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Help me choose and design a race for the Fledgling Admirals VII game Mon, 17 January 2011 00:03 Go to next message
Celebrinbor1 is currently offline Celebrinbor1

 
Crewman 2nd Class

Messages: 11
Registered: January 2011
Hello. I am brand new to this game. I am very seriously considering (95% sure) joining the Fledgling Admirals VII game. I was wondering if I could get some help building a race that will be at least viable in that game. Forbidden races are AR and PP. Universe size: small packed (240 stars in a 800x800-ly-universe), distant starting positions
Starting conditions: ACC BBS
Victory conditions: Last Man/Last Team standing or consensus. Winning team mustn't exceed 2 players.


I would like my race to make me valuable in an alliance as this is my only hope of surviving. I would prefer to be either SS (yes I know that they are tough to use but I like stealth), IT, or CA although I would be more than happy to try another race. I am not good with micromanagement and as such I prefer quality to quantity in regards to planets and fleets.
I also need a suggestion for a good initial research order and a good default build order to use for my race. I've tried looking for various suggestions and am having a hard time finding them because so many links are now dead. I have read the Official Strategy Guide, all the resources I could find on SS, all the links on the Fledgling Admirals VII post, and many other articles however any suggestions would be great.
Thanks in advance.


PS: I used this race against the computer the other day and liked it a lot: LRTs - IFE, NRSE, OBRM, NAS
Hab - Grav = 0.31g - 3.210g Temp = -124C - 124C Rad = 59mR - 99mR
Growth 17% 1 in 5 hab range
Pop resources 1/1000
Factories - 14/9/18
Mines - 10/3/18

Tech is all 75% starting at Level 3 except Electronics Normal.

PS: very important: where can I find a list of abbreviations?

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Re: Help me choose and design a race for the Fledgling Admirals VII game Mon, 17 January 2011 00:54 Go to previous messageGo to next message
Ron is currently offline Ron

 
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Many (all?) are here. http://starsfaq.com/abbreviations.htm

(edit: fixed url)


[Updated on: Mon, 17 January 2011 09:34]




Ron Miller
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Re: Help me choose and design a race for the Fledgling Admirals VII game Mon, 17 January 2011 01:11 Go to previous messageGo to next message
Eagle of Fire

 
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Here is my initial piece of advice: forget SS. Even experienced players shun upon playing SS because their PRT cost way too much points.

JoaT or IT are very good choices for a beginner. The JoaT give you benefits that you can abuse since the start of the game (and many JoaT players love to pick NAS (No Advanced Scanners) since their first few hulls have built in scanners so it doesn't really hurt them) while IT allow you to build an empire without the heavy burden of MM (micro management) since you can gate both ships and cargo basically at will. This include colons, something no other race can do!

If you have problems with MM then definitely consider playing IT. Not only it will help you tons but IT players make good general allies because when another race is set to friend then they can use your improved gates. This work especially well if you end up allying with a race which don't have access to gates like HE, or a race that have hull advantage but cannot gate their ships safely like WM.

I could give you more precise advise but not only it is not a good idea to post publicly your race... I'm also probably going to play that same game too. Razz

Good luck.



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Re: Help me choose and design a race for the Fledgling Admirals VII game Mon, 17 January 2011 06:31 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Celebrinbor1 wrote on Mon, 17 January 2011 06:03

Tech is all 75% starting at Level 3 except Electronics Normal.

That works against the AIs, but you'll have a hard time against humans unless you find a way to speedup your Const and/or Weaps Research, or plan to rely on trade or pillage. Twisted Evil

Go to the "Must Know" Forum and read the post titled "Tutorial - How to get over 25k resources by 2450 (BEGINNER)" Deal

Playtest what it says, learn it by heart, and when you manage something close to that level of performance you'll be all ready to tweak your own race, rinse, and repeat. Rolling Eyes



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Re: Help me choose and design a race for the Fledgling Admirals VII game Mon, 17 January 2011 07:00 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
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Yeah, I'd advise Weapons and Construction cheap as a general rule...

