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Methods of Claiming Territory Sat, 23 June 2007 03:32 Go to next message
Captain Maim is currently offline Captain Maim

 
Lt. Junior Grade

Messages: 492
Registered: March 2003
Location: USA, Mesa, Arizona

I've been wondering, what's the best way to stake your claim on a swath of space?

I've tried colonizing a parameter around my HW. But people don't seem to respect that. They charge in and pop drop me if they don't like me, or whine about my choices if they don't want to fight immediately.

I've also tried colonizing only the worlds I can use. But if I'm next to an -f he may just sneak in and take my land anyway. Which has happened before.

The only other option is mine fields, but non-SD's using mine fields is not so easy in the early game. Scout hulls are junk for setting mine fields, only the frigate can do a good job early game. And even then it's a costly affair.

My only other idea is to colonize all the reds with 25,000 per planet. But that would drain my economy horribly.

What method works best? Or have I missed one?

Suggestions?



Rule 1: "Pillage, THEN burn!"

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Re: Methods of Claiming Territory Sat, 23 June 2007 03:58 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
Registered: September 2003
Location: Finland

Generally, good diplomacy with neighbors is the best early method.

For games where that doesn't work (or isn't allowed), power is the best method. Be stronger than the neighbors - or be tri-immune HE with good econ settings. Wink

Mines is one option for establishing your land grab. In that case, SD is the best choice for the PRT. However, using a decent HG/HP combo with start at 3 checked and cheap con will get you to the frigate and minelayers quite quickly.

Lastly, you can use xray lasers on DD hulls with maneuvering jets early on and destroy anything that enters your desired space - alternately, do the same thing with yaks if you are WM.

One other note is race design - more races end up right shifted in all three variables since more points are gained there for other things - go left for one or 2 variables and your planets are not very attractive to other races.

Ptolemy


[Updated on: Sat, 23 June 2007 04:01]





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

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Re: Methods of Claiming Territory Sat, 23 June 2007 05:10 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
Lt. Junior Grade

Messages: 492
Registered: March 2003
Location: USA, Mesa, Arizona

Wise words. Perhaps I've been to lax in letting others see my space. I always thought that early hostilities brought enemies. Such as blasting down every scout that entered my space. Half the time I can't see them coming because they're planet hopping. Does that mean I have to build a destroyer for every world on the edge of my space? That could take a LOT of resources if I had say 20 boarder worlds to protect.

If I'm an IS, how can I get the tech soon enough to protect my space with DD's? Is start at 3 the only option?

I'm just tired of getting trampled by my neighbors. And this is me seeking "professional help."



Rule 1: "Pillage, THEN burn!"

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Re: Methods of Claiming Territory Sat, 23 June 2007 07:11 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
Registered: April 2003
Location: Slovenia, Europe
Hi!
Captain Maim wrote on Sat, 23 June 2007 09:32

I've been wondering, what's the best way to stake your claim on a swath of space?

Like previous posters said, there are only two methods: diplomacy and force, but the best results yields a combo of both. Like:

- you give early warning to aproaching scouts, and then destroy some, that don't turn back (display of force - if it's real or just faked doesn't matter - your neighbours can't know at that time Wink ).
- You also pop-drop a colony or two and all "flag-plants" (2500 pop colonies) in "your" space - again a display of force.
- Then you issue a diplomatic notice you're ready to "trade" some border planets, but no intrusion into your space (give a border here) without your explicit permission will be tolerated.
- Then after quite some turns of trade negotiations (best is Stars! message system, because it runs so slowly Wink ) you get more info on the environment and neighbours, and can decide who's peer, predator or prey.

Pros for that method: for some initial investment (start @ 3, some x-laser DDs and 100-200k pop you can buy 10 or more turns of "peacefull" development, as your -f neighbour could try to find another, less "tough" target. If you don't do that, you'll be crippled and eaten by him anyway. Scout killing is often not viewed as a "cassus belli", but is usually retailiated.
Cons to that method: you lose some early ramp-up turns for getting needed tech, and 60 RW points for start @ 3, and you still don't know, if that method will actually work. An aggresive -f JoaT can quickly deduce your actually strenght and just keeps fighting you. Sad

