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Home » Primary Racial Traits » AR » Wide + narrow vs all average habs
Re: Wide + narrow vs all average habs Wed, 04 January 2006 07:42 Go to previous messageGo to previous message
Tomasoid is currently offline Tomasoid

 
Chief Warrant Officer 3

Messages: 182
Registered: December 2005
Location: Ukraine

Well, and nooooowwwww...
try to account factories. Very Happy

Actually, with factories, you get better with non-AR at the game start. When planet is settled initially, you usually not affected by the max pop. Only growth is actual, as well as resources are actual. If you account that double AR people has only quarter of resources output compare to half of them, it equals to what you stated for non-AR race even without factories Smile - max pop not limited for AR is not a big plus here because square root. Try to calculate resources output by usual average non-AR planet with 50% hab, include factories and assume half of the planet max (250,000). The same half of the planet max with starbase (500,000 people - twice more) for AR and with teraforming (it would be better than 50%) results in less resources - 223 resources with Energy 10 and 100% hab (assuming full teraformed). With good non-AR races, I have 223 resources sometimes even on yellow planets.
Now, if you cannot teraform to 100%, you have even less resources no matter what you do. Better people growth because you spent time teraforming while non-AR race built factories? Well, true, BUT, thous factories together give more than your AR planet full of pop, just because they are not affected by hab at all.
Things are well balansed here though so it does not looks so amazing for non-AR races. You usually spend more time to build factories than teraforming for AR, and factories require minerals as well. In addition, AR can build something better than Starbase having much more people, as well as develop Energy. Through the timeline, it looks quite balanced. I tried this many times (AR vs non-AR) in test playing and see mo much difference in development, apart from the fact that AR ends up with more total people (though cannot use it for planets capturing - not a big plus). And non-AR usually ends up with more minerals stocked up on planets (if you care only about resources output for AR).

So, I gues the hab influence is the same for AR and non-AR.

Anyway, you seems missed my original question. is not about immunity at all, and not about hab influence for AR vs non-AR.

I'll illustrate my question on example:
Let's take 2 one-immune AR races.
Race 1 has narrowest possible temperature, though wide radiation.
Race 2 - is a copy of race 1, but I increase hab range for temperature and equally decrease hab range for radiation, so total number of hab range "clicks" remains the same. Up until temperature and radiation are almost equal. I lose some points here in race wizard by that, so I take normal construction or energy, or even decrease pop growth, sometimes 2 at the same time, to compensate the loss. Now I test. Race 1 is always weaker after 50 years on large/packed/distant/ABBS/NRE game no mater what I choose for race 2 to compensate points losing. Try it out Smile

I tried the same with AR races without immunities. Effect is smaller (probably because more teraforming), though it is visible too.

I'm currently trying to do some math though it is hard without knowing exact formulas for hab% calculation (Anybody knows it, BTW?).

Can anybody explain the effect I observe?



WBR, Vlad

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