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HP races Sun, 16 November 2003 10:28 Go to next message
freakyboy is currently offline freakyboy

 
Lieutenant

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Registered: November 2002
Location: Where the clowns can't re...

Just a question here about HP races. I'm basically working on an IT HP race designed to not be last in the early game - but is king of end game. I've never really played a HP race so I'm curious.

Basically I have a few questions for HP fans....

Hab

Immunity or no Immunity?
Wide hab and decent mines or thin hab and remote miners?
Growth rate? How low can a HP go? General rule of thumb is 19% for -f, 17% for HG is as low as you can go - but what about HP???

I've got it narrowed down to either a 1 in 3 (one click from 1 in 2) range with no immunity or a 1 in 7 with an immunity.


Factories

14/8/21 - this seems to be the break point optimum. It generates just shy of 4k of resources on a 100% planet.

or

15/8/25 - max output: 4.75k for a 100% world (5.225k for an ORBM race... but that's really risky)


And finally technology... I've stuck to weapons normal, everything else expensive hoping that my excess production will allow me to catch up really bloody quick once I've got a few worlds at 50% capacity and shipping colonists about.

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Re: HP races Sun, 16 November 2003 16:29 Go to previous messageGo to next message
Sinla is currently offline Sinla

 
Warrant Officer

Messages: 132
Registered: February 2003
Location: the Netherlands
IT-HP I once tried:

NRSE, OBRM, NAS
immune, -100/52, 46,86 (1 in 6), 17% growth.
15/8/21, 10/4/14 (+ checkbox Very Happy )
weap,cons cheap, en,elec normal.

OBRM: bit risky, especially with the pretty sucky mines. Did work out ok though, because everybody had quite some space to grow. That's the first priority for playing an HP anyway!
Also I prefer having RS actually...

the immunity made the worlds bigger, but they were a bit few in the beginning. I would try it w/o the immunity next time I play.
Then you can also have some better mines, which should maybe be a bit better than these anyways. Growthrate played well (maybe it can even be set to 16% with the immunity?).
Factorysettings are optimum. I would recommend them for every HP. Especially the 21 operated is great for not too big a cost. Cost 7 to build is too expensive, cost 9 to build is terribly slow for an HP and are no real options IMO.

What I really liked about this race is the great tech Smile In 2484 I had endgametech (and there was NO AccBBS!). Only 1 race I traded with (and I only got energy from him). Oh, I was missing elec19, that came in 2486
Only a terrible germ shortage Sad

Not the greatest race, but hey, I was only just beginning Wink



If you can't beat me... Run away...

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Re: HP races Mon, 17 November 2003 12:21 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
freakyboy wrote on Sun, 16 November 2003 17:28

Immunity or no Immunity?


No immunities is better for HP.

Quote:

Wide hab and decent mines or thin hab and remote miners?


Decent mines & OBRM. Mines like 11/3/18. Remote miners are waste of points and hab.

Quote:

Growth rate?


Take 17% as minimum anyway.

Quote:

14/8/21 - this seems to be the break point optimum.
15/8/25 - max output: 4.75k for a 100%


First is too slow, second has lack of points for other stuff and a total germanium shortage... remote miners or whatever.
I prefer factories like 15/7/18-21 and checkbox.

Quote:

I've stuck to weapons normal, everything else expensive hoping that my excess production will allow me to catch up really bloody quick


Take 1.5 cheap as minimum. You may take weapons normal but take something cheap too. If there is allowed trade then you can never catch up being the resource leader and last in tech.

Finally i would say that i prefer HGs for IT. With ISB! Ability to throw up fort with gate... in 3 years. Gives you expansion ability that compensate any HP econ just because you got more better planets and quicker ... sorry.

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Re: HP races Tue, 18 November 2003 02:20 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
Quote:

Immunity or no Immunity?

I'd say yes. It helps with faster terraforming.

Quote:

Wide hab and decent mines or thin hab and remote miners?

