a number of priorities ahead of remote mining.
By mid-late 20s you will probably have En10, Weap10 & Con8 (LFs). IMO, you would be crazy to build remote miners before that but, at that point, since you probably have Elec expensive, you could research Robo-Maxis (Elec4) & build a modest # remote miners.
After that you will want Ultra Stations which happens to be at Con12, as is the Robo-Super so you just need Elec6 for them.
If you don't have ARM you can now build your final remote miner design but don't get silly - you will want Death Stars (Con17), weap16 & En14 asap.
If you have ARM some players will build some at that level but others will try to wait for Robo-Ultras (Con15, Elec8).
IMO you should stick with midget (mini if no ARM) miners since it is important that your remote miners are gateable without heavy losses.
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Re: Miners |
Wed, 04 June 2008 06:13 |
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If you have allies, you can trade away the obsolete miners too.
But yes, the general AR strategy, is to build as few miners as possible(but not less that you need) until you reach deathstars...even to the point of shipping the minerals generated by colonising back to the breeder/HW to build more colony ships.
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Re: Miners |
Wed, 04 June 2008 11:12 |
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Soobie | | Officer Cadet 3rd Year | Messages: 270
Registered: May 2007 Location: Australia | |
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Did you purposely set up a low surface Ir / low Ir conc HW? Is it a Universe where any race would have an Ir crunch?
If your HW Ir was, say, 150kT/30% then it isn't surprising. If your starting surface Ir was, say, 450kT/75% then it is possibly surprising.
Are you transporting a big chunk of the Ir from colonisation back to the HW?
Getting some Ir back to your production worlds can be rather useful.
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Re: Miners |
Mon, 09 June 2008 22:37 |
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Adacore | | Chief Warrant Officer 2 | Messages: 156
Registered: February 2005 Location: Shanghai | |
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I think (although I'm not sure) the answer is something along the lines of 'colonise everything', even reds, especially if they have Iron. And maybe think about increasing the hab ranges and lowering growth.
[Updated on: Mon, 09 June 2008 22:38] Report message to a moderator
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Re: Miners |
Tue, 10 June 2008 06:48 |
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magic9mushroom | | Commander | Messages: 1361
Registered: May 2008 | |
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Adacore wrote on Tue, 10 June 2008 15:00 |
magic9mushroom wrote on Tue, 10 June 2008 00:13 | Growth is already at 15%, no more dropping possible.
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I've seen a lot of AR designs with 14% PGR, some as low as 12% or even 11%. I'm not saying you should drop it, just saying it's something that could be considered - definitely not impossible.
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The 12% and 11% are almost all bi-immunes. My race is a non-immune.
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