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Re: RWIAB Race Design |
Sun, 31 August 2003 09:21 |
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The Taubat | | Officer Cadet 3rd Year | Messages: 263
Registered: December 2002 | |
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basicly choose a race that has a 1\3 - 1\6 hab, and a GR of anywhere from 17%-20%, you do not need that many mines (like a 10\3\10 settings or lower) however the more you can build, the less likely your going to run out of mins late game. NAS is also a poor choice for this type of game, as to the fact that you cant see where ALLL of your enemy planets are, however people may take SS for the research bonus,so taking NAS may not be such a bad choice.
[Updated on: Sun, 31 August 2003 09:22]
Royal Sha'a'kar of the Taubat peopleReport message to a moderator
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Re: RWIAB Race Design |
Thu, 04 September 2003 20:29 |
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Sotek | | Chief Warrant Officer 2 | Messages: 167
Registered: November 2002 | |
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joseph wrote on Thu, 04 September 2003 17:34 | You want to be quick!
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Very much true. Speed is the name of the game here.
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So advanced Star bases as quick and cheap to put up (space Dock)
IFE is good if you can find the points
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Both of those are true, and you should definitely be taking at least one of the two, possibly both.
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TT expensive but reduces your terraforming costs (on a world that has 3, 10hab moves you spend 2100 rather than 3000) and if you ever get the chance to research bio better planets eventually.
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Very true, and I would advise taking TT for almost all -fs under just about any circumstances, after some recent testbedding results.
The 30 res less to terra pays off MASSIVELY.
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pop growth 17-20 (15 or 16 is poss with JOAT) but as the jump from 18 to 19 or 20 is large make sure you do it for a reason.
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I'm going to argue here.
The jump from 19 to 20 is large, yes.
The jump from 18 to 19 is *not* so large, and you NEED that speed.
The winning race in RWIAB I was 20%.
You should think carefully about 19 versus 20, but for a -f, NEVER go lower.
You have no way other that growth rate to speed up your growth. None. Nothing. You need to grow as fast as possible.
And you shouldn't be going below 18 for any race ever, except for AR or HE or a few special start situations.
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Immunity - very expensive but very useful.
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True. You can win without an immunity, but they help a *lot*.
(If you have an immunity and TT and centered habs, you have 1 in 2 100% value worlds at max terra. Think about that.)
And eff 10, and should be operating between 8 and 14 or so.
Construction and weapons cheap is effectively a requirement.
You need well-armed BBs ASAP.
You can go from 2 to 3.5 cheap, but you /need/ those two.
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OBRM is pretty much standard
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More than that, in the size RWIAB is, with the sort of races RWIAB *has*, unless you're AR, you /must/ take OBRM. You need points, you need more per-planet resources, it is very very much worth it.
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NAS and NRSE are good for points if you dont mind being blind and having to take a spare can of petrol for all long trips.
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NAS hurts in Weasel Warfare. A lot. Unless, of course, you're certain you'll be able to trade for scanners. Intel is vital, and you can't keep an eye on all the other guy's worlds without penscans.
NRSE hurts too. Yes, the points are good, the early warp 10 is nice, but in the BB era, I'd prefer fully gateable beamers that can't go warp 10 to ones that hurt when you gate and can go warp 10.
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Then all you have to do is be quicker, nastier and more rabid than your neighbours - while at the same time looking non threatening so they dont gang up on you.
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Indeed. Following some of the above will help there.
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I am also playing in RWIAB II (or IIb or c or d) but I didnt take any of my advice above - I am playing AR - Fear my Wrath, watch my worlds go Pop
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Heh heh. My advice for you, friend, is to make them. Friends, that is.
...
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Re: RWIAB Race Design |
Fri, 05 September 2003 04:33 |
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Micha | | | Messages: 2342
Registered: November 2002 Location: Belgium GMT +1 | |
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Sotek wrote on Fri, 05 September 2003 02:29 |
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NAS and NRSE are good for points if you dont mind being blind and having to take a spare can of petrol for all long trips.
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NAS hurts in Weasel Warfare. A lot. Unless, of course, you're certain you'll be able to trade for scanners. Intel is vital, and you can't keep an eye on all the other guy's worlds without penscans.
NRSE hurts too. Yes, the points are good, the early warp 10 is nice, but in the BB era, I'd prefer fully gateable beamers that can't go warp 10 to ones that hurt when you gate and can go warp 10.
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You lose more ships going warp10 with non-warp10 capable engines than overgating the 377kT IS-10 BBs (with the prop12 ramscoop the weight is still 349kT).
Nevertheless a -f is better off with ramscoops since they cost less in resources, less in iron/bor and more in germ (which the -f has plenty of).
mch
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Re: RWIAB Race Design |
Fri, 05 September 2003 15:30 |
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Sotek | | Chief Warrant Officer 2 | Messages: 167
Registered: November 2002 | |
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Yes, you lose more by running at warp 10 when you can't, but you get to the battle faster via gating, and you don't *want* to run warp 10 anyway, because then you lose your chaff.
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