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Home » Stars! 2.6/7 » New Game Announcements » New Game: Mineral Crunch
New Game: Mineral Crunch Mon, 15 December 2003 07:58 Go to next message
Tuna-Fish is currently offline Tuna-Fish

 
Crewman 3rd Class

Messages: 6
Registered: December 2003
Location: Finland
After reading the willy wonka post, and playing a little with mineless reace designs, I got an idea for a really twisted game:

All races have to set their mine settings to worst possible (5/15/5) AND pick OBRM. Ar is banned, all others are ok.

players: 8-12
player skill level is intermediate, but newbies wanting to try it out are accepted.
galaxy: medium, dense
accelerated bbs start
random events are off, because alien miner would be too good.
Victory conditions:
When people feel it should be over, for example when a player or an alliance with maximum of 2 players have gained a clear dominance over the others.

In-game vc is set to the player with most score after 100 years, so the scores will be visible after 2500.

Chaff is allowed, abusing split fleet dodge on attack is disallowed, all other cheats are banned.

Races will be checked by a third party, I'll pick someone trustworthy from #stars! or here, game will be generated by Ron using a .def file.

In the meantime send your application to
AVTuunainen (at) hotmail.com

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Re: New Game: Mineral Crunch Mon, 15 December 2003 10:22 Go to previous messageGo to next message
The Taubat is currently offline The Taubat

 
Officer Cadet 3rd Year

Messages: 263
Registered: December 2002
Want suggestions? mine is these.
DONT have OBRM a neccesity, this REALLY slows down the game, and KILLS ARs, why? they need the minerals to build warships to defend their homes. In order to have a decent mining fleet you need thousands of mining ships, and with no minerals this is incredibly difficult.



Royal Sha'a'kar of the Taubat people

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Re: New Game: Mineral Crunch Mon, 15 December 2003 10:39 Go to previous messageGo to next message
donjon is currently offline donjon

 
Lt. Commander

Messages: 808
Registered: November 2002
Location: Benque Viejo del Carmen, ...

The Taubat wrote on Mon, 15 December 2003 09:22

Want suggestions? mine is these.
DONT have OBRM a neccesity, this REALLY slows down the game, and KILLS ARs, why? they need the minerals to build warships to defend their homes. In order to have a decent mining fleet you need thousands of mining ships, and with no minerals this is incredibly difficult.


But according to the def... AR is banned. I think the host thought of that.

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Re: New Game: Mineral Crunch Mon, 15 December 2003 12:09 Go to previous messageGo to next message
Tuna-Fish is currently offline Tuna-Fish

 
Crewman 3rd Class

Messages: 6
Registered: December 2003
Location: Finland
The Taubat wrote on Mon, 15 December 2003 17:22

Want suggestions? mine is these.
DONT have OBRM a neccesity, this REALLY slows down the game, and KILLS ARs, why? they need the minerals to build warships to defend their homes. In order to have a decent mining fleet you need thousands of mining ships, and with no minerals this is incredibly difficult.


the 5/15/5 mine settings mean that a world with 100% concentrations can produce 275 of each minerals/turn. As most planets have lot lower concentrations, you can safely assume around 100kt/turn from each production world. To get to this high production, you have to pay 8250 res.

Amount of res used to reach same production capacity (275/turn) with the OBRM mining ships: mini-miners and robo-mini miners: 8738 res and 3094 iron, WITHOUT MINIATURIZATION!

Even with minimal tech, the very worst of all miners reach almost same minerals/res than mines. Yes, you pay a lot of iron, but it's worth it, because, unlike planetary mines, you mining fleet can move from a depleted planet to another, and, most importantly, it can recover double the minerals from same amount of concentrations.

Now, with full minaturization, the costs are 2210 res and 748 iron. That means that even the very worst miners are definately viable, or even necessary, in the endgame.

Now, if I allowed non-OBRM but not ARM races, the best mining ship available, the robo-maxi-miner, would cost about 1160 res and 350 iron at no miniaturization, and it would be cacable of mining 270 minerals from full concentrations, almost as much as full planetary mines that are worth 7 times as much...

Non-OBRM-races would just simply be too damn good.

