Home World Forum
Stars! AutoHost web forums

Jump to Stars! AutoHost


 
 
Home » Primary Racial Traits » CA » CA design...
CA design... Tue, 12 August 2008 19:47 Go to next message
magic9mushroom is currently offline magic9mushroom

 
Commander

Messages: 1361
Registered: May 2008
Is the following much use?

CA
IFE, TT, NRSE, OBRM, NAS
0.55 - 1.80, -80 - 80, 29 - 71
1/12 (1/5 with TT 7, 1/1 with TT 30)
16%
1/2500
15/7/25/3
14/3/18
Bio cheap, rest expensive.

I know 1 less Grav or Temp, or 2 less Rad, still has everything at TT30, but I thought having higher values was a good thing.

Report message to a moderator

Re: CA design... Wed, 13 August 2008 13:16 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
Registered: April 2003
Location: Slovenia, Europe
Hi!
Quote:

16% PGR
1/2500

The real strenght of a CA is in its speed of developing planets: every planet they land on is instantly terraformed to the max the current terra tech allows. At TT-20 30% of all planets are breeders. With TT-30 60% of all planeta are breeders, that will for free grow your pop at close to max growth rate.
Chosing a HP econ goes against that strenght, that insane speed the CA can grow it's economy. I have no doubt it would work. Virtually anything would work with the bio-cheap & TT CA. The HP is IMO just too "antithematic". With it you'd get just a "regular" monster Twisted Evil instead if the game-breaking TT_CA_monster_from_hell Shocked Shocked 3 Eek Dead .

BR, Iztok

Report message to a moderator

Re: CA design... Thu, 14 August 2008 05:00 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
Commander

Messages: 1361
Registered: May 2008
iztok made a good point on Thu, 14 August 2008 03:16

Hi!
Quote:

16% PGR
1/2500

The real strength of a CA is in its speed of developing planets: every planet they land on is instantly terraformed to the max the current terra tech allows. At TT-20 30% of all planets are breeders. With TT-30 60% of all planeta are breeders, that will for free grow your pop at close to max growth rate.


Certainly.

Quote:

Choosing a HP econ goes against that strenght, that insane speed the CA can grow it's economy. I have no doubt it would work. Virtually anything would work with the bio-cheap & TT CA. The HP is IMO just too "antithematic". With it you'd get just a "regular" monster Twisted Evil instead if the game-breaking TT_CA_monster_from_hell Shocked Shocked 3 Eek Dead .

BR, Iztok




I object to that. It's the same argument as with HE. Because I have the CA planet values I can thus afford to put my growth rate lower, at 16%, and thereby get the insane factories and mines that give a good HP. And cheap bio too.

Also, could I see what you call the TT CA monster out of hell? I doubt it's an HP, and I was specifically designing an HP, not an HG.
...

Report message to a moderator

Re: CA design... Thu, 14 August 2008 13:26 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
Registered: April 2003
Location: Slovenia, Europe
magic9mushroom wrote on Thu, 14 August 2008 11:00

Because I have the CA planet values...

You don't have YET, and that's the differrence. You will have, IF you'll survive. But in first 30 turns you'll have just a slow, pretty standard HP, and very likely a gang-up on you, when your neighbours get a clue what race you're playing.

Quote:

Also, could I see what you call the TT CA monster out of hell? I doubt it's an HP.

It isn't. It's a 19% HG with bio nad weapons cheap, rest expensive. It works with or without factories, playing as a -f on a germ-poor planets, and uses the resources from free pop growth on freely terraformed big greens that pop-up with each level of terra. The more bio, the more free resources. In CA case I see factories just as a help to get more resources from small greens. In case of HP they are almost an obstacle, that cost resources, and germ, and MM to transport that germ, and lots of "nursing" before they start making returns. And a fleet with 150 LBUs-74 wipes those hard-earned factories through the best defense in a blink of an eye. Sad

BR, Iztok


[Updated on: Thu, 14 August 2008 19:04]

Report message to a moderator

Re: CA design... Thu, 14 August 2008 22:21 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
Commander

Messages: 1361
Registered: May 2008
First, what race would you consider a better HP than CA? I don't see any.

Second, what sort of actual race design is this monster of monsters? Bio, weaps cheap, I get, but what sort of factories? 12/9/16? What sort of mines? 10/3/16? I'd like specifics please.

