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Game Idea: Lebensraum Thu, 27 November 2008 15:29 Go to next message
Marduk is currently offline Marduk

 
Ensign

Messages: 345
Registered: January 2003
Location: Dayton, OH
Why are races in such a hurry to leave their homeworld - the only world they know that is perfect for them? It seems to me that reasonably a race would only leave the homeworld in large numbers when it becomes too crowded and the resources are becoming exhausted.

So here's the idea - each race has the build queue set to autobuild factories, mines, defenses and alchemy (so as to avoid research) and the game gens for 50 years. Testing a 12% PGR -f with LSP and OBRM, and 10/18 mines, it was at 925,600 pop after 50 years with maximum factories and mines for that level, all mineral concentrations were below the 30 minimum and it had an average of about 11600kT of each mineral. A more realistic race design would be very close to the maximum population after 50 years. Obviously you would have to ban IT and PP, since they would end up about twice as powerful as the other PRTs. (And who wants a PP neighbor to start the game with world-killer packets?)

Set in a small universe, I think this start would allow HP races to compete on near-level terms with -f and HG races. -f races would still be able to spread faster, but HP races would get early research done much more quickly and would be able to send serious support to their colonies - say 1000kT of germ for each one to start them off right.

My main motivation in coming up with this idea was to balance the different economy types - hence the small size, near ideal for -f races. The maxed-out homeworld allows HP some breathing room with an initial advantage. Their colonies will still take many years to develop, but the homeworld can send ships to protect them.

So what do you think? Would HP races be viable with this setup? Would they be too powerful for a -f to have a chance? Would tiny be better than small? IT could be allowed in tiny, since it would only start with one world - PP should still be banned, though. (Scouting packets until, oh, the warp 8 launcher, then planet-killers for anyone with a similar hab... not pretty.)



One out of five dentists recommends occasional random executions to keep the peasants cowed and servile.

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Re: Game Idea: Lebensraum Tue, 02 December 2008 10:14 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
Lieutenant

Messages: 665
Registered: July 2008
Location: Alabama
All I can think of initially is how do I engineer a race for the maximum possible power in the first part of the game? I'll test a mega-HP to see how quickly I can field various fleet types and sizes. The question I'm trying to answer is whether starting the game with a 90% full HW with max factories and mines too strongly benefits an HP race.

Even if it does, it could be a fun game anyway. So everyone plays an HP and starts with tons of resources and minerals. Makes the early game expansion different enough from normal games to hold interest.



What we need's a few good taters.

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Re: Game Idea: Lebensraum Tue, 02 December 2008 11:58 Go to previous messageGo to next message
Marduk is currently offline Marduk

 
Ensign

Messages: 345
Registered: January 2003
Location: Dayton, OH
Don't forget that as an HP moves pop to other worlds, they are losing the resources of factories that pop would otherwise be operating and then spending resources building factories on the new worlds. A -f is losing only the production that would have occured during travel time. Makes for difficult decisions on the part of an HP player as to how to colonize.


One out of five dentists recommends occasional random executions to keep the peasants cowed and servile.

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Re: Game Idea: Lebensraum Tue, 02 December 2008 12:14 Go to previous message
skoormit is currently offline skoormit

 
Lieutenant

Messages: 665
Registered: July 2008
Location: Alabama
True enough. Do I drop all the way down to 25% on the HW in order to maximize pop growth at the expense of resources? Do I keep it at 50%? Somewhere in between? In a normal game, it's easy to decide on 25% since you don't have further factories built yet and probably would like to do some research rather than build factories, at least for a few years. In this game, the equation will be slightly different since the factories and the germ are already there. Do I maximize colonists or do I maximize the resource integral?

[Updated on: Tue, 02 December 2008 12:15]




What we need's a few good taters.

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