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Re: AR early game Tue, 03 June 2008 22:29 Go to previous message
AlexTheGreat is currently offline AlexTheGreat

 
Lieutenant

Messages: 661
Registered: May 2006
Location: Sydney, Australia
iztok wrote on Thu, 29 May 2008 02:46

Hi!
Soobie wrote on Tue, 27 May 2008 13:32

AR taking NRSE and NOT taking IFE in a non-packed universe

Counterintuitive.
1) What AR lacks in early and mid game is iron: first for ships, then for bases and more ships, and lastly for remote miners. What AR has in excess after ultras are built is germ.
2) NRSE engines use mostly iron, that's also in very short demand for other purposes. Scoop engines use mostly germ which AR should have in abundance.
3) The longer the travel distances, the more deaths AR suffers in space. No FM --> lower speeds --> more deaths.

Conclusion: I'd say that's a loss-loss combo.

BR, Iztok


Good summary Iztok but, unless you're planning on getting prop tech from an ally, you'll probably need to take 3.5 cheap techs (En,Weap,Con cheap, prop std) to leave NRSE unticked & it also means that you'll have trouble designing an otherwise strong race.

IMO you need to either take both IFE & NRSE + Prop expensive and use the FM for a lot of your ships until the late game (my current AR still uses the FM for all but a handfull of ships in 2496, including warships & LFs) or take neither. In the latter case you save a worthwhile # of race points from the noIFE/noNRSE combo but the need Prop std + you need to research prop to at least level 8 earlier & that is problematic when you also need En (res),Con (bigger bases) & weap (for survival).

Personally, I don't bother that much about an extra 3% pop loss except in the early game so my FM based LFs are 60% cheaper than my IS-10 based ones which I do use but only for special purposes.

Good thing it's just a game. Imagine the outcry in the real world if a leader had a policy of saving resources rather than lives!!
...



[Updated on: Tue, 03 June 2008 22:34]

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