Report message to a moderator

Re: CA design... Fri, 15 August 2008 05:20 Go to previous messageGo to next message
joseph is currently offline joseph

 
Lt. Junior Grade

Messages: 440
Registered: May 2003
Location: Bristol
Right first you are correct there is no better race for a HP
- possibly SD as your mines can give you the chance to grow
- possibly IT (although IT HP just feels wrong) because you can fill worlds to get the first few 100 fac and then move the pop elsewhere.

But there is no better race than CA for any kind of econ be it HP HG or -f
That is why CA is often banned or given a hefty penalty in points - its just so powerful.
The reason you wouldnt use a CA HP is because HPs really rely on not being attacked early
AND any experienced players reaction to a CA is "Ally up and kill them now so they dont get a chance to kill us"
Not wanting to be attacked and carrying a big flag saying "Attack me" do not sit well together.

Second that all killing CA
Well you are spoilt for choice which is why Iztok didnt provide to many details.

Try this (bits in bold are essential!)
CA
TT
+ ISB + whatever you like really (IFE, OBRM, NAS and NRSE are all good choices)
Hab lets say 1 in 8 (all habs centered and covering the middle 50 clicks).
You can narrow it if you want more points elsewhere (it will leave you a bit more at the mercy of bad hab draw).
Or widen it a bit if you are a worryer (but not too much!).
Growth 19%
pop 1/1000

Fac anything from 10/9/11 to 14/8/18 (pay with HAB and LRTs!)
tick G box if you want (the more factories you have the better this is)
mines 10/3/10-15

Tech Bio and Weap cheap rest expensive start at 3

Get con4 for ISBs and privateers, colonise anything green. Dump 1000kT pop on any 60%+ world and in a few turns you have a new breeder.
When breeders hit 22% build a Dock in 1 turn and then spread out from that world as well.
Your research is on Bio until you meet someone - queue is fac/mine and just stick docks and ships at the top as you need them to keep your pop good (below 25%).
When you meet someone switch to weap - in 2 or 3 turns you have W10.
Your docks can now defend against any weak attack. A few turns later you have jihads.
Then you have a c
...




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

Report message to a moderator

Re: CA design... Fri, 15 August 2008 06:38 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
joseph wrote on Fri, 15 August 2008 11:20

Right first you are correct there is no better race for a HP
- possibly SD as your mines can give you the chance to grow
- possibly IT (although IT HP just feels wrong) because you can fill worlds to get the first few 100 fac and then move the pop elsewhere.

I'd put JoaT after CA. It starts with all techs at 3 without paying for it, meaning that you don't have to research anything and can happily build your factories. Second of course it's planet size with it's advantages towards pop growth and capacity.

IT would be good as well but feels wrong indeed. IT should be able to put up a gate at a new planets in 2 turns, HP can't do that which is very counteractive to it's spreading out speed.

Quote:

But there is no better race than CA for any kind of econ be it HP HG or -f

Well said! Nod

mch

Report message to a moderator

Re: CA design... Fri, 15 August 2008 07:02 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
Commander

Messages: 1361
Registered: May 2008
So something like

CA
TT, ISB, NRSE, OBRM, NAS
middle 50 for each, 1/6 total
19%
1/1000
11/9/13/4g
10/3/14
Weap, bio cheap

would be good, you think?

CA -fs you just get TT, ISB, IFE and a couple of others, and decent hab, and tech, right?

Report message to a moderator

Re: CA design... Fri, 15 August 2008 11:40 Go to previous messageGo to next message
AlexTheGreat is currently offline AlexTheGreat

 
Lieutenant

Messages: 661
Registered: May 2006
Location: Sydney, Australia
magic9mushroom wrote on Fri, 15 August 2008 07:02

So something like

CA
TT, ISB, NRSE, OBRM, NAS
middle 50 for each, 1/6 total
19%
1/1000
11/9/13/4g
10/3/14
Weap, bio cheap

would be good, you think?

CA -fs you just get TT, ISB, IFE and a couple of others, and decent hab, and tech, right?


