Home » Primary Racial Traits » CA » Hab ranges
Hab ranges |
Sun, 26 January 2003 20:53 |
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zoid | | Ensign | Messages: 348
Registered: December 2002 Location: Murray, KY - USA | |
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What, no posts under CA? OK, I'll start one. In typical Zoid fashion, let me say that this prt is WEAK!
Just kidding. OK, serious question here. When designing a CA race, is TT universally recommended? If so, why?
Secondly, should the hab ranges be comparable to other races one might play, or should one go with a smaller hab range for extra points, or larger to maximize his potential use of terraforming to produce many big delicious greens?
Any other advice? I've never actually played a CA.
I'M NOT AN EXPERT AND I'M OFTEN PROVEN WRONG. TAKE THAT INTO CONSIDERATION WHEN YOU READ MY POSTS.
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Re: Hab ranges |
Mon, 27 January 2003 02:48 |
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OK I tend to play with TT and a hab range of 0.55g to 1.80g, -80c to 80c and 30mr to 70mr.
This leaves 30 clicks from the edge for all the hab ranges - in other words you can colonise 100% of planets later on - this keeps in with my usual goal of once I establish borders with people I can still colonise worlds I couldn't before.
The reason why this is so much easier with CA is because terraforming is automatic. I mean you start with a hab range 7 clicks wider than you have in the race wizard anyway (1 in 5 planets as opposed to the 1 in 12 it tells you).
Of course this puts you in the same boat as AR - you need biotech to thrive as much as AR needs energy tech... maybe more so.
To put it all into perspective with 7% TT you can colonise 1 in 5.
10% TT - 1 in 4
15% TT - 1 in 2 - this is a good return on your investment into bio tech (tech 9 - good for smart bombs and organic armour)
20% TT - still 1 in 2 (but obviously the higher end of 1 in 2... like 2 out of every 3)
25% TT - virtually all
30% TT - all.
Basically research bio to tech 9. Should you run out of room you then have 2 options... fight for more or research Bio more.
In anycase - chances are this race will do well.
Sample race....
CA
TT, IFE, ISB, ORBM, RS
hab range as above
19% growth
-F factories
1 resource per 1,000 people.
11kt per 10 mines
3 resources to buil
22 mines per 10,000people
Bio, weapons, construction cheap.
Energy and prop normal
Electronics expensive.
Works well enough for me. Race to bio 9, construction 9, energy 6 and weapons 11 and you'll have bio armoured wolverine sheilded gatling cruisers - formidable attack ships and 1 in 2 hab range.
Lots and lots of minerals too.... which is nice.
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Re: Hab ranges |
Mon, 27 January 2003 19:31 |
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regiss | | Petty Officer 1st Class | Messages: 65
Registered: November 2002 | |
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I don't like TT. CA starts out ery fast as compared to other PRTs, so why should I slow it down by investing those precious early resources in bio, which doesn't help me in any way to build better ships.
CAs tend to be boring anyway. With TT it's double as boring.
I used TT (not with CA though) only once, when I was just starting to use 1 in 10 hab. I was afraid, I'll run out of space.. Good thing I intersettled, otherwise I don't know how I would've lived thru the time to get better tech, which was delayed by racing to bio9.
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Re: Hab ranges |
Tue, 28 January 2003 00:02 |
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zoid | | Ensign | Messages: 348
Registered: December 2002 Location: Murray, KY - USA | |
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My first CA effort was with a normal 25k type economy with 19% growth and pretty much all the same LRT's as freakyboy showed. It was doing ok I guess, but all the tech concentration in BIO was hard to swallow and I kept thinking "It's 2430, people are getting antsy, and I've got... let's see, I have EN1, W1, C4, P2, EL1 and BIO13. Hope everyone likes me." And I was bored outta my mind.
My second effort with CA is a -f design, and I have to say it's downright scarey. The numbers representing resources on the scorecard look laughable compared to what I'm used to seeing, but looking at my research pane and my empty production ques makes me feel all better. This race seems to be WAR-READY nearly from the get-go. At 2412 I couldn't help thinking just how nasty a neighbor I could be at that point.
Here's what I tried:
IFE, IS, NRSE, OBRM, NAS, LSP (no TT, see that?!)
.33 to 2.96g
-116 to 116*C
21mR to 81mR
18%, 1/4 hab
1/800 pop eff.
mines 10/3/15
All research fields normal except BIO (+75%)
I'm still not too far into this test run. I've got tech 5 in EN, P, W and almost every planet I see is a nice green, and the reds are tiny and promising. With only 18% growth I'm rapidly filling the greens up to 33%, immediate space dock installation, and expanding at an exponential rate with minerals surpassing my needs (what needs?) and research coming fast. The possibility of someone else anywhere near me with this race scares the bejeezus out of me already!
