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Home » Stars! 2.6/7 » The Academy » Hab ranges for team games
Re: Hab ranges for team games Sat, 18 December 2004 05:35 Go to previous messageGo to previous message
freakyboy is currently offline freakyboy

 
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Messages: 583
Registered: November 2002
Location: Where the clowns can't re...

Some overlap is a good thing. Random factor will probably screw you over so you can't colonise anything half decent.

The main idea behind this is to bleed as many points out of the hab settings for races (no-one has looked at having 3 races yet) in a team game to make sure that they can afford as strong an economy/tech/LRT/PGR settings as possible.

Overlap can come in handy, but having lots of overlap between all races in a team will only make you realise how badly you screwed up earlier.

Obviously things like terraforming will alter the hab coverage, but putting those issues aside does anyone know where I can find that application for generating 1000's of galaxies?

If I get the data from that then I can do a spreadsheet for finding optimum points for hab - there may even be some break points in there that no-one has yet found due to the complexities of build 2 races in this way.


Challenge: Design 3 races that achieve 80% coverage of the possible hab values (forgetting about the bell curves). Each race MUST have two cheap technologies and 4 expensive. All races must be JOAT with no LRTS growth of 15% and econ settings of 1/1000 pop 10/10/10 fact 10/5/10 mines no G checked. Winner is whoever has the greatest total (of all 3 races) of left over race points. One winner will be assigned for each number of immunities used (i.e. someone wins most left over without any immunities, 1 immunity, 2 immune, 3 immune, 4 immune, etc...)

This should help out future players of team games to build a highly effective team.

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