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What's the best use of UR? Thu, 13 April 2006 04:28 Go to next message
Captain Maim is currently offline Captain Maim

 
Lt. Junior Grade

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Registered: March 2003
Location: USA, Mesa, Arizona

What's the best use of UR? Is it colony jump starting? Resource sharing? Resource distribution or what? I'm not really certain on how to use this LRT effectively. Any suggestions?

[Updated on: Thu, 13 April 2006 04:43]




Rule 1: "Pillage, THEN burn!"

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Re: What's the best use of UR? Thu, 13 April 2006 07:59 Go to previous messageGo to next message
gible

 
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A counter-counter-counter design war. You can cheerfully scrap ships for greater benefit than your non-UR opponent.

For resource boosting of new colonies, the effects are dubious and expensive at best, really only useful to a HP race.

There are various threads that discuss these in detail.

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Re: What's the best use of UR? Thu, 13 April 2006 10:21 Go to previous messageGo to next message
LEit is currently offline LEit

 
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gible wrote on Thu, 13 April 2006 07:59

A counter-counter-counter design war. You can cheerfully scrap ships for greater benefit than your non-UR opponent.

If you're thinking about getting more minerals back, UR is a bad choice. With an orbital (even a fort), a non-UR race gets 80% back. A UR race gets 90% back. Which means that UR gets you 12.5% more minerals then non-UR. However, given the cost of UR you can go from x/y/z mines to x+1/y/z+2 (assuming x < 25 and z < 24). This will generally get you at least 10% more minerals. And it gets them before you build instead of after. And, if you're expecting UR to be better then mines, don't plan on losing any ships, because those get scrapped at 1/3 of the cost, irregardless of UR.

If you're also planning on scrapping the ships to help the resource cost of the new ships UR may help, but again, don't lose any ships.



- LEit

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Re: What's the best use of UR? Thu, 13 April 2006 14:21 Go to previous messageGo to next message
multilis is currently offline multilis

 
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Gains from UR:

Abillity to focus resources at certain key colonies including new startups. For early colonies, the cheaper factories and HP pop production make UR more useful. Just as difference between 16% and 19% pop growth is noticable, boosting a colony at early stages can give good ramp up boost at cost of a little tech advance.

For perspective in real games, my HP +f HE with factory cost 6 was similar in growth curve to HP +f HE with factory cost 5 in real game conditions, though fewer resources were put into tech (which I made up with in trade).

For war, abillity to focus resources allows you to do more magic with getting starbases/gates up and counterdesigns working. A good last minute counterdesign or starbase addition is sometimes worth many times as much as an older regular ship. There are many variations of counterdesigns, from gates to shield sappers to bomber killers.

You do gain resources from ships scrapped by friendly races at your planets.

Slot management is easier, and early war more ecconomical (as old ships recycled better later).

Little help in fuel management as scrappers drop off fuel before they are gone.

UR gives non-IT better abillity to gate minerals (few more minerals salvaged at other side plus resources are recovered).

...

You add up all the little boosts given throughout game and UR can be useful for some styles of races and play. Everything in a race should fit together, a UR race likes different setup then a IFE+NRSE race.


[Updated on: Thu, 13 April 2006 14:24]

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Re: What's the best use of UR? Fri, 14 April 2006 03:31 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
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Oh. I was going to use it on a HG IT race, hoping to improve terraforming. I'd long since heard that UR was good for non-IT to ship ore with.

I can also see that an HP's high resource count yeilds the greatest return resources from UR. Is there an ideal percent of planet's resources that I should consider when scrapping? (1:1 yields 50% ship resources, 2:1 yields 2/3rds I made a graph I'm not sure where the brake point is exactly. I think it's 2x the planet's resources.)

Can you give me a comparison between IFE + NRSE and UR races? I don't see how these are two seporate race design focuses.



Rule 1: "Pillage, THEN burn!"

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Re: What's the best use of UR? Fri, 14 April 2006 07:40 Go to previous messageGo to next message
Robert is currently offline Robert

 
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http://starsautohost.org/sahforum/index.php?t=msg&th=202 8&rid=29&S=838af4d706c97e1c9505de884ef07659&pl_v iew=&start=0#msg_17360

I did some tests once - so if you like some numbers...

Robert



2b v !2b -> ?

