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Re: Quickstart designs Wed, 21 April 2004 02:49 Go to previous messageGo to next message
Orca

 
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iztok wrote on Wed, 21 April 2004 01:57

I completelly agree with you here. The only ships I put armor on them are missile BBs and sweepers. But for the proposed IT with already 4 bad LRTs regen shields costed 37 points, instead giving 10 Sad.
BR, Iztok


Mmmm. I prefer a rapid ramp to battleships, relying on cruisers and below for skirmishing and blasting bits off my opponents empire, relying on battleships to go for the kill myself. And even colloidal battleships will shred anything lower tech. Smile



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Re: Quickstart designs Wed, 21 April 2004 06:08 Go to previous messageGo to next message
Staz is currently offline Staz

 
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iztok wrote on Wed, 21 April 2004 06:57

In normal universe you can expect 4 planets to be within 81 LY distance from your HW and 16 planets within two W-9 jumps. But an IT starts with two planets, so for your IT race with 1 in 8 hab that means 1 single green planet within 81 LY distance from both planets, 1.5 within 98, 2.6 within 128 and 4.2 within 162. In dense uni you can expect 1.3 greens and in packed 1.7 within 1 W-9 jump. Those numbers look awfully low to me. Adding my usual bad to average luck with planet draw I'd _never_ gamble on them. With using DLL-7 you are.


I must admit I'm thinking more about packed/dense here. Would a QS be a good design choice in other environments ?

Also, if the 3rd pvt transfers its fuel and heads back home after 1 turn then you can get two turns at W9 (162 ly). You can then go another turn at W7 for a total of 211 ly. I've just done a little spreadsheet work and that gives me 14 planets in packed, of which at least 1 and probably 2 are green. Colonise these, get a gate up in 3 turns at one of them and then that gives you another set of planets to go for.

Anyway, it seems to work for me. In a medium or sparse universe, IFE is probably a must though.

Quote:

But for the proposed IT with already 4 bad LRTs regen shields costed 27 points, instead giving 10 Sad.


But I'm treating it as an advantage, so it is worth spending points on. Anyway, as I said, I can take it or leave it.

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Re: Quickstart designs Wed, 21 April 2004 06:58 Go to previous messageGo to next message
overworked is currently offline overworked

 
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[quote title=Staz wrote on Wed, 21 April 2004 06:08]
iztok wrote on Wed, 21 April 2004 06:57



Also, if the 3rd pvt transfers its fuel and heads back home after 1 turn then you can get two turns at W9 (162 ly). You can then go another turn at W7 for a total of 211 ly. I've just done a little spreadsheet work and that gives me 14 planets in packed, of which at least 1 and probably 2 are green. Colonise these, get a gate up in 3 turns at one of them and then that gives you another set of planets to go for.

Anyway, it seems to work for me. In a medium or sparse universe, IFE is probably a must though.




Instead of using the 3rd PVT as a tanker you might want to consider using scouts or DDs as boosters. Odds are you might perfer having the PVTs carrying cargo instead.

[Caveat (added by edit): DDL7 suck so much gas at Warp 9 that you need a lot of boosters, or have to slow down anyways. Just be aware that non-IFE works, but it takes good management and fuel conservation measures.]

Saying this since my IT (and most race) testbeds often become an iron crunch keeping up the PVT construction needed to get my pop moving. Definitely an issue when skipping IFE as an IT. You also deploy more scouts since non-FM scouts don't quite get around as well.

- Kurt


[Updated on: Wed, 21 April 2004 08:14]

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Re: Quickstart designs Wed, 21 April 2004 07:31 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
Staz wrote on Wed, 21 April 2004 12:08

I must admit I'm thinking more about packed/dense here. Would a QS be a good design choice in other environments ?

IMO questionable in normal, not in sparse. The distances among stars are just too big to allow such a rapid expansion QSs should make.

