Home World Forum
Stars! AutoHost web forums

Jump to Stars! AutoHost


 
 
Home » Stars! 2.6/7 » The Bar » RWIAB II: The review thread
icon1.gif  RWIAB II: The review thread Thu, 18 December 2003 12:42 Go to next message
overworked is currently offline overworked

 
Lt. Junior Grade

Messages: 403
Registered: November 2002
Location: Pittsburgh, PA

A little preliminary posting to get the ball rolling. Game specific reviews will be posted separately. This thread is for RWIAB II discussion in general, plus some general statistics that might be useful as part of a -f race discussion.

RWIAB II was an all -f game. Small packed galaxy with an observer race (The Watchers). Enough races were entered that three games were started with 8 player races per galaxy. Generally referred to as IIa, IIb, and IIc games. General schedule was 5 turns/week (Tuesday - Saturday with the turn generation early morning GMT time. Which would be about 10pm on the East Coast of the US.)

All three games are in the late 2460s or early 2470s by the time of this post. The IIc game has just ended by acclaim since one race (The Happy Hounds) have pretty much demolished any and all opposition, not to mention colonizing about half of the planets in the galaxy.

Games will end by 2500 (if not earlier) and winner declared using a slight variation of the standard Stars! scoring. (Examples of this will be posted on the game forums themselves as the games get closer to the end point.) Scores will also go public in 2490 through use of the defined victory conditions.

====
A few general statistics on the submitted races.

24 races submitted.
(Skipping the observer. The same observer race was used in all three games. Basically a one-world-wonder WM PRT with cheap Elec tech and run in order to get pen-scan of all planets of the galaxy by roughly 2430.)

PRT Breakdown
6 IT
5 JOAT
4 IS
3 SD
2 SS
1 each of AR, HE, WM, PP
0 CA Very Happy

Host Comment: The JOAT PRT races seem to be performing quite well. The early scouting advantage might be a highly valuable factor for these races getting out of the gate.

PGR Rate Breakdown
15 @ 19%
5 @ 20%
3 @ 18%
1 @ 15%

Host Comment: Heavy concentration on the high end. Plus one of these is an HE race with a rate actually double that. Typical for -f races.

Tech Selections (using the "cheap" scale)
7 @ 3.5 cheap
7 @ 2 cheap
6 @ 3 cheap
3 @ 4 cheap
1 @ 1 cheap

Host Comment: Typical for -f designs. Cheap tech is useful for rapid development and the resource limitation they usually have.

Hab Ranges:
16 with 1 immunity
8 with three wide bands and 0 immunities
Total hab range went from 1in2 to 1in10; generally bunched in the 1in4 range.

The data there doesn't supply any specific combinations for a race. That is since there are games still active and there are race descriptions in greater detail in the game reviews that are being written. (Similar to the format for the RWIAB I review.)

More to come as it gets written.

- Kurt

Report message to a moderator

trophy.gif  RWIAB II: The review thread (PRT results) Sat, 27 March 2004 12:35 Go to previous messageGo to next message
overworked is currently offline overworked

 
Lt. Junior Grade

Messages: 403
Registered: November 2002
Location: Pittsburgh, PA

Game outcome by PRT of races.

Take these with a grain of salt please. IIc was won in a runaway. IIb and IIa were both won by alliances to some degree. The bottom three races in IIb for instance are the alliance that lost.

PRT
JOAT - 2 1st, 2 2nd, 1 3rd
Looks like early scouting and larger planet size is a nice benefit for the RWIAB II set-up.

IT - 1 1st, 1 2nd, 1 4th, 2 5th, 1 extinct
Ended up with subs at one point for most of the IT races that finished below 3rd. The IT races were a factor in both IIa and IIb.

AR - 1 3rd
Diplomacy, diplomacy, diplomacy. I thought this race was going to be dead meat...

SD - 1 3rd, 1 7th, 1 extinct
Mildly surprised at this. I'd expect -f SD to have some potential in the set-up.

SS - 1 4th, 1 5th

IS - 1 4th, 1 6th, 2 extinct
Underperformed in my opinion. The 15% PGR race was one of the IS as well.

PP - 1 6th
One of the losing alliance races in IIb. Kudos to Hetzer for playing something different.

WM - 1 6th
Hard to tell how it might have done in IIa or IIb. Got caught in a grinder in IIc.

HE - 1 extinct
IMO -f HE is not workable. This variant, a 19 (38)% PGR hit a wall in terms of resources and expansion by 2430.

====

The races in the various games are described in slightly greater detail in the individual game reviews. The reviews have been posted in the game forums, along with some follow-on comments by the players themselves.

- Kurt


[Updated on: Sat, 27 March 2004 13:22]

Report message to a moderator

Re: RWIAB II: The review thread (PRT results) Wed, 31 March 2004 18:27 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
Quote:


HE - 1 extinct
IMO -f HE is not workable. This variant, a 19 (38)% PGR hit a wall in terms of resources and expansion by 2430



imo HE -f can work... just not a 19% growth type, some other variations have potential.

imo JOAT with NAS is the obvious race to beat in most situations(unless CA is allowed). The bonuses (size, scanners, extra points, early tech) all add up. Having CA lose instaforming (but still have orbital adjustors) and JOAT reduced from 20% pop bonus to 10% would help.

Does anyone know why CA was given instaforming (considering that HE lost gates to weaken it)?

Report message to a moderator

Re: RWIAB II: The review thread (PRT results) Thu, 01 April 2004 01:08 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1207
Registered: April 2003
Location: Slovenia, Europe
Hi!
multilis wrote on Thu, 01 April 2004 01:27

imo HE -f can work... just not a 19% growth type, some other variations have potential.

I did some testbeds with -f HE in the same tiny dense uni. I got best results with 8% bi-immune 1 ultra-wide, and 7% 3-immune 1/900 designs. The 1-immune 2 full 9% was too planet-draw dependant to consider it playing in a -f game. However all designs started slower then a 19% JoaT, and with the lack of starting tech they could be easily overrun in an early war with an aggressive JoaT.
An interesting result was that 3-immune performed the best, probably because the non-immune temperature had less centered settings on colonized planets, so at turn 50 the 8% bi-immune produced the similar amount of pop as 7% 3-immune, but had 11k vs. 12k resources.
BR, Iztok


[Updated on: Thu, 01 April 2004 01:18]

Report message to a moderator

Re: RWIAB II: The review thread (PRT results) Thu, 01 April 2004 11:30 Go to previous message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
For HE, there also exists a non-immune super growth type... just not 19%. If you look at costs, a wide hab has some potential with a 10% to 15% growth rate. The denser the stars (and the shorter the game) the better, it can make rabid weasels look tame in the early years.

Even at 13% it becomes a challenge to ship out colonists as fast as they grow. Improved starbases really helps as your tiny eccons would take forever to get a full starbase up. Lots of micromanagement.

Report message to a moderator

Previous Topic: Skill ranking (was RE: Mentorship)
Next Topic: mentor games, HUH?
Goto Forum:
  


Current Time: Sat May 11 10:10:28 EDT 2024