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A mineral experiment gone right, so far. Thu, 22 April 2004 13:19 Go to next message
mlaub is currently offline mlaub

 
Lieutenant

Messages: 744
Registered: November 2003
Location: MN, USA
I never really liked the mineral eff cost curve. It's a little steep, IMO. Hardly any races can take advantage of a greater than normal eff without serious consequences, and it never seemed fair. Oh, HP's can go nutz and get a decent eff, but they really pay for it in other aspects, plus they use so much germ, they almost need to do it. My typical HG varies between 10-13 mine eff, and that's is usually just enough. I always wondered about -f's, though. After a long period of time, I have decided to revisit -f's. So, for the last year, I have played them in about half of my games. It's given me new insight, and some of you might value what I have learned. Or, perhaps this is something that is already known, and I am just discovering an old tact.

This is a little premature, as it 'could' effect the game I am involved in, so don't ask which game. This 'Huge' game I am playing in, is going to be winding down soon, though, so what the heck.

My first mineral experiment was with a -f IT. I used 10/3/6 for my mineral settings in a medium universe. Getting minerals fast wasn't an issue with most -f's I've played, so it seemed a good start point. In this game, I had more minerals than I needed (lots of planets), but was loath to squander them with the eff set to 10. As it turned out, I had more minerals than I knew what to do with later on. Picture build Q's out 20 years for Nubs, just counting surface minerals. I was able to kill 2 neighbors in the midgame, and most of a 3rd before the game ended. I had allied with a race that was next to last place, and forced him to grow via tech and germ delivery. In the end game, I dedicated 100 lg freighters to shipping him metal, as I couldn't burn through it fast enough. So, with that in mind, I decided to start testing for my next game...

I started playing with the mineral settings, and realized that several things right off. First, 15/15/5 is almost the same cost as 10/3/10, depending on other settings. Second, this would probably never work with a factoried race. Smile Third, it might be enough for a -f, if you could maintain an explosive enough expansion from the start, and therefore enough resources to start it all off. It was clear from tests that once you had enough mines built, and your empire reached a certain level, minerals would not be the bottleneck, even with the small # of mines operated.

I tend push race design to far (and then try to make up for it with MM), so I said what the heck and came up with this as a starting point:

Experiment #2

-f IS
ISB, OBRM, LSP, RS

Grav .29 - 3.92
Temp Immune (1/3 hab)
Rad 48 - 88

1000 eff, 5/25/5, no, 15/15/5
Weap, Con, Prop - Cheap
Energy - Normal
Bio, Elec - Expensive

As you will no doubt surmise, this is a mineral poor race from the start, all the way into the late midgame. This was an issue x2, as I had perhaps the worst start I could have a imagined. I started near the center of the map, next to 4 WM's, 2 IS's, 1AR, and 1 SD (Host selected <further>)... I only had 2 decent starting planets near my HW ( < 250 ly), which is not to be expected with a 1/3 hab, otherwise I needed to go >300 ly for more large greens. Also, my HW is in a natural sparse area of the map. So, I would consider this to be a really <bad> start. When I designed the race, I debated taking Energy cheap, instead of prop cheap, but figured I'd hedge a bad hab draw with cheap prop and scoops. Plus, with no minerals, and few resources, scoops seemed the best bet. Testing showed that I could research Con 8 right off, and build a few Lg freigters and SFX's to get a the first few loads of colonists to prime worlds. Then, concentrate on getting Prop 9, so I'd only need lg freighters, and they would have a +300ly range. This worked great. I got into some pop drop wars, but my hab helped, for the most part. Grabbing alot of territory with superior engines, growth in space, and defensibility of an IS, along with diplomacy helped with exponential growth. By Y2450, my arch of colonized planets measured 1000ly x 850ly, and yes I
...




Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: A mineral experiment gone right, so far. Thu, 22 April 2004 14:54 Go to previous messageGo to next message
icebird is currently offline icebird

 
Chief Warrant Officer 3

Messages: 178
Registered: September 2003
Location: In LaLa land...
I too have been palying around with improved efficency. In case anyone doesn't know, I'm obsesed with HPs. I have been trying out a JOAT with IFE, TT, NRSE, OBRM, NAS and 17% growth, with habs 31 clicks from each side for eventual max hab. Pop eff 1/2500, facts are 15/8/23/checked, mines 22/15/8 and all expensive tech, box not checked.