JC has suggested wide hab, because there's the fourth environment variable a HP race is dependent upon: germ concentration. OTOH if you'd like to play an allies-dependent game you could go with narrow and shifted hab and intersettle heavily. But remote miners anyway, because you'll need a lot of germ early and BIG amount in late game, and there's no way your standard mines will produce enough of it.
BR, Iztok

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Re: HP races Tue, 18 November 2003 02:46 Go to previous messageGo to next message
zoid is currently offline zoid

 
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Kotk wrote on Mon, 17 November 2003 09:21

freakyboy wrote on Sun, 16 November 2003 17:28

Growth rate?


Take 17% as minimum anyway.
Why is such a high growth rate necessary? What good are all the excess colonists when they are minimally productive without factories, which are always lagging behind?

High growth rate for an HG makes sense - the resources they put out without factories makes it worthwhile. Drop a load of colonists on a new green world and you've got hundreds of resources before they even start, which gets the world to maturity quickly. But with pop efficiency of 1/2500, I just don't see the point. It appears to me you're paying a lot of extra points for a bunch of do-nothing slackers who are waiting for too-few factory jobs. Drop 2500 colonists or 500,000 colonists, it's all the same without factories.

Maybe that expensive "cost 7" factories would be a better application for the points spent for excess population growth. I've tried some HP designs in testbed with "cost 7" factories with 15 efficiency, combined with as little as 14% growth and found factories still lagging FAR behind the population workforce. I don't remember how these experiments performed - it wasn't spectacular, I do remember that. My opinion in the end has always been "this isn't working".

So what do I know? I'm not challenging anyones opinion - I'm just looking for an answer. I need someone to explain the value of high population growth for a populace that isn't productive without factories. What am I missing, here?



I'M NOT AN EXPERT AND I'M OFTEN PROVEN WRONG. TAKE THAT INTO CONSIDERATION WHEN YOU READ MY POSTS.
Math? Confused Ummm, sure! Nod I do FREESTYLE math.

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Re: HP races Tue, 18 November 2003 03:14 Go to previous messageGo to next message
Sotek is currently offline Sotek

 
Chief Warrant Officer 2

Messages: 167
Registered: November 2002
You don't have enough germ.

What are your mine settings?

Do you have the g box checked?

Are you exporting germ from your well-developed worlds to your new ones?

And remember, population growth *compounds*.

Factories grow FAR, *FAR* faster than people, for an HP.

Even an HG's factories can catch up to people reasonably quickly, with enough germ.

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Re: HP races Tue, 18 November 2003 03:24 Go to previous messageGo to next message
gible

 
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Registered: November 2002
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The trick (or catch) with growth rate is that it is the ONLY source of new colonists(barring the SS pop steal "feature") which are the basis for aquiring every other resource type. Hence the higher the better, and the whole point of playing HG races well is to keep your actual colonist growth at its maximum ie the 25%/33%/50% holds. Not so easy to do with HP races since your translation from colonists->production resources is much worse and building enuf ships to keep the growth at maximum is difficult to impossible until you've built enuf factories to improve the colonist/production resource ratio. OTOH -f races excell at it and can additionally not worry about spending production resources on factories(better colonist/production resource ratio)

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Re: HP races Tue, 18 November 2003 03:54 Go to previous messageGo to next message
Sinla is currently offline Sinla

 
Warrant Officer

Messages: 132
Registered: February 2003
Location: the Netherlands
My trick with my (1i, so rather good in growing pop) HP was keeping all worlds on 25% cap untill they build all there factories (remember, I had 17%). Exces pop was in freighters. Then terraform, then to 33%, terraform some more, then to 50%. And in between the extra terra when it is available. When they were all terraformed and ready I let them grow on and after a few years I topped them off to 100% with all those colonists in orbit (or I gated them in if necessary). This works rather well and in 2489 I had more than 6 million people in freighters. A popdropwar with an HP Laughing
I had 87 planets, 22 of which where at 100% capacity (these 22 where good for... 79096 resources! Yeehaw!)
This makes me think: There should be a nice puzzle in this. What were the values of those 22 planets (race elsewhere in this thread) Cool

At that time (I was starting the Nubera... No AccBBs ya know) my curve was going thru the roof! I even was keeping some worlds down in there factories, because I needed the germ for the ships.

