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Trading via pop drop. Tue, 07 August 2007 11:25 Go to next message
Traveller is currently offline Traveller

 
Warrant Officer

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

Is it possible for one player to pop drop with a way point zero order and then his ally to pop drop him the same turn with a way point 1 order, giving them both a chance at tech each turn on every world used?

One player would need 2 freighters to always keep one ready for a way point 1 order to make this work.

Am I understanding this correctly?

Thanks in advance,

Conrad


[Updated on: Tue, 07 August 2007 11:26]

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Re: Trading via pop drop. Tue, 07 August 2007 11:43 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
Registered: April 2003
Location: Slovenia, Europe
Hi!
Traveller wrote on Tue, 07 August 2007 17:25

Is it possible for one player to pop drop with a way point zero order and then his ally to pop drop him the same turn with a way point 1 order, giving them both a chance at tech each turn on every world used?

Yes.

Hovewer have a colonizer or two close to the pop-drop sites in order to re-colonize. Sometimes one of partners misses his drops, and planet "dies off". Confused

BR, Iztok


[Updated on: Tue, 07 August 2007 11:45]

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Re: Trading via pop drop. Wed, 08 August 2007 05:49 Go to previous messageGo to next message
wizard is currently offline wizard

 
Officer Cadet 3rd Year

Messages: 279
Registered: January 2004
Location: Aachen, Germany
iztok wrote on Tue, 07 August 2007 17:43

Hi!

Yes.

Hovewer have a colonizer or two close to the pop-drop sites in order to re-colonize. Sometimes one of partners misses his drops, and planet "dies off". Confused

BR, Iztok


Or simply drop 400 colonists every time, max. 100 can die off.

Andreas / wizard

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Re: Trading via pop drop. Sat, 11 August 2007 02:29 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
Registered: September 2003
Location: Finland

For best effectivenes, use 3 planets for the drop operations. BE careful!, if one of the players is IS then the drop amount on the IS has to be increased by 100 due to the IS ground war defense advantage. Ideally, I like to use a 3 red planet triangle for these operations. The player doing the waypoint one drops can simply send 3 ships to run around in circles with automatic drop orders. Every few years he just checks them and sends some additional pop as needed.

The one thing to remember is that the tech gained may not be in the desired field - it can be any filed where teh other player has higher tech.

Ptolemy




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

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Re: Trading via pop drop. Sat, 11 August 2007 05:16 Go to previous messageGo to next message
mazda is currently offline mazda

 
Lieutenant

Messages: 655
Registered: April 2003
Location: Reading, UK
I don't think there's anything magical about three.
Plus finding three close planets that are red/useless for both players is less likely (but not that unlikely) than finding two.
Just have two freighters going backwards and forwards between two planets.
Then set up more than one pair if you want to improve the odds.

Obviously if there is a third planet and it is owned by somebody then they can use it for fuel and keeping a constant, low, amount of pop in the ships. If you wanted to MM that much.

To account for deaths you can do one of two things.
(assuming a drop of 400 colonists by both players)
Either, the player who does the WP0 drop is the one who owns the planet in the growth/death phase and they will get a message that the pop on planet X has decreased from 200 to 100.
He should then drop an extra 100 pop.
Or, the player doing the WP1 drop who owns the planet at the start/end of the turn will see the pop has increased
to 300 from 200 and he should immediately remove 100 as a WP0 upload.

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Re: Trading via pop drop. Sat, 11 August 2007 05:47 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

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The number of planets used per turn increases the odds of getting tech. For each battle on a planet you have a 50% chance of gaining a technology level. Use 2 planets and your chance increases to 75% - 3 planets and you increases the odds to 87.5%.

Ptolemy




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

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Re: Trading via pop drop. Sat, 11 August 2007 07:02 Go to previous messageGo to next message
goober is currently offline goober

 
Chief Warrant Officer 3

Messages: 175
Registered: December 2003
Location: +10
iztok wrote on Wed, 08 August 2007 01:43

Hi!
Traveller wrote on Tue, 07 August 2007 17:25

Is it possible for one player to pop drop with a way point zero order and then his ally to pop drop him the same turn with a way point 1 order, giving them both a chance at tech each turn on every world used?

