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2400 worm holes... Sun, 28 October 2012 14:01 Go to next message
XAPBob is currently offline XAPBob

 
Lt. Commander

Messages: 957
Registered: August 2012
Just to note, this is from a testbed, not an active game.


As an IT would you throw a colony ship through a wormhole with a scout, and maybe the swashbuckler, to see where you can get a remote colony. The advantage IT has of course is that you can ship colonists around even a large map once you get a gate up (even if the ships only make it one way.

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Re: 2400 worm holes... Sun, 28 October 2012 17:30 Go to previous messageGo to next message
Altruist is currently offline Altruist

 
Commander

Messages: 1068
Registered: August 2005
Location: Berlin
[XAP
Bob wrote on Sun, 28 October 2012 19:01]As an IT would you throw a colony ship through a wormhole with a scout, and maybe the swashbuckler, to see where you can get a remote colony.


In 2400?
No.

Due to the 2nd starting planet an IT already starts with lesser pop on the HW than the other players, lowering it even more by sending out pop into the unknown in 2400... no good idea.

Would I build some scouts and send them asap thru the wormhole to see where it goes, wether I can find juicy green planets there: yes, yes.

If it's not too far away and I find good planets there, would the planet on the other side of the wormhole be my first planet to colonize, would I colonize it in force right away with enough stuff to allow the planet going on in case the wormhole jumps away: yes, yes.

To be honest, it's smart to colonize a planet on the other side ONLY if it's worth and interesting enough to do it in force. Otherwise the colony is no strategic point but a weak point. And my personal max would be 4 turns. If it takes more time from my HW to colonization... too costly in the beginning, perhaps later.

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Re: 2400 worm holes... Sun, 28 October 2012 19:29 Go to previous message
XAPBob is currently offline XAPBob

 
Lt. Commander

Messages: 957
Registered: August 2012
Always see how deep the rabbit hole goes Wink

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