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AR designs - post your best here!! Sat, 14 June 2003 15:55 Go to next message
freakyboy is currently offline freakyboy

 
Lieutenant

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

OK so I'll kick this one off with my current best....

AR
IFE, ISB, NAS, RS
0.50 to 2.00g
-100 to 100c
Rad immune
19% growth
1/3 planets
Efficency = 25
Energy, const, weapons cheap
Bio, elec, prop expensive

Using a tiny normal galaxy this race test bedded to 16k resources with 12/12/6/17/6/4 tech levels.



That was outstanding for an AR race... but the problem I had was early minerals for building freighters... which meant with a 19% growth rate I was well over the 33% optimum capacity for my planets. I couldn't shift my people quick enough. So if the above race doesn't take your fanct you might like this little puppy....


AR
IFE, TT, ARM, ISB, NAS, RS
0.50 to 2.00g
-96 to 96c
Rad immune
16% growth
1/3 planets
Efficiency = 25%
Energy, const cheap
weapons, propulsion and elec normal
Bio expensive.

This race clocked 12k resources using the same galaxy. Minerals and population over load weren't as bad.
I had much better tech levels though - 12/12/9/17/10/7


Tada!

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Re: AR designs - post your best here!! Mon, 30 June 2003 13:13 Go to previous messageGo to next message
Dyrham is currently offline Dyrham

 
Petty Officer 2nd Class

Messages: 50
Registered: June 2003
Why do you pick rad immune ? You dont need to research propulsion early so Grav immune is the one to go for.

In a competitive game youd want Energy obviously but also weapons before you needed propulsion.

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Re: AR designs - post your best here!! Mon, 30 June 2003 18:46 Go to previous messageGo to next message
gible

 
Commander

Messages: 1343
Registered: November 2002
Location: Wellington, New Zealand

Why Rad immume?

Because the radiation level of planets are evenly distributed over the possible range, whereas Grav and Temp both have gaussian distributions(the bell curve thingy) - ie there are more planets with centralish Grav and Temp values than extreme values.

The RW costs for each trait are the same.

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Re: AR designs - post your best here!! Fri, 04 July 2003 02:44 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...

Exactly...

if you put all 3 hab ranges as small as they go and shift them all the way to the right and...

take grav/temp immune you get 1 in 34 planets
take rad immune you get 1 in 29

So rad immune *generally* gives you a better chance of finding good planets.

Another good reason is that the crazy ends of radiation tend to have the higher mineral concentrations... handy for AR.

And the last reason (and my favourite one) is that no-one takes radiation immune!!! (except those 3/4% HE's). As such there is less competion for planets that are good for your race Very Happy

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Re: AR designs - post your best here!! Fri, 04 July 2003 08:48 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
freakyboy wrote on Fri, 04 July 2003 02:44

And the last reason (and my favourite one) is that no-one takes radiation immune!!! (except those 3/4% HE's). As such there is less competion for planets that are good for your race Very Happy


I'm in a game (RWIAB) that has 3 Rad immunes. They all thought they'd avoid competition for good worlds that way. The really interesting thing is that they're all neighbors of each other...



- LEit

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Re: AR designs - post your best here!! Fri, 04 July 2003 11:04 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
IT quite often takes Rad immune.

Generally, I would not research Prop-16 until very late (and with prop expensive). This means you won't get 15 clicks of terriforming until very late.

AR can mine Red worlds very well. In fact a near by red world makes a mineral poor green world munc better!



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

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Re: AR designs - post your best here!! Fri, 04 July 2003 16:39 Go to previous messageGo to next message
Dyrham is currently offline Dyrham

 
Petty Officer 2nd Class

Messages: 50
Registered: June 2003
I didn't know that about the different distributions between rad and grav/temp. Why ???

I had a quick look at mineral concentrations on extreme rad planets in a game I am playing currently. On a sample of 30 ish I could'nt see any eveidence that the extreme rad planets had better min cons.

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Re: AR designs - post your best here!! Sat, 05 July 2003 11:17 Go to previous messageGo to next message
Crusader is currently offline Crusader

 
Officer Cadet 2nd Year

Messages: 233
Registered: January 2003
Location: Dixie Land
From the Stars! Manual & (in this particular case) the help file.

