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Re: Is HP IT possible? Mon, 15 August 2005 10:18 Go to previous messageGo to previous message
crr65536 is currently offline crr65536

 
Chief Warrant Officer 3

Messages: 180
Registered: June 2005
iztok wrote on Mon, 15 August 2005 05:26

Hi!
crr65536 wrote on Mon, 15 August 2005 05:34

"Start at 3" box:
... it allows you to start with the prop 6 scoop (which needs energy 2). Not only is it better than the DLL7 at every speed except 7, but in my testbed I found it very useful for scouting. All your starting ships start with the scoop, and so you can send your scouts out, and they will probably not run out of fuel...
...but will give your neighbours free levels in prop when they'll be hounting down 2 Guns Dead those scouts and give away your PRT and lots of info about LRTs.

Also, for scoops in your ships you'll use germ. The same germ that you'll use for lots of your factories. Since you don't have remotes or better mines, you'll be severely germ-limited, when it will come to massive shipbuilding in late mid game and later. Being HP you aim at long games, but lack of germ will cripple fighting potential of your race there. Wheelchair You better do something about that if you want this race to be successfull. Weights
BR, Iztok



All the engines except the FM cost germanium, and I figured IFE is not really worth the points, especially for IT. Not taking NRSE gives you more options. If you don't like using the RHRS, you can use the cheaper (in germanium costs) DLL7. In my testbed it worked fine, although that doesn't say anything about real games.

If I used the DLL7 engine, they would get almost as much free prop research anyways. Since the RHRS requires two energy levels, someone killing them might get those cheaper levels instead. And, if you're worried about neighbors "stealing" your technology, you still have the option of sending out little cheap scouts with QJ5's and Bat Scanners. You don't lose anything, at this stage in the game, by not taking NRSE, except possibly a couple of mines or something that would be bought with points from NRSE (which would net fewer points anyways because it would make (disadvantages - advantages) greater than 3). If you're HP, hopefully your diplomatic situation will be such that they'll be trading you tech soon anyways.

dethdukk wrote on Mon, 15 August 2005 00:36

I personally would rather have more effitient but less overall mines.


Slightly cheaper than 10/3/20 is 11/3/15. Would this work for you? ATM at 25% capacity, the HW generates at least 165kT of germanium per turn. At 50% capacity, that minimum is doubled to 330kT per turn. I figured that the HW alone would be able to send out a good deal of germanium to developing colonies. However, if you think that 11/3/15 is better, that is entirely your choice.

mazda wrote on Mon, 15 August 2005 05:48


I'm not sure if taking an immunity and lowering the growth to 15% is worth it.
Those two things would seem to cancel each other out, with the immunity costing a lot more points.

The main advantage of the immunity is that you get a bigger average hab - hence capacity - compared to the same starting hab for a non-immune.

However if you dropped the immunity in order to increase growth to 16% and increase hab to at least 1 in 4 you might get more capacity anyway and have similar space for pop at the start.
Quite a complicated balance methinks.



This definitely could work. I just tried removing the immunity and setting the ranges to 60 wide each % centered (1/4) and got extra points - enough for a click of mining efficiency or almost enough to remove OBRM or NAS in addition to upping the PGR to 16%. Without radiation immunity, the RHRS is less of a goodie, so you can chuck the "Start at 3" box and take NRSE as well ... and without the push for the prop 16 engine, there's more of an incentive to set prop research to expensive, and so with these modifications you ...

... probably get one of the designs already mentioned in this thread Laughing . I actually like the current design better, but it can't be said that the other design wouldn't work.

mazda wrote on Mon, 15 August 2005 06:00


Now, unlike the immunity thing, this does tie in with the maximum capacity later on, for less now.
The only reason not to shift the hab further is that you eventually get less planets after full terra.
If you do shift further you will gain points to expand the starting hab.
So you are swapping more greens at the end for some at the start.

To me this would seem to be the opposite game plan of taking an immunity.



I'm afraid I don't follow you here. Immunity = better greens but fewer. Not-over-shifted hab has more greens later but fewer now. The immunity version has about half the planets at the end as the non-immune version, but the planets will probably be better (for example 3 times as many will be perfect). I like the immune version, but both could work.

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