Yes.

Hovewer have a colonizer or two close to the pop-drop sites in order to re-colonize. Sometimes one of partners misses his drops, and planet "dies off". Confused

BR, Iztok


Always have a little extra pop on your transports and always drop 400 on 200 pop (Adjust for IS defenders - I think you need to drop 600 IIRC). After drops just check each planet has 200 pop and all should work smoothly. I usually utilise planets near a colonised world with a starbase or SD so that the transport nevers runs out of fuel. The waypoint 1 drop is then a simple repeat orders drop 400 on pop drop planet/upload 400 at colonised planet. It's also a good idea to rename such transports so that you don't accidentally merge them with other fleets. I usally name them with the name of the popdrop planet #1 and #2 e.g. WankersCorner #1, WankersCorner #2.


Other tips if you are the waypoint 1 dropper:

Set up some standard upload 400 pop and download 400 pop orders (mine are called techpopup and techpopdown) ... makes it easier to orders to your transports in future games.

If you are setting up more than one pop drop planet from the same base planet set up the orders with all the transports set up for one of the planets (remembering to click the repeat orders) and then split them. This speeds up setting up multiple planet drops.

Usually these transports will be PVT's or MF's that you will want to upgrade later. Merge old transport with the new (in that order!) and then split them so that your new transport retains the orders and the name given.

Tip for the waypoint 0 dropper:

Especially when you first start doing the drops ... send yourself an in-game message reminding you to pop drop and check that the pop is 200 on each planet.



Goober.

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Re: Trading via pop drop. Sat, 11 August 2007 07:10 Go to previous messageGo to next message
goober is currently offline goober

 
Chief Warrant Officer 3

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Ptolemy wrote on Sat, 11 August 2007 19:47

The number of planets used per turn increases the odds of getting tech. For each battle on a planet you have a 50% chance of gaining a technology level. Use 2 planets and your chance increases to 75% - 3 planets and you increases the odds to 87.5%.

Ptolemy



According to Posey's Stars! spreadsheet, if there is only one category of tech that the player exceeds you in then it's onlly a 70% chance with 3 drops ...

... So I usually prefer 5 ... this offers between about an 87 to 97% chance of success in gaining tech depending on tech differences between each race.




Goober.

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Re: Trading via pop drop. Sun, 12 August 2007 09:11 Go to previous messageGo to next message
mazda is currently offline mazda

 
Lieutenant

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goober wrote on Sat, 11 August 2007 12:10

According to Posey's Stars! spreadsheet, if there is only one category of tech that the player exceeds you in then it's onlly a 70% chance with 3 drops ...


Sorry to be picky, but that is wrong as well Wink
With only one tech to gain then the odds for a single drop are 25% (50% x 50%).
So for 3 pop drop events the odds are about 57%
(i.e. ( 1 - 27/64) * 100).

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Re: Trading via pop drop. Sun, 12 August 2007 17:36 Go to previous messageGo to next message
goober is currently offline goober

 
Chief Warrant Officer 3

Messages: 175
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mazda wrote on Sun, 12 August 2007 23:11

goober wrote on Sat, 11 August 2007 12:10

According to Posey's Stars! spreadsheet, if there is only one category of tech that the player exceeds you in then it's onlly a 70% chance with 3 drops ...


Sorry to be picky, but that is wrong as well Wink
With only one tech to gain then the odds for a single drop are 25% (50% x 50%).
So for 3 pop drop events the odds are about 57%
(i.e. ( 1 - 27/64) * 100).




Cool My gut feeling has always been that Stars! is out to get me i.e that I was not getting tech as often as I should. Now I know why and I can dispense with my paranoia.

So, even more reason to use 5 planets.



Goober.

