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Total Terraform Thu, 19 May 2005 07:31 Go to next message
PricklyPea is currently offline PricklyPea

 
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Do you take this LRT? If so do you take it for the cheaper terraform or for the extended terraform range (or both).

If this LRT were to be split into 2, what would you consider to be the appropriate cost of the component elements? And any bonus/penalty points if both are taken together?

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Re: Total Terraform Thu, 19 May 2005 08:12 Go to previous messageGo to next message
mazda is currently offline mazda

 
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I take it for late game capacity - so extended range really.
2 exceptions are :-
a)1-imm both very narrow - then the cost would be cheap enough to warrant taking it for the improved terraforming speed.
b)maybe factoryless, although I never have

The cheaper terraforming cost is generally more important for terraforming early in the planet's lifecycle - turning it green or improving the value more rapidly - later on, when you get the high levels, a cost of 70 or 100 only saves you a few useless resources.
Similarly, the late effect of the extended range is hardly affected by it being cheaper.

So choosing both should have little or no penalty points either way.

You'll still have to work out how to relate it to the chosen hab ranges.

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Re: Total Terraform Thu, 19 May 2005 08:55 Go to previous messageGo to next message
Micha

 

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PricklyPear wrote on Thu, 19 May 2005 13:31

Do you take this LRT? If so do you take it for the cheaper terraform or for the extended terraform range (or both).

When and why I ever used it:

* teamgame: our CA had TT, for the extended range, obviously not because of the cost/speed since we had OAs for that.

* -f race: for the early speed (cheaper cost). Not for the extended range since -f already has wide habs (1 in 4 or better) and it's not in it's nature to play a long game. Even worse since with those wide habs *one* click could cost you *two* terra %'s ... so again it helps being cheaper ...

(Of course you can argue that -f often takes one immunity which makes TT 1/3 "useless" ... And that the higher TT levels not only help to _extend_ your range but also bring the already greens closer to the center.)

Quote:

If this LRT were to be split into 2, what would you consider to be the appropriate cost of the component elements? And any bonus/penalty points if both are taken together?


So in the first case I would take only the extended range since OAs take care of the cost. In the second I would take only the cost reduction.
RW points ... need to think about that longer ...

mch


[Updated on: Thu, 19 May 2005 08:59]

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Re: Total Terraform Thu, 19 May 2005 09:05 Go to previous messageGo to next message
PricklyPea is currently offline PricklyPea

 
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(Of course you can argue that -f often takes one immunity which makes TT 1/3 "useless" ... And that the higher TT levels not only help to _extend_ your range but also bring the already greens closer to the center.)

IRC, the TT cost is adjusted for immunities (and hab width generally?). Try TT with tri-immune.

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Re: Total Terraform Thu, 19 May 2005 09:24 Go to previous messageGo to next message
Micha

 

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PricklyPear wrote on Thu, 19 May 2005 15:05

IRC, the TT cost is adjusted for immunities (and hab width generally?). Try TT with tri-immune.


Ah true ... forgot about that Embarassed ... the more immunities the lower the cost ... I saw a 3-i HE in a teamgame once that had TT, only costed him about 4 RW points IIRC. And in another teamgame I saw the 1-i IT having the TT instead of the CA. Teamwise they saved RW points but in practise it would take more MM since the HE/IT wouldn't be able to directly see where his terra would be usefull ...

mch

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Re: Total Terraform Thu, 19 May 2005 11:00 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Hi,

PricklyPear wrote on Thu, 19 May 2005 13:31

Do you take this LRT? If so do you take it for the cheaper terraform or for the extended terraform range (or both).


It also helps at start, with the 3% terra ability, and 5% later. Nice to have a use for those Bio artifacts the dumb colonists often find. Razz

It also ties in nicely with Generalized Research, if you can live with the slowed tech advances. Confused

It can also make an OBRM live "everywhere", just in case you cannot get that Alien Miner. Specially for those enemy HWs whose hab is just wrong. Wink


Quote:

If this LRT were to be split into 2, what would you consider to be the appropriate cost of the component elements? And any bonus/penalty points if both are taken together?


It would be like splitting ISB in two, I guess. Sherlock

Hmmm. Cheapness gives speed, just like Immunities over extended hab ranges, or CAs instaform, but toned down. So, it should cost proportionally.

The long term effect would be more akin to having more mines/factories built, while the short-term would be like having more efficient/cheaper mines/factories.

Cheers,



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Total Terraform Thu, 19 May 2005 11:23 Go to previous messageGo to next message
multilis is currently offline multilis

 
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SD PRT often likes TT as can dual use bio tech better.

I have seen TT used by a JOAT to help adjust his growth curve... early game he didn't seem as dangerous, just enough to stay out of wars and later game he climbed faster (extended hab range) when others (including me) had already picked their primary enemy.

TT can work fairly well with someone who likes smart bombers, this requires cooperation among several players to work best.

TT can work as extended hab range for certain OWWish IS designs that plan on lots of red colonising in early years with their orgies.


