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Re: Newb SD design - Feedback wanted. Mon, 11 September 2006 16:46 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
mlaub wrote on Mon, 11 September 2006 19:10

My guts told me that the non TT version of the same race was slightly faster/better...but real game experiences said otherwise. I think the difference is the way I play, and the fact that you don't have neighbors in a test.

Probably. SD-s are quite crap as -F, so it somewhat deviates from the topic. But ... there are some things to consider here. Wink

TT adds early quickness when race takes only greens. Terraforming is major part of development budget for -F. For TT race it means about 400 more bucks to diplomatic manipulation measures budget early per good green planet. Twisted Evil That effect does also show in testbed as TT -F has slightly better tech in 2415-2430 range, resources are more or less similar. In real game and in good hands ... such free spare bucks in 2415-2430 usually mean bigger territory under control, not slightly better tech. Wink

Yellows however are not better with TT. All habs are about 3-4 clicks more narrow with TT (i assume that TT is compared with wider habs here). So ... if to think about it then there are less greens to take and yellows are 3-4 clicks deeper for a TT race.

The shallow yellows of TT race are green to boot for TT-less -F, the shallow yellows of TT-less are reasonably deep for TT race. So TT-less catches up and passes on same territory after 2430 when TT -F runs out of greens to take. But lets not forget about diplomatic "sweeties". "same territory" assumption is slightly unfair here. So ... what i am trying to say that part of -F success is how successfully sharp it is early, testbed hides some of it from bare eye. Smile

Cheapness of TT terraforming starts to give effect again with -12 or worse yellows. For -F such planets sure play some role somewhere at second half of century. Very Happy The TRUELY DEEPS of TT take 40 years to terraform for -F so ... if colonized at say 2440 these can be viewed as inner reserve that kicks in about 2480. Usually games are decided by that time however. Nod
Quote:

I never consider it with a non -f. Just way to many points IMO.

Oh, that comes back to topic again. Very Happy I have seen people playing HP-s and SD-s quite successfully as one-immune. Wink My testbeds have shown TT & Bio normal being slightly superior to immunity with these sorts. Nod

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icon7.gif  Re: Newb SD design - Feedback wanted. Mon, 11 September 2006 18:07 Go to previous messageGo to next message
bma53 is currently offline bma53

 
Crewman 3rd Class

Messages: 6
Registered: August 2006
Hi All.
It has been great to read all the feedback and see the ideas bouncing around, even with the occasional spark as diiferent concepts interact with one another; but a little disagreement helps broaden the mind eh Smile
These are the two refined options I have come to at this stage.

Being a newb, I have not had the real-game experience of end-game mineral crunches, but it is one of the most common expressions of difficulty within the posts and material I have read. With that in mind I have wanted to keep my mine efficiency up, at the cost of mines operated, in order to maximise what minerals are available per planet. However, it may be a misjudgement, no sense having huge quantities of minerals at your disposal if you cannot access them quickly enough.

I have also had the freedom to spread my habitability wide, this enables me to take a concentrated approach to territory, minimising the need to disperse amongst other players for territory. A compact empire is much easier to defend, and harmonises well with SD inherent strengths, and logistically easier to manage with the limited SG tech available to a nonIT.

I certainly would not regard the approach of TT and wide habitat as being realistic for most other PRT, the cost would cripple racial design in either productivity or research.

I am also convinced that either IFE or ISb are essential to establish a ‘Monster’ race, without one of these, initial colonisation and logistics would be very difficult. Including IFE into these two designs has been the most worked around LRT, paid for by changing the research options, and/or fiddling around with the productivity options and habitability ranges.
Once again, feedback would be greatly appreciated.

The summary of my goals are: the ability to colonise many planets early on, and quickly amplify this within the early mid-game; attempt to alleviate end-game mineral crunches by increasing mine efficiency; achieve good productivity through planets in closer proximity, rather than planets, spread out over a larger area.

