Home World Forum
Stars! AutoHost web forums

Jump to Stars! AutoHost


 
 
Home » Stars! 2.6/7 » The Academy » Best 2450 Resource Count
Best 2450 Resource Count Sun, 12 January 2003 03:53 Go to next message
zoid is currently offline zoid

 
Ensign

Messages: 348
Registered: December 2002
Location: Murray, KY - USA
I never could make a "25k by 2450" race, so my testbed was designed to give me the best possible chance of succeeding. Here's what I did.

Game Parameters:
Small (packed) Galaxy
Accelerated BBS play
Maximum Minerals

Race Parameters:
PRT: JOAT
LRT: IFE, NRSE, OBRM, NAS
Gravity: .69 - 4.40
Temperature: Immune
Radiation: 41 - 85
Growth: 18%
Population Efficiency: 1100
Factory Settings: 12/8/16 (-1 germanium to build)
Mine Settings: 10/3/15
Research Settings: All 75% extra

Default Production Que:
Max factories up to 200
Max mines up to 200
Max terraform up to 100%

By 2434 I had 57 planets and 16k resources; resource count was improving by 2k per year and rising. I was bored with it by this time, so I just cycled thru the turns from 2434 until 2450 with the default production ques on every planet. I ended at 2450 with 70k resources and the following techs: EN4, W16, P10, C7, EL4, B4. I know I could have done much better if I'd kept on micromanaging until 2450, and done a little less without the max minerals setting.

On my second run with an 17% IT (basically the same parameters otherwise) I didn't select the max minerals setting; my planet choices seem much lousier and as luck would have it most of the planets available to me are very germanium poor (my homeworld started with only 30 concentration), yet it doesn't seem to be making a huge difference except I have much more micromanagement to do. I'm currently at 2437 with 15k resources, certain that 25k will be easily surpassed, and bored again. Laughing

Anyone else care to brag about your testbed successes? Very Happy And how about some modification suggestions for multiplayer gameplay?



I'M NOT AN EXPERT AND I'M OFTEN PROVEN WRONG. TAKE THAT INTO CONSIDERATION WHEN YOU READ MY POSTS.
Math? Confused Ummm, sure! Nod I do FREESTYLE math.

Report message to a moderator

Re: Best 2450 Resource Count Mon, 13 January 2003 02:27 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
Lieutenant

Messages: 583
Registered: November 2002
Location: Where the clowns can't re...

75% extra is something everyone will say will get you killed.

Then again if your economy is good enough you can compensate up until about tech 20 in weapons when the costs really get high.

Here's a question for everyone - what tech levels should a player aim for by 2450? Resources is a pointless goal in my opinion because only HG races can do well, HP and -F will find it much harder.

Report message to a moderator

Re: Best 2450 Resource Count Mon, 13 January 2003 03:17 Go to previous messageGo to next message
zoid is currently offline zoid

 
Ensign

Messages: 348
Registered: December 2002
Location: Murray, KY - USA
freakyboy wrote on Sun, 12 January 2003 23:27

75% extra is something everyone will say will get you killed . . . Then again if your economy is good enough you can compensate up until about tech 20 in weapons when the costs really get high.
Not to disagree (I'm prone to overlook things), but it seems to me if you can get twice the production potential, you can build ships twice as fast and have twice the production to allocate to research when you need to, thus overcoming the 175% cost of tech.
Quote:

Here's a question for everyone - what tech levels should a player aim for by 2450?
The only reference I've seen on this was some vague mention of Armageddons by 2460. I don't know if anyone has bragging rights on that or if it's just something to shoot for. That definitely seems a more complicated goal because you have to balance resource expansion and tech research. Think I'll leave that one to you wizards. Confused



I'M NOT AN EXPERT AND I'M OFTEN PROVEN WRONG. TAKE THAT INTO CONSIDERATION WHEN YOU READ MY POSTS.
Math? Confused Ummm, sure! Nod I do FREESTYLE math.

Report message to a moderator

Re: Best 2450 Resource Count Mon, 13 January 2003 03:30 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
Lieutenant

Messages: 583
Registered: November 2002
Location: Where the clowns can't re...