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Re: Trading via pop drop. Sat, 25 August 2007 22:34 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
I prefer to use 6 planets for pop dropping tech trades, 3 sets of 2 planets. Although 2 sets of 3 planets would work too if you can find them.

Instead of dropping 400, you can drop 300, there is no pop die off between waypoint 1 of one turn and waypoint 0 of the following turn, so that pop can be 100.

If the defender is IS, then it's slightly better if they're w1 dropper, they'll always have 100 pop (counting as 200) for the w0 dropper, who will then need to drop 400 pop. If they're the w0 dropper, the w1 dropper will have to drop 500 pop a turn (to defeat 200 pop - doubled - and leave 100).

Here is the sequence for a world
Turn starts
Race A has 100 pop on world (if it has 200, Race A has to manually lift 100)
Race B manually drops 300 pop as a w0 order (400 if the world lost 100 pop last turn, and Race A didn't lift 100)
Race B now owns the planet with 200 pop (and a chance to gain tech)
Everyone researches, and pop can die off (rarely at this level)
Race A w1 drops 300 pop, capturing it (chance to gain tech, even the recently researched tech)
Race A will now own the planet with 100 pop (200 if 100 died off earlier)
Turn ends

This could be completely automated for Race A (except for setup and occasionally reloading freighters).



- LEit

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Re: Trading via pop drop. Fri, 14 September 2007 15:14 Go to previous messageGo to next message
Taka Tuka

 
Master Chief Petty Officer

Messages: 102
Registered: March 2004
Location: Germany
Does anybody have the experience, in which tech one level can be gained by pop-drop?

For example:

Player 1 has 5/7/4/5/6/2

Player 2 has 3/6/1/4/4/1

Player 2 gains plenty of player 1 - planets by popdrop.

Which of player 2's tech-levels will increase first? Highest/lowest/biggest difference/cheapest/most expensive ... ??

Thx

Taka Tuka

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Re: Trading via pop drop. Fri, 14 September 2007 21:44 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
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I'm fairly sure it's random. In the case you listed, there would be an equal chance for each tech, assuming the pop drop did work, even with a lot of planets, there is a chance of failure.


- LEit

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Re: Trading via pop drop. Fri, 14 September 2007 21:57 Go to previous messageGo to next message
Soobie

 
Officer Cadet 3rd Year

Messages: 270
Registered: May 2007
Location: Australia
Assuming you're not allied, Player 2 may want to restrict the 'plenty of player 1 - planets' dropped per turn - perhaps attempt to keep it to about 5 or *6* a turn if it is safe to do so ... of course, if it isn't safe to do so, be like Nike and Just Do It.

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Re: Trading via pop drop. Fri, 14 September 2007 22:13 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
Commander

Messages: 1316
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I was under the impression that once the first 50% 'do you get a chance at any techs' test has been passed, then it tests the available techs one at a time, in the research page order - en/we/pr/co/el/bi, stopping once an available tech passes it's own 50% chance.

I haven't tested, this is just what I remember reading. If this is correct, then where serveral fields are available, the tech gains would be slightly more likely to be, say, en that it would be con.

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Re: Trading via pop drop. Sat, 15 September 2007 11:41 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
Registered: September 2003
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If you - Race1 have 5 tech fields above Race2 and Race2 pop drops on Race1, the field that tech is gained in will be random.

Ptolemy




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

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Re: Trading via pop drop. Mon, 17 September 2007 11:27 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
Lieutenant

Messages: 610
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Ptolemy wrote on Sat, 15 September 2007 08:41

If you - Race1 have 5 tech fields above Race2 and Race2 pop drops on Race1, the field that tech is gained in will be random.

Ptolemy


My experience has been that the field gained will the the one I least need. Wall Bash This is why I much prefer using scrappers, that way I can target the specific field.

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Re: Trading via pop drop. Mon, 17 September 2007 11:32 Go to previous message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
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Yes, Murphy's Law seems to strike very often in this circumstance Laughing

Ptolemy




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

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