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Re: Hab ranges for team games Sat, 18 December 2004 14:18 Go to previous messageGo to previous message
Staz is currently offline Staz

 
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Messages: 514
Registered: November 2003
Location: UK
freakyboy wrote on Sat, 18 December 2004 10:35

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.


Different numbers of players on the team require different strategies, I would have thought.

For your three players example, taking grav and temp 90% wide, and splitting rad into 3 equal sections gives 1039 points remaining between the players.

In the EAC vs IRC game there were 8 players per team, so a more complex strategy worked better. Also, the fact that they had CAs with orbital adjusters meant that the whole team got free terraforming which means you can take much narrower hab ranges.

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