Quote:

Also, if the 3rd pvt transfers its fuel and heads back home after 1 turn then you can get two turns at W9 (162 ly).

At first I thought that's impossible, but after a testbed I realized I'm wrong (I forgot my tests were done with DLL-7 LFs, not with PVTs). That split pair of PVTs can travel next turn 64LY with W-8, 49LY with W-7 and 36 LY with W-6 to run out of fuel. That's 145 LY in two, 194 in three and 230LY in 4 turns. Enough IMO.
BR, Iztok

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Re: Quickstart designs Wed, 21 April 2004 08:16 Go to previous messageGo to next message
Staz is currently offline Staz

 
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Quote:

Instead of using the 3rd PVT as a tanker you might want to consider using scouts or DDs as boosters. Odds are you might perfer having the PVTs carrying cargo instead.


ISTR that I looked at the numbers a while back and the PVT is the best booster hull once you have the tech for it, unless you are completely out of iro.

PVT: 1400 fuel, mass 87kt, 72 resources (with DLL7).
Mass/fuel ratio = 16.1, resource/fuel ratio = 19.4

Scout: 300 fuel, mass 24, 26 resources
Mass/fuel ratio = 12.5, resource/fuel ratio = 11.5

DD: 780 fuel, mass 52, 49 resources
Mass/fuel ratio = 15, resource/fuel ratio = 15.9

In addition, they don't cost you a design slot and they are still useful even after you get SFX tech.

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Re: Quickstart designs Wed, 21 April 2004 08:45 Go to previous messageGo to next message
Staz is currently offline Staz

 
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Quote:

At first I thought that's impossible, but after a testbed I realized I'm wrong (I forgot my tests were done with DLL-7 LFs, not with PVTs). That split pair of PVTs can travel next turn 64LY with W-8, 49LY with W-7 and 36 LY with W-6 to run out of fuel. That's 145 LY in two, 194 in three and 230LY in 4 turns. Enough IMO.


Yep - just realised that my 211 ly in 3 turns was with 400kt of cargo, not 500. Still, I can live with it.

Reducing the mass fraction (ie proportion of cargo space used) you can obviously go even further.

A 3xFP+DLL7 PVT has a warp 9 range of 425 ly with 1kt cargo, so that is your warp 9 range "limit". For multiple ship fleets you can extend this a bit by splitting off and emptying ships during the journey. You can get 405 ly (5 turns at w9) with a low, but still marginally useful, mass fraction.

Of course, you need good iro stocks to manage this.

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Re: Quickstart designs Wed, 21 April 2004 08:50 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Orca wrote on Wed, 21 April 2004 05:33

ccmaster wrote on Tue, 20 April 2004 21:37

... what is the best way to counter 100 jihad cruser in 2430...


It's hard. Best bet is probably to delay as long as possible (minefields, bogging them down on the front) and rapidly try to build as many battleships as you can, and enough chaff to cover the missiles...

My solution: NAP or alliance. Wink
Seriously, it is really hard to counter such design with earlier generation of weapons or without jammers 20. Those CCs do 11k damage to armor (with shields). That means 15 CCs or 5 BBs destroyed with each shot. With the second shot shields would be probably gone, and that means 44k damage from 400 Jihads Shocked .
A 16-colloidal BB costs about 740 res (3.5 times the jihad CC) and has 2.9 times the FP (with 4 sappers, without double damage from Jihads). If I'd manage to build 30 of those BBs I'd have 8.7k sapping power and 11k FP. It would take 1 round to bring down shields on CCs, and 6-7 rounds to kill them all. But without chaff those BBs would be all killed in third round. So I'd need chaff for at least 4 rounds, that means 1600 X-ray scouts. At that time frame one would cost about 6/6/4/15, so (assuming 12k res and plenty minerals) I could produce about 800 each turn. But for the same cost I'd get 16 BBs instead.

