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Mines settings? Sat, 28 May 2011 17:43 Go to next message
Eagle of Fire

 
Lt. Commander

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I'd like to ask a specialized question to the most STARS! savvy players. I don't have neither the time nor the mathematical knowledge to pull this off on my own in a timely manner, so it is why I am asking. Hopefully this knowledge will also be useful for new players as well.

I have been experimenting with the race creator, as everybody else, and have been wondering if it would be wise to consider boosting mine efficiency for mine numbers. Basically, the idea is to have to build less mines which in return would be more efficient than normal, offsetting the fact that you do not have much of them.

The advantage of this tactic would obviously be time and resources required to build a maximum number of mines on a given planet. For breeders for example, if you stay at 25% for a while you never need to build more than 25% of your total mines... But if that number is considerably reduced then you gain resources and possibly years into building all those mines and then you have the possibility to push those saved resources to research or building more ships. Would probably be great for a -F.

Of course, mining efficiency cost way more points in the race builder than mines numbers... So there would be several questions to be answered here:

1) In comparison to the default settings (which are 10/5/10), up to what efficiency would need to be boosted to have something similar (x?/5/5).

2) In comparison to the "normal" settings (which are probably around 12/3/14?), would it make sense to sacrifice race points to gain on speed?

3) Same exercise, but without building factories. To see if it is more interesting for -F races.

4) Does this have a different effect on concentration rates depletion? And how?

Thank you in advance for anybody who wish to step in on this. Smile



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Re: Mines settings? Sat, 28 May 2011 18:38 Go to previous messageGo to next message
ManicLurch is currently offline ManicLurch

 
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I don't have direct answers to your questions, but here is my 2 cents.

I rarely go above 10 for mine efficiency. The reason is it costs a lot of RW points. Yes, you will get more minerals long term. I think you are better off using the RW points to improve your hab ranges (which will give you more minerals, more planets = more minerals) or make the factories better/faster.

There is no point in having better long term minerals if your neighbor is faster than you and runs over you.

My favorite way to get more minerals is to win battles and get salvage Very Happy

In certain game settings I will go above 10 efficiency, but it is the exception to the norm. I think there have been threads before where better mine efficiency was compared to increasing the number of mines and I seem to recall that it took a long time for the better mine efficiency to pay off. Combine the long payoff with the extra RW points the higher efficiency costs and it is likely not worth it for many game settings.

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Re: Mines settings? Sat, 28 May 2011 18:55 Go to previous messageGo to next message
ManicLurch is currently offline ManicLurch

 
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Look at Iztoks reply in this thread:

http://starsautohost.org/sahforum/index.php?t=msg&th=390 &rid=1316&S=0e5ff290fff6bcffe34307a2879f8fbe&pl_ view=&start=0#msg_12671


Quote:

One of my recent testbeds confirms that: a +f race with 11/x/10 mines had at turn 15 more minerals and free resources as race with 10/x/15 (note: the same RW cost), but after turn 20 the second race took the lead with produced minerals and stayed there until turn 110, with maximum advantage of 16% more mined minerals around turn 55.

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Re: Mines settings? Sat, 28 May 2011 20:53 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Eagle of Fire wrote on Sat, 28 May 2011 23:43

I have been experimenting with the race creator, as everybody else, and have been wondering if it would be wise to consider boosting mine efficiency for mine numbers. Basically, the idea is to have to build less mines which in return would be more efficient than normal, offsetting the fact that you do not have much of them.

A very good question, and one without a clear-cut answer. Sherlock

You seem to be concerned with time-to-build. In that case, having a large number operated that you'll never have time to actually build would be a waste of RW points. Better efficiency will get you faster to significant shipbuilding. Deal

But, for all the less-than-perfect planets those extra mines can turn them into very usable shipyards, particularly after the high-resource worlds deplete their stockpiles. When minconcs go low, only a large number of mines operated will get you any decent minerals. Deal

On the other hand, efficiency gets you more minerals up front, in the initial years where every kT counts and you haven't yet built that many mines. Fewer but more efficient mines should get you the same minerals faster but take longer to deplete, which is great until depletion sets in. Deal

So it all depends on the kind of game you'll play. Planets per player, possibility of early conflict, of late game scarcity, of using remote miners, style of race (QS, HG, HP), even play style and the kinds of ships you'll build... Deal

