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Re: Start colonization help Tue, 18 May 2004 14:02 Go to previous messageGo to next message
multilis is currently offline multilis

 
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Quote:


Anyone who builds anything even better than few yaki DD-s before turn 30 is quite likely an idiot.


Seems to be a successful part of certain aggressive warmonger PRT strategies.

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Re: Start colonization help Tue, 18 May 2004 14:04 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
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Ok KotK, what you are telling me is that I am overly fearful for my colonies. The couple of the three times that I have played against AR they simply went Puppy dog eyespoofPuppy dog eyes before we entered the mid-game because they were unable to defend their colonies against Yak DDs and Phaser FFs. So I'm figuring, apparently incorrectly, that I would have to put up hardened SDs ASAP to avoid playing a very short game.

But I still wonder about the scenario in which I find myself next to an agressive -f race.

Thank you for your patience and for the tips.


[Updated on: Tue, 18 May 2004 14:06]

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Re: Start colonization help Tue, 18 May 2004 14:06 Go to previous messageGo to next message
Carn is currently offline Carn

 
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Starter colonies pay off very fast in resources, there it takes only travel time + 2-5 turns to get back resources, mins take, longer are conc dependant and need to be picked up.
So if a starter colony survives 8 turns and a freighter can visit planet you won something - if those resouces went to research, another reason, why i had idea not to terraform early.
And also lots of starter colony reduce loses in case of attacks, because first better your warned by losing 4000 pop than 100000 and second enemy will hopefully waste some time shooting down unimportant starters - long enough for prepairing defense on important worlds.
And first attacks normally do not happen before 2415, so it does not hurt early on to leave starters at 2200 pop.

Carn

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Re: Start colonization help Tue, 18 May 2004 14:25 Go to previous messageGo to next message
Kotk

 
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vonKreedon wrote on Tue, 18 May 2004 20:04


But I still wonder about the scenario in which I find myself next to an agressive -f race.

It all boils down to game size. If the game is smaller than 40 planets per player... then... AR seems to be quite unplayable. I have won such games but it is more like diplomacy trickery... i worked hard to find my neighbours something other to fight with and be low on their kill list meanwhile keeping eye that i get some planets here or there from territories of the ones that died.

However if the game size is above 40 planets per player the distances start to play their role. AR is still weak but not so dead meat there.

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Re: Start colonization help Tue, 18 May 2004 14:27 Go to previous messageGo to next message
Kotk

 
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multilis wrote on Tue, 18 May 2004 20:02

Quote:


Anyone who builds anything even better than few yaki DD-s before turn 30 is quite likely an idiot.


Seems to be a successful part of certain aggressive warmonger PRT strategies.

I have NEVER seen WM winning a game that is suitable for AR-s (about 40 planets per player).


[Updated on: Tue, 18 May 2004 14:28]

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Re: Start colonization help Wed, 19 May 2004 08:41 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
Kotk wrote on Tue, 18 May 2004 17:48

Here i do it bit differently ... i build these maxi miners *only* at homeworld and only if i have high (above 60) iron worlds...

I build them on first (rich or normal) breeders, after upgrading Dock to the Station and they're waiting for pop to grow to the next hold level, because I'm too lazy to do pop AND minerals balancing, but the minimal needed for building orbitals and movers. Confused Not such a MM freak anymore?
BR, Iztok

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Re: Start colonization help Wed, 19 May 2004 10:05 Go to previous messageGo to next message
Kotk

 
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iztok wrote on Tue, 18 May 2004 17:48

Confused Not such a MM freak anymore?


Never been one. I have studied almost all aspects of the game very closely but i have always thought how to MM enough and NEVER MORE.

Why i do it differently from what you suggested is that i very rarely build stations with AR. I built stations in masses with that ISB-less 3-immune (that is not as bad as people might think), but i have not played it ... 10 years already. I usually get 1 immune with growth 14-15 or maybe 16 with LSP. That gives 1 in 4 or maybe even 1 in 3 hab with careful design.

Combined -f hab and low growth... it makes LOT of habitable or soon to be habitable planets. I have no time to wait until someone takes these planets and so i breed from the docks i have.

Now... about turn 30 i have mostly finished my colonization phase and the pop transport routes from HW grow futile (5+steps) i start thinking about raising the pop density around center and on breeders.

