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icon5.gif  Game idea, realistic growth rate Tue, 25 July 2006 05:03 Go to next message
tgellan is currently offline tgellan

 
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Hi,

I'm considering since a very long time to host a game of, what I call, realistic parameters. By this I understand mainly the growth rate. I consider the technologie at that time to be as advance as to grant the technologies found in stars! and ways to live in most hostile environments (namely tri-immune). I'd like to get comments on the idea and the setup, so here it comes...

I checked in google for the human growth rate, it is nowadays about 1%!!!!! I didn't find values for the colonisation days though... In game, as that would be a colonisation era, this could be increased but only a bit.

I'd even consider slow tech AND all expensive, that way tech will hit a stable floor sooner for the different races. In this context I'd even prefer to set the tec level for each race to 0, even for IT, PP or JOAT. Every race would also start with 1 planet only!
BET: seems like fitting in the concept, as all we know, new technologie is always nearly impossible to pay for Wink
GR: There are always some guys that are not employed by the government

The universe itself should be "adapted". The idea is taking a tiny universe, then strech that to the desired size. That way IT and PP start with 1 planet. Very Happy By streching the universe to a larger size, will lower the star density, which will in effect decrease the speed and range of ships. Depending on playernumber and desired size, one could play with the density of the starting universe.

On the other hand, the population on the HW would be increased to a very high level, like 80%.

I don't know how HE and AR would fit in this...?

Of course such a game would quite longer than a "normal" game. But that could be handled by turn order

To consider:
Leaving a lot of APs to def., or none at all?
Denying packet attacks in the first years, or completely?
Banning IT completely, or just banning the advance stargates?
Banning PP completely, or just the 11+ packagethrowers?
Restricting HE to a lower growth rate?
Restricting CA, ex. must take tri-immune?
Adapting AR, allow EN cheap?
...

Waiting on comments
Tgellan


(update: added thoughts on GR, BET)


[Updated on: Tue, 25 July 2006 05:15]

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Re: Game idea, realistic growth rate Tue, 25 July 2006 07:36 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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tgellan wrote on Tue, 25 July 2006 11:03

I checked in google for the human growth rate, it is nowadays about 1%!!!!!


Overcrowding, no doubt. Very Happy This HW is overdue for some serious pop moving! Teleport Whip UFO abduction

Quote:

I didn't find values for the colonisation days though...


I've often heard figures of as many as 8 babies per fertile woman. That would make it 25%! Cool


Quote:

The universe itself should be "adapted". The idea is taking a tiny universe, then strech that to the desired size. That way IT and PP start with 1 planet. Very Happy By streching the universe to a larger size, will lower the star density, which will in effect decrease the speed and range of ships. Depending on playernumber and desired size, one could play with the density of the starting universe.


Sounds cool. Like, say, a 20-year trip to the nearest star, and woe to you if it's not liveable! Wall Bash


Quote:

I don't know how HE and AR would fit in this...?


HE: Critters (as in the movie) small fuzzy things with too many teeth. Twisted Evil

AR: Your favourite Alien Race. Smart, strong, but ultimately fragile. Deal



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Game idea, realistic growth rate Tue, 25 July 2006 10:54 Go to previous messageGo to next message
multilis is currently offline multilis

 
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Quote:

I've often heard figures of as many as 8 babies per fertile woman. That would make it 25%!

Growth rate per year. 8 kids (from 2 parents) at average birthing age of 24, would be around 6% growth rate.

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Re: Game idea, realistic growth rate Tue, 25 July 2006 12:40 Go to previous messageGo to next message
Kelzar is currently offline Kelzar

 
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Interesting idea... here are a few more monkey wrenchs....

Better ban SD from detonating minefields if it takes 20 years to get to the next planet. Head Explode

What about IS growing all the way during that 20 year voyage?

AR colony ships would be empty by the time they got to their destination.

I envision a very defensive game, even with slow & expensive tech 20 year old warbirds would be well outdated by the time they reached their target.

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Re: Game idea, realistic growth rate Tue, 25 July 2006 22:09 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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Yeah, I agree that a more realistic growth rate, as compared with territorial expansion periods in the history of individual nations, which would relate to around 6 percent per year.

