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Hab and QS races Tue, 20 April 2004 09:20 Go to next message
mazda is currently offline mazda

 
Lieutenant

Messages: 655
Registered: April 2003
Location: Reading, UK
Assertion :- For QS designs you should widen and left or right shift your hab bands into the tapered edges, especially if it gains you RW points in the process.

I've been investigating some minor effects of starting hab bands.

In general, the average starting hab of a green planet is constant regardless of the width of a hab band.

On r.g.c.s I found some figures quoted by Loren Pechtel (that I can confirm with a C program).
Non-immune - average green starting hab is 37%
one-immune - average green starting hab is 56%
for a bi-immune it is 75%, and tri-immune is 100% (obviously)

There are two minor sub-effects in this.

i) a wider band will have a slightly higher average hab.
ii) moving a band into the tapered edges of the T and G also raises the average starting hab.


To see i) consider a hab band.
It has 2 end points where the hab_value is at it's lowest, 1 middle point where it is perfect, and the rest of the points in between.
Now if we widen the hab band the the start and mid points remain exactly the same (borderline and perfect) but there is an increase in the number of other points.

Because the average value of an other-point is higher than the average of the (middle + 2 ends), the more other-points we have then the higher the average of the whole band becomes.

i.e. the lowest average would be a band of width 2, becaue you would have 3 points, 2 of which would be ends.

This is not a descriptive trick. It can be shown mathematically.
It works because the hab band is made of discrete values.
If the hab band was a continuous set of values then effectively the number of other-points would be infinite and this would completely drown out the 2 end and 1 middle points.

Effect ii), moving a hab band into the tapered edge is more obvious, I hope.
If you move a grav hab band from starting at 10 clicks out to starting at 9 clicks out then the point at the left edge is now less likely.
You will now get slightly less planets, however the planets that you have lost are the ones with the lowest hab, so the average hab must go up.

So we now have 2 effects, both of which slightly increase the average starting hab.
i.e. if we widen a hab band and then move it into a tapered edge we will increase the average starting hab of our green planets.


Consider a temp band.
i) -160 to 0 - 40 clicks wide
ii) -184 to -16 - 42 clicks wide

Both of these have the same number of planets available.

To get from i) to ii) you widen by 1 click and then move it 5 clicks left. This should improve the average starting hab, as described above.

I have a C program that does in fact confirm this.
Average green hab goes up by about 2%.
(in fact I wrote the program and then noticed the effect, so tried to explain it)

Why QS races I hear you ask ?

Well, the idea with QS races is to use effects that improve starting speed.
It would seem to me that improving the average value of your starting green planets would fall into this category.

Hence my suggestion that for QS designs you should widen and left or right shift your hab bands into the tapered edges.

The downside effect is that you lose out considerably when you come to start terraforming deep yellow planets, as there won't be as many yellows to terraform.
However, at what stage of the game does a QS start using deep yellows ?
I suppose a 1-imm 2 narrow (1 in 15) might start early, but a non-immune QS wouldn't, would it ?

Hope this is interesting and not blindingly obvious.

M

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Re: Hab and QS races Tue, 20 April 2004 09:36 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
The conventional wisdom for AR also seems to work well for QS... that an immune+wide hab+narrow hab=rapid initial growth.

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Re: Hab and QS races Tue, 20 April 2004 10:30 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
Registered: September 2003
Location: Finland

Generally, as long as green planets are numerous enough and at least 30% you can QS most any race with 18% hab. An IT can easily afford no immunities and be a major monster quite quickly. My favorite IT uses left shifted grav, left shifted temp and right shifted Rad and is 1 in 3 available planets.

Ptolemy




Though we often ask how and why, we must also do to get the answers to the questions.

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Re: Hab and QS races Tue, 20 April 2004 10:54 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
IT and IS are a bit of special cases IMO, as they pay less growth loss when transporting pop. This allows them to choose further but better greens.


The One Immune IT:

My initial experimentation suggests an IT may manage with an immunity. You pay with fewer initial greens and lower growth rate (plus other sacrifices). As an IT will focus on const and has something PRT to trade, there is a temptation to not have weapons cheap.

You may end up with lower HW growth with an immunity but greater growth in the stage of beyond HW. Your second planet is likely stronger.