Choosing an Extreme Range

Cons: The more extreme your habitability range, the more planets will be out of your habitable and terraformable range.

Pros: You get back advantage points. Also, planets with environments near the ends of the spectrum have a good chance of being super-rich in one or more minerals. For example, a planet with a flesh-searing radiation extreme of 97mR could easily have four times the concentration of each mineral as a mild-mannered vacation world.

Copyright 1998 Mare Crisium, LLC


However, it would seem that the consensus on NG is just the opposite. I did find where a Bryan Williams (no relation) performed a "statistical" test way back in 1997, but he did not make any outright claims as to his conclusions, but his published table doesn't seem to indicate any large concs at high rad values. Considering how old his tests are, however, I would be interested in any retesting of this min conc vs. extreme hab, should anyone choose to be mathematically inclined this year. Confused2

I did find a post indicating that min concs are increased for AccBBS games. That one makes sense, although I have simply not been paying attention to that question at all.

For what it's worth ...

The Crusader Angel




Nothing for now.

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Re: AR designs - post your best here!! Sat, 05 July 2003 13:12 Go to previous messageGo to next message
regiss

 
Petty Officer 1st Class

Messages: 65
Registered: November 2002
Dyrham

On a sample of 30 ish I could'nt see any eveidence
that the extreme rad planets had better min cons.


Check out this site.

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Re: AR designs - post your best here!! Sun, 06 July 2003 09:02 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...

Ok so I got another race. Let me know what you think of this one.

AR (duh)
IFE, ARM, ISB, NAS, RS.
17% growth
Grav Immune
Temp Immune
80mr to 100mr rad (yeah i know it's on 100 but it's the only way to afford everything else)
Efficiency = 25
Energy, construction cheap
Weapons normal
Elec, prop bio expensive
No start at 3

This gives a 1/5 hab range and with max terraforming it pans out at just over 1/3.

I picked rad immune because of the above mentioned hab curves, rad gives the best coverage.

The growth rate is fantastic and allows this race to keep up with any other local AR's. The efficency is low but it's compensated for by every green world being good value (planetary value is the biggest factor in the resource formula).

Production caps at around 1,700 resources per planet which isn't so great, but the growth rate means that once you get ultra stations (2428 in test bed) you can really start churning out colonies - I was crashing and burning my colonies with pops in the region of 200,000k to start with.

I didn't do too much MM in my test bed (small, packed, accel BBS and max mins) and I got a clear 23k resources - 17/12/9/17/6/4 tech.

tada

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Re: AR designs - post your best here!! Mon, 04 August 2003 22:30 Go to previous messageGo to next message
alexdstewart is currently offline alexdstewart

 
Chief Warrant Officer 2

Messages: 164
Registered: July 2003
Location: Brisbane, QLD.
freakyboy wrote on Sat, 14 June 2003 15:55


AR
IFE, ISB, NAS, RS
0.50 to 2.00g
-100 to 100c
Rad immune
19% growth
1/3 planets
Efficency = 25
Energy, const, weapons cheap
Bio, elec, prop expensive



You are a genious!
Personally I think that the race you designed has something close to ideal hab range and with 19% rate this one is a definite killer. With such a hab range you race can improve from 33% world stright into 50%+ worlds with modest 5% teraforming ability. More importantly though is the 1 in 3 hab.

You see average distance to a habbitable world is on average

= (2*hab/pi*D)^0.5
where
hab = 3 with 1 in 3
D= density of planets, 1/5000 in normal
If you plug all the no. in you get about 100ly or warp 10
ie this means that any given planet has 50% chance of having another habbitable planet in 1 turn of travel time. This allows to have a transportarion "net" of 1 turn travel time between planets quite easily. And thats especially important for AR's
But where is the ARM?




[Updated on: Tue, 05 August 2003 01:30] by Moderator





In the Future there is only WAR...
Therefore our extinction is assured, it is just a matter of where and when.

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Re: AR designs - post your best here!! Tue, 05 August 2003 07:01 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...

I was waiting for that question.

Knock the growth rate down to 18% (still very acceptable for an AR race since Apelord's monster, which is VERY impressive, only uses 16%) and suddenly you're something like 1 click in hab range decrease away from ARM.

It depends on what you want....

