About playing 2 ai's |
Sun, 11 May 2014 16:45 |
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iloverushandledzepp | | Chief Petty Officer | Messages: 80
Registered: April 2014 Location: Canada | |
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I think I'm ready, how hard is it? what do I need to know?
Drill on the sun?! I'd rather freeze on Pluto than fry on the sun! What? How much minerals did you say? Well, Since you put it that way...Report message to a moderator
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Re: About playing 2 ai's |
Sun, 11 May 2014 16:50 |
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Same concept as a single AI game. Grab planets, don't let them dig in too deep, keep your cap on your breeder planets (85%+) @ 25%/33%.
I know my minefields.. but I'm a chaff sweeper.
I used to curse when I got stuck in traffic... till I realised I AM traffic.Report message to a moderator
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Re: About playing 2 ai's |
Sun, 11 May 2014 18:57 |
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neilhoward | | Commander | Messages: 1112
Registered: April 2008 Location: SW3 & 10023 | |
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iloverushandledzepp wrote on Sun, 11 May 2014 14:13I'm not good at managing the %'s
Look at your hw (hold down the left mouse button over your population on the lower left of the screen).
If you are a Joat with NAS it will say your HW can hold up to 1,320,000 colonists; if Joat without NAS 1,200,000; if non-Joat (and non-AR, non-HE) 1,100,000 with NAS or 1,000,000 without NAS.
So take this number (1320, 1200, 1100, or 1000) and multiply it by the habitability value of one of your colonies (decimal value instead of percent), and multiply that by 0.33 (or 0.25). EX: an SD with NAS and a planet worth 86%, so 1100*0.86*0.33=312.18 (or a cap of 312,200 colonists).
Here are some helpful articles
"Basic Game Play" by Jason Cawley 1997 v2.6/7
The Basics of Population Management by Jason Cawley - 15th January 1999
How to Get Over 25,000 Resources by 2450 by Jason Cawley - 16th January 1999
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Re: About playing 2 ai's |
Mon, 12 May 2014 04:22 |
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Place a minelayer/sfx in orbit of your breeders, rename it with the 25% or 33% cap pop rounded off..
For eg, Vault 3000kt or Vault 3500kt etc.
Make a new LF every 2nd year or a couple of privs every year and keep exporting pop to your new breeders till they reach 20% (then they can grow on their own), or to your production planets (between 25%-75% value worlds).
Use Ctrl+click to transfer pop in multiples or ctrl+shift+click.... err, it's muscle memory for me now, so I don't remember the exact key combinations... but you can transfer in 1000kt or 100kt per click.
I know my minefields.. but I'm a chaff sweeper.
I used to curse when I got stuck in traffic... till I realised I AM traffic.Report message to a moderator
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Re: About playing 2 ai's |
Wed, 14 May 2014 04:54 |
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mrvan | | Officer Cadet 1st Year | Messages: 220
Registered: May 2014 | |
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As far as I understand:
max terra x%: terraform up to x% every turn until world is fully terraformed
min terra x%: terraform up to x% every turn until world is green
Some people advise to slip in 1% terraform as soon as a world reaches 100 production, then another at 300 etc. IMHO that is too much MM, so if I bother I usually put 1% terra after 10 factories/mines; this is a bit slower but still means some terraforming gets done before all factories are built (and also means some mines are built even if there is germ left over, is that optimal?)
If you want a 2-turn build orbital gate on new colonies, you need 100 resources, which means 1000 colonists. So, you could create a large freighter colonizer and load it with 1000 colonists, 100 germ, and 50 iron+bor or something like that, and it should be able to get a gate up in two turns. In earlier game, I usually send a privateer colonizer with 200 colonists and 50 germ (or a bit of iron and bor if the planet is really poor in either, but after colonizing you generally have enough minerals for a cheap gate, since the privateer supplies most of the needed 50 iron and you only need 15 bor). I leave the planet alone for a couple turns until it can build a starbase in 2 turns, and then bring in more people and germ to get it up to where it needs to be.
[Updated on: Wed, 14 May 2014 04:56] Report message to a moderator
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Re: About playing 2 ai's |
Wed, 14 May 2014 11:52 |
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m.a@stars | | Commander | Messages: 2765
Registered: October 2004 Location: Third star to the left | |
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mrvan wrote on Wed, 14 May 2014 10:54Some people advise to slip in 1% terraform as soon as a world reaches 100 production, then another at 300 etc. IMHO that is too much MM, so if I bother I usually put 1% terra after 10 factories/mines; this is a bit slower but still means some terraforming gets done before all factories are built (and also means some mines are built even if there is germ left over, is that optimal?)
Depends on the race, factory and mine settings/costs, TT LRT, etc. It's better to testbed that kind of thing when doing race design, as it can significantly impact growth.
As for MM, that's what "auto" is for. You can actually "time" the 100 and 300 Res production "milestones" (or others you choose) by inserting small batches of "auto" Mines, Facts, Defs, when needed. In extreme cases, players have managed to craft "Default" Qs that work almost as well for the HW, greens, yellows, and everything. So you can MM-to-the-max once or twice and then it's fire-and-forget to the end.
So many Stars, so few Missiles!
In space no one can hear you scheme! Report message to a moderator
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Re: About playing 2 ai's |
Thu, 15 May 2014 09:35 |
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mrvan wrote on Wed, 14 May 2014 10:54As far as I understand:
max terra x%: terraform up to x% every turn until world is fully terraformed
min terra x%: terraform up to x% every turn until world is green
Absolutely correct.
Just one addon:
min terra x%: terraform up to x% every turn until world can carry the pop
Usually it's used for terraforming yellows to green and afterwards the MIN TERRA greys out. But the exception is if the planet is overpopped (on bad greens for example): then the MIN TERRA gets activated again.
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Re: About playing 2 ai's |
Fri, 16 May 2014 02:25 |
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magic9mushroom | | Commander | Messages: 1361
Registered: May 2008 | |
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My default queue is:
Autobuild 1000 factories
Autobuild 1000 mines
Autobuild Max Terraform 100%
Autobuild 100 defenses
This gives, in general, the best outcomes (factories increase production speed, if it can't build more factories it needs more mines, and terraforming/defenses don't immediately give returns so they should be done after factory-ramp in general). Main deviation from this is worlds with crappy Germanium concentrations - for those, you should move the mine build order after the terraforming order, since building mines won't help it build the factories faster (instead, dump Germanium on the planet from elsewhere - my favourite way to do this is to fill the empty space in my pop transports with Germanium).
If I want terra before it's fully industrialised (ie, if it's a near yellow with high "green jump"), I do it manually rather than automating it.
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Re: About playing 2 ai's |
Fri, 16 May 2014 03:08 |
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The problem with that queue is that you'll have no germ to make the occasional scout/coloniser as you won't have any germ.
I put in a couple of mines once the initial factories are built and then a big slot of factories again.
I know my minefields.. but I'm a chaff sweeper.
I used to curse when I got stuck in traffic... till I realised I AM traffic.Report message to a moderator
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