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Resource Growth - Building priority Mon, 04 February 2008 17:25 Go to next message
maxfra is currently offline maxfra

 
Crewman 1st Class

Messages: 32
Registered: February 2007
To anchieve the maximum resources output is it better:

1) to build first as many facts (and mines needed to get germ) as possible and terraform the planet only when facts present are the facts usable for current pop present on planet

2) to terraform as much as possible first and then build facts (and mines).


What would be a better strategy?

Thanks.

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Re: Resource Growth - Building priority Mon, 04 February 2008 19:11 Go to previous messageGo to next message
Braindead is currently offline Braindead

 
Officer Cadet 2nd Year

Messages: 238
Registered: April 2005
Location: Ohio
You are asking a wrong question. Eventually both methods will result in a planet pumping the same resources. Here are questions that you can ask instead:

  • Which method gets me to the max output faster?
  • Which method generates more resources on the way there?
  • Which method results in more resources N turns from now?

Note that the answers to these questions can be different. There are sever factors contributing to the final decision:

  • Your growth rate
  • Planet value (before and after terraforming) and your hab ranges
  • Cost of terraforming
  • Cost of factories
  • Effectiveness of factories and population
  • Availability of germanium
  • Strategic positioning of the planet - do i need to have as much pop there as soon as possible or can it wait?

I don't think there is an ultimate answer. You need to experiment with various options and see what works for you.

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Re: Resource Growth - Building priority Tue, 05 February 2008 10:21 Go to previous messageGo to next message
joseph is currently offline joseph

 
Lt. Junior Grade

Messages: 440
Registered: May 2003
Location: Bristol
Quick rule of thumb
If you are a race that uses factories then your standard build queue should be
1020 Factories
1020 Mines
10% max terraform

As others have said it does depend - but you should always use this unless you have a good reason not to.


Good reasons not to...
For a standard decent green use until you reach 500 resources then stick 5% terraform at the top, will make quick terraforming and build a surplus of germ to make
starbase as your world is now big enough to be a ship producer.

A low yellow (-4 or better) that will change to a high green.

A low green that you have a big green next to so that you can effectively fill up any extra space made by terraforming every turn. **only if you have TT or 1% of terraforming makes more than 1% hab improvement**
(reason is return on investment - 1% hab filled = 10res per turn so 7 years to get your ROI if you have TT, 5 years if 2 clicks, 3.5 if TT and 2 clicks).



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

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Re: Resource Growth - Building priority Tue, 05 February 2008 11:55 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
Registered: October 2004
Location: Third star to the left
Another reason not to:

- A border world with risk of being invaded by an enemy with different habs. Terra 1st so you get most benefits and invaders have to terra in a different direction and get as little of your infrastructure as possible. Twisted Evil

You should testbed your races on this kind of thing anyway. Different PGR, hab schemes (such as 1-i, 2-narrow) factory and mine costs, and Terra costs, will make some production Qs achieve better RoI than others, while most tweaks to the prodQ will result in negligible differences in results. Sherlock Whip

Also, in some (but not all) cases, logistics (pop and/or extra Germ) will matter, so playstyle makes a difference too. Rolling Eyes



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Resource Growth - Building priority Tue, 05 February 2008 22:03 Go to previous messageGo to next message
AlexTheGreat is currently offline AlexTheGreat

 
Lieutenant

Messages: 661
Registered: May 2006
Location: Sydney, Australia
If you have no narrow habs you will be better off, in most cases, building factories first until you have developed about 300 resources & then placing 1% Max. terra at the top of your queue + when you reach 500 res put all your res into terra except the first 300.

If you have TT then you may want to start terraforming earlier.

If you have a narrow band then, depending on your overall hab settings, you could get 4+% better planet value per click when terraforming the narrow band so you may be better off terraforming that band a lot earlier (generally that's what will be terraformed first tho not always).

This applies only to (eventually) big greens.

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Re: Resource Growth - Building priority Wed, 06 February 2008 14:55 Go to previous messageGo to next message
maxfra is currently offline maxfra

 
Crewman 1st Class

Messages: 32
Registered: February 2007
reason is return on investment - 1% hab filled = 10res per turn so 7 years to get your ROI if you have TT, 5 years if 2 clicks, 3.5 if TT and 2 clicks

Please, can u explain why 1% hab filled = 10 res?

Thanks.

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Re: Resource Growth - Building priority Thu, 07 February 2008 08:51 Go to previous messageGo to next message
velvetthroat57 is currently offline velvetthroat57

 
Master Chief Petty Officer

Messages: 111
Registered: June 2005
maxfra wrote on Wed, 06 February 2008 14:55

[i]Please, can u explain why 1% hab filled = 10 res?


Assuming standard pop efficiency, a 100% world will produce 1000 (or 1100) resources from its population every year when fully filled. Therefor each 1% of hab makes 10 (or 11) resources each year assuming you have a population source nearby to take advantage of the improved habs by filling the world to 100% capacity.

A breeder surrounded by lesser greens is a typical case. The lesser worlds terraform to give the breeder places to dump pop and the breeder terraforms to make the pop as fast as possible.

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Re: Resource Growth - Building priority Thu, 07 February 2008 10:42 Go to previous messageGo to next message
maxfra is currently offline maxfra

 
Crewman 1st Class

Messages: 32
Registered: February 2007
Now I understand. Thanks a lot.

I was thinking just about the bigger col growth (and so bigger resource output) that a terraforming would case, not the bigger max pop level per planet.

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Re: Resource Growth - Building priority Thu, 07 February 2008 12:32 Go to previous messageGo to next message
Soobie

 
Officer Cadet 3rd Year

Messages: 270
Registered: May 2007
Location: Australia
I'm probably wrong, but as I read those last few posts, keep in mind that the projected RoI given was on a -f/pop-only basis and was apart from any 'factory' returns.

I'd suggest that, depending on fac settings (particularly eff) and # of facs already in production, RoI for terra would be better than 7~10 years, particularly where we are talking about offtake to a backfilled, fully industrialised non-breeder that is increasing capacity.

Cheers
S.

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Re: Resource Growth - Building priority Wed, 13 February 2008 18:05 Go to previous message
Dogthinkers is currently offline Dogthinkers

 
Commander

Messages: 1316
Registered: August 2003
Location: Hiding from Meklar
Also... 1020 fac -> 1020 mine -> 10 terra is almost always not optimal. It doesn't take into account that your worlds is NOT isolated - it's part of an empire.

Better is 1020 fac -> 10 terra -> 1020 mine... You should be importing your germanium while a world is ramping up. And as mentioned, sometimes doing terra is more profitable that factories.


[Updated on: Wed, 13 February 2008 18:06]

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