Home » Stars! 2.6/7 » The Academy » research etc
|
Re: research etc |
Thu, 15 April 2004 12:43 |
|
Orca | | Chief Warrant Officer 1 | Messages: 148
Registered: June 2003 Location: Orbiting tower at the L5 ... | |
|
platon79 wrote on Thu, 15 April 2004 12:31 | About research:
I was thinking, can a race with every tech +75 survive in the long run? It gives a lot of points to spend elsewhere.. but will it be a hopeless race? Any one tried it?
Eg if I design a 2500, 15/9/25 factory JOAT race, I can get a lot of resources and good habitat. (and yes, be very vulnerable to anti-factory-bombing-raids..) At least the "All 'Costs 75% extra'" would apply to all fields..
Guess any SS players would be very happy with such a race in the universe though..
|
15/9 factories with 1/2500 pop eff is too expensive. Consider 8 cost to be the max with 1/2500. 7 is better.
All expensive *can* work, but keep in mind you're going to be very very vulnerable if you have an HP with all expensive. You're slow due to the low pop eff and need to build factories, and slowed further since your research is expensive. This means there'll be a long lead time where you can't attack, and will barely be able to defend yourself. Not for the faint of heart, or those who aren't willing to give diplomacy their all (and even then, if you have a rabid neighbor...)
platon79 wrote on Thu, 15 April 2004 12:31 | If you condemn my race, what is the minimum number of cheap techs I should have?..
|
Weapons cheap is generally considered the minimum. I prefer weapons and con cheap as my default - battleships (and nubians) rock.
platon79 wrote on Thu, 15 April 2004 12:31 | Another question:
If I play on a different computer, do I lose scan data etc? I played a turn or two on the computer at my parents house during Easter, and was later wondering if I had not visited a planet earlier or not.. it may be just bad memory..
|
You need to copy your .h file to the different computer, then copy it back. The .h file is where all the information you've found out on previous turns is stored.
Jesus saves.
Allah forgives.
Cthulhu thinks you'd make a nice sandwich.Report message to a moderator
|
|
|
Re: research etc |
Thu, 15 April 2004 13:15 |
|
mlaub | | Lieutenant | Messages: 744
Registered: November 2003 Location: MN, USA | |
|
platon79 wrote on Thu, 15 April 2004 11:31 | About research:
I was thinking, can a race with every tech +75 survive in the long run?
|
I'm sure that most everyone has tried this type of race. It can be very powerful, if you survive to the end game. What are you thinking for you mine settings? IMO, that is the most important part of a HP. All the resources in the universe means nothing if you have no metal...
As to it's viability, well...I'd say it's viability is inversely proportional to the other players abilities. So, as skill level goes up, viability goes down. I have defeated many opponets because I had a higher tech, even though I didn't have near the resources. Heh, and you can only tech trade 1 level a year.
-Matt
Global Warming - A climatic change eagerly awaited by most Minnesotans.
Report message to a moderator
|
|
|
Re: research etc |
Thu, 15 April 2004 13:50 |
|
mlaub | | Lieutenant | Messages: 744
Registered: November 2003 Location: MN, USA | |
|
Orca wrote on Thu, 15 April 2004 11:43 |
Weapons cheap is generally considered the minimum. I prefer weapons and con cheap as my default - battleships (and nubians) rock.
|
This can be dependant on your play style. If you are good at diplomacy, you could take Weap exp, and a different tech cheap. Just plan on finding someone to trade *something* for it. Nearly everyone takes weapons cheap, so this isn't to tough. I haven't actually done it pecifically for weapons, as my confidence in others abilities isn't high enough. However, I have started to take Energy as normal, or expensive, for this reason (my standard has been weap, con, energy cheap, and maybe 1 normal). I take prop cheap instead, now, and it seems to work well. I would never trade for Con, though. The gap between 16 and 24 is to big, and Nubs are just to powerful.
-Matt
Global Warming - A climatic change eagerly awaited by most Minnesotans.