Bear in mind a few things:
1) Playability - there needs to be some measure of growth or there won't be any population pressures to spark conflict.
2) RW points - at 3% you can buy almost everything at 'perfect' levels in the race wizard. GR needs to be allowed to be high enough to force some design decisions on the players. About 6% is where it starts getting interesting to me. I think a max of 8% would probably work very well, giving potential for more variation.
3) 'Stars' years don't have to be considered as the same as earth years.
4) Technology - if I need more population, I'll just clone some thanks. One could argue a 20% growth rate would be just as appropriate.

I like the concept. I'd suggest something like this:

Small sparse uni remapped into medium size uni
ACCBBS on (so HW hits 25% sooner, encouraging expansion) -> edit: alternatively, ACCBBS off, but mod the start so each HW starts with 500000 or more population
Slow tech on (so we don't max tech before population pressures hit) edit: should probably force all expensive too :/
Max PGR 8% (gives variety of races)
Any hab schemes permitted
HE banned (or max growth rate of 4%)
AR banned Sad
All other PRTs allowed

If you want a lower growth rate than 8%, make all players leave some points leftover in the race wizard. For example -2000 leaves the same points for a 3i 4% as a 3i 6% had (and makes 7%/8% races completely impractical.) Bear in mind the 4%(8%) HE races we see sometimes in normal games are painfully slow to gather population, so I think an 8% limit without RW penalty is reasonable.

EDIT: just noticed this
Quote:

Leaving a lot of APs to def., or none at all?
Denying packet attacks in the first years, or completely?
Banning IT completely, or just banning the advance stargates?
Banning PP completely, or just the 11+ packagethrowers?
Restricting HE to a lower growth rate?
Restricting CA, ex. must take tri-immune?
Adapting AR, allow EN cheap?

Points leftover... Depends on what sort of growth rate you want, as I discuss above.
Allow packet attacks at any time - the large distances between worlds should give plenty of warning to all but the most sedate players.

IT: Tricky one. I'd say leave them alone. They might look very good, but then so does SD as mentioned. SS will also be better than usual too, as the distances will give much more notice of attacks by non-SS races than usual. PP has good potential with the emphasis on population kill, although distances will give warning about their packets. IS growth in transit will help a little. WM will dominate with BCs/DNs for much longer than usual thanks to slow tech... JOAT and CA are the only ones that look weak to me, which is a very nice change, lol. This game concept is certainly kind to the toy races.

PP: No restrictions - the distances cripple packets anyway.

HE: Halve the growth rate. I'd be tempted to ban anyway, as with the extreme low grwoth rates the halved pop cap is unlikely to be a problem for them, so it's really just a 'far more RW points vs no gates' debate... Leading to boring (and very familiar) econ HE races.

CA: No restrictions. I don't expect CA would do well in this game (3i or 2i is implied by the growth rate and with slow/exp tech the terra research won't come quick enough to make 0i or 1i plausible even for CA.)

AR: Just ban them, they really don't suit the game concept well, as much as I love them, as population count is not as significant a factor in their econ (planet count and value being far more important.) They wouldn't lose pop travelling as they'll just shift pop in units of 22kt.
...



[Updated on: Tue, 25 July 2006 23:43]

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Re: Game idea, realistic growth rate Tue, 25 July 2006 22:36 Go to previous messageGo to next message
EDog is currently offline EDog

 
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Hmmm...I think I'd be interested in playing in this one. Very "hard" sci-fi.

EDog



http://ianthealy.com
Born, grew up, became an adventurer

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Re: Game idea, realistic growth rate Wed, 26 July 2006 00:58 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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RE: Forced GR... Tricky. My gut feel is no, for the reason that it makes it even harder to specialise in any one area (i.e. discourages SS from getting good elect, or PP from good energy.) The result is a lot of players with a similar spread of techs - not much characterisation.

RE: Forced BET... Again, a tricky one. Suits the realism factor. I could live with this, but bear in mind it makes it harder to make an offensive based on superior tech - consider that the attacking fleet needs to be larger than defending fleet so you probably won't be able to justify 200% costs, whereas the defender has more time to catch up the research or doesn't need to build as much, so can effectively defend at a tech level below. When you combine this with the longer flying time between stars we risk a very passive game. Or perhaps we'll just see massive low tech frigate hordes Wink

So thats a "no" for GR, and a "don't mind" for BET Very Happy

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Re: Game idea, realistic growth rate Thu, 27 July 2006 03:52 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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multilis wrote on Tue, 25 July 2006 16:54

Quote:

I've often heard figures of as many as 8 babies per fertile woman. That would make it 25%!

