Home World Forum
Stars! AutoHost web forums

Jump to Stars! AutoHost


 
 
Home » Stars! 2.6/7 » The Academy » HP, HG or -F
Re: HP, HG or -F Sat, 14 June 2003 07:53 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
Lieutenant

Messages: 583
Registered: November 2002
Location: Where the clowns can't re...

The only -F races I've really toyed with to any successful level are IT and SD.

IT because of the gating - never ever ever letting a planet over the 250,000 population mark is wonderful.

SD because the problem I've always had with -F is once i've expanded as far as I can before hitting someone who's a better player than me (and that's pretty much everyone) I'm suddenly defending... which is hard work with a -F I've found.


HP - I hate playing this type. It's just TOO slow off the block. If i meet a HP in a game I'll normally try to wipe them out as soon as possible because the longer I wait the harder it will be to do so!

HG is the best balance I've found - gives you the competitive edge to take on a -F and the resource output to compete with that HP you'll meet 70 turns from now.

Hybrids I only use in the enormous games because I hate reaching 2450 and having less than 10k... unless I'm -F... but 10k is usually my benchmark for a -F race depending on who and what i wun into.

Report message to a moderator

Re: HP, HG or -F Mon, 16 June 2003 09:22 Go to previous messageGo to next message
Crusader is currently offline Crusader

 
Officer Cadet 2nd Year

Messages: 233
Registered: January 2003
Location: Dixie Land
Ron wrote on Fri, 13 June 2003 16:46

Crusader wrote on Fri, 13 June 2003 16:25

You want MY opinions? What a unique experience for me, what being the self-appointed comic relief for several game forums and all. Wink


Oh? I thought that was BlueTurbit's job. Rolling Eyes


Oops! Now I've done gone and stepped on somebody's toes again. Happens every time I stop lurking and start ... uh ... does the term "ratchet-jawing" ring a bell with any of you? Who me? I'm a saint

The Crusader Angel



Nothing for now.

Report message to a moderator

Re: HP, HG or -F Mon, 16 June 2003 11:04 Go to previous messageGo to next message
Crusader is currently offline Crusader

 
Officer Cadet 2nd Year

Messages: 233
Registered: January 2003
Location: Dixie Land
I think I want to tackle this subject with a little more in-depth discussion. Not to the point that say, a JC would take, because all the numbers have been thrown about heedleesly in the past. All you have to do is get on Google and run a few searches. But there have been numerous debates, discussions, and just plain feuding over such things as race design. Of course, everyone generally has a favorite.

I tend to wimp out and go with HG because it is generally "safer" in the type of games I like to play in. I tend to wander toward what is now being called "vanilla" games. No special rules, no team play, no universe redesign, role-playing optional, etc, etc. I also tend to play in games that I host. I suppose someone lacking diplomatic skills would call me a "control freak". Embarassed The only HP race I played was a medium uni, normal density, with only 5 races in the game (I did not host this one). I had plenty of room to expand and I started in a good position to one side, so folks could only come at me from 2 sides. However, the last game that I hosted was a 13 race giant, but I limited the # of planets per race ratio by choosing the uni size that would give me the # of worlds I (we)wanted, and then used the stretch utility to make the universe larger. But I digress. Shame

Has anyone considered how a player's personality might dictate how well they do with the different race designs? One of the reasons I like to play SS is because I like to sneak about, watching other races when they do not think that they can be seen, and see what they are up to. When I get into a war, I tend to like to counter-punch, instead of rushing to the offensive. (Large invasion fleets destroyed over a large production center does wonders for the available mineral supply Twisted Evil ) It just seems to me that a player should consider just how he likes to play the game before deciding on a race design, and design his race to fit his mode of play. Someone who is just simply naturally cautious in his game play would, to my mind, tend to play a -f race poorly. Conventional wisdom (and I refer to that because I've not played -f in PBEM) does seem to indicate that early war is essential to a -f race's long-term survival, while still heavily playing the diplomatic card to prevent an early alliance rising up against their early aggression.