If you can trade for needed tech with minerals, then it will work, but otherwise you will have trouble with that until much later in the game. The good side of teh race: no ger crunch and no iron crunch, at any point in the game. I think that this is quite an acomplishment with a HP. I am pulling this out of memory- I'm at school right now, so I don't have stars! with me right now to check. One thing I am thinking about is to reduce the hab a bit to get leftover points to put into mineral concentrations- you will rely on your homeworld for all the minerals for your empire untill you get the factory explosion on other worlds, giving them enough resources to build meaningfull numbers of mines.

What were you saying about pushing a good concept too far? Twisted Evil



-Peter, Lord of the Big Furry Things

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Re: A mineral experiment gone right, so far. Fri, 23 April 2004 06:01 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
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Location: Finland

When using an HP, a better bet is to use those resource points eaten up by the mine settings on ARM. You start with 2 midget miners and, since very few HP's go any better than 1 in 3 hab, you have plenty of planets to strip mine. Usually, with default mine settings of 10,5,10 metal is abundant enough and simple planning is required to make sure the metal arrives where its needed and when its needed. ARM helps this a great deal.

For a -f HG, better mine settings help but, again, even the default settings will work. A -f HG will typically have loads of planets to work with and with all those planets, metal should be very available. OBRM is virtually a given with a -f HG. Again, planning is paramount. The drawback of any HG though is the amount of mm required to manage all those planets.

There are numerous potential designs available and very good planning can make most of them work.

Ptolemy




Though we often ask how and why, we must also do to get the answers to the questions.

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Re: A mineral experiment gone right, so far. Fri, 23 April 2004 08:40 Go to previous messageGo to next message
icebird is currently offline icebird

 
Chief Warrant Officer 3

Messages: 178
Registered: September 2003
Location: In LaLa land...
In general, I try to avaid remote mining- it is expensive to research the miners early enough with a HP economy, and I always have an iron crunch in th 10-20 year range, so building miners at that point doesn't help. Laughing Besides, I like the extra 10% planet space. Twisted Evil Acually, my hab is around 1 in 10, but I do have TT for eventual total hab. By the time I could build remote miners in a great enough quantity, I can live on tose planets (most of them) and build mines, to extract 1.5 times as many minerals. Slower, true, Rolling Eyes but I can live with that in return for reduced vulnerability.


-Peter, Lord of the Big Furry Things

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Re: A mineral experiment gone right, so far. Fri, 23 April 2004 08:42 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1207
Registered: April 2003
Location: Slovenia, Europe
Hi!
Ptolemy wrote on Fri, 23 April 2004 12:01

When using an HP, a better bet is to use those resource points eaten up by the mine settings on ARM. You start with 2 midget miners ...

I have mixed feeling here. ARM's nice, saves quite some resources and minerals, but much later in the game, while 10% more minerals is available from the start. Also, paying for ARM while I already have standard miners, looks like a waste to my penny-counting soul Smile. Since I'm not an AR, gateability isn't an issue, and refuel of remotes is usually done by freighters loading minerals. Moving those heavy standard miners fast and far is a problem, but I usually merge them with freighters and planet-hop, optimizing their path to spend as much time as possible mining.
My my 2 cents.
BR, Iztok


[Updated on: Fri, 23 April 2004 08:43]

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Re: A mineral experiment gone right, so far. Fri, 23 April 2004 09:22 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
Ships on the move do not remote mine, even if they are at a planet at the start or end of a turn. (Exception, an AR can mine their own worlds the turn they arrive)


- LEit

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Re: A mineral experiment gone right, so far. Thu, 29 April 2004 10:33 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
icebird wrote on Thu, 22 April 2004 20:54

mines 22/15/8 Twisted Evil


Note: 16/3/14 mines cost the same in RW.

Your setting get about 20% (1.2 times) more minerals out of ground during 100 years but they cost about 200% (3 times) more resources.

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Re: A mineral experiment gone right, so far. Thu, 29 April 2004 11:00 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
Quote:


Note: 16/3/14 mines cost the same in RW.

Your setting get about 20% (1.2 times) more minerals out of ground during 100 years but they cost about 200% (3 times) more resources



Perhaps he hopes to 'take over' the mines someone else builds rather than build his own.

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Re: A mineral experiment gone right, so far. Thu, 29 April 2004 11:44 Go to previous messageGo to next message
Carn is currently offline Carn

 
Officer Cadet 4th Year

Messages: 284
Registered: May 2003
multilis wrote on Thu, 29 April 2004 17:00

Quote:


Note: 16/3/14 mines cost the same in RW.