Growth rate per year. 8 kids (from 2 parents) at average birthing age of 24, would be around 6% growth rate.


Doh, I had forgotten about *time*! Embarassed Sherlock Whip



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Game idea, realistic growth rate Thu, 27 July 2006 03:56 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Dogthinkers wrote on Wed, 26 July 2006 04:09

AR: Just ban them, they really don't suit the game concept well, as much as I love them, as population count is not as significant a factor in their econ (planet count and value being far more important.) They wouldn't lose pop travelling as they'll just shift pop in units of 22kt.


Do you mean AR would actually become too strong with these settings? Shocked



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Game idea, realistic growth rate Thu, 27 July 2006 06:03 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
Just a note from my experience with "primitive" games (PGR 8% max, fac's cost 15+, mine costs 10+, 2000 RW points remaining):
Those games are SLOW. In medium normal uni at 2540 my race with 28 planets was leading with 28k resources and (NO slow) tech 17/16/12/17/12/8. Yes, after 140 turns I had 28k resources, 9k more than the second race. 8(

With effectively only a few of planets to settle and BIG distances among them and with slow tech I predict your game to die off because of boredom. The defensive play will be highly revarded, attacks will be countered several turns in advance, and with slow tech and every tech expensive wars (if any) will be fought with red laser DDs and bazooka CCs. The whole game would be more like exercise in optimised growth than a wargame.

My suggestions:
- use much more planets. With very wide habs about 10-15 stars per player should be quite good, and still low on MM.
- don't stretch the universe. I'd rather suggest density close to "dense" (a planet per 5000ly^2), so attacking and fighting would be faster, more intense, and more rewarding.
- don't demand all tech expensive. Allow two normal. This way some races will get to their tools faster. However weapons and con should remain expensive (maybe WM could have con normal). And bio expensive for CA too.
- "all-enemies" diplomacy. That means NO communication, NO cooperation, NO border agreements, ALL players from the start set to enemy. Maybe allow players with less than 1/3 points of the leader to tech-trade, but that to be publically announced.
- cripple a bit econ races: CA must have at least two immunities, JoaT no NAS, IS some 40 points left.
- no mineral packets bigger than minimum size in first 60 turns. No packet attacks on HWs through the whole game.
- SDs may also not detonate their MFs in first 60 turns.
My my 2 cents.

BR, Iztok

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Re: Game idea, realistic growth rate Thu, 27 July 2006 09:55 Go to previous messageGo to next message
tgellan is currently offline tgellan

 
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iztok wrote on Thu, 27 July 2006 12:03


Just a note from my experience with "primitive" games (PGR 8% max, fac's cost 15+, mine costs 10+, 2000 RW points remaining):
Those games are SLOW. In medium normal uni at 2540 my race with 28 planets was leading with 28k resources and (NO slow) tech 17/16/12/17/12/8. Yes, after 140 turns I had 28k resources, 9k more than the second race. 8(


Well, as there is no restriction yet on leftover points, factory settings or mines, I think this shouldn't become a problem as 2-3 immunities will be likely and factory settings one can only dream off in normal games. For instance 15/x/25 with OBRM this will give about 4125 for factories alone. With pop. res. on 100% cap. varying from 440 - 1571 depending on settings. This gives a max res without any overpopulation for any PRT except JOAT (and AR) of 5696 res!!! So with only 5 planets you've got your 28k res (28482). In fact these were the basic thought for setting the research values as worse as possible...
In order to grow the population to this level, I proposed to start with the HW at a high population level like 80%. With 6% after 33 years you've got 5.6M people (optimal growth supposed) enough to have these 5 planets on 100%. And that at 3-imm. so no cost for terraform, and these planets could be the four planets next to the HW...
Some numbers at 6%
2400 - 880k
2404 - 1M
2416 - 2M
2427 - 4M
2431 - 5M
2443 - 10M
2471 - 51M
2483 - 105M
2500 - 282M

iztok wrote on Thu, 27 July 2006 12:03


With effectively only a few of planets to settle and BIG distances among them and with slow tech I predict your game to die off because of boredom. The defensive play will be highly revarded, attacks will be countered several turns in advance, and with slow tech and every tech expensive wars (if any) will be fought with red laser DDs and bazooka CCs. The whole game would be more like exercise in optimised growth than a wargame.



