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QS terminology Fri, 14 October 2005 09:36 Go to next message
Raindancer is currently offline Raindancer

 
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I have been trying to catch up on my reading recently (there are a LOT of posts here!!!!).

I have seen a number of references to QS (Quick Start) races? Is this just another way of saying -f?

I think of the three major play varations as HP, HG, and -f...

RainDancer

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Re: QS terminology Fri, 14 October 2005 10:03 Go to previous messageGo to next message
Kotk

 
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I think of QS as middle race between HG and 1WW.

Because of low hab it has no much pop so it is wrong to call it HG. With terraforming it can later make lot of planets habitable (say 1 in 24 hab race can one day enjoy 1 from 3 useful) so it is wrong to call it 1WW.

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Re: QS terminology Fri, 14 October 2005 10:19 Go to previous messageGo to next message
mazda is currently offline mazda

 
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Yes, I think of those 3 types as well.
And you could get QS versions of them all.
But it generally refers to a speeded up HG.

You gain the speed by improving the factory performance at the expense of hab.

e.g. 14/8/16+ for a HG or 15/6/25 factory settings for a HP.

I guess a QS -f race would be one with a pop efficiency of 1/900 or 1/800, but nobody ever talks about those Laughing

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Re: QS terminology Sat, 15 October 2005 04:53 Go to previous messageGo to next message
Alter Ego

 
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mazda wrote on Fri, 14 October 2005 16:19



SNIP

I guess a QS -f race would be one with a pop efficiency of 1/900 or 1/800, but nobody ever talks about those Laughing


Yes, nobody talks about them.
They don't want to give away any secrets.
Rolling Eyes

Have a look at a -f JoaT with 1/800 and 20% pop-growth.
Shocked

Regards

Alter Ego



War does not determine who is right. Just who is left.
Bertrand Russell

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Re: QS terminology Sat, 15 October 2005 07:14 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
Alter Ego wrote on Sat, 15 October 2005 10:53

Have a look at a -f JoaT with 1/800 and 20% pop-growth.
Shocked

Yeah, 1 in 11 hab vs. 1 in 5 for 1/1000, rest being equal.
BR, Iztok

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Re: QS terminology Sat, 15 October 2005 08:13 Go to previous messageGo to next message
Alter Ego

 
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Rest being equal...

Not really the point, is it? If I design a race with a certain factor in mind (pop-efficiency in this case), of course other factors (hab in your example) have to be adapted to the original factor. A race design has to serve a certain overall purpose.
A factoryless; 1/800; 20% growth race has a certain purpose. A 'normal' factoryless race (1/1000) will probably serve another purpose.

All in all I am not overly fond of off-hand, one-sentence criticisms.
Cool

AE



War does not determine who is right. Just who is left.
Bertrand Russell

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Re: QS terminology Sat, 15 October 2005 12:22 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
Alter Ego wrote on Sat, 15 October 2005 14:13

Rest being equal...

Not really the point, is it? If I design a race with a certain factor in mind ...

The first factor in my mind when designing a race is its survivability. Enough resources from enough planets assure that most of the time. 1/800 might get enough resources, but not from enough planets. Very short term they could be PITA for the closest neighbour, mid term they already become prey for others. That's also the main reason nobody's talking about them. They're too damn expensive to stand the test of time.
BR, Iztok

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Re: QS terminology Sat, 15 October 2005 18:56 Go to previous messageGo to next message
Kotk

 
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Hmm ... JOAT -F one-immune with 20% growth and 1/800 pop eff.

I can find points for ISB and 1 in 5 hab there but tech will be kinda junky ... say one cheap and rest start at 4. Wink

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Re: QS terminology Sat, 15 October 2005 23:58 Go to previous messageGo to next message
multilis is currently offline multilis

 
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Quote:

I have seen a number of references to QS (Quick Start) races? Is this just another way of saying -f?


We all have see things a bit different. I see quick start as meaning focusing more on things that lead to a fast start at sacrifice to longer term strength.

For examples of choices that make race more of a quick start:

fewer but cheaper factories
1i compared to 0i (immunities)
fewer green planets but better greens
IFE (for fuel miser)

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Re: QS terminology Sun, 16 October 2005 03:34 Go to previous messageGo to next message
Alter Ego

 
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Hi!
iztok wrote on Sat, 15 October 2005 18:22


The first factor in my mind when designing a race is its survivability.


