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Re: Help me choose and design a race for the Fledgling Admirals VII game Sun, 23 January 2011 19:19 Go to previous messageGo to previous message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

loucipher wrote on Sun, 23 January 2011 14:25


Mines 5/15/5 (worst)

Minerals would be acquired by remote mining and theft.


Critique, short version:

Laughing ROFLMAO ROFL

Long version:

Without an immediate, cost-effective source of minerals, you won't be able to build any factories or mining ships to get more minerals, to say nothing of the actual transports and warships you'll need in droves too. This race would be dead on arrival.

Go for something like 11/3/16 mines - tone down the factories and up the growth for a HG, or bring the population efficiency to 1/2500 for HP to pay for useable mine settings. This should get you enough minerals to get started so you can actually put ARM to use. However... since you shouldn't be relying on remote mining too heavily, and aren't AR, you would probably do better to dump ARM and use the normal miners.

If you're used to playing the AI, you can learn some bad habits due to never having to face a real military threat or aggressive expansionism. That's probably a big factor here. Playing against people with a couple MP games under their belt will give you a new perspective. Wink


[Updated on: Sun, 23 January 2011 19:25]

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