Tech + Resources = 19% no ARM
Minerals + gateable miners = 18% + ARM.

Genius I am not.

Standing on the shoulders of giants I am.

Apelord is the guy that pretty much (indirectly though) showed me a decent performing AR (16% with TT... very cool) and I started to see where I could bleed extra points from.

The 25 efficiency is a bit of a killer though - it cripples your planets to about 1/2 the resources of a 10 efficiency AR.

But with the (much) higher growth rate, and the (much) wider habs, you make up for it in abundance. Also you have less proverbial eggs in one proverbial basket. Since an AR race must always be ready to up and leave a planet in case of attack then having more ok planets is better than having few good planets.

This AR race is one of my top 3. Along with a -F IT and of course... those Monster CA's. My best real game performance with a monster CA was 65k by 2450 and over 300k by 2500.

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Re: AR designs - post your best here!! Sun, 15 February 2004 12:41 Go to previous messageGo to next message
Robert is currently offline Robert

 
Lt. Junior Grade

Messages: 393
Registered: November 2002
Location: Dortmund, Germany
There seems to be trouble about good coef10 AR designs...

There was one proposed by Barry Kearns a long time ago with
the following results:
Quote:


2331 in year 2420 Tech 10-5-4-5-3-3 (the first good sign)
3949 in year 2425 Tech 10-10-4-7-3-3
5527 in year 2430 Tech 10-10-4-12-3-3 (Ultra-stations)
10k in year 2435 Tech 14-10-4-12-3-4
16k in year 2440 22k in year 2445 (Death Stars in 2444 IIRC)
31k in year 2450 Tech 18-16-5-17-8-4
53k in year 2460 Tech 22-24-17-11-4 (Armageddons in 2457)
68k in year 2469 Tech 26-26-12-26-12-11 (Omega Nubians!)

(Race name ARvids)
PRT = AR
LRT = IFE, NRSE, ARM, ISB, LSP
Grav immune, Temp 4c to 84c, Rad 66 to 86 ( 1 in 21 hab )
Growth rate 19%
Coefficient of 10
Energy, Const, and Weaps all -50%
Elect, Prop, and Bio all +75%
+75% start at level 3 zero points left over



I never got that race to work, 1in21 seems also to be a pure testbed race for me, so I tried a bit around and got a first good result by now: The Vorlons

Results:
2500 in 2420 (10- 5- 2- 5- 0- 3)
6500 in 2430 (12-10- 2-12- 0- 3) Ultras
9200 in 2435 (14-10- 2-12- 3- 4)
in 2443 Death Star
27K in 2450 (17-16- 2-17- 8- 4)
52K in 2460 (18-24-10-18- 8- 5) Arms
72K in 2466 Omega Nubs
93K in 2469 (26-26-12-26-10- 9)

I guess I could have had better results when designing this race for the testbed, but I had a real game in mind.

Settings:

AR
LRT: IFE, NRSE, CE, NAS, ARM, ISB, RS
(CE to start with prop2, and for the points. I will be using the IS10 for most of the time, which is quite expensive and half costs are nice..., could have skipped RS for better testbed results)
Habs: Grav Immune, Temp -128 -> +128, Rad 52->82
(could have moved rad more to the edge to get more points,
but in real games i want to use the planets terraformed by others
when i captured them Smile
Growth Rate is 13%
(Remind: that means on a 33% filled DS i got 130K pop growth a turn)
Coefficient is 10
En, Con and Weap cheap, El normal rest ex
...



[Updated on: Sun, 15 February 2004 13:30]




2b v !2b -> ?

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Re: AR designs - post your best here!! Mon, 16 February 2004 06:10 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Sorry ... i have won with AR multiple times so cannot say what is best. There are game settings... you see. Wink

I have noticed few common things when playing AR-s so i give you few pointers:
1) Energy is quite safe to take normal. The difference is maximally 10% less econ per investment into energy, but gives nice points so you may have 10% more planets.
2) Dropping IFE is often OK (not in sparse universes), underfilled LF can fly even with QJ5 quite well. Missing fuel someplace then colonize red with pinta and there is dock in 5 years.
3) ARM gives somewhat cheaper and well-gateable miners but it is OK to live without these (especially in testbed but i have won real games without ARM).
4) Taking LSP does not hurt by much resource-wise (12% less initial econ?) and gives nice points.
5) CE and NAS are cool in testbed thanks to points they give but truely suck if we are talking of real game.
6) PGR 19% is certainly not needed but i would not go below 14%
7) Radiation immune design with weapons normal is quite viable variety.
Cool There are piles of playable AR-s posted. The biggest problem with people who cannot make AR to work is wrong MM.

