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Economic and growth effect of CE? Thu, 01 March 2007 05:27 Go to next message
Carn is currently offline Carn

 
Officer Cadet 4th Year

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Has anyone ever tested, what the economic and growth impact of CE is?

I'm interested in the pure effect, so the extra points from CE are spend not on growth or econ effecting things(e.g. techs, RS, removing LSP or NAS)

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Re: Economic and growth effect of CE? Thu, 01 March 2007 11:17 Go to previous messageGo to next message
Kotk

 
Commander

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Registered: May 2003
Some scout takes a break for a turn. Early scout cost ... 20%-30% is there engine anyway. You just have one more scout in action for same money. There it is no economy affect.

Colony and cargo ships are also cheaper a bit. Then some very important delivery just hangs at one spot for 2 years. Usually you barely notice but statistically you spread 10% slower. So that barely feels bad.

Start to shipbuild yes, that is fine. AD8 engine is cheap like DLL7 or SGFS to build. IS-10 is cheap engine to have it on cruisers. That indeed feels good. Rolling Eyes

War. that is funny. If you want just something to be attacked in hurry target with 2 fleets each able to kill it and then pray they dont both break. If you are outnumbered you sometimes fail to flee. Confused Losing a battle because engines failed as first thing affects your mood and then opponent fleets afffect your economy too. In bad direction! Laughing

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Re: Economic and growth effect of CE? Thu, 01 March 2007 11:52 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
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I played a game with CE once - and only once. I will never play with it again unless everyone in the game has to have it.

Ptolemy




Though we often ask how and why, we must also do to get the answers to the questions.

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Re: Economic and growth effect of CE? Thu, 01 March 2007 14:27 Go to previous messageGo to next message
velvetthroat57 is currently offline velvetthroat57

 
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Economic affect depends a lot on PRT.

IT doesn't feel it as much since once his colonies are planted, all the pop goes via gate and CE doesn't matter then.

IS has growth in space so as long as you make sure to have room for a couple extra years of growth, CE slows arrival at worlds but the IS arrives with more people when he gets there.

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Re: Economic and growth effect of CE? Thu, 01 March 2007 17:59 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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As mentioned, the direct economic effect is minimal:

The cost in terms of needing extra unarmed ships (freighters etc.) is fairly well countered by the cost saving.

The cost in terms of lost colonist growth (it takes a little longer to reach your destination and start growing again) at first looks more painfull, but CE also gives you a lot of points - often comparable to an extra point of growth rate, which can turn that loss around. IT and IS both cope with this aspect very well...

The cost in terms of losing planets because you had a strategic 'hassle'... Well, that's the kicker. Personally I like CE because it lets me have ~10% more warships - I think the strategic advantage given by numbers can more than counter the disadvantage of unreliable movement. You *do* have to make changes to the way you play, and plan ahead further. I won't go into more detail now - there is another CE thread here that I have written much more in.


[Updated on: Thu, 01 March 2007 18:00]

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Re: Economic and growth effect of CE? Tue, 06 March 2007 05:50 Go to previous messageGo to next message
Carn is currently offline Carn

 
Officer Cadet 4th Year

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Kotk wrote on Thu, 01 March 2007 17:17


War. that is funny. If you want just something to be attacked in hurry target with 2 fleets each able to kill it and then pray they dont both break. If you are outnumbered you sometimes fail to flee. Confused Losing a battle because engines failed as first thing affects your mood and then opponent fleets afffect your economy too. In bad direction! Laughing


velvetthroat57 wrote on Thu, 01 March 2007 20:27


IT doesn't feel it as much since once his colonies are planted, all the pop goes via gate and CE doesn't matter then.



This gives me the thought, that an IT or any other race, that can gat around a lot, that for some reason is mainly defensive(e.g. HP, just survive long enough and you have a big advantage), CE is nearly as a must have as NAS is for JOAT, because it hurts little and gives good points.

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Re: Economic and growth effect of CE? Tue, 06 March 2007 05:56 Go to previous messageGo to next message
Carn is currently offline Carn

 
Officer Cadet 4th Year

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Dogthinkers wrote on Thu, 01 March 2007 23:59



The cost in terms of losing planets because you had a strategic 'hassle'... Well, that's the kicker. Personally I like CE because it lets me have ~10% more warships - I think the strategic advantage given by numbers can more than counter the disadvantage of unreliable movement. You *do* have to make changes to the way you play, and plan ahead further. I won't go into more detail now - there is another CE thread here that I have written much more in.


I cannot find the thread.

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Re: Economic and growth effect of CE? Tue, 06 March 2007 06:13 Go to previous messageGo to next message
Micha

 

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Carn wrote on Tue, 06 March 2007 11:56

I cannot find the thread.