HP races want to see alliances form up in a game, probably as early as possible. At the least, they want to have non-aggression pacts and tech-trading agreements on all fronts. HG's want to cause division. They want to find at least one other race with aggressive tendencies to work with on taking out someone fairly early in the game, preferably someone who is not a next-door neighbor, and pick someone else apart. Kinda like Germany and Russia handled Poland in WWII. -f races, being a heavily-modified HG race, tend to want to play strategies similar to the HG. Take out someone early, perhaps with the aid of another, while being nice to others who might be offended by early aggression.

JC referred to HG's as "predators". They survive by feeding on others. If you are a predator-type, you should play a design that takes advantage of that trait. Cheers

This does not mean that universe design does not play any part in which race design you should pick for a game. (See above) It does not mean that people should not play around with different race designs and play them in games. How else are you able to figure out what your opponent might be up to/are capable of? Sherlock Nod

And, yet, I find I have a question for those of you as full of answers as I seem to be. How do YOU determine what type of race your fellow opponents are during a game? People do not usually reveal that information willingly, as a general rule. If you are an HG predator looking for an easy HP prey, what criteria do you use to determine just what they are. Do you simply rely on their responses (i.e.-do you simply expect meek, non-aggressive, "I want a pact" types to be HP's?)? Are there p
...




Nothing for now.

Report message to a moderator

Re: HP, HG or -F Mon, 16 June 2003 11:56 Go to previous messageGo to next message
boneandrew is currently offline boneandrew

 
Crewman 1st Class

Messages: 35
Registered: June 2003
Location: Detroit
That's something I've been wondering about as well, how to tell what kind of economy a race has. I would think that having public player scores on early would help, as players can just look and see what the resource per planet ratio is and how quickly a player is grabbing planets.

Pop-dropping a planet will of course let you know what someone likes to build on a planet early, but this is not all that nice.

By parking a scout over a player's HW, I suppose it's possible to get a fairly reliable estimate of their pop growth. Especially if you find their HW before they start exporting pop.

Any other ideas, anyone?

Report message to a moderator

Re: HP, HG or -F Mon, 16 June 2003 14:43 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
Lieutenant

Messages: 610
Registered: March 2003
Location: Seattle, WA USA
Watching early game tech production is a good clue. HP will tend to lag in tech research in the early game, though they will tend to start with Tech3/4(JoaT), while -f will tend to quickly gain tech levels in the early game. Colonization pattern is another clue; HP will tend to have low hab, while -f and HG will have moderate to high habs. If you identify the HW you can get a clue about growth rate by observing the number of MFreighters/Privateers used to pull population each year.

Report message to a moderator

Re: HP, HG or -F Thu, 19 June 2003 11:10 Go to previous messageGo to next message
boneandrew is currently offline boneandrew

 
Crewman 1st Class

Messages: 35
Registered: June 2003
Location: Detroit
Oh, I forgot:

-f are more likely to use medium freighters to move pop early, as the germ spent is not an issue to ramping up factories.

HP/HG will use privateers to save germanium unless the starting ironium concentration is around 30. I've found that for HG, using medium freighters doesn't really hurt factory growth if germ concentration starts really high, either.

Report message to a moderator

Re: HP, HG or -F Thu, 19 June 2003 13:09 Go to previous messageGo to next message
joseph is currently offline joseph

 
Lt. Junior Grade

Messages: 440
Registered: May 2003
Location: Bristol
Number of scouts can give away a -f as well.
If you are HP/HG you will only build the minimum scouts for at least the first 5 turns as more hurts your ramp too much at this early stage.
A -f by contrast will build as many scouts as they need and will tend to have many, as they want to colonise as many worlds as fast as poss.
By the same token many colonisers tends to point to a -f as well.



Joseph
"Can burn the land and boil the sea. You cant take the Stars from me"

Report message to a moderator

Re: HP, HG or -F Thu, 26 June 2003 10:20 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
why -f is wasting his resources on lot of colonizers and scouts?
Build maybe 7 scouts and its enough to scout small universe. Build dock, then move to next planet.
-f may block the planets he wants with armed scouts.
-f tries to beat neighbours with early research because large freighter is best pop/fuel for resources.
When you see SFX before 2410 or LF before 2415 its probably -f.

Report message to a moderator

Re: HP, HG or -F Wed, 09 July 2003 05:42 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
Lieutenant

Messages: 583
Registered: November 2002
Location: Where the clowns can't re...

