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Home » Stars! 2.6/7 » The Academy » OBRM/not OBRM (and immunities) (split off from Mineral Extraction Timetables)
Re: OBRM/not OBRM (and immunities) (split off from Mineral Extraction Timetables) Wed, 24 December 2003 08:59 Go to previous messageGo to next message
alexdstewart is currently offline alexdstewart

 
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staz69uk wrote on Wed, 24 December 2003 08:41



If I don't use these 25res/mine ships then (for example) I get nothing from that nice mineral-heavy red sitting next to my homeworld at all, which can't be good.



Go to Mineral Extraction Timetables topic to find out how much minerals you actually get from that "Mineral Heavy Red". 5Mt+ of minerals surely can't be worth the effort of humangous number of remotes 71kt iron each. You can simply colonize that red and build a mining colony there with a better mining rate and much cheaper than remotes.
My my 2 cents


[Updated on: Wed, 24 December 2003 09:00]




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: OBRM/not OBRM (and immunities) (split off from Mineral Extraction Timetables) Wed, 24 December 2003 09:03 Go to previous messageGo to next message
Staz is currently offline Staz

 
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alexdstewart wrote on Wed, 24 December 2003 13:59

You can simply colonize that red and build a mining colony there with a better mining rate and much cheaper than remotes.


Hmmm. How many mines can I operate on a red planet ? I'll have to knock up a spreadsheet I think.

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Re: OBRM/not OBRM (and immunities) (split off from Mineral Extraction Timetables) Wed, 24 December 2003 09:16 Go to previous messageGo to next message
mazda is currently offline mazda

 
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165 would be the maximum for a OBRM JoaT with x/y/25 mines.
A plain standard race would get 50.

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Re: OBRM/not OBRM (and immunities) (split off from Mineral Extraction Timetables) Wed, 24 December 2003 09:24 Go to previous messageGo to next message
Staz is currently offline Staz

 
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OK, I need these figures checking, but...

I can get 10% capacity out of a red world: 5% base, plus 50% of 10% for overcrowding.

So, with 12/3/18 mines (OBRM, non-JOAT), I can operate 216, producing 260 minerals per turn at 100%.

With my OBRM remote miners (cost with minaturisation is 97 res, 33/13/10 mins) I would need a fleet of 33 to get those 260 minerals.

The 33 would take 3201 resources to build (I can do that at a decent planet in 1 year), plus 1089/429/330 minerals. I get the Iro back in 4 years, the others back in even less.


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Re: OBRM/not OBRM (and immunities) (split off from Mineral Extraction Timetables) Wed, 24 December 2003 09:24 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
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Quote:

Silly hair
...don't let me be misunderstood...
What I was trying to say is that you usually don't have the luxury of determening how fast or slow a game will be.

Why? Do not you know game conditions?
Roughly you can estimate it so:
tiny or small - quick game
medium with Acc BBS - average
medium without Acc BBS - slow game
large - slow game
huge - very slow game
Quote:

Simular thing is with remotes- OBRM have little window of opportunity to exploit before before remotes start to impact the strategic situation.

The small window for OBRM races (if we count -f as OBRM race too) is first 100-120 turns. Non-OBRM has unexisting window after OBRM when AR start to impact the strategic situation. Wink

Quote:

Also, if you win almost every time with or without immunity, the main factor is obviously your skill not wether or not you take an immunity. Smirk

Nope ... i learnt most of what i say here by playing the game and losing it and thinking about why i lost.

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Re: OBRM/not OBRM (and immunities) (split off from Mineral Extraction Timetables) Wed, 24 December 2003 09:36 Go to previous messageGo to next message
Micha

 

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staz69uk wrote on Wed, 24 December 2003 15:24

OK, I need these figures checking, but...

I can get 10% capacity out of a red world: 5% base, plus 50% of 10% for overcrowding.


On a red you can build as many factories/mines as if it was a 15% planet IIRC. You can overcrowd upto 300% but those extra cols won't be able to operate any installations, the only add pop resources,

mch

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Re: OBRM/not OBRM (and immunities) (split off from Mineral Extraction Timetables) Wed, 24 December 2003 09:37 Go to previous messageGo to next message
Staz is currently offline Staz

 
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alexdstewart wrote on Wed, 24 December 2003 13:59

You can simply colonize that red and build a mining colony there with a better mining rate and much cheaper than remotes.


From your mineral extraction tables, it would take 350 years for 100 mines to strip a 100% mineral world down to 25 years.