SDHP.
LRT: IFE, TT, OBRM, NAS, RS
G 0.54 – 2.96, T –124 – 84, R 24 – 80. (1n5) 18%.
1/2500, 15, 7, 18 Gbox checked. 12, 4, 15.
En, Prop, Const, El +75% +3 tech checked, Bio –50%, Weap norm’.
0 points remain.

SDHG.
LRT: IFE, TT, OBRM, NAS, RS.
G 0.55 – 3.68, T -128 – 72, R 27 – 83. (1n5) 18%.
1/1000, 11, 9, 13 Gbox checked. 11, 4, 13.
En, Prop, Elec +75%, Bio –50%, rest norm’.
0 points remain.

Thanks again, BMA. Smile

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Re: Newb SD design - Feedback wanted. Mon, 11 September 2006 19:30 Go to previous messageGo to next message
Kotk

 
Commander

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Registered: May 2003
multilis wrote on Mon, 11 September 2006 22:17

Worst case costs:

A normal race 0i max terraforming 3 fields 15x100x3=4500 resources

A TT race with 1i max terraforming 2 fields 30x70x2=4200 resources.


Arent you comparing apples with oranges here. Rolling Eyes Let me try to give two illustrating examples? These are not pretending to be ultimate designs just without cheating and mixing with irrelevant crap from other pages, what was invested into hab with one is alternatively invested into hab with other.

(A) 0i Normal:
SD ... ISB, OBRM, NAS, RS
0.20 to 4.88, -148 to 148, 13 to 71, 17%
2500, 15/8/19 [v] 11/3/19
N+75%, W-50%, P+75%, C-50%, L+75%, B+75%

(B) 1i With TT:
SD ... IFE, TT, OBRM, NAS, RS
Immune, -104 to 16, 24 to 52, 17%
2500, 15/8/19 [v] 11/3/19
N+75%, W-50%, P+75%, C-50%, L+75%, B+-0%

Now the habitabilities and average values of habitable planets:
(A)
at level  Terra 0  Terra 3  Terra 7  Terra 11 Terra 15
hab:avg   41%:39%  53%:43%  69%:49%  81%:57%  87%:66%

(B)
at level  TT 0     TT 5     TT 10    TT 15    TT 20    TT 25    TT 30
hab:avg   10%:56%  18%:67%  28%:73%  40%:77%  53%:82%  64%:87%  73%:90%

What i see here is that given (B) 1i TT is mostly occupied with terraforming yellows. Most of its planets are in "pop-drop-me" stage about 30 years in average ... first building factories then terraforming to green. Finally it yep passes (A) at TT 30 but that technology costs like 600k resources itself at Bio normal.
(A) 0i normal has about half of its future planets green immediately and sits quite fine after N/W/P 10/10/10 tech. Wink Cool

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Re: Newb SD design - Feedback wanted. Mon, 11 September 2006 20:20 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
Quote:

Arent you comparing apples with oranges here
Trying to put 1i TT in as comparable a context I can for average person who has never played it.

One can often terraform a red (future yellow) faster than one can aquire the TT tech to take it to the next level, if you start early enough. Once TT 30 rolls out you only have maybe 4 extra years in worst case to get a green.

The TT example has more nearly 100% greens, you will find that your poorest greens flip to become breeders every time you hit another bio terraforming level.

For 1i TT, Bio cheap may be worth more than W cheap... one can trade or steal W. For eccon it is sort of like Energy for AR, without diminishing returns in the end.

Quote:

I am also convinced that either IFE or ISb are essential to establish a ‘Monster’ race, without one of these, initial colonisation and logistics would be very difficult

Not essential. Alternative is to spend the points on ramp up speed, rush to Con7 and carefully micromanage lots of super fuel exports. In early years you have time to micromanage.

Quote:

with the limited SG tech
IMO the only race with really limited SG is HE. 300/500 gates are extremely powerful.