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Re: Help me choose and design a race for the Fledgling Admirals VII game Mon, 17 January 2011 08:35 Go to previous messageGo to next message
Tabini is currently offline Tabini

 
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Ron wrote on Mon, 17 January 2011 00:54

Many (all?) are here. http://www.starsfaq.com/abbreviations.htm


Ron, you might want to up date your links. That does not seem stars related.

Try this - http://wiki.starsautohost.org/wiki/Abbreviations

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Re: Help me choose and design a race for the Fledgling Admirals VII game Mon, 17 January 2011 09:35 Go to previous messageGo to next message
Ron is currently offline Ron

 
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Tabini wrote on Mon, 17 January 2011 08:35

Ron wrote on Mon, 17 January 2011 00:54

Many (all?) are here. http://www.starsfaq.com/abbreviations.htm


Ron, you might want to up date your links. That does not seem stars related.

Try this - http://wiki.starsautohost.org/wiki/Abbreviations

Actually, I used Google, and that url does work if you take off the www. part.
http://starsfaq.com/abbreviations.htm

But glad we have a wiki section on abbreviations.



Ron Miller
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Re: Help me choose and design a race for the Fledgling Admirals VII game Mon, 17 January 2011 17:57 Go to previous messageGo to next message
neilhoward

 
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m.a@stars wrote on Mon, 17 January 2011 03:31


Go to the "Must Know" Forum and read the post titled "Tutorial - How to get over 25k resources by 2450 (BEGINNER)"


Definitely. Once comfortable with this, it can be applied to different races and play-styles.

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Re: Help me choose and design a race for the Fledgling Admirals VII game Thu, 20 January 2011 04:37 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!

I have a bit of time and am in a dissection mood, so let me pick your race apart Wink :

Quote:

SS
LRTs - IFE, NRSE, OBRM, NAS

So far so good.

Quote:

Hab - Grav = 0.31g - 3.210g Temp = -124C - 124C Rad = 59mR - 99mR

You're losing a half of rad terra here. It isn't really much, but in the game that could make around 3 yellow planets less.

Quote:

Growth 17% 1 in 5 hab range

A bit low growth for that kind of hab.

Quote:

Pop resources 1/1000
Factories - 14/9/18
Mines - 10/3/18

Somewhat unusual factories. I'd rather go 12/9/16. Significantly less RW points spent for that.

Quote:

Tech is all 75% starting at Level 3 except Electronics Normal.

Suicide.
Consider this: for the same tech one player has cheap, he will research it for 100 resources, but you with expensive tech will need to invest 350 resources. You'll be fighting wars with your pointed sticks, while your opponents will be using rifles. When you'll get rifles, they'll be already using tanks and jet-bombers. And you'll never get tanks, because you'll be eliminated from the game by those tanks and jet-bombers. Twisted Evil

The rule of thumb for virtually any game is "weapons mandatory cheap, rest whatever one can afford". If you'll have strong econ, you could compensate for other expensive techs, since early warfaring techs aren't so expensive to get. But your race doesn't have neither good econ nor cheap techs. In a beginner game you could get away with it, but I wouldn't give you lots of chances.

BR, Iztok


[Updated on: Fri, 21 January 2011 04:47]

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Re: Help me choose and design a race for the Fledgling Admirals VII game Fri, 21 January 2011 02:21 Go to previous messageGo to next message
neilhoward

 
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If you want to go with IFE and NRSE, I would recommend taking Grav Immune. Combined, these mean you can leave Prop expensive, as it will be a low priority until your economy hits its stride.

For best results with 1 Immune, try a 1/7 hab (with temp ~twice as wide as Rad (Temp at least 5 clicks from edge & Rad at least 7)) and consider 18 or 19% MPGR (each of those clicks are cheaper than the click to 20%). Take Weapons cheap, and the narrow Rad range will give you awesomely efficient terraforming. This will give you fewer but better planets early on (reducing both MM and places to defend, but will catch up to 1/5 in numbers with fast terraforming -3 yellows when it is time).

