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Home » Stars! 2.6/7 » The Academy » HE design and play (split from "Balancing Quick-Start / Long-Term")
Re: Balancing Quick-Start / Long-Term Fri, 01 October 2004 01:35 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
multilis wrote on Thu, 30 September 2004 20:06

UR increases initial startup colony resource growth from 8%+30% to approx 8%+45%

In my testbed those 10k pop finished all factories and mines on a germ 50 planet within few turns! They don't need UR, because factory+mine combo costs 7 resource. The main growth-limiting factor is amount of new pop, not resources.
BR, Iztok

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Re: Balancing Quick-Start / Long-Term Fri, 01 October 2004 03:24 Go to previous messageGo to next message
Carn is currently offline Carn

 
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multilis wrote on Thu, 30 September 2004 20:06

Sorry about not posting design, thought was obvious intent but you aren't a mindreader. Smile

Theory is for a duel where game is over before minerals run out and race to early take out the 5% HE that the following might be viable:

HE
LRT: IS, UR, OBRM, NAS, RS
3i 4% growth
1/700 pop resources; 15/5/25 factories (checked 1 less germ); 14/2/24 mines
Const, Weapons, Energy Cheap; Prop normal; Elect, Bio expensive.

UR increases initial startup colony resource growth from 8%+30% to approx 8%+45% (though draws some resources from finished colonies), plus helps compensate for lack of gates in counterdesign war on frontlines. In game where lots of building soon to be obsolete ships can be useful.

I use mini-coloniser hull+ISB rather than IFE to give early warp 9 for transports + warfleets.


What about 1/800, 16-20/2/25 mines and prop cheap or elec normal?

I think that would allow to get tech faster and facs same speed, due to cheaper mines.

Carn

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Re: Balancing Quick-Start / Long-Term Fri, 01 October 2004 08:20 Go to previous messageGo to next message
Kotk

 
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multilis wrote on Fri, 01 October 2004 03:42

Max minerals:
14 x 24 = 336
18 x 18 = 324
around same minerals for length of duel game.


mining per resource spent:
14/2 = 7
18/3 = 6
Cost 2 is cheaper, yielding a bit better ramp up.


Yes you are correct i was thinking a bit longer term. On the other hand mines do not compound like factories instead they kinda deplete. Wink
Actually (i ran quick test) the 18/3/18 setting gets ~300kt per mineral more for ~300 resources more spent than 14/2/24 during first 30 years. So ... few DD-s here or few there. Wink

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Re: Balancing Quick-Start / Long-Term Fri, 01 October 2004 10:59 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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Carn wrote on Fri, 01 October 2004 02:24

multilis wrote on Thu, 30 September 2004 20:06

Sorry about not posting design, thought was obvious intent but you aren't a mindreader. Smile

Theory is for a duel where game is over before minerals run out and race to early take out the 5% HE that the following might be viable:

HE
LRT: IS, UR, OBRM, NAS, RS
3i 4% growth
1/700 pop resources; 15/5/25 factories (checked 1 less germ); 14/2/24 mines
Const, Weapons, Energy Cheap; Prop normal; Elect, Bio expensive.

UR increases initial startup colony resource growth from 8%+30% to approx 8%+45% (though draws some resources from finished colonies), plus helps compensate for lack of gates in counterdesign war on frontlines. In game where lots of building soon to be obsolete ships can be useful.

I use mini-coloniser hull+ISB rather than IFE to give early warp 9 for transports + warfleets.


What about 1/800, 16-20/2/25 mines and prop cheap or elec normal?

I think that would allow to get tech faster and facs same speed, due to cheaper mines.

Carn



Answering 2 here.

Personally, I would not point munge on the scanners...The 4% HE is vulnerable enough, IMO, without adding another potential problem.

Iztok is right on on the UR. I don't think it is worth the points. The way UR works, it is advantages to only scrap up to the planets resources, IIRC. That is tough to do quickly without gates. You won't need the metal, either. So, to me it is pointless, and I'd rather have more G coming off my HW and Breeders, to give to new colonies.

IFE is a nobrainer for my version, as it amounts to going from a mine eff of 21 ---> 20. Not that big of deal, and you get the great engine + 15% fuel savings + decent chaff. I still use the mini colonizer hulls, too.