Quote:

attempt to alleviate end-game mineral crunches
Nubs use less minerals than BBs. So getting nubs faster (cheaper con) may help mineral crunch.

Game is often decided before mineral crunch is even an issue.


[Updated on: Mon, 11 September 2006 20:41]

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Re: Newb SD design - Feedback wanted. Mon, 11 September 2006 21:27 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
bma53 wrote on Tue, 12 September 2006 01:07

SDHP.
LRT: IFE, TT, OBRM, NAS, RS
G 0.54 – 2.96, T –124 – 84, R 24 – 80. (1n5) 18%.
1/2500, 15, 7, 18 Gbox checked. 12, 4, 15.
En, Prop, Const, El +75% +3 tech checked, Bio –50%, Weap norm’.
0 points remain.

Suggestions to have lower growth rate with HPs are not that bad ones. Wink Less yearly breed leaves more room for germanium in colony fleets, and germanium boosts them (initially not that good hab) colonies quicker than more pop.

Mine settings 11/3/18 i have found to be better at same cost than 12/4/15 for immunityless races.

+3 tech check box mostly wastes rw points. Propulsion you start at 2 anyway as SD so you got your fuel mizer, you dont stick with medium freighters as HP (germanium cost) so you go for construction 4 to have privateers anyway. If you want better scanning then you can research electronics 1 but 3 is unneccessary. Energy 3 is quite useless for HP so early. Maneuver jets and cow shields are for guys with resources for destroyers, HP got to wait with these. Wink

Tech settings are OTOH bad there... Confused Say drop +3 box take 17% growth and construction + bio cheap, weapons normal rest expensive.
Quote:

SDHG.
LRT: IFE, TT, OBRM, NAS, RS.
G 0.55 – 3.68, T -128 – 72, R 27 – 83. (1n5) 18%.
1/1000, 11, 9, 13 Gbox checked. 11, 4, 13.
En, Prop, Elec +75%, Bio –50%, rest norm’.
0 points remain.

Again, 10/3/16 are better than 11/4/13 mines.
With only 13 factories operated i suggest to invest that G-box back into ... cheaper construction. Wink

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Re: Newb SD design - Feedback wanted. Tue, 12 September 2006 00:26 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
multilis wrote on Tue, 12 September 2006 03:20

One can often terraform a red (future yellow) faster than one can aquire the TT tech to take it to the next level, if you start early enough.
My point was that race (B) feels having crap hab even with bio cheap, (A) however feels has got rather wastefully good hab. Wink Test them? The thing you forget is that story about yellow does not end after getting it green. Nod

Imagine one HP guy has filled up 20% planet at 2445. So 700 resources, free to use each year.
Other HP guy however has 180 resource yellow that will terraform itself into 70% green by 2472. Now after investing another 11K during next 13 years it has finally 2500 resources at 2485. Passing the pathetic 20% planet with its resource output after 2500. Confused So over 55 years to get ahead of such a crap! Dead

[edit: miscalculated]


[Updated on: Tue, 12 September 2006 00:37]

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Re: Newb SD design - Feedback wanted. Tue, 12 September 2006 00:33 Go to previous messageGo to next message
JasonC is currently offline JasonC

 
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Messages: 58
Registered: July 2006
Location: Arlington, MA
The terra comparisons to wide no i races miss the main strength of either 1i or TT, which is much faster breeders. Yes the wide race with neither is fine at tech 10 in 3 fields, but he doesn't have that instantly and the worlds don't pay for all the terra instantly either. Hab early is worth a lot more than hab late - that is the CA kick after all, and we all know how huge it is.

The fast hab schemes are 1i with 1/6 width, or TT with 1/4-1/5. Or CA PRT (or both, obviously). 1i with 1/10 or TT with 1/8 or neither with 1/4, are adequate to get a game, particularly with an economic PRT - but not in the same league in speed as the monster ones plus an economic PRT.