175% cost vs 50%. i.e. someone with 1/3 the resources pumped into weapons can research a tech level faster than you.

In other words if you take 75% extra then you should really also be doubling your economy - which is difficult at the least.

Then again in Otaku2 a game I'm playing on Autohost my race took all costing 75% more and my race is running away with the game somewhat.

Report message to a moderator

Re: Best 2450 Resource Count Mon, 13 January 2003 17:13 Go to previous messageGo to next message
Apelord is currently offline Apelord

 
Master Chief Petty Officer

Messages: 99
Registered: November 2002
Checking the +75% box for each feild can have some different consequences. Since what you are doing is basically setting a different fixed cost for researching things by checking the boxes, you need to first look at what it is you want to get. Most races will not take bio very high (stopping bio at 4 is very common, above 12 only TT races should do) but weapons will almost certainly go to 26 (if the game lasts long enough). Second consideration is whether slow tech is checked or not. IIRC slow tech doubles research costs so checking the +75% box actually makes costs go significantly higher in slow tech games. Third consideration is what to do with the extra points. If sunk into the economy wisely the +75% box can yeild valuable economic boosts that far outweigh the gains. For example: Assuming you start with 100 resources, a CAGR of 11% yeilds 18,466 resources by 2450, 12% yeilds 28,900 resources, and 13% yeilds a whopping 45,000! If you can invest the points in such a way as to raise your acheived resource growth even 1% then it is a very solid investment that will certainly pay off. Fourth consideration is timing. A race with weapons at +75% will not be able to get to jihads very fast. Such a race would hopefully surpass others in total free resources (resources available for research or construction) and get to 26 earlier. Hence tight quarters would not be advisable.

As a response to an earlier question the standard from a few years back was how many armageddon BB's could one build by 2450 as a measure of the testbed race. This incorporates a few things: mineral availability, research, etc. Some testbed races that can turn in 150k or more before 2450 can't build diddly by 2450 since they have few available minerals or resources for research.

Best approach I have found in testing races is to try them in the same universe over and over, then try them in varying universes. I.e. I use a seed value to create the same universe, tweak the race to perform better, then test a few different galaxies to factor out good/bad starts. You should be able to crack 30k by 2450 pretty consistently in testbed galaxies (non-max min). Such a race will have a high probability of getting to 25k under real conditions.

PS: My personal best in a real normal mineral game (played a max min game once where I got 90k with a CA) was 36k.


[Updated on: Mon, 13 January 2003 17:17]




"The object of war is not to die
for your country but to make
the other bastard die for his" -George Patton

Report message to a moderator

Re: Best 2450 Resource Count Mon, 13 January 2003 17:43 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
Lieutenant

Messages: 583
Registered: November 2002
Location: Where the clowns can't re...

This is by some considerable distance the non -F version of my most successful race.

PRT - IT
LRT's - IFE, TT, ORBM and IS
Hab....
19%
0.50g to 2.00g
-100 to 100
25mr to 75mr (1 in 6 hab)

Changes to standard econ...
18 fact per 10,000
22 mines per 10,000

All tech 75% start @ 3 checked.

Out performs alot of races and achieves 100% ability to colonise.
Tech sucks if you're not capable. Can pump out rad scoop destroyers with X-ray lasers from day 1.

Now the -F version...

PRT - IT
LRT - IFE, TT and ORBM
Hab...
19%
0.55 to 1.80g
-80 to 80
30 to 70mr (1 in 12)

Econ
-F factories, 900 pop per resource.
3 resources per mine, 10,000 operate 21
All cost 75% extra with tech 3 start checked. construction, bio and weapons cheap.

Again can colonise anything (but not as well). Has hordes of minerals and great tech - poor producer.


Both can produce those wonderful rad scoop X-ray destroyers. Bring up bio and construction and soon enough you can have Cruisers with either bio armour or the 60dp sheild.

The -F has the tech advantage over the HG version but thats only temporary. The HG can out grow and live on more planets with a better economy, it also has those glorious space docks. The only losing point is the tech.

It's a great race if given time to get those resources up - and like alot of my races once they reach their border limits they can dump some resources into bio and start using those inner worlds. This is a race that requires NO remote miners. It's a great race... if you can live without the tech race - or you can trade the use of your gates VERY well.

