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Trouble designing a team Sun, 13 January 2008 16:54 Go to next message
knightpraetor is currently offline knightpraetor

 
Chief Warrant Officer 1

Messages: 154
Registered: October 2006
So I have to decide on team characteristics for a game i'm about to start..nor do i particularly care if others from the game read this..but anyways, my main problem/concern has to do with growth rates.

In general i don't design races, I just steal them..it's far easier:)

but in this case I figured with a matching team it's far more useful to make the teams match properly. Howbeit, I seem to have run into problems in that in making it so that we can research enough at cheap, plus have nice variety of options, somehow I can't seem to find the necessary points to worry about growth rate.

Game parameters are dense medium, and I don't really remember what growth rates are suitable for various things.

Also, since it's best not to reveal the exact designs of these races I guess i have to just ask for general advice.

what growth rate range is suitable for _______ settings?
A. -f
B. HP
C. HG

In other words, what's the lowest that is productive for an HP? and what is the highest that is worthwhile for an HG or -f?

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Re: Trouble designing a team Sun, 13 January 2008 18:16 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
Commander

Messages: 1316
Registered: August 2003
Location: Hiding from Meklar
You aren't going to like my answer...

"It depends."

OK, I should give a bit more detail maybe? Laughing

It depends on your hab, and it depends if you have an immunity.

Loosely speaking, a -f really wants 19% PGR. 20% is fun, but unnecessary as long as you took an immunity and your hab is big enough. 18% is plausible, but you'd do well to find the points for one more %.

A HP is a *lot* more flexible on growth. You're looking long term. As long as your factories are cheap enough, then 16% looks ok to my eye. 17% looks ideal. You want really big hab.

A HG is gonna sit in the middle of those. 17%-19% all make sense, depending on the rest of the design.

If you have no-immunity, then you're going to want a slightly higher growth than without, since your average hab will be significantly lower. Obviously you'll have a lot more points with which to buy this Wink

The universe also is very important to growth rate. High growth is important if you expect to meet the enemy very swiftly, or if you predict being capable of expanding your territory throughout the game. If neither is the case, then slightly lower growth is acceptable, since overcrowding will be an issue anyway (and all planets have the same growth rate at 100% capacity Wink

And of course there are always exceptions... I've met someone who swears by his 15% HG designs. I'm skeptical that that is a wise choice against skilled opponents, though Wink


[Updated on: Sun, 13 January 2008 18:18]

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Re: Trouble designing a team Sun, 13 January 2008 18:33 Go to previous messageGo to next message
knightpraetor is currently offline knightpraetor

 
Chief Warrant Officer 1

Messages: 154
Registered: October 2006
ya, so 15-16% is too low for HP or HG? even with an immunity?

i notice i can get 17-18% a lot easier without an immunity it seems..but from past playing i always found having an immunity with good breeders far more useful.

ie is it better to be 15% 1i 1/7
or 17% 1/4 no immunity. I would tink that would have roughly equivalent growths..though probably a bit better to have more hab for an HP since pop isn't the most important thing. But then why not just go like 1/2 and take just 15%..i never have really understood how people make these decisions...

thus i normally steal races from players who are good:)


[Updated on: Sun, 13 January 2008 18:48]

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Re: Trouble designing a team Mon, 14 January 2008 06:27 Go to previous messageGo to next message
joseph is currently offline joseph

 
Lt. Junior Grade

Messages: 440
Registered: May 2003
Location: Bristol
One aditional thing - to add to Dogthinkers comprehensive list.

You are playing as a team? If you get to design your races together they should compliment each other. This means if there are 2 of you, then the habs should be split between the pair of you (so 2 1in7 habs is not bad).

It also allows you to be a tiny bit more creative with your growth rates. For example if you have a -f with a 19-20% growth rate that is going to do all your early land grabbing and pop dropping then you might be able to go as low as 14-15% with your HP - if they have an immunity!