Average hab is also a poor comparison 1i to no i, because pop growth potential goes as the square of planet value, and also counts high hab to low until crowded. Terra on the best worlds rapidly has a much larger impact that average terra moving average hab value.

As for late minerals, one fellow mentioned the most important point. Beam nubians have about 5-6 times the mineral efficiency of mixed BBs (3 times beam BBs). Also, TT races with no i bring additional worlds on line every decade, "eating" them in mineral terms after they get large. Live everywhere is already a mineral strategy. Con normal is a mineral strategy. SD defense is a mineral strategy (hold terrain with blockade until nubs etc).

In a medium normal game won outright without a single ally as HG TT SD, I have no significant mineral problems through year 2530. I simply "ate" half the galaxy. I didn't start with it, but I washed my mines over all races in the southern half by midgame. My mine settings on that occasion were 10/3/14 with OBRM, which is perfectly adequate for an HG.

If you take an HP with 20+ factories operated, if you take a hab scheme that only lives on half of all world even with full terra and you still take OBRM, if you build 20 missile BBs for midgame wars, then yeah you will have a mineral problem.

At some point resources always go into diminishing returns, because the economy can't take any more invesment and the good tech has been bought, and there is time to assemble fleets to use all the minerals. OK, if that is your problem then you ought to have won already. Particularly as SD - who is going to dislodge one in that situation?

A JOAT HP can afford good mine efficiency. Some HEs can afford good mine efficiency. Most races it is an expensive luxury. If you want better mining take 10/3/15-18 mines.



[Updated on: Tue, 12 September 2006 00:37]

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Re: Newb SD design - Feedback wanted. Tue, 12 September 2006 00:48 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
Quote:

So ... 52 years to get ahead of such a crap

Kotk, I am playing in a real game, the growth curve is good all game. Sorry, but we will have to wait till after my game is over for to compare details including my ramp up and tech settings.

Late game it will likely be a race to get mines up rather than factories on the last poor greens.

As JC brings out, average hab is poor way to judge.

Suppose:

one race has a 100% green and 2 x 25% greens (or a bunch of 5% hab reds)

another has 70% and 2 x 40% greens.

Same average for 3 planets. But, since you fill the poor hab planets first, one guy is growing pop on a 100% breeder, while the other guy has to do with 70% breeder. The point... the best greens, your breeders decide your pop growth rate (and 1i races have more breeders).




[Updated on: Tue, 12 September 2006 00:56]

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Re: Newb SD design - Feedback wanted. Tue, 12 September 2006 01:33 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
multilis wrote on Tue, 12 September 2006 07:48

As JC brings out, average hab is poor way to judge.

So the point is ... i judge poor way. Wink

But explain my faulty logic then: Very Happy
1-immune race has about 40% planets with 70%-100% hab.
Non-immune has about 20% of its greens with 70%-100% hab.

When 1-immunes immunity is invested back into habs then it results as 0-immune with about 2 times wider hab to boot with.

I fully understand here that terraforming of 1-immune has lot quicker effect and so its 5 best planets kick in more sharply and have about 700 resources more to throw into early action.

Fine if it manages! If it fails then pity, however. Laughing

With reasonably quick growth rate like 18% my 0-immune tests end up having all non-breeders fully terraformed and filled full at 2470 and adequate 1-immune has about 66% resources and minerals on same territory. So nothing that sweet?

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Re: Newb SD design - Feedback wanted. Tue, 12 September 2006 02:26 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
Quote:

With reasonably quick growth rate like 18% my 0-immune tests end up having all non-breeders fully terraformed and filled full at 2470 and adequate 1-immune has about 66% resources and minerals on same territory. So nothing that sweet?

How cheap is your bio tech in this test? (In my case game is non-accbbs which also makes a difference)

A 0i race and a 1i race are tuned differently. For example 1i will tend to have lower growth rate and throw points into something else such as hab or ramp up.

I suspect using your logic I might find case where AR 1i is 66% resources of AR 0i 'in same territory' at year 70. Yet I doubt that would convince you of much.


