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One immunity Wed, 29 June 2005 20:30 Go to next message
velvetthroat57 is currently offline velvetthroat57

 
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I have heard for awhile that the gravity and temp values come from a normal distribution but that the radiation value is from a uniform distribution. From this it is argued that you should take radiation immunity even though it is the field where you get your first terraforming capability.

I was curious just how much difference it would make so I ran a test:

-f IS race, 1/1000
temp band -96 to 96, grav band same, rad immune
small, packed (240 worlds)

I colonized and terraformed all worlds and put a large freighter orgy in orbit over each and then let the game gen to 2700. The resulting economy was 158k.

Repeated the experiment with a grav immune band and radiation the same width as temp. Resulting economy was 144k.

So taking rad immunity resulted in a 10% increase in final economy.

To get a similiar increase, you would need to take 1/900 and that is 200 points in the race wizard.

CAL

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Re: One immunity Wed, 29 June 2005 20:47 Go to previous messageGo to next message
LEit is currently offline LEit

 
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Try it again, grow normally and with normal research path, and check econ at 2450. Most games you'll push weapons tech hard. It's pretty reasonable to assume that rad terraforming will be one step (4 ticks) ahead of the other two for most of the game. Also most games are over well before 2700, usually decided by 2450 to 2500.


- LEit

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Re: One immunity Wed, 29 June 2005 22:11 Go to previous messageGo to next message
velvetthroat57 is currently offline velvetthroat57

 
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LEit wrote on Wed, 29 June 2005 20:47

Also most games are over well before 2700, usually decided by 2450 to 2500.


I didn't run it to 2700 because I thought it was an important year in real games. I did it until then to allow the worlds populations to stabilize with pop overflow == excess pop deaths.

I wanted to see the end result. Getting there will be harder with grav terraforming and needing to get to Prop 16 but it is still useful to know how much advantage it gives once you get there.

By 2450 the advantage probably won't be noticeable unless you design around it and take normal prop (assuming STA). So it wouldn't be a surprise that the grav immune race does better to there. But by 2500 all the terraforming will be done so a testbed would show the rad immune with 10% more resources again.

Like most design decisions, it depends on the universe the race is to play in. If you have a lot of worlds and expect to make it to the endgame, then rad immune gives you 10% more resources to play with. If it is going to be a sharp game fought in the BB era, then you will be at a disadvantage unable to fully terraform your worlds for a long, perhaps fatal, time.

CAL

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Re: One immunity Wed, 29 June 2005 22:42 Go to previous messageGo to next message
multilis is currently offline multilis

 
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IMO the answer is not simple. If others like working on weapons tech, and avoid weapons immunity, then being different could be useful. You may end up with more planets no one else wants, and have tech for trade that is in higher demand.

Of course not having jihads when your neighbour is attacking you with them could be dangerous.

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Re: One immunity Thu, 30 June 2005 01:14 Go to previous messageGo to next message
Braindead is currently offline Braindead

 
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There is one thing you haven't accounted for. Because radiation values come from a uniform distribution, you can move your hab ranges in this band away from the center. This will allow you to keep the same number of planets, but gain a few RW points, which can be spent on improving your economy. When you tested with both radiation and temp centered, you had one race (with non-immune radiation) at a clear disadvantage.

Braindead

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Re: One immunity Thu, 30 June 2005 05:07 Go to previous messageGo to next message
mazda is currently offline mazda

 
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velvetthroat57 wrote on Thu, 30 June 2005 01:30

-f IS race, 1/1000
temp band -96 to 96, grav band same, rad immune
small, packed (240 worlds)

I colonized and terraformed all worlds and put a large freighter orgy in orbit over each and then let the game gen to 2700. The resulting economy was 158k.

Repeated the experiment with a grav immune band and radiation the same width as temp. Resulting economy was 144k.


Well, you would expect 10% more res as the rad-immune has 10% more green planets.
Did the two races cost the same in the race wizard ???

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Re: One immunity Thu, 30 June 2005 09:55 Go to previous messageGo to next message
velvetthroat57 is currently offline velvetthroat57

 
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mazda wrote on Thu, 30 June 2005 05:07

Well, you would expect 10% more res as the rad-immune has 10% more green planets.
Did the two races cost the same in the race wizard ???


Where did you pull that rad-immune has 10% more green worlds? I have never read that.

I scanned my test and the rad immune race had 50 red planets while the grav immune race had 76. Flipping it to look at greens, that would be 190 and 164 respectively. That is 15% more greens for rad immune.

The races are identical except for which hab is clicked immune. They cost the exact same in RW.