Another metod is pure diplomacy: open border with full intersettling (helps if your hab is quite extreme in at least one environment), "I'm weak now, but will help you in the future with my ... (for shared victory)". You actually don't give your fast neighbor a reason to attack, but many reasons to leave you alive. That's more possible in aliance-victory games. But you still don't know if that will actually work. Your neighbour can have similar hab to yours, and he could profit more with an easy kill than with cooperation. Sad

So IMO the best method is to BE strong, play accordingly, and dictate the course of the game. Thumbs Up

BR, Iztok

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Re: Methods of Claiming Territory Sat, 23 June 2007 07:38 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
Lt. Junior Grade

Messages: 492
Registered: March 2003
Location: USA, Mesa, Arizona

Shoot scouts with warning. Tech 3 start. Flex a muscle and hope they shy away. Anything else?

I've gotten really good at agressive scouting, I haven't shot down scouts because I don't want mine shot down. But if shooting them will make me less attractive than I'm willing to take that risk. I'll just send more scouts than is necessary to scan their space.


[Updated on: Sat, 23 June 2007 07:46]




Rule 1: "Pillage, THEN burn!"

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Re: Methods of Claiming Territory Sat, 23 June 2007 07:52 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
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Anything else - yep - play SS

Smile

Ptolemy




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

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Re: Methods of Claiming Territory Sat, 23 June 2007 12:08 Go to previous messageGo to next message
Traveller is currently offline Traveller

 
Warrant Officer

Messages: 118
Registered: March 2007
Location: Ft Lauderdale, Florida, U...

Hi Capt.

I'm only in my 1st game but I gave this a lot of thought as I designed my race, and tactics for it.

1: Have at least something a little unusual about your hab if you have an econ based race. Something shifted left maybe, or temp/rad immune instead of grav immune. Centered habs is good only if you're going to be able to fight early with QS, WM or -f.

2: Scout early and claim your breeders. This is much more critical than protecting the rest of your space at 1st.

3: Scout early and locate your neighbors. Start friendly negotiations as early as possible, and find out their habs.

4: Make solid agreements and stick to them. Make sure your NAPs include clauses that prevent settlements within your core space and planet blocking. Nothing makes me more reluctant to sign a long term NAP than the thought of not being able to remove 2500 pop from that 97% green world just because he got their 1st.

5: Display force early to gain your neighbors respect, by escorting your longer colony runs with a few X-ray DDs.

6: Have a reasonable fleet ready by the time space starts to run out, so you can defend your border.

7: Don't play a race that's marked as a priority target unless you've got an aggressive game plan. CA, HE, and ARs are high on the target list because they all are much easier to stop early, rather than later.

8: Colonize in force, at least 50,000 pop.

9: If you have some neat PRT toys you can use them to gain the favor of your neighbors, even buy off your enemies Twisted Evil .







[Updated on: Sat, 23 June 2007 13:10]

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Re: Methods of Claiming Territory Sat, 23 June 2007 23:43 Go to previous messageGo to next message
goober is currently offline goober

 
Chief Warrant Officer 3

Messages: 175
Registered: December 2003
Location: +10
Traveller wrote on Sat, 23 June 2007 12:08

2: Scout early and claim your breeders. This is much more critical than protecting the rest of your space at 1st.

8: Colonize in force, at least 50,000 pop.


Big agreement.

Also, you should see any opponents 2500 colonies as potential tech gifts and you should thank your opponents for donating such an opportunity to you. A colony of 2500 is merely an expression of interest in that planet and should not be regarded as a serious claim. 50k to 100k could be regarded as a sufficiently significant investment to warrrant pause, as should an OF in orbit.

And there is no reason why you couldn't get some fun out of any ensuing diplomatic discussions:

From: Gooberzoids
To: LandGrabbingAliens

We thank you for expression of interest in Wanker's Corner. Your colony of 2500 is non-refundable. The price of this planet currently stands at 5000kt of minerals although we may be willing to accept payment in kind if the location is suitable or we could perhaps accept technology or other interesting tech items. You will be pleased to note that construction of general infrastructure is permitted planet side however the building of any orbiting structures with gate technology or the construction of armed vessels is strictly prohibited until a permit, founded on a suitable diplomatic agreement, has been issued. We will be dispatching a transport next year that will automatically take over the planet in 4 years unless payment has been agreed upon. This is standard Gooberzoid policy as does not infringe on your right to scout in our region unhindered, security issues notwithstanding.