Which might disqualify some of our standard races. AR being the first one to come to mind.
Quote:


Very short term they could be PITA for the closest neighbour, mid term they already become prey for others.


Replace "Very short term" by "short to mid term" and drop the rest of the sentence and you're getting nearer to the facts.

As mulilis notes in his post, QS does mean you are sacrificing longer term strength for a fast start. Of course, if you don't use the advantage gained by being ahead of your neighbours at the beginning, they will crush you later on. You won't survive. But that is a problem most -f races face. On the other hand, if this suits your style of play, you will have wiped out two of your neighbours in the early game. And the rest of them might not survive.
Cool
Regards

AE



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Bertrand Russell

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Re: QS terminology Sun, 16 October 2005 03:41 Go to previous messageGo to next message
Alter Ego

 
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Kotk wrote on Sun, 16 October 2005 00:56

Hmm ... JOAT -F one-immune with 20% growth and 1/800 pop eff.

I can find points for ISB and 1 in 5 hab there but tech will be kinda junky ... say one cheap and rest start at 4. Wink



Try sacrificing some more points for TT. You can narrow the habs a little further and make the techs a little better. With pop eff at 1/800 and TT, you're terraforming 2% a year with little more than one LF full of colonists you drop on a yellow.

Just a thought...
my 2 cents

Regards

AE


[Updated on: Sun, 16 October 2005 04:03]




War does not determine who is right. Just who is left.
Bertrand Russell

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Re: QS terminology Thu, 20 October 2005 10:51 Go to previous messageGo to next message
crr65536 is currently offline crr65536

 
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Getting back on topic...

I had been under the impression that a QS race is one that trades hab for cost 6 factories - not necessarily more efficient ones - with the hope of developing the HW and other early colonies during the period where it is where all of the growth is taking place (during scouting and such).

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Re: QS terminology Thu, 20 October 2005 11:23 Go to previous messageGo to next message
mazda is currently offline mazda

 
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Yup, that's what a QS HP will do (and what I already said)

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Re: QS terminology Thu, 20 October 2005 11:38 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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crr65536 wrote on Thu, 20 October 2005 09:51

Getting back on topic...

I had been under the impression that a QS race is one that trades hab for cost 6 factories - not necessarily more efficient ones - with the hope of developing the HW and other early colonies during the period where it is where all of the growth is taking place (during scouting and such).



I would say that a QS is more aptly defined as enhancing early year potential by crippling some long term potentials.

Cost 6 factories are not necessarily a huge deal if those factories eff don't produce as many resources as another design. You could just as easily make the factory cost higher, and raise the eff to get very close to the results. However, you would be out more Germ with lower eff and higher fact cost.

As for an example, a QS Joat may take high growth (19%), all expensive techs, with a normal to slightly reduced hab so that it can dump those extra points into econ (defined as many fact w/good eff at cheap cost). A strong econ then allows you to reach the critical techs to produce, for example, Bazooka DD/CC's (or croby shamor frigates if you are an IS), or something similar, in great numbers at an early year.

To give you an idea, I have been under seige at Y12 (IIRC) in a medium universe by a QS WM. He had over 100 Yak frigates escorting bombers. He lost because he chose to use frigates, and I reached Delta torps. I was able to put up a beefy SB a couple years in a row. If he had used DD's, I would probably have been dead, and he would have had close to twice the normal expansion room.

-Matt



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Re: QS terminology Fri, 21 October 2005 08:55 Go to previous messageGo to next message
Kotk

 
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crr65536 wrote on Thu, 20 October 2005 17:51

I had been under the impression that a QS race is one that trades hab for cost 6 factories - not necessarily more efficient ones - with the hope of developing the HW and other early colonies during the period where it is where all of the growth is taking place (during scouting and such).


Going for factory cost below 8 without having maxed factory efficency in RW is BAD idea. Razz Wink Its because after factory cost 8 (that click costs ~60 points and is best for gaining quicker rampup at factory efficency 12 or bigger) the cheaper factory RW click cost increase dramatically.

