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Anyone got a good race design for AR? Mon, 26 February 2007 15:33 Go to next message
Question is currently offline Question

 
Petty Officer 3rd Class

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Registered: February 2007
I cant seem to get a decent race design for AR...especially if i take the ever popular rad immune. I just cant seem to get enough points. Anyone got suggestions?

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Re: Anyone got a good race design for AR? Mon, 26 February 2007 16:06 Go to previous messageGo to next message
velvetthroat57 is currently offline velvetthroat57

 
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There are a few givens about AR race design and then there is some wiggle room.

The main givens are you have to take Energy cheap and you can't take OBRM.

Here is a race I took to 55k by 2450 in a testbed:

AR, surface minerals
IFE, NRSE, CE, NAS
Grav immune, -4 to 140 C, 48 to 84 mR, 19%, (1 in 7 worlds)
1/10 pop coefficient
Energy, Con, Weapons cheap, rest expensive, box not checked

I went with grav immune since I have the other terraforming fields cheap and no desire to research propulsion. However, you can flip those two if you want Rad immune.

Things to note:

This race has to deal with lots of small greens compared to a bi-immune race, but the higher growth rate overcomes that problem nicely.

No ARM. I hit my mineral crunch before the ultraminer is available so I build lots of superminers anyway. In a real game hope the alien miner comes along but you can get a fountain going in any case. It will cost 4/mine instead of 2/mine is all.

No ISB. By letting the starbases fill to 50-60% while racing for deathstars, it is possible to not lose too much growth and then building the deathstars is alot easier with all that pop on hand.

CE. People hate CE. I don't. If you don't want it, find the points somewhere to skip it.


[Updated on: Mon, 26 February 2007 16:14]

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Re: Anyone got a good race design for AR? Mon, 26 February 2007 16:32 Go to previous messageGo to next message
wizard is currently offline wizard

 
Officer Cadet 3rd Year

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This sounds ilke a reasonable design where I would just change details, depending on the game settings.

There is a great article on AR at http://wiki.gible.net/index.php?title=AR_Guide_by_Leonard_Di ckens_-_Revised:_21st_September_2000

Hope that helps...

Andreas / wizard

P.S. AR is not the ideal race to begin with, but it is fun Smile

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Re: Anyone got a good race design for AR? Mon, 26 February 2007 21:23 Go to previous messageGo to next message
crr65536 is currently offline crr65536

 
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What size testbed did you use velvetthroat? And what conditions? That seems a very high figure for tiny packed.

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Re: Anyone got a good race design for AR? Tue, 27 February 2007 09:07 Go to previous messageGo to next message
velvetthroat57 is currently offline velvetthroat57

 
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Game conditions were most likely small, packed, accBBS. That is what I test in. For this race I stopped expansion around 2440 and just let it coast the last decade iirc.

[Updated on: Tue, 27 February 2007 10:02]

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Re: Anyone got a good race design for AR? Tue, 27 February 2007 18:19 Go to previous messageGo to next message
crr65536 is currently offline crr65536

 
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Did you colonize the whole universe in your testbed? It seems to me that gives an unreasonably large amount of space for a test. I thought the usual test was tiny packed (or tiny normal).

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Re: Anyone got a good race design for AR? Tue, 27 February 2007 19:13 Go to previous messageGo to next message
velvetthroat57 is currently offline velvetthroat57

 
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I don't think I colonized everything. I did it years ago.

I probably colonized reds early on around my HW for the econ imcrease but I doubt I did many of them after that. After the early years I am sure I followed a standard expansion of big greens, small greens, small yellows, big yellows, maybe reds if everything else is nearing 50%.

Small, packed is pretty standard for testing.

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Re: Anyone got a good race design for AR? Wed, 28 February 2007 01:51 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
velvetthroat57 wrote on Wed, 28 February 2007 01:13

Small, packed is pretty standard for testing.

... and gives pretty unreliable and overrated results if testing for a particular game, that isn't run in a small packed.
I use small universe in my testbeds just for the sake of proper stars distribution per "lightyear", because distribution in tiny universe is somewhat different. But I limit myself at the start of the testbed to the expected number of planets (let's say closest 35 stars), and even don't explore much beyond that. However if I find 1-2 big greens just beyond the "border", and the game I'm testing for allows trade, I take them, as in a real game I culd negotiate for them.

BR, Iztok


[Updated on: Wed, 28 February 2007 01:51]

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Re: Anyone got a good race design for AR? Wed, 28 February 2007 03:17 Go to previous messageGo to next message
Carn is currently offline Carn

 
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iztok wrote on Wed, 28 February 2007 07:51

Hi!
velvetthroat57 wrote on Wed, 28 February 2007 01:13

Small, packed is pretty standard for testing.

