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How fast is too fast? Thu, 25 September 2008 18:31 Go to next message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

Or, what is a sensible upper limit for (presumably -f) HE growth...?
15(30% is really too fast to play efficiently, I see from others' experience. My guess based on no evidence is something around 12-13(24-26)%.

Thoughts? Have any of you done experiments in this area?


[Updated on: Thu, 25 September 2008 18:33]

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Re: How fast is too fast? Thu, 25 September 2008 20:09 Go to previous messageGo to next message
AlexTheGreat is currently offline AlexTheGreat

 
Lieutenant

Messages: 661
Registered: May 2006
Location: Sydney, Australia
Yes, -f HE. 13-15 (26-30)% with good factories costs around 500 RW points.

I believe that CC uses 15% & it seems to work very well for him. I don't think that it matters much if you can't keep your hold point down to 25% - I'd be happy enough to let it ride as high as 40%, part. for the HW.

Having said that, I would probably go with 13% for more mines & better techs. I've tested 15% & 13% and both worked very well.

My test at 15% was:
IFE,ISB,NRSE,OBRM,NAS,RS
Imm,(136)-152,31-99, 1/2 [51% native, 85% fully terraformed], 15%
1000,5/25/5,NoG,10/3/11
Weap & Con cheap, all others exp, start at 3
0 points left over

My test at 13% was similar:
IFE,ISB,NRSE,OBRM,NAS,RS
Imm,(136)-152,31-99, 1/2 [51% native, 85% fully terraformed], 13%
1000,5/25/5,NoG,10/3/14
En/Weap/Con cheap, Elec std, Prop/Bio exp, no start at 3
0 points left over

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Re: How fast is too fast? Fri, 26 September 2008 01:46 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

12% growth lets me buy 1/2 hab with an immunity and 1/800 pop efficiency. Works well enough for me, I say. I still don't know if it's anywhere near competitive, but at least gets more RW points than the 15% variant.

Also, why thew heck would you take IFE with a HE race? Anything that the Settler's Delight can't do can wait for the SFX hull.


Edit: my test race, the Rats:

HE
ISB, OBRM, NAS, LSP, RS
Grav immune, Temp -132 - 132, Rad 6 - 60
12(24)% PGR
1/800, 5/25/5/no 10/3/14
Energy and Weapons cheap, rest exp@3


[Updated on: Fri, 26 September 2008 01:55]

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Re: How fast is too fast? Fri, 26 September 2008 02:24 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
Lieutenant

Messages: 744
Registered: November 2003
Location: MN, USA
Coyote wrote on Fri, 26 September 2008 00:46

12% growth lets me buy 1/2 hab with an immunity and 1/800 pop efficiency. Works well enough for me, I say. I still don't know if it's anywhere near competitive, but at least gets more RW points than the 15% variant.

Also, why thew heck would you take IFE with a HE race? Anything that the Settler's Delight can't do can wait for the SFX hull.


Edit: my test race, the Rats:

HE
ISB, OBRM, NAS, LSP, RS
Grav immune, Temp -132 - 132, Rad 6 - 60
12(24)% PGR
1/800, 5/25/5/no 10/3/14
Energy and Weapons cheap, rest exp@3


1/800 is a waste of 420 points that could be used elsewhere, with much better results IMO.

110 into cheap con, and the rest in hab?

-Matt



Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: How fast is too fast? Fri, 26 September 2008 03:07 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

I dunno, 20% more econ for free is a nice thing. Hm.

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Re: How fast is too fast? Fri, 26 September 2008 03:56 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
Coyote wrote on Fri, 26 September 2008 07:46

Also, why thew heck would you take IFE with a HE race? Anything that the Settler's Delight can't do can wait for the SFX hull.

I have witnessed ccmasters HE in several duels and in real games, it's bloody fast. Nightmare hell to get pop off your HW. Grav and temp immune give great planets.