Clicking F5 i usually see con 12 by then. So i build ultras, skipping the stations. They have more or less equal cost. Now when my ultra is ready i have the question: who builds construction 7 miners at construction 12? Wink

Sure i would build stations if my HW is extreme poor or i have some 100+ germ conc breeders or breeder is hit by comet... but these are special cases. Nod Station+miners must pay their cost back at least 3-4 times until 2430, and that means close to 90 conc worlds. Spreading, terraforming and tech are otherwise better investments.


[Updated on: Wed, 19 May 2004 10:32]

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Re: Start colonization help Wed, 19 May 2004 10:28 Go to previous messageGo to next message
Carn is currently offline Carn

 
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Kotk wrote on Wed, 19 May 2004 16:05



Why i do it differently from what you suggested is that i very rarely build stations with AR. I built stations in masses with that ISB-less 3-immune (that is not as bad as people might think), but i have not played it ... 10 years already. I usually get 1 immune with growth 14-15 or maybe 16 with LSP. That gives 1 in 4 or maybe even 1 in 3 hab with careful design.



Sure i would build stations if my HW is extreme poor or i have some 100+ germ conc breeders or breeder is hit by comet... but these are special cases. Nod Station+miners must pay their cost back at least 3-4 times until 2430, and that means close to 90 conc worlds. Spreading, terraforming and tech are otherwise better investments.




Whether to build stations or not as AR, depends in my testbeds mainly(apart from having ISB or not) on germ conc,especially on HW, number of good planets(=hab) and pop growth. With high growth docks start sooner to be to small and more minerals are mined by pop per planet and habs tend to be smaller, so if there's enough germ building stations pays. With low growth, habs are wider, so more planets to stuff pop to, docks are big enough longer and less germ is avaible per planet, so skipping stations costs less pop and saves more germ and that way is more likely to pay than with high growth rates.
The point is, why investing 250-300kT germ and 300-500 resources per planet in 2415-2420, when you want to start ultra building in 2428-32. By building stations you might face having not enough germ to build ultras, which is far worse than not building stations(of course can be avoided by building more miners, but that cost more resources, so ultras are researched and build later).

For example the famous Arvids(first posted 25000 resource AR) are 1 in 21 with 19% growth, i do not think it would be wise to skip stations with them.

And with 14-16% growth Kotk has certainly very often a start, where building stations does not pay.

Carn
...



[Updated on: Wed, 19 May 2004 10:33]

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Re: Start colonization help Wed, 19 May 2004 10:52 Go to previous messageGo to next message
Kotk

 
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Carn wrote on Wed, 19 May 2004 16:28

For example the famous Arvids(first posted 25000 resource AR) are 1 in 21 with 19% growth, i do not think it would be wise to skip stations with them.



Oh any of my AR-s get usually about 25k in tiny packed while the Arvids get about 12k-15k there. Arvids got their 25k result playing in small packed alone. Wink I do not think that AR is good idea like QS with 19% growth and worse than 1 in 10 hab. You run too quick into neighbours and you cant pop drop. Arvids need CA teamie to take them into real game.

I have seen a testbed where one guy got nearly 100k with OBRM AR played in medium packed + beginners max minerals. That does not make OBRM AR a monster. Wink

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Re: Start colonization help Wed, 19 May 2004 10:57 Go to previous messageGo to next message
Carn is currently offline Carn

 
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Just an example coming to mind, where stations might be neccesary, i would never play Arvids in real games, but someone could try a race that tends a bit in that direction and then not building stations might be mistake.

Do you prefer 1/1000 effiency or 1/2500?

Carn

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Re: Start colonization help Wed, 19 May 2004 16:28 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
Kotk wrote on Wed, 19 May 2004 16:05

iztok wrote on Tue, 18 May 2004 17:48

Confused Not such a MM freak anymore?

Never been one. I have studied almost all aspects of the game very closely but i have always thought how to MM enough and NEVER MORE.

Sorry, it has not been mentioned YOU are MM freak, but me being lazy, so not being one.

Quote:

...i very rarely build stations with AR...
... snip explanation...

Point taken. To breed like an HE was not on my mind, ESP when higher number of AR pop doesn't make so much more resources.
BR, Iztok


[Updated on: Thu, 20 May 2004 01:43]

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Re: Start colonization help Wed, 19 May 2004 23:18 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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carn: 1/1000, definately. I find 1/2500 slows the early years too much.

others: You all seem to be assuming ISB LRT has been selected... Personally, my most successful AR race so far did not take ISB.