Not sure, but maybe this one?

mch

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Re: Economic and growth effect of CE? Tue, 06 March 2007 09:52 Go to previous messageGo to next message
Kotk

 
Commander

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Carn wrote on Tue, 06 March 2007 12:50

This gives me the thought, that an IT or any other race, that can gat around a lot, that for some reason is mainly defensive(e.g. HP, just survive long enough and you have a big advantage), CE is nearly as a must have as NAS is for JOAT, because it hurts little and gives good points.

CE makes fighting and skirmishing harder on any case even if for that IT the econ affect is minimal. With lots of econ you get "monster" tag and others gang up ... real pain with CE race. Confused

CE is good trick to have with economy oriented races in a team game where majority of fighting is planned to be done by other, war oriented team member. Most good fighting PRTs are SD, WM and SS. The teams fighter may concentrate his econ on research and building PRT special ships while others will build and transfer large fleets of generic warships to them. Cheap to build with CE, gift ships leave less salvage and their engines also do not break in fighters hands. Wink


[Updated on: Tue, 06 March 2007 09:54]

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Re: Economic and growth effect of CE? Tue, 06 March 2007 10:51 Go to previous messageGo to next message
velvetthroat57 is currently offline velvetthroat57

 
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Carn wrote on Tue, 06 March 2007 05:50

This gives me the thought, that an IT or any other race, that can gat around a lot, that for some reason is mainly defensive(e.g. HP, just survive long enough and you have a big advantage), CE is nearly as a must have as NAS is for JOAT, because it hurts little and gives good points.


CE doesn't really hurt on offensives either. If you have lined up to attack a planet from more than 36 lys away, 90% of the time you will still do it while 10% of the time you won't. In most of the 10% cases the only thing lost is a year while you wait for the engines to engage.

Occasionally, the enemy will be able to reinforce the planet because of the delay but occasionally the enemy was able to reinforce anyway and instead of losing your fleet, you see a large armada sitting at the planet you were about to attack.

CE hurts most I think in skirmishing where lots of small fleets are jumping around and being targeted. Inevitably you will lose a few fleets to engine failure. I think this is a fair trade for shaving 120 points off the cost of BBs.

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Re: Economic and growth effect of CE? Tue, 06 March 2007 13:13 Go to previous messageGo to next message
Kotk

 
Commander

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velvetthroat57 wrote on Tue, 06 March 2007 17:51

CE doesn't really hurt on offensives either. If you have lined up to attack a planet from more than 36 lys away, 90% of the time you will still do it while 10% of the time you won't. In most of the 10% cases the only thing lost is a year while you wait for the engines to engage.

The biggest drawback is not that direct one here (the one that you fail to move). Shame

Main problem: Your hands are tied to neccessity to use basic offensive schema. With that "basic" schema i mean your attack fleet is coming from a single place, it belongs to single race, it is merged into single fleet and it has sole battle plan. That removes tons of options people seem to use in offensive tactics. Confused Using more flexible tactics is constant gamble however. Nod Only part of your plan may engage and that means your loss where you planned to win or even worse diplomatically ... your allys loss. Wink

Related problem: You may be forced to use tactic where your fleets are split up into multiple fleets. 10% fails of retreat, attack or reinforce are kind of "planned" there.
10% losses on each case of retreat however do hurt directly. Lack of big stack of regenerating shields that bigger tokens have make your fleet weaker. Using such tactics you must be wastly more powerful than your opponent, the usual case that 20% bigger fleet wins almost without losses does not apply. Very Happy



[Updated on: Tue, 06 March 2007 13:16]

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Re: Economic and growth effect of CE? Tue, 06 March 2007 16:21 Go to previous messageGo to next message
velvetthroat57 is currently offline velvetthroat57

 
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I don't consider having my ships in a single fleet a drawback. It is almost a necessity if the fight is going to be close.

Coordinated attacks with allies are easy enough. You just have to make sure the ally targets your fleet and if you don't move, he comes to you instead of the target.

If you are forced to split your main armada into smaller fleets to retreat, split it into as many fleets as you can and send a number of those fleets at warp 6 to slightly different locations. That will cut down on the 10% failure. Laying minefields on approach is also helpful in preventing rapid pursuit if you have to retreat.

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Re: Economic and growth effect of CE? Tue, 06 March 2007 16:40 Go to previous message
Micha

 

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velvetthroat57 wrote on Tue, 06 March 2007 22:21

I don't consider having my ships in a single fleet a drawback. It is almost a necessity if the fight is going to be close.

You can't use different battle orders when all ships are in one fleet. Like for instance having 5 missile BBs that must go and kill the SB, 10 range3 beamers with max dam orders to kill enemy chaff, and the rest of you 50 missile ships with disengage orders so they back away ...
Or you have to be at 36ly from the target every time ...

mch

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