Coyote is right here, drop IFE. Con expensive and start at 3 is a must to build mini colonizers with cargo pods in the first turn to start exporting pop in the second turn. With SD engines they go fast, add a few mini colonizers with fuel pod for boosters ...
Shocked

mch

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Re: How fast is too fast? Fri, 26 September 2008 06:27 Go to previous messageGo to next message
AlexTheGreat is currently offline AlexTheGreat

 
Lieutenant

Messages: 661
Registered: May 2006
Location: Sydney, Australia
Micha wrote on Fri, 26 September 2008 03:56

Coyote is right here, drop IFE. Con expensive and start at 3 is a must to build mini colonizers with cargo pods in the first turn to start exporting pop in the second turn. With SD engines they go fast, add a few mini colonizers with fuel pod for boosters ...
Shocked

mch


I agree. I abandoned -f HE testing when CC banned it for duelling else I'm sure I would have eventually dropped IFE & NRSE.

I'd forgotten that the Cargo Pod needs Con3. Embarassed

Coyote wrote on Fri, 26 September 2008 03:07

I dunno, 20% more econ for free is a nice thing. Hm.


Sure, but your 20% extra res from 1/800 is paid for by more expensive techs, slower growth & less green planets (your 1/2 is actually 42% whereas mine is 51%).

BTW Have you considered a bi-immune 10% -f? You should get LOTS of big greens! and growth is still fairly brisk.

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Re: How fast is too fast? Fri, 26 September 2008 22:59 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
Lieutenant

Messages: 744
Registered: November 2003
Location: MN, USA
Coyote wrote on Fri, 26 September 2008 02:07

I dunno, 20% more econ for free is a nice thing. Hm.


Well, the point is that it is not free. You are paying an *immense* cost for 1/800.

I have not ever bothered with a detailed analysis, as I see the -f HE race as a MM nightmare and will never play it. However, my gut feel is that the loss in pop eff will be more than made up in more and better places to live. This is especially true if you adopted the correct shotgun expansion strategy. All those better hab planets will support faster growth, and I am betting, will blow away the 1/800 versions advantage.

-Matt



Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: How fast is too fast? Fri, 26 September 2008 23:34 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
Lieutenant

Messages: 744
Registered: November 2003
Location: MN, USA
Micha wrote on Fri, 26 September 2008 02:56


Coyote is right here, drop IFE. Con expensive and start at 3 is a must to build mini colonizers with cargo pods in the first turn to start exporting pop in the second turn. With SD engines they go fast, add a few mini colonizers with fuel pod for boosters ...
Shocked

mch


Drop IFE? no argument.

Exp con? Ummm... I would disagree from a couple standpoints. First, con3 (if cheap) is 145 res. With this type of race, that is easy to achieve on turn 1. I am betting 1 turn is fairly insignificant.

Second, a blank minicolonizer can act as a fuel tank, a 1k people mover, costs 3iron/3germ/5res at game start, and can travel 310ly@warp9 fully loaded. So, you can still get started on turn 1.

Third (this is an experienced guess) it is important to get pop as far and as fast as possible, not necessarily large quantities, and probably not all the pop on your HW. The huge advantage is your insane growth. Even 2k peeps will grow to >250k in 19-22years(13-15% growth) on a 100% growth planet.

So, I would probably still go for con cheap, as con cheap is very important for a -f IMO. However, I admit I have not tested them against one another.

-Matt



Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: How fast is too fast? Sun, 25 December 2011 20:58 Go to previous message
magic9mushroom is currently offline magic9mushroom

 
Commander

Messages: 1361
Registered: May 2008
I realise this thread is old, but the con exp/con cheap thing got me thinking.

26% HE starts with 155000 pop. That's 28.2% of cap. On the first turn, that's going to grow to 192000, which is 34.9% of cap.

Even disregarding the popgrowth you could get on a green world (which for HE is usually pretty high, considering most HE habs are 1immune/2wide or better), you're going to gain pop by lifting some of that at 2401, since you're already over 33%.

For a 30% HE, the pop starts at 175000 (31.8%) and grows to 218400 (39.7%) - you're starting to get some serious crowding there if you don't lift at 2401.

So yes, I'd say that 1 turn does make a lot of difference.

EDIT: Obviously, this only applies in an AccBBS game. In a non-AccBBS game, even a -f HE is going to have 6 turns or so of uncrowded HW growth, and hence there is no issue.


[Updated on: Sun, 25 December 2011 21:01]

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