Re: Slow-Tech |
Wed, 02 June 2004 05:57 ![Go to previous message Go to previous message](theme/Stars/images/up.png) |
|
iztok | ![](images/commander.gif) | Commander | Messages: 1211
Registered: April 2003 Location: Slovenia, Europe | |
|
Hi!
StarsBob wrote on Tue, 01 June 2004 22:25 | What races will do well in this sort of game? I believe we're going to have around 8-12 in a Large universe, so I'm thinking HP (Lots of time to build up).
|
You're thinking right: under such conditions best choice are races with capacity, not with speed. In large uni with about 10 players there will be 50-60 planets per player. Just this number and large distances will allow slower development. All early conquests from faster races (HGs) would result in increased number of planets they'd have to manage. When remaining neighbours gang on them they'd have to defend a space of 100+ planets. If not the attack, then all needed MM would kill them .
Regarding PRTs: if I'd be a host I'd ban a CA with TT, but still demand they'd have to take bio cheap. A JoaT would not be allowed to take NAS, and IT not cheap con.
My recommendations:
- With only 1 tech cheap and 1 normal econ should be HP or HR, maybe HG with good factories.
- LRTs: LSP, IFE, NRSE (no germ for scoop engines), OBRM only with good mines (eff. 12 or more) and hab (1 in 5 or better). No ARM. ISB not really needed. TT useful with narrower hab.
- Hab: not below 1 in 7, no immunities, 16-18% PGR (15% with HR).
- Factories 14-15/7-9/20+ g checked, mines 12+/3/20+ (or 10/3/18+ with remote mining).
- Tech: con/energy cheap or normal, rest PRT/LRT specific, start at 3 checked.
My .
BR, Iztok
Report message to a moderator
|
|
|