Joseph
"Can burn the land and boil the sea. You cant take the Stars from me"

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Re: Trouble designing a team Mon, 14 January 2008 08:07 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
Registered: April 2003
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Hi!
joseph wrote on Mon, 14 January 2008 12:27

You are playing as a team? If you get to design your races together they should compliment each other.

Like a quick/slow race. The quick could be anything from -f to a QS, while the slow mandatory a +f (HG with good factories, or pure HP).

BTW I'd suggest you to severely limit the CA (no TT, cheap bio, one immunity, only 10 OA robots active at any given time in the game). Either that, or require ALL teams to have a CA. Wink

BR, Iztok

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Re: Trouble designing a team Mon, 14 January 2008 17:56 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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knightpraetor wrote on Mon, 14 January 2008 10:33

ie is it better to be 15% 1i 1/7
or 17% 1/4 no immunity. I would tink that would have roughly equivalent growths..


I'm not sure whether the growth between those two is comparable... IF it was, then the 17% 1/4 no-imm would be *way* better. Same growth, but more capacity...

Like I said, I've seen people that swear by 15-16% HP/HG races... But IMO it results in a race that is too badly limited by pop. I'd probably consider 16% as a minimum for anything except a 2i, a HE, an AR or a CA.

It's definately better to have too much pop, than too little... You might regret taking a too-high PGR, but at least you can make sure of that pop, with bad worlds being filled up quicker etc. However, if you take a too-low PGR, you'll regret it a heck of a lot more, when you find you can't keep up with their expansion.


[Updated on: Mon, 14 January 2008 17:59]

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Re: Trouble designing a team Mon, 14 January 2008 22:06 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
I'd say the biggest factor is team size and PRT choices/limitations. Then I'd pick habs to not overlap or only minimally overlap, and I'd try to make them all fast. Team makeup will be the biggest factor though.


- LEit

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Re: Trouble designing a team Wed, 16 January 2008 12:41 Go to previous messageGo to next message
joseph is currently offline joseph

 
Lt. Junior Grade

Messages: 440
Registered: May 2003
Location: Bristol
Quote:

..i never have really understood how people make these decisions...


Its easy - you want lots of resources.
Resources depend on pop (either directly or you want the pop to operate the factories).
So you want pop - the more pop the faster the better.

Easiest way to increase your pop is by higher growth rate.
Ideal growth rate is 20% - but the last 1% is expensive so best cost effective is 19%

Now we get to the maths bit.
Scoobie has this idea called CAGR = Calculated Actual Growth Rate.
Based on time to new worlds and average value of the worlds (multiplied by your normal Growth Rate).

So if you have a 20% Growth rate and a multiplier of .8 your CAGR is 16%.
To get a multiplier of .8 you would need planets that were 80% value and were about a years travel away.

Wider habs decrease the distance traveled (and slightly increase the average value)
Immunities increase the average value.

Obviously you dont have enought points for both a high growth rate and a good multiplier.

So you can drop your %GR in order to widen your habs (get immunities) and thus increase your multiplier.
If you are also taking points from elsewhere (ie my habs are now so wide I dont need IFE or as many facs per world)
then there can be a profit in it (dropping from 20% to 19% might increase your CAGR all on its own).
However as your growth rate decreases the returns on being able to live more places and have higher value worlds get lower
with 15% being about as far as you can push it.

(not strictly true some bi-immune 12-14% can be promising just because the slight bit of terraforming pushes their average value so high
also the well known 5-7% tri-immune HE but thats a special case).

If you get a CAGR of around 15% you are doing well (and are probably -f)



Joseph
"Can burn the land and boil the sea. You cant take the Stars from me"

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Re: Trouble designing a team Thu, 17 January 2008 05:17 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
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Hi!
joseph wrote on Wed, 16 January 2008 18:41

Its easy - you want lots of resources.

- Errr, what I want is have fun.
- Greatest fun is to see my enemies chrushed at my feets, their woman taken, their homes burnt... Twisted Evil Ummm sorry, this isn't the Conan universe. Rolling Eyes Greatest fun is when I win. Angel
- I win (also) with better ships than my opponent(s) have.
- I design better ships by researching proper techs.
- to research these techs I need resources. How much it depends on the costs of these techs. Costs I chose when I design the race.
- To build those ships I need resources and minerals.
- To get those resources and minerals I need proper amount of planets.
- To get that proper amount of planets I need proper race and proper game strategy.

