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Re: Tiny sparse main fighting force |
Tue, 06 May 2003 11:24 |
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pgarnold | | Petty Officer 3rd Class | Messages: 48
Registered: November 2002 Location: near Washington, D.C. | |
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dvale wrote on Tue, 06 May 2003 08:36 | What is "OWW"? No refrence in the Stars! Encyclopedia. Please excuse my ignorance for asking.
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OWW stands for One World Wonder. It is the practice of designing a race to live on only one planet and use all the spare resources in the race design to provide a maximum boost to the economy. An example race would have minimum hab shifted all the way to the right or left and OBRM, putting all the points into increased factory productivity, higher numbers of factories, and possibly lower factory cost. One should be able to afford a factory setting of 15/8/21 AND still have still have 1 resource point for each 1000 colonists. Example:
JoaT
IFE, NRSE, OBRM, NAS
Hab Grav-right, Temp-Right, Rad-left, 19% pop Growth
Pop: 1 resource per 1000 colonists
Fac: 15/8/21, Germ Check Off, Mines: 11/3/15
Weapons & Cons cheap, Biotech +75%, rest normal, No check for start at level 4
Max Resources: 5478
Note this is just an example. I have not used this in an actual game. NAS is generally good for games where there are small numbers of planets even for non-JoaT races. Part of points saved were put into cheaper tech research as well.
Paul
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Re: Tiny sparse main fighting force |
Thu, 08 May 2003 03:30 |
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iztok | | Commander | Messages: 1202
Registered: April 2003 Location: Slovenia, Europe | |
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pgarnold wrote on Tue, 06 May 2003 11:24 |
...snip...
JoaT
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Fac: 15/8/21, Germ Check Off, Mines: 11/3/15
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With this mine settings your ramp-up will be hampered and when you'll start building ships you'll soon run out of minerals. You NEED more mines as with this settings you'll mine only about 650kT of each minerals on a maxed-out HW. The net result will be you will max your pop on HW in turn 22, mines in turn 24 and factories in turn 28!
My suggestion: make elec expensive, drop mine eff to 10 and increase number of mines to 23. Your HW will finish ramp-up 2 turns earlier and will mine about 910kT of each mineral. And if you DROP -g, increase fact costs to 9 and increase mine eff to 12 your HW will be almost maxed out in turn 26 producing 1140kT of each mineral. Compared to our originall settings the nett gain in mineras would be an equivalent of about 4 CCs more each turn!
BR, Iztok
[Updated on: Thu, 08 May 2003 14:28] by Moderator
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Re: Tiny sparse main fighting force |
Tue, 20 May 2003 04:25 |
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zoid | | Ensign | Messages: 348
Registered: December 2002 Location: Murray, KY - USA | |
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dvale wrote on Tue, 06 May 2003 05:36 | What is "OWW"? No refrence in the Stars! Encyclopedia. Please excuse my ignorance for asking.
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"OWW" = "One World" Wonder.
Kind of like "One Hit" wonders in the world of music, like Dexy's Midnight Runners (C'mon, Eileen). Yeah, I'm old. So what?!
Usually a OWW race sacrifices habitat ranges to the extreme minimum for extra RW points to maximize the rapid production and research potential of their HW, assuming no other planets (except possibly other HW's) will be habitable - if there DOES happen to be another world that is habitable nearby, that's just a bonus. I've only played in a single OWW game long long ago (in a galaxy far far away), but I'll speculate that players largely tend to keep their habitat ranges all minimized and centered in the hopes of conquering another HW with 100% (or close to it) habitat.
"OWW" PP races are really really bad news.
(editting - EVERYTHING!) And then I find after posting that the question has already been answered and expounded on.
[Updated on: Tue, 20 May 2003 04:40]
I'M NOT AN EXPERT AND I'M OFTEN PROVEN WRONG. TAKE THAT INTO CONSIDERATION WHEN YOU READ MY POSTS.
Math? Ummm, sure! I do FREESTYLE math.Report message to a moderator
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