Braindead, you have a valid point but I didn't want to shift the rad band since I wanted it to be the same as the other race in case radiation isn't from a uniform distribution. In any case, with this race shifting the radiation band so that it is 16 clicks from the edge only gives me 12 RW points. That would be enough for an additional mine since the race is -f.

CAL

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Re: One immunity Thu, 30 June 2005 10:27 Go to previous messageGo to next message
mazda is currently offline mazda

 
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velvetthroat57 wrote on Thu, 30 June 2005 14:55

Where did you pull that rad-immune has 10% more green worlds? I have never read that.

The races are identical except for which hab is clicked immune. They cost the exact same in RW.


You mentioned the non-linear hab value distribution yourself.
That is what makes values in the middle of the temp and grav bands 10% more likely.

If you have your hab range 48 wide in the middle of a band (which is what you said you had) then due to the distribution of the values within the band (not a normal curve, but a parallelogram) when it is in temp it is 48 out of 90 (53.3%) whereas in rad it is 48 out of 99 (48.5%).

Therefore the rad-immune with it's corresponding 48 wide temp band has 53.3/48.5 more planets that are likely green than the temp-immune with a 48 wide rad band.
That's 10% more.

If the RW cost is exactly the same then you can see why rad-immune is a good idea. You get more green planets for the same cost.

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Re: One immunity Thu, 30 June 2005 12:40 Go to previous messageGo to next message
velvetthroat57 is currently offline velvetthroat57

 
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So you are saying the outer 5 clicks of grav never occur on a planet?

CAL

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Re: One immunity Thu, 30 June 2005 13:47 Go to previous messageGo to next message
crr65536 is currently offline crr65536

 
Chief Warrant Officer 3

Messages: 180
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They do occur, but less often (except for the very edges, which never occur). A distribution is something like this:


    ________
   /        \
  /          \
 /            \
/              \



Someone posted the formula by which gravity, temperature, and radiation are calculated a while back. I don't remember the gravity, but temperature was random(90) + random(10), and radiation was of course random(100), although because of rounding issues the edges never occur.


[Updated on: Thu, 30 June 2005 13:48]

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Re: One immunity Thu, 30 June 2005 22:33 Go to previous messageGo to next message
Braindead is currently offline Braindead

 
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Quote:

Braindead, you have a valid point but I didn't want to shift the rad band since I wanted it to be the same as the other race in case radiation isn't from a uniform distribution. In any case, with this race shifting the radiation band so that it is 16 clicks from the edge only gives me 12 RW points. That would be enough for an additional mine since the race is -f.
CAL


In your particular example, it might be irrelevant. But your race is unplayable (with two immunes and one wide). If you're using something like one immune and one narrow, you can take rad narrow to gain a few extra points in exchange for fewer planets.

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Re: One immunity Fri, 01 July 2005 11:04 Go to previous messageGo to next message
velvetthroat57 is currently offline velvetthroat57

 
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Uh this race is one immune. Hence the title of the thread. The other two habs are equal in width and centered.

CAL

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Re: One immunity Fri, 01 July 2005 21:16 Go to previous messageGo to next message
Braindead is currently offline Braindead

 
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duh Smile sorry about that.

If you have one immune and two wide, then it's better to take radiation immune (as your test shows). But if you have one narrow, you might want to consider taking radiation narrow.

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Re: One immunity Sat, 02 July 2005 11:16 Go to previous messageGo to next message
Kotk

 
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Race that invests into immunity has about half less green planets than similar one without immunities with points invested into wider hab. So the plan is to be quicker up and attack someone. Otherwise ... just do a third IS testbed with all habs 11-12 clicks from edges ... no immunities and then looking at year 2700 result such testbed show (wrongly) that immunityless -F is far superior choice. Very Happy

So ... the base plan is to be quick. Most races with such plans have also IFE. IFE means that propulsion 2 is about OK level for 3 first decades. Often people also delay with energy research early taking it to 6 only by turn 30. If we then look at weapons that such people wield at 2430 then colloidals/gatlings are usual. So ... radiation immunity seems no way profitable. Wink

I have found that radiation immunity is worth considering for AR designs without IFE. At least in my testbeds radiation immune IFE-less AR is better than its brother with gravity immunity. Radiation immunity fits better with its early research goals and also AR depends heavily on number of its planets and going immunityless is not an option. 10% more greens makes big difference there. However ... do not take me wrong ... AR is hard to play in general and as IFE-less it is thinkable only in dense or packed universes. Nod

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Re: One immunity Sun, 03 July 2005 23:38 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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Quote:

AR is hard to play in general and as IFE-less it is thinkable only in dense or packed universes.


