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-f WM Wed, 19 November 2008 20:25 Go to next message
magic9mushroom is currently offline magic9mushroom

 
Commander

Messages: 1361
Registered: May 2008
What are the pros and cons of a -f WM? I would think it would be a good idea because:

You're capitalising on early strength
You're reducing the loss if you lose a planet, good since you have no minefields
You can quickly assimilate conquered territory

Your thoughts?

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Re: -f WM Wed, 19 November 2008 21:35 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

There really aren't that many cons to it.

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Re: -f WM Wed, 19 November 2008 22:37 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
Commander

Messages: 1361
Registered: May 2008
But why aren't all WMs -fs then?

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Re: -f WM Thu, 20 November 2008 01:21 Go to previous messageGo to next message
Xardre is currently offline Xardre

 
Master Chief Petty Officer

Messages: 100
Registered: June 2005
IMO it would depend on the game settings and if you plan on using diplomacy as a front line tool or a side tool for you race.

-F WM like any -F is great out the gate so would work well in tiny/small universes and resonably well in medium. Diplomacy would be more along the lines of leave me alone or your next style or give me this or your next style since you have to grow fast to get the territory you need to keep your race alive past mid game. Wars should start before 2420 and aim for 3.5 tech minimum.

HG WM is needs to be more diplomatic in their games then straight out fight. Your planets are vulnerable and you will be looking for a SD or IS to get mine layers from as a close ally since your planning to fight more mid to end game rather then early. War should still start 2430ish to get territory before your race advantages are done in by your disadvantages but your planning to use BC Jihads and DN's mid game for your primary war fighting which even in end game are very dangerous designs. 2.0 tech can survive but 2.5 tech suggested if regenerating sheilds are used.

HP well you just throwing away everything if your playing WM HP since you wont beable to feild the needed fleet till into the 40's to go offence but dont have the defences to keep your few worlds if someone attacks you. Dont play Smile

My thoughts on WM

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Re: -f WM Thu, 20 November 2008 05:52 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
A -f WM has trouble building DNs, those are magnificent ships but come with a price ... With let's say an average of 500-600 resources per planet your stuck with one ship per 2 years ...

You can argue -f WM should have won the game before DNs. Wink

mch

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Re: -f WM Fri, 21 November 2008 11:38 Go to previous message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
Micha wrote on Thu, 20 November 2008 10:52


You can argue -f WM should have won the game before DNs. Wink

mch


Are you talking to me?
I think by wringing the backfield, overpopulating the front is not too painful. Smirk I believe a drawback is WMs superior ability to get enemies to build factories for them.

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