Your setting get about 20% (1.2 times) more minerals out of ground during 100 years but they cost about 200% (3 times) more resources



Perhaps he hopes to 'take over' the mines someone else builds rather than build his own.


Since most races have 12-18 mines per 10000 cols operated, i think it would not be wise to have only 8 operated and then try to conquer mines.

Carn

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Re: A mineral experiment gone right, so far. Thu, 29 April 2004 11:46 Go to previous messageGo to next message
Carn is currently offline Carn

 
Officer Cadet 4th Year

Messages: 284
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multilis wrote on Thu, 29 April 2004 17:00

Quote:


Note: 16/3/14 mines cost the same in RW.

Your setting get about 20% (1.2 times) more minerals out of ground during 100 years but they cost about 200% (3 times) more resources



Perhaps he hopes to 'take over' the mines someone else builds rather than build his own.


Since most races have 12-18 mines per 10000 cols operated, i think it would not be wise to have only 8 operated, if mine conwuering is planned, you could end up with a lot of mines you cannot use.

Carn

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Re: A mineral experiment gone right, so far. Thu, 29 April 2004 12:04 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

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Quote:


Since most races have 12-18 mines per 10000 cols operated, i think it would not be wise to have only 8 operated, if mine conwuering is planned, you could end up with a lot of mines you cannot use



But you may take them when they are only 25% or 50% full breeder worlds. You may bomb them first and lose some mines.

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Re: A mineral experiment gone right, so far. Thu, 29 April 2004 17:39 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Laughing HP econ, factories cost 8, all tech expensive, mines 3 times more costly than usual and he wants to take over someone elses mines? Shocked

I can imagine discussion like what is better to take:

A) 2500 15/7/21 chk 11/3/18
B) 2500 15/8/21 chk 13/3/17

With B you get 14% more expensive factories for 18% more efficient mines and its good trade.

Trade like:

A) mines 16/3/14
B) mines 22/15/8

Is bad trade because you get 20% more efficient mines for going 200% more expensive. No matter if you hope to take others factories and mines or use your own.


[Updated on: Thu, 29 April 2004 17:57]

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Re: A mineral experiment gone right, so far. Thu, 29 April 2004 18:36 Go to previous messageGo to next message
icebird is currently offline icebird

 
Chief Warrant Officer 3

Messages: 178
Registered: September 2003
Location: In LaLa land...
As I said, I like to go to the far extreme then come back until I find the right ballance. I like the 16/3/14. I'm not sure where, but I managed to find 280 RW points to get this new race:
The Eke-ekes
JOAT
IFE, TT, NRSE, OBRM, NAS
17%, .51-1.96, -100 to 100, 27-73 (1 in 7)
1/2500, 15/8/23/checked, 20/4/10
All exp, not checked
Or, if you don't think you can survive (probable), then you can reduce the mines to 16/3/14 and get weapons cheap and con normal. I'll do some testing in a bit here, when I get some more spare time.


[Updated on: Thu, 29 April 2004 18:48]




-Peter, Lord of the Big Furry Things

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Re: A mineral experiment gone right, so far. Thu, 29 April 2004 20:15 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Yes you are going bit too extreme in multiple ways icebird. I would probably kill such JOAT HP-s with AR in duel (and quess who gets more minerals in long term Wink ).

The original trick that Matt posted was something like:

0) mines 10/3/13 (usual for -f)
A) mines 10/3/7 +75 rw points
B) mines 15/15/5 +80 rw points
C) mines 10/6/13 +65 rw points

While A) get about 11M minerals per colonized planet during 100 years, B) gets 15M and so it is crippled but playable in long term while A) has unplayably low minerals. C) has about same minerals as B) and builds them about as long. So the actual trick was how to get 80 points out of RW by getting double expensive mines. Going C) is also double cost mines but gives only 65 RW points. Razz

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Re: A mineral experiment gone right, so far. Thu, 29 April 2004 20:56 Go to previous messageGo to next message
icebird is currently offline icebird

 
Chief Warrant Officer 3

Messages: 178
Registered: September 2003
Location: In LaLa land...
Why do I insist on following my untried and probably horrible ways? Because I can. And because that is how new things are discovered. I'm not claiming to be on to anything extra special, but these new mine settings do wonders to my mineral supply. In my test, I never hit a germanium crunch, which is quite an accomplishment with a HP (no, there wasn't a wonderous concentration- 35 was the start). Nay say if you want, but I like wierd races. Razz
If you don't like HPs (as most people don't), then here is a -f:
IS
IFE, ISB, NRSE, OBRM, NAS
19% .33 to 1.96, -124 to 124, 22 to 78
1/1000, 5/25/5, 17/4/10
Weapons, Cons cheap, rest expensive

Testbed this race, then tell me that minerals arn't just oh so much easier to get. Very Happy



-Peter, Lord of the Big Furry Things

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Re: A mineral experiment gone right, so far. Fri, 30 April 2004 06:39 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
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Location: Edmonton, Canada
Kotk, I am not saying I agree with Matt's strategy, I am just trying to see the logic in it.