I did some testbeds using Battlesim. Both races had RS.
BB design: 16 colloidals, 4 sappers, 8 wolverines, 6 capac, AD-8, man-jet.
CC design: 4 jihads, 4 BC, 2 wolverines, AD-8, 100 of them.
With 40 BBs I lost all of them destroying 51 CCs.
With 50 BBs I won losing 14 BBs.
With 1600 chaff and 20 BBs I lost all chaff and 4 BBs.

Conclusion: with building only BBs I saved minerals for 1 year of chaff production. With Jihads it is really more cost-effective to build BBs instead of chaff.

Regarding costs: I spent 37k (150% of CCs) of resources in BBs, but only 10.6MT (50%) of iron and 6.2MT (60%) of germ. Being on defense IMO I could afford that 1 additional turn of building BBs.
My my 2 cents.
BR, Iztok

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Re: Quickstart designs Thu, 22 April 2004 01:53 Go to previous messageGo to next message
ccmaster is currently offline ccmaster

 
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[quote title=iztok wrote on Wed, 21 April 2004 14:50]Hi!
Orca wrote on Wed, 21 April 2004 05:33

ccmaster wrote on Tue, 20 April 2004 21:37

... what is the best way to counter 100 jihad cruser in 2430...



I did some testbeds using Battlesim. Both races had RS.
BB design: 16 colloidals, 4 sappers, 8 wolverines, 6 capac, AD-8, man-jet.
CC design: 4 jihads, 4 BC, 2 wolverines, AD-8, 100 of them.
With 40 BBs I lost all of them destroying 51 CCs.
With 50 BBs I won losing 14 BBs.
With 1600 chaff and 20 BBs I lost all chaff and 4 BBs.

Conclusion: with building only BBs I saved minerals for 1 year of chaff production. With Jihads it is really more cost-effective to build BBs instead of chaff.
My my 2 cents.
BR, Iztok




ok , but what is when the player of the CCs is not bad see that you have set the planet he arrives 50 BBs and change his Battleplan to Armed ships/armed ships retreat then i would say the BBs have a real problem to shoot at the CCs and lose all your BB .

ccmaster

Ignore me i am sleeping Wink


[Updated on: Thu, 22 April 2004 02:01]

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Re: Quickstart designs Thu, 22 April 2004 04:50 Go to previous messageGo to next message
iztok is currently offline iztok

 
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ccmaster wrote on Thu, 22 April 2004 07:53

ok , but what is when the player of the CCs is not bad see that you have set the planet he arrives 50 BBs and change his Battleplan to Armed ships/armed ships retreat then i would say the BBs have a real problem to shoot at the CCs and lose all your BB.

Those BBs had speed of 1.5 and 've hit the last row in the third round, destroying about 36 CCs. In next 2 rounds all CCs were gone. With chaff and 20 BBs retreat would be viable. A BB side would lose most chaff and 4 BBs for about 30 CCs.
BR, Iztok

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Re: Quickstart designs Thu, 22 April 2004 12:55 Go to previous messageGo to next message
multilis is currently offline multilis

 
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Quote:


A 3xFP+DLL7 PVT... warp 9...



If you are going around at warp 9, don't forget the old qs5 engine. Savings on weight, resources and minerals can make wimpy engine + fuel boosts work better till you get something that actually burns much less fuel at warp 9.

Especially on empty return trips (if needed) you notice the weight difference.

...

ISB is more attractive if you don't have IFE. (Reduced starbase cost helps get gate up faster, spacedock)

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Re: Quickstart designs Thu, 22 April 2004 13:04 Go to previous messageGo to next message
multilis is currently offline multilis

 
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Faced with a jihad cruiser suprise horde, it is hard to say what techs are available.

If you can't take out the main fleet you try to slow it down and scare it to return home (counter attack weak points).

The potential speed of cruisers and the gatabillity of destroyers through 100/250 make these possible options.

For beamers, phasor bazookas may be better than collodial as reducing costs means more hulls and the big problem is surviving till you get there.