Goober.

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Re: Methods of Claiming Territory Sun, 24 June 2007 01:17 Go to previous messageGo to next message
Iconian is currently offline Iconian

 
Officer Cadet 2nd Year

Messages: 233
Registered: January 2006
Location: Nevada, USA
Hi Captain Maim,
I'd like to say I agree with everyone else's suggestions on this thread, as far as I recall. All good ideas. I'm going to talk a little bit about my preparations and gameplay in Hardheads (the game I'm hosting). That game's still going, but the era that most of this applies to is long since past.

SHIP DESIGN: Ptolemy's suggestion for the DD's with X-rays and MJ's is very good. When I started I decided I wanted an interceptor ship that could take down pesky scouts, colonizers, medium freighters, and even LF's if need be. I looked at several different designs and finally opted on one with 1 Fuel Tank, 1 MJ, and 2 X-rays. This turned out to be a bad idea though, at least in my situation. I put the tank on because I thought I'd need more fuel. It turned out that the expansion of my colonies and such was fast enough that fuel didn't matter for long. 2 MJ's and 2 X-rays would have been a much better idea. However, neither design would really have done much good in my case. The primary race I had to contend with was a WM, and even 2 MJ's and an FM on a DD isn't even fast enough to catch their scouts. Before starting I'd known the design was weak against a WM, but I figured odds were good enough that I wouldn't face one that I'd go with it anyway. Oh well.

One other useful ship design can be colonizers based on DD’s, with a colonization module and cargo pod. They’re more expensive than standard colonizers, but they can be worth it, particularly for the defense—both the psychological effect and the strength of the armor. With the right loadout they also have better fuel efficiency than standard Santa Marias.

As to the cost of so many DD’s and their economic drain, remember that they don’t need to be at every border world at once. You can set up patrols for them if you like, or use scouts as spotters effectively to increase their LOS and give you advanced warning to prepare your attack.

MILITARY STRATEGY: The strategy you use is also important. Let's say you've built 10-20 of those DD interceptors around your planets. Where will you put them? What I decided I would do was build a shell. The DD's would go out as far into space as they could, with colonization fleets and such, or just with their own fuel. They'd use up say 80% of their fuel and then enter orbits around some planets far from home, say 200-400ly away. Nearby scouts at other planets would keep watch for enemy ships entering the area, and the DD's would be given intercept orders for them.

The shell, or border, that you've created is far from your homeworld. It may take you two decades to even colonize all those planets inside the shell. To a large degree, it's an empty shell without much support underneath. If you do happen to lose some of these forward DD interceptors, it could take you several years to build more of them and send them out to replace them. Time-to-front is very high. And it's all in the name of power projection--this sort of strategy will certainly help you project power. Other races will look at their ships getting shot down by your DD's and may well turn away from you, and thus you will have avoided a potential conflict. Some might not turn away, but this strategy is probably worth it for those that do.

DIPLOMATIC STRATEGY: So, now you've built up your fleet of ships and sent them off to create a shell for your race. However, you might be wondering, "Isn't shooting those ships down likely to start a war? I'm trying to avoid war." This is quite correct. And wars can be unavoidable. But again, with good preparation you might be able to stave one off. As you meet new races, warn them that if their ships enter your territory, they might be shot down. Don't necessarily outline your territory at this stage, or tell them that you've put up a shell of ships far from your homeworld. Just tell them you have a dozen or two warships patrolling for enemies, and that if their ships get close they'll be shot. However, don't be too mean when you do this. Along with the threat y
...




Yeah, bread too.

Don't Let the Stars! Fade Away

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Re: Methods of Claiming Territory Sun, 24 June 2007 01:49 Go to previous messageGo to next message
goober is currently offline goober

 
Chief Warrant Officer 3

Messages: 175
Registered: December 2003
Location: +10
Quote:

“This year the Gooberzoids have attacked the colony of the LandGrabbingAliens at Wanker’s Corner. The LGA’s have profound sorrow over this event, and there has been mourning over our homeworld. We hope this attack is not the signal that the Gooberzoids wish to war against us. Hopefully the LGA’s and Gooberzoids can come to a peaceful solution in this matter, provided the appropriate reparations are made. If the Gooberzoids received any technology as a result of this attack, they should consider it to be on loan to their race until we are prepared to collect.”