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Re: Start colonization help Thu, 20 May 2004 02:23 Go to previous messageGo to next message
Carn is currently offline Carn

 
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What growth rate?

A growth rate above 15% makes ISB in my eyes something very useful.
Of course it also depends on game conditions, if the raio planets/players is high enough and you get enough good greens, you can instead of building ultras export pop to new colonies and wait for Death Stars.

Carn

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Re: Start colonization help Thu, 20 May 2004 03:14 Go to previous messageGo to next message
ForceUser is currently offline ForceUser

 
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I personally don't see hth I'd do WITHOUT Ultras. I just don't see it. It esp helped when I was attacked earlyish on with Docks being so cheap.


"There are two types of people in the world. AR players and non-AR players" Nick Fraser

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Re: Start colonization help Thu, 20 May 2004 04:50 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
Kotk wrote on Wed, 19 May 2004 16:05

I built stations in masses with that ISB-less 3-immune (that is not as bad as people might think), but i have not played it ... 10 years already.

No wonder. Despite ARs benefit the most from 3-immunity, they have to pay through the nose for it. I did a testbed once with 7% 3-immune AR. 've spread pop equally, transported 2200 or 4400 pop at once etc. 've manged to get 26k in 2500 Confused Shocked Crying or Very Sad .
BR, Iztok

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Re: Start colonization help Thu, 20 May 2004 08:34 Go to previous messageGo to next message
Kotk

 
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Dogthinkers wrote on Thu, 20 May 2004 05:18

others: You all seem to be assuming ISB LRT has been selected... Personally, my most successful AR race so far did not take ISB.

No ISB? Surprised Your experience with AR must be is a bit limited then. Nod Tell us what resources you got and in where?

I can play without IFE, without ARM and even maybe with CE (each of these are more expensive than ISB). Its truely hard without ISB.

First ... as ISB-less it is hard to scout and spread quick enough only with stuff and fuel that is produced at HW. One cannot use large freighters to carry pop without ISB because LF just fills that tiny fort thing too much. Also it is hard to build stations just with fort pop. Finally ... it is difficult to get needed resources for deathstar tech from station empire. All that pain cannot be comparable with anything you can buy for these stinky 67 rw points.
Confused

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Re: Start colonization help Thu, 20 May 2004 09:03 Go to previous messageGo to next message
Kotk

 
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iztok wrote on Thu, 20 May 2004 10:50


I did a testbed once with 7% 3-immune AR. 've spread pop equally, transported 2200 or 4400 pop at once etc. 've manged to get 26k in 2500 Confused Shocked Crying or Very Sad .



Try 6%. I remember playing in game with 6% 3-immune IFE ARM RS and pop eff 8. It did significally better in real game than testbed you described. Possibly it was because Stars versions back then gave more initial pop with acc BBS.

Pop management trick with 6% AR: Colonize turn 0 with 1600 pop, take energy 5 and then colonize as lot you can but keep eye that all your colonies have equal pop. Stations turn into breeders around 2490. Wink


[Updated on: Thu, 20 May 2004 12:28]

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Re: Start colonization help Thu, 20 May 2004 09:43 Go to previous messageGo to next message
multilis is currently offline multilis

 
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Quote:


AR... Its truely hard without ISB.


Some apparently do/did.

Guessing: More reliance on gates for transfering fuel, getting ships moved, etc (early prop5).

Probably easiest for a 3i, not traveling as far, hurry to spread to every planet with tiny colony to get resources up. Colonies do research (bit more as no Spacedock building) while HW focuses more on production.

Miniturization plays a role in Starbase costs.

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Re: Start colonization help Thu, 20 May 2004 10:05 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Quote:

Try 6%. I remember playing in game with 6% 3-immune IFE ARM RS and pop eff 8. It did significally better in real game than testbed you described. Possibly it was because Stars versions back then gave more initial pop with acc BBS.

IIRC I've been preparing for a special game where pop growth was limited to max 10%, plus some other limitations, and with NO AccBBS start, hence so low result. But compared to other +f races it did very well, esp. in first 50 years. An awesome tech monster.
BR, Iztok

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Re: Start colonization help Thu, 20 May 2004 11:13 Go to previous messageGo to next message
Carn is currently offline Carn

 
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iztok wrote on Thu, 20 May 2004 16:05

Hi!
Quote:

Try 6%. I remember playing in game with 6% 3-immune IFE ARM RS and pop eff 8. It did significally better in real game than testbed you described. Possibly it was because Stars versions back then gave more initial pop with acc BBS.