Arrow Lets first see factory cost 7 versus 8.
Say 13/7/18 factories cost 15 rw points more than 15/8/16 factories but are also on every other account worse (rampup is 1% slower, germ cost is 12.5% bigger, final factory econ is 2.6% smaller). Cool

Arrow Then lets see factory cost 6 versus 7.
Say (A) 15/7/X factories cost about same in RW as (B)13/6/X factories. While (B)'s rampup is ~1% quicker than (A)'s and germ cost is same its final factory econ is whopping 15% smaller!!! Surprised

QS has to be in hurry to enjoy his limited glory. Being wasteful in RW makes that glory even shorter. Nod



[Updated on: Fri, 21 October 2005 08:57]

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Re: QS terminology Fri, 21 October 2005 13:03 Go to previous messageGo to next message
multilis is currently offline multilis

 
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Quote:

QS has to be in hurry to enjoy his limited glory


If you first don't succeed with a quickstart, suggested you don't give up too quick. There is more than eccon to game of stars. (such as trade, timing and PRT specific advantages)

In TWW (twin world wonder) we had 2 quickstarts that didn't succeed in the beginning, one was -F IS with 1/700 pop settings and lots of minerals (though likely not many cheap techs), and other was:

WM 1/1000 pop, 15/5/16 factory settings, 10/3/14 mine settings, weapons cheap rest expensive.

I took over this race around year 23, 4 skipped turns after it was abandonned after unsuccessful attacks on other players. Managed to make peace with neighbours, and hurry to w17 which I could trade for c16 from other WM. Dreadnaughts and w17 gattlings gave me a second chance at glory. The crazy quickstart meant that when I finally took out another player I could quickly build up his former worlds.

Another plus I had was being in a corner which limited my defensive needs.

Minerals were always tight though I could stockpile some for expected endgame by mineral lean DNs. Others also had tight minerals. IMO the -F IS could have done better by trading his minerals for ships, trying more aggressively to trade for tech, and building more missile boats, even if lower tech ones all he could build.

Wizard made a dangerous SS by having missile boat fleet that would disengage in combat (to hit beamers rather than chaff), the IS could have tried similar.

If your PRT is other than WM, you still may have later golden age to take advantage of even if QS. For example SS can be mean by cleaning out minefields, fooling others of where he will attack so they keep their fleets at home, then robber barron stripping minerals allowing him to have largest missile horde. IS can sell tachs for good profit (have read game review where it was done). IT can use mobillity and timing. SD can make a minefield mess and slow down combat to his advantage... and so on.

When you are behind with QS you have nothing to lose so can play more risky. And if you win, you can grow into new territory faster than others.

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Re: QS terminology Fri, 21 October 2005 13:50 Go to previous messageGo to next message
Kotk

 
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multilis wrote on Fri, 21 October 2005 20:03

If you first don't succeed with a quickstart, suggested you don't give up too quick.
I agree. Never give up. I have won a game where i had ~6K at 2450. Wink

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Re: QS terminology Fri, 21 October 2005 15:12 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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Kotk wrote on Fri, 21 October 2005 12:50

multilis wrote on Fri, 21 October 2005 20:03

If you first don't succeed with a quickstart, suggested you don't give up too quick.
I agree. Never give up. I have won a game where i had ~6K at 2450. Wink




The quote is "Never give up, never surrender!". Laughing

-Matt



Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: QS terminology Sat, 22 October 2005 16:56 Go to previous messageGo to next message
mazda is currently offline mazda

 
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"The" quote ?
Forgive my ignorance, but which quote is that ?
Google brings up Galaxy Quest, which leaves me non the wiser.

I recognised multilis's quote, and can quote you some Churchill if you like ?

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Re: QS terminology Sat, 22 October 2005 18:49 Go to previous messageGo to next message
multilis is currently offline multilis

 
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Quote:

Forgive my ignorance, but which quote is that ?

lol, maybe you should search this site:

http://www.healpastlives.com/pastlf/quote/qumilita.htm

Hint: you figured it out yourself.

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Re: QS terminology Sat, 05 November 2005 14:06 Go to previous message
Orca

 
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There are essentially two "typical" types of QS. The old Renegades style QS which has extreme factories - 15/5/xg - and the newer "Blitz" style with essentially heightened HG factories. Typically from 14/9/16g to 15/8/16g. Both types are tuned for performance, with growth rates of 19 to 20% and low hab (around 1/7), typically IFE and a number of negative LRTS (NRSE, OBRM and NAS are common). 1 to 2 cheap techs are common.


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