Now regarding the math of mining, mineral output per year depends on Efficiency * concentration * number of mines, so to get the same minerals at the same concentration you'll need to have the same "Efficiency * number" factor. Thus, 10/x/10 giving 100 means you'll need 20/x/5 to get the same 100, assuming the RW allows you to buy that. Deal

For Iztok's races, 11*10 = 110 is a lot less than 150 = 10*15 for about the same RW cost, but those 5 extra mines are going to cost game turns and resources to build, and they'll be less efficient up-front, even if they give more minerals in the late game. Deal

Mine settings, as most everything else in Stars!, imply a bunch of trade-offs. Gain some, lose some, and all that. Twisted Evil



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Re: Mines settings? Sat, 28 May 2011 20:56 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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ManicLurch wrote on Sun, 29 May 2011 00:38

I think there have been threads before where better mine efficiency was compared to increasing the number of mines and I seem to recall that it took a long time for the better mine efficiency to pay off.

Any hint where those threads are or how to find them? Sherlock



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Re: Mines settings? Sun, 29 May 2011 03:16 Go to previous messageGo to next message
gible

 
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http://www.deepsky.com/~gpeters/stars/analysis/

This might help

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Re: Mines settings? Sun, 29 May 2011 07:43 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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gible wrote on Sun, 29 May 2011 09:16

http://www.deepsky.com/~gpeters/stars/analysis/

This might help

Fascinating! Deal

Though perhaps some more explanations (or related threads) would improve usability, particularly for the Mine Efficiency graph. Sherlock



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In space no one can hear you scheme! Deal

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Re: Mines settings? Tue, 31 May 2011 06:46 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!

This is an interesting question I already have an answer in my "book". But let's start with simple things first.

The default mine settings aren't "12/3/14" (no RW points for that Wink ), but 10/3/X, where
- for +f races X is usually very close to the number of factories operated, and
- for -f races it's 11-13 mines per 10k pop. More mines usually isn't needed, because -fs will likely not be able to use all that mined stuff because of their low resource output.

Now to the mine settings. Going from 12 to 17 mines gives you 41% more mines, with corresponding faster mining rate and resulting more minerals. Going from mine eff 10 to 11 gives you ~10% more minerals. Even when going from 20 to 25 mines it's still a 25% increase, which results in more minerals mined out of the rock in first 100 turns. So the real question is how much resources one saves, when he doesn't need to build so many mines. The easy answer is 1500 resources on a 100% planet, that could go into research, or ship production.
But my spreadsheet calculator, which is accurate within 0.5%, didn't confirm that. Planets of mine eff. 11 and +f races "matured" more slowly. When I checked why, I saw it was the germ shortage. Their low amount of mines simply didn't mine enough germ. The end result was the "17 mines" planet had all factories built faster, and started producing free resources earlier.

How about -f races? I checked two sttings: 10/3/14 and 11/3/9. The simple answer is "Suicide". The first race had at turn 50 17Mt minerals, the second 12 Mt.

So what remains? I'd say nothing - you'd fare better if you'd use RW points for cheaper tech, better hab, beter factories... But if you're already at your target values (as a 3-imm HE or a 1WW), spend RW points in mine eff.

BR, Iztok



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Re: Mines settings? Fri, 10 June 2011 02:41 Go to previous messageGo to next message
neilhoward

 
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Eagle of Fire wrote on Sat, 28 May 2011 14:43


1) In comparison to the default settings (which are 10/5/10), up to what efficiency would need to be boosted to have something similar (x?/5/5).


Gible's spread sheet is pretty cool.
EFF Cost Number RW kT/cost kT/pop
10 5 10 450 2.0000 100
20 5 5 946 4.0000 100
That gets you twice the minerals for cost, and same minerals per pop, at over twice the race point cost.

It would be better to go with:
12 3 9 591 4.0000 108

The first consideration should be to how you grow pop. PRT (JOAT, HE, other), LRT (OBRM), will affect the number you can operate. Number of Habitable Planets and MPGR determine your margins. The universe size and factors of how long the game will run will determine your time frame for depletion.

