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Home » Stars! 2.6/7 » The Academy » Hab settings... (Designing for inter-settling - without a pre-game alliance...)
Hab settings... Mon, 29 April 2013 06:34 Go to next message
XAPBob is currently offline XAPBob

 
Lt. Commander

Messages: 957
Registered: August 2012
Do people try this?

Choosing uncommon immunities or offsetting to the left (fewer points) in the hope that "most people" will have gone to the right for points?

Has it worked - it seems that if it becomes common then you get lots of people wanting to inter-settle, but not able to...

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Re: Hab settings... Mon, 29 April 2013 07:55 Go to previous messageGo to next message
leonidas

 
Petty Officer 3rd Class

Messages: 44
Registered: February 2013
XAPBob wrote on Mon, 29 April 2013 06:34
Do people try this?

Choosing uncommon immunities or offsetting to the left (fewer points) in the hope that "most people" will have gone to the right for points?

Has it worked - it seems that if it becomes common then you get lots of people wanting to inter-settle, but not able to...


Done them all at various stages. As ever, sometimes it goes the way you expect (hope for foolishly?) and it works out beautifully and you get just the right neighbour. Other times your neighbour had exactly the same kind of idea, but did it better! Sometimes that ideal neighbour is on the other side of the universe, out of reach. Sometimes everyone is doing it - usually starts off with a mostly right-shifted rad game and the next game you're in everyone goes left.

Planning specifically for a game geared to alliances and intercolonisation: rad immune + narrow shifted grav & temp has worked every time for me so far. But you're looking at 1/8 probably 1/10 habs for an interesting race with toys, 2 cheap techs and a potential 25k by 2450 economy.

No hard and fast rules. It's why we keep coming back.

leonidas.








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Re: Hab settings... Mon, 29 April 2013 09:40 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
Lieutenant

Messages: 665
Registered: July 2008
Location: Alabama
leonidas wrote on Mon, 29 April 2013 06:55

No hard and fast rules. It's why we keep coming back.


This.

I love to tinker with race design *almost* as much as I love actually playing the game. But since I'm not keen on heavy diplo games (I prefer silent mode), I almost always shift right to squeeze as many points as possible.

Does any know *why* right shifting is cheaper?

Here's the points left in the custom race wizard for shifting 1 hab setting from the default (25 points left when centered).

Right shift left shift Difference
1 30 29 1
2 31 29 2
3 30 30 0
4 33 32 1
5 34 32 2
6 36 33 3
7 37 34 3
8 37 33 4
9 41 34 7
10 45 39 6
11 53 44 9
12 54 44 10
13 58 46 12
14 62/61* 48 13/14
15 65 52 13

*62 for radiation, 61 for grav and temp.

Left shifting is more or less a point behind from clicks 1 to 4, then an extra point behind for each click from 5 to 8, and then it gets worse quickly. Except for #10, which gains ground on right shifting.

So many questions! Why does right shifting from 2 to 3 clicks COST you a point?

Surely an ancient prophet has set forth all of the whys and wherefores?



[Updated on: Mon, 29 April 2013 09:40]




What we need's a few good taters.

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Re: Hab settings... Mon, 29 April 2013 10:07 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
Lt. Commander

Messages: 957
Registered: August 2012
Probably to encourage warfare, with people competing over the heavy, hot, radiation seared planets over there...

And to encourage peaceful bunny living on the cooler, less massive, less radiation seared planets on the left...

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Re: Hab settings... Mon, 29 April 2013 10:12 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
Lieutenant

Messages: 665
Registered: July 2008
Location: Alabama
An intentional points asymmetry to provide another meta-game decision point in race design? Very interesting theory.

I was thinking it was perhaps related to the actual generated hab values going from 0-99, not 0-100. Therefore right-shifting actually shorts you some yellow planets. In the loooong run.

Or because very-high-rad planets have better minerals, on average. But that wouldn't explain the asymmetry for the other two.



What we need's a few good taters.

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Re: Hab settings... Mon, 29 April 2013 12:34 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
Lt. Commander

Messages: 957
Registered: August 2012
skoormit wrote on Mon, 29 April 2013 10:12
An intentional points asymmetry to provide another meta-game decision point in race design? Very interesting theory.

I was thinking it was perhaps related to the actual generated hab values going from 0-99, not 0-100. Therefore right-shifting actually shorts you some yellow planets. In the loooong run.

Or because very-high-rad planets have better minerals, on average. But that wouldn't explain the asymmetry for the other two.


Do values hit 0 clicks?

I'd have thought there would be a consistent 1 point offset if that was the case...

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Re: Hab settings... Tue, 30 April 2013 05:10 Go to previous message
magic9mushroom is currently offline magic9mushroom

 
Commander

Messages: 1361
Registered: May 2008
XAPBob wrote on Tue, 30 April 2013 02:34
Do values hit 0 clicks?

I'd have thought there would be a consistent 1 point offset if that was the case...


There are no planets at the extreme values unless they are moved there by CA antiforming OAs or PP packets' antiforming in an immune habitability variable.

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