... and gives pretty unreliable and overrated results if testing for a particular game, that isn't run in a small packed.


BR, Iztok


I agree to that, i hope to achieve in small packed 25k in 2450 with a 3i AR - even communist would have to bow before such godly wonders.
Angel Angel

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Re: Anyone got a good race design for AR? Wed, 28 February 2007 07:44 Go to previous messageGo to next message
Kotk

 
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Question wrote on Mon, 26 February 2007 22:33

I cant seem to get a decent race design for AR...especially if i take the ever popular rad immune.


ISB, NAS, RS
0.22 to 4.40; -140 to -44; IMMUNE ( 1 in 5 as close to 1 in 4 as it can be )
15% PGR (with option to take LSP & 16%)
resource divisor 10
Energy and construction cost 50% less, propulsion and weapons cost standard amount, bio and electronics are expensive to research
2 rw points to mineral concentrations

If you really want IFE then make propulsion also expensive and take IFE+NRSE. That is however antithematic for radiation immune AR so better have gravity immunity on that case (with wide radiation and narrow temperature).

With races like these ... in tiny packed acc bbs single race testbed ... i get constantly over 30K resources by year 2450. Absolute ceiling in a tiny packed was 43K @ 2450 and race was very similar ... had weapons expensive invested into hab. Very Happy 30K is not that easy for AR novice ... however if you get even 20K then you may win games lot simpler than with 35K resources JOATs or something like that. Wink


[Updated on: Wed, 28 February 2007 12:18]

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Re: Anyone got a good race design for AR? Wed, 28 February 2007 14:08 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
Kotk wrote on Wed, 28 February 2007 13:44

With races like these ... in tiny packed acc bbs single race testbed ... i get constantly over 30K resources by year 2450.

And I'm getting constantly, regardless of PGR (from 15% to 18%) 22k with 1k variance. Wall Bash

Sad Puppy dog eyes Crying or Very Sad Crying
I better shut up regarding AR ( Wheelchair ), and use something I can monster Weights .

BR, Iztok



[Updated on: Wed, 28 February 2007 14:10]

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Re: Anyone got a good race design for AR? Wed, 28 February 2007 15:26 Go to previous messageGo to next message
Kotk

 
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Hmm but 22K is abundantly OK. Who needs *monster* tag in multi-player game? I usually took no NRSE, no NAS and/or ARM to keep me weaker in PBM.

May i ask why 17% or 18%? What you do with pop of these? Having PGR above 15% with AR is pointless i think. Nod With LSP? OK then 16% is max, however 15% gives 25K even with LSP. 14% PGR gives also ~25K resources without LSP in a stable manner. Also ... Ultras are enough almost until 2450.

12-13% PGR will be a bit weak of course but 150-200 RW points gained give some goodies ... say ARM costs only 70 RW points and miners are *bang* 2x cheaper. About monster tag i already told. Wink

Colonize and never care about 25% hold ... not in station, ultra or deathstar go freely below it. Colonize it if it is still red, it will be a better yellow once it becomes yellow. Wink

At 2430 i have had ultra tech for turn or two in well-done testbed. Ultra is meant for defense, penscanner it provides and for building miners. Station is too expensive for a crap orbital what it is. There are NO planets with above 120 000 pop @ 2430. HW station is 12% full, docks below 25% hold, Ultras at 6% hold. Laughing


[Updated on: Wed, 28 February 2007 15:56]

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Re: Anyone got a good race design for AR? Wed, 28 February 2007 17:29 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
Kotk wrote on Wed, 28 February 2007 21:26

Colonize and never care about 25% hold ...
There are NO planets with above 120 000 pop @ 2430. HW station is 12% full, docks below 25% hold, Ultras at 6% hold. Laughing


That should do the trick - spreading the pop almost like the race is 3-immune. Nod Thanks!

Br, Iztok



[Updated on: Wed, 28 February 2007 17:29]

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Re: Anyone got a good race design for AR? Wed, 28 February 2007 18:56 Go to previous messageGo to next message
Kotk

 
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iztok wrote on Thu, 01 March 2007 00:29

That should do the trick - spreading the pop almost like the race is 3-immune. Nod Thanks!


3-immune AR spreads as equally it only can but 1-immune spreads about 25% to yellow compared to 100% planet. 120 000 hold until you have all yellows at least 30 000 pop. Then 240 000 hold until you have all yellows at least 60 000 pop and so on. Of course take greens always in first order but these are taken by 2420-2425 usually. Wink

The logic is that 125 000 pop gives ~400 resources (energy is ~13 since energy and construction should be about same with both cheap.). Notice that for neighbour -F it takes 400 000 pop to have resources that you got with 125 000 pop. Also poor -F builds mines and maybe even defenses. Laughing AR can of course grow it double there (wasted valuable 5 years with 15% PGR) but then it is +170 resources (not so bad for LF of pop but still) and +15 mines only. For normal energy AR the numbers are 370 and 155 since its energy is about 11 when cheap energy AR got 13.

