|
Re: colonizing reds |
Mon, 16 October 2006 00:29 |
|
|
Pros and cons discussed in other threads already. Overall, colonising reds is a good idea for AR, as long as you don't let it hurt your growth too much. For a fairly minimal one-off cost (pinta + 22kt pop) they provide a nice trickle of resources and - more importantly to an expanding AR - minerals. Occaisionally you might upgrade one to a space dock if it's in a good spot for refuelling.
Push it to the extreme though and you could hurt your growth - consider the spend in pop and effort vs the speed benefit of the resources/minerals gained.
[Updated on: Mon, 16 October 2006 00:33] Report message to a moderator
|
|
|
Re: colonizing reds |
Mon, 16 October 2006 00:33 |
|
knightpraetor | | Chief Warrant Officer 1 | Messages: 154
Registered: October 2006 | |
|
mind telling me which thread to look at?, so i guess i max out colonists on there so long as i have nowhere else to send them? at what point would i begin sending them to reds? 25% of max? 33? or waht?
[Updated on: Mon, 16 October 2006 00:39] Report message to a moderator
|
|
|
|
|
Re: colonizing reds |
Mon, 16 October 2006 00:59 |
|
|
knightpraetor wrote on Mon, 16 October 2006 14:50 | hmm, does it matter how red it is? i guess i can just shipa little more pop there from time to time though. I'll try it and see how it works...my northern area is completely full of greens that are getting above 250k space stations..though i'm about ot hit ultra in about 4 turns
|
How red it is determines the rate at which pop dies there, but the resources gained are unaffected.
If you are going to hit ultras in 4 turns then don't bother shipping pop off those 250k space stations. From a pop growth perspective there'd be no point shipping them out until you clear 333kt, and even then with ultras so soon you'd be better off leaving them (or at most lifting them up but not moving them.)
Economically, it is definately worth colonsing the reds around, but I wouldn't put much pop down.
Report message to a moderator
|
|
|
|
Re: colonizing reds |
Mon, 16 October 2006 01:18 |
|
|
Note: we're talking about 22kt NOT 22k pop.
22kt = 2200 pop
22k = 22000 pop.
22kt = 2200 pop is the maximium amount an AR can ship at once without suffering 5% losses in transit. That makes it a natural size for colonising reds.
It's a tiny number, I know, but thanks to the sqrt formulas they generate a lot more resources than you'd expect.
At this point in the game it's also such a trivial amount of pop that you can happily spam them out from your homeworld without noticably affecting your growth.
With ultras so close, I wouldn't bother sending larger populations to reds at this stage. But that does depend on the exact situation.
Report message to a moderator
|
|
|
|
Re: colonizing reds |
Mon, 16 October 2006 02:51 |
|
|
Yeah, from your races deisgn you posted in another threa, you'll find yourself with a lot of pop to pass out to those reds. Also with TT be aware of which will become yellows when you've had time to do a bit of bio research.
Report message to a moderator
|
|
|