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Re: AR designs - post your best here!! Tue, 11 October 2005 10:40 Go to previous messageGo to previous message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
I agree that UR can be useful for HP-s of other PRT-s to speed small planet development if you like the MM involved. But ... what good it has for AR? AR is -f-m-d, one-immune and terraforms fast enough... so what to boost there?

Arrow Lets first look from race design point of view? Arrow Hmm i dropped both energy and weapons to normal, dropped IFE, dropped ARM, took NAS. All that just to get good results in tiny packed. Cool You must agree that most of these are lot more profitable things for AR than UR? Rolling Eyes

Arrow Lets then look from econ point of view? Arrow Most of the early game AR simply has no minerals to build something very temporary. Nod Besides these 10 early scouts, 10-20 early freighters theres nothing to scrap. Crying or Very Sad Later ... AR is very difficult to beat anyway. I suspect UR makes it harder to reach that "later" because additinal weakness needs to be taken somewhere to pay for it in RW. Confused

Arrow Lets finally look from strategic point of view? Arrow Single (non-HW) planet has usually only statistical value for AR. There are no planetary gadgets to worry about so basically AR can come and go when it like. Very Happy What matters is quantity of such planets. Nod Its even never too important to get a gate up in a hurry at some single spot in danger. Say there is lot of pop and pile of minerals present then there must be is gate already. If there are no minerals and pop then nothing to lose so why to bother boosting that poor thing? Rolling Eyes
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