For factories, 12 eff is a good investment combined with OBRM and a minimum of 16 operated. If you choose 13 or more operated, you will want to check the less Germ box.

Definitely want Weapons cheap, and most probably want Con normal or better. This can still justify the start at 3 (at least three fields expensive for it to pay off at all).

Good luck.

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Re: Help me choose and design a race for the Fledgling Admirals VII game Fri, 21 January 2011 11:24 Go to previous messageGo to next message
Altruist is currently offline Altruist

 
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Celebrinbor1 wrote on Mon, 17 January 2011 06:03

I would prefer to be either SS...


Are you aware that all the other players from FAVII can and most likely will read this thread, too?

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Re: Help me choose and design a race for the Fledgling Admirals VII game Sat, 22 January 2011 00:31 Go to previous messageGo to next message
neilhoward

 
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Altruist wrote on Fri, 21 January 2011 08:24


Are you aware that all the other players from FAVII can and most likely will read this thread, too?


Which can and does make this an excellent opportunity for misinformation and misdirection.

...No one suspects the Spanish Inquisition!!!

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Re: Help me choose and design a race for the Fledgling Admirals VII game Sun, 23 January 2011 17:25 Go to previous messageGo to next message
Anonymous Coward
Would any of the gurus here try and dissect my suggestion here?

The Guild / Guildmen
SS
IFE, NRSE, ARM, NAS
G 0,33 t o4,40
T -72C to 136C
R 32mR to 84mR
PGR 16%, Hab 1 in 5 initially
Res 1/1100
Factories 15/8/17,G checked
Mines 5/15/5 (worst)
Weap/Con/Elec cheap, rest expensive and start at 3.
0 leftover.

This is basically an attempt to create a very HP-ish SS race out there (a fully settled 100% planet gives 3459 res in total). Minerals would be acquired by remote mining and theft.

Celebrinbor1, if you feel like it, why not test this one? My bro has recently set it up against my AR and 14 tough AIs and... well... it was fun Smile

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Re: Help me choose and design a race for the Fledgling Admirals VII game Sun, 23 January 2011 19:19 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
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loucipher wrote on Sun, 23 January 2011 14:25


Mines 5/15/5 (worst)

Minerals would be acquired by remote mining and theft.


Critique, short version:

Laughing ROFLMAO ROFL

Long version:

Without an immediate, cost-effective source of minerals, you won't be able to build any factories or mining ships to get more minerals, to say nothing of the actual transports and warships you'll need in droves too. This race would be dead on arrival.

Go for something like 11/3/16 mines - tone down the factories and up the growth for a HG, or bring the population efficiency to 1/2500 for HP to pay for useable mine settings. This should get you enough minerals to get started so you can actually put ARM to use. However... since you shouldn't be relying on remote mining too heavily, and aren't AR, you would probably do better to dump ARM and use the normal miners.

If you're used to playing the AI, you can learn some bad habits due to never having to face a real military threat or aggressive expansionism. That's probably a big factor here. Playing against people with a couple MP games under their belt will give you a new perspective. Wink


[Updated on: Sun, 23 January 2011 19:25]

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Re: Help me choose and design a race for the Fledgling Admirals VII game Sun, 23 January 2011 19:28 Go to previous messageGo to next message
neilhoward

 
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loucipher wrote on Sun, 23 January 2011 14:25


The Guild / Guildmen
SS
IFE, NRSE, ARM, NAS
G 0,33 t o4,40
T -72C to 136C
R 32mR to 84mR
PGR 16%, Hab 1 in 5 initially
Res 1/1100
Factories 15/8/17,G checked
Mines 5/15/5 (worst)
Weap/Con/Elec cheap, rest expensive and start at 3.
0 leftover.