Better idea (both in testbed and in multiplayer) is to have that second LF of pop spread between 3-4 nearby weaker places!

It gives over 200 resources (about like 2 LFs of -F pop) and 70 (see +55!) mines there. Other races pay 150 resources for these mines for ARM'less AR they cost ~270 resources and almost 100 ironiums in this phase of game! Now they did come effortlessly and AR builds 3 docks to use their fruits now and then. Spreading better means more minerals to spread on etc.

Colony does all important things: it fuels and casually builds, it defends your territory and it terraforms. It does not grow much (yet) but with 15% PGR you will be swimming in population too soon. May not look like it at 2430 with such HE-sized colonies but at 2450 deathstars of the 90%+ value planets are at their 33% hold as minimum. Nod

Other point for using measure units of 30 000 pop is the -IFE logistics! Simple table how QJ5+ 2 tanks LF (should have these at year 2411) with 300kT cargo on board will fly:
155 l
...



[Updated on: Wed, 28 February 2007 23:52]

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Re: Anyone got a good race design for AR? Thu, 01 March 2007 00:20 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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Hehe, there goes all my thunder. Oh well, I always knew I hadn't 'discovered' anything new, stars being so well known now Smile

But yeah, kotk pretty well covered what I've been hinting at about what playing as 3i drums home about how to play AR - don't wait for population holds, don't wait to colonise yellows or near-yellows (or reds, for that matter.) Spreading out helps both econ and (perhaps more importantly for AR) early minerals.

I'm not sure I'd be keen to put 25% of my pop on yellows in early game though, with a low growth race. Population is still a limited resource that needs to be multiplied. I'll put *something* down everywhere, but not all that much until the empire is nudging at 20%+.

Not sure about trying to live without IFE though. FM Coloniser flies quite far all by itself, and that for me is important for early game. I'm not quite sure that the comparison between FM MF and QJ5 LF is really all that fair - will the points to IFE really slow down getting LF? IFE isn't much benefit in packed though, to be fair, assuming ISB.



[Updated on: Thu, 01 March 2007 00:26]

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Re: Anyone got a good race design for AR? Thu, 01 March 2007 06:42 Go to previous messageGo to next message
Kotk

 
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Dogthinkers wrote on Thu, 01 March 2007 07:20

I'm not sure I'd be keen to put 25% of my pop on yellows in early game though, with a low growth race.

I probably failed to describe it. Since i take better planets first they just grow into breeder size too fast. Yellows actually never contain above 15% of my overall population. Seem to produce 10% resources so they feel to be overmanaged. But the picture changes at the moment they turn green then they suddenly feel like to low populated. If to analyze the yellows from 2430 again at 2450 these are 15% of national production produced with ~10% pop (that it is the very butter on bread, the difference between 30K race and 35K race). Very Happy Cool

Dogthinkers wrote on Thu, 01 March 2007 07:20

FM Coloniser flies quite far all by itself, and that for me is important for early game.


Dropping IFE is possibly hurting in a normal or sparse density universe where IFE-less early logistics may be without fortunate location colonies almost impossible. Confused It is not Pinta. Pinta can be boosted cheaply and booster can be reused. It is that QJ5 MF thing that is for short distances. Marrying SFX to every MF ... nah that is too high price. OTOH AR got to spread like nuts not hit QS-like or HP-like pop levels first. Laughing

In dense and in packed it feels liveable since MF has always some close usage. If in doubt about dense drop PGR to 14% and make 1 in 3 race and it feels like 1 in 5 in packed. The 4-5 useful planets within 150ly colonized by 2410, 4-5 others getting to their 150-200ly targets. HW floor is dry but the MFs carry Pinta scraps already back to HW for very new Pintaes or LF-s. Very Happy

Few random points (i just try to back up my observations with theory):

* Minerals that are at HW floor limit both race types similarily. Question is who faster uses, who faster reuses, who faster mines minerals elsewhere. Snowball must roll and start minerals are same. The difference is more about who kicks it going faster.

* IFE gives propulsion 1 that makes every of the urgent 14 levels of tech 1
...

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Re: Anyone got a good race design for AR? Thu, 01 March 2007 07:36 Go to previous messageGo to next message
Carn is currently offline Carn

 
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Kotk wrote on Wed, 28 February 2007 21:26

Having PGR above 15% with AR is pointless i think.