BlueTurbit rocks!
http://blueturbit.com/BTBlog/obrm-strategies.html


[Updated on: Fri, 10 June 2011 02:41]

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Re: Mines settings? Fri, 10 June 2011 05:14 Go to previous messageGo to next message
gible

 
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neilhoward wrote on Fri, 10 June 2011 18:41

BlueTurbit rocks!
http://blueturbit.com/BTBlog/obrm-strategies.html

ooo Shiny!

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Re: Mines settings? Fri, 01 July 2011 23:05 Go to previous messageGo to next message
Void is currently offline Void

 
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iztok wrote on Tue, 31 May 2011 03:46

How about -f races? I checked two settings: 10/3/14 and 11/3/9. The simple answer is "Suicide". The first race had at turn 50 17Mt minerals, the second 12 Mt.

That's a meaty difference - almost 50% more minerals for the 10/3/14 settings. Of course they cost almost 50% more to build, but figure a 1,000 resources per planet to get a decent number of mines built and my sense is that only a small percentage of a planet's lifetime resource pool actually goes to mine building.

Net/net - I'd much rather have the 10/3/14 settings.

Cheers,
Void

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Re: Mines settings? Sat, 09 July 2011 03:19 Go to previous messageGo to next message
neilhoward

 
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gible wrote on Sun, 29 May 2011 00:16

http://www.deepsky.com/~gpeters/stars/analysis/

This might help


what are cc extensions and gz?
thanks

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Re: Mines settings? Sat, 09 July 2011 07:08 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Those cc files are little C (or C++) proggies. IOW, the source code. Deal

The gz is a compressed (with gzip) text file with yet more results.



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Re: Mines settings? Mon, 11 July 2011 08:44 Go to previous messageGo to next message
joseph is currently offline joseph

 
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Every one always says 3 is the "best" cost for mines.
Would any of you raise the cost to 4 and thus free up points for a couple more mines operated.

My instinct is - no get the points elsewhere if you desperately need more mines.
But I wonder if anyone disagrees (possibly you have a factory heavy race and really need the extra mines)



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

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Re: Mines settings? Mon, 11 July 2011 09:16 Go to previous messageGo to next message
Void is currently offline Void

 
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joseph wrote on Mon, 11 July 2011 05:44

Every one always says 3 is the "best" cost for mines.
Would any of you raise the cost to 4 and thus free up points for a couple more mines operated.

My instinct is - no get the points elsewhere if you desperately need more mines. But I wonder if anyone disagrees (possibly you have a factory heavy race and really need the extra mines)

No. If I had a factory heavy race I'd more likely consider raising the cost of building the factories before I'd raise the cost of building the mines.

The mines cost 3 is such a sweet spot. Getting there from 4 nets a 25% savings in the cost of each mine for only 22 RW points, but going down to 2, a 33% savings, costs almost 150!

I read some interesting thoughts on the forum regarding not checking the Factories cost 3 box, so if I really needed more mines operated I'd consider that option. Or bring hab in a click. Pretty much anything, aside from make mines cost 4.

Cheers,
Void

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Re: Mines settings? Mon, 11 July 2011 13:39 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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joseph wrote on Mon, 11 July 2011 22:44

Every one always says 3 is the "best" cost for mines.
Would any of you raise the cost to 4 and thus free up points for a couple more mines operated.

My instinct is - no get the points elsewhere if you desperately need more mines.
But I wonder if anyone disagrees (possibly you have a factory heavy race and really need the extra mines)


There is a case in which mines cost 4 is acceptable, that being the case where you don't have to build mines and factories at the same time. This is obviously true for -f races, but can also be true for +f races if you screw around with settings enough.

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Re: Mines settings? Mon, 11 July 2011 15:30 Go to previous messageGo to next message
BeeKeeper is currently offline BeeKeeper

 
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joseph wrote on Mon, 11 July 2011 13:44

Every one always says 3 is the "best" cost for mines.
Would any of you raise the cost to 4 and thus free up points for a couple more mines operated.



I'll let you know later - I am currently playing a game with mines cost 4. I haven't noticied any problem yet but I think the crunch may come towards the end of the game.

One tactic I intend to use if possible are smart bombs so enemy mines are not destroyed and I can inherit them intact. The cheapest mines are ones you did not have to excavate yourself - discounting the cost of conquest of course.

