Let´s see if I understood well... |
Sun, 29 January 2006 05:05 |
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rowenstin | | Crewman 1st Class | Messages: 38
Registered: December 2005 | |
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...About the different builds of races. I think I have a good grasp on them, but sometimes I don´t quite know. So, to summarize, and forgetting oddball primary traits:
- Hyper producer: Sucks race wizard points from colonists productivity (and sometimes growth and habitability) to improve factory amd mine settings. Plan is to maximize per world production (frequently 4000+ resources/perfect planet), at the cost of being very vulnerable in the earlier stages.
- Factoryless: Forgets factory seetings to improve habitability and growth. Plan is to maximize early research and ship production and catching their neighbours with their pants down, at the cost of needing a larger empire of little worlds.
- Hyper growth (or was it quickstart?): Balances growth and resource production. Plan is to maximize resources at an early stage (year 40-50 or so?) and become an unstoppable monster in the middle game. Dowside is that it´s a lot easier to think than to do: it requires a extremely careful planning to reach it´s goal.
Did I get it right? s there any differences between HG and QS?
Also, after being playing a tri immune HE in my first game, I´m thinking I´ll go for something faster next time, so I´m thinking on a -f race. I´m doubting between CA and JOAT. Wich one does better as -f? I know you´ll say CA, but JOAT has a lot of other little advantages too, and seems easier to play.
[Updated on: Sun, 29 January 2006 05:09] Report message to a moderator
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Re: Let´s see if I understood well... |
Sun, 29 January 2006 07:16 |
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Quote: | so I´m thinking on a -f race. I´m doubting between CA and JOAT.
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Some -f favorites are IT, SD, IS. IT can move the pop (and warships) quickly through gates. SD can be nasty with minelayers before others catch up well enough to sweep, then can fight even with less resources than average. IS gets nearly double production eventually per planet due to orgy, and growth in transit helps compensate for being spread out.
CA is always strong if not banned or handicapped. JOAT is nice too, though -f already has extra free resources in beginning to spend on scouts and tech research (so some JOAT bonuses aren't as useful as normal).
Quote: | any differences between HG and QS?
| Quick start means more focus than HG on starting quick at sacrifice to long term strength. Some choices favor the early bird, QS takes more of these. LRT examples: IFE or/and ISB for quick spreading, NAS for early scans and points, NRSE for points. Production: cheaper but less factories; more mines but less efficient. Pop growth rate higher, a 1i race will have better (=faster growth) but fewer greens than a no immunities race.
There are different ways to reach the same goal, for example in my first game which forced everyone to be +f (max factory settings), Dogthinker went lower pop growth (something like 14%) but much cheaper factories to give himself some quick start boost.
On opposite end, in my last game Micha favored good mine settings at price of slower start as likely plan of overwhelming later with extra missile boats.
[Updated on: Sun, 29 January 2006 07:32] Report message to a moderator
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Re: Let´s see if I understood well... |
Thu, 02 February 2006 18:13 |
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Quote: | Hyper growth are the most resilient
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I think matter of preference that goes with player style and game type.
HG can be a disaster if -f strikes early or HP manages to get to end game strong. HG tends to spend much resources into factories early, while -f can sneak up the weapons tech and build a fleet for an early kill.
[Updated on: Thu, 02 February 2006 18:14] Report message to a moderator
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Re: Let´s see if I understood well... |
Mon, 13 February 2006 16:25 |
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I have seen attacks by beta torp destroyers and early bombers to early strike suprise enemy HW.
IMO delta torp destroyers are a useful level for suprise attack and can be gated 100/250. -f can reach con 5, prop 5, weapons 10 before HG is really thinking about weapons or defences, IT, WM, and JOAT PRTs have head start for these techs.
IMO jihad cruisers do not go obsolete till you run out of slots, they are gatable, riskable, nice minelayer/minesweeper random protectors. A few suicide sappers combined with jihad cruisers with retreat orders can gate in for a nice defensive suprise.
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