I agree that the start will mostly be very slow, and granted the beginning will definetively be what you call an exercise in optimised growth. But at some moment, anyone will just skip this optimisation, either for MM or for the travel distances, and so on. At that moment, another player, that did not do quite that fine optimizing growth will still have a chance to catch up...?
About counterdesigns, as the defender also needs to handle the slow research, will he really get that a big advantage? In fact I thought that the longer travel time would just compensate the slower research time?
At some moment once the population has kicked off, and an empire has grown to a critical size, resources should just take over the restrictions set on research. So I think, in the beginning there will be skirmishes, costly, but they are well able to completely cripple an empire. Then in the final stage, there will be huge fleets, as the ressources are there... in between, both growing hords of older ships, and some small numbered prototypes...

iztok wrote on Thu, 27 July 2006 12:03


My suggestions:
- use much more planets. With very wide habs about 10-15 stars per player should be quite good, and still low on MM.
- don't stretch the universe. I'd rather suggest density close to "dense" (a planet per 5000ly^2), so attacking and fighting would be faster, more intense, and more rewarding.


I think this is against the very idea, in fact that would realy lead to fast fightings with very low tec, and in that crippling +50% of the empires by locking them in, on their HW, in the long run, this would result on a 2-players game?

iztok wrote on Thu, 27 July 2006 12:03


- don't demand all tech expensive. Allow two normal. This way some races will get to their tools faster. However weapons and con should remain expensive (maybe WM could have con normal). And bio expensive for CA too.


Well, I was pondering above this one too. Problem is, will anyone not choose weapons? Second would be construction, I'd say... Both will be better on defense than offense, comments?
iztok wrote on Thu, 27 July 2006 12:03


- &q
...

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Re: Game idea, realistic growth rate Thu, 27 July 2006 13:30 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
tgellan wrote on Thu, 27 July 2006 15:55

I proposed to start with the HW at a high population level like 80%. With 6% after 33 years you've got 5.6M people (optimal growth supposed)...

And where would all those pop grow on, when the next planet is 100+ LY far and the HW is already highly crowded? Wink

Another thing: with 800k starting pop I'd play IS. Would lift 550k it in MFs and'd get each turn 30k instead 16k newborns. What would that mean in the long run I'd leave for testbeds I highly suggest you to perform to ged rid of such glitches.

BR, Iztok

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Re: Game idea, realistic growth rate Sat, 29 July 2006 15:51 Go to previous messageGo to next message
JasonC is currently offline JasonC

 
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I've designed such a system and tried in out a few times. I call it "slow stars!".

The main requirement is that all races in the wizard must leave 4000 points unused (!)

Because of the way hab expense is calculated, there is another requirement - no immunities can be taken. They are uniformly too cheap for their balancing effect in slow stars.

Next there are some econ screen restrictions. First, the default settings are effectively 1/1000 pop efficiency, 10-20-10 factories (that's right, cost doubled, thus 5% typical return rather than 10%), and 10-10-10 mines (again, cost doubled). You are allowed to change things of course, but within the following limits -

Factory cost cannot fall below 15. The maximum factory efficiency is 1.2 rather than 1.5. Mine cost cannot fall below 7. Number operated is unrestricted.

HE requires an additional proviso, since its PGR is doubled. They therefore need to leave a variable number of points, as follows -

First balance the race to 4000 points with the PGR up at more like the "doubled" level you are aiming for. You must balance at an even PGR - 6, 8, 10 etc.

Now, reduce the PGR in the wizard by half. Pay no attention to the points. You have effectively created a balanced race equal to those of others, after your doubling. You still have only half-sized planets, however.

Now, as your HE bonus, raise the PGR from the previous step by just 1%. Not this corresponds to +2% in actual in game PGR.

You are done. Effectively, in "slow stars" the HE race gets a fixed +2% instead of double.

AR cannot really be fixed or balanced properly in "slow stars". Because its resources rise with the square root of pop rather than with pop, it enjoys too many benefits that the other -4000 point races cannot match. I recommend simply not allowing AR races in "slow stars".

Because resources are much lower, everything takes longer, space it much less restricted etc, there tend to be very long periods at the lower to middling tech levels, and it makes much more sense to invest in fleets and conquest long before maxing either space or tech.

I hope this is interesting. I'll post some sample "slow stars" races next.