Long term you may have less green planets available, but less conflict/overlap with others and the planets you have will be better greens. Having less but better planets means local mining will suffer mineral depletus sooner.

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Re: Hab and QS races Tue, 20 April 2004 23:17 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
Commander

Messages: 1316
Registered: August 2003
Location: Hiding from Meklar
wide hab may have (minutely) higher average hab, but don't forget narrow hab dramatically exagerates the effect of terraforming (each tick has greater impact on hab %)

Hence the AR 1-imm, 1-wide, 1-narrow - imm improves starting habs, 1-wide increases total stars, 1-narrow increases the impact of the early terraforming.

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Re: Hab and QS races Wed, 21 April 2004 02:53 Go to previous messageGo to next message
Orca

 
Chief Warrant Officer 1

Messages: 148
Registered: June 2003
Location: Orbiting tower at the L5 ...
mazda wrote on Tue, 20 April 2004 09:20

Assertion :- For QS designs you should widen and left or right shift your hab bands into the tapered edges, especially if it gains you RW points in the process.


Nice analysis - and it matches my experience. Although, I'll grant you, that's typically because quickstarts are so point starved, there's no way they can afford centered hab...and even 10% terraforming is usually overkill for the yellows.



Jesus saves.
Allah forgives.
Cthulhu thinks you'd make a nice sandwich.

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Re: Hab and QS races Wed, 21 April 2004 12:29 Go to previous messageGo to next message
The Taubat is currently offline The Taubat

 
Officer Cadet 3rd Year

Messages: 263
Registered: December 2002
Ive been working with AR extesivly, trying to get a good race and took the QS hab designs discussed above to the AR Very Happy . a 1 in 6 with TT(helps with AR BIG time, ARM(gonna get rid of that me thinks) and IS, LSP, RS and IFE, NAS 1/1000 pop eff, 15% GR Smallest rad setting and -148c to 156c temp settings. I found that though the the planets are about average quality they later turn to be great, and yellows are easily turned to nice rich worlds. The small rad setting also allows you to use the radiating ram scoop (useful if you have prop expensive and someone else has that).


Royal Sha'a'kar of the Taubat people

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Re: Hab and QS races Wed, 21 April 2004 20:49 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
Commander

Messages: 1316
Registered: August 2003
Location: Hiding from Meklar
The Taubat wrote on Thu, 22 April 2004 02:29

Ive been working with AR extesivly, trying to get a good race and took the QS hab designs discussed above to the AR Very Happy . a 1 in 6 with TT(helps with AR BIG time, ARM(gonna get rid of that me thinks) and IS, LSP, RS and IFE, NAS 1/1000 pop eff, 15% GR Smallest rad setting and -148c to 156c temp settings. I found that though the the planets are about average quality they later turn to be great, and yellows are easily turned to nice rich worlds. The small rad setting also allows you to use the radiating ram scoop (useful if you have prop expensive and someone else has that).


Shocked

15% PGR is going to hurt a lot. Your economy is very dependent on your population total, and don't forget you lose 5% per year in transit, so it's important to take as high a GR as you can afford. I played 17% PGR in my last AR game, the race did very well, but for the whole game I wished I'd had more. I can't imagine how much 15% and LSP is going to slow your start.

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Re: Hab and QS races Wed, 21 April 2004 20:57 Go to previous messageGo to next message
The Taubat is currently offline The Taubat

 
Officer Cadet 3rd Year

Messages: 263
Registered: December 2002
dont forget, those higher growth rates have TOO much pop later in the game, Ive now upped the race to a 16%, its better I think, Im doing more testbedding, ceartainly seems faster.


Royal Sha'a'kar of the Taubat people

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Re: Hab and QS races Thu, 22 April 2004 01:25 Go to previous messageGo to next message
Carn is currently offline Carn

 
Officer Cadet 4th Year

Messages: 284
Registered: May 2003
Dogthinkers wrote on Thu, 22 April 2004 02:49

and don't forget you lose 5% per year in transit,




It`s 3% loss, therefore 2200 colonist don`t lose anything, though i don`t know how ronding is done, 0.03*2200=66 would mean some col lose if rounded mathematically.

