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Home » Stars! 2.6/7 » The Academy » Help me choose and design a race for the Fledgling Admirals VII game
Re: Help me choose and design a race for the Fledgling Admirals VII game Wed, 09 February 2011 06:12 Go to previous messageGo to previous message
iztok is currently offline iztok

 
Commander

Messages: 1210
Registered: April 2003
Location: Slovenia, Europe
Hi!
Celebrinbor1 wrote on Wed, 09 February 2011 05:28

...Generalized Research
This is a very special trait. In short games it prevents you to get to needed techs fast. In long games its benfits are wasted on all tech-26 fields. It comes handy only in quite special circumstances, like games with several 10 forced-gen turns.

Quote:

Gravity: 1.00-8.00
Temp: -24-200
Rad: 66-100
Silly hab. You're losing all terra on the right side. As a rule of thumb you set all habs at least 15 "clicks" from the edge, and grav and temp more than 15, because first and last 10 "clicks" there are less likely to be generated.

Quote:

15/8/12
factories cost 1kt less is checked
Way too efficient factories for the number you can operate. This settings would be good for a QuickStart race, that intends to go on rampage very eary. Also, for 12 factories operated is the "cost 3 germ checked" only marginally usefull.

Quote:

10/5/10
Mines cost 3, period. Only when you'll really know what you're doing, you may change that number. Smile

Quote:

...I then build about 10-12 scouts with the warp 4 engan and two chameleon scanners and have them explore the galixy.
... or just give your neighbours, that will be shooting down those scouts, some free levels in elec. Wink

Quote:

My plan is that in a multiplayer game, this will give me an advantage because I can sell this info to other players.
You know, most players are intersted only in planets, close to them, and will not pay for the info on planets 500 LY far. And close planets they can scout for themself. A better bet for trade would be those pen-scanning scouts of yours.

I'd suggest you for a start to try a fairly simple HG design with decent econ and speed, that will live by trading tech, pen scanners and SS toys, and will also allow some intersettling if needed:

SS
IFE, NRSE, OBRM, RS (no NAS, it gives only 25 points)
grav 0.31 to 3.20
temp -120 to 120
rad 16 to 46 (1-in-7, with terra-11 in all 3 fields 1-in-2)
PGR 18%
factories 12/9/13/4
mines 10/3/14 (1 more mine to compensate a bit for 4g/factory)
weap and con cheap,
en and elec normal,
prop and bio expensive
15 remaining points to mineral concentrations.

I'd suggest you to testbed it with at least one AI, so you'll see the impact of the SS tech-steal bonus, then change some settings a bit (~50 RW points changes) and testbed some more, so you get the feeling for race behaviour. It would be good to test in the same universe, so you'd eliminate the impact of random planet draw.

BR, Iztok


[Updated on: Wed, 09 February 2011 06:56]

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