You may also want to consider delta torp destroyers/frigates depending on your tech levels and urgency. Split ships into individual fleets and even an unshielded destroyer or shielded frigate takes 2 jihad hits. (Ships fit through 100/250 gates)



[Updated on: Thu, 22 April 2004 13:06]

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Re: Quickstart designs Thu, 22 April 2004 16:02 Go to previous messageGo to next message
Staz is currently offline Staz

 
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multilis wrote on Thu, 22 April 2004 17:55

If you are going around at warp 9, don't forget the old qs5 engine. Savings on weight, resources and minerals can make wimpy engine + fuel boosts work better till you get something that actually burns much less fuel at warp 9.


I discovered that as well. I was going to post an update here but then I did the numbers. It uses 900% rather than the DLL7's 750% at warp 9, and overall doesn't save enough to be worth it.

The QJ5 version is 90% of the weight of the DLL7 version, but the DLL7 version uses only 83% of the fuel.

For the return journey I tend to go at 100% speed, so the DLL7 makes the return almost twice as fast as well.

Resource and mineral savings are a little over 10% of the ship cost, so for large fleets you could maybe get another booster in the fleet. Dunno.


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Re: Quickstart designs Fri, 23 April 2004 18:19 Go to previous messageGo to next message
multilis is currently offline multilis

 
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You are right about dll7. However for other races not starting with prop 5, I believe qj5 burns no more fuel than lh6 at warp 9.

[Updated on: Fri, 23 April 2004 18:19]

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Re: Quickstart designs Sat, 24 April 2004 00:09 Go to previous messageGo to next message
Orca

 
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multilis wrote on Fri, 23 April 2004 18:19

You are right about dll7. However for other races not starting with prop 5, I believe qj5 burns no more fuel than lh6 at warp 9.


And both suck rocks for any sort of high warp travel.



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Re: Quickstart designs Sat, 24 April 2004 04:07 Go to previous messageGo to next message
Staz is currently offline Staz

 
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multilis wrote on Fri, 23 April 2004 23:19

You are right about dll7. However for other races not starting with prop 5, I believe qj5 burns no more fuel than lh6 at warp 9.


From the back of the manual...

SD = 480%
QJ5 = 900%
FM = 360%
LH6 = 900%
DLL7 = 750%
AD8 = 700%

All at warp 9.


As I mentioned earlier in the thread, a DLL7+3xFT PVT can go 425 ly at w9 with 1kt of cargo. With other engines this becomes

SD = 664 ly
QJ5 = 354 ly
FM = 885 ly
LH6 = 354 ly
DLL7 = 425 ly
AD8 = 455 ly


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Re: Quickstart designs Sat, 31 July 2004 01:25 Go to previous messageGo to next message
asimov is currently offline asimov

 
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Orca: I couldn't help but notice your lack of mention of HE

I am deeply offended!!

if i had a glove, and a way to slap your face with it, i would challange you to a duel for this insult!!

hehehe

but seriously, and very counter-intuitively, low growth HE races can be very very very nasty QS races, especially in blitz games, i would paste my original Roaches race but i never transfered it from the last version of the game, so i'll have to give you a shot in the dark from memory.

nrse/obrm/nas sometimes rs or is, really just a matter of how the rest of the race is set up and how many points you need

There were two versions of this race, one a 2 immune one narrow (don't recall specifics, but it seems like it was less than 1/2 width). The other was a 1 immune, one wide, one about 1/2 width, i always tried to keep it at 1 in 2 planets for the one immune in blitz, and never really played it anywhere else, so the advice may be horribly wrong.

growth rate of either 6 or 7%

1 in 1000
14-15/7/20-25
1kt box checked
14+/3/20+
con/weap cheap, rest expensive (energy cheap and RS if you can manage it)

it peaks horribly early, but is great for blitz when played aggressively...

