Total Terraform |
Thu, 19 May 2005 07:31 |
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PricklyPea | | Lieutenant | Messages: 534
Registered: February 2005 | |
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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 11:00 |
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m.a@stars | | Commander | Messages: 2765
Registered: October 2004 Location: Third star to the left | |
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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).
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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.
It also ties in nicely with Generalized Research, if you can live with the slowed tech advances.
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.
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?
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It would be like splitting ISB in two, I guess.
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!
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Re: Total Terraform |
Thu, 19 May 2005 11:23 |
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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 |
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m.a@stars | | Commander | Messages: 2765
Registered: October 2004 Location: Third star to the left | |
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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.
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Oh yeah. 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.
Quote: | TT can work fairly well with someone who likes smart bombers, this requires cooperation among several players to work best.
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Cool. I just love getting planetary installations for free.
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.
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I concur. Even for non-IS it can be all the difference between a couple so-so colonies and 5-6 decent worlds.
So many Stars, so few Missiles!
In space no one can hear you scheme! Report message to a moderator
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Re: Total Terraform |
Fri, 20 May 2005 08:39 |
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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 14:32 |
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mlaub | | Lieutenant | Messages: 744
Registered: November 2003 Location: MN, USA | |
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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.
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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.
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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...
-Matt
Global Warming - A climatic change eagerly awaited by most Minnesotans.
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