With only a cursory examination, I would recommend:
Narrower Rad band (this will make terraforming more efficient),
Narrower overall hab (1/5 is high for an HP),
Colonist efficiency: 1/1000 or 1/2500 (imo, the points in between are not worth it),
Factory efficiency above 12 is not usually justified unless # operated is at least 19 (You might better use the points elsewhere),
I would not recommend taking mines worse than 10/3/12 (even w/ ARM, you need minerals to build miners).

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Re: Help me choose and design a race for the Fledgling Admirals VII game Tue, 08 February 2011 23:28 Go to previous messageGo to next message
Celebrinbor1 is currently offline Celebrinbor1

 
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Ok, thanks for all the help. I was however not able to join the game because it got filled up too quickly. I am however still designing a race for future use. My current race can explore the entire universe (small & packed) in under 30 years (I made several mistakes in micromanagement because I was in a hurry, in a real game it would be sooner). Against expert AIs, I have almost twice the number of resources of any other player (3098). I have three planets. In the entire galixy, there are 5 green planets and 4 yellow planets. I'm sure that I could do better than this.
Here are my current race stats:
SS
Improved Fuel Efficiency
Generalized Research
NRSE
OBRM
NAS
Gravity: 1.00-8.00
Temp: -24-200
Rad: 66-100
1/10 planets are habitable
18% growth rate
1000
15/8/12
factories cost 1kt less is checked
10/5/10
Bio is set to high and weapons are set to cheap. Everything else is normal.
My plan is once I can research to electronics 6 and energy 3 in 1 year, I divert all resources into research. This gives me pen-scanners. I then build about 10-12 scouts with the warp 4 engan and two chameleon scanners and have them explore the galixy. Within a few years I have mapped out the entire universe. My plan is that in a multiplayer game, this will give me an advantage because I can sell this info to other players.
This is with 3 AIs. I have never played multiplayer before so I don't know what to expect. I'm guessing that they are helping because I don't think I ever had to research anything, my spying did it all for me. How do I improve this race. What is a set of logical goals to make this race multiplayer worthy? Thanks.

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Re: Help me choose and design a race for the Fledgling Admirals VII game Wed, 09 February 2011 05:05 Go to previous messageGo to next message
Eagle of Fire

 
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Quote:

What is a set of logical goals to make this race multiplayer worthy?

To think like a player instead of relying on the computer AIs to get a grasp of the power of a race.

For example, if you wait until you can have penetrating scanners before you create scouts en masse then you can bet that someone else who don't prioritize electronics early on will find your scouts very, very appealing. If I was in such a situation, I'd made sure to create enough interceptors to be sure to catch and destroy them all so I can get a good chance at grabbing free tech. That would also mean that I would deny you good intelligence in my sector. Win/win scenario for me.

Another point to consider is that good heavy production races usually compare themselves by the amount of resources they can produce by 2450... And not early 3000. I think the median is 50k by 2450.

Third, the AI computers really suck in many fields. One of them is interception of your own fleet and the way they colonize. Make sure not to expect stupid behavior like this from human players... Human players tend to be way more ruthless than AIs!

Fourth, Generalized Research is clearly one of the worst SRT to pick when playing against humans. The standard for human games is to get CON and WEP cheap and race those two fields up ASAP to get a big advantage on your opponents. The logic of Generalized Research is still there: you will in total be more efficient in the average of all your fields... But that also mean that any other player who picked CON and WEP cheap and everything else expensive will have battleships with weapons almost twice the power of yours knocking at your door by the time you begin to toy with cruisers. And probably Nubians by the time you are beginning to be comfortable with battleships. This is a lose/lose scenario since nothing else than ships of your own will be able to save you from that... And you won't stand a chance with what you got at that time.

There is probably a lot more to say... But let's say I'll begin with only that for now. Wink



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Re: Help me choose and design a race for the Fledgling Admirals VII game Wed, 09 February 2011 06:12 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
Celebrinbor1 wrote on Wed, 09 February 2011 05:28

...Generalized Research
This is a very special trait. In short games it prevents you to get to needed techs fast. In long games its benfits are wasted on all tech-26 fields. It comes handy only in quite special circumstances, like games with several 10 forced-gen turns.

