Re: New game for fall? |
Thu, 16 October 2014 16:30 |
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skoormit | | Lieutenant | Messages: 665
Registered: July 2008 Location: Alabama | |
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mrvan wrote on Wed, 15 October 2014 09:23(More) Expensive energy is not as bad for AR as you could fear, since the effect is within the sqrt anyway. Energy 1-4 is a very cheap factor 2, 4-16 another (rather expensive) duplication, but 16-26 is only a 25% gain for an enormous amount of resources.
Number of planets and hab is much more important, and no AccBBS helps in keeping population spread over multiple planets, and if you have ARM you have less iron crunch as the two bugs start mining immediately.
Square root or not, Slow Tech doubles the cost for AR to improve their economy via Energy research.
Since non-AR econs are not directly tech dependent, the question is whether the indirect effect of Slow Tech on non-AR econs is as harsh as on AR econs. I don't think it is as harsh for non-AR. Wouldn't a race designed properly for a Slow Tech game be able to expand almost as well as in a normal tech game? Is there any tangible effect, really, of Slow Tech on the econ of such a race, other than that it takes longer to get to LFs and hence you pay a bit more for pop-shipping capacity in the early game because you have to use PVTs longer (or MFs if severely iron crunched)?
[Updated on: Thu, 16 October 2014 16:32]
What we need's a few good taters.Report message to a moderator
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Re: New game for fall? |
Tue, 21 October 2014 02:46 |
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neilhoward | | Commander | Messages: 1112
Registered: April 2008 Location: SW3 & 10023 | |
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Asmodai wrote on Tue, 14 October 2014 01:15Maybe. If i overstated or generalized too much, sorry for that. I`m aware, that AR resource output is not wholy dependant on energy - but it is still 30% of eco that is more costly, so it is handicap. That`s all. if someone have experience with AR enough to make competitive race, no problem with that.
You did not go too far (you make good points). It is true that this setup will not be too friendly to the inexperienced AR. But I hope in the same way, that it will not be too friendly to the lazy Joat, or plodding IS. My goal is to disincentivize the easy cheesy monster, while leaving a lot of room for improvisation.
So far the vote is 3 for team no comms, 5 for free for all no comms, and 3 potentially interested with no vote in. If I get another vote for free-for-all, I will post in new games. Cheers
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Re: New game for fall? |
Fri, 24 October 2014 08:26 |
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neilhoward | | Commander | Messages: 1112
Registered: April 2008 Location: SW3 & 10023 | |
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Now have 7 votes for no comms free for all. I will email tentative game rules to all interested players within 24 hours.
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