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IT initial pop management Fri, 30 May 2014 10:44 Go to next message
platon79 is currently offline platon79

 
Chief Warrant Officer 3

Messages: 185
Registered: February 2004
Location: Norway
Hi there. Me and some other norwegians are going to start yet another dropbox-game, and this time I thought I should try playing a HP IT, as I haven't tried IT that much before (and I'm quite fond of HP's) I assume that this game as the others before it will still be no accbbs. What I was wondering is how ITs usually do the initial pop management in no-accbbs-games. I would assume that if you get a low hab draw on the second planet, the experienced IT gates in their swashbuckler at once and transfers most of the pop on the 10K-planet to the 20K-planet? Well, I did a quick test with my new and fresh race. The swashbucker came with a staggering mass of 218kt, and the second planet was 18% (I usually don't take immunities with my HP races either, as they can afford some more terra after a while) Well, I gate, and it became 49% damaged. This will probably not work with gating back, I thought, and loaded the colonists and started a 3-year warp7 travel back home. I then noticed that when I arrived, I had 48K something pop after unloading, about the same as a 25K after 4 years would have (but in the real game I guess I would have kept more pop to at least operate all factories.
But then, I tried just for fun to jump 10K colonists back and forth just to make sure that it was a bad idea. But it seemed that it was not! I have tried it 5-6 times now, and each time my swashbuckler arrived safely home at 99%! damage..
So it seems that cargo is not taken into affect at all when IT gates?! I didn't know that Smile
I cannot test more now, because I accidently removed every colonist from the second planet on the last try. Razz
But how big a gamble is transferring the pop from the second planet to the HW if the swashbuckler arrives at < 50% damage?
No gamble at all? A very small gamble? What do you recommend for ITs?


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Re: IT initial pop management Fri, 30 May 2014 11:43 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
Lt. Commander

Messages: 957
Registered: August 2012
Cargo doesn't affect IT gating or SS cloaking.

IT never loses to the void without a cumulative damage of 100%

Healing happens after merging, so maybe delay your 2nd world scout by 1 year, and merge the swashbuckler into it, then merge it back into a scout at the HW next term as well. You will be amazed at just HOW far away your 2nd world can be and the IT can still make it work Wink

Just a hint ('cos it's frustrating as an HP IT) I'd not go full HP again. You want to keep the 1/1000 so that you can throw up a gate on a newly colonised world (or captured), allowing your whole navy to turn up, and of course a few LFs of colonists...

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Re: IT initial pop management Fri, 30 May 2014 11:56 Go to previous messageGo to next message
platon79 is currently offline platon79

 
Chief Warrant Officer 3

Messages: 185
Registered: February 2004
Location: Norway
But what should be the breaking point for retrieving colonists from world 2?
90%? 80%? 70%?

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Re: IT initial pop management Fri, 30 May 2014 15:49 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
Lt. Commander

Messages: 957
Registered: August 2012
depends on estimated time to 25%, mineral concentrations etc...

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Re: IT initial pop management Fri, 30 May 2014 20:37 Go to previous messageGo to next message
LittleEddie is currently offline LittleEddie

 
Lieutenant
Helped track down one or more Stars bugs

Messages: 517
Registered: February 2011
Location: Delaware
You can also build a cheap MF, just the hull and QJ5, to gate between your worlds. This ship almost never travels across space, it just moves stuff from one gate to the next. It's cheap and early in the game you have the slots to have 2 cargo ships, one a PVT to expand and a cheap one to gate around.

Edit: The swashbuckler is normally gone the first time you need a slot for something else, as you noticed it's just too heavy to be of much use.


[Updated on: Fri, 30 May 2014 20:46]

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Re: IT initial pop management Fri, 30 May 2014 20:57 Go to previous messageGo to next message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
Maybe some of these will be helpful.
Best (IT) Pop Management

Really bad 2nd (IT) planet

I think this spreadsheet is really handy, especially the colony tab. It can help you plan your population hold points and construction to optimize resource compounding.
S.B.Posey's Older Spreadsheet

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Re: IT initial pop management Sat, 31 May 2014 03:38 Go to previous message
XAPBob is currently offline XAPBob

 
Lt. Commander

Messages: 957
Registered: August 2012
LittleEddie wrote on Sat, 31 May 2014 01:37
You can also build a cheap MF, just the hull and QJ5, to gate between your worlds. This ship almost never travels across space, it just moves stuff from one gate to the next. It's cheap and early in the game you have the slots to have 2 cargo ships, one a PVT to expand and a cheap one to gate around.

Edit: The swashbuckler is normally gone the first time you need a slot for something else, as you noticed it's just too heavy to be of much use.


Fairly soon a QJ5 LF will replace these as gate transport.

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