Report message to a moderator
|
|
| |
Re: research etc |
Thu, 15 April 2004 15:55 |
|
iztok | | Commander | Messages: 1207
Registered: April 2003 Location: Slovenia, Europe | |
|
Hi!
platon79 wrote on Thu, 15 April 2004 18:31 | About research:
I was thinking, can a race with every tech +75 survive in the long run? It gives a lot of points to spend elsewhere...
|
... but you'll not be able to trade tech with your neighbours, because you'll not have any to offer. When I design a race I always ask myself "What will it trade?", because IMO trade is essential for surviving in Stars!. One who's not trading is useless for his neighbour(s), so he may easily become the first to be attacked.
FYI in the last game I played a HP IS with weap cheap rest expensive. After buying initial pop-moving tech I just put research almost exclusively ('ve researched some levels of prop because no one was selling it) into weapons until level 26 and announced I'm selling weapons tech. The effect was double: despite being a slow HP I was protected by simple fact I had the best weapons in known universe ; and after some 60 turns of tech trading my race was the first in the universe to field an AMP Nubian with CPS and TS-20 engine . My trading partners had 2 or 3 needed techs, the rest of races one or two. If I'd have known what that advantage means, the game would have ended much sooner .
BR, Iztok
Report message to a moderator
|
|
| | | |
Re: research etc |
Thu, 15 April 2004 19:08 |
|
|
"t is impossible to buy all tech from neigbours without having something to sell back."
That is a key statement. If you wish to trade for techs you need something to offer.
That means:
a) you need lots of eccon to work on an unusual tech and trade it
b) you have something else such as minerals or ships or services that you may trade
You need to have a plan. You want lots of different things to trade so that if one isn't wanted you can switch to another. You need to be able to survive with weapons and/or const possibly at lower levels than your enemies.
If you dig through old web sites you may find reference to how 'all techs expensive was thought bad' till some expert of old proved otherwise in a game.
You are going to be paying over 3 times as much for weapons if you can't trade for it. This means you may be fighting Jihads with delta torps, Jugs with Jihads, etc. If in return you can have twice as many ships and know how to use them you may be ahead. If your factories cost less and you have an immunity to reduce terraforming, you may have more free resources than your neighbours (to devote to research or extra warships).
[Updated on: Thu, 15 April 2004 19:23] Report message to a moderator
|
|
| | | | |
Re: research etc |
Thu, 15 April 2004 21:48 |
|
|
Every sort of race needs a "reliable plan". They all have a weakness.
For example -f can sound scary. "If you don't manage the early wars/diplomacy, your likely cooked in the later game". So for example, a 3.5 techs cheap QS IS -f may sound like a gamble.
Or AR sounds scary before the mineral fountain rocks.
Similarly, even the most common HG types can seem scary... You may be eaten alive by a -f in the beginning or an AR fountain in the end.
It is good to know your weaknesses and have backup plans including what to do if what you most fear happens. For example know how to handle starting beside an aggressive -f.
Report message to a moderator
|
|
|
Re: research etc |
Thu, 15 April 2004 23:41 |
|
Orca | | Chief Warrant Officer 1 | Messages: 148
Registered: June 2003 Location: Orbiting tower at the L5 ... | |
|
*snicker* Level 5 Pants Alert. Popularized by a fellow who goes by the nick of Bludgeon. It's a long story, but suffice to say it has nothing to do with disease and everything to do with being unable to play games for a very specific reason...
Jesus saves.
Allah forgives.
Cthulhu thinks you'd make a nice sandwich.Report message to a moderator
|
|
|
Re: research etc |
Fri, 16 April 2004 00:02 |
|
Orca | | Chief Warrant Officer 1 | Messages: 148
Registered: June 2003 Location: Orbiting tower at the L5 ... | |
|
multilis wrote on Thu, 15 April 2004 21:48 | So for example, a 3.5 techs cheap QS IS -f may sound like a gamble.
|
Point of order.
QS and NF are as radically different as HG and HP. More so, really. A QS is basically a front-loaded HR (Hyper-resource - a term usually used for 1/1000 pop eff combined with HP factories) - it sacrifices end-run resources for speed speed speed (very nearly as fast as your typical 1WW). A NF race goes completely in the other direction - relying *completely* on pop eff for resources. It's about as fast as an HG in terms of combat effectiveness, maybe slightly slower (though with better tech to make up for a resource deficiency - and faster to get a planet online, though planets are typically 1/3 the size of your average HG's).