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Re: Mines settings? Mon, 11 July 2011 15:58 Go to previous messageGo to next message
Eagle of Fire

 
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I think the main point about raising cost of mines to 4 instead of 3 is more building time related than anything else.

If you want to build your mines fast so you can concentrate your resources on building something else (-F are big on that) then you are better to have lower mine cost. If you plan to have a "sleeper" race which plan on building its economy for a long time before exploding in the end game then you would probably be better served with cost 4 if you do need the extra 22 points.

As already mentioned above though, cost 2 need too many points to be effective short of very specialized builds...



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Re: Mines settings? Mon, 11 July 2011 17:47 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Costly mines (4,5,6, and beyond) are a royal PITA, but can be made to work. The main point, I guess, is what you buy with the points, IOW, what the race can do to offset that drawback. And of course, races with costlier mines will need more time to build them.


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Re: Mines settings? Mon, 11 July 2011 18:00 Go to previous messageGo to next message
Void is currently offline Void

 
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Eagle of Fire wrote on Mon, 11 July 2011 12:58

If you want to build your mines fast so you can concentrate your resources on building something else (-F are big on that) then you are better to have lower mine cost. If you plan to have a "sleeper" race which plan on building its economy for a long time before exploding in the end game then you would probably be better served with cost 4 if you do need the extra 22 points.

Completely agree. If the latter truly was the situation, my followup question would be why stop at cost 4? Why not 5 or 6 or 10? I struggle to see where just 22 points would make the difference. Not saying a scenario doesn't exist, just that I don't currently see it. Smile

Cheers,
Void

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Re: Mines settings? Wed, 13 July 2011 08:33 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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I will note again that cost 4 mines are a really bad idea if you don't have the Germ to finish your factories before starting to build mines (something which VERY few races achieve, I'll note).

Basically, the leftover resources from your factories will only buy 3/4 of the mines, which then make 3/4 of the germ, which give you 3/4 of the factories the next turn, etc.

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Re: Mines settings? Wed, 13 July 2011 10:50 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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magic9mushroom wrote on Wed, 13 July 2011 14:33

cost 4 mines are a really bad idea if you don't have the Germ to finish your factories before starting to build mines

Meh. It's a pain, but not the end of the universe. 2 Guns Wall Bash Whip



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In space no one can hear you scheme! Deal

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Re: Mines settings? Mon, 25 July 2011 17:58 Go to previous messageGo to next message
BlueTurbit

 
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If you think setting mines cost higher, to 4 or 5, is a bad idea, then check this video out... (16 Meg video)
mining-costs-3-4-5



BlueTurbit Country/Rock

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Re: Mines settings? Mon, 25 July 2011 18:10 Go to previous messageGo to next message
Void is currently offline Void

 
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BlueTurbit wrote on Mon, 25 July 2011 14:58

If you think setting mines cost higher, to 4 or 5, is a bad idea, then check this video out... (16 Meg video)
mining-costs-3-4-5

Were they all from the same game? If everybody is building mines slowly, then sure, it's not a bad idea. Smile

I agree with the position that you can be successful with mines at cost 4 or 5. Absolutely.

The pertinent question in my mind is would same race be more effective taking mines cost at 3 and giving up a little of something else? I saw one of those races have 15/5/25 mine settings. My gut tells me (and it's been wrong before, so any available empirical data is welcome) that going 14/3/25 would result in better results. Mines would be built faster, as would the subsequent factories, which would increase the rate minerals would be extracted. Or perhaps 15/3/22 if you were worried about the total sum of minerals to be extracted. Making up the numbers since I don't have a RW handy, but you take the point.

So I'm not surprised a mines-cost-5 race could do well. I just think the same mines-cost-3 that scales back a wee bit on something else would do better.

Thanks for posting. Quite enlightening, despite my lack of total agreement. Smile

Cheers,
Void

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Re: Mines settings? Mon, 25 July 2011 19:06 Go to previous messageGo to previous message
BlueTurbit

 
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Yes, same game. Laughing Players #4 and #5 used cost 3 mines. Me too. Don't know about the others. Some didn't release their files for public viewing at the game end.

I think grabbing the most planets is what made #1 the strongest. He had plenty minerals to surpass everybody by end game.

But Wayne Acton was a strong player. He also helped win a couple team games, and came out top dog in those too.



BlueTurbit Country/Rock

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