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Home » Stars! 2.6/7 » The Academy » Help me choose and design a race for the Fledgling Admirals VII game
Re: Help me choose and design a race for the Fledgling Admirals VII game Wed, 09 February 2011 11:31 Go to previous messageGo to next message
nmid

 
Commander

Messages: 1608
Registered: January 2011
Location: GMT +5.5

Celebrinbor1 wrote on Tue, 08 February 2011 23:28

Ok, thanks for all the help.
My current race can explore the entire universe (small & packed) in under 30 years
I have almost twice the number of resources (3098).
I have three planets.
In the entire galixy, there are 5 green planets and 4 yellow planets. I'm sure that I could do better than this.

Here are my current race stats:
SS
IFE, GR, NRSE, OBRM, NAS
Gravity: 1.00-8.00, Temp: -24-200, Rad: 66-100
1/10 planets are habitable 18% growth rate
1000
15/8/12 factories cost 1kt less is checked
10/5/10
Bio Exp, Weapons Cheap. Everything else Normal.

Using scissors on the quote a bit.
You didnt get into FA7. Good for you Smile

In 2430 you got to 3098 resources.
Ok, 6978 is what I got in a test bed and I'm pretty sure I'm going to have quite a challenge in FA7.
Just my luck starting off next to a Intermediate level player.
(I have some surprises for you though, Eagle !)


Even so, the target of 25k by 2450 is not as important as getting the important tech break points at appropriate levels.
This of-course depends on what size universe you are playing in.
Con 3/4 (Colo management)
Con 6 (Frigates),
Weap 8 (Frigate stacks),
Energy 6 (Shields for the stack),
Weap 10 (Main weapons for 2410-20),
Con 9 (CCs).
Ideally all of this by 2425.

As for the scouting :
[quote]You should ideally have scouted all planets in a 300 LY distance by 2420.
Scout all planets within
100 LY in years 2403-07 - For colonisation of starting greens
200 LY in years 2407-10 - For next stage of colonisation / immediate threats
300 LY in years 2410-20 - Checking nearby HWs
400 LY by 2430. - Same.

As for your race,
Could I suggest taking NRSE and RS and skip GR.
NRSE > I hate having to give up ramscoops too, but this is what I've been told and it convinced me pretty good. (see propulsion point)
For RS > there are loads of threads that discuss when 10 armor ships fight 13-15 shielded ships (not 10 as they are cheaper, thus you can build more), the 13-15 shielded ships will win.
GR > I've been beaten to it already. Good only in certain special games, don't take it.

Research.
In a tiny or small universe, you dont have time to research every tech field. Even if you are playing a SS, you need to control research timings in the fields as per your requirements. You can't count on the spy bonus to do you research for you.
I haven't played a SS so not 100% sure about it.
It might work but I have a feeling it probably wont.

Your research settings and costs :
6. Bio you generally dont research (unless you are TT, not getting into that). Expensive
5. Elec to level 12 for the BSCs. Normal/Expensive
1. Energy to lvl 14 (Gorilla shields), 15 for MD10, perhaps lvl18 (Elephant shields). Normal/Expensive
3. Prop to level 11 (W10 engines). If you don't take NRSE, you have to research to lvl16 for W10 engines. Sure they might be cheaper and lighter, but you would need to take normal cost.. hurts your tech research in the last 2 fields (but the most important). Expensive
4. Con (useful till C13 for Battleships), then C26 for the nubians (not getting into advantages of nubians, less ROI of con research if you've taken RS, how/if/why RS is better than armr etc). Cheap/Normal
2. Weapons (useful all the way to W24/26). Cheap

If you take more than 2 techs cheap, that means you are sacrificing your economy settings.
2+2+2 is the most you should go for, hopefully 2+0+4. (Cheap+Normal+Exp). You are taking 1+4+1.
You have to decide your game plan and decide which techs are going to be your race's strength and game changers. You can't research 5 techs. Choose 2-3 and sink your teeth into them.

Hab ranges / Planets Occupied
Your 3 occupied planets and (I'm assuming these are different) 5 green planets and 4 yellow planets are really low. Even if you are a HP race with your factory settings of 15/8/12.
Do remember that these 8 planets are going to be green for other races too, and they are much smarter than the AI.
In a AI game, you just
...




I know my minefields.. but I'm a chaff sweeper.
I used to curse when I got stuck in traffic... till I realised I AM traffic.

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Re: Help me choose and design a race for the Fledgling Admirals VII game Wed, 09 February 2011 11:32 Go to previous message
nmid

 
Commander

Messages: 1608
Registered: January 2011
Location: GMT +5.5

BlueTurbit wrote on Wed, 09 February 2011 09:56

Eagle of Fire wrote on Wed, 09 February 2011 04:05


If I was in such a situation, I'd made sure to create enough interceptors to be sure to catch and destroy them all so I can get a good chance at grabbing free tech. That would also mean that I would deny you good intelligence in my sector. Win/win scenario for me.

Better build a lot of them.. with big scanners too. If you want to catch those SS pen scouts and kill them for electronics tech. Twisted Evil



RNA scanners with NAS Very Happy

Edit - Oops, I meant DNA scanners. My bad.


[Updated on: Wed, 09 February 2011 22:10]




I know my minefields.. but I'm a chaff sweeper.
I used to curse when I got stuck in traffic... till I realised I AM traffic.

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