What real growth rates do you manage with 15%?

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Re: Anyone got a good race design for AR? Thu, 01 March 2007 09:29 Go to previous messageGo to next message
Kotk

 
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Carn wrote on Thu, 01 March 2007 14:36

What real growth rates do you manage with 15%?


12% growth per year.

In numbers:
2400: 100 000
2450: 29 000 000

Seems possible. At least two testbeds i have with 29M pop.

If that means 29 deathstars each with 1 000 000 population where average colony value is 90% (half are 100% half are 60-99%)... then net 35k resources at energy 18. Such a result i get rarely ... but i have got more than that. Wink




[Updated on: Thu, 01 March 2007 09:36]

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Re: Anyone got a good race design for AR? Thu, 01 March 2007 12:07 Go to previous messageGo to next message
Altruist is currently offline Altruist

 
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Kotk wrote on Wed, 28 February 2007 13:44

0.22 to 4.40; -140 to -44; IMMUNE ( 1 in 5 as close to 1 in 4 as it can be )
15% PGR (with option to take LSP & 16%)


Why do you take temp narrow and grav wide?

Shoudn't it be the other way around?

I always considered it a good relation:
* field of good tech - hab wide
* field of bad tech - narrow

But I am usually playing small games where you need to develop your planets very fast. Mmh, are you trading speed of development for longterm growth due to terraforming yellow or red temp-planets?

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Re: Anyone got a good race design for AR? Thu, 01 March 2007 12:22 Go to previous messageGo to next message
Question is currently offline Question

 
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I reallly want penetrating scanners though Sad. Its very annoying without them. Also IFE to me seems important because of the fuel mizer, it really bites to lose a large portion of your colonists early on because you took too long to get to the planet. About no ram scoop engines...doesnt that mean your fleets constantly have to run back to a starbase to resupply fuel?

Also how do you get a colony to get the resources to upgrade to a starbase? Just shuttle a lot of colonists to them?

No advanced remote mining?


[Updated on: Thu, 01 March 2007 12:27]

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Re: Anyone got a good race design for AR? Thu, 01 March 2007 13:41 Go to previous messageGo to next message
Iconian is currently offline Iconian

 
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Quote:

Why do you take temp narrow and grav wide?

Shoudn't it be the other way around?


I would think terraforming would play in. The narrow temp band means that for every click of terra you do the habitability improves a lot more than if it were wide. With an AR you'll do a lot of energy research, so you might get temp terra 11 while you still have grav terra 7 or 3.

Quote:

I always considered it a good relation:
* field of good tech - hab wide
* field of bad tech - narrow


I go just the opposite: good tech is narrow hab and bad tech is wide hab. Planet values go up a lot faster this way.

Quote:

Also IFE to me seems important because of the fuel mizer, it really bites to lose a large portion of your colonists early on because you took too long to get to the planet.


He uses boosters and SFX's to make up for it, since they're more cost effective, because of reusability for one. Fuel Mizer means you're throwing even more Iron onto the surface of new planets. When the Iron matters that much (such as to an AR) it can make a big difference.



Yeah, bread too.

Don't Let the Stars! Fade Away

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Re: Anyone got a good race design for AR? Thu, 01 March 2007 14:34 Go to previous messageGo to next message
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What are boosters and SFX?

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Re: Anyone got a good race design for AR? Thu, 01 March 2007 14:40 Go to previous messageGo to next message
velvetthroat57 is currently offline velvetthroat57

 
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SFX is the Super Fuel Export.

Boosters are any ship designed to carry fuel and speed you on your way. Early game it is common to use a destroyer with fuel pods as a booster. As the fuel runs out, the booster ships drop off leaving their fuel in the main fleet so it can continue at warp 9 to the target. Usually the boosters then return to a base or dock to get refueled and then go with the next expedition.

Once exports (or fuel transports if IS) are available, they carry far more fuel and get used as boosters.

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Re: Anyone got a good race design for AR? Thu, 01 March 2007 17:10 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
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velvetthroat57 wrote on Thu, 01 March 2007 11:40

SFX is the Super Fuel Export.

Once exports (or fuel transports if IS) are available, they carry far more fuel and get used as boosters.



On a side note, you'll want to include one in your battle fleets as they help you repair faster. Unless you're using frigates, whose armor is irrelevant..

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Re: Anyone got a good race design for AR? Thu, 01 March 2007 21:05 Go to previous messageGo to previous message
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Petty Officer 3rd Class

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But if the booster's fuel run out dont they get stuck in space at warp 1?

How come a SFX helps fleets repair faster? That sounds like a hidden ability o.O

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