If one is a -F, one expects to build few mines on ones own but instead capture most, and one expects to capture relatively few mines perhaps it can be made to work. That does not mean I am brave enough to try such settings. Smile

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Re: A mineral experiment gone right, so far. Fri, 30 April 2004 10:42 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
Lieutenant

Messages: 744
Registered: November 2003
Location: MN, USA
multilis wrote on Fri, 30 April 2004 05:39

Kotk, I am not saying I agree with Matt's strategy, I am just trying to see the logic in it.

If one is a -F, one expects to build few mines on ones own but instead capture most, and one expects to capture relatively few mines perhaps it can be made to work. That does not mean I am brave enough to try such settings. Smile


You are implying that my whole strategy was to pop bomb to get mines. You misread my post then, or I was not clear enough. Of all my mines, I have built 95% of them.

I am just now starting to capture mines via pop bombing. While nice, it really isn't even necessary. Any lategame IS can max out captured planets easily, sure the mines are expensive, but who cares? At that point resources are *not* the limiting factor for most races, minerals are.

-Matt



Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: A mineral experiment gone right, so far. Fri, 30 April 2004 19:50 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
Quote:


You are implying that my whole strategy was to pop bomb to get mines. You misread my post then, or I was not clear enough. Of all my mines, I have built 95% of them.

I am just now starting to capture mines via pop bombing. While nice, it really isn't even necessary. Any lategame IS can max out captured planets easily, sure the mines are expensive, but who cares? At that point resources are *not* the limiting factor for most races, minerals are.

-Matt



I am looking at how your strategy may work better than the alternatives. Someone with cheaper but more numerous mines would likely have more planets to work with due to reduced earlier costs, and would likely have more minerals out of HW.

If one views the game as very long term then perhaps the cost of mines are insignificant no matter how much they cost. This would be similar to how a mod having a special race with transports that cost 100x cheaper wouldn't be 100x better, you only spend so much on transports.

Perhaps looking weak is part of how Matt survives till later, he tries to get others to focus on 'more powerful' competition.

Someone who wishes -f and late game minerals and brave enough to face earlier weakness may be tempted to go with some sort of AR.

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Re: A mineral experiment gone right, so far. Fri, 30 April 2004 20:24 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
Lieutenant

Messages: 744
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[quote title=multilis wrote on Fri, 30 April 2004 18:50]
Quote:


I am looking at how your strategy may work better than the alternatives. Someone with cheaper but more numerous mines would likely have more planets to work with due to reduced earlier costs, and would likely have more minerals out of HW.



Huh? what does mining have to do with the number of planets I own?

Quote:


If one views the game as very long term then perhaps the cost of mines are insignificant no matter how much they cost.



Only a incompetent enters a huge game without thinking endgame strategy.

Quote:


This would be similar to how a mod having a special race with transports that cost 100x cheaper wouldn't be 100x better, you only spend so much on transports.



This make no sense.

Quote:


Perhaps looking weak is part of how Matt survives till later, he tries to get others to focus on 'more powerful' competition.



Huh? I don't remember saying anything like this. I very much doubt that anyone considered my race weak at any point in my current game. Where are you getting this?

-Matt




Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: A mineral experiment gone right, so far. Fri, 30 April 2004 20:56 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

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Quote:

Huh? I don't remember saying anything like this.

I never said you said certain things Matt, I am taking guesses at strategy. Another player once said he took TT to not look too strong early, he wanted to be less noticed and stronger later.

Quote:

Huh? what does mining have to do with the number of planets I own?


If you own more 20% more planets you have a potential of 20% more minerals. If someone else owns those planets, they may mine them dry before you get them.

Quote:


Only a incompetent enters a huge game without thinking endgame strategy.



I am looking at a strategy in generallities, not just huge game. Other factors also influence game length, so for example a Dark Ages type game in a smaller setting may also be influenced.

Quote:


This make no sense.