Quote:

Gravity: 1.00-8.00
Temp: -24-200
Rad: 66-100
Silly hab. You're losing all terra on the right side. As a rule of thumb you set all habs at least 15 "clicks" from the edge, and grav and temp more than 15, because first and last 10 "clicks" there are less likely to be generated.

Quote:

15/8/12
factories cost 1kt less is checked
Way too efficient factories for the number you can operate. This settings would be good for a QuickStart race, that intends to go on rampage very eary. Also, for 12 factories operated is the "cost 3 germ checked" only marginally usefull.

Quote:

10/5/10
Mines cost 3, period. Only when you'll really know what you're doing, you may change that number. Smile

Quote:

...I then build about 10-12 scouts with the warp 4 engan and two chameleon scanners and have them explore the galixy.
... or just give your neighbours, that will be shooting down those scouts, some free levels in elec. Wink

Quote:

My plan is that in a multiplayer game, this will give me an advantage because I can sell this info to other players.
You know, most players are intersted only in planets, close to them, and will not pay for the info on planets 500 LY far. And close planets they can scout for themself. A better bet for trade would be those pen-scanning scouts of yours.

I'd suggest you for a start to try a fairly simple HG design with decent econ and speed, that will live by trading tech, pen scanners and SS toys, and will also allow some intersettling if needed:

SS
IFE, NRSE, OBRM, RS (no NAS, it gives only 25 points)
grav 0.31 to 3.20
temp -120 to 120
rad 16 to 46 (1-in-7, with terra-11 in all 3 fields 1-in-2)
PGR 18%
factories 12/9/13/4
mines 10/3/14 (1 more mine to compensate a bit for 4g/factory)
weap and con cheap,
en and elec normal,
prop and bio expensive
15 remaining points to mineral concentrations.

I'd suggest you to testbed it with at least one AI, so you'll see the impact of the SS tech-steal bonus, then change some settings a bit (~50 RW points changes) and testbed some more, so you get the feeling for race behaviour. It would be good to test in the same universe, so you'd eliminate the impact of random planet draw.

BR, Iztok


[Updated on: Wed, 09 February 2011 06:56]

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Re: Help me choose and design a race for the Fledgling Admirals VII game Wed, 09 February 2011 07:27 Go to previous messageGo to next message
BeeKeeper is currently offline BeeKeeper

 
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Celebrinbor1 wrote on Wed, 09 February 2011 04:28

1/10 planets are habitable
18% growth rate



I would have thought this was a contradiction - a high growth rate but only one in 10 planets initially available. Unless you are very lucky you will struggle to keep the HW at 25% - 30% pop for maximum growth - as there will be too few planets you can colonise.

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Re: Help me choose and design a race for the Fledgling Admirals VII game Wed, 09 February 2011 09:30 Go to previous messageGo to next message
nmid

 
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Eagle of Fire wrote on Wed, 09 February 2011 05:05


Another point to consider is that good heavy production races usually compare themselves by the amount of resources they can produce by 2450... And not early 3000. I think the median is 50k by 2450.


Well, the game has already started, so I'm guessing your advise will go in making his race for the next game. Twisted Evil

I did want to ask.. 50k by 2450?????? In a tiny, packed universe?
Just asking because I could get to only 30-35k Sad

Even if it's a pure HP race, won't that mean a really slow start for the beginning 30 years? Seeing this is a tiny packed universe with NINE players, isn't it going to see some action from 2420-25 itself?
This type of pure HP race will have a really tough time, methinks.

Please teach me, oh grand masters, so I can become better.