Hummmmm, all this doesn't look so easy to me. Wink

BR, Iztok


[Updated on: Thu, 17 January 2008 07:17]

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Re: Trouble designing a team Thu, 17 January 2008 07:16 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
Registered: April 2003
Location: Slovenia, Europe
Hi!
knightpraetor wrote on Sun, 13 January 2008 22:54

In general i don't design races, I just steal them..it's far easier:)
...
I never have really understood how people make these decisions...


If you don't understand, and just "steal" them, you can't expect you'll "steal" the right race for the game.

When deciding what race you'll chose, the first thing you need to check is the universe: how many planets per player, how close those planets, alliances, tech trading, ship trading, diplomacy allowed or not, slow tech...

Deal Generaly speaking: the smaller the number of planets per player, the earlier fighting will occur.
Deal The earlier the conflict, the more cheap techs are important, because with lots of resources you can buy expensive tech, but you need to build resouce base for that first.
Deal The earlier the conflict, the more race speed is important.
Deal If alliances and trading are allowed, you design a race that can offer something to your allies or trade partners. The most usual things to trade are tech, pen-scanners, and (special) minelayers. If allied victory is enabled, you can also trade planets by intersettling.
Deal In slow-tech games cheap techs become significantly more important. This, or lots of resources to push through those double-cost non-cheap techs.

OTOH you have three econ types of races:
Exclamation 1) -f races usually have low resource output, but compensate that with lots of cheap techs and wide hab (1 in 4 with an immunity). They have good speed and are good for early conflicts and short games, but can't really compete with +f races' resource output in larger/slower games.

Exclamation 2) HG races are IMO best all-around for almost any type of the game, because they combine the speed of free pop growth with later good resource output from 12-16 factories per 10k pop. But they pay for that with having less cheap techs and worse hab, so they need some time to develop.
Two subtypes come here: 1WW and QS. They both pay their speed with hab, 1WW even with limitig itself only to its HW. Both are really aimed at a very early war to extermination, but lack capacity to stand a prolonged mid-game war.

Exclamation 3) HP races rely on factories to produce resources. Since they need to build those factories, they start slowly. Most of them also have very few non-expensive techs (weap cheap, rest expensive and start @ 3 is usual), but they can afford that, because their resource output from a given space is enormous... after quite some time has passed since they colonized that space. They are quite weak earlier, very strong lately, and usually have problems with germanium.

Exclamation There'a also the AR. A very special case. By resouces it would be about a HG with a bit less factories. By tech it would be a -f. By early fighting capability it is crap. But if it survives until the late game, you know who'll win.

Now you just match game properties with those types or economies and you're quite there:
- tiny normal universe, 4 players: 1WW.
- medium normal, slow tech, all diplomacy allowed, 8 players: HG with good factories, or a HP, and have pen-scanners or one "unusual" tech (en, elec, prop) cheap to trade.
- small packed, 6 players, no trading: -f, AR, HP, HG.
- large packed, 12 players: run away. Wink

It's that simple. Crying Laughing

BR, Iztok
...

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Re: Trouble designing a team Thu, 17 January 2008 11:04 Go to previous message
m.a@stars is currently offline m.a@stars

 
Commander

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Registered: October 2004
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I'd say much depends on play style, too. Twisted Evil

Rolling Eyes Not everybody can get the best use of a -f, QS, HG, HP, AR
Rolling Eyes Not everybody is equally skilled or lucky at diplomacy
Rolling Eyes Not everybody can withstand the same amounts of micromanagement
Rolling Eyes Not everybody likes to intersettle, or opening their gates to others
Rolling Eyes Not everybody battlesims their super-duper ship designs enough before fielding them
Rolling Eyes Not everybody understands "team" in the same way
...



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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