Are you sure about that? I was ranked 1st (in an all-AR game admittedly) with both no IFE *and* with CE (just to make it worse.) Cool

I guess I probably couldn't have pulled the same trick in a more conventional game... I certainly wouldn't dare try it Laughing

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Re: One immunity Mon, 04 July 2005 05:55 Go to previous messageGo to next message
Kotk

 
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Dogthinkers wrote on Mon, 04 July 2005 06:38

Are you sure about that? I was ranked 1st (in an all-AR game admittedly) with both no IFE *and* with CE (just to make it worse.) Cool

Why worse? CE gives quite ok points in RW and also makes early ships cheaper. Can have at least 20% more expansion vessels in the air for same minerals/resources. It sucks to fight a SD or SS having CE ... brother AR-s are not so bad. So ... did you make it rad immune?

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Re: One immunity Mon, 04 July 2005 15:32 Go to previous messageGo to next message
multilis is currently offline multilis

 
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Quote:

AR is hard to play in general and as IFE-less it is thinkable only in dense or packed universes.

I saw Sotek do such (no IFE) in Trans (unusual Transformer OA/miner nubian gift ships were part of game) and if he wasn't in such a tight corner, attacking me early and used a few more fuelies, IMO he would have done good.

I think IFE is overrated, its nice but there are other ways to get same sort of result such as good use of ISB and fuel booster network.

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Re: One immunity Mon, 04 July 2005 23:54 Go to previous messageGo to next message
velvetthroat57 is currently offline velvetthroat57

 
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Everyone likes to go warp 9 to speed their expansion as much as possible but since colonists keel over when the ships move for AR, it is even more important for them to move as few times as possible between worlds. Very hard to go that fast in the early game, particularly STA, without IFE. IS with the early fueler and HE with the settlers delight, and IT with high early prop might skip it but most everyone else needs IFE if they want a rapid early expansion.


Kotk, I agree with your research path for a quick race, but there are two things to consider. First is that pre-terraforming the rad immune race has the better worlds. Center habbed grav worlds will just naturally come its way. This means the very early growth will be better for them. Second is that by not being able to do early terraforming, which presumably will make a grav immunes worlds better than the rad immune unterraformed ones, the quick starting race ends up spending more on early expansion. By 2430 he may have saved 500 resources from each of his planets (while having worlds that are only say 300 resources worse off) and those resources will go into research and any early warships needed to get a better border. Then once expansion is ended, there is a chance to do prop and get the 10% more per world and on a few more worlds besides.

The race would need to be designed with the immunity in mind to get the most out of it. Prop cheap/normal and/or no NRSE to get some other use out of Prop 16 will help. No NRSE and rad immune means the radiating hydroscoop is available to move people around. That is probably the best early game engine a non-HE, non-IFE race could get. IT maybe as PRT since they need prop for gates anyway or IS since small hab differences won't affect the orgies.

For a 3.5 cheap race, taking the 0.5 as prop instead of electronics would be a good choice. Prop for Elec should be an easy enough trade to arrange in most games and the early beamer wars won't care either way.

Another option would be to make the grav hab wider than the energy so energy terraforming is the one that matters more.

I am not saying it is a slam dunk, but it is worth considering. Like I said, to get 10% more per world from the race wizard you would have to go with 1/900 and that costs 200 RW points. Admittedly, you get more from 1/900 than from better habs since you have to create the 10% more colonists somewhere in the latter instance but still, being slightly disadvantaged in early to mid game play is not an unreasonable price to pay for the equivalent of say 150 RW points.

My eyes are starting to cross so please ignore any typos and sentence fragments.

CAL

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Re: One immunity Tue, 05 July 2005 07:26 Go to previous messageGo to next message
Kotk

 
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velvetthroat57 wrote on Tue, 05 July 2005 06:54

Like I said, to get 10% more per world from the race wizard you would have to go with 1/900 and that costs 200 RW points.

Theres no 10% more per world (like in OBRM versus no OBRM or 1/900 versus 1/1000). Just 10% more habitable planets is correct! So it does not actually mean much additional resources gained during first 30 years. Reversely, you will jump into weapons asap and so 7 clicks terra there (and 11 after year 30) will actually completely turn the tables. Nod

Did you do any tests by 2450 with normal research paths like LEit suggested? Rolling Eyes

Without immunities like i suggested it will jump into 190k resorces by 2500 and top at 200k soon after in Small Packed. Such tests do not prove anything. Wink

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Re: One immunity Tue, 05 July 2005 07:48 Go to previous messageGo to next message
mazda is currently offline mazda

 
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velvetthroat57 wrote on Thu, 30 June 2005 01:30

-f IS race, 1/1000
temp band -96 to 96, grav band same, rad immune
small, packed (240 worlds)

Repeated the experiment with a grav immune band and radiation the same width as temp. Resulting economy was 144k.