A QS can butcher an NF in close quarters. Only once you get out to around medium (when NF requires prohibitive MM and a QS starts to have problems killing fast enough to gather enough territory) does the NF start to look better. Once you get into large and huge, the shear number of planets (and hence fleets) required present major problems.
An HG can handle an NF if they're both on even footing (depending as always on the specific race designs, random factors in territory, players, yadda yadda).
NF really aren't all that fast. Certainly the only PRTs I'd take NF into a regular game would be CA and IT. I've seen a NF IS taken into a tiny game and it was simply torn to shreds after giving his neighbors a brief fright - and this was before the rise of quickstarts (in a tiny or a small, NF is probably contraindicated...)
Jesus saves.
Allah forgives.
Cthulhu thinks you'd make a nice sandwich.Report message to a moderator
|
|
| | | |
Re: research etc |
Fri, 16 April 2004 03:16 |
|
Carn | | Officer Cadet 4th Year | Messages: 284
Registered: May 2003 | |
|
Am i correct to say that 80-90% of race design is guessing what the rest of players have?
E.g. if neighbours are all grav-immune, rad and temp shifted up, HG IT with weap+con+ener cheap,then a similar design will be lost between them, while any temp immune PRT or a tri-immune HE with prop and elec cheap will smile happily.
What i have not yet understood, is how to design a CA TT that gets along well with others in the long run. First there is bad reputation, second it seems to me skilled players design races, that need little terraforming, and third everybody knows, that in late game CA TT greedily stares at every planet due to live everywhere. Any ideas for a CA TT, that can find long term allies easy(non of those liars, who bow as long as they need terraforming)?
Carn
Report message to a moderator
|
|
|
Re: research etc |
Fri, 16 April 2004 03:58 |
|
iztok | | Commander | Messages: 1207
Registered: April 2003 Location: Slovenia, Europe | |
|
Hi!
More definitions...
Dogthinkers wrote on Fri, 16 April 2004 07:54 | HG = 1000 pop efficiency
|
hab 1 in 4-7 (1 in 6-9 with immunity), PGR 18-19%,
fac settings 10-12/9-10/12-16 ?g, mines 10/3/14-18,
1-2 tech cheap, 1-2 normal, 2-5 expensive
+ OBRM
Good speed, moderate to good capacity, used in 80-120 turns games. Low demand on MM, played the most.
Quote: | HP = 2500 pop efficiency
|
hab 1 in 3-7, PGR 16-19%,
fac settings 14-15/7-8/20-25 g checked, mines 10+/3/17-25,
0-1 tech cheap, 0-2 normal, 4-5 expensive, start at 3 checked
+ remote mining
Slow to average speed, very good capacity, used in 100+ turns games. More MM then a HG, even more with remote mining.
Quote: | NF = -f = factoryless (special case of HG)
|
hab 1 in 3-6 + immunity, PGR 19-20%,
fac settings the worst, mines 10/3/10-15,
1-3 tech cheap, 1-4 normal, 0-3 expensive
+ OBRM, Improved Starbases
Good speed, low to moderate capacity, used in below 80 turns games. Heavy on pop MM, moderate on warfare MM.
Quote: | QS = ?? ('normal' HG?)
|
QS = HG on steroids
hab 1 in 8-20 + immunity, PGR 19-20%,
14-15/7-8/13-18 g checked, mines 10+/3/13-18
1-2 tech cheap, 0-2 normal, 2-4 expensive
?OBRM, ?Improved Starbases,
Very good speed, low capacity, below 80 turns / crowded games. Low on econ MM, high on warfare MM.
My
BR, Iztok
[Updated on: Fri, 16 April 2004 08:23] Report message to a moderator
|
|
| |
Re: research etc |
Fri, 16 April 2004 09:36 |
|
Crusader | | Officer Cadet 2nd Year | Messages: 233
Registered: January 2003 Location: Dixie Land | |
|
Carn wrote on Fri, 16 April 2004 02:16 | Am i correct to say that 80-90% of race design is guessing what the rest of players have?
|
Speaking strictly for myself, and generally unable to express anything clearly at that, this is only true to a certain extent, although certainly not up to 80-90%. While I do include what I think others might do in race design, my own race design is influenced more by universe size/density, number of players, game victory conditions and my intended long-term strategy to achieve said game victory conditions. That "whole game strategy" mentioned in the Strategy Guide.