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Re: New Game: Mineral Crunch Tue, 16 December 2003 00:38 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
Lt. Junior Grade

Messages: 492
Registered: March 2003
Location: USA, Mesa, Arizona

It's so funny you mention this, I'd had the same idea except to allow ARM and MA.. As a learning expirence of the uses of MA.. Or remote mining Smile In this game I'd say MA is a must.. It's really not nearly as bad as people say it is. When you consider say a planet that has 4000RU can (when needed) generate a constant 160kt like a low grade HW.. But the nice thing is, it DOESN"T HAVE TO BE A HW.. So you get 10 worlds doing it, you've got yourself a nice mineral pool going. 1600kt.. Plus you can synthesize a starbase just with population RU if your HG and have MA. Done it before, I synthesized a starbase in a reasonable amount of time with a few hundred thousand people. And it's a resource that's utterly independant of planet values!

However in your setup, I think it would probably be more of a learning expirence of how to use MA. Because it would REALLY have a huge impact on race capapbilites in this game I think.



Rule 1: "Pillage, THEN burn!"

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Re: New Game: Mineral Crunch Wed, 17 December 2003 13:23 Go to previous messageGo to next message
boneandrew is currently offline boneandrew

 
Crewman 1st Class

Messages: 35
Registered: June 2003
Location: Detroit
Heh. This setup will make mineral-hungry missile ships even more expensive.

Hmmmmm, this should be interesting. A game to make me think!

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icon14.gif  Re: New Game: Mineral Crunch Fri, 19 December 2003 14:11 Go to previous messageGo to next message
alexdstewart is currently offline alexdstewart

 
Chief Warrant Officer 2

Messages: 164
Registered: July 2003
Location: Brisbane, QLD.
Heh,

Oh Man, this is like a totally wicked, twisted and warped one Surprised
You HAVE to take me in. Surprised

One thing is for sure- I wont't be taking MA. You only take MA in a game where you expect to face EXTREME mineral shortages,- like mineral con 5%> min con on most worlds. I don't see that happening in THIS game... not unless we are playing for 400+ turns that is... Laughing


[Updated on: Fri, 19 December 2003 14:13]




In the Future there is only WAR...
Therefore our extinction is assured, it is just a matter of where and when.

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Re: New Game: Mineral Crunch Fri, 19 December 2003 16:09 Go to previous messageGo to next message
Sotek is currently offline Sotek

 
Chief Warrant Officer 2

Messages: 167
Registered: November 2002
Quote:

One thing is for sure- I wont't be taking MA. You only take MA in a game where you expect to face EXTREME mineral shortages,- like mineral con 5%> min con on most worlds. I don't see that happening in THIS game... not unless we are playing for 400+ turns that is... Laughing


Erm.
Realize that you'll have a sixth to an eighth the mineral extraction of a 'normal' race.
So 30%-40% mincons will be the same as 5% for a 'normal' race.
And worlds can *start* at those values...

I'd be taking MA, oh yes.
(100% = 33%. Have you ever used a 33% conc world as a major source of the mineral? Think about it *that* way...)

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Re: New Game: Mineral Crunch Fri, 19 December 2003 21:30 Go to previous messageGo to next message
alexdstewart is currently offline alexdstewart

 
Chief Warrant Officer 2

Messages: 164
Registered: July 2003
Location: Brisbane, QLD.
You CANNOT get a significant decreace in min con just from 5 mines per 10 pop. MOST planets will be stack on 30-20% min con (just a wild guess). MA allows for "nice" mineral fountain, but there is a backflip- you ain't building anything BUT the minerals. Let's be pessimistic and say that min con will be 20% at the end, ass+u+me that no. of mines is halfed on each planet as compared to the Max no. of mines:

500(max mines)*0.5(planet value)*0.2(min con)*0.5(efficiency)=25 of each mineral
That's suckingly BAD. But at least that comes year after year without the need to put resources into it... having to convert res in minerals inflates cost of ships ALOT. But then, the MA race would have the mines too... ah... Shocked

Ok, FINE- I concede this argument. It appears that I would have to find the points for the MA somewhere...
Embarassed Embarassed Embarassed Embarassed Embarassed Embarassed Evil or Very Mad



In the Future there is only WAR...
Therefore our extinction is assured, it is just a matter of where and when.