IIRC I've been preparing for a special game where pop growth was limited to max 10%, plus some other limitations, and with NO AccBBS start, hence so low result. But compared to other +f races it did very well, esp. in first 50 years. An awesome tech monster.
BR, Iztok


Did that game turn into all tri-immune HE or was that banned?
If no tri-immune HE and growth below 10%, i think tri-immune AR, whether 6 or 7% would be ruling, since they suffer least from low growth rates, with 6 or 7%(7% is a bit better on resources, but has bad LRTs, so 6% is likely stronger) i get without problem 12-14k resources in tiny packed testbed, with 10% other PRT it would be very hard to get 8k and those races still have to terraform, build factories and mines. Its simply other races have to put pop on planets to make it useful, AR just need 1 pinta.
I think thats one reason AR is banned in dark ages, where growth is limited to 7-8%.


Carn

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Re: Start colonization help Thu, 20 May 2004 12:42 Go to previous messageGo to next message
Kotk

 
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multilis wrote on Thu, 20 May 2004 15:43

Quote:


AR... Its truely hard without ISB.


Some apparently do/did.

Guessing: More reliance on gates for transfering fuel, getting ships moved, etc (early prop5).

Probably easiest for a 3i, not traveling as far, hurry to spread to every planet with tiny colony to get resources up.


3i is quite special case. It is done with its almost AI HE style colonization mostly around 2425 and can start building stations only if and where it wants to build some ships. Its stations grow to breeding level only about 2490 (and it has max energy, construction and weapons by then).

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Re: Start colonization help Thu, 20 May 2004 15:19 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Carn wrote on Thu, 20 May 2004 17:13

Did that game turn into all tri-immune HE or was that banned?

The game never started. I can't remember the reason.

Quote:

...other races have to put pop on planets to make it useful, AR just need 1 pinta. I think thats one reason AR is banned in dark ages, where growth is limited to 7-8%.

It's not so simple. There's a strong limit to hab. Basically ALL races compete for the same planets and max allowed hab with an immunity is quite cheap. The main reason ARs are banned is in costs of fac's and mines they don't need to build.
I did a testbed with an AR. Really to strong and too fast. Even that intrinsic ability to mine makes BIG difference. IMO ARs could be allowed in a primitive game, but with special rules:
- energy mandatory expensive,
- they should check OBRM,
- resource divisor 1/20 to 1/25.
I'd still need to do some testbeds to check if that'd be enough.
BR, Iztok

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Re: Start colonization help Thu, 20 May 2004 16:33 Go to previous messageGo to next message
Carn is currently offline Carn

 
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iztok wrote on Thu, 20 May 2004 21:19

Hi!

It's not so simple.



Therefore i said its one reason, certainly there are others due to AR being so different.

Carn

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Re: Start colonization help Fri, 21 May 2004 03:54 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
Kotk wrote on Wed, 19 May 2004 16:05

...I usually get 1 immune with growth 14-15 or maybe 16 with LSP. That gives 1 in 4 or maybe even 1 in 3 hab with careful design.
... so i breed from the docks i have...

I did a quick "your style" testbed. Tiny packed uni, good luck with breeders, bad with iron. That combined made me run into big iron crunch, because I had to export pop AND move iron, and there just wasn't enough of it to build needed freighters. Besides, docks had so small pop growth (20k) that using LFs for movers wasn't cost-effective. I had to let some docks to grow over 50%, before building an US there (had a local germ shortages too, with not enough freigters).
Anyway, it's possible. Viable if iron isn't too short. Thank you for the idea.
BR, Iztok


[Updated on: Fri, 21 May 2004 03:55]

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Re: Start colonization help Fri, 21 May 2004 05:43 Go to previous messageGo to previous message
ForceUser is currently offline ForceUser

 
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I use a 1 in 3 hab 1 imune with IS and almost ALL the planets in my corner is green


"There are two types of people in the world. AR players and non-AR players" Nick Fraser

Working on some new stuff: http://sourceforge.net/apps/mediawiki/stars-nova/index.php?t itle=Graphics
And the Mentor Database www.groep7.co.za/Mentor/ ZOMGWTFBBQ!! it still works lol!
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