I really came to the conclusion that 16% wouldn't play that different with this race (who could ever dream that this was viable?).

But still, the difficulty in building a gate on new worlds was really annoying.



If you can't beat me... Run away...

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Re: HP races Tue, 18 November 2003 04:32 Go to previous messageGo to next message
zoid is currently offline zoid

 
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Registered: December 2002
Location: Murray, KY - USA
Sotek wrote on Tue, 18 November 2003 00:14

You don't have enough germ.

What are your mine settings?
Generally the same as my factory settings. If I have 24 factories, I have 24 mines, 10 efficiency. If anything, I'll build more mines than factories, because I've tried unequal factory-mine settings weighted in favor of factories, and weighted in favor of mines, and I prefer the mines to be equal or greater than the factories.

Quote:

Do you have the g box checked?
ALWAYS!!! With any race!!! (I don't do -F....colloidal frigate hordes, bah!)

Quote:

Are you exporting germ from your well-developed worlds to your new ones?
Yes. Once I HAVE a well developed world, at least. It takes forever to get my HW to mature. Often it has a crappy germanium concentration, but that's the breaks, right? I don't restart the testbed when the mineral concentrations are at 30 or less, I just deal with it. A competent race should be able to deal with whatever it's dealt in mineral concentrations.

Quote:

And remember, population growth *compounds*.
Don't even start with the math. Razz Wait, what the heck do you mean, "it compounds"? With 1/2500 efficiency what is the value of it compounding?

Quote:

Factories grow FAR, *FAR* faster than people, for an HP.
Not for me, they don't. Even with 15/7/# settings and much lower growth than 17%. Eventually (as it gets close to matching factories to the available population level) the planet builds factories at an astounding rate, but it takes forever to get going just with population and a supply of germanium.

Quote:

Even an HG's factories can catch up to people reasonably quickly, with enough germ.
Well, that's understandable to me. The HG model just seems far superior. Like I said, drop 500,000 HG colonists on a new world and they actually work. They seem to get the factories going much faster than the HP. Drop 500,000 HP colonists on a new world and they just look around for the unemployment office, because they're spoiled factory-union laborers and refuse to lift a shovel. Shame

Now that we've ascertained that I use WONDERFUL mine settings as well as factory settings, and that I'm not just leaving germanium lying around while other worlds are starving for it...

Of what value is hordes of population that don't do diddly for me until the factories are built? Am I just exaggerating the uselessness of population with 1/2500 efficiency? That's possible. I didn't just now do a testbed; I'm writing from jaded reflections of testbed HP races that just didn't seem to compete with my HG attempts.



I'M NOT AN EXPERT AND I'M OFTEN PROVEN WRONG. TAKE THAT INTO CONSIDERATION WHEN YOU READ MY POSTS.
Math? Confused Ummm, sure! Nod I do FREESTYLE math.

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Re: HP races Tue, 18 November 2003 04:42 Go to previous messageGo to next message
zoid is currently offline zoid

 
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Sinla wrote on Tue, 18 November 2003 00:54

My trick with my (1i, so rather good in growing pop) HP was keeping all worlds on 25% cap untill they build all there factories (remember, I had 17%). Exces pop was in freighters. Then terraform, then to 33%, terraform some more, then to 50%. And in between the extra terra when it is available. When they were all terraformed and ready I let them grow on and after a few years I topped them off to 100% with all those colonists in orbit (or I gated them in if necessary). This works rather well and in 2489 I had more than 6 million people in freighters. A popdropwar with an HP Laughing
I had 87 planets, 22 of which where at 100% capacity (these 22 where good for... 79096 resources! Yeehaw!)

I think perhaps I was expecting too much by 2450. I never got my worlds above 50%, never testbedded past 2450 before deciding my HP was hopeless, with worse tech and resource production than the typical HG at that point. Perhaps my whole problem is just having unrealistic expectations that could not be met within the time I gave it, and giving up before getting to the point where the HP shines and needs the extra population growth. Possible?



