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Home » Stars! 2.6/7 » The Academy » -F races: The nature of the beast
-F races: The nature of the beast Sat, 01 February 2003 04:13 Go to next message
zoid is currently offline zoid

 
Ensign

Messages: 348
Registered: December 2002
Location: Murray, KY - USA
I'm seeing quite a bit of discussion about this, that, and the other in regard to -f races. Having no real experience with them, the question that nags at me most is this: What is the nature of the beast?

Obviously a -f race is going to be a quick-starter. Is it a viable economy model for larger games? Somebody give me a pro/con list concerning -f economies.



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Re: -F races: The nature of the beast Sat, 01 February 2003 10:56 Go to previous messageGo to next message
jeffimix is currently offline jeffimix

 
Officer Cadet 1st Year

Messages: 218
Registered: November 2002
Location: EGR, MI, USA

Off the top of my head:
PROS
Planets set up quickly, you don't need to build factories
Research done quickly, you're not building any factories
Minerals all your won, you're not sucking up Germanium
CONS
Maximum capacity is lower on planets
Maximum capacity is, in fact, a lot lower

This race is probably the closest thing to a small yet advanced race Stars! could offer, excepting of course, that it has tons of population. Smile
I find them pretty easy to play, as you don't need to worry about managing anything other than population, and distributing minerals once you're building ships. They don't always meet the 25K benchmark, but thats quite fine since no resources are used on factories(mines are dirt cheap, or at least that's how people set them up so)



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Re: -F races: The nature of the beast Sat, 01 February 2003 12:51 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
Lieutenant

Messages: 583
Registered: November 2002
Location: Where the clowns can't re...

Pros....

Rapid growth = more invasion troops (esp. if playing IS)
Generally wider hab range = more planets.
Greater disposable resources = while other races strive to make factories you just breed - in other words you build ships not factories.

Cons...
As mentioned... lower production per planet (balanced out by more planets?)
Death comes quickly to those with little space - a small high producer can whoop a large -F if the -F has no-where left to go.
Harder to defend - less production + larger empire means better defenses required before a fight begins.


All the cons that anyone can ever list for a -F can be offset by playing an IT-F. These guys should never let the pop on any planet go above 25%. This way the resources for the whole empire will grow exponentially until they run out of room to put people.

But the fact remains... a -F will be strong until the end game, at which point they better have a strong foothold and alot of momentum.

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Re: -F races: The nature of the beast Sat, 01 February 2003 14:17 Go to previous messageGo to next message
BlueTurbit

 
Lt. Commander

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BlueTurbit died Oct. 20, 2011

Messages: 835
Registered: October 2002
Location: Heart of Texas
Quote:

a -F will be strong until the end game, at which point they better have a strong foothold and alot of momentum.

Or a good, ehrrm, dependable ally. Very Happy

Con for IT -f = CA -f Nod

Quick plan:
Get twice as many planets ASAP and research tech mostly while building a few mines, maybe couple dozen or so per year. When 2430's or so comes start building warships and start attacking weakest neighbor to start the remapping project.
Find strongest neighbor for ally. Give him lots of germanium to help him grow quicker. Smile
Keep high growth 19% and mines can be as low as 10/4/12 or less for more design points. While everyone is building factories you build tech, mines, and ships.
Certainly a lot of fun to play with the early advantages if played well.




BlueTurbit Country/Rock

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Re: -F races: The nature of the beast Sat, 01 February 2003 16:19 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
Lieutenant

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Ah - the -F CA.

Bar the tri-immune HE it's possibly the biggest and best no-brainer race.

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icon10.gif  Re: -F races: The nature of the beast Sat, 01 February 2003 16:35 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
Lt. Commander

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Registered: November 2002
Location: Pacific NW

Actually, factoryless races are superior defenders, since they can lose three planets to every one they kill and still stay on an even keel. Shocked And IS or IT have a big defensive advantage anyway.

