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Hab ranges Sun, 26 January 2003 20:53 Go to next message
zoid is currently offline zoid

 
Ensign

Messages: 348
Registered: December 2002
Location: Murray, KY - USA
What, no posts under CA? OK, I'll start one. In typical Zoid fashion, let me say that this prt is WEAK! Laughing

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.
Math? Confused Ummm, sure! Nod I do FREESTYLE math.

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Re: Hab ranges Mon, 27 January 2003 02:48 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...

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 Go to previous messageGo to next message
regiss

 
Petty Officer 1st Class

Messages: 65
Registered: November 2002
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 Go to previous messageGo to next message
zoid is currently offline zoid

 
Ensign

Messages: 348
Registered: December 2002
Location: Murray, KY - USA
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. Smile 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! Laughing

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? Confused Ummm, sure! Nod I do FREESTYLE math.

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Re: Hab ranges Sun, 18 May 2003 11:03 Go to previous messageGo to next message
joseph is currently offline joseph

 
Lt. Junior Grade

Messages: 440
Registered: May 2003
Location: Bristol
Zoid wrote
"I don't have any idea how such a race would fare in a long drawn out game"
about a -f CA
well I havent played a race like this in a game although I have tried it out in testbeds (and it is a scary starter). I have however played a -f IS and I found that the problem in the long run stacks up to this
Max resource per planet 1100 (for IS you can get up to 2200 or in the design I had 2750 (1 r for 800 pop).
and you are likely to be below this on most (say 700).
A good factory race can get 5000 from 1 planet and although they will have fewer planets most of them will be high %
So you will need 5 to 6 planets minimum to each of your opponents worlds.
So in a multiplayer game you could rampage across the galaxy sweeping all before you for the first 80 turns then come across the quiet player in the corner with 25 worlds and find yourself being left behind in tech even though you have 150 worlds. (youd have loads more minerals though).

I would recommend TT - just because towards the end it allows more 100% worlds (1 in 4 rather than 1 in 27). Dont research bio do the other research you need (7% instaforming is enough at the start) then when you are rolling over other peoples planets research bio - the people whos planets you are taking will reseach the rest for you Laughing

just my inexperienced 2 pence worth



Joseph
"Can burn the land and boil the sea. You cant take the Stars from me"

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Re: Hab ranges Mon, 19 May 2003 09:19 Go to previous messageGo to next message
Paladin is currently offline Paladin

 
Officer Cadet 3rd Year

Messages: 270
Registered: May 2003
Location: Kentucky

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



"There is no substitute for Integrity"

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Re: Hab ranges Mon, 19 May 2003 12:14 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
Lieutenant

Messages: 610
Registered: March 2003
Location: Seattle, WA USA
Joseph is correct in his assessment of TT. If you take TT do not research BioTech up front, research as normal. You could even take BioTech expensive like normal. The TT simply lets you do normal terraform more cheaply and then increase the number of 100% planets later in the game.

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Re: Hab ranges Mon, 19 May 2003 13:39 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...

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 Mon, 19 May 2003 16:45 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
Lieutenant

Messages: 610
Registered: March 2003
Location: Seattle, WA USA
Quote:

Terraforming doesn't cost a CA anything.


Embarassed

I got sidetracked into thinking generally about TT and forgot I was in the CA discussion area.

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Re: Hab ranges Fri, 20 June 2003 12:33 Go to previous messageGo to next message
boneandrew is currently offline boneandrew

 
Crewman 1st Class

Messages: 35
Registered: June 2003
Location: Detroit
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]

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Re: Hab ranges Fri, 20 June 2003 15:04 Go to previous messageGo to next message
Crusader is currently offline Crusader

 
Officer Cadet 2nd Year

Messages: 233
Registered: January 2003
Location: Dixie Land
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.


I'll second that emotion! Peace_bow

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. Embarassed Laughing

Respectfully,
The Crusader Angel



Nothing for now.

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Re: Hab ranges Sun, 17 August 2003 11:29 Go to previous message
Steve1

 
Officer Cadet 2nd Year

Messages: 240
Registered: January 2003
Location: Australia
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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