I'M NOT AN EXPERT AND I'M OFTEN PROVEN WRONG. TAKE THAT INTO CONSIDERATION WHEN YOU READ MY POSTS.
Math? Confused Ummm, sure! Nod I do FREESTYLE math.

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Re: HP races Tue, 18 November 2003 05:18 Go to previous messageGo to next message
Sinla is currently offline Sinla

 
Warrant Officer

Messages: 132
Registered: February 2003
Location: the Netherlands
Well, you got to give it time to work, Zoid Nod

The game I played (it's my only reference to HP, so I keep on using it - nonAccBBS, HW at 27 germconc Silly hair ):
2425: 800 resources...
2436: 3100 resources. Hw finished this year! In testbeds with better germconc. this was *much* sooner (and then you have lots of germ to fly around with also).
2450: 12k. Maybe with AccBBS this is lots higher, but hey Wink
2460: 28k. Curve is getting more vertical every year now...
2470: 58k.
2480: 87k. Here it is seems to have not been growing quite as hard...
and game ended at 2489: 126k.
Could have done better s'ppose, but MM was a bit tiresome for some while (and RL also btw).
With this race I had great techsettings however (23/26/14/26/19/14 when the game ended. Only traded with one race, which provided energy).

If you're looking for an HP with 25k in 2450... Not that easy I think...

my 2 cents

(hey, I spent alot more cents on this topic I think Laughing )



If you can't beat me... Run away...

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Re: HP races Tue, 18 November 2003 12:42 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
zoid wrote on Tue, 18 November 2003 09:46

Kotk wrote on Mon, 17 November 2003 09:21

freakyboy wrote on Sun, 16 November 2003 17:28

Growth rate?
Take 17% as minimum anyway.
Why is such a high growth rate necessary? What good are all the excess colonists when they are minimally productive without factories, which are always lagging behind?


It helps with everything!

1) Your colony planet gets up slower so you need to expand quicker to keep up the rat race. More pop, more people to expand.

2) If you colonize a planet there are no factories so all resources you have are done by pop. More pop more initial resources.

3) If someone attacks you ... your people are too weak to build decent orbital. But they are as good as others are in ground combat. More pop, harder to attack very early.

4) Its your pop that is needed to operate the factories. More pop more ability to operate factories.



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Re: HP races Wed, 19 November 2003 17:00 Go to previous messageGo to next message
joseph is currently offline joseph

 
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Zoid wrote
"Of what value is hordes of population that don't do diddly for me until the factories are built? Am I just exaggerating the uselessness of population with 1/2500 efficiency?"

You may be exaggerating a little. (assume factory cost 8 )
Plan is drop a load on a new world (2K) so you have 80 resources = 10 new factories. Leave 3 turns and you have 40 factories (give or take 3).
40 factories gives 60 resources leave some colonists (say 20% of capacity) so you then have at least 80 resources = 10 factories so it will now grow on its own (feed with G if required)
The rest of the colonists move on to the next world.
Any surplus pop over 25% moves onto new worlds from any turn after that.

This works even better if you have Huge numbers of pop
Drop 6K 3 turns = 100 factories. Leave 1K to work factories and move on.

Just my my 2 cents (cents where the hell are the pennys)
All maths above is "Close Enough"

[Mod edit: fixed the "8 )" since it turned into a Cool ]


[Updated on: Wed, 19 November 2003 17:34] by Moderator





Joseph
"Can burn the land and boil the sea. You cant take the Stars from me"

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Re: HP races Wed, 19 November 2003 22:57 Go to previous message
zoid is currently offline zoid

 
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Messages: 348
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Alrighty ,then. Next time I'm playing around with an HP experiment I'll keep all of this in mind and try a higher growth rate than I'm normally inclined to. Thanks for the feedback, everyone.


I'M NOT AN EXPERT AND I'M OFTEN PROVEN WRONG. TAKE THAT INTO CONSIDERATION WHEN YOU READ MY POSTS.
Math? Confused Ummm, sure! Nod I do FREESTYLE math.

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