Not a bad effort but:
1. You need a fast start so, even tho it costs 101-102 RW, IFE is worth it (for the FM).
2. You can afford to take narrower habs
3. if no ally you will need cheap Con
4. You can balance the cheap Con by taking Bio exp - you won't research Bio beyond level 7 until you have at least IMO Weap 24, En 18?, Con 13, Prop 12 & Elec 11 so your econ should be huge by then & the more expensive Bio won't look so tough.
5. Germ usually becomes a severe limitation in the endgame so you better tick the G Box or increase mining efficiency by a point.

Try this (RS costs 19 RW with 7 LRTs but IMO it's worth it - some might disagree):
IFE,TT,ISB,NRSE,OBRM,NAS,RS
0.25-1.92, (136)-88, 62-86 1/10
19%
1/1000, 12/9/14, GBox, 10/3/13
Weap,Con cheap, else exp. No start at 3.

Note also that, if you can find a reliable ally with TT, you do not need it yourself since you can transfer OAs to your ally & they can terraform your planets to the full extent of your ALLY'S tech.

Report message to a moderator

Re: CA design... Fri, 15 August 2008 17:06 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
AlexTheGreat wrote on Fri, 15 August 2008 17:40

Note also that, if you can find a reliable ally with TT, you do not need it yourself since you can transfer OAs to your ally & they can terraform your planets to the full extent of your ALLY'S tech.

This is a good tip for team games because TT is hab related.
In a team game with 2 RANDOM teams of 8 I saw a 3i HE that took TT ... it costed him something like 5-10 RW points!
In another game with predefined teams of 3 I saw the IT take TT because it was cheaper in RW points for him than for his CA teammate.

Downside here is that you don't have the CA's crystal ball, which adds a bit more MM (though in a team game you would be using a spread sheet anyway to divide the planets).

mch

Report message to a moderator

Re: CA design... Tue, 19 August 2008 01:02 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
Commander

Messages: 1361
Registered: May 2008
@Alex: Why TT then if you're not going to research bio?

Report message to a moderator

Re: CA design... Tue, 19 August 2008 05:49 Go to previous messageGo to next message
AlexTheGreat is currently offline AlexTheGreat

 
Lieutenant

Messages: 661
Registered: May 2006
Location: Sydney, Australia
magic9mushroom wrote on Tue, 19 August 2008 01:02

@Alex: Why TT then if you're not going to research bio?


I would research Bio but not before I've got good fighting techs. While these are being researched you will have almost the equivalent of TT15 (15/15/11 anyway). By the time you've got this done you should have a very big econ & researching expensive Bio will be viable fot TT20 etc.

Joseph feels that you should have cheap Bio & I respect his views but IMO cheap Con is more important. If you can manage cheap Con, std Bio I wouldn't argue.

Report message to a moderator

Re: CA design... Tue, 19 August 2008 10:19 Go to previous message
joseph is currently offline joseph

 
Lt. Junior Grade

Messages: 440
Registered: May 2003
Location: Bristol
As with so much else in Stars it comes down to choices (Stars is such a finely balanced game).

I would go cheap Bio AND research Bio to TT15 or TT20 before researching con13
Because the improvements to my pop growth (and thus econ) at each stage TT10, TT15 and TT20 are so useful.
With my then larger econ and bigger planets I could then research C13.

By contrast Alex would like to hit C13 quickly as this is a definate break point in attacking tech research.
There are no points whatsoever wasted (from an attacking point of view) getting Bio AND his con costs about 1/3 to research compared to my Con.

In a worst case senario my CA starting next to his and he quessing my race setup and research route.
He could build 30+ poor design Jihad Bbs and send them in 3 attack groups with bombers etc.
I would be losing a couple of worlds a year and be 2 years away from c13 and might be forced to fight with cruisers.
Even when I had Bbs I would be signifcantly behind in ships.

In a best case senario he would spend time researching the techs to make good ships (P11 or 12 and En10).
This would give me time for my better econ to help close the gap - I would be likely to have to face his ships with en6 and p9 Bbs.

Both races would do well against non-CA races - Alex would hurt them quickly and then maintain the space/resources advantage.
Mine would out preform them and grow more in a smaller space then later use the resource advantage to crush them.

A 3rd option would be to find the points for BOTH cheap con and bio.



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

Report message to a moderator

Previous Topic: HP CA
Next Topic: The CA Crystal Ball
Goto Forum:
  


Current Time: Fri Apr 26 16:29:48 EDT 2024