With the 216 mines I can operate with my 12/3/18 race on a red world (figures still to be confirmed) that is still over 150 years.

I can strip it much quicker with my crappy OBRM remote miners.

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Re: OBRM/not OBRM (and immunities) (split off from Mineral Extraction Timetables) Wed, 24 December 2003 09:39 Go to previous messageGo to next message
Staz is currently offline Staz

 
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Micha wrote on Wed, 24 December 2003 14:36

[On a red you can build as many factories/mines as if it was a 15% planet IIRC. You can overcrowd upto 300% but those extra cols won't be able to operate any installations, the only add pop resources,



My understanding is...

You can overcrowd to 300%, but 200% of that works at 50% efficiency. 5% at 100% plus 10% at 50% = 10% overall.

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Re: OBRM/not OBRM (and immunities) (split off from Mineral Extraction Timetables) Wed, 24 December 2003 09:48 Go to previous messageGo to next message
Micha

 

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staz69uk wrote on Wed, 24 December 2003 15:39

My understanding is...

You can overcrowd to 300%, but 200% of that works at 50% efficiency. 5% at 100% plus 10% at 50% = 10% overall.



The first 100% works at full force, the next 200% work at 50% so those 200% extra produces as much pop resources as the first 100%. IOW overcrowding to 300% doubles your resources coming from pop. Additional the first 100% will also operate factories that generate resources, and mines that produce minerals ...

mch

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Re: OBRM/not OBRM (and immunities) (split off from Mineral Extraction Timetables) Wed, 24 December 2003 10:05 Go to previous messageGo to next message
mazda is currently offline mazda

 
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staz69uk wrote on Wed, 24 December 2003 14:24

OK, I need these figures checking, but...

I can get 10% capacity out of a red world: 5% base, plus 50% of 10% for overcrowding.


None of the overcrowding can build mines.
So only the first 5% base can build mines.

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Re: OBRM/not OBRM (and immunities) (split off from Mineral Extraction Timetables) Wed, 24 December 2003 10:10 Go to previous messageGo to next message
alexdstewart is currently offline alexdstewart

 
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Kotk wrote on Wed, 24 December 2003 09:24

Nope ... i learnt most of what i say here by playing the game and losing it and thinking about why i lost.




Coming from a guy who's record shows that none of 1immunity races were played this steatement doesn't sound convinsing at all- not at all. Shame

5 turn mass production of Remotes WILL double your mining rate - will it not? Another 4 turns to get to planets and to get the repayed minerals get back to the worlds (taking earlier build miners into consideration). Thereafter you get the benifit of double mining rate if you can keep those remotes alive. This should be as simple as 1+1=2 really Sherlock

Having large remote mining fleets that are strategically important is clearly possible by 2460. It is just like building 'em jihad cruisers for 5 turns- whats the a big gap?
Is this a decisive factor when starbases are so very strong at this point?

Note: AR remote mining is complitely different from non-OBRM mining- AR don't have lots of minerals laying around to build 'em remotes in the first place, while non-Obrm has lots of mines and therefore enough minerals to blitz produce remote miners.

Majority of games are played in medium size universe (I could be wrong), and "average" game rate description is not adequate at describing what happens. I've played in a sparse medium and did remarcably well for non-immunity 15% growth race. I suspect that this setup usually produces much faster pace where taking 15% "HG" is a suicide.

Considering the distances involved, 5 yr production penalty and and shortage of minerals for few turns until remotes pay up is acceptable in exchange for double mining rate. IF I play a cuthroat game, THEN the 5 turn lag is significant, but I usually have enough diplomatic skill to "dissuade" an attack on me for 5 turns. (I know this is hard to believe) Smug



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: OBRM/not OBRM (and immunities) (split off from Mineral Extraction Timetables) Wed, 24 December 2003 10:33 Go to previous messageGo to next message
Micha

 

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Micha wrote on Wed, 24 December 2003 15:48

staz69uk wrote on Wed, 24 December 2003 15:39

My understanding is...

You can overcrowd to 300%, but 200% of that works at 50% efficiency. 5% at 100% plus 10% at 50% = 10% overall.



The first 100% works at full force, the next 200% work at 50% so those 200% extra produces as much pop resources as the first 100%. IOW overcrowding to 300% doubles your resources coming from pop. Additional the first 100% will also operate factories that generate resources, and mines that produce minerals ...

mch


Ah, ok, re-reading I now understand what you mean with the 5% and 10% (math is not my strongest point, shouldn't have tried to answer your question Grin ). So reds count as a 5% world (and not 15%, memory must be starting to fail) for normal pop and installations, and the 10% are indeed what I meant with the 200% ...