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Re: Help me choose and design a race for the Fledgling Admirals VII game Wed, 09 February 2011 09:56 Go to previous messageGo to next message
BlueTurbit

 
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Eagle of Fire wrote on Wed, 09 February 2011 04:05


If I was in such a situation, I'd made sure to create enough interceptors to be sure to catch and destroy them all so I can get a good chance at grabbing free tech. That would also mean that I would deny you good intelligence in my sector. Win/win scenario for me.

Better build a lot of them.. with big scanners too. If you want to catch those SS pen scouts and kill them for electronics tech. Twisted Evil



BlueTurbit Country/Rock

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Re: Help me choose and design a race for the Fledgling Admirals VII game Wed, 09 February 2011 09:57 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Celebrinbor1 wrote on Wed, 09 February 2011 05:28

explore the entire universe (small & packed)

Try larger universes to better test your colonization skills. Deal


Quote:

once I can research to electronics 6 and energy 3 in 1 year, I divert all resources into research. This gives me pen-scanners. I then build about 10-12 scouts with the warp 4 engan and two chameleon scanners and have them explore the galixy.

That might be too late. You should start exploring as soon as you can build cheap scouts with long enough legs and whatever scanners are available. Rolling Eyes


Quote:

Within a few years I have mapped out the entire universe. My plan is that in a multiplayer game, this will give me an advantage because I can sell this info to other players.

Not everybody will want to trade for that kind of info. It will be most valuable for your own diplomatic efforts, such as finding partners, targets, or ways to get your neighbors fighting each other instead of you. Twisted Evil



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In space no one can hear you scheme! Deal

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Re: Help me choose and design a race for the Fledgling Admirals VII game Wed, 09 February 2011 10:05 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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nmid wrote on Wed, 09 February 2011 15:30

50k by 2450?????? In a tiny, packed universe?
Just asking because I could get to only 30-35k Sad

The standard yardstick is 25k resources by 2450 as explained in this nice tutorial. Deal

These tests are usually run in small/dense or even medium/normal galaxies, depending on the kind of game you want to simulate. Sherlock


Quote:

Even if it's a pure HP race, won't that mean a really slow start for the beginning 30 years?

Pure HPs tend to start slow. But some races with great resources can start quick. Teleport


Quote:

Seeing this is a tiny packed universe with NINE players, isn't it going to see some action from 2420-25 itself?
This type of pure HP race will have a really tough time, methinks.

Quite likely! Twisted Evil



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Help me choose and design a race for the Fledgling Admirals VII game Wed, 09 February 2011 10:11 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Eagle of Fire wrote on Wed, 09 February 2011 11:05

Generalized Research is clearly one of the worst SRT to pick when playing against humans.

GR is not an LRT, it's a way of life! Wink

Some races and game setups allow for a reasonable benefit from GR, even if it's not a trait for everybody. Deal

GR is neither the bane of good Research nor the handy substitute for a good Research plan that some seem to think.

That is just the kind of thing that you'll better learn by playing real people and not only the AIs. Twisted Evil


[Updated on: Wed, 09 February 2011 10:23]




So many Stars, so few Missiles!

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Re: Help me choose and design a race for the Fledgling Admirals VII game Wed, 09 February 2011 10:21 Go to previous messageGo to previous message
m.a@stars is currently offline m.a@stars

 
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Eagle of Fire wrote on Wed, 09 February 2011 11:05

other player who picked CON and WEP cheap and everything else expensive will have battleships with weapons almost twice the power of yours knocking at your door by the time you begin to toy with cruisers. And probably Nubians by the time you are beginning to be comfortable with battleships.

Don't underestimate the power or lower hulls against bigger but less tech-balanced hulls! Shields, Comps, and even Engines count, and many's the BB that's been killed by a few well-designed CCs, particularly if its debris yielded useful new tech. Twisted Evil

Nub fleets can be beaten by BB fleets, even if it's not a proposition for the faint of heart. Nubians aren't the be-all and end-all, particularly if most of their tech isn't as developed as Weaponry. Dueling

Been there, done that, got the tech boost. Deal



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