Home World Forum
Stars! AutoHost web forums

Jump to Stars! AutoHost


 
 
Home » Primary Racial Traits » AR » AR early game
AR early game Mon, 16 October 2006 17:36 Go to next message
knightpraetor is currently offline knightpraetor

 
Chief Warrant Officer 1

Messages: 154
Registered: October 2006
can someone give an example...separately if needed for different types.

Do you colonize high greens before you get 250k pop? when do you start colonizing etc

oh another thing i'm curious about is how valuable early energy tech is compared to getting large freighters to ship with.


[Updated on: Mon, 16 October 2006 18:04]

Report message to a moderator

Re: AR early game Mon, 16 October 2006 20:22 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
Commander

Messages: 1316
Registered: August 2003
Location: Hiding from Meklar
knightpraetor wrote on Tue, 17 October 2006 07:36

Do you colonize high greens before you get 250k pop? when do you start colonizing etc


Partially depends on the race.

But generally with AR I would start colonising sooner - again, the sqrt in the resource formula encourages spreading your pop out. You need to be carefull not to cripple your growth - I'm not likely to send much more than a pinta load (22kt) of population to non-breeders in early game. I want to get *something* to all the planets I want, for the disproportionate resources small colonies generate and just to stake a claim.

A 3i AR is a good race to 'train your mind' to ship pop out like crazy. Take a 6% growth 3i AR and compare the results you get if you keep the pop on HW until 25%, to what you get if you hold it at around 5%....

Quote:

oh another thing i'm curious about is how valuable early energy tech is compared to getting large freighters to ship with.


Early energy tech is crucial. Those first few levels have a massive effect. Again, due to sqrt forumla the later levels have a lesser effect so are less important. With most (but not all) AT races I'd go for en 5 or 6 before doing much more than scouting. Then I'd get med freighters and start colonising.

It'd depend on the universe and race whether I decided to get en10 or LFs first... If my colonies are widely spread then LF is going to be usefull... If my colonies are densely packed and I have ISB, then it's less urgent...


[Updated on: Mon, 16 October 2006 20:24]

Report message to a moderator

Re: AR early game Tue, 27 May 2008 03:06 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
Commander

Messages: 1361
Registered: May 2008
You hold your 6% AR at 5%? Shocked IMHO 1% is better for that race.

Report message to a moderator

Re: AR early game Tue, 27 May 2008 07:32 Go to previous messageGo to next message
Soobie

 
Officer Cadet 3rd Year

Messages: 270
Registered: May 2007
Location: Australia
I'd be interested in knowing people's views on AR taking NRSE and NOT taking IFE in a non-packed universe Smile

Report message to a moderator

Re: AR early game Tue, 27 May 2008 13:38 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
Lieutenant

Messages: 744
Registered: November 2003
Location: MN, USA
Soobie wrote on Tue, 27 May 2008 06:32

I'd be interested in knowing people's views on AR taking NRSE and NOT taking IFE in a non-packed universe Smile


It's possible. I have seen it done. It is a livable point mine with AR, if you plan for it. Cheap con is a must to get LG freights and SFX pronto. Perhaps slightly lower growth rate with a wider hab. Also, points put somewhere complimentary, like cheap or normal Elec/Prop for the mining tech and engines to get over the hump.

-Matt






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

Report message to a moderator

Re: AR early game Wed, 28 May 2008 04:02 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
Commander

Messages: 1361
Registered: May 2008
Soobie wrote on Tue, 27 May 2008 21:32

I'd be interested in knowing people's views on AR taking NRSE and NOT taking IFE in a non-packed universe Smile


I'd think you should take CE as well, since that IS-10 is rather expensive.

Report message to a moderator

Re: AR early game Thu, 29 May 2008 02:46 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1205
Registered: April 2003
Location: Slovenia, Europe
Hi!
Soobie wrote on Tue, 27 May 2008 13:32

AR taking NRSE and NOT taking IFE in a non-packed universe

Counterintuitive.
1) What AR lacks in early and mid game is iron: first for ships, then for bases and more ships, and lastly for remote miners. What AR has in excess after ultras are built is germ.
2) NRSE engines use mostly iron, that's also in very short demand for other purposes. Scoop engines use mostly germ which AR should have in abundance.
3) The longer the travel distances, the more deaths AR suffers in space. No FM --> lower speeds --> more deaths.

Conclusion: I'd say that's a loss-loss combo.

BR, Iztok

Report message to a moderator

Re: AR early game Tue, 03 June 2008 22:29 Go to previous message
AlexTheGreat is currently offline AlexTheGreat

 
Lieutenant

Messages: 661
Registered: May 2006
Location: Sydney, Australia
iztok wrote on Thu, 29 May 2008 02:46

Hi!
Soobie wrote on Tue, 27 May 2008 13:32

AR taking NRSE and NOT taking IFE in a non-packed universe

Counterintuitive.
1) What AR lacks in early and mid game is iron: first for ships, then for bases and more ships, and lastly for remote miners. What AR has in excess after ultras are built is germ.
2) NRSE engines use mostly iron, that's also in very short demand for other purposes. Scoop engines use mostly germ which AR should have in abundance.
3) The longer the travel distances, the more deaths AR suffers in space. No FM --> lower speeds --> more deaths.

Conclusion: I'd say that's a loss-loss combo.

BR, Iztok


Good summary Iztok but, unless you're planning on getting prop tech from an ally, you'll probably need to take 3.5 cheap techs (En,Weap,Con cheap, prop std) to leave NRSE unticked & it also means that you'll have trouble designing an otherwise strong race.

IMO you need to either take both IFE & NRSE + Prop expensive and use the FM for a lot of your ships until the late game (my current AR still uses the FM for all but a handfull of ships in 2496, including warships & LFs) or take neither. In the latter case you save a worthwhile # of race points from the noIFE/noNRSE combo but the need Prop std + you need to research prop to at least level 8 earlier & that is problematic when you also need En (res),Con (bigger bases) & weap (for survival).

Personally, I don't bother that much about an extra 3% pop loss except in the early game so my FM based LFs are 60% cheaper than my IS-10 based ones which I do use but only for special purposes.

Good thing it's just a game. Imagine the outcry in the real world if a leader had a policy of saving resources rather than lives!!
...



[Updated on: Tue, 03 June 2008 22:34]

Report message to a moderator

Previous Topic: pop resource on reds
Next Topic: Miners
Goto Forum:
  


Current Time: Thu Apr 25 12:12:52 EDT 2024