Confusing, yes ... Confused

mch

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Re: OBRM/not OBRM (and immunities) (split off from Mineral Extraction Timetables) Wed, 24 December 2003 10:36 Go to previous messageGo to next message
alexdstewart is currently offline alexdstewart

 
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This thread has just reached new hights of insanity. Hit Computer

I get stomped on by proponets of OBRM that argue that RemMiners are too expensive, too little too late etc...
AND I get stomped on by proponets of OBRM remotes on the basis that they they can spare 3k res on some backwater red instead of 270 res/90 mines to get 5Mt in 70 turns.

Mate, me brain does not handle well an anomaly of this magnitude. Sick
I can see 4 dimentional space, I can hear the sound of one hand clapping, I can even understand what ecomonic analysts are actually saying( Smirk ), but I CANNOT comprehend THIS.

Raagh, I need a break... Asleep at cptr



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: OBRM/not OBRM (and immunities) (split off from Mineral Extraction Timetables) Wed, 24 December 2003 12:30 Go to previous messageGo to next message
Staz is currently offline Staz

 
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alexdstewart wrote on Wed, 24 December 2003 15:36

I get stomped on by proponets of OBRM that argue that RemMiners are too expensive, too little too late etc...
AND I get stomped on by proponets of OBRM remotes on the basis that they they can spare 3k res on some backwater red instead of 270 res/90 mines to get 5Mt in 70 turns.



I don't recall stomping Confused I was actually after some advice.

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Re: OBRM/not OBRM (and immunities) (split off from Mineral Extraction Timetables) Thu, 25 December 2003 04:40 Go to previous messageGo to next message
alexdstewart is currently offline alexdstewart

 
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staz69uk wrote on Wed, 24 December 2003 12:30


I don't recall stomping Confused I was actually after some advice.


Well, the advice is: don't do this against human players. Rolling Eyes
Cheers.



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: OBRM/not OBRM (and immunities) (split off from Mineral Extraction Timetables) Sat, 27 December 2003 03:27 Go to previous messageGo to next message
multilis is currently offline multilis

 
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I think there are times when it is better to not have OBRM, even for non AR races.

Miners can be used on the planets with the highest mineral concentrations of whatever you need most, so their cost isn't as high as it might seem.

Since most others are OBRM, you have another diplomatic tool (you can do something others can't). You can either trade mining ships or make deals for mineral rich planets and trade minerals.

You can strip mine your own high mineral planets including ones on the border, especially if you are IT. You prepare defences such as minefields, build a gate, gate in a huge stack of miners, mine the planet down, recolonise and pop up a gate and gate out the minelayers to the next place.

On borders that are currently safe but in future maybe not, it can be useful to strip mine so your planets don't look so tempting. Having planets with fewer mines on them also makes them less tempting for takeover.

For growth you may lose some due to poorer mine settings and lower pop limit on planets, but you also gain some due to less need to have colonists build mines, especially on new colonies (so they have more resources to focus on factories or terraforming).

Not choosing OBRM does not always mean poor mine settings. You might instead go for NAS to compensate for points, and try to trade for penn scans while you have more resistance to cloakers (with orbital checkers+longer range scans) which helps protect your miner investments.

For some games, a -f with good mining ships can be strong defensively. If you can't hold a planet you just abandon it without losing factories or perhaps even mines.

You also should have extra pop to work with which can also be used in trade. For example: "I'll pop drop prepare the enemies worlds for your quick takeover, in return you give me warships or techs".






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Re: OBRM/not OBRM (and immunities) (split off from Mineral Extraction Timetables) Sun, 28 December 2003 13:50 Go to previous messageGo to next message
alexdstewart is currently offline alexdstewart

 
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About Universe Size and game pace:

Consider this: there is about 80% territory in large Uni as compared to standart Uni. Also, there are usually more players in Large Uni as compared to Med- 50% or something. The result- territories and distances between HW's are about the same as in med uni. Therefore local competition is as fierce in large galaxy as in med galaxy. The reason why large galaxy games are "slow" is because of increased no. of players- the more the players the harder it is for one particular race to swing the balance of force dramatically in their favour. And 50% more overall distance to travel to conquer all Cool .