Example: - I guarantee you that my race design for a large/packed universe with team victory allowed will be different from a race designed for a large/packed universe with a "last man standing" victory condition. The first game will probably result in a race designed for diplomacy and owning nice, geeky toys to offer in trade. The second game would (probably) result in a more econ-oriented race that can stand on its own a bit better. Then again, it might only warrant a PRT change. A "vanilla" HG WM race could work well in the first game because of the good opportunities for a long-term alliance being worked up where I could trade for mine-layers to help me protect my WM empire. The same race could possibly take off and have an early dominance in game two only to die under a combined assault by a short-term agreement of other races who feel it to be in their better interests to eliminate the war-enhanced PRT and then take their chances with the others as the short-term alliance breaks up after my death (or mere castration). Clear as mud?
But my game philosophy is sort of along the lines of Vince Lombardi's coaching practice (sorry for the ancient football reference, but I am ancient ... and I did play football) where victory is defined by "execution". In the Stars! universe, it is not so much about your race design as it is how you play that race design. If you design a race that is geared toward early attack, kill a race or two before 2460 comes along and then dominate until everyone concedes, you will be doomed to die (or at least come in a distant wanna-be) if you grow until 2440, pack everything in while setting a strong defensive perimeter and then start playing the diplomatic game trying to jockey for an advantage. Same thing if you design a long-term, slow-growing HP and start an early war with an aggressive neighbor.
But I do try to second-guess what my opponents will be doing, don't get me wrong. I just don't let that dominate my thinking. In fact, you should avoid that kind of thinking to a certain degree as it tends to give initiative over to your opponents, which is not good.
It's a very simplified example but I hope you get my drift.
Carn wrote just a bit later on Fri, 16 April 2004 02:16 |
What i have not yet understood, is how to design a CA TT that gets along well with others in the long run. First there is bad reputation, second it seems to me skilled players design races, that need little terraforming, and third everybody knows, that in late game CA TT greedily stares at every planet due to live everywhere. Any ideas for a CA TT, that can find long term allies easy(non of those liars, who bow as long as they need terraforming)?
|
If you get this one figured out, please share it with me.
But, again just my opinion, this is a problem for diplomacy. Knowing how to make nice to those early aggressive players until you are in a position to dominate them. You have to play the early years with your heart in your throat waiting for the opportunity to clear your throat so you can laugh the others into oblivion.
I hope I have provided some real insight, and not just cramped my fingers for useless drivel.
The Crusader
...
Nothing for now.Report message to a moderator
|
|
|
Re: research etc |
Fri, 16 April 2004 09:51 |
|
|
Carn wrote on Fri, 16 April 2004 03:16 | Am i correct to say that 80-90% of race design is guessing what the rest of players have?
E.g. if neighbours are all grav-immune, rad and temp shifted up, HG IT with weap+con+ener cheap,then a similar design will be lost between them, while any temp immune PRT or a tri-immune HE with prop and elec cheap will smile happily.
What i have not yet understood, is how to design a CA TT that gets along well with others in the long run. First there is bad reputation, second it seems to me skilled players design races, that need little terraforming, and third everybody knows, that in late game CA TT greedily stares at every planet due to live everywhere. Any ideas for a CA TT, that can find long term allies easy(non of those liars, who bow as long as they need terraforming)?
Carn
|
Crusader actually touched on the answer to this. In a longer game allowing alliance wins a CA TT race would probably be sought for as an ally.
Those losing out in the recruiting would probably want your blood, but the one(s) you selected would be happy to get OA support, an ally that eventually will be able to use any/all planets they don't want - and assuming competent play - said ally would probably have a monster economy capable of supporting a large fleet, considerable research capability, etc.
Race design means a lot - but it's heavily affected by game parameters. And, even then, having a good "tool" for the scenario still requires the ability to use it correctly in order to win.
- Kurt
Report message to a moderator
|
|
|
Goto Forum:
Current Time: Tue May 07 11:02:53 EDT 2024
|