Pre-emptive diplomatic strike:

From Gooberzoids
To: LandGrabbingAliens

Further to our communication 4 years ago, since we have not been in receipt of a communication promising payment, we accept your donation of minerals a potential tech gain at Wanker's Corner. This will take place next year.

Should you need to discuss this matter urgently a subspace transmission channel has been opened for you on emailid AT address DOT com


From: Gooberzoids
To: Everyone

Please be advised that the LGA have generously donated a colony at Wanker's Corner to the Gooberzoids. The Gooberzoids will be reclaiming WC from the the LGA next year subject to last minute negotiations. Wanker's Corner is a planet that clearly lies within the Gooberzoid sphere of influence since it lies less than the halway distance from our HW to that of the LGA's. Please be advised that they and all other races may scout freely within Gooberzoid space unless otherwise indicated. Expressions of interest in Wanker's Corner or other planets of interest from our other neighbours are welcome.


Alternatively, you could just make the first message, or variation of it public (perhaps by accident Twisted Evil).





Goober.

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Re: Methods of Claiming Territory Sun, 24 June 2007 02:43 Go to previous messageGo to next message
dethdukk is currently offline dethdukk

 
Chief Warrant Officer 3

Messages: 200
Registered: June 2005
I agree with most of the opinions here. My personal idea is: Colonize all the planets you can with colonizers, all the ones you want to keep, back up with at least 25k, 50k is better. Also, if the game allows allied victory, find a player who has a different habitability than you, become freinds, and offer intersettlement. This ussually results in about double your starting space, and a reliable ally in late game. Or some major backstabbing, which, if you survive, could also be fun too. Such as, you are obviously the winning team, so you and your ally decide to go at it to see who wins. Usually goes fats because of how intermingled you are. Of course, there are the few games where te person seems to agree, then tries to kill you off after taking all your space while giving you none. but those are few and far between, and the results are ussually worth the risk.

Edit: having another person in your space taking up planets also removes from the number peaple you dont want in your space can settle. But you want to make sure your habs dont line up too much...


[Updated on: Sun, 24 June 2007 02:46]




If you cannot love, you will always hate, and in hate there is only death.
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Re: Methods of Claiming Territory Sun, 24 June 2007 03:17 Go to previous messageGo to next message
Iconian is currently offline Iconian

 
Officer Cadet 2nd Year

Messages: 233
Registered: January 2006
Location: Nevada, USA
Quote:

Pre-emptive diplomatic strike:

From Gooberzoids
To: LandGrabbingAliens

Further to our communication 4 years ago, since we have not been in receipt of a communication promising payment, we accept your donation of minerals a potential tech gain at Wanker's Corner. This will take place next year.

Should you need to discuss this matter urgently a subspace transmission channel has been opened for you on emailid AT address DOT com


From: Gooberzoids
To: Everyone

Please be advised that the LGA have generously donated a colony at Wanker's Corner to the Gooberzoids. The Gooberzoids will be reclaiming WC from the the LGA next year subject to last minute negotiations. Wanker's Corner is a planet that clearly lies within the Gooberzoid sphere of influence since it lies less than the halway distance from our HW to that of the LGA's. Please be advised that they and all other races may scout freely within Gooberzoid space unless otherwise indicated. Expressions of interest in Wanker's Corner or other planets of interest from our other neighbours are welcome.


Alternatively, you could just make the first message, or variation of it public (perhaps by accident ).


lmfao

That was just supposed to be an example. But . . . I'll humor you, at least until the thread gets mad Very Happy

From: LGA
To: Everyone
The LGA are most disappointed in Gooberzoid conduct of late. In 24XX the LGA colonized Wanker's Corner. Wanker's Corner is closer to the Gooberzoid homeworld as they stated, but it is our planet. We did not take it by force from them or any other race, but scouted it out and colonized. Now the Gooberzoids are stating that we donated the planet to them. This is a lie, and our hearts are panged that they would stoop to such ill behavior. Should they continue in their pop drop on Wanker's Corner next year, this will not be an act of reclamation (as they have also lied about, since the planet never was theirs), but one of forward hostility on their part.