Sincerely,


Jason Cawley

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Re: Game idea, realistic growth rate Sat, 29 July 2006 16:14 Go to previous messageGo to next message
JasonC is currently offline JasonC

 
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You can also try lesser versions, with 2000, 3000 points left incidentally. With 4000, the standard PGR is 4%.

Another rule I typically add is no weapons cheap. Sometimes I disallow IFE too, because a warp 9 engine early is too unbalanced.

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Re: Game idea, realistic growth rate Sun, 30 July 2006 04:10 Go to previous messageGo to next message
multilis is currently offline multilis

 
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We have had several "primitive" games, likely based on your idea in last few years.

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Re: Game idea, realistic growth rate Sun, 30 July 2006 21:06 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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I think a key concept in this particular idea/thread (as opposed to primitive or slow stars threads) is to have low population growth but to still permit excellent factories (we seem capable of throwing up heavy industry a lot quicker than our population rises.) The original post also states he wants all races 3i, although I'd personally like the option to not have to go that wide.

Given how quickly this means that the max operated factories and mines for available population will be reached, then with slow+expensive tech I think we could be looking at a bloody game. There will be a lot of disposable resources available and with such slow returns from tech then fleetbuilding on milestone techs looks like a strong option to me. I do like the idea of letting each race take one or two techs normal (excluding weap/con.) I'd suggest going as far as to place just a weap/con exp restriction and let people choose the others to be as cheap as they feel they can afford...

I think the suggested density is about right, bearing in mind both the slow growth and the fact that most races will probably be 2i or 3i. Planet count needs to be fairly low to ensure early population pressures even with the low growth rate.


[Updated on: Sun, 30 July 2006 21:24]

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Re: Game idea, realistic growth rate Sun, 30 July 2006 21:21 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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m.a@stars wrote on Thu, 27 July 2006 17:56

Do you mean AR would actually become too strong with these settings? Shocked


There'd be a danger of that. 6% AR is an *almost* playable race in normal games - it starts extremely fast and has potential to be a very dangerous neigbour (not what you'd normally expect from an AR...) It softens up badly in mid game (once initial colony rush ends) but has massive capacity available for late game if it can hold out. It is also bad for diplomacy as it needs a huge amount of room in early game to thrive. I don't think I'd ever be very tempted to take it into a normal game, but in a game where all the other races were also capped at 6% it starts looking very nice. Slow+exp energy would hurt it a lot though. I've been toying about using a 6% AR for duelling, but I think it's growth is too weak in the 2430-2450 period. But now I'm getting off topic... We should take any further discussion on AR into the AR subforum.

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Re: Game idea, realistic growth rate Mon, 31 July 2006 07:25 Go to previous messageGo to next message
Tomasoid is currently offline Tomasoid

 
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Hi!

Dogthinkers wrote on Mon, 31 July 2006 04:21

[email

m.a@stars[/email] wrote on Thu, 27 July 2006 17:56]Do you mean AR would actually become too strong with these settings? Shocked


There'd be a danger of that. 6% AR is an *almost* playable race in normal games - it starts extremely fast and has potential to be a very dangerous neigbour (not what you'd normally expect from an AR...) It softens up badly in mid game (once initial colony rush ends) but has massive capacity available for late game if it can hold out. It is also bad for diplomacy as it needs a huge amount of room in early game to thrive. I don't think I'd ever be very tempted to take it into a normal game, but in a game where all the other races were also capped at 6% it starts looking very nice. Slow+exp energy would hurt it a lot though. I've been toying about using a 6% AR for duelling, but I think it's growth is too weak in the 2430-2450 period. But now I'm getting off topic... We should take any further discussion on AR into the AR subforum.


AR in such game is too weak, IMO.
AR economy is starbase. Having Dath Star in 40-50 year in normal game gives AR's HW almost the same economy as for usual race HW econ. In this game, when AR would be able to reach C17? Twisted Evil Because small number of planets, AR cannot spread out, so cannot have any benefit from square root formula. While all others would have factories from their 80%-filled HWs, AR would stagnate without no enough resources because 80% AR initial HW gives little of resources, and no way to improve this.

Also, AR have no way to survive the satrabse-killing order. Any SS race (BTW, SS would benefit from such game a LOT Wink ) can sneak to AR's HW with war ships unnoticed or noticed too late and kill just starbase. Shocked Lose of one planet inthis game where small numebr of planets per race anyway is really critical. Evacuate? Well, you can. And then lose pop in space for 10 years or so, being chaces by SS fleet?

