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4% HE tutorial Sun, 14 December 2008 10:29 Go to next message
magic9mushroom is currently offline magic9mushroom

 
Commander

Messages: 1361
Registered: May 2008
Not giving one, asking for one.

I've heard that nubs by 2468 is doable even under nonideal conditions. Can someone please explain to me how this is doable?

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Re: 4% HE tutorial Mon, 15 December 2008 13:39 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
Lieutenant

Messages: 744
Registered: November 2003
Location: MN, USA
magic9mushroom wrote on Sun, 14 December 2008 09:29

Not giving one, asking for one.

I've heard that nubs by 2468 is doable even under nonideal conditions. Can someone please explain to me how this is doable?


Fairly simple. The key is race design and expansion strategy.

Just whipped this up, but should work... Smile

5% HE
IS,OBRM,NAS,RS
Tri-immune
1/1000 14/7/24 yes 13/3/23
Weap/Con cheap
Energy/Prop normal

The best way I have found is to hold your HW at 137,500 and move the the excess to the next "best" world. "Best" can mean many things, but the factors I take into consideration, in about this order, are:

1. Location (1 jump away from the HW, if possible)
2. Strategic placement (is there another prime world <81 ly away?)
2. Min conc
3. Planet conc
4. Neighbor proximity

Once you build up the second planet to 137,500, you start dumping on the next world "out" from your HW. Your pop from your HW is then sent to the next viable planet 1 hop from your HW.

You can still colonize other planets, and in fact it is to your advantage to do this. Not only can you gain valuable tech early from colonization, but you stake your claim to those worlds. Many players will not dispute it. True, you can be popdropped, but that's part of playing a low growth race.

In this manner, you will maximize your pop growth, plus you will have planets that are fully factoried and ready to develop tech or build ships.

It is assumed you are bringing along as much germ as you can, so your colonies can focus on building factories, and so building the other infrastructure occurs later.

Once you hit 137,500 on all the planets in the interior, just let them grow to 250,000, to get full def rating. They will still produce about the same amount of colonists at that point. Hold at that level, and use the excess to start filling up the interior worlds to 550,000 one by one.

You should never try to move pop more than 1 hop away unless there is a very good reason to do so. Adding years
...




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

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Re: 4% HE tutorial Mon, 15 December 2008 15:04 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1202
Registered: April 2003
Location: Slovenia, Europe
Hi!
I can't say for 4% HE (not enough experience), but the race matt posted should get AMP Nubs in tiny dense uni at about the time you're asking.
There are only two ramp-up speed "brakes" for the 3-immune 4 or 5% HE:
1) pop growth (duh! Wink ) and
2) planet density.

3-immune simply can't have a bad planet draw, and for those 1000 to 1500 factories each planet can build there's virtually always enough germ. The key to the ramp-up speed us meticulous pop mamagement, and I really mean METICULOUS. Even if you're in a war, you still have to move your pop in zones outside mayor fights. And once you hit 50% cap everywhere, you can afford settling planets even on the front. Because your pop is free, and mineral packets aren't. Wink

BR, Iztok


[Updated on: Mon, 15 December 2008 15:05]

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Re: 4% HE tutorial Mon, 15 December 2008 15:59 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
Lieutenant

Messages: 744
Registered: November 2003
Location: MN, USA
iztok wrote on Mon, 15 December 2008 14:04

Hi!
I can't say for 4% HE (not enough experience)
BR, Iztok


It is possible with a 4%. I have done it @ 2468 in real game conditions, however IIRC I needed energy/CPS and prop23 to hit max tech beam nubs.

In the few games I have played 4%, I always created a first look nub. I usually limited production to less than 1000, then come out with a max tech version, if I have that option.

Quote:

The key to the ramp-up speed us meticulous pop mamagement, and I really mean METICULOUS.

I totally agree with Iztok on that statement for a 5%, but on the same token you have to be perfect with a 4%. Meticulous won't cut it. You make a mistake with the 4%, you die (at least for the first ~70 years). Which has always been my attraction to it. Smile

-Matt



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

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Re: 4% HE tutorial Tue, 16 December 2008 00:41 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
Commander

Messages: 1361
Registered: May 2008
So take over the universe 1 planet at a time? To give more resources to tech, correct? Thx.

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Re: 4% HE tutorial Tue, 16 December 2008 06:25 Go to previous messageGo to next message
joseph is currently offline joseph

 
Lt. Junior Grade

Messages: 440
Registered: May 2003
Location: Bristol
Not quite 1 world at a time.

Homeworld to 1 world.
Then
2 worlds to 2 worlds
Then 4 worlds to 4 worlds
Then 8 to 8 (or as damn close to 8 as you can get)
16 to 14-16
30 to as many worlds as are unclaimed.

Grow to 50% with factories/mines green. Take easy win planets as opportunity arises.
Then bomb/expand as rapidly as you can.



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

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Re: 4% HE tutorial Fri, 19 December 2008 10:36 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
Lieutenant

Messages: 665
Registered: July 2008
Location: Alabama
Are we saying this is a viable strategy in a modern game against other opponents running more usual growth races (18%+)? If so, what kind of game setup do you need to have a chance?


What we need's a few good taters.

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Re: 4% HE tutorial Fri, 19 December 2008 11:21 Go to previous message
Xardre is currently offline Xardre

 
Master Chief Petty Officer

Messages: 100
Registered: June 2005
skoormit wrote on Fri, 19 December 2008 08:36

Are we saying this is a viable strategy in a modern game against other opponents running more usual growth races (18%+)? If so, what kind of game setup do you need to have a chance?



Its only viable if you make it viable. If you cant be diplomatic enough to survive till turn 45+ without a war your likely not to survive at all. This style of race realy focuses on alliances and tech trading till its up and running in full then watch out. A 3I HE is wonderful for inter settling if your lucky enough to find a 1 in 10 race as a naibour, prefurably an IT to make up for the lack of gates Smile

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