In 24XX we received a message from the Gooberzoids stating we could purchase WC from them, even though we had already colonized it, and that they were dispatching a ship to take over the colony. We immediately replied requesting that they not continue with their attack. They made no reply to that message until this year, when they stated in a private message that they would be taking over the colony next year.

It disturbs us greatly that they would consider committing this act and attempt to justify it by issuing their public message with its lies. However, perhaps the most disturbing part is that they clearly stated in their original message to us about Wanker's Corner that this sort of behavior is right in line with "standard Gooberzoid policy." We shudder to think of how many other races may have been dealt with in such a low and underhanded manner. We could have hoped that we were the first, but we hardly think that likely considering those words. If others have been treated in like, we call upon them to voice to all other races the details of their communications with the Gooberzoids.

The primary purpose of this message is to inform the Gooberzoids that if they do wish to purchase WC, we are willing to negotiate over it. We will not donate the planet to them, however. The planet has a very good environment for our colonists, with a value of 85%. If they do wish to purchase it, the cost would be fairly high, but we are willing to consider parting with it, and we will offer them a price we believe fits its value. We hope that the Gooberzoids are willing to pay us to purchase this planet that we own, and are not solely intent upon stealing the planet from the LGA.

From: LGA
To: Gooberzoids (email and in-game)
The message would almost be an exact duplicate of the public message, except with additions about the price the LGA would sell WC for. For an 85% planet it would probably be rather high. However, it wouldn't be an unimaginable cost, in case the Gooberzoids really did want to buy it. However, we're still operating
...




Yeah, bread too.

Don't Let the Stars! Fade Away

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Re: Methods of Claiming Territory Sun, 24 June 2007 05:25 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
Lt. Junior Grade

Messages: 492
Registered: March 2003
Location: USA, Mesa, Arizona

I find this fake interplay of two fictional races to be most entertaining. Reminds me of so many negotiations I've been in.

What about races with huge habs like 1 in 3 such that virtually everything's available at +-15%? Do habs like that conflict with others too badly to be worth using?



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Re: Methods of Claiming Territory Sun, 24 June 2007 06:06 Go to previous messageGo to next message
goober is currently offline goober

 
Chief Warrant Officer 3

Messages: 175
Registered: December 2003
Location: +10
Captain Maim wrote on Sun, 24 June 2007 05:25

I find this fake interplay of two fictional races to be most entertaining. Reminds me of so many negotiations I've been in.

What about races with huge habs like 1 in 3 such that virtually everything's available at +-15%? Do habs like that conflict with others too badly to be worth using?


Not necessarily.

A HP race is more likely to have 1/3 habs because they have a "fourth hab" requirement: germanium. So they can afford to give up planets with less desirable g levels.

Alternatively, if the race you have a conflict of habs with only has a relatively small overlap and has narrower habs say, then allowing them to colonise some of those worlds in return for access to their space unhindered where you have more planets available can be to your advantage.

A serious conflict is most likely to arise when both parties have narrow, significantly overlapping hab requirements.




Goober.

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Re: Methods of Claiming Territory Sun, 24 June 2007 06:21 Go to previous messageGo to next message
goober is currently offline goober

 
Chief Warrant Officer 3

Messages: 175
Registered: December 2003
Location: +10
Quote:

In 24XX we received a message from the Gooberzoids stating we could purchase WC from them, even though we had already colonized it, and that they were dispatching a ship to take over the colony. We immediately replied requesting that they not continue with their attack. They made no reply to that message until this year, when they stated in a private message that they would be taking over the colony next year.


From: Gooberzoids
To: Everyone

The LGA are a loquacious lot and clearly have many faces to match the number of forks in their tongue.

Our initial communication offered mutual exchange of planets, amongst other solutions, to the precipitate colonisation of Wanker's Corner by the LandGrabbingAliens. Any one of these could have resolved this situation peacefully. However, the LGA chose an aggressive diplomatic stance to further aggravate their initial crime of invading Gooberzoid space. While we regret the necessity of forcefully reclaiming our territory, had the LGA acted in a more honourable manner and made just recompense for invading Gooberzoid territory this could have been averted.

All would do well to be wary of the veracity of the LGA and their propagandist attacks on their neighbours.




Goober.

