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Re: Game setup for HP viability Sat, 02 July 2011 09:54 Go to previous messageGo to previous message
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Registered: October 2004
Location: Third star to the left
magic9mushroom wrote on Sat, 02 July 2011 10:30

One of the bigger issues with HP is that they don't get a vast deal more resources than HG (HG tops out around 3212, HP gets around 3905), but have to wait quite a while longer for it - and, crucially, have to wait for that period to build up new planets (or LBUed planets) as well.

You seem to be making a lot of assumptions. Confused

My 1st HPs all had 5500+ Res per 100% planet at the very least. With that kind of power, even Alchemy becomes useful. And the biggest factor in (re)building a world is Germ, which can be transported from suitable places. Rolling Eyes


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A game setup that encouraged waiting quite a while after expansion stopped before serious war would likely advantage HP.

Yup. Early wars hurt HPs the most.


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they can't take advantage of conquered territory nearly as quickly, and so have serious trouble winning solo.

Laughing I never had that kind of trouble! Twisted Evil

Please note that most HPs are JoaTs, CAs, ISs, or ITs, none of which is known for being slow. Deal


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More planets alone won't help HP, it will tend to hinder them, because an HG can expand faster.

More planets alone is the biggest factor for HP-style play. Long-term Resources, not expansion speed (or lack thereof) is what defines the HP. In the time the HG takes to grab a decent number of worlds, the HP can grab less than half and still have more Resources. Pirate



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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