[Updated on: Tue, 12 September 2006 02:29]

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Re: Newb SD design - Feedback wanted. Tue, 12 September 2006 05:59 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
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JasonC wrote on Sun, 10 September 2006 15:57

there is a significant new advance in race design best practices - here, overinvest in the hab screen compared to what almost everyone does - is to go test it and see what you can get that idea to do.


That could explain why I'm always getting poorer results with my narrow-hab designs Sherlock. My somewhat plainer wide-habs usually get better "luck" in hab draw, faster ramp-up, better tech, bigger fleets, easier finding of strategically-located greens... Nod

Or perhaps it's just some deep flaw in my playstyle. Razz Whip



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Newb SD design - Feedback wanted. Tue, 12 September 2006 06:11 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Messages: 2765
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multilis wrote on Mon, 11 September 2006 21:17

To get a future poor yellow terraformed in reasonable time in either case, one would have to start ahead of time (before one had the tech to turn it green).


That's what I usually do with my excess pop once overcrowding looms nigh, TT or not TT. Whip Then when the right tech comes around, whoomph, another dozen small green dots pop up! Cool Not all of those "soft reds" or "deep yellows" give the same result, but the ones that do are worth it. Very Happy



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Re: Newb SD design - Feedback wanted. Tue, 12 September 2006 17:20 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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Kotk wrote on Tue, 12 September 2006 00:33


With reasonably quick growth rate like 18% my 0-immune tests end up having all non-breeders fully terraformed and filled full at 2470 and adequate 1-immune has about 66% resources and minerals on same territory. So nothing that sweet?



I seemed to have lost the thread here, are you guys arguing a 0-immune vs 1 immune? or 0-immune TT vs 1i? or both TT?

-Matt



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

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Re: Newb SD design - Feedback wanted. Tue, 12 September 2006 22:39 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
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mlaub wrote on Wed, 13 September 2006 00:20


I seemed to have lost the thread here, are you guys arguing a 0-immune vs 1 immune? or 0-immune TT vs 1i? or both TT?

Oh my fault then. It probably started with that multilises both or nothing example.
bma53 seems to have come to more or less OK SD designs there anyway so the case may rest.

What i think that 1-immune is fine investment and TT is fine investment. One or other can be found points for. The effect of immunity is not too lot better from effect of TT. Its bit better but TT has some long term bonuses.

What i cant get working is when the two are merged. Price of that combo (immunity + TT + cheap bio) is 500+ RW points.

-F and 1/25 efficency AR seem most promising in that light because these take immunity anyway and are swimming in points and terraforming is major part in their planetary budget. I havent got any remarkable results with that 1/25 AR however.

With rest there can be also found points with narrow hab, low growth rate, weak tech etc. However ... the thing seems not so convincing anymore. Average 1 in 4 0i HG Joe seems to wash floor with them. Sure, multilis say that he has managed to make good IS based on that idea. who knows. Rolling Eyes I still suspect that something there does not fit with SD. Also multilises race may not work in newbie hands. Wink

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Re: Newb SD design - Feedback wanted. Thu, 14 September 2006 22:20 Go to previous messageGo to next message
JasonC is currently offline JasonC

 
Petty Officer 2nd Class
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Messages: 58
Registered: July 2006
Location: Arlington, MA

Kotk - 1i races with sufficient hab investment eventually live on half of all worlds. And that "eventually" is PDQ. The breeders are all done very fast and buy everything else. Yes you want to use that speed to grab more LY^2.

In my experience nobody gets to sit and spin to year 70. The only long run issue tends to be minerals, lower from eating only half of all planets. But 1i's that can remote mine have no problem, and several PRTs have work arounds (CA permaforming, JOAT and IS red "mining" colonies, etc).

Also one can always intersettle etc.