Based on "1/800, 16-20/2/25 mines and prop cheap or elec normal", I am not seeing how you can afford that. I get a negative RP. What else are you chopping?

-Matt





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Re: Balancing Quick-Start / Long-Term Fri, 01 October 2004 12:47 Go to previous messageGo to next message
multilis is currently offline multilis

 
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Quote:


300 resources more spent than 14/2/24 during first 30 years. So ... few DD-s here or few there


My theory is that for first x years when surplus planets, you are doubling every 10 years, which means half your planets are less than 10 years depleted, 25% are 20 years depleted and 12.5% are 30 years depleted. Guessing duel is over before planets run out.

Quote:

Iztok is right on on the UR. I don't think it is worth the points. The way UR works, it is advantages to only scrap up to the planets resources, IIRC

As HE I find the UR more useful than the IFE. Yes, matter of resources rather than minerals. A planet without any starbase still gets up to 70% resources of ship value (but only 45% minerals).

This can mean during a critical year your 100K pop landing on a border planet (spore colonised turn before) can crank out 200 resources rather than 142 by scrapping a few obsolete x-ray destroyers or transports or fuel xports.

UR is actually more useful without gates, as means can focus more production of new warships at the front lines.

My toy mini-coloniser hull without anything in mech slot start at cost 5 resources, quickly go down to 4 and then 3 resources and can transport full load 300 ly at warp 9 so work good as boosters for other transports/colonisers/warships. At warp 6 a stack generates a pile of fuel, and a stack can cheaply bring down any minefield. Spread out I can orbital check all planets with them. Combining them with stardocks, I have less use for IFE (than UR).

My theory on Elect expensive for scanning is I likely use cloud of frigates with single dna scanner and single minelayer (as well as sticking dna scanners on super-fuel exports, etc). If I lay minefield for only 1 year, it will decay away in 5 years to allow shifting minefields without exceeding 512 limit.

Combined with NAS I see all non-cloakers, and the 5% HE duel enemy enemy being also gateless can't sneak a gate into my turf with cloakers. Bio 6-7 does not seem worth non-expensive bio.

For my own cloakers, a metamorph filled with 35% cloaks gets 96% cloaking and at just under 200kt can be built at stardocks. Early game overcloaking to 90% is enough sneak to snipe a little (force enemy to spend more on defense/escort). Yes 35% cloaks are wimpy but they are also dirt cheap.

Quote:


What about 1/800, 16-20/2/25 mines and prop cheap or elec normal?

I think that would allow to get tech faster and facs same speed, due to cheaper mines


Theory is you dump germ on planets first so mine cost doesn't matter so much to ramp up. 1/800 means 125 resources rather than 142 resources first turn and duel is in hurry to get border planet up before mineral packets+enemy fleet comes.

I do focus on cheap mines for that bit after initial ramp up factories where you want more resources into warships and cheap 3 techs (aiming for free resource % closer to a -f).

If a tech is expensive that means I focus less effort rather than more into it and spend my efforts at what I am good at such as race for battleships (const tech), or building bigger hordes. Spread out the battlefield with a 100 tiny minelayers/snipers/etc and likely you will be stealing the techs you are behind on.


[Updated on: Fri, 01 October 2004 13:59]

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Re: Balancing Quick-Start / Long-Term Wed, 13 October 2004 12:08 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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Kotk and I have now completed our duel to Y50. My overall conclusion is that Kotk is correct, I was wrong. There are some points that I don't agree with, and some that were wrong, but overall he was able to field a vastly superior 5% HE than I have ever been able to build. I'll go through the highlights.

Kotk wrote on Tue, 28 September 2004 12:07


First... econ @ 2450:
Tech: All designed to have about same tech as 4% HE.



This was almost correct. Technically Kotk was ahead of me in tech. However, as Bio doesn't really mean much to a HE past 4...he was functionally 1 tech behind at the end. To acomplish this, he had to take GR. I suspected as much when I saw a few of his designs. That, in combination with expensive Con was a killer for him. While I started fielding Cap ships, he just acheived cruisers. Eliminating the GR would prove interesting, as the research bonus was what was keeping him "ahead" in the tech department.
Quote:


Resources: 4% HE gets ~13K, 5% HE gets ~27K, 6% HE gets ~35K.


