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Re: Slow-Tech Tue, 01 June 2004 18:39 Go to previous messageGo to previous message
Carn is currently offline Carn

 
Officer Cadet 4th Year

Messages: 284
Registered: May 2003
CA could go for cheap bio, because early wars are not likely, would be very strong.
For other races i would consider taking all techs expensive, it gives 280 points over 1 cheap, 1 normal, 4 expensive. That extra points will give more resources to research weapons.

If lot of people think like that WM would be great, as it would take long till nubs and DN have enough time to win game.
SS could be fun, as you might be lucky, lot of people will take en or con cheap or no cheap, but are unlikely to take elec cheap, lot of sneaking possible.
HE tri-i with 6% race wizard growth might have advantage, as it can have good resource(~2000 res per planet), decent mines(12,20) and needs no research for terraform, but plan for lot of time investment to manage the amount of planets it will get in large universe with enough space to grow(i forgot that).
SD is great for HP design, attacking SD before con tech 9 and we tech 8+ is suicide.
IT will have longer advantage from unl gates, as nubs might take longer to develop and unl/300 can be grabbed early, but 300/500 take longer. Also wide spread empires will exists.

About AR i'm very uncertain. Longer early peaceful growth will be great and for high productivity only en and con are needed, but ultra and decent miners take longer and the endgame where all techs are maxed and only mineral production counts is very far off. Test, how tech expensive impacts on AR with 1/1000, IFE, en normal and con cheap.

IFE+NRSE looks very useful, prop nearly has to be expensive.
UR might be more useful(maybe still not enough), since large fleet that have to be replaced can exists from relative early time.

Generally better facs are more important, somewhere all that resources for AMPs have to come from, so HP sounds good.

Challenge would be -f.

That are just thoughts, no experience.

Carn

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