You are kidding. AR cannot be strong in such game.



WBR, Vlad

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Re: Game idea, realistic growth rate Mon, 31 July 2006 15:49 Go to previous messageGo to next message
multilis is currently offline multilis

 
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Quote:

Any SS race

Any SS race can sneak into any other races HW, or core world and make a mess. AR just means no stealth bombers needed which is only fraction of such a fleet.

AR doesn't build factories so potentially more free resources to defend against sneak attack.

Big problem with AR is NOT resources but minerals IMO. Growth rate of original potato bug miners if ARM is below usual growth rate of other races based on iron used/gained. Slow down everyone else and building even potato bugs can keep up in mineral growth.

...

SS strength: From old primitive game it seems SD rather than SS that is the big fear, no one tried HE so HE potential unknown. An SD held back attacks from allied SS+WM forces.

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Re: Game idea, realistic growth rate Mon, 31 July 2006 15:50 Go to previous messageGo to next message
multilis is currently offline multilis

 
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Quote:

Any SS race

SS race can sneak into any other races HW, or core world and make a mess. AR just means no stealth bombers needed which is only fraction of such a fleet.

AR doesn't build factories so potentially more free resources to defend against sneak attack.

Big problem with AR is NOT resources but minerals IMO. Growth rate of original potato bug miners if ARM is below usual growth rate of other races based on iron used/gained. Slow down everyone else and building even potato bugs can keep up in mineral growth.

...

SS strength: From old primitive game it seems SD rather than SS that is the big fear, no one tried HE so HE potential unknown. An SD held back attacks from allied SS+WM forces, while another SD won the game (late game good growth curve+public scores caused others to give up.)


[Updated on: Mon, 31 July 2006 15:51]

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Re: Game idea, realistic growth rate Mon, 31 July 2006 21:46 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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Tomasoid wrote on Mon, 31 July 2006 21:25

AR in such game is too weak, IMO.
AR economy is starbase. Having Dath Star in 40-50 year in normal game gives AR's HW almost the same economy as for usual race HW econ. In this game, when AR would be able to reach C17? Twisted Evil Because small number of planets, AR cannot spread out, so cannot have any benefit from square root formula. While all others would have factories from their 80%-filled HWs, AR would stagnate without no enough resources because 80% AR initial HW gives little of resources, and no way to improve this.

Also, AR have no way to survive the satrabse-killing order. Any SS race (BTW, SS would benefit from such game a LOT Wink ) can sneak to AR's HW with war ships unnoticed or noticed too late and kill just starbase. Shocked Lose of one planet inthis game where small numebr of planets per race anyway is really critical. Evacuate? Well, you can. And then lose pop in space for 10 years or so, being chaces by SS fleet?

You are kidding. AR cannot be strong in such game.



I guess the question is how many planets you think the AR can get... Sure, not as much as in more dense universes, but I think it'll most certainly get a lot more than any other races. I've ran tests with 6% AR in sparse and it still ran well in early game. I don't see the HW as important - a 6% AR shouldn't have any more pop there than anywhere else. In some tests I did recently (not for this concept) I pulled the homeworld down to about 2% capacity. I wouldn't bother trying to get death stars - 6% AR is very happy in space docks. I was also assuming non-acclerated starts rather than 80% capacity homeworlds - that's still up for discussion. Obviously thanks to sqrt any bonus starting pop is far less usefull to AR. Starbase killing order is a general weakness of AR, arguably less dangerous in this game than usual - more distance = more warning, less pop = less to carry.

Anyway, like I said, discussion of AR is off topic, I shouldn't have indulged myself before, and I've gone and indulged myself even more now (burp) Smile

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Re: Game idea, realistic growth rate Tue, 01 August 2006 03:31 Go to previous message
joseph is currently offline joseph

 
Lt. Junior Grade

Messages: 440
Registered: May 2003
Location: Bristol
An enforced low growth rate will favor AR
Quote:

I was also assuming non-acclerated starts rather than 80% capacity homeworlds

If the starting Pop is at 80% this will more than cancel out the advantage of the low growth rate.
If non-acclerated start then the advantage becomes even better.
Compared to the factors above being forced to take energy expensive (as well as all other techs) and slow tech is not such a big issue.




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

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