Report message to a moderator

Re: Best 2450 Resource Count Tue, 14 January 2003 15:15 Go to previous messageGo to next message
Calamere is currently offline Calamere

 
Crewman 2nd Class

Messages: 10
Registered: November 2002
Location: Saskatchewan, Canada
What I'd like to see is best resource count with a non-economic PRT.

What's the best resource count you've achieved with a Warmonger, Super Stealth, or Space Demolition? That's what I want.

Anyone can get 25k by 2450 with a JOAT, IT, IS, or CA.

Calamere of the Calamerian High Counsel

Report message to a moderator

Re: Best 2450 Resource Count Tue, 14 January 2003 16:26 Go to previous messageGo to next message
BlueTurbit

 
Lt. Commander

RIP
BlueTurbit died Oct. 20, 2011

Messages: 835
Registered: October 2002
Location: Heart of Texas
Calamere wrote on Tue, 14 January 2003 14:15

What I'd like to see is best resource count with a non-economic PRT.


I recently got 28k/2450 with a -f JOAT in a multi-player game.

What can be more non-economic than a -f race? Very Happy



BlueTurbit Country/Rock

Report message to a moderator

Re: Best 2450 Resource Count Tue, 14 January 2003 17:12 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
Lieutenant

Messages: 583
Registered: November 2002
Location: Where the clowns can't re...

It's actually very easy to get 25k by 2450 with SD and AR.

SD because of the bonus advantage points can be used to better the economy.

With AR (this doesn't work with a real game) and you realise that you can get huge resource returns by simply colonising hundreds of planets and keeping the highest population on any planet down to about 10k you can do really well. Of course this requires a huge amount of room.


An AR with TT and single immunity can also do it much more realistically.

I once got a PP race with 1 resource per 2500 to get upto 22k by 2450 which I thought was outstanding.

Report message to a moderator

Re: Best 2450 Resource Count Tue, 14 January 2003 17:34 Go to previous messageGo to next message
Apelord is currently offline Apelord

 
Master Chief Petty Officer

Messages: 99
Registered: November 2002
Calamere:

You can create races using any PRT that will beat the 25k by 2450 mark. Most 2500/15/7/18+ and 1000/12/9/16 races can do this provided they have a large enough growth rate (17% or more seems to be necessary for good success [for HE this equals 9% pop] and enough planets to grow into. The trick is really in micromanaging your pop and keeping germ flowing to factories.

For those not yet hitting the 25k mark:
JOAT
IFE-NRSE-OBRM-NAS-LSP
Grav Immune
Temp -164 to -4
Rad 8 to 48
17% growth
100/12/9/16 Gbox checked
10-4-16 mines
weapons cheap, con normal, all else expensive

This race will hit the 25k mark with 10-12 planets. With 20 planets you'll have armageddon BB's by 2450. With 25 planets you can have a few hundred Arm BB's by 2450. The trick is to manage your pop and minerals.



"The object of war is not to die
for your country but to make
the other bastard die for his" -George Patton

Report message to a moderator

Re: Best 2450 Resource Count Tue, 14 January 2003 17:49 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
Lieutenant

Messages: 583
Registered: November 2002
Location: Where the clowns can't re...

Using apelords race model and by altering temp and rad hab to...

-24 to 136c
46 to 84mr

you only lose out slightly on the size of your hab range (one single reduction on rad infact) and you increase you 15% terraform hab range by some considerable distance.

The key to an optimum colonise at the end game is to keep hab ranges 16 clicks from the edges to make sure you use all that 15% terraform.

If you have TT then do what you want - chances are with TT you can do pretty much what you want with your hab and still get a decent coverage as long as you can get the biotech required.

Report message to a moderator

Re: Best 2450 Resource Count Tue, 14 January 2003 18:30 Go to previous messageGo to next message
Calamere is currently offline Calamere

 
Crewman 2nd Class

Messages: 10
Registered: November 2002
Location: Saskatchewan, Canada
I didn't mean that 25k by 2450 couldn't be done with a non-economic PRT. I'm very familiar with standard "Fed" type econs and breakpoints and that it's completely possible to have 25k by 2450 with any race.