The metamorph can be used in many interesting and unusual ways for both suprise attacks very early with jihads (they can slaughter normally equipped jihad crusiers with the right design (i don't recall it offhand) and even though it can be easily counterdesigned against, it's very often worthwhile to grab that extra level of construction (it's lvl 10, for those that don't play HE much)


[Updated on: Sat, 31 July 2004 01:38]

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Re: Quickstart designs Tue, 03 August 2004 11:33 Go to previous messageGo to next message
Carn is currently offline Carn

 
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asimov wrote on Sat, 31 July 2004 07:25



growth rate of either 6 or 7%






Has to be 7%, with 6% tri immune and good facs and acceptable mines and good techs can be payed for.

Carn

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Re: Quickstart designs Tue, 03 August 2004 11:52 Go to previous messageGo to next message
multilis is currently offline multilis

 
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Quote:


Has to be 7%, with 6% tri immune and good facs and acceptable mines and good techs can be payed for.


Suggest you play with race wizard and compare, can go anywheres from 4%-7% depending on what you call a QS and like.

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Re: Quickstart designs Thu, 05 August 2004 18:34 Go to previous messageGo to next message
asimov is currently offline asimov

 
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"good factories" and "acceptable mines" are contraindicated for a quick start race.

factories have to be near max, and mines at _LEAST_ 14/3/20, with 1/2 size planets, you have to get the most out of it you possibly can.

As far as growth rate, it can go anywhere from 6 to 8 pretty easy (8 with the 1i version, but you do take some hits elsewhere, and i don't think it's worth it, it's all you can do to keep pop moving outward like you should with 7. Especially when you plan on having at least one race dead by 25, and at least one more by 30.... at least that would be a goal to set playing a race like this.

In anything other than a tiny or small, you'll want to start thinking about having at least 4-6 races and thier territory taken by 60 or so or you're not going to have a chance. It's a specalized qs race for those times you want to be particularly nasty in the very early game, but if you don't grab an overwhelming advantage in planet numbers, you don't stand a chance in mid and late game.

Shrug, i'm sure a lot of this is more just tailoring a race to my prefered playstyle.... I know a lot of you all won't recognize me, but surely some do Smile

I tend to be a bit... uhm... well, a bit of a loner, i guess you could say. I guess it really makes me lose more often than i should, because pissing off the whole rest of the galaxy tends to be bad for your health... But it does make for some REALLY fun games Smile



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Re: Quickstart designs Fri, 06 August 2004 00:26 Go to previous messageGo to next message
Orca

 
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asimov wrote on Thu, 05 August 2004 15:34

"good factories" and "acceptable mines" are contraindicated for a quick start race.


Note - with THIS quickstart race. Most you can't afford these sorts of settings. Smile

Quote:

Shrug, i'm sure a lot of this is more just tailoring a race to my prefered playstyle.... I know a lot of you all won't recognize me, but surely some do Smile

I tend to be a bit... uhm... well, a bit of a loner, i guess you could say. I guess it really makes me lose more often than i should, because pissing off the whole rest of the galaxy tends to be bad for your health... But it does make for some REALLY fun games Smile


Nothing like attacking all comers to make for an interesting game. Hey, it works for blitz, why don't people like it as much in PBEM?!



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Re: Quickstart designs Fri, 27 August 2004 13:59 Go to previous messageGo to next message
Steve1

 
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Quote:

Anyway, it seems to work for me. In a medium or sparse universe, IFE is probably a must though.