Or a HG IT.

One of my favourite plans when playing IT is to ramp up to large freighters ASAP and then crash and burn a colony with 100k of colonists + 200kt of minerals (to smack up a stargate).

With 19% growth you can launch such a colony ship every 2 turns IIRC... maybe wait an extra 1 turn every once in a while.

If the colony is particularily far flung I chuck in an SFX. I can be doing this by 2410 easy...

As with all things in Stars! there's always an exception and always a but.

Report message to a moderator

Re: HP, HG or -F Wed, 09 July 2003 13:18 Go to previous messageGo to next message
joseph is currently offline joseph

 
Lt. Junior Grade

Messages: 440
Registered: May 2003
Location: Bristol
7 scouts is many scouts - I would say any HG or HP player that built 5+ scouts before turn 5 is doing something wrong (I build 3 on turn 3 or 4).

Didnt really think about the poss of LF for transport in early stages - I normally get them in the 20's will have to testbed this - is it a LF as a coloniser or a LF with a coloniser?
What do the rest of you do? is it worth a ship slot to keep the Santa Maria?



Joseph
"Can burn the land and boil the sea. You cant take the Stars from me"

Report message to a moderator

Re: HP, HG or -F Wed, 09 July 2003 13:48 Go to previous messageGo to next message
Sotek is currently offline Sotek

 
Chief Warrant Officer 2

Messages: 167
Registered: November 2002
I usually keep the santa maria or similar design until very late in the game, possibly for the entire game.

Lets me send out LFs and a colony ship, and only lose a small cheap ship and keep a large cargo capacity going to new colonies.

I also usually don't have severe slot issues, of course.

As well, I tend to have one or more colony ships running around at all times until late game, so yeah.

I've been known to make colony-pod ships that weren't the colonizer, but it's rare.

Report message to a moderator

Re: HP, HG or -F Wed, 09 July 2003 17:16 Go to previous messageGo to next message
Paladin is currently offline Paladin

 
Officer Cadet 3rd Year

Messages: 270
Registered: May 2003
Location: Kentucky

I usually keep the santa maria colonizer until I start running tight on slots (this is usually situational since I use more slots during wartime than peacetime). When I start running low, I will make a warp-10 LF with colonizer module and it will serve douple duty as both transport and colonizer.

Paladin



"There is no substitute for Integrity"

Report message to a moderator

Re: HP, HG or -F Wed, 09 July 2003 19:16 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
Lieutenant

Messages: 583
Registered: November 2002
Location: Where the clowns can't re...

Going back to the IT PRT...

The LF with the coloniser pod (no coloniser ship) I generally crash and burn that one ship with a few kt of G and I. This makes life easy when it comes to building that first gate.

IIRC I put 20kt of I, 180kt of G (for a starbase or factories) and then 1000kt of pop.

With 1/1000 setting for pop resources you can colonise on one turn and start to produce a stargate, the next turn you carry on building, and by the 3rd you have a stargate.

A LF with engine and pod costs around 140 resources without Miniturization. A santa maria style ship costs around 50.

I usually use the LF coloniser design as my main stargate to stargate transport ship... it makes it a multi role ship design.. because it carries and it colonises. Added bonus of clearing up a design slot for more important things... like ships with guns n stuff.

Report message to a moderator

icon5.gif  Re: HP, HG or -F Tue, 18 November 2003 01:28 Go to previous messageGo to next message
Cirrus is currently offline Cirrus

 
Crewman 3rd Class

Messages: 6
Registered: November 2003
What do HP, HG, -f actually mean?

Report message to a moderator

Re: HP, HG or -F Tue, 18 November 2003 02:21 Go to previous messageGo to next message
Sinla is currently offline Sinla

 
Warrant Officer

Messages: 132
Registered: February 2003
Location: the Netherlands
Cirrus wrote on Tue, 18 November 2003 07:28

What do HP, HG, -f actually mean?