Carn

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Re: Hab and QS races Thu, 22 April 2004 01:57 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1207
Registered: April 2003
Location: Slovenia, Europe
Hi!
Quote:

15% PGR is going to hurt a lot. Your economy is very dependent on your population total, and don't forget you lose 5% per year in transit, so it's important to take as high a GR as you can afford.

AR's are pretty much different then other races. They gain resources by sqrt(pop), so having less pop doesn't hurt them so badly. They can get resources by other means too: terraforming, energy tech and spreading pop. And when Deathstars come up they're producing (with 15% PGR) each turn more pop then a LF can hold. So they can afford so low PGR, it just makes them start a bit more slowly.
BTW the in-transit pop loss in 2%.
BR, Iztok

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Re: Hab and QS races Thu, 22 April 2004 13:40 Go to previous messageGo to next message
Apelord is currently offline Apelord

 
Master Chief Petty Officer

Messages: 99
Registered: November 2002
16% TT AR no Arm is perfectly viable in intermediate games. Problem with AR's is their vulnerability to the Kill Starbase order which is a fatal flaw when facing advanced or better players. No other race can lose planets to skirmish groups of 5-6 cap missile ships...

That vulnerability is even worse when you consider that bombers are not required to conquer an AR planet. That means you are THE most attractive target out there and the fastest to conquer. I have won games with AR's but not against expert players and not without allies...



"The object of war is not to die
for your country but to make
the other bastard die for his" -George Patton

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Re: Hab and QS races Thu, 22 April 2004 20:25 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
Commander

Messages: 1316
Registered: August 2003
Location: Hiding from Meklar
I beg to differ about the PGR for AR... Very Happy

In my last game I had a PGR of 17%. My ally had a PGR of 19%. I had around 30-50% more planets in early-mid game, however he still had more resources from me (until we hit death stars.)

The compounded difference between 17% and 19% over 20-30 turns is significant. Between 15% and 19% the difference is far greater. Here's some evidence - a table that displays % difference in pop total, assuming unlimited room to grow (this is not an unrealistic assumption for the first 20-30 years of the game.)

yr\pgr 0.15 0.16 0.17 0.18 0.19 0.20
2400 1.00 1.00 1.00 1.00 1.00 1.00
2410 1.00 1.09 1.19 1.29 1.41 1.53
2420 1.00 1.19 1.41 1.67 1.98 2.34
2430 1.00 1.30 1.68 2.17 2.79 3.59
2440 1.00 1.41 1.99 2.80 3.93 5.49
2450 1.00 1.54 2.37 3.62 5.53 8.40

Alos, most people acknowledge that AR's greatest weakness is in the early-mid game, so anything that reduces it's performance in the early game should be considered very important.

Sacrificing RW PGR for TT might balance off in terms of actual PGR, but you should still consider other ways of funding TT...


[Updated on: Thu, 22 April 2004 20:27]

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Re: Hab and QS races Thu, 22 April 2004 20:29 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
Commander

Messages: 1316
Registered: August 2003
Location: Hiding from Meklar
oh, and here is the sqrt of the pop difference, to show the resource % difference...

yr\pgr 0.15 0.16 0.17 0.18 0.19 0.20
2400 1.00 1.00 1.00 1.00 1.00 1.00
2410 1.00 1.04 1.09 1.14 1.19 1.24
2420 1.00 1.09 1.19 1.29 1.41 1.53
2430 1.00 1.14 1.30 1.47 1.67 1.89
2440 1.00 1.19 1.41 1.67 1.98 2.34
2450 1.00 1.24 1.54 1.90 2.35 2.90


[Updated on: Thu, 22 April 2004 20:29]

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Re: Hab and QS races Thu, 22 April 2004 20:30 Go to previous messageGo to next message
The Taubat is currently offline The Taubat

 
Officer Cadet 3rd Year

Messages: 263
Registered: December 2002
I also intend on keeping the 10 eff as well, and nothing else can be used to fund TT, There are no other places where I could take points off and still keep TT.


Royal Sha'a'kar of the Taubat people

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Re: Hab and QS races Thu, 22 April 2004 22:42 Go to previous message
Dogthinkers is currently offline Dogthinkers

 
Commander

Messages: 1316
Registered: August 2003
Location: Hiding from Meklar
well, then I'd consider dumping TT. What PGR can you have with/without TT (changing nothing else)?

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