Say, I choose an -f race for large size uni, and I find that most of my neighbours are HP's and AR's 'cause they are the econs for a "slow" game. Hmm, an -f next to loads of HP's and AR's- cheez what da yea think is going to happen? Wink I think I would be able to finish carving up a large empire for myself in midgame- since my losses against HP's + AR's would be minimal as compared to HG in Med Uni games. By substantial I mean something like 600 ly radius or quater of the universe.

With an empire of this size, I don't think that my neighbours will find the game very slow Grin - not at all.

So, although galaxy size does affect the mean pace of the game, this effect pales in comparison to other random factors, it is perfectly possible to have "slug" small universe and "rollercoaster" large universe IMO



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: OBRM/not OBRM (and immunities) (split off from Mineral Extraction Timetables) Sun, 28 December 2003 16:23 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
Quote:

Say, I choose an -f race for large size uni, and I find that most of my neighbours are HP's and AR's 'cause they are the econs for a "slow" game. Hmm, an -f next to loads of HP's and AR's- cheez what da yea think is going to happen?

Been there, done that. You'll spend each day 5 hours doing your turn.
BR, Iztok

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Re: OBRM/not OBRM (and immunities) (split off from Mineral Extraction Timetables) Sun, 28 December 2003 17:03 Go to previous messageGo to next message
alexdstewart is currently offline alexdstewart

 
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Did yea win? Smug


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: OBRM/not OBRM (and immunities) (split off from Mineral Extraction Timetables) Mon, 29 December 2003 12:40 Go to previous messageGo to next message
Kotk

 
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In most of the games the victory or loss is not entirely in your own hands. Even if i have never played ordinary (no HE no AR)races with immunities, i have played against them. Wink

I still do not get how building piles of remote miners helps you. Surprised Say ... you build miners for 150K resources, he built jugger cruisers, heavy blaster BB-s, minibombers and chaff for 150K resources same time. Who will more likely win? Question Does it matter you can build too? There is 150k fleet coming and you can match it maybe after losing 10-15 planets to that fleet first. No, diplo will not halt him, do not tell me. He has put 150K into warships is he noob or something he stops there? Smug

Poweful orbitals? Ultras??? You have Immunity, 10/3/17 mines, ISB, no OBRM, 1 in 4 hab? With what you paid? CE, NAS, NRSE, no IFE, 1 cheap tech plus 15% growth? Shocked

Have you EVER tried AR? Contrary to what you say AR has usually enough minerals lying around about turn 2450 to put half of its resources into remote miners for 6 turns or so. After that it mine more than can use. Confused

My game speed estimations are given roughly as from where to start when you have no idea how to estimate how long the game will last. Did i say these are laws of nature? There are multiple other factors: the number of players, slow tech, public scores... etc.

Medium universe is most common and medium universe games are usually decided by 2500 by some OBRM JOAT ... but not always. They still last bit longer than tiny or small game thats usually over by 2470. I have not been in medium game where remote miner race was some main power or won solo so ... way to go for you. Thumbs Up

-f in large. Stop -f in large is like killing 2 neighbours and then turning into double weaker HG within double bigger territory. Fight then ... 100 planets colonized 60k resources versus their 120k resources from 60 planets?
Laughing

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Re: OBRM/not OBRM (and immunities) (split off from Mineral Extraction Timetables) Mon, 29 December 2003 21:09 Go to previous messageGo to next message
multilis is currently offline multilis

 
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Kotk wrote on Mon, 29 December 2003 10:40

I still do not get how building piles of remote miners helps you. Surprised Say ... you build miners for 150K resources,

...

I have not been in medium game where remote miner race was some main power or won solo so ... way to go for you. Thumbs Up

...

Fight then ... 100 planets colonized 60k resources versus their 120k resources from 60 planets?

Laughing


Regular mines cost too. Remote mines can be destroyed if they don't run away, regular mines can't run away and can also be taken over and used against you.

Not seeing a remote miner race being the dominant power is not such a suprise if few people play it. It is like if nobody plays PP, you will rarely see a PP win. Yet being unusual has its strengths diplomacy wise, just as having different habs than others helps co-hab - if you can use it right.

Your example with the -f is not the most accurate: the -f should have gained elsewhere for his choices, such as double the hab. He still may be weaker if everyone builds up but not as much as you say.

The -f needs to keep growing and thrives on conflict, wide areas of bombing desolation, etc. If you can change the dynamics to an active game and at the same time can get some others to help you rather than all gang up on you, -f has promise in a micro management intensive sort of way.

