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Re: Slow-Tech |
Tue, 01 June 2004 18:39 |
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Carn | | Officer Cadet 4th Year | Messages: 284
Registered: May 2003 | |
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CA could go for cheap bio, because early wars are not likely, would be very strong.
For other races i would consider taking all techs expensive, it gives 280 points over 1 cheap, 1 normal, 4 expensive. That extra points will give more resources to research weapons.
If lot of people think like that WM would be great, as it would take long till nubs and DN have enough time to win game.
SS could be fun, as you might be lucky, lot of people will take en or con cheap or no cheap, but are unlikely to take elec cheap, lot of sneaking possible.
HE tri-i with 6% race wizard growth might have advantage, as it can have good resource(~2000 res per planet), decent mines(12,20) and needs no research for terraform, but plan for lot of time investment to manage the amount of planets it will get in large universe with enough space to grow(i forgot that).
SD is great for HP design, attacking SD before con tech 9 and we tech 8+ is suicide.
IT will have longer advantage from unl gates, as nubs might take longer to develop and unl/300 can be grabbed early, but 300/500 take longer. Also wide spread empires will exists.
About AR i'm very uncertain. Longer early peaceful growth will be great and for high productivity only en and con are needed, but ultra and decent miners take longer and the endgame where all techs are maxed and only mineral production counts is very far off. Test, how tech expensive impacts on AR with 1/1000, IFE, en normal and con cheap.
IFE+NRSE looks very useful, prop nearly has to be expensive.
UR might be more useful(maybe still not enough), since large fleet that have to be replaced can exists from relative early time.
Generally better facs are more important, somewhere all that resources for AMPs have to come from, so HP sounds good.
Challenge would be -f.
That are just thoughts, no experience.
Carn
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Re: Slow-Tech |
Tue, 01 June 2004 19:11 |
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hi ,
I would go for a -f QS race maybe a Joat .
Now you are thinking what he will do ???
Yes a QS with this tech could make it :
- You still will reach tech faster then the other player
- Mostly all Players will go for a HP so they need time to build
up
- You have it easy to Popdrop worlds because noone can build
ships against you they need to research weapon first and slow
tech +75 % will take long
I would go for con normal and energy cheap also RS have to be a must . So you can easy get up destroyer/cruiser fleets with massive shilds and kick one or two players out and when you take the place in the universe you can go for the endgame and your ships you have build are still useful because of the slow tech grow .
ccmaster
[Updated on: Tue, 01 June 2004 19:39] Report message to a moderator
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Re: Slow-Tech |
Tue, 01 June 2004 22:53 |
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Orca | | Chief Warrant Officer 1 | Messages: 148
Registered: June 2003 Location: Orbiting tower at the L5 ... | |
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ccmaster wrote on Tue, 01 June 2004 16:11 | I would go for a -f QS race maybe a Joat .
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Point of clarification. -f and QS are different race types. QS relies on near-HP factories plus HG pop coeff whereas -f neuters the factories.
Jesus saves.
Allah forgives.
Cthulhu thinks you'd make a nice sandwich.Report message to a moderator
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Re: Slow-Tech |
Tue, 01 June 2004 22:58 |
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Quote: |
Point of clarification. -f and QS are different race types. QS relies on near-HP factories plus HG pop coeff whereas -f neuters the factories.
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QS -> Quick Start
means different things to different people
I take QS as meaning decisions made to improve early game performance, including more likely choosing an immunity, no TT PRT, etc.
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Re: Slow-Tech |
Wed, 02 June 2004 05:57 |
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iztok | | Commander | Messages: 1206
Registered: April 2003 Location: Slovenia, Europe | |
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Hi!
StarsBob wrote on Tue, 01 June 2004 22:25 | What races will do well in this sort of game? I believe we're going to have around 8-12 in a Large universe, so I'm thinking HP (Lots of time to build up).
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You're thinking right: under such conditions best choice are races with capacity, not with speed. In large uni with about 10 players there will be 50-60 planets per player. Just this number and large distances will allow slower development. All early conquests from faster races (HGs) would result in increased number of planets they'd have to manage. When remaining neighbours gang on them they'd have to defend a space of 100+ planets. If not the attack, then all needed MM would kill them .
Regarding PRTs: if I'd be a host I'd ban a CA with TT, but still demand they'd have to take bio cheap. A JoaT would not be allowed to take NAS, and IT not cheap con.
My recommendations:
- With only 1 tech cheap and 1 normal econ should be HP or HR, maybe HG with good factories.
- LRTs: LSP, IFE, NRSE (no germ for scoop engines), OBRM only with good mines (eff. 12 or more) and hab (1 in 5 or better). No ARM. ISB not really needed. TT useful with narrower hab.
- Hab: not below 1 in 7, no immunities, 16-18% PGR (15% with HR).
- Factories 14-15/7-9/20+ g checked, mines 12+/3/20+ (or 10/3/18+ with remote mining).
- Tech: con/energy cheap or normal, rest PRT/LRT specific, start at 3 checked.
My .
BR, Iztok
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