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Re: Methods of Claiming Territory Sun, 24 June 2007 11:40 Go to previous messageGo to next message
dethdukk is currently offline dethdukk

 
Chief Warrant Officer 3

Messages: 200
Registered: June 2005
Quote:

What about races with huge habs like 1 in 3 such that virtually everything's available at +-15%? Do habs like that conflict with others too badly to be worth using?


Actually, no. I am currently playing in a game in which I have a 1/3 hab, along with a -f race, so I dont have any germanium requirement. It is actually quite a diplomatic race, planetwise. Because you have such a big hab, and know that you will be able to colonise almost everything, you are willing to give up quite a few planets. The only ones you want to hang on to are the 80% or higher planets, the rest are everywhere, so giving up 5-6 doesnt even matter. Because others ussually have a smaller range, you can find lots of planets that they arnt using, and with a -f race, the extra space really helps.



If you cannot love, you will always hate, and in hate there is only death.
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Re: Methods of Claiming Territory Sun, 24 June 2007 13:08 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
Lieutenant

Messages: 744
Registered: November 2003
Location: MN, USA
Captain Maim wrote on Sat, 23 June 2007 06:38

Shoot scouts with warning. Tech 3 start. Flex a muscle and hope they shy away. Anything else?


I might overlap with other posters here, sorry bout that.

Use throw away ships (scout with a bat scanner, maybe just an engine) to use as listening posts in the early game. Put them everywhere there are avenues of infiltration, planet jumping avenues, in your territory. Monitor your neighbors intensely. These ships are pretty cheap, so just build them and put them out there.

Try to shoot down the other guys colonizers before they colonize (and like others say, try diplo and give a warning before). Seems simple, but most players fail at this. +100k of your peeps are worth more than 2 DD's in the early game. If you can't get the appropriate tech early enough, you need to re-evaluate your race design.

Concentrate on your breeders. When or if the other guy comes knocking, you will have more people to pop drop him off the worlds he takes (Assuming you let him through...). Then, stay on those planets, possibly even if they are red (if for no other reason, you now have a planet to trade with). They are most likely very green for him (of course you already know this from intense scouting, right?) The farther you terraform them away from his hab, the more likely he will never be able to take and keep them. If you aren't willing to fight for the planet, get off of it! or don't build up industry that he could use against you.

Many time, I will delay taking out a small (50k) enemy planet if it is in "my territory" simply because it will cost me as much as it will him. If I plant those people on a breeder, while monitoring that planets growth, I can choose the time precisely. Like 1 year before his 2 lg freighters arrive...and he has no colonizer along. Smile Pick up your remaining people and leave. Perhaps by the time he sends another colonizer, you will have warships.

If you do get in a pissing match, go for the throat. Pick the worlds close to you that have a gate or ship building capability and take them out. The faster you do this, the more probable the territory you want to keep will be yours permanently. You can "cleanup" those pesky 50k worlds later, so long as you have a scout around them, and can pounce if a SB is built. Obviously, you want to take out IT planets as fast as possible, but delaying action on other PRT's while you get bombers is reasonable. Well, so long as you don't allow them to gate a fleet to the planet.

-Matt








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Re: Methods of Claiming Territory Sun, 24 June 2007 17:51 Go to previous messageGo to next message
goober is currently offline goober

 
Chief Warrant Officer 3

Messages: 175
Registered: December 2003
Location: +10
mlaub wrote on Sun, 24 June 2007 13:08


Use throw away ships (scout with a bat scanner, maybe just an engine) to use as listening posts in the early game. Put them everywhere there are avenues of infiltration, planet jumping avenues, in your territory. Monitor your neighbors intensely. These ships are pretty cheap, so just build them and put them out there.


A scout with a QJ5 and a laser can come in useful too. I call them Trigger's when made specifically for this job ... in the later game they are called chaff Rolling Eyes . They always attack an enemy that's trying to planet hop in your territory so you get a warning. With a scout if they are not set to attack you or they are sneaking in a colony you won't necessarily see them unless you specifically check each planet.




Goober.

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Re: Methods of Claiming Territory Sun, 24 June 2007 17:53 Go to previous messageGo to next message
Iconian is currently offline Iconian

 
Officer Cadet 2nd Year

Messages: 233
Registered: January 2006
Location: Nevada, USA
Quote:

What about races with huge habs like 1 in 3 such that virtually everything's available at +-15%? Do habs like that conflict with others too badly to be worth using?