I suggest testbedding AR in tiny dense or tiny packed like rest of races. 20K by 2450 may be considered OK because AR is -f, however it is quite doable to get 25K or more by 2450 in tiny packed.

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Re: AR designs - post your best here!! Mon, 16 February 2004 09:21 Go to previous messageGo to next message
Robert is currently offline Robert

 
Lt. Junior Grade

Messages: 393
Registered: November 2002
Location: Dortmund, Germany
Quote:


1) Energy is quite safe to take normal. The difference is maximally 10% less econ per investment into energy, but gives nice points so you may have 10% more planets.


Yep - gives 80 points, not 50 as en is more expensive for AR races. Still I found it useful for _very_ early speed to have it cheap, but I lack experience, so you may be right Smile
Quote:


2) Dropping IFE is often OK (not in sparse universes), underfilled LF can fly even with QJ5 quite well. Missing fuel someplace then colonize red with pinta and there is dock in 5 years.


Uh... tried that. 5 years seems a lot to me, and it is sooo important to grab planets early. In my tests I failed when I tried no IFE (and even worse when trying to use the rad-ram early...). Will have to try harder I guess...
Quote:


3) ARM gives somewhat cheaper and well-gateable miners but it is OK to live without these (especially in testbed but i have won real games without ARM).


Hm.... I have some real problems in the early years without the 2 starting miners. And with higher growth I really run out of minerals early and cant ship my pop... Hurts very early I guess... Tried it, but could not get it to work...
Quote:


4) Taking LSP does not hurt by much resource-wise (12% less initial econ?) and gives nice points.


I will try that, but with my many LRTs it does not bring that many points... but will try to kick CE and take LSP maybe...
Quote:


5) CE and NAS are cool in testbed thanks to points they give but truely suck if we are talking of real game.


CE you are right... oh it hurts... Still I think AR is the one (besides IT) that can live with it... You are in the defense most of the game, and when gating ships CE does not hurt you. Also you never rush to a planet being bombed, cause either there is a gate, or the planet is gone anyway Sad
NAS... I guess whats most dangerous is cloaked fleets. NAS helps a lot to find them, and it is easy to hide ships in orbits against pens... So I really prefere NAS with AR... (and hope for MT Smile )
Quote:


6) PGR 19% is c
...




2b v !2b -> ?

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Re: AR designs - post your best here!! Mon, 16 February 2004 14:35 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
These were just some ideas and some of them may fit with your style while others may not fit but certainly worth to try out.

Energy normal...
OK, lets say playwise as first thing you put about 800 resources into energy and get energy 6 with cheap or energy 5 with normal that is about 9% less econ with normal. Not so huge difference actually even as very_early speed? For comparision CE gives -10% expansion speed and endless russian roulette in tactical combat for very same points (for your race CE was only 50 points). Rolling Eyes

No ARM...
With and without ARM there may be early problems with minerals. If you carried pop somewhere then take that iron (or germ or both) back to HW. Build ships at every planet, especially pintas, there are always too few pintas in air before every planet possible is colonized. Lack something for pinta ... doublecheck maybe there is enough for fueler, scout or freighter? Use up all your minerals. Nod Get con 8 (large freighter & cheaper docks) + elec 4 lot earlier than your current reports suggest and build couple miners with qj5 and one robo-maxi. You are certainly paying more for non-ARM miners, but see for your race it costs 83 points or whole % of growth.

No IFE...
Taking planets early is very important. If you cannot, take IFE, however it is possible without IFE. Differently from other PRTs (where one maria or spore of pop counts nothing) one pinta of pop builds immediately 5 planetary mines + fort (note that 4 planets pintaed is mining equivalent of 2 potato bugs). Cool The investment to get rid of such thing is lot-lot bigger. OTOH once there is opponents pop on ground you have virtually no way to get rid of them early. Say you need to quicken dockbuilding at some red the pop that needs fuel there can temporary speed its building. Wink Construction tech also miniaturize docks quite quick.