This one I have to take a bow. Kotk hit 26K @ Y50, I hit 11K. In a denser universe, we both would have done a bit better. Kotk needed 41 planets to make these #'s, and everyone of his planets were over the 25% cap mark at Y50. I only had 13 planets over the 10% cap mark.

It turns out that my inflexibility in race design is what made this performance seem impossible. Kotk took NAS, GR, and 12/3/21 for mine settings. This allowed him to afford cost 6 factories. I have serious issues with all three choices, but without them I could never make the 5% perform to this level.

Quote:


Minerals: 5% HE has best minerals, 4% is at second place, 6% has worst minerals.


My 4% had the most minerals @Y50, 50000 iron, 55000 bora, 36000 germ
Kotk's 5% had 44000 iron, 32000 bora, 21000 germ.

Mining rate told a different story. The 5% was on top there, at about 7.5K each min per year. The 4% was at about 5K. However, the 4% was just getting started...

Quote:


For me it seems that 4% HE lacks the econ to build warships so i dont know why Matt use that thing?



I think Kotk and I still disagree on this. At Y50 Kotk had 200+ colloidal destroyers I had Meta and BB jihad boats. Coupled with a fully decked out US, I had a distinct advantage for defense. Without GR, the 5% would have had to put more into research, and therefore would have had less warships, IMO.

Continuing the duel seemed pointless, since the 5% had so many more planets it could expand into, and the pop to do so. Even if Kotk made a mistake, and somehow lost, he still made his point. The 5% was creating a huge econ, that would overcome any shortcomings to the design. It would be able to crush the 4% in a duel, all things being equal.

This brings us to my conclusion. All things are never equal in a multiplayer game. As I mentioned, the 4% has it's place. I still believe that is true. The 5% will make enemies much quicker than the 4%, as it must take so many planets. The question is, can the 5% player overcome this difficulty, and maintain it's dominating growth? In retrospect, I see that my use of the 4% is actually the reverse. It probably seems insignificant, compared to other threats to surrounding players. That makes diplomacy a breeze. Why not let the little guy, with good tech and a willingness to trade it, live? What harm could it do? I have this other neighbor that is gobling up all the planets over here, and he looks like the real threat... Wink

-Matt
...




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Re: Balancing Quick-Start / Long-Term Wed, 13 October 2004 22:10 Go to previous messageGo to next message
Carn is currently offline Carn

 
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Another advantage of 4% HE vs 5% HE is that 4% has the "i can buy everything" feeling, so is far more fun designing with little hard choices to make. Of course that doesn't make it stronger in game.

Carn

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Re: Balancing Quick-Start / Long-Term Thu, 14 October 2004 09:13 Go to previous messageGo to next message
iztok is currently offline iztok

 
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mlaub wrote on Wed, 13 October 2004 18:08

... in combination with expensive Con was a killer for him. While I started fielding Cap ships, he just acheived cruisers.

UGH!!!! Expensive con with 5% HE?? Shocked Confused2 Shocked 3 IMO Kotk again did a weird experiment.

Quote:

Kotk took NAS, GR, and 12/3/21 for mine settings. This allowed him to afford cost 6 factories...

Definitely an experiment. I usually manage to get about the same res with fac 8, but better mines and con cheap. 've learned the value of cheap fields in my current Dark ages game. Will probably never again trade two normal fields for one cheap. Sad

Quote:

...That makes diplomacy a breeze. Why not let the little guy, with good tech and a willingness to trade it, live? What harm could it do?

... but to grow anywhere, for much longer then me, getting 200% of my minerals? Kill him now when he's still weak! Twisted Evil

Frankly, I expected 4% to lose. 5% goes twice as fast and is ready to attack much earlier, with much bigger fleet. 4% HE (maybe) has a place in a team game as an equivalent of AR, but it's slowness is still hard to overcome.
Just my my 2 cents.
BR, Iztok

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Re: Balancing Quick-Start / Long-Term Thu, 14 October 2004 10:40 Go to previous messageGo to next message
multilis is currently offline multilis

 
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Quote:

HE is that 4% has the "i can buy everything" feeling, so is far more fun designing with little hard choices to make

Except the obvious hard choice... low growth rate. Same thing can be done to certain extent with other races, for example Doothinker with his low pop growth but high factory growth JOAT.

