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Re: -f HE |
Thu, 18 December 2003 15:49 |
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A -f race doesn't have resources being consumed building factories so more are free for other stuff.
On defence, no factories to worry about getting bombed, easy to just load up pop and run somewhere's else if a fleet with bombers are heading your way and you can't stop them.
IMO the 40% growth rate part is overblown, I would go for a lower growth rate still much higher than everyone elses but take other advantages like wider hab to end up with the same sort of high growth rate overall.
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Re: -f HE |
Thu, 18 December 2003 18:24 |
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multilis wrote on Thu, 18 December 2003 21:49 | A -f
IMO the 40% growth rate part is overblown, I would go for a lower growth rate still much higher than everyone elses but take other advantages like wider hab to end up with the same sort of high growth rate overall.
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Of course you are rigth like i told some message earlier the 40% grow HE is nop playable ....... normaly Playing HE you should take 13-15 % (26-30%)and wider hab works normaly well.
But we have talke about Pop grow and Timmy told that a Joat would outgrow a HE 20% ( 40% )this is why i takting about a HE -f 20% ( 40 % ) .
ccmaster
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Re: -f HE |
Thu, 18 December 2003 22:36 |
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alexdstewart | | Chief Warrant Officer 2 | Messages: 164
Registered: July 2003 Location: Brisbane, QLD. | |
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LEit wrote on Wed, 17 December 2003 21:20 |
alexdstewart wrote on Wed, 17 December 2003 19:06 | Am I missing something here?
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Yeah, they're talking about a 20(40)% HE.
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Ohoh... reminds me of the good old days of HE designing
You now, HE for me doesn't stand for Hyper-Expansion. It means High Explosive for blowing stuff... , like other races...
In this game ones who grow faster, win. But you must remember that ideal growth rate is never achieved outside 1 turn all 100% jumps between planets. Most, (correct me if I am wrong) races do no achive growth greater than 12% for long. Personally I donno why two immune HE are not popular- they can achieve somewhat greater growth rate because of distances between habbitable planets being much shorter. (I have the formula somewhere).
The important thing is GROWTH=planet value*growth rate
so if you spend those lousy few hundred from factories to growth, you'll sacrifice your total output with pop that is hard to control, plus I don't see how you can reach 30+ growth rate without sacrificing the immunity (I always take it)
IMO the better way to go is to:
I. Take one immunity
II. Adjust your hab so that you have at least TWICE as many planets as any HG (read 1 in 2)
III. Keep the fac- the initial expansion stage is too quick for HE to build them in any significant number i. e. act as if you are an -f. When things start to get a little crowded, you will have solid mineral base and 'll be able to build all the fac in 5(!) turns.
IV. Having growth rate that is slightly better than the best a normal race is still enough to outgrow 'em. i. e. go for 22-24% growth rate- it'll add up .
If you can do all that, you've just created a race that would roll over any pesky CA. Which is just as well, cause I HATE 'EM
(which is the major reason why I never get 'em orbital adjusters )
NOTE: if none of this makes any sence, you are not the only one to think that
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In the Future there is only WAR...
Therefore our extinction is assured, it is just a matter of where and when.Report message to a moderator
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Re: -f HE |
Fri, 19 December 2003 03:51 |
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alexdstewart wrote on Thu, 18 December 2003 20:36 |
IMO the better way to go is to:
I. Take one immunity
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I like anywheres from 0 to 3 immunities, with 2i being my least favorite because I would rather jump to 3i and not worry about habs at all.
Lower the number of immunities and you can improve hab range and growth rate to compensate. With 0i, your average good greens are now only perhaps 50% hab, but if you have 30% growth rate that translates to a still respectable 15% growth. And wider hab helps compensate for each planet having a lower total pop.
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Re: -f HE |
Fri, 19 December 2003 13:17 |
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alexdstewart | | Chief Warrant Officer 2 | Messages: 164
Registered: July 2003 Location: Brisbane, QLD. | |
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I think not!
Take no immunity and the average is 50?
Why THATS a surprise!
Unless we are playing complitely different games, you should be getting average 30% worlds with 0i which puts you BEHIND the rest of galaxy. Back to square one IMO, but with difficult to control population and LOTs of MM.(?)
50%-60% worlds become available with more like 1i. (Am I not right?). I was SO frustrated with 0i settings, I NEVER take 'em anymore... Without 1i your terra efforts are VERY cost ineffective, which is a MAJOR issue with HE I've found... from experience.
With 2i your terra is not very effective either, 'cause the planets U get are of such good value ...
Also your growth WILL be significantly hampered by the- "takes forever just to build an empty spacedock" issue.
I am not perfect and there might be a way(s) to get around those issues, but I don't see how that's possible. If you know, please tell me- knowledge shared is knowledge gained.
In the Future there is only WAR...
Therefore our extinction is assured, it is just a matter of where and when.Report message to a moderator
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Re: -f HE |
Sat, 20 December 2003 00:02 |
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alexdstewart wrote on Fri, 19 December 2003 11:17 | I think not!
Take no immunity and the average is 50?
Why THATS a surprise!
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I said average GOOD greens rather than average planet. BIG difference. Good greens are the ones you actually use for breeding. A regular race might have more reds than greens to look at, yet their average good green is a usable green, not a red. In the beginning you can be selective, and the poor greens are treated similar to yellows for other races.
You don't build even a spacedock everywheres, it is a game of strategically picking planets to build ships and the rest do other things like techs and minerals. With the mini-coloniser you are moving pop and minerals at warp 9 right from the start.
There are systems to help in the micromanagement part, including lots of automated orders, but yes it is a comparative pain. As a -f, there are some other micromanagement issues that disappear, just like as a 3i some micromanagement issues disappear.
I'm not the biggest -f fan, I would prefer other setups, but I can see it working well in certain games.
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Re: -f HE |
Wed, 27 June 2007 20:16 |
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Yes it could but i would take a grow of about 15%(30%) makes a good job for your grow and you still have lots of points to spend for habs and tech .
ccmaster
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Re: -f HE |
Thu, 28 June 2007 11:44 |
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crr65536 | | Chief Warrant Officer 3 | Messages: 180
Registered: June 2005 | |
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I took this race to the game Cut-Throat:
HE
NRSE,ISB,OBRM,NAS,LSP
Gravity: 0.33-2.96g
Temperature: -116C - 116C
Radiation: Immune
1/2, 15% (30%)
1/900
5/25/5 factories
10/3/13 mines
Weapons, Construction cheap, rest expensive and start @ 3
While I lost the game quite a while ago (it's still going on) due to bad diplomacy and very bad fleet deployment, the race itself grew very nicely. It started in the center and pretty much colonized everything, and was ahead in tech for a lot of the game despite not getting good trading going with other players.
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Re: -f HE |
Thu, 28 June 2007 13:37 |
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Would change some settings of the race before playing .
1/900 if for a HE Race to expensive the 1/1000 should do .
10/3/13 Mines is a good setting for "normal" races but for a HE -f with only 550 Res. you dont need so much minerals 10/3/8 should do.
MAybe you should think of one more tech cheap and for this not check the 3 at start. So you can faster research the Kon.3 you need for your pop-grow .
ccmaster
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