I don't have any idea how such a race would fare in a long drawn out game, but it could definitely be somebodies nightmare in the short term at least. Maybe a "conquer the world by 2450 or forget it" variety, I dunno. I've no experience to draw from. Feedback welcome.
I'M NOT AN EXPERT AND I'M OFTEN PROVEN WRONG. TAKE THAT INTO CONSIDERATION WHEN YOU READ MY POSTS.
Math? Ummm, sure! I do FREESTYLE math.Report message to a moderator
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Re: Hab ranges |
Mon, 19 May 2003 09:19 |
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I agree. TT is not needed for CA IMHO becuase they are plenty fast enough. I usually have take all research expensive (even weapons) and put the points back into hab and factories. The race then becomes so fast that by turn 30, it can research weapons as fast set to expensive, as the other races can with weapons cheap. And then if you find an ally, they are likely to weapons cheap anyway. The race is a little boring but sometimes it's fun to have all those resources and green planets.
Paladin
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Re: Hab ranges |
Mon, 19 May 2003 13:39 |
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Terraforming doesn't cost a CA anything.
TT allows you to take a hab range 7 "clicks" less than normal and still have the same hab range.
It's a great LRT at the start... especially if you have an immunity (i know thats a stupid idea... but when you have small hab bars 7% can make a huge difference to the number of planets you can colonise)
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Re: Hab ranges |
Fri, 20 June 2003 12:33 |
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boneandrew | | Crewman 1st Class | Messages: 35
Registered: June 2003 Location: Detroit | |
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Having one immunity with a CA is NOT a stupid idea if one doesn't take TT. With this strategy, the initial growth and playability is much stronger, and in general although you may be sacrificing some late game habitability, early game habs are absolutely fantastic. Here's a little race I'm testing right now:
The Prandies
CA, IFE, NRS, OBRM, NAS
17% growth rate
0.29g to 3.44g, immune, 69 mR to 99 mR.
1000 resources, 12/9/16 factories, 10/3/15 mines
weapons cheap, rest expensive, tech 3 checked.
The idea being here that starting speed is pretty decent, good factories to keep up the pace in the midgame, and no worries about the late game. Temp immune instead of gravity because of the chance of 1% permanent terraforming - will make temp settings less habitable for most races, similar for the right-shifted radiation, gravity is the most common immune so having that centered doesn't make the planets as attractive to other races. In general, to make my planets look not so green to other players.
If I take con cheap with this design, I sacrifice a good deal of the improved factory settings. I haven't decided exactly which way is better to go - although with the idea of winning the game before the Nubian era, con expensive is probably fine.
[Updated on: Fri, 20 June 2003 12:36] Report message to a moderator
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Re: Hab ranges |
Fri, 20 June 2003 15:04 |
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Crusader | | Officer Cadet 2nd Year | Messages: 233
Registered: January 2003 Location: Dixie Land | |
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boneandrew wrote on Fri, 20 June 2003 11:33 | Having one immunity with a CA is NOT a stupid idea if one doesn't take TT.
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I'll second that emotion!
In fact, I personally wouldn't object to a -f CA with BOTH an immunity and TT, so long as you could find the points for it without sacrificing too much of everything else that might be needed, such as pop growth, tech research, etc. But that's another subject and one not to my personal liking. But there is no absolute rule in my playbook that requires CA to take TT. A one immunity CA would never have a need to research bio, unless you think you absolutely have to have that bio tech 7 armor for a specific ship design (I like that armor), so that's got to help you some right there.
Oh well. Just my silly opinion again. There I go flashing everybody.
Respectfully,
The Crusader
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Re: Hab ranges |
Sun, 17 August 2003 11:29 |
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Steve1 | | Officer Cadet 2nd Year | Messages: 240
Registered: January 2003 Location: Australia | |
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Well I'll put in my two cents worth as well.
I've noticed a comparitively high percentage of games advertised that ban CA's outright or that ban CA's with TT.
There's a good reason for that and if you know how to play the race properly you'll absolutely blitz.
I'm no expert on CA so I won't make too many comments, but in doing a little testbed I found that Freakyboy's idea of 1 in 12 planets habitable (1 in 5 in reality), gave me the best resources by 2435 ever.
I put my own other preferences in of course, so the race was a bit different to his suggestion.
I've heard about this narrow hab CA many times but was never really keen to try it.
Thanks Freakboy - cool tip !
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