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Home » Primary Racial Traits » AR » so if you go 1/25 instead of 1/10
Re: so if you go 1/25 instead of 1/10 Tue, 17 October 2006 00:49 Go to previous messageGo to previous message
Dogthinkers is currently offline Dogthinkers

 
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Messages: 1316
Registered: August 2003
Location: Hiding from Meklar
Yes, well said. This game is a balance of compromises. Fairly well balanced in general, so different choices can shine in different situations. There are a few mistakes to be made, which is what you seek to avoid, but it seems that everything in this game has a counter strategy, so there can be no best.


Back on topic, when you take 1/25 you need to think about the affect this has on your race, and how to deal with that problem so you can profit from the points gained... 1/25 means you get only 63.2% of the resources from each colony that you would with an identical 1/10 race colony. So your first task is to deal with that loss, and then to see how to benefit. You get a lot of points, so you can get some big choices.... Let's think about a few of them:

1) Growth rate - a higher growth rate means more pop, to distribute. With the same number of colonies you'd need 2.5x the population to get the same resources per planet. A 800,000 pop 1/10 starbase generates the same resources as a 2,000,000 pop 1/25 maxxed ultrastation! Ouch. In a nutshell that shows how while growth rate is significant, it's nowhere near as critical to an AR as it is to the conventional PRTs.

2) Wider habs -> Quantity of planets -> if we can settle 1.5x as many planets we'll have nearly as much resources, assuming the same mix of planet values. Not a bad approach. If your growth rate also provides the 1.5x colonists needed to fill them, then this is looking good.

3) Extra immunity -> Quality of planets & quantity -> going 2 immune instead of 1 immune gives a big boost to the AR, because of the double bonus - more planets AND better planets. You also save in terra costs, helping to ease the pain of the slower start resulting from 63% resources. It's hard to quantify the full benefit of this one without doing some research and I don't have time to give you figures right now. Check out this link for a hab generator so you can see what to expect... http://home20.inet.tele.dk/craebild/hab_range_tool/habcalc.h tml

4) TT -> Faster development -> your planets will develop quicker, 50% terraforming costs is a bigger saving than the lower resources, so new colonies will 'come online' faster. There's also some potential for long term improvement too, but you won't see these unless you research bio, and AR is a pretty busy researcher already.

5) Better LRTS -> harder to quantify the amount of benefit... IFE, ISB, ARM are the big candidates here, which all help you expand more rapidly.

6) cheaper tech -> it's not worth going past 3.5 cheap, but you can compare against say a 2 cheap AR design... The savings in research costs go some way to covering the lesser resources... But not very far.


I hope you can see I haven't given you any answers here - just a framework to make your own decisions about how you might make a 1/25 workable.

Taking 2 immunes seems to be the most common solution to the problem, and seems viable. As I've said before, I prefer 1/10, as IMHO it gives better early speed and more diplomatic flexibility. But in some recent experiments I've been getting great results from 2 and 3 immune races, after making some radical changes to the way I actually played the races in testbeds.


[Updated on: Tue, 17 October 2006 01:10]

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