What I'm looking for people to say "Well I made 43k with this SS race." and then say the race or leave out hab ranges if they want or whatever.

But I suppose that most people want to keep their own testing to themselves. Especially if they're getting great resource counts with non-economic races. But it's be nice to know that someone got a certain amount of resources with an econ-weak PRT. Something to strive towards, you know. I just thought I'd ask.

So if anyone wants to let us know.... feel free.


Calamere

Report message to a moderator

Re: Best 2450 Resource Count Tue, 14 January 2003 19:10 Go to previous messageGo to next message
zoid is currently offline zoid

 
Ensign

Messages: 348
Registered: December 2002
Location: Murray, KY - USA
Calamere wrote on Tue, 14 January 2003 15:30

What I'm looking for people to say "Well I made 43k with this SS race." . . . . So if anyone wants to let us know.... feel free
Well, I doubt I'm going to impress anyone with my experiences, but I'm going thru all the PRT's and if I do something that's unusual for ME, I can't resist bragging about it anyways. Very Happy

So far I've done 70k JOAT mentioned above in an easy testbed (max min and no AI); second I did a 57k IT in a normalized testbed with 4 random expert AI players. In both cases I became bored with the MM involved and started cycling turns without doing anything at all.

BTW, Apelord, your JOAT race mentioned here is real impressive to me. It'll probably be a while yet before I start trying to beat that. I'm still in the "Wow, I finally beat 12k by 2450" phase. Surprised



I'M NOT AN EXPERT AND I'M OFTEN PROVEN WRONG. TAKE THAT INTO CONSIDERATION WHEN YOU READ MY POSTS.
Math? Confused Ummm, sure! Nod I do FREESTYLE math.

Report message to a moderator

Re: Best 2450 Resource Count Thu, 16 January 2003 18:16 Go to previous messageGo to next message
Apelord is currently offline Apelord

 
Master Chief Petty Officer

Messages: 99
Registered: November 2002
The trick to monstering races really lies in maximizing either factory growth or pop growth depending upon your race design. HG races (1000/12/9/16 type settings) will need to build worlds in serial. I.e. colonize planets but focus your pop on one world at a time so as to get new breeders up and exporting. HP style races (2500/15/7/20+) races will grow faster if your pop is spread out and you build worlds in parallel. It's always good to export some germ to new worlds to reduce 'mine drag', but in the case of an HP it is really crucial to your growth.

In the case of an HG you grow resources fastest by growing your pop, in the HP case you grow resources fastest by building factories. Either style can 'monster' by hitting 25k by 2450 if managed correctly.

Just as an fyi for those who haven't read elsewhere:

Above 25% of planetary capacity pop growth starts to slow (@25% or below you grow at the race wiz value)
At 33% the max # of colonists are produced
At 50% you grow at 1/2 of the race wiz value
Above 50% colonist growth really starts to slow down dramatically.

Hence:
1) Export colonists to a world until world hits 25%, then hold the world @ 25% until factories catch up.
2) Let the world grow to 33%, export colonists until factories catch up.
3) Let the world grow to 50% and keep exporting colonists after that (use for troops, backfill, etc.)



"The object of war is not to die
for your country but to make
the other bastard die for his" -George Patton

Report message to a moderator

Re: Best 2450 Resource Count Thu, 16 January 2003 20:15 Go to previous messageGo to next message
zoid is currently offline zoid

 
Ensign

Messages: 348
Registered: December 2002
Location: Murray, KY - USA
Some nice tips there, Apelord. I knew about the 25% cap, but the other info is helpful to me. Thanks.


I'M NOT AN EXPERT AND I'M OFTEN PROVEN WRONG. TAKE THAT INTO CONSIDERATION WHEN YOU READ MY POSTS.
Math? Confused Ummm, sure! Nod I do FREESTYLE math.