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Re: -F races: The nature of the beast Sat, 01 February 2003 18:30 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
Coyote wrote on Sat, 01 February 2003 16:35

Actually, factoryless races are superior defenders, since they can lose three planets to every one they kill and still stay on an even keel. Shocked And IS or IT have a big defensive advantage anyway.


Yup, losing one planet means little to them since it represents only a small fraction of their total resource output. And when on the agressive side they don't have to worry about taking worlds with installations intact, just bomb your enemies as hard and fast as you can, so should they retake the planet there's nothing but scorched earth Twisted Evil

regards,
mch

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Re: -F races: The nature of the beast Sat, 01 February 2003 21:29 Go to previous messageGo to next message
jeffimix is currently offline jeffimix

 
Officer Cadet 1st Year

Messages: 218
Registered: November 2002
Location: EGR, MI, USA

Well the stars! strategy guide typ thing includes Cawleys example, which was an IS race, that I believe was either -F or HG.


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icon10.gif  Re: -F races: The nature of the beast Tue, 04 February 2003 12:20 Go to previous message
Verker is currently offline Verker

 
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Messages: 99
Registered: January 2003
Location: Vienna, AUT
Ok, I'll bite. I love playing them. Very Happy

Obviously, all the so called economic PRTs like CA, IS, IT, Joat are well suited for -f play. But there's others that may be interesting, too, like WM especially, or SD.

All of the eco PRTs gain there advantages from pop, at least to a certain extent. Sure, in case of Joat its more like sheer numbers of things, but their popgrowth will give them a large boost, esp with OBRM.

Two examples for -fs are by no means weak concerning mid game resources, if you play aggressively enough and make good LRT (speed) decisions:

Meet my "N'Pirates II", a testbed optimized race, (though mines are 10/3/14, and the hab, which seems bad at the first glance, changes to 1in5 only by shifting the bars a bit), doing Barry Kearns' famous "std BB test":

Explanation: Std BB testbed: small, packed, maxmins, accbbs, nre,
Std BB design: BB-TGD-organic-bears-3bsc-3jam20-OT-20arm missiles,
tech required: 10-24-12-13-11-7

the race:

IT
IFE TT ISB OBRM NAS
1in7 (grav 1.4/8, temp -200/-40, rad imm)
19% 1/1000
5/25/5/4g
10/3/14 mines
weap cheap, rest std
doesn't start at 3
5 left (conc)

Results:
<3k 2420
<9k 2430
22k 2440
33k 2450 started BB building

103 benchmark BBs buildt in 2455, race had 36k resources from 43 planets (while only greens were used).

Now beat that with any std HG, that is not too easy. Even if you do, you won't be ahead by a large margin, while the -f race will be able to build ships flat out, right from the start, if needed (and will gate them anywhere in a second being IT). Since tech is 3.5 cheap for these guys, with non-testbed tech distribution they should look nice in a big place.

Dunno if anybody wrote that already, but -f are hurt by slow tech. While it doesn't make them unplayable, it hurts them more than other races, esp when BBs don't rule things any more.

Whether or not -fs succeed in the late game is more a question of early aggression (to get more space) and diplomacy afterwards, not a Q of design in the 1st place. Keep the FM, get ISB and OBRM, popgrowth 19% with an average hab, 3.5 cheap and you will be fine.

My other example is kind of a "stupid" design, which I currently play in one of my pbems. Its designed to maximize fun, not resources (though I suspect it won't win anything):

SD
GR (yes!), NAS, RS
1in4 19%GR
1/1000, 10/9/10, 10/3/10
3 cheap 2 std 1 exp
8 left (mines)

It has some problems to get going mostly due to the FM lack and being non-OBRM, but will be a nice trader and swim in minerals if it makes it through midgame. It will only build factories with spare resources and Ger, but it has the ability to double resources in the endgame vs a std -f, if needed. The GR really helps with 4 cheap, as does RS in most cases of -fs.

The 10/9/10 will also allow to make better use of invaded planets, and a few breeders kept at 50% fitted with factories will serve as production centers (note: no ISB here).

I'm yet to see if such an approach will result in a decent midgame position, but I'll keep you informed.



Verker ||¬]

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