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Re: One immunity Mon, 04 July 2005 23:54 Go to previous messageGo to previous message
velvetthroat57 is currently offline velvetthroat57

 
Master Chief Petty Officer

Messages: 111
Registered: June 2005
Everyone likes to go warp 9 to speed their expansion as much as possible but since colonists keel over when the ships move for AR, it is even more important for them to move as few times as possible between worlds. Very hard to go that fast in the early game, particularly STA, without IFE. IS with the early fueler and HE with the settlers delight, and IT with high early prop might skip it but most everyone else needs IFE if they want a rapid early expansion.


Kotk, I agree with your research path for a quick race, but there are two things to consider. First is that pre-terraforming the rad immune race has the better worlds. Center habbed grav worlds will just naturally come its way. This means the very early growth will be better for them. Second is that by not being able to do early terraforming, which presumably will make a grav immunes worlds better than the rad immune unterraformed ones, the quick starting race ends up spending more on early expansion. By 2430 he may have saved 500 resources from each of his planets (while having worlds that are only say 300 resources worse off) and those resources will go into research and any early warships needed to get a better border. Then once expansion is ended, there is a chance to do prop and get the 10% more per world and on a few more worlds besides.

The race would need to be designed with the immunity in mind to get the most out of it. Prop cheap/normal and/or no NRSE to get some other use out of Prop 16 will help. No NRSE and rad immune means the radiating hydroscoop is available to move people around. That is probably the best early game engine a non-HE, non-IFE race could get. IT maybe as PRT since they need prop for gates anyway or IS since small hab differences won't affect the orgies.

For a 3.5 cheap race, taking the 0.5 as prop instead of electronics would be a good choice. Prop for Elec should be an easy enough trade to arrange in most games and the early beamer wars won't care either way.

Another option would be to make the grav hab wider than the energy so energy terraforming is the one that matters more.

I am not saying it is a slam dunk, but it is worth considering. Like I said, to get 10% more per world from the race wizard you would have to go with 1/900 and that costs 200 RW points. Admittedly, you get more from 1/900 than from better habs since you have to create the 10% more colonists somewhere in the latter instance but still, being slightly disadvantaged in early to mid game play is not an unreasonable price to pay for the equivalent of say 150 RW points.

My eyes are starting to cross so please ignore any typos and sentence fragments.

CAL

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