I agree with that and in fact I find it very hard not to choose IFE in any environment. One thing that doesn't seem to be highlighted in this thread is the cost of the non-scoop engines.
The biggest problem of all is the expense in Germ. Frown
All that Germ is essential for building factories, so if you start building either extra privateers or fuel boosters (of whatever design) to try achieving warp9 with DLL's (or similar) then that's even more germ consumed. Uh Oh

There's also another late game benefit of IFE:
Chaff can utilise it! Razz
Not only does it achieve warp9 without consuming too much fuel, but it's less attractive to missiles than the QJ5. Surprised
Admittedly it will still cost a bit more than the QJ5 in the endgame, but it can be quite beneficial when your opponent is trying to counterdesign fleets to target your Nubs first. Evil or Very Mad

The cost of IFE is almost always worth it IMO. Nod


[Updated on: Fri, 27 August 2004 14:04]

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Re: Quickstart designs Fri, 27 August 2004 15:47 Go to previous messageGo to next message
multilis is currently offline multilis

 
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The cost of IFE is almost always worth it IMO.



I will disagree with you there. IMO you need a plan, race design is part of that. IFE is part of a way of doing things.

Non IFE can work too, but you have to play different, an alternate means to get same sort of expansion. You end up with different set of advantages for the same cost.

Non IFE that doesn't work... expanding at warp 5 - 7 over large territory (due to restricted hab needs).

Non IFE that does work... micromanage boosters and fuel carefully to achieve warp 9 much of the time. Improved starbases LRT and careful use of strategic stardocks as fuel depots. Large freighters with really cheap engines can go far with limited cargo per ship, similar with privateers with fuel tanks.

Some special races like HE and IS have early ways help fuel boost.

If you take IFE that means you may not be taking something else useful like Improved Stardocks or Ultimate Recycling or some tech being cheap or factories/mines being one notch cheaper or hab being nicer. Many different ways to get a quick start.

Your habitable planet density has a big effect on need for IFE which is a combo of game galaxy density settings and the narrowness of your hab for good greens.



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Re: Quickstart designs Fri, 27 August 2004 16:27 Go to previous messageGo to next message
Kotk

 
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Steve1 wrote on Fri, 27 August 2004 19:59

The cost of IFE is almost always worth it IMO. Nod


For HE or IT it is wasted points. For AR it is kind of 50/50. Since PP is very rarely played and CA is almost always banned... it makes 30% of PRT-s do not use IFE. Wink Considering the economy models we see that NF and 1WW can also use IFE points elsewhere.

That said ... i must admit that for the rest of the pack you are correct. Very Happy

Putting fuel mizers on chaffs is however ... sometimes good, sometimes bad idea. Confused

If you got CE or BET it is OK idea. Wink If you are going to leave bio at 4 (WM with NAS) until the very end it is OK idea. If you use it as desperate way to buy one germ for 2 iron and 3 resources then there is something wrong with the rest of your race or ship design strategy. Wink

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Re: Quickstart designs Fri, 27 August 2004 16:38 Go to previous messageGo to next message
Steve1

 
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Quote:

Non IFE can work too, but you have to play different, an alternate means to get same sort of expansion. You end up with different set of advantages for the same cost.<snip>


I take your point there, but you didn't mention how you get around the germ shortage. Sad
My post wasn't only about the starting point cost of IFE or even the fact that you might need to build more ships as fuel boosters, but more to the point that each of these extra ships are also using engines that consume germ, whereas the FM doesn't. Very Happy
The DLL7 and AD8 engines consuming 3 germ each is a big problem at such an early stage. You can certainly build more mines to compensate, but those resources are better utilised on building factories if you can. Nod
Goes without saying that the more factories you have, the faster you can build mines and therefore more factories. Thumbsup 2
Then of course there's the whole business of shipping germ to your needy colonies. Exhaust all your early HW stocks and there's not enough to fuel some decent growth in your empire.
Quite a serious compounding effect IMO. Sick

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Re: Quickstart designs Fri, 27 August 2004 17:00 Go to previous messageGo to previous message
Kotk

 
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Steve1 wrote on Fri, 27 August 2004 22:38

The DLL7 and AD8 engines consuming 3 germ each is a big problem at such an early stage.

Didnt you note he suggested taking ISB instead of ife... no go and compare dock and station germ costs and then tell us about 3 germ again. Razz

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