IMO, yes. Big habs really aren't too worth it. Comparing, say, a 1/3 to a 1/6, the 1/3 has probably invested an additional ~200 RW points into its hab size. If the 1/3 and 1/6 races each manage to colonize, populate, build factories on, etc. all the planets they can in their territory, the 1/3 might have more resources than the 1/6, but not by a whole lot, since the 1/6 will have higher value planets. However, particularly in games with diplomacy, that will rarely be the case. Due to trading, each race will give up some of the planets it can colonize, both current and future greens. The 1/3 race is hardly likely to get all the planets it can live on. The 1/6 probably won't either, BUT, the 1/6 race is likely to be in possession of a greater percentage of the planets it is able to colonize than the 1/3.

For instance, for the 1/3 there might be 60 planets close enough to the homeworld to hold. Of those, 20 should be green. Its hab range is wide enough that if it has a nearby ally, it will probably trade a few of those greens away, so it might end up with 15 of the possible 20 planets it could have nearby--75%. The 1/6 race, on the other hand, would have 10 greens of 60 nearby planets, and might end up in possession of 8 of those due to trading--80%. And so on with smaller and smaller habs. A race with 1/12 would probably be able to get all 5 greens of the 60 or so starting planets nearby--roughly 100%. (This is particularly true if the race has extreme habs, in addition to them being small.) Those races with smaller habs have fewer planets available, and so they can concentrate their efforts more thoroughly amongst those few planets and be likely to get more if not all of them, whereas the races with really big habs have so many available early on that quite a few will probably slip through their fingers.

The result is that the races with smaller habs end up using their RW points more efficiently than those with larger habs. Those 200 or so points the 1/3 race invested in its hab will largely be wasted on planets that are going to be in the hands of other races anyway. The 1/6 invested the points somewhere else, like growth, factories, tech, or an LRT or two, and in the process made much more efficient use of its RW points.

One other good thing about a smaller hab is terraforming ramp speed. Let's say the 1/3 and 1/6 each start doing terraforming on their planets. The 1/3 does 10 terra on a planet, and that planet's value might go up by 10%. The 1/6 also does 10 terra, and its planet value goes up by 20%. The one with the smaller hab has its planet values increase much faster, which improves the growth rate more.

Terraforming is also faster with larger planet populations. Let's take an example where the race with 1/6 planets has 10 planets, and the 1/3 has managed to hold 20. Average population on the 1/6 planets is 300,000, and 150,000 on the 1/3 planets. Each race has about the same total number of people (3,000,000), but for one race they're spread out, while for the other they're more concentrated. Now, let's say each race has terraforming in its queue. In one year, the race with 1/3 will complete 20 whole units of terraforming, plus have 20 more units each about half done (on average). The 1/6 race will have 30 whole units of terraforming done that same year. That's 10 more units of terra for the 1/6 race than the 1/3 race, that will go into effect one year earlier--an improved planet value. Compound that same effect over time, and 20 or 30 years down the road the 1/6 race will have a higher total population and resources. This results simply from having more people on the green worlds every year.

-f races in particular can benefit more with smaller habs. A =f with a smaller hab can improve planet values faster than one with wider habs, and thus breed more people in total. With proper MM, +f races with
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Re: Methods of Claiming Territory Sun, 24 June 2007 18:18 Go to previous messageGo to next message
mazda is currently offline mazda

 
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Hmm. Anyone else want to pick the bones out of the above ?

As a starter for 10 I'll go with :-
Quote:

If the 1/3 and 1/6 races each manage to colonize, populate, build factories on, etc. all the planets they can in their territory, the 1/3 might have more resources than the 1/6, but not by a whole lot, since the 1/6 will have higher value planets.

This is just plain wrong.
Twice the hab means exactly that.
You have 2 breeders at 80% instead of 1, 6 small greens at 30% instead of 3.

Things do change after all terra has been performed, but for initial expansion and colonisation you get what you pay for.

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Re: Methods of Claiming Territory Sun, 24 June 2007 19:22 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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goober wrote on Sun, 24 June 2007 16:51

A scout with a QJ5 and a laser can come in useful too. I call them Trigger's when made specifically for this job ...