Quote:

Frankly, I expected 4% to lose. 5% goes twice as fast and is ready to attack much earlierFrankly, I expected 4% to lose. 5% goes twice as fast and is ready to attack much earlier


As I do the math the 4% pop grows at nearly 8%, while the 5% grows at nearly 10%, a 2% difference. Due to the weakness of AccBBS setting, both have nearly same pop to begin with.

Meanwhile all those points can mean that factories for 4% race grow 10+% faster per turn than for the 5% race or the 4%'s pop can drive many more factories/resources. IMO this should result in the 4% being ready to attack earlier, similar to a OWW, in that short time span before factories catch up to pop. Similar to a OWW it is a race against time.

Of course the guy with the higher pop wins the pop drop wars, the guy with less pop has to build bombers.

IMO Matt with his love for good minesettings and dislike of NAS was playing more for a full (many player) game rather than a duel. Duel games are much shorter which changes the tweaking. (Majority of duel players use NAS for a reason).

I would rather be a 5% in such a duel. It would be interesting to see how the 5% does against a 6%.


[Updated on: Thu, 14 October 2004 10:43]

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Re: Balancing Quick-Start / Long-Term Thu, 14 October 2004 13:41 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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iztok wrote on Thu, 14 October 2004 08:13

Quote:

...That makes diplomacy a breeze. Why not let the little guy, with good tech and a willingness to trade it, live? What harm could it do?

... but to grow anywhere, for much longer then me, getting 200% of my minerals? Kill him now when he's still weak! Twisted Evil


I don't disagree. The simple fact is that this has only happened to me once, though. Wink
Quote:


Frankly, I expected 4% to lose. 5% goes twice as fast and is ready to attack much earlier, with much bigger fleet.


Not true. 4% actually better till mid-late 20's? Better tech, more mins, 25-30% less resources IIRC. 5% doesn't take off till Y35. If Kotk had cheap con, he would have been able to hurt me earlier. As it was, at Y50, he still could not take out one of my major planets. I would have won. Jihad BB's and Metas against DD's is usually onesided victory.

Quote:

4% HE (maybe) has a place in a team game as an equivalent of AR, but it's slowness is still hard to overcome.


I have done this. Works very well, especially for early tech exchange. Almost worked in a Medium Universe, with other teams having AR's. We could not kill last team fast enough, though. They had enough time to ramp min fountain. No contest at that point.

In a non AR team game (teams start in same area), it would be the first race picked on my side. Smile

-Matt

[Mod edit: fixed quote]


[Updated on: Fri, 15 October 2004 03:37] by Moderator





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Re: Balancing Quick-Start / Long-Term Thu, 14 October 2004 14:16 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
multilis wrote on Thu, 14 October 2004 16:40

As I do the math the 4% pop grows at nearly 8%, while the 5% grows at nearly 10% ...

All my 5% HEs usually grow by about 11% in first 50 turns (dense/packed uni). I really do a heavy pop MM.

Quote:

...a 2% difference.

10 / 8 = 2% or 25% ? Wink

Quote:

Meanwhile all those points can mean that factories for 4% race grow 10+% faster per turn than for the 5% race or the 4%'s pop can drive many more factories/resources.

... but it lacks the pop to operate those fac's to get resources. 15/5/X fac's grow by 30%, 4% HE with 8%.

Quote:

Of course the guy with the higher pop wins the pop drop wars, the guy with less pop has to build bombers.

The guy with 5% HE operates 41 planets @ 25% pop capacity, the guy with 4% HE operates 13. The 5% guy produces minerals from 41 planets at 1.2 rate = 50, the 4% guy from 13 planets at 2.0 = 26 - only half the amount. That's the real advantage, not pop-drop. I'd rather save my pop to grow more pop, then to waste it on his. Besides, if I'm able to bring freighters with pop to his planets, I'm also able to bring bombers - a much cheaper way to harm him.
BR, Iztok

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Re: Balancing Quick-Start / Long-Term Thu, 14 October 2004 14:48 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
mlaub wrote on Thu, 14 October 2004 19:41

Quote:

Frankly, I expected 4% to lose. 5% goes twice as fast and is ready to attack much earlier, with much bigger fleet.

Not true. 4% actually better till mid-late 20's? Better tech, more mins, 25-30% less resources IIRC. 5% doesn't take off till Y35.

