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HP CA Wed, 24 December 2003 20:34 Go to next message
icebird is currently offline icebird

 
Chief Warrant Officer 3

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Registered: September 2003
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I have three questions, and they are related. I LOVE to play HP CA. Am I insane? Yes Seeing as a lot of people seem to be playing HG recently, are HPs still viable? and number three, if no to the first and yes to the second, what growth rate is good? I usualy start with con 3, and with anything higher than 15% I seem to have difficulty researching privateers before I hit 25-33%.


-Peter, Lord of the Big Furry Things

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Re: HP CA Thu, 25 December 2003 17:52 Go to previous messageGo to next message
Sinla is currently offline Sinla

 
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Registered: February 2003
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icebird wrote on Thu, 25 December 2003 02:34

I have three questions, and they are related. I LOVE to play HP CA. Am I insane? Yes

Uh... Yes. There are PRT's which are much more rewarding to play. CA is, well, too easy.

Quote:

Seeing as a lot of people seem to be playing HG recently, are HPs still viable?

They are viable in a very large universe. A CA HP is awful too behold when given time, but if people around you (and there will be a lot of HG's and -f's nowadays) see that you are CA, you made your first potential enemies. When they discover you are HP... You'll probably will die quickly (this means that I for one will try and get rid of you ASAP 2 Guns nothing personal Wink ).

Quote:

And number three, if no to the first and yes to the second, what growth rate is good? I usualy start with con 3, and with anything higher than 15% I seem to have difficulty researching privateers before I hit 25-33%.


Start with cons3 means you have it expensive, which mostly means the race is not optimal. Weap and cons should *never* be expensive (maybe in teamgames...).
To answer the last question. Hp's usually don't need more then 17%. Any higher will be too expensive because you'll probably have some wide habs,

my 2 cents

Sinla
...




If you can't beat me... Run away...

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Re: HP CA Fri, 26 December 2003 10:43 Go to previous messageGo to next message
icebird is currently offline icebird

 
Chief Warrant Officer 3

Messages: 178
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It works! I reduced the growth rate to 17% and bumped the habs down a few clicks, and now I can afford cheap construction. I am using this race in a slow tech game, so I still have to settle for medium freighters, but my tech can be researched faster, with no loss in short term growth (the lower GR doesn't hurt, because I was having dificulty with keeping pop at 25-33).
Remember: recources=win for HP, and no race is better at long term recources than CA with TT.
I also tried reducing the GR to 15% and the factory cost to 7 instead of 8. This leads to faster ramp up time, always a good thing.
Here is the full race design:

PRT: CA
LRTs: IFE, TT, NRSE, OBRM and NAS (I know that 5 LRTs is not ideal)
HABs: 15% GR, Grav .56 to 1.76, Temp -76 to 76, Rad 31 to 71 (1 in 13, 1 in 5 with 7% instaforming)
Pop efficency is 1/2500, Factories: 15/7/25, Mines at 10/3/15
Research: Weapons, construction cheap, rest expensive, start at 3 checked.
This gives 4565 resources per full planet New Shocked , and these are fairly plentiful, even with only 15% TT researched.



-Peter, Lord of the Big Furry Things

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Re: HP CA Fri, 26 December 2003 20:42 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
icebird wrote on Fri, 26 December 2003 16:43


...Factories: 15/7/25, Mines at 10/3/15
Research: Weapons, construction cheap, rest expensive, start at 3 checked.
This gives 4565 resources per full planet New Shocked , and these are fairly plentiful, even with only 15% TT researched.

Having TT and bio expensive is somewhat unusual, esp. for the CA. With slow tech game you'll have real problem getting higher levels of TT. Another problem will be germ shortage (25 fac's and only 15 mines) in the ramp-up phase and in the end-game.

For slow-tech games the capacity is more important than speed, but I'd still suggest you to get bio cheap (even a HP will have hard time to buy TT-20). IMO you should change your fac's to 15/8/22+g and mines to 13/3/16, remaining 20 points to min conc as an assurance against germ conc of 30.
Even for a slow tech game I have a feeling 15% PGR is too low. Try to shrink your hab by one click and buy 16%.
HTH.
BR, Iztok

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Re: HP CA Fri, 26 December 2003 21:15 Go to previous messageGo to next message
icebird is currently offline icebird

 
Chief Warrant Officer 3

Messages: 178
Registered: September 2003
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Sorry, messed up- Bio is already cheap Embarassed . I don't like shrinking my habs too much more- they are at 1 in 7 with inital +/-7% with the new 16% GR. While I have no problem with lower habs with other races, I find that with HPs, it is hard to get enough scouts early enough to find habitable planets- make them earlier and dely your ramp up or later and have them scouting for less time. What year do you usualy build additional scouts with a HP?
Without revealing too much let me also say that I have a mysterious 110 extra points points (Due to the game I am playing it in) to increase the mines to 12/3/15.



-Peter, Lord of the Big Furry Things

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Re: HP CA Wed, 23 July 2008 06:03 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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Are ARs any good against a non-handicapped HP CA?

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Re: HP CA Wed, 30 July 2008 04:08 Go to previous message
AlexTheGreat is currently offline AlexTheGreat

 
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magic9mushroom wrote on Wed, 23 July 2008 06:03

Are ARs any good against a non-handicapped HP CA?


If the CA becomes an enemy then the answer will usually be NO. You might have a chance in a huge sparse universe but even then you'll need skill, luck, a fast start (as ARs go) and probably a friend or two.

If the CA becomes your ally then you would be in a potentially strong position. Your minerals for his OAs but the CA would need a lengthy agreement since the AR wants the OAs asap but can't deliver minerals until much later.

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