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Re: Total Terraform Thu, 19 May 2005 12:50 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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multilis wrote on Thu, 19 May 2005 17:23

I have seen TT used by a JOAT to help adjust his growth curve... early game he didn't seem as dangerous, just enough to stay out of wars and later game he climbed faster (extended hab range) when others (including me) had already picked their primary enemy.


Oh yeah. Very Happy That's why I think of TT in terms of "increase numbers of factories and mines built", just when your growth loses momentum. Picture, if you will, the science screen telling you you just spent 145000 in research last turn (negligible shipbuilding), you just got TT25, and your leftover research resources will be 30000 next turn, since everything else will be going to terra, mins, and facs. Instant mega-monster. Twisted Evil


Quote:

TT can work fairly well with someone who likes smart bombers, this requires cooperation among several players to work best.


Cool. I just love getting planetary installations for free. Very Happy

Quote:

TT can work as extended hab range for certain OWWish IS designs that plan on lots of red colonising in early years with their orgies.


I concur. Even for non-IS it can be all the difference between a couple so-so colonies and 5-6 decent worlds. Cool



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Re: Total Terraform Fri, 20 May 2005 05:43 Go to previous messageGo to next message
PricklyPea is currently offline PricklyPea

 
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I tried TT in a few testbeds but found that the extended range wasn't too useful since it took so much resources (I guess this is more of an endgame point).

Even with Bio cheap, I found that I had lost ground on weap/cons/prop/ener due to researching bio instead.

And if I researched these first to get to the terra 7 or 11 levels, then there doesn't seem much point for the early terraforms (except perhaps TT3 to give you some initial terraforming).

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Re: Total Terraform Fri, 20 May 2005 08:06 Go to previous messageGo to next message
mazda is currently offline mazda

 
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PricklyPear wrote on Fri, 20 May 2005 10:43

Even with Bio cheap, I found that I had lost ground on weap/cons/prop/ener due to researching bio instead.

I don't think you have quite sussed it.

Taking TT doesn't mean you have to research Bio. Not beyond level 4. Just use the fact that the TT makes the terraforming cheaper.

The exceptions are obviously CA with it's high starting level and instant implementation of any gains in the terra levels, and any race taking it for late game capacity (can tie it in with SD PRT or GR LRT as a bonus if you like)

Quote:

And if I researched these first to get to the terra 7 or 11 levels, then there doesn't seem much point for the early terraforms (except perhaps TT3 to give you some initial terraforming).

You mean "no point" in them being in the tech tree "if you research the warfighting techs first" ?
Well the option is there. You either go for Bio or you don't.
That is barely a good reason not to use TT.

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Re: Total Terraform Fri, 20 May 2005 08:12 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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PricklyPear wrote on Fri, 20 May 2005 11:43

Even with Bio cheap, I found that I had lost ground on weap/cons/prop/ener due to researching bio instead.

And if I researched these first to get to the terra 7 or 11 levels, then there doesn't seem much point for the early terraforms (except perhaps TT3 to give you some initial terraforming).


JoaTs get better starting Bio levels -> TT3 from start.

Also for races that take Bio Expensive and "start @ 3". These need to invest a lot for the long run benefits to show, but hopefully cheap terra will help them in speed and capacity to achieve it.



So many Stars, so few Missiles!

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Re: Total Terraform Fri, 20 May 2005 08:39 Go to previous messageGo to next message
multilis is currently offline multilis

 
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"Even with Bio cheap, I found that I had lost ground on weap/cons/prop/ener due to researching bio instead"

To add to what has been said already, bio does have its uses in some situations. Dna/RNA scanners are cheap, smart bombers sometimes useful, and miniturization sometimes useful, especially with oddball Bleeding Edge Tech. And if you lose a planet the victor may steal a low bio level rather than what he wants.

One example is bio rather than elect especially for NAS or someone who can trade for penn scans. Better battle computers are nice but germ hungry, low tech solution is cheapo. So for example battle ship with only 12 jihads and 6-7 regular rather than super battle computers, giving you low attractive, more gatable and better armour ratio BMs at price of init, accuracy and firepower.

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Re: Total Terraform Fri, 20 May 2005 12:21 Go to previous messageGo to next message
PricklyPea is currently offline PricklyPea

 
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I guess it's just one of those things. I've never been able to play AR or HE eithe Smile

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Re: Total Terraform Fri, 20 May 2005 14:32 Go to previous message
mlaub is currently offline mlaub

 
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mazda wrote on Fri, 20 May 2005 07:06

PricklyPear wrote on Fri, 20 May 2005 10:43

Even with Bio cheap, I found that I had lost ground on weap/cons/prop/ener due to researching bio instead.

I don't think you have quite sussed it.

Taking TT doesn't mean you have to research Bio. Not beyond level 4. Just use the fact that the TT makes the terraforming cheaper.



Yes. A perfect example of this is a non CA -f race. The cost of getting better terra at high growth is very high, and a couple of clicks will buy you the TT on -f single-immune. TT is good for decreasing terra costs, but also expidites the transition of very red planets.

Red transition is a wash from the point you needed to rob terra to pay for TT, but past that point it really makes a difference. On a single-immune, that can really pay dividends, as any planet you can make green will be worth it.

The times I have used it, I never researched Bio very far... Smile

-Matt




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