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Home » Stars! 2.6/7 » The Academy » AR design and play (split from "NAS vs no NAS")
Re: NAS vs no NAS (split from "What to do ???") Sat, 09 October 2004 17:48 Go to previous messageGo to previous message
SinicalIdealist is currently offline SinicalIdealist

 
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Messages: 184
Registered: October 2003
Location: North-left US

Strat wrote on Tue, 28 September 2004 19:24

Arrg.. <snip>
MY AR RACE for BL2004:
LRTs: IFE, IS, NAS, and RS
Hab: Grav Immune; Temp -20 to 140; Rab 38 to 84
Growth: 15%
Resource Devisor: 10
Techs:
--Cheap: Weaps, Con
--Expensive: Prop, Bio, Elec
--Tech 3 Start: Not Checked
<snip>


This design would probably not be viable in any games that I would play. I tend to prefer much more tightly packed conditions. ie. 20 planets/player or fewer.

In my experience, AR is quite sustainable in less friendly conditions, however, you MUST tailor it to an quick start.

This requires several changes.

Suggested design. (not at my home computer, so this is going to be an estimated design). I will explain choices below.

Race: The Conjoiners
AR
IFE,NRSE,ISB,ARM,RS
Grav immune, temp and rad narrow 1/10 overall
15-17% growth (usually 16%)
10 coef.
N,W,C cheap
Rest expensive @ 3 checked.


Explanation for features.
IFE: Essential for grabbing those early planets. Early distance and making the most of your very limited early Iron supply is essential.

NRSE: No real reason other than points. Besides, why waste your precious and very limited resources researching past P12 when you need to survive wars.

ISB: IMO idiocy to not take in a real game. Docks on small worlds and ultras as an intermediate step to DSs are essential.

ARM: For more efficient miners? No. For gatable miners? Yes.
Gatability means that you're more tactically flexible. Your miners are far less vulnerable. It's the biggest investment you're going to make in them. You're going to be building over 1000 miners, likely in excess of 1500. You will be keeping them in stacks of 80 miners for maximum efficiency w/ fleets and mineral extraction. Losing a full stack of remote miners is incredibly expensive. Not being able to transport your remote miners from your core out to your periphery where you have high mineral concentrations is tactically and logistically expensive for a race w/ very limited resources mid-game. To take advantage of your advantages, you want to minimize that amount of remote miners you need to build during the mid-game expansion. YOu need to be focusing the bulk of your resources on ship construction. You can cut your remote miner construction in half by shipping all mineral production to yoru periphery, shipping bulk quantities of minerals inward toward your core worlds, exporting new miners and warships out to the front and periphery to take advantages of high concentrations, always keeping your mineral production just barely ahead of your yearly use of minerals (so as not to have vulnerable reserves that your opponents can use should you lose planets).

No NAS OPTIONAL: Preferred. Good initial scanning to save on defense intel costs early once you get US in years 28-35. Also, you have a very useful tradable commodity to the vast majority of players who use NAS as a point mine.

TT/NAS OPTIONAL: TT-useful not for high terraforming abilities. In practice you ignore bio *completely*. Make war not love, is the AR way. Smile TT-cuts your primary cost to grow resources by 30%. Gives you a big boost. At the same time, you usually pay for this w/ a combination of Pen scanners and hab.
In my experience, I've found that a higher initial hab usually pays off better than a lower hab w/ TT when you need to be able to fend off AT LEAST 1 race by year 15-30. Usually, you need to be able to heavily arm your stations by the early 20s to keep at least 2 off of you.

TECH: Cheap tech: Energy, Weap, Con This is for a combination of early resource growth and immediate hab expansion. IMO, despite the extra cost of N-tech, this is a no-brainer. Research N1-4 in the first 4 years (you may be able to go up to 5 at 1 level per year). This greatly improves resources when you spread pop well early on. Better return than improving your pop-growth-rate by a long shot. Take a couple years off to grab C4. Then grab N7 (by 12). Then W8 (by 15), C6 (by 20), C8 (large freighters) by 20 is best), P5 (b
...




g.e.
====

"When the newspapers have been read, the TV sets shut off, the cars parked
in their various garages. Then, faintly, I hear voices from another star.
(I clocked it once, and the reception is best between 3:00 A.M. and 4:45
A.M.). Of course, I don't usually tell people this when they ask, "Say,
where do you get your ideas?" I just say I don't know. It's safer."
-P. K. Dick

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