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Re: AR design Wed, 05 July 2006 04:34 Go to previous messageGo to previous message
Tomasoid is currently offline Tomasoid

 
Chief Warrant Officer 3

Messages: 182
Registered: December 2005
Location: Ukraine

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Wider hab - there is a point when teraforming becomes ineffective.
Wider hab simply means more greens. More greens means free to pick better ones early or closer ones early. Before any terraforming done they are better. After some done they are anyway better. So wide hab is always good, there are no cases opposite. AR has factoryless-like low resources per planet early. It simply needs more planets to stay competive but has no way to just stomp his neighbours and take what it wants like factoryless race early. So ... wider hab gives better options.



Once again - there is always a dark side of the moon... (unless you have 2 suns Smile )

You cannot utilize more planets than a certain limit. Limit is dictated by minerals and resources. You cannot build too much colonizers and cannot build too much transport to spread out people. AR just have no minerals for that, and also AR should save minerals for mining robot building and mid game survival, that is much more important. So, with wide hab you have the only one option early in the game - colonize only worlds that are really good and leave planets with less than 70% after teraforming for later. Now look: wide hab gives MUCH more spread of hab % for planets. This is because teraforming that is essential for AR. Early in the game, with wide hab, ~50% of green planet would not be good for you at all because no way to teraform to 70%. With narrower hab (I assume equal bands for one-immune), only ~30% or so of green planets you would not be able to teraform to 70%. Wide band is SLOW for teraforming and that is a stopper for taking it too wide - teraforming is what is really essential for AR to improve planet economy.

So, there is a margin after which it is not beneficial to enhance the band - after that, you start to lose RW points for almost nothing useful for mid-game survival.

For the later game, I agree, wider band gives more planets and thus better final economy. But would you be able to survive till that time when you spent RW points for wider band that you cannot use for mid-game?

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Not much of trouble with NAS, just a lot of MM to put a chaff on every uninhabited planet slightly forward off from border.
Yes i have heard it tons of times, in practice however i see directly the opposite, pen scanner races got better intel and are generally more trouble to fight with. Wink



Later in the game, player barely can do in time strategy analysis for attacks or defenses. Not tell about micro-management of all the flies all over the planets.

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Tried trading for weapons in the Infight game (even though weapons tech was cheap for me). It is really bad. The problem is that it is hard to exchange techs early in the game even in a crowded place.

Why? usually you take W5 or W6 on your own anyway, and getting it to W12 means you got to import about 7 sets of scrappers in 2425-2435 timeframe. Not hard, given you have excellent energy and construction to export.



Tech exchange tends to fail sometimes Wink That's what happened to me.

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Cheaper techs:
AR aready usually selects cheap for construction and weapons. Some more cheaper techs is problematic for AR - more cheap techs cost much more RW points. If select something, choose Electronics normal, no more.

I have experience that up to 3.5 cheap tech is without additional penalty. I do not say you got to get 4 cheap technologies, just that my example race had 2.5 tech cheap so can go cheaper easily if points available.



Exactly - if only points available.

Again, mid-game survival. What techs, to your opinion, other than Energy, Construction and Weapons, can help a lot for mid-game survival? IMO, only Electronics - you would need it for mining robots, and you would need it for better comps to get earlier advantage for your attacking fleets (AR attacks more than defends). Prop? No need much if you choose IFE, unless you fight laser wars which you need overthruster for (and no need for it for mid-game survival anyway). AR usuall trades for prop. Bio - you need only level 4 for mid-game survival for minefields. Well, Bio is needed for TT LRT, but you would be able to fully use TT only MUCH later, and TT already costs too much to select Bio cheaper on top of it.

I just do not really see any strategic advantages for takin any other tech cheaper other than Electronics.

So, if take 3.5 cheaper as you pointed, I would stop only on cheap W, C and En, and Electronics normal.


[Updated on: Wed, 05 July 2006 04:37]




WBR, Vlad

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