Eh, 4% HE has 3 green-queue planets at 25% hold and one closing to it. 5% HE has 2 green-queue planets and 6 in various stages (from almost all (25%-hold) installations to just a few. I wouldn't call that a real advantage. Wink

Quote:

If Kotk had cheap con, he would have been able to hurt me earlier. As it was, at Y50, he still could not take out one of my major planets. I would have won. Jihad BB's and Metas against DD's is usually onesided victory.

No objection here. But IIRC there was a word about testing HEs with the approximately the same tech settings. Con expensive just doesn't fit here IMO. Let's wait for Kotk. He'll probably say something too.
BR, Iztok

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Re: Balancing Quick-Start / Long-Term Thu, 14 October 2004 16:24 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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iztok wrote on Thu, 14 October 2004 13:16


All my 5% HEs usually grow by about 11% in first 50 turns (dense/packed uni). I really do a heavy pop MM.



Wow...and i thought Multi math was funky. Laughing 11%??? from a 5% HE???

Quote:


... but it lacks the pop to operate those fac's to get resources.


...the real issue for the 4%.

Quote:


The guy with 5% HE operates 41 planets @ 25% pop capacity, the guy with 4% HE operates 13. The 5% guy produces minerals from 41 planets at 1.2 rate = 50, the 4% guy from 13 planets at 2.0 = 26 - only half the amount.


It's not so clear cut, except in a duel like this. There is no reason to expect that the 5% will be able to grab that many planets without war, in most games. The 4% can easily grab more than it needs in most universes.

The main purpose to the duel, at least for me, was to see if Kotk could hit +25K@Y50. He did. If his performance would have been near my best for a 5%, I would have stomped him so bad, you would have felt it. Wink It was a learning experience for me, and I thank him for it. Realistically, a 4% has no business in any game that you are expected to fight early, and not so good for normal races. Figure a medium at smallest universe size, and average planet take in the 20-30 range. Sparse is very good for a 4%.

-Matt



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Re: Balancing Quick-Start / Long-Term Thu, 14 October 2004 17:29 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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iztok wrote on Thu, 14 October 2004 13:48


Eh, 4% HE has 3 green-queue planets at 25% hold and one closing to it. 5% HE has 2 green-queue planets and 6 in various stages (from almost all (25%-hold) installations to just a few. I wouldn't call that a real advantage. Wink

Didn't mean it that way. You were stating that the 5% "had" the advantage at that time period. I was just correcting you. However, no matter how small the advantage the 4% has in that time frame, it is still "an advantage". I was not implying that the 4% could engage in successful war at that time.
Quote:


But IIRC there was a word about testing HEs with the approximately the same tech settings. Con expensive just doesn't fit here IMO.


Actually, the killer was GR, not con expensive. Although, I would have chosen Con cheap, over Energy cheap. No, without GR, and using the spectacular amount of resources he had in the 40's, he could have gotten Cruisers much earlier.

I think I was most surprised a the growth curve from about 10K up. I have never been able to acheive that, or I gave up before it started taking off.

Up to the early 30's, it looked like he was growing slightly faster than me, but nothing to be concerned about.

-Matt



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Re: Balancing Quick-Start / Long-Term Thu, 14 October 2004 18:45 Go to previous messageGo to next message
multilis is currently offline multilis

 
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Quote:

I would have won. Jihad BB's and Metas against DD's is usually onesided victory.

You didn't win, sounds like you conceeded, surrendered, lost. Razz

With the numbers you posted I don't see you winning, I see you as toast. One can fight lower tech with superior numbers and win. One can steal techs.

Kotk did not need to take out your worlds yet, time is on his side as long as his eccon is outgrowing yours and minerals are enough... you needed to stop him and you failed.

25K per turn... how long till metamorphs even with con tech expensive (which gives ok low tech missile platform)?

Given twice the resources+minerals I would be happy to fight your "Jihad BB's and Metas" with a nice lower tech horde mix. First strike isn't going to save you.










[Updated on: Thu, 14 October 2004 19:08]

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Re: Balancing Quick-Start / Long-Term Thu, 14 October 2004 19:55 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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Quote:

I would have won. Jihad BB's and Metas against DD's is usually onesided victory.