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Re: OBRM/not OBRM (and immunities) (split off from Mineral Extraction Timetables) Tue, 30 December 2003 06:01 Go to previous messageGo to next message
alexdstewart is currently offline alexdstewart

 
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multilis wrote on Mon, 29 December 2003 21:09


Regular mines cost too.


Yep, yea can take assume remote mining ops to cost 5res/mine. Relatively expensive for sure, but well worth the effort. I canna believe the threats of all consuming boogie warfleet just next door to me when I look at the my battle sim and see that a fully minutuarised typical jihad battleship costs yea half a k in iron and a bit more in res. 'Em must be excpensive indeed at the start. Smug So expensive indeed that I canna believe that limited mining capacity of OBRM economy can afford it. Sure U can build galaxy buster fleet in five turns, but after that you are like IMPOTENT. It will take some time to reassemble such a fleet into a fighting force and make it reach my borders. By that time I am already building my own galaxy buster (I hope) fleet and with my double mining rate a can build it for longer, while you try to find some more minerals to pump into a war economy. Missiles are the ultimate weapons in the midgame, and missiles need iron, ALOT of iron, you canna sustain such iron consumption based only on planetary mines, hence you gonna find yourself outgunned by an inferior economy which however has a better mineral base.

Defenders have advantage over attackers, and it is fairly easy to stall an offencive for 5 yrs or so, no problem. Smirk



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: OBRM/not OBRM (and immunities) (split off from Mineral Extraction Timetables) Tue, 30 December 2003 06:36 Go to previous messageGo to next message
alexdstewart is currently offline alexdstewart

 
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Kotk wrote on Mon, 29 December 2003 12:40


-f in large. Stop -f in large is like killing 2 neighbours and then turning into double weaker HG within double bigger territory. Fight then ... 100 planets colonized 60k resources versus their 120k resources from 60 planets?
Laughing


100 planets from the two fallen neighbours- sounds reasonable, almost... Taking the immunity and over pop into account- 80k is more like it...

Now, there is NO WAY that HG guy can have 60 Greens in Large, with 14-15 other players with nomal density. There are 512 planets in Large Normal. 512/15=34 planets per player. That HG must have been taking advantage of 'em dead HP's I recon. Or so'une is not sensitive about their territorial integrity. Either way an -f in large that has just rolled over it's is on the roll. Bio growth is exponential, and territory growth is x^2 the extra space (if there is much extra space) of Large Normal can be filled in quickly. This facts produce military force shockwaves that are more powerfull in Large Galaxy than in Normal 'une. Those shockwaves are correspondingly harder to counter by factory races.

Even HG go through cycle of settelement and industrialisation. When the -f's hit, HG outer colonies are not industrialized nor are properly entrenched. They could hardly resist the incoming wave in timely matter.

Large Galaxy has double the territory of Normal but the distances travelled to conquer the whole of Galaxy are just 33% more. The additional space can be quickly colonized due to exponential growth (7 additional turns) and distances are not that much more of a problem than in Normal. Therefore and -f race that can put up and even win in Normal galaxy against HG's will absolutely roll over HP's+AR's +some HG in Large, if MM is not a problem.



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: OBRM/not OBRM (and immunities) (split off from Mineral Extraction Timetables) Tue, 30 December 2003 12:27 Go to previous messageGo to next message
Kotk

 
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Quote:

Now, there is NO WAY that HG guy can have 60 Greens in Large, with 14-15 other players with nomal density.

How so no way ... i had it by 2450 with 13 players. Rolling Eyes "helped" an IT (relative weak player) to kill a HE (ok player but bad race choice) who had got 50 planets by pushing the IT back + good relations trade and planet exchange with other 2 neighbours ... its all doable for HG with 3 HP'ish neighbours and one "bad" HE. All these HP's are so damn sweetly agreeable early. Wink Now i got about 25 planets my own space 20 planets from HE space and 10 planets from trade + some deeper yellows that did not matter 68 planets colonized 2450. Despite the luck I was second in score. My main opponent had even better luck... was IT allied with other IT, intersettled almost completely and made together one IS dead and WM crippled. If there had been a -f in NW corner of galaxy... so what? Surprised He need to kill 2 races between us first to reach me at South or my main opponent at West.
Quote:

When the -f's hit, HG outer colonies are not industrialized nor are properly entrenched.