Report message to a moderator

icon10.gif  Re: Best 2450 Resource Count Fri, 17 January 2003 23:17 Go to previous messageGo to next message
Stalwart is currently offline Stalwart

 
Chief Petty Officer

Messages: 74
Registered: November 2002
Location: Varies

Greetings All,

First off let me thank Apelord for his great input. 2ndly Let me try to address some of the questions on my part of the field.

the 25k by 2450 was considered a benchmark to see how well any race would fare against the best of the best. With that in mind consider the fact that there are different economy race designs you have to consider. Some people mentioned getting a -f race design to get to 25k by 2450. It really isn't that hard and I have done even better with, get this, a 1 immune -f WM design with 2 cheap, 2 normal techs, no start at 3, and 1/900 pop efficiency. This race is able to reach that 25k benchmark but at the same time it is really irelevant to the -f as it can also get Fuel Mizer Yakimari FF's by 2410 (if not earlier, and the WM bonus adds speed to the Frigate so no need to research past the Fuel mizer), but also has the ability to get Bazooka or even Colloidal Cruisers BEFORE 2420. By 2420, I can even build standard Starbases around orbit of 3 of my planets. This WM design does NOT have ISB.

With that in mind who cares about the 25k by 2450 mark when my -f WM is sniping all your transports by 2425 (or even pre-teens). Then you have those races that actually use Factories. There are some races that are designed to obtain particular tech by a certain year so they can invade a neighbor by a set time to compensate for a larger need of planets to get that 25k mark.

As far as getting Armagedon BB's by 2460, the Goal is to have over 50 Armagedon BB's by 2470. Getting the tech earlier just means you will be able to build a larger fleet and hence a better race. Personally I have reached 70 Armagedon BB's by 2470 with a Hyper Growth SS race design in a Tiny Packed game with standard mineral settings.

So rather than worrying about getting those 25k by 2450 benchmarks, try to go with the stuff that counts in tech and reaching your own benchmarks for what you belive will provide the best that you can do. Besides, if it is that important to you try to testbed in a tiny packed rather than a small, as in a real game, unless you are in a huge, that is just about the same amount of planets as you will in any other game, if not less.

Just my 2cents,
Stalwart



"Attaining one hundred victories in one hundred battles is not the pinnacle of excellence. Subjugating the enemy's army without fighting is the true pinnacle of excellence."- Sun Tzu

Report message to a moderator

icon7.gif  Re: Best 2450 Resource Count Sat, 18 January 2003 01:17 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

Kurt aka OWK once got 454k@50, that's the highest confirmed that I know of.
But yeah, there's two basic meanings of the benchmark - to to compare different races on a strictly economical basis, and to prove that you know how to run an economy.

Report message to a moderator

Re: Best 2450 Resource Count Sat, 18 January 2003 01:36 Go to previous messageGo to next message
zoid is currently offline zoid

 
Ensign

Messages: 348
Registered: December 2002
Location: Murray, KY - USA
Wow! Shocked

OK, wave bye bye to the Zoid now, we're just going to take our little 70k JOAT and go find a rock to hide under. A mean ole WM is coming with guns to spoil the Yr2410 Annual Grand Opening of our newest planet, along with the 454k fatman so we don't wanna be there. Big bullies. Bye.



I'M NOT AN EXPERT AND I'M OFTEN PROVEN WRONG. TAKE THAT INTO CONSIDERATION WHEN YOU READ MY POSTS.
Math? Confused Ummm, sure! Nod I do FREESTYLE math.

Report message to a moderator

Re: Best 2450 Resource Count Sat, 18 January 2003 07:50 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
Lieutenant

Messages: 583
Registered: November 2002
Location: Where the clowns can't re...

If I'm not mistaken the 454k benchmark, though impressive, is totally pointless.

Was it not done with a race that only researched prop and bio? A CA race I believe.

In anycase it's what is know to be a "crap" race since although the resources are astronomical the race has so little minerals and no worth while tech it'd get stomped quickly.

Plus if you consider how many planets are required to reach that sort of ability you'll understand how big a universe you'd need to pull it off.

Report message to a moderator

Re: Best 2450 Resource Count Sat, 18 January 2003 08:44 Go to previous messageGo to next message
BlueTurbit

 
Lt. Commander

RIP
BlueTurbit died Oct. 20, 2011

Messages: 835
Registered: October 2002
Location: Heart of Texas
freakyboy wrote on Sat, 18 January 2003 06:50

If I'm not mistaken the 454k benchmark, though impressive, is totally pointless.
In anycase it's what is know to be a "crap" race since although the resources are astronomical the race has so little minerals and no worth while tech it'd get stomped quickly.