Rest of them LRTS...
LSP gives about 60 points. Depends how its invested. It may be good or bad to give away 12% initial econ for these points.
NAS is matter of taste. I can afford to pla
...

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Re: AR designs - post your best here!! Tue, 17 February 2004 05:34 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
Registered: April 2003
Location: Slovenia, Europe
Hi!
I'd add some of my thoughts.
Kotk wrote on Mon, 16 February 2004 20:35

Energy normal...

Easy with high growth races, NO with 1/25 resource divisor.

Quote:

No ARM...

NO with high growth races. You need those two Potatos (and some more) to delay the iron crunch. OTOH where to get the points for it, AND the high growth? Wink

Quote:

No IFE...

NO with 1/25 divisor, hard without it and with high growth. Again, where to get the points for it, AND the high growth. Wink A variant would be rad-immune, no IFE (but rad-ram in LF and at about turn 20 TGFS-9), and cheap prop, that gives terra tech.

Quote:

NAS is matter of taste.

I prefer playing without pen-scanners. They can be bought, you don't need a lot of them, and an AR has a lot of things to offer for trade.

Quote:

TT is hard (but possible)

You need it with 1/25 divisor. I'd say no for other designs, because an AR needs to spend resources in other areas but in BIO.

An additional note on resource divisor: you can mine points from it with much less penalty than with other races. If you drop pop eff from 1/1000 to 1/1100 you get 40 points, but lose 9% of resources. If you do it with AR you lose 4.5%. Going to 1/25 gives 600 points, for operating at 63% capacity (a full DS at en-26 will produce 1766 res instead of 2793). In a series of testbeds I put those 600 points into TT, IFE, hab and growth, but the end result was lower speed and the same end resource output. Well, I didn't spent resources in expensive bio, the TT was just for lowering the cost of terra. So here's still a path to grow. A tech from MT may help here.
BR, Iztok
...

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trophy.gif  Re: AR designs - post your best here!! Fri, 12 March 2004 12:19 Go to previous messageGo to next message
Robert is currently offline Robert

 
Lt. Junior Grade

Messages: 393
Registered: November 2002
Location: Dortmund, Germany
Something big is going to come!

I discussed a lot with my friend about good AR designs, and we tried a lot of things. Our races became better and better, and now finally he presented a design that made 48K in a normal testbed (small, packed, AccBBs, no max mins).

The AR was 1-immune, 19% growth, 3 cheap tech (incl. en), ISB but no ARM and no TT. I hope to get this kicked a bit more to 50K in 2450, and will present the final design then.

Thanks to Eddi for this brilliant work! Very Happy

Go on, beat that!

Robert



2b v !2b -> ?

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Re: AR designs - post your best here!! Wed, 26 January 2005 03:50 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
Registered: September 2003
Location: Finland

Hmmm - I've been looking at all these and, I'd like to know how well they perform in a small / normal with 3 expert AI's. If any of these designs don't hit the magic 25k mark I wouldn't exactly clasify them as killers - especially early on in a small universe. Tests I have done with these designs in a small / normal are only showing a maximum of a little over 1200 resources by 2422. For a 25k race in a small / normal, you generally need to be at a minimum of 2k by this time.

However, I am still working on the problem.


Ptolemy




Though we often ask how and why, we must also do to get the answers to the questions.

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Re: AR designs - post your best here!! Wed, 26 January 2005 04:26 Go to previous messageGo to next message
Robert is currently offline Robert

 
Lt. Junior Grade

Messages: 393
Registered: November 2002
Location: Dortmund, Germany
Well... your testbed seems to be different from what other usually do. IMO it is not the point to make testbeds "realistic", it is important to have comparable circumstances for the races, to you can compare them with each other.

With small/normal and 4 AI maybe it is difficult to hit the 25K, and I dont know it. If you want to testbed try a wider hab variant (somthing 1 immune 2 others on the edges 1in 6 or better) with coefficient of 10 and growth 16% or so. If you just want to hit the 25K you can also not pick ARM or no IFE, but that is no race you want to play in real games Smile

What I did was testing a real-game-AR in the standard testbed.

