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AR guide Tue, 10 January 2006 14:18 Go to next message
BlueTurbit

 
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BlueTurbit died Oct. 20, 2011

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Vintage "AR guide" added to my new Stars! webpage.

AR Guide

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Re: AR guide Fri, 13 January 2006 03:10 Go to previous messageGo to next message
Tomasoid is currently offline Tomasoid

 
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Registered: December 2005
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Just my 0.02...

Quote:

2. Ignore all the 25k resources by 2450 propaganda. It does not apply to AR. Most non-AR races that get 25k by 2450 are still pumping anywhere from 50 to 90 percent of it back into building factories still. This amounts to little production actually being put into real things like tech or ships. An AR race on the other hand can put nearly 90 to 100 percent of their overall resources right into real investments. Tech research (energy) are the factories for AR. An AR race with only 10 or 15k in 2450 probably has more actual research and production potential than some hyper producer with 3 times as many resources.


IMO, 25K by 2450 is a good idea for AR race in any case, unless you play overcrowded medium, small or tiny universe. There are plenty of things to put resources into - SB building, mining robots building, mine layers building etc.

Quote:

5. What your opponents don't know intimidates them. An armed star base or an empty one both look exactly the same if unidentified. Try to keep it this way. When an opponents scanners show an unknown Space Station hull they become undecided on whether to attack. When it shows an Ultra Station the odds are they won't attack. When a Death Star hull is seen they don't even consider that planet a viable target. A Death Star conveys power and technological superiority. It's the best status symbol in the game, use it.


In between around 45 and 55 (just after getting DS tech), usually you would not have enough minerals to build superior power for Death Star. It ends up that AR is fragile in midgame when BBs approach with "Kill Starbase" order. As soon as you reveal others that you're AR, you're a potential #1 target. Opponents know for sure that usual AR at that era, when builds a DS, it is either defenceless or have little of power. So, I do not think DS conveys much power. From serious attack, you would require some armed ships anyway on your borders.

Quote:

7. Always try to keep your colonies growing at the fastest rate possible. Remember pop growth slows down when it gets past 25 percent of the max. Graduating star base construction from the Orbital Fort to the Space Dock, then Space Station, Ultra Station and finally Death Star maximizes growth. Of course if you have the potential to jump straight from say a Space Dock to a Death Star without taking forever, do so.


Please, note in guide also that you have to deal with minerals and remember that SB or US take 2 years to build when upgrading from SD (sometimes 3 or even more if planet has bad hab%), so schedule upgrades and minerals shipping properly. Building SB and then US costs MUCH more than build only US from start, so try to build US at all cost, even if you would need to bring back Germanium from close-by just colonized planet with small pop (you will bring it back later anyway). You will find you're really short of minerals, specially Germanium (Yes, Germanium, which you stated you will be able to trade for!) when you enter the US era. Sometimes it is good idea to have techs a bit higher than normal for US, to get use of minituarization. Even when you have Germanium, you will find you need to build/use additional transport, which sometimes you do not have an iron for. OR, instead of US research, you will have to build good mining robots, then you get US a bit too late. AR is really fragile and defenceless when entering the US era, or US is too late = fragile too.

Good thing about SB building is that people growth is immediately boosted up at the same year. Say, you have 130K people on your SD. It does not means you already lost growth, if you buold SB next yeat - what you see for next year is not true - you will have more. This is because, by Stars order of events, pop growth happens AFTER thing are built up. This is a special thing to account for AR - for yellow planets with -1%, and more than 125K people. Try to build the last 1% teraforming and SD at the same year, otherwise growth is somewhat lost. You also can bring 2M people at any planet and build DS in 1 year (assuming you have minerals), without lose of people by overcrowding - people will grow next year Smile


Quote:

Death In Transit

Interstellar travel kills off colonists being transported at 3 percent per year in warp. There's not much to be said about this except always try to get where you're going as quick as possible and with no delay. This is why I recommend IFE and shun CE.



Yes, CE slows down expanding. However, when CE fails, AR people do not die. So, CE has nothing to people killing. Please, correct this.

Also, please state that the minimum non-killing amount of people is 2200. When colony ship is running alone, it is usually a waste of people when putting there more than 2200 - you get >4% of people killing by that. Well, it is for relatively small amount. However, while knowing that you woul have 300 people killed in thous 3 years travelling, what is a reason to put 2.5K when you end with 2.2K colonizing anyways? Just put 2.2K always.



WBR, Vlad

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Re: AR guide Fri, 13 January 2006 11:23 Go to previous message
BlueTurbit

 
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BlueTurbit died Oct. 20, 2011

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No changes; I don't make changes to other people's articles. Although not perfect, it is a very useful guide. This is a vintage guide and was written approximately 1999 by Varn. The first AR guide I ever read and downloaded. Late in 2000 Leonard posted another guide on the newsgroup.

You can find them both in this thread:
AR guide discussion


[Updated on: Fri, 13 January 2006 12:00]




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