I agree. Benchmarks and even testbeds are merely experiments. And the posted results are sometimes distorted or exaggerated to please some egos. Smile They serve a small purpose in that they allow one to compare potential races. But can often be misleading, even depressing if you have to compare your race that just barely made the minimum with something that made 454k. 454k, hell, you might as well give up playing unless you can get a copy of the race, if 454k had much weight on the scale of power. Very Happy
I have played testbed races that did outstanding and yet did much worse in multi-player games. I have played the same race that did good in one game and bad in another.
There are many variables that affect the outcome of a game.
Player skills, universe density, location of HW's, hab compatibility with neighbors, diplomacy, random events, etc.
Swing one or more of these positive or negative with respect to a race design and a good race can do worse, vice versa.
The ultimate testbed and benchmark is the one achieved in a game with human competition.
If it were simply a matter of benchmark/testbeds we would all just play one race, because the others would all be inferior and not worth the effort.
In reviewing many PPS games I have been in, I can't help but note that the vast majority of players did not achieve 25k by 2450, and many did not even come close. So don't let the your inability in having reached that "benchmark" in any game deter you from having fun playing and trying to win.
Always keep one thing in mind. There are some people out there who like to exaggerate, brag, lie, cheat, and more, also. I recently caught a "free-pop" cheater (the Heretic Heretics verified later by JRC4 now default patch on AutoHost) in early game. He was in first place with very high resources and remained first for many years after he was expelled from the game and his race was shut off. In fact the player in second place reached "very much" above the 25k/2450 benchmark and did not take over 1st place until the 2440's. Had the cheat not been caught and continued playing his score would have been overwhelming and impossible to beat by 2450 at the rate he was growing. Imagine how the other player, with a record-breaking race would have felt having lost to this cheat race afterwards? Perhaps he would have counted his "record" breaking race as inferior to this race and went back to the testbeds to see what he did wrong? Smile

Did you hear about the statistician that drowned in a river that had an average depth of three and a half feet. Very Happy




[Updated on: Sat, 18 January 2003 08:47]




BlueTurbit Country/Rock

Report message to a moderator

icon10.gif  Re: Best 2450 Resource Count Sun, 19 January 2003 19:00 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

freakyboy wrote on Sat, 18 January 2003 04:50

If I'm not mistaken the 454k benchmark, though impressive, is totally pointless.

Was it not done with a race that only researched prop and bio? A CA race I believe.


Yeah.... it was done in a pre-scouted seed generated universe with an unplayable race.

Report message to a moderator

Re: Best 2450 Resource Count Sun, 19 January 2003 21:29 Go to previous messageGo to next message
Hank is currently offline Hank

 
Crewman 2nd Class

Messages: 16
Registered: November 2002
There's been a bit of a mistake in the "454k resource" record. 454k resources is impossible.

The record was set by Andre Connell in 1999. It was actually 252k resources at year 2450. There was a contest in the Newsgroup to see who could get the highest.

"CA 0 pts left over
IFE, TT, NRSE, CE, OBRM, NAS
0.55g to 1.88g
-76C to 92C
31mR to 73mR
20% 1 in 11
1/1000
15/8/16 G-box ticked
8/3/12
Bio cheap, rest expensive, no start at 3

2420 - 4,5k resources
2430 - 17k resources
2440 - 65k resources
2450 - 251 738 resources

239 planets in a small, packed, max mins. galaxy

TT 10 in turn 2416
TT 15 in turn 2427
TT 20 in turn 2436
TT 25 in turn 2442
TT 30 in turn 2445."-emery

Hank

Report message to a moderator

Re: Best 2450 Resource Count Mon, 20 January 2003 08:03 Go to previous messageGo to next message
overworked is currently offline overworked

 
Lt. Junior Grade

Messages: 403
Registered: November 2002
Location: Pittsburgh, PA

Coyote wrote on Sat, 18 January 2003 01:17

Kurt aka OWK once got 454k@50, that's the highest confirmed that I know of.
But yeah, there's two basic meanings of the benchmark - to to compare different races on a strictly economical basis, and to prove that you know how to run an economy.