Sorry you don't understand. I will try to word another way. If ship engines cost 10% of the total ship cost, and a special race had an engine that was 10x as cheap, that race would only reduce the total ship cost by about 9%. (or if transports are only 10% of your production and you reduce cost by 10x you may only save 9% of your production if you can't use more transports)

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Re: A mineral experiment gone right, so far. Sat, 01 May 2004 08:44 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
icebird, your -f IS race has 1 in 4 hab without immunity and only 2 common technologies. Sad That means no planets, no resources and more minerals than it can ever use. It is just making juicy mineral candy for anyone interested.

multilis, Matts race actually looks from side early *lot* stronger than it actually is. Anyway this race should feel to play quite like AR, plus all the IS gadgets and tricks and its AR-ness is never so obvious. It cannot feed whole alliances with minerals, but on its own it is doing OK.

Matt has *designed* for large game. Looking it out of context is nonsense. LSP in small game? Without large freighters there are not enough minerals to expand early with such mine settings, so he takes them ASAP. OTOH ... thanks to LSP and double expensive mines he found points to build it without NAS (that sucks horribly in large game) and for one-immune 1 in 3 hab (that means 2 from 3 at max terra).

Think, who knows what minerals he has when looking from the side? Everyone see there is IS that colonize lot of planets, spreads rapidly and has quite good tech. Any expert assume correctly it is -f there (strong early, weaker later) and try to be nice with him. They are mostly HP-s in large game these days... you see. Actually, they are correct ... one HP it can kill until 2450, no matter if it is played by advanced player or no.

Most races in large game have quite expensive tech. He has cheap. Better than that. He has propulsion cheap, thats wonderful trade article, rare people have propulsion cheap. So he gets or trades max tech as quick as these HP-s around. After that others are soon limited with minerals, leftover to alchemy, he is building flat-out like AR (but not endlessly of course and not 50/50 torpedo ships & beamers). Wink


[Updated on: Sat, 01 May 2004 09:16]

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Re: A mineral experiment gone right, so far. Sat, 01 May 2004 11:04 Go to previous messageGo to next message
icebird is currently offline icebird

 
Chief Warrant Officer 3

Messages: 178
Registered: September 2003
Location: In LaLa land...
I see 1 in 3, closer to 1 in 2 than 1 in 4. With faster yellow ramp up (orbiting pop), the planets are rather numerous. Or oyu could go grav immune with 1 in 7, rad right shifted narrow and temp large centerd, but I'm not fond of that. Plentiful planets+pop growing in freighters= lots of pop, even if the world's arn't of very good value themselves.

Edit: I see where you get 1 in 4- I messed up the habs in my first posting. Embarassed With 3 leftover, is is really .27 to 3.68, -128 to 128 and 18 to 82.


[Updated on: Sat, 01 May 2004 11:06]




-Peter, Lord of the Big Furry Things

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Re: A mineral experiment gone right, so far. Sat, 01 May 2004 12:26 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
All race design is about balancing. How to be competive without being wasteful. If you get no factories you want to have double the planets + cheapish tech. Thats because others get about 3 times more resources per planet occupied. But you can live well with half weaker mines than others because your planets lack production capacity.

So .... -f should go immunityless 1 in 3 hab only with TT. Then it can terra almost as quick thanks to click costing less resources. Otherwise, go 1-immune and with no worse than 1 in 4 hab.

10/3/13 mines are best that -f needs. I cannot imagine it running out of minerals before game is over with such mines. Player must be doing something real stupid to waste up all its minerals. Matt took mines that are as good and cost double to build but also cost 80 points less in race wizard. You take mines that are 340 points more expensive than best mines a -f ever needs and it shows in the rest of the race. Wink

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Re: A mineral experiment gone right, so far. Sat, 01 May 2004 18:01 Go to previous message
mlaub is currently offline mlaub

 
Lieutenant

Messages: 744
Registered: November 2003
Location: MN, USA
Kotk wrote on Sat, 01 May 2004 11:26

All race design is about balancing....How to be competive without being wasteful. If you get no factories you want to have double the planets + cheapish tech. You take mines that are 340 points more expensive than best mines a -f ever needs and it shows in the rest of the race. Wink



Wow! Summed up nicely in the last few posts. Thanks! I was in a rush, and was going to try to follow up, but you got it spot on.

The Prop cheap tech actually allowed me to double dip in tech trading, and no one suspected how weak I was at the begining.

-Matt



Global Warming - A climatic change eagerly awaited by most Minnesotans.

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