Quote:

You didn't win, sounds like you conceeded, surrendered, lost. Razz



Just that particular battle. Overall, I would have lost. Sorry I didn't make that more clear. I thought it would have been obvious, even to you, since I posted that I had conceded, and:
Quote:

If Kotk had cheap con, he would have been able to hurt me earlier.
However, I guess you have surprised me yet again. Confused

Sheesh, you can be dense, thick, thickheaded, blockish,.... Laughing

-Matt

Fixed quote.


[Updated on: Thu, 14 October 2004 21:02]




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Re: Balancing Quick-Start / Long-Term Fri, 15 October 2004 00:20 Go to previous messageGo to next message
multilis is currently offline multilis

 
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Quote:

...thickheaded...
Takes one to know one. Laughing

On first read, the "I would have won" thread sounded to me like you were saying you lost what was an ecconomic challenge to 2450 but could have won millitarilly. Not so clear that your intent was describing defence of your planets if he tried to attack.

(Grown used to others 'would have won if...' claims)

....

Some more numbers might be useful such as max resources per planet compared between your designs and resource counts every 10 years (ideally with an estimate of free resources at each point). Such could help show others how your 4% does outperform the 5% in the earliest part.




[Updated on: Fri, 15 October 2004 00:24]

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Re: Balancing Quick-Start / Long-Term Fri, 15 October 2004 01:26 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
mlaub wrote on Thu, 14 October 2004 22:24

iztok wrote on Thu, 14 October 2004 13:16


All my 5% HEs usually grow by about 11% in first 50 turns (dense/packed uni). I really do a heavy pop MM.



Wow...and i thought Multi math was funky. Laughing 11%??? from a 5% HE???

Embarassed Embarassed Embarassed
Will not correct related post. Let's others have some fun too. Smile
BR, Iztok

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Re: Balancing Quick-Start / Long-Term Fri, 15 October 2004 06:27 Go to previous messageGo to next message
Kotk

 
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Actually i took that GR and that expensive con there to experiment a bit. I felt quite sure i can win a 4% HE. I still feel quite sure about how that duel would go, but these features turned its actual perfomance comparing with other 5% HE's into real awful.

I disagree a bit that 5% HE needs very lot of space. It can use lot of space to grow ideally and get 27K @50 and over 60k @60 to continue that progress past and ahead of 4% HE. But 23K @50 it can get just from 24 planets or so. Its still better than 4% has at year 50.

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Re: Balancing Quick-Start / Long-Term Fri, 15 October 2004 13:30 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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multilis wrote on Thu, 14 October 2004 23:20


On first read, the "I would have won" thread sounded to me like you were saying you lost what was an ecconomic challenge to 2450 but could have won millitarilly.

Which is why I conceded. As I said earlier "all things being equal" meant that given equal command skill, the 5% should win easily. Even if I could have beat Kotk every battle, and eventually won the duel, it would not change the facts. This was in the consession message...

I also mentioned before duel, that I had not acheived Kotk's level of performance with a 5%, and didn't see it as realistic. I never quoted a figure, but didn't need to do so. It should have been obvious that I expected the performance of the 5% to be bad enough that the 4% could overcome the pop difference with tech and minerals.


Quote:

Not so clear that your intent was describing defence of your planets if he tried to attack.


I agree, I could have been clearer. However, you could have just asked for clarification. You were probably just mad at my previous comment, even though it was funny too me, you probably didn't agree.

Quote:

Some more numbers might be useful such as max resources per planet compared between your designs and resource counts every 10 years (ideally with an estimate of free resources at each point). Such could help show others how your 4% does outperform the 5% in the earliest part.


'Outperform' is a general term. Kotk and I used the games scoring system as the yard stick. If I have time, I'll drudge up the numbers. It's easier to just run a testbed, though.

-Matt



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Re: Balancing Quick-Start / Long-Term Fri, 15 October 2004 20:30 Go to previous message
multilis is currently offline multilis

 
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Quote:

probably just mad at my previous comment

Not mad. I laugh at myself and others, don't mind if others laugh at me. Had a Laughing like in your post to show jokingly rather than annoyed. In previous one had Razz to show was poking fun.

Not everyone realises how strong the 4% race is in the first few years which is why I suggested posting numbers, but ok if you don't have time.

I don't need to testbed, I can come up with fairly close numbers with pen and calculator and really close with a spreadsheet. Others may not go for my math though. Rolling Eyes






[Updated on: Fri, 15 October 2004 20:31]

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