Shocked What?!?

No such achievement by me.

Saw 254@50 claimed on a newsgroup post by someone. My best was about 215@50 with the "Testbed Terrors IV" when I spent some time seeing what I could do. IIRC, the race hit TT30 in 2446 or so.

Given initial peace and growing room a variant modifed for game play would be viable. I think Asimov tried it once in a game, and a variation of the "TT IV" known as the "Paper Tigers" was loaned to Xdude for a game. [I don't recall how it did, though X commented once that it was scaring people in the public scores.]

Basic parameters: (don't have the race file on this comp)

CA
TT, OBRM, IFE (TT IV had a pile of negative LRTs for points)
20% PGR
1 in 24 hab (centered)
15/8/22 (g box checked)
10/3/14 mines <-- weakness, something to improve if poss.
Bio cheap; rest exp. @3 checked

MM hell. Scout, colonize, colonize, colonize, shift pop, research bio, shift pop, shift pop and minerals.

General premise was to scout, colonize all greens, establish breeders, expand. Then back-colonize planets as new TT research makes them green. Then fill low-value planets from the breeders - holding everything at 25%, then 50% hold. Only non-bio research was Con to get PVT hull, and eventually LF and SFX.

Given a foothold the race has the ability to research all that expensive tech rapidly on the economic strength alone - and once you've gotten the research done a major handicap is gone. And the CA/TT ability negates the initial narrow hab.

- Kurt



Time flies like an arrow.
Fruit flies like a banana.
- Groucho Marx

Report message to a moderator

icon11.gif  Re: Best 2450 Resource Count Mon, 20 January 2003 13:43 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

Sorry. I meant 254, not 454. Embarassed

I guess my grasp on Stars! lore is slipping.

Report message to a moderator

Re: Best 2450 Resource Count Thu, 30 April 2009 08:46 Go to previous messageGo to previous message
Madman is currently offline Madman

 
Officer Cadet 1st Year

Messages: 228
Registered: November 2003
Location: New Zealand
Hank wrote on Mon, 20 January 2003 15:29

There's been a bit of a mistake in the "454k resource" record. 454k resources is impossible.


Replying to a very old thread I know, and the 454K was a misprint, but I'm wondering if it would be close to get the 454K with a completely insane amount of micromanagement. 350K should certainly be possible, as with a few changes I could have been not far short of that (see below). I'd still like to know what the upper limit actually is. My feeling is that after a certain point, each extra 10K resources requires an exponentially increasing amount of micromanagement effort.

My turn to brag: best I have done at 2450 is 322,059 resources.

240 planets in a small, packed, max mins, AccBBS, no random events. I'd consider it an average hab draw. The only pregenerating advantage I did allow myself was to create games until I had a universe where the starting planet was close to centred, as trying to fill from an edge or a corner is a huge expansion hit.

CA, zero points left over,
IFE, TT, ISB, NRSE, OBRM, NAS
0.58g to 1.72g
-72C to 72C
30mR to 72mR
20% 1 in 14
1/1000
15/8/10 G-box
10/3/10
Bio cheap, rest expensive, no start at 3

I had a suboptimal strategy in many ways: no CE (I can't stand that even testbedding), separate 'Santa Maria' colony ships rather than putting colony modules on privateers, and I ended up with more factories than my population could support, which meant that my factory settings were too low. The MM was horrible, but I know that I could have done 10K or 20K better with some changes.

If I was trying it again, I'd consider changing the factory/mine settings to:
15/8/11 G-box, 9/3/11, or
15/8/12 G-box, 8/3/12, or
15/8/13 no G-box, 10/3/10.

No higher factory numbers than that or I'd not be able to build all the possible factories. If a larger galaxy was allowed this would provide a significant boost too.


[Updated on: Thu, 30 April 2009 09:00]

Report message to a moderator

Previous Topic: Odds on Last Movement
Next Topic: Mine Sweeping: Methods and Terminology
Goto Forum:
  


Current Time: Sun May 05 11:09:45 EDT 2024