Those are referred to as the 'basic' economymodels (page 5 of the custom race wizard):
HP = Hyperproducer: 1/2500 popeff., but factories at least something like 15/8/21. Ramps up quite (well, very) slow, but the maximumoutput per planet in resources is higher. Don't forget the checkbox Wink
HG = Hypergrowth: 1/1000 popeff, 'standard' factories (12/9/16 is best, but could be less effecient). Ramps up pretty fast, less resources on each planet.
-f = factorlyless: popeff. is best kept at 1/1000, but if they think they can afford it, people sometimes take 1/900 (or even better?). Factories at 5/25/5, you don't build any!
This is compensated by the great habs (1i is probably best) and some great tech (3.5 cheap), which you both can afford due to the lack of points you spend on your factorysettings. Strong starter, bit weak in the midgame (try build a BB Wink ).
1WW (OWW) = 1 world wonder. Great factories, great everything really. Except all habs are at their narrowest (and mostly on the right edge). You don't see these too often (maybe some tiny universe for fun). Observer races also have these settings most of the time.
QS = Quick start. Great facs and research. Bit low on the habs, made up by speed in the beginning of a game. sometimes referred to as a hybrid IIRC (a bit HG, a bit HP),

HTH


[Updated on: Tue, 18 November 2003 11:46]




If you can't beat me... Run away...

Report message to a moderator

Re: HP, HG or -F Tue, 18 November 2003 10:18 Go to previous messageGo to next message
Steve is currently offline Steve

 
Officer Cadet 1st Year

Messages: 217
Registered: November 2002
Location: 40 deg N, 90 deg W
Sinla wrote on Tue, 18 November 2003 02:21

Cirrus wrote on Tue, 18 November 2003 07:28

What do HP, HG, -f actually mean?



...
HG = Hypergrowth: 1/1000 popeff, 'standard' factories (16/9/12 is best, but could be less effecient). Ramps up pretty fast, less resources on each planet.
...



I can't get my race design wizard to do any better than 15 resources per 10 factories Crying or Very Sad



No trees were harmed in the making of this sig. However, many electrons were terribly inconvenienced

Report message to a moderator

Re: HP, HG or -F Tue, 18 November 2003 11:27 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
Steve wrote on Tue, 18 November 2003 16:18

Sinla wrote on Tue, 18 November 2003 02:21

Cirrus wrote on Tue, 18 November 2003 07:28

What do HP, HG, -f actually mean?



...
HG = Hypergrowth: 1/1000 popeff, 'standard' factories (16/9/12 is best, but could be less effecient). Ramps up pretty fast, less resources on each planet.
...



I can't get my race design wizard to do any better than 15 resources per 10 factories Crying or Very Sad


Hehe Grin I think he meant 12/9/16, ... or 15/9/12?? Wink

mch

Report message to a moderator

Re: HP, HG or -F Tue, 18 November 2003 11:45 Go to previous messageGo to next message
Sinla is currently offline Sinla

 
Warrant Officer

Messages: 132
Registered: February 2003
Location: the Netherlands
Yeah, saw the mistake also, but too late Dunce
Will edit the original post so it looks less painfull Wink



If you can't beat me... Run away...

Report message to a moderator

Re: HP, HG or -F Sun, 23 November 2003 14:23 Go to previous message
mlaub is currently offline mlaub

 
Lieutenant

Messages: 744
Registered: November 2003
Location: MN, USA
I almost invariably take 20% PGR if I have a -f IT.

That's a waste of points, IMO. 19% is fast enough, and it is considerably more expensive to get the 20% on a wideband -f race. I just played a 19% -f IT, and I had no problem finding a use for the 159 race points I saved. Although, 80 pts from 18% to 19% is definately worth it.

A -f IS can survive a lower GR, as you probably surmised, the growth in orbit adds a lot over time. Plus, later in the game a -f IS can overpopulate planets to the 3x lvl, and gain double the resources on planets. As with everything else, it usually depends on the players ability to make a strategy like this work.

I've played all the different types, but mainly only play HG's and some -f's now. The only HP's I play are HE's, but that's like playing a TT CA in many respects... Smile

-Matt



Global Warming - A climatic change eagerly awaited by most Minnesotans.

Report message to a moderator

Previous Topic: AMP Nubians
Next Topic: Remote Mining with Vengance.
Goto Forum:
  


Current Time: Tue Apr 16 17:13:18 EDT 2024