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Re: What's the best use of UR? Sat, 15 April 2006 02:47 Go to previous messageGo to next message
multilis is currently offline multilis

 
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Quote:

there an ideal percent of planet's resources that I should consider when scrapping?

You scrap the largest percent in the beginning and taper off as colony grows. Higher percent based on importance of colony (minerals, future breeder, strategic location). Usually you are increasing resources by less than 50%.

Quote:

Can you give me a comparison between IFE + NRSE and UR races?

You can have all 3 useful at same time, but if it is either or:

UR rather than IFE means you want faster ramp up (cheaper or more productive factories/mines) to pay for the extra transportation costs, and likely slower pop growth. (ramp up compensates)

IFE race doesn't gain as much from ramp up as a fully factoried world is resource growth dead end. IFE can only transfer pop to resource boost new colonies so wants more.

Quote:

HG IT race, hoping to improve terraforming.

Here are some ideas.

Change your HG to an HP with really fast ramp up, perhaps use UR to give extra boost. Early colonies want extra germ, lots of factories come before lots of terraforming. Get germ rich colonies up quickly and then focus them on mines.

A spreadsheet such as Possey's spreadsheet->colony section may help (available in autohost download section). I had made a wimpier one before I saw his but that has accurate UR scrapping, ask if you want a copy of mine.


Instead of UR, you could go 1i, 1 wide hab and one narrow so less to terraform than no immunities, the greens are better which allows you to get by with lower pop growth rate.


Make your habs narrower (and likely pop growth slower) to pay for TT giving reduced terraforming cost.

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Re: What's the best use of UR? Sat, 15 April 2006 03:15 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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multilis wrote on Sat, 15 April 2006 16:47

Instead of UR, you could go 1i, 1 wide hab and one narrow so less to terraform than no immunities, the greens are better which allows you to get by with lower pop growth rate.

Make your habs narrower (and likely pop growth slower) to pay for TT giving reduced terraforming cost.



But where did he describe his hab scheme already? Perhaps he is already 1-immune...? A discussion of hab styles and how/when to take TT seems a little far off topic for a UR discussion - there are plenty of threads about those things already. Rolling Eyes

Main benefit of UR for colony kick start is probably with regard to getting the first factories up faster (HP sees most benefit here) and to speed transforming yellows to greens (most races like this.) I'd certainly agree with Multilis that HP probably benefits the most from UR since it helps it through that slooow early part of each colony's life.

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Re: What's the best use of UR? Sat, 15 April 2006 03:16 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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IT likes UR as well because it helps to get that first stargate up faster... HG IT may enjoy that benefit very much.

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Re: What's the best use of UR? Sun, 16 April 2006 04:46 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
Lt. Junior Grade

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Really? HG IT for stargates?? HMMMMMMM.... I'll have to put some testing into that one. I was planning to use it for faster terraforming... My race is getting an average of 4 years up for stargates. Kinda slow, my pop efficency is 1100 (I'm play testing for a game, so I've still got time for improvment.) I could sure go for a stargate booster.. Hehe...


Rule 1: "Pillage, THEN burn!"

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Re: What's the best use of UR? Sun, 16 April 2006 14:18 Go to previous message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
IT should fight midgame, later gates give no much effect. UR makes possible to get bit more back from these midgame ships later. Very Happy

As for faster spreading ... it is tricky thing. Rolling Eyes Theoretically there are three things that can improve spreading speed for IT HG. IFE, UR or ISB. IFE helps little because DLL7 is quite OK engine. Confused UR and ISB can help building gates for spreading faster. Smile

Well-placed spreading gate cannot be always at good green itself. As a minimum ... HG IT can colonize anything with ~55 000 pop + minerals for a gate.
Plain fort with gate costs:
IT -- 190 resources (40 for hull)
IT with ISB -- 152 resources (32 for hull)

Having such a gate up therefore takes up to 3 turns with ISB or UR and up to 4 turns without ISB and UR.

ISB+UR does not make it lot simpler to have gate with 2 turns than with ISB alone. UR needs orbital to work. Basically ... getting 120 resources with second turn is as simple as having 76 per turn anyway. Wink

Main bonus of ISB are cheap docks. Docks cannot build heavy ships with what IT usually likes to fight. So it is more or less a matter of taste: ISB or UR. Cool


[Updated on: Sun, 16 April 2006 18:15]

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