On combining TT with 1i, I rarely try it, and I think CA is the one that can most easily do it and gets the most out of it. (Because narrow initial is much less debilitating for them etc). You do not need bio cheap for it, however. Normal will serve. You buy tech as a 1i does until 11 points of one narrow field and 7 of the other, typically. Then you can hit bio. A typical tech setting is weapons cheap, con and bio normal, rest expensive, no box.

Another race type that benefits from TT and uses only bio normal is 0i TT JOAT HP. Those tech settings, growth can be as low as 16% when going purely for capacity. 4000-4500 resource planets plus live everywhere readily buys tech 25-6 in normal fields.


Sincerely,


Jason Cawley

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Re: Newb SD design - Feedback wanted. Thu, 14 September 2006 22:25 Go to previous messageGo to next message
JasonC is currently offline JasonC

 
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Messages: 58
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Never wait for the terra tech to settle yellows or reds, with a non CA TT race. The work up time is very long and you must start them as soon as possible. Once the breeders are on line you should send the 55k amount to every world you will eventually live on. You can do the ones that are 25 or 30 terra in some attribute last, certainly, but start them all. You won't be waiting for the tech, or not long. It takes 10 years or so to put up the factories and after that even with cost 70 it takes up to 20 years just terraforming for the deepest reds. Remember that 30 max terra is in each attribute.

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Re: Newb SD design - Feedback wanted. Fri, 15 September 2006 01:40 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
Quote:

[1i TT]A typical tech setting is weapons cheap, con and bio normal, rest expensive


Yes one can get by with bio 2x as expensive, even if bio is key to your ecconomic growth.


Can one also get by with w tech being behind others? IMO yes. Every w design has a lower w tech cheapo counter than can do the job. If you wish we can debate this in another thread, eg suggest a ship design and I will look for a lower tech counter. This is not saying tech doesn't help, it does... but rather you can survive tech behind. In extreme case I have won several games with all techs expensive, and others have done well too.

In my current game they risk giving me tech if they meet my spread out forces in open space. For example we skirmish over minelayers and sweepers. Sometimes their beamer kills my beamer if we both set trap at same spot. But sometimes I win, especially if I throw in a missile boat. Perhaps I gain some tech, as even older beamers have fairly good tech in lots of fields, I might be behind in at least one.

If they hover over their planets, they lose initiative and still carry small risk of suprise attack by cloakers. Suprise attack may allow pop drop tech stealing.

If they lump everything into one big attack, then they accomplish less work than my many spread out fleets and still risk cloaked ambush by cheapo hordes.

If they only use low tech stuff on attack, they have lost most of the advantage of their higher tech.

My warships average 2-4 levels behind theirs in w tech and other fields, and I am overall ahead in war exchanges especially when you count the tech levels stolen.


The point of all this is ecconomic investment is sometimes worth more than warship improving tech.




[Updated on: Fri, 15 September 2006 02:27]

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Re: Newb SD design - Feedback wanted. Fri, 15 September 2006 13:57 Go to previous message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
multilis wrote on Fri, 15 September 2006 08:40

Can one also get by with w tech being behind others? IMO yes.

Good players can get by with anything. I have solo won a game where i had ~7K econ at 2450 and weapons expensive. Yes it was normal (without Acc BBS) start game but still. Wink

Main attention always goes to keeping eye open when one invests into his inner economy that he knows his opponents do not (be it TT tech, miner fleet or even factories when opponents are -F). Nod

Good opponents sweep and skirmish sleepily with gatling DDs or bazooka cruisers ... then ... suddenly throw in at least 200 fine cruisers or more likely 50+ BB-s. Nod Victim lose a cluster or two of planets if he is unable predict or at worse case to react to that common pattern sharply enough. Important cluster or two may sometimes mean lethal damage. Dead Cheaper W and/or C make one up to 2 times faster when he needs it. Rolling Eyes

Economy takes advantage of previous TT level at least 6 years for no CA. Taking bio cheaper ones inner investment is cheaper, taking weapons cheaper his external readyness is sharper. Matter of taste. Very Happy


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