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Re: New Game: Mineral Crunch Fri, 19 December 2003 22:05 Go to previous messageGo to next message
Sotek is currently offline Sotek

 
Chief Warrant Officer 2

Messages: 167
Registered: November 2002
alexdstewart wrote on Fri, 19 December 2003 21:30

You CANNOT get a significant decreace in min con just from 5 mines per 10 pop. MOST planets will be stack on 30-20% min con (just a wild guess).


Incorrect.

Your further argument is also valid, but then, it proves the point.

You see, at 5 mines per 10 pop, you'll decrease mincon at about a third the rate of a normal race. And you'll get half the minerals for doing so, due to the 5 eff.

So, yes, it's slower. But not much slower. And you still get drastically smaller. 40% or less mincon is 'effectively none' for you, after all.

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Re: New Game: Mineral Crunch Fri, 19 December 2003 23:03 Go to previous messageGo to next message
alexdstewart is currently offline alexdstewart

 
Chief Warrant Officer 2

Messages: 164
Registered: July 2003
Location: Brisbane, QLD.
I DID take efficiency into account! Mad

The only thing that affects mineral deplition is no. mines.
If you go to "Mineral Extraction Timetables" you'll see that after 70 yrs 50% and 100% worlds will generate 37.5 and 50 kt respectively. Also a 4000+ res world? You aren't playing HP are you? Shocked The more realistic max res value is 2600+, so 50% world (rare) gets about 50+kt from MA. Not really that much. Plus due to the fact that u'll mine only about 8Mt/world of minerals, factory races are going to face some nasty germ shortage problems.

Still, I'll have to find the points somewhere to pay for MA, just in case... Evil or Very Mad


[Updated on: Fri, 19 December 2003 23:06]




In the Future there is only WAR...
Therefore our extinction is assured, it is just a matter of where and when.

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Re: New Game: Mineral Crunch Fri, 02 January 2004 15:25 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
Here is my take on race design:

With the mineral problems these races will have, a lot of factories will be too expesive in Germanium to build, so I'd recommend low or no factory races.

Also, you won't need as much resources to build ships as you would in a normal game, another argument for low to no factories.

Because you won't be able to build many ships (low minerals, and low resources) and won't have factories or mines to build, a lot of research will be done early, there will probably be a fairly fast race to max tech before any major wars are fought.

Due to the high iron cost of remotes, and the low total minerals around, I expect to see a lot more beamers then normal.

You can probably get away with a lower growth rate then you would normally take.

PRTs: IS will have problems building freighters for all that pop, speed traps cost a lot of iron; SS mineral stealing scanners are fairly mineral expensive, but could be useful especially in a low missile environment, also most races won't be able to spend a lot on pickets so cloaking is likely to be useful longer; PP is useless without minerals... Other races will be affected by a slower development, CA and JOAT will be slowed down a lot, damping their advantages in speed.

LRTs: RS is a good LRT to have; NRSE is bad, you'll have resources to get to prop 16, and the ram scoops are much cheaper engines; BET is bad, it might lower the cost of OBRM remotes a bit, but it will also increase the cost of nubian beamers a lot; LSP is probably not as big a problem it would normally be.

All the extra points might go to hab, but you'll want to leave room for intersettling and/or remote mining. The only place left is to spend it on cheap tech. That could be useful to win the tech race.

Even with 3.5 cheap, I've found a lot of points left over, so much that I would recommend taking two immunities for these races. Lots of intersettling and lots of high value worlds.


[Updated on: Fri, 02 January 2004 16:02]




- LEit

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Re: New Game: Mineral Crunch Thu, 15 January 2004 09:35 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
Anyone knows the status of this game? Last post by the host is a month old.

mch

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Re: New Game: Mineral Crunch Thu, 15 January 2004 09:49 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
Game is running: http://library.southern.edu/stars/games/mc.htm


- LEit

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Re: New Game: Mineral Crunch Thu, 15 January 2004 10:55 Go to previous message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
LEit wrote on Thu, 15 January 2004 15:49

Game is running: http://library.southern.edu/stars/games/mc.htm


Thanks LEit!

Game started, topic locked,

mch,
maw

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