There must be a description of the performance above.




2b v !2b -> ?

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Re: AR designs - post your best here!! Wed, 26 January 2005 04:49 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
Registered: September 2003
Location: Finland

This is exactly the point - testing a 'real game' AR in a real situation.

The standard testbed is NOT a small/packed universe - it is a small /normal universe. I do not know where people have decided that using a packed universe is the testbed for a race design. And, if you don't test races in a semi-realistic circumstance, how can you have any idea as to how well they will perform in a real game?

Heck, even with a PP I can hit the 25k/2450 mark consistently in a small normal universe with 3 or 4 expert AI's (obviously not experts - but requires building a few warships and minelayers at least). However, I do not like to use more than 2 AI's since it is too easy to get tech gain from pop drop against the AI's.

Now, for an AR design I simply do not see that the races listed here will hit that mark - or even get close to it.

Granted, in any 'real' game there are many variables; NAP's or alliances with neighbors and luck of the draw with nearby planets are the major 2. HW mineral concentrations is the third and for 2 planet races the value of the secondary is the 4th - we can go on and on about possible variable values.

The base benchmark still stands:
How well does your race perform in a small/normal galaxy with 2 expert AI's?

BTW, for AI's I recommend using Automitrons and Rototills.

Ptolemy
Emperor of a Thousand Suns


[Updated on: Wed, 26 January 2005 04:58]





Though we often ask how and why, we must also do to get the answers to the questions.

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Re: AR designs - post your best here!! Wed, 26 January 2005 04:55 Go to previous messageGo to next message
Robert is currently offline Robert

 
Lt. Junior Grade

Messages: 393
Registered: November 2002
Location: Dortmund, Germany
Well - everything you say is right. I _do_ not know where I took that testbed settings from, but thats how I compare my races with each other.

I will see if I can try an AR in your testbed.

Robert



2b v !2b -> ?

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Re: AR designs - post your best here!! Wed, 26 January 2005 05:03 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
Registered: September 2003
Location: Finland

Well, I welcome you to test what you come up with in the new game I just posted - modified to conform with the game settings.

Leave yourself 100 left over points and use a 1 in 25 hab setting and join the Reality Sucks game. I guarantee it will be interesting. Cool

Ptolemy
Emperor of a Thousand Suns




Though we often ask how and why, we must also do to get the answers to the questions.

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Re: AR designs - post your best here!! Wed, 26 January 2005 09:50 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Ptolemy wrote on Wed, 26 January 2005 11:49


Heck, even with a PP I can hit the 25k/2450 mark consistently in a small normal universe with 3 or 4 expert AI's (obviously not experts - but requires building a few warships and minelayers at least). However, I do not like to use more than 2 AI's since it is too easy to get tech gain from pop drop against the AI's.



3 to 4 expert AI-s that arent obviously any experts? Laughing What i think ... what mark is 25k? For AR its important to survive midgame.

I usually play AR without ARM and the test i accept is early tech levels. Perfect is something like:
2430 L6/C12
2435 W12
2440 P9/C13/L7
If its not Acc BBs game then add 7 years to that schedule.

Real AR got minerals, Ultras, gates, penscanners and BB-s. The earlier the better. Its all about being ready for that dangerous midgame timely. Wink

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Re: AR designs - post your best here!! Thu, 03 February 2005 18:15 Go to previous messageGo to previous message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
AR style that works matters not just game settings, but also your style of play.

Things like NAS, CE, no IFE are influenced by how comfortable you are with certain weaknesses.

Growth rate is only so good as you are able to provide more room to grow. Room to grow requires more aggressiveness which can be dangerous. Since AR only gets sqrt of pop for extra resources, growth rate only helps half as much.

For some, a lower growth rate and better somewhere else (wider hab, cheaper const for earlier nubs, etc) might be better as the nicer guy style AR. (Nice till one gets nubs and mineral fountain up).

And sometimes the game situation forces you to change game plans. Find yourself in tight corner with many other players and xenophobic may not work. Nice if your race settings are flexible enough for different styles without getting hurt too much.

I personally would like cheaper energy research over high pop growth rate for having earlier mass driver 10's, after being on the other side... war against an agressive AR in my last game.

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