Well, you probably want to use x-ray laser, if you have it. Cheaper in mins at Weap6 and same res cost, and then you only have 1 chaff design.


Quote:

With a scout if they are not set to attack you or they are sneaking in a colony you won't necessarily see them unless you specifically check each planet.


Shame You should always toggle the view to "normal view" once per turn and look around for fleets on and near planets. It's an easy visual check, that takes hardly a minute, as enemy ships will make the "orbiting ship circle" red, and broken into dashes. This avoids needing to use chaff then, and also avoids possible diplo foulups. Plus, I have a tendancy to test people I suspect aren't using the "normal view" by jumping fleets within 1 ly of a planet, and see if they notice the fleet. I have caught a great many opponets doing this tactic. I don't feel bad about it one bit, either. Smile So, I'm probably not the only one... Laughing

-Matt



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Re: Methods of Claiming Territory Sun, 24 June 2007 20:23 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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mlaub wrote on Mon, 25 June 2007 09:22

Plus, I have a tendancy to test people I suspect aren't using the "normal view" by jumping fleets within 1 ly of a planet, and see if they notice the fleet. I have caught a great many opponets doing this tactic.

*Makes a mental note to pretend not to see any of Matt's ships that are within 1ly of a planet.



On the original point - there's no substitute for not looking like a soft target. If you can't build many warships, at least build some. You might never use them, but it's worth just showing that you aren't a lamb waiting for a date with a wolf... Hopefully the wolves will go eat someone who isn't willing to sacrifice a little ramp up time in order to stay alive, lol.

Colonies of 2500 are meaningless.


[Updated on: Sun, 24 June 2007 20:23]

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Re: Methods of Claiming Territory Sun, 24 June 2007 20:47 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
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This is a hotter topic that I'd originally thought.

Would TT help 1/3 habs? I've noticed that doing terra 1% improvement didn't always produce 1% in planet's % value. Using TT I could get to +-15% pretty easily, and later on go up to 20 or 30%. At that point virtually all Greens can be 100%. That's GOT to be better than many narrow habs. And unlike the game I'm playing now, I won't be complaining about habitable planets because my tech is low and I'm pinned. I recall someone once telling me to use wider habs so you get immediate use of the planets, rather than terraforming them to green later. Plus you also can dump more people on a >5% green world than any yellow or red world and ramp it up faster as a result.

The only real pain I've found is my test design ended up with 16% growth, but I chose an IS race so maybe that's compensates for the low growth. Is 16% too low for an low HG (1000/10/9/13 no G) IS?

Cause it can go down to 1/4th and up to PRG 18% but I lose the ability to take nearly everything at +-15%, or doesn't that matter so much?

This would relate to the subject in the area of "holding onto land."



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Re: Methods of Claiming Territory Sun, 24 June 2007 21:14 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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Aside - I'd be reluctant to take under 18% with IS, simply because it dilutes one of IS's greatest strengths (IMO) - growth in space.


The benefit of TT in terms of cheaper terra is quite nice (don't rely on the higher limits, it'll be mid-late game before you can afford the research in bio to get them.) But it's an expensive LRT. In the topic of holding on to land, I'd say it's not all that relevant - the 'holding on' part happens before you develop the world. If you've been able to invest 1000+ resources into terra, then you've clearly had enough pop there and enough time to throw up some sort of orbital and maybe even a gate. If an armed orbital can't hold on to a world, you are at war and should be holding those borders with big fleets Wink

IS (with decent growth rate) can turn around yellows and small greens pretty quick, since it can overpop quite casually... This means the benefit of TT isn't as critical, although with both overpop and TT terraforming you'd be able to turn worlds around frighteningly quickly.


[Updated on: Sun, 24 June 2007 21:15]

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Re: Methods of Claiming Territory Sun, 24 June 2007 21:26 Go to previous messageGo to previous message
Captain Maim is currently offline Captain Maim

 
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I like the sound "frighteningly quickly", I'll go with the 1/4th 18% then. Though I'll test both out to see what a more exact difference it makes. But I wasn't happy about 16% anyway.

I'm sure your right about holding onto land. If you've got a strong force there you've probably held onto the land. And if an armed fort isn't enough, yeah, I'm sure your at war as well.


[Updated on: Sun, 24 June 2007 21:27]




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