Another point is that if you take grav-immune then you usually don't leave the radiation centered.
In your example you will have the rad from 26 to 74 (48 wide).
You could shift that to 36 to 84 to gain some RW points, still leaving maximum room for the +/-15 terraforming. In other words you lose absolutely nothing by moving the rad band, but do gain RW points.
You cannot shift the temp band in this way as you start to lose terraforming space, and then hab the further you shift.

So comparing the grav-immune with the rad-immune you could say that the rad-immune does cost more points as you *have to* have the other bands more centered.
Taking grav-immune allows you to shift the rad band, gaining points in the process.

If you shift the rad band and then widen it you can get back the same hab that you get in the rad-immune scheme.
Obviously the exact costs will vary. Maybe it is always more expensive one particular way. However the difference is not going to be anywhere near 10%.

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Re: One immunity Wed, 06 July 2005 00:16 Go to previous messageGo to next message
velvetthroat57 is currently offline velvetthroat57

 
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Mazda, shifting the rad band was covered above. It would have saved me 12 RW points. Enough for an additional mine.

Kotk, it isn't 10% more like OBRM but is 10% more from naturally better habs. Not all worlds as some reds stay red and contribute the same either way but 158k resources instead of 144k from the same number of planets is 10% more. I actually had 15% more worlds green when I was done.

I haven't done careful runs to 2450 to compare. Just getting 240 worlds colonized and orgified is enough of a pain.

As to what it proves, it proves that once you have all terraforming done, planets are on average 10% better for the rad immune race. If you don't think it proves that, please explain why.

CAL

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Re: One immunity Wed, 06 July 2005 13:38 Go to previous messageGo to next message
Kotk

 
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velvetthroat57 wrote on Wed, 06 July 2005 07:16

As to what it proves, it proves that once you have all terraforming done, planets are on average 10% better for the rad immune race. If you don't think it proves that, please explain why.

I know you get 10% more habitable places from same territory with rad immune and long run. No need to prove it to me. Very Happy My argument is that it does not usually matter for real game. So i am trying to say that your testbed proves things that are yes there but too out of context. Razz Why you assume all terraform is done *before* game is decided?

Any race wants upper hand when it matters. 10% here or there at 2700 ... what -F actually needs is 200% territory ASAP and there weapons 10 or 16 are cogoals while propulsion and energy do not fit into plans at all. In real game it is quite usual that people wield armaggedons with energy at 14 and propulsion at 12.

BTW... There are tools and javascript pages around for doing such habitability calculations with few clicks without testbed: http://home20.inet.tele.dk/craebild/hab_range_tool/habrange_ cr.html
No actual need to waste time with 300 years game in 240 planets universe... better participate in real game or do some real testbeds. Wink

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Re: One immunity Wed, 06 July 2005 14:05 Go to previous messageGo to next message
crr65536 is currently offline crr65536

 
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I think he's not saying that you get 10% more planets (which is true in it's own right), but rather that the planets are 10% better also. In the first post, he said that:
Quote:


I colonized and terraformed all worlds and put a large freighter orgy in orbit over each and then let the game gen to 2700.



(emphasis mine)

If I understand it right, he also colonized the reds and put orgies over them too. If so, and it seems like a reasonable result to me, then radiation immune might be a better choice despite the later terraforming capacity, simply because the fact that grav and temp tend to be more central means that the distribution in effect terraforms for you, in addition to the fact that rad immune can use the Prop 6 scoop which is better fuel-wise than the FM.

velvetthroat, am I misreading your description?

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Re: One immunity Wed, 06 July 2005 15:24 Go to previous messageGo to next message
Kotk

 
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crr65536 wrote on Wed, 06 July 2005 21:05

I think he's not saying that you get 10% more planets (which is true in it's own right), but rather that the planets are 10% better also.

Maybe, but if so then he is wrong. Very Happy If he was right the he wont get any very tiny planets and best ones were 110% and thats nonsense. Laughing The distribution of planets among various goodness levels is about the same just 10% more and thats it.

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Re: One immunity Wed, 06 July 2005 17:46 Go to previous messageGo to previous message
crr65536 is currently offline crr65536

 
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Not that every planet is 10% better, but that the average planet is 10% better, which could be (I haven't tested it). This would be because a planet that is in your radiation range is just as likely to be at a given endpoint as at the midpoint, whereas a planet that is in your gravity range is more likely to be at the midpoint than at the endpoint (not so with temperature, because of the shape of the distribution, unless you take a particularly wide hab).

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