Large has 1600 ly long edge. Question
Lets say each player has at least 400x400ly territory. Question
Lets say you start in SW corner Question
Are ready to attack at 2420 with couple bazooka DDs? Question
Pop drop mostly and build m-70 minibombers. Question
You hit your neighbour HG's outer planets 2422 Question
All your neighbours start to build minefields. Idea
Defenses and troubles and noise in all diplo channels and gateing gangs against you and so on ... to fix that 400x400ly neigbour it takes at least 15 years. Idea
Now its 2437 and next guy after your victim knows what you did so his econ is mostly up, can build jihads and your wave stops there. Idea
You can kill two or kill one and cripple two. For more you just have no time, its 2450 and successful HP's start to pass HG's who have double of your -f econ. Idea
Time to turn defensive... -f effect is over. Idea
Quote:

Therefore and -f race that can put up and even win in Normal galaxy against HG's will absolutely roll over HP's+AR's +some HG in Large, if MM is not a problem.

New Shocked Are you trolling? Thumbs Down HPs and AR-s are quite competive if you fight 1 against 3 so it takes skill to kill them 2 before 2450. -f who is badly beaten by OWW-s in tiny, can win in small and has some chances in medium will just make useless noise in large where winner has armaggedons and nubians before -f's mark 4 cruisers reach his space.
Just test your non-CA -f out large normal against 12 non-robotoid expert AIs (use AI-s form alliances) and tell us what year you got the 80k resources. And these are just the stupid AI-s that prove how verey wrong you are about -f.
...

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Re: OBRM/not OBRM (and immunities) (split off from Mineral Extraction Timetables) Tue, 30 December 2003 15:30 Go to previous messageGo to previous message
Kotk

 
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Messages: 1227
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multilis wrote on Tue, 30 December 2003 04:09

Not seeing a remote miner race being the dominant power is not such a suprise if few people play it. It is like if nobody plays PP, you will rarely see a PP win. Yet being unusual has its strengths diplomacy wise, just as having different habs than others helps co-hab - if you can use it right.

There has always been at least 2 remote miner races in larger games i have played. Often there is one in medium games too. So not too few play them but they somehow dont make it.
I have won a game with PP but that was long time ago and game was classified as "beginner" game.
Quote:

Your example with the -f is not the most accurate: the -f should have gained elsewhere for his choices, such as double the hab. He still may be weaker if everyone builds up but not as much as you say.

Tell the numbers then if mine are not accurate why such guesswork where i was wrong? How much he is stronger/weaker alone in tiny dense by 2440, 2450 and 2460?
Here come my numbers about fully built territories from competition you will likely face in large universe:
1) Full 100% planet of others give 2(HE) 2.4(AR) 2.9(OBRM HG), 3.5(OBRM HP), 2.6(miner HG), 3.2(miner HP) times more resources than for -f. OK?
2) -f has his one immune 1 in 4 and 3.5 tech cheap. 2 from 3 at full terra. OK?
3) Average large game HG or HP got 1 in 4 without immunities and 1.5 tech cheap. 3 from 4 at full terra but smaller average planet value. Still 3 to 3.5 times the econ of -f. OK?
4) AR got about same hab as -f and 2.5 tech cheap. So 2 from 3 at full terra ... 2.4 times the econ once it is fully full. OK?
5) There may be one or two one-immune 1 in 8 HG-s... with cheaper tech, better factories and/or remote mining. 1 from 2 at full terra. 2 times the econ. OK?
6) There is sometimes casual 3 immune HE. Everything habitable. 3.5 cheap tech. 3 times the econ. OK?
7) Everyone get 2-3.5 times the resources from same territory as -f. OK?
Now conclusion: To stay competive with HP-s who kept their own and maybe traded few planets and HG-s who doubled their space by killing one neighbour -f has to get 4 times the territory by 2450 and thats next to impossible in the universe with national territories of 400x400 ly. Idea Since your MM is pain of the all pains in large you are unable to enjoy even being the bad guy and the public enemy. Cool
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The -f needs to keep growing and thrives on conflict, wide areas of bombing desolation, etc. If you can change the dynamics to an active game and at the same time can get some others to help you rather than all gang up on you, -f has promise in a micro management intensive sort of way.

True... it needs to conflict like crazy to kill 3 of them by 2450. Thats quite doable against AI-s, you can take even 4 of them out. Against real players its rather hard.
Also its damn diplomacy genius needed to get some neighbour to help you if you surprise them by starting full scale genocide war against other neighbour at 2422. They assume you are very stupid (so worth to kill) or very dangerous to everyone (so worth to gang against).

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