Home » Primary Racial Traits » AR » Tri Imune AR?
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Re: Tri Imune AR? |
Tue, 22 July 2008 05:58 |
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Soobie | | Officer Cadet 3rd Year | Messages: 270
Registered: May 2007 Location: Australia | |
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Thought it was time this moved to the tri-imm thread
magic9mushroom wrote on Tue, 22 July 2008 09:01 | I can't exactly help the fact that I'm crap, what did I do wrong? How did you get better results? I put on B:MM, AccBBS, and that's it I think. NRE hinders economic development slightly due to artifacts.
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No, I had lower resources. You weren't crap - I was the one that was lazy and had the lower res count. Where did I say you were crap?
You had Beginner Max mins? Oh, nice boost. I didn't even think of checking that. Poo. I'd've felt guilty checking that one. As it was, conc came in high thanks to 50+ pts into min concs.
NRSE is pretty tempting. Maybe I'll try it with that too 'one day'. That would give ... umm ... AR: Tri-imm, 6%, IFE, ARM, ISB, NRSE, NAS, RS; 8 divisor; 3.5 cheap (probably W, En, Con cheap, El normal for me thanks) and a few points left over I reckon. Might be -1 or -2 that would be bad. I should open Stars! later and check
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Re: Tri Imune AR? |
Tue, 22 July 2008 08:56 |
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magic9mushroom | | Commander | Messages: 1361
Registered: May 2008 | |
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No offense, but I think you're paying through the nose there. NRSE and expensive prop means your colonisers will never go far fast, and ISB is a bit of a waste. I think it's better to stay at your HW and just spam colos from there indefinitely, picking up people from your highest pop worlds and the HW. Works fairly well, because it's always more profitable to send the people to a new world than to one already colonised. Then once you can't keep up, use just a couple of the TFs to bring all the spare pop to one world and build an SB there. Then repeat the process. Since I have TGFS engines and you don't, I think my coloing will be faster, and in the end, that's mostly what matters, not the spread.
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Re: Tri Imune AR? |
Tue, 22 July 2008 09:57 |
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Soobie | | Officer Cadet 3rd Year | Messages: 270
Registered: May 2007 Location: Australia | |
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m9m are you using Tiny Packed or Small Normal?
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Re: Tri Imune AR? |
Thu, 24 July 2008 19:15 |
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joseph | | Lt. Junior Grade | Messages: 440
Registered: May 2003 Location: Bristol | |
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I did a test bed to support my colonising assertions. (interestingly I had enough race points to untick NRSE - but I didnt use ramscoops (apart from FM) it will be usefull when building warships to have the rams though).
Small packed (ACBBS ticked all else unticked).
Year 10
17, 3, 11, 0, 0, 19, 1050, 94, 1
tech 7, 5, 2, 5, 0, 0
Up till now all colonisation has been from homeworld, nothing has been more than 2 years travel.
All colony ships have gone at optimum warp (ie couldnt have got there faster unless at W10).
From 2411 I will also be colonising from other worlds with docks.
Year 20
42, 25, 20, 0, 0. 36, 2788, 286, 1
Tech 10, 9, 3, 9, 4, 1
As you can see at this point I am about as spread out as I would want to be. I started making some miners a turn or so ago. If I had wanted better resources I could have by researching Energy above 10 but I wanted to try for weap10 (about 200 resources short). The idea being that I could stick some r3 beams on my docks and fend off a simple attack.
My homeworld has 95kT my next largest world has 50kT it then goes down gradually to my smallest world has 23kT.
I could build a pinta at all my worlds that were at 40kT and take another 10-15 worlds over the next 5 turns
(for example all worlds are currently making pintas or bases - next turn I will have 42 bases and build another 6 pintas).
Its a better colonisation method than Magic9Mushroom's - however I have little or no minerals anywhere.
So like all 3i ARs if anybody wants to they can start killing my worlds.
You wont win with 3i AR - but if you insist on trying then this method stands the best chance of you gaining the space you need.
With a few miners lots of scouts and strategic gates you could intercept the first attack of your neighbours and if they are inexperienced they could be scared off by your advanced weapons.
Joseph
"Can burn the land and boil the sea. You cant take the Stars from me"Report message to a moderator
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Re: Tri Imune AR? |
Sun, 30 November 2008 07:45 |
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magic9mushroom | | Commander | Messages: 1361
Registered: May 2008 | |
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Here's the basic problem with 3i AR in terms of points:
AR
IFE, ARM, ISB, NAS, RS
3i, 6%
1/8
3.5 cheap
has a point total of -17.
Solutions have been: drop ISB, drop IFE (I testbedded this recently, it's vomit), drop ARM (I wouldn't advise it), take NRSE (kills your mid-late game) or take only 3 cheap (not good for your Prop problem).
I've got another one to toss up: What if you drop the coefficient to 1/9? You lose 6% of your resources, but can take perfect LRTs and tech.
Just a thought.
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Re: Tri Imune AR? |
Wed, 15 May 2013 15:56 |
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skoormit | | Lieutenant | Messages: 665
Registered: July 2008 Location: Alabama | |
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XAPBob wrote on Wed, 15 May 2013 12:42Thread resurrection time...
Why would NRSE hurt? You have docks everywhere...
His note says it would kill you in mid-late game. So, not when docks matter.
I'm guessing he's referring to the higher resource and mineral cost of conventional engines.
NRSE gets you the IS10 at prop11. That engine costs 18/25/10/60 and weighs 25kt.
Without NRSE, you don't get the IS10, but you get the TGMS at prop16. That engine costs 5/2/13/20 and weighs 11kt.
With IFE and without NRSE you also get the Galaxy Scoop at prop20. That engine costs 4/2/9/12 and weighs 8kt. And goes warp 9 on no fuel, warp 10 on 60% fuel.
The TS10 is available to all at prop23. That engine costs 3/0/3/10 and weighs 5kt. It uses 50% fuel at w10, but more fuel than the GScoop at other speeds.
So an IFE with NRSE is stuck with the IS10 from prop11 to prop23. It's a heavy, expensive engine compared to mid-late game engines available to those without NRSE.
[Updated on: Wed, 15 May 2013 15:57]
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