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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 Fri, 23 February 2007 16:13 Go to previous messageGo to previous message
Marduk is currently offline Marduk

 
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Messages: 345
Registered: January 2003
Location: Dayton, OH
Carn wrote on Thu, 22 February 2007 05:14

The others did something wrong if 3i HE and AR are leading the pack.

You're quite correct. The 3i HE found a WM friend to protect him and had little trouble expanding, and nobody who was in a position to stop him did so. I would have, but was in a war on another front and would have had to fight through the WM to get to the HE... that didn't seem possible at the time.

The AR found a SD friend to shield him and their habs allowed them to cohabit nicely, so the SD was under no pressure to contain the AR race. There was also external pressure encouraging the SD to allow the AR to develop freely so he could assist against the mutual foes.

Now, on topic - I have found that the lower growth rate of the 2I and 3I ARs wouldn't support fast and viable spreading as well. I test in small packed, small because you can't use tiny if you want to compare results with IT and PP races (unless the target game is to be tiny), and packed because that seems to be how most games are set.

My few 3I AR tests topped out at not quite 10k resources by 2450, mostly the spread was limited by insufficient iron. 2I tests went better, typically reaching 15-20k resources. Iron was still crippling the race, though, so I don't think any of them would have been viable for a real game. My 1I races didn't do so well at first, but I finally learned that growth rates of 16% and 17% were slowing down the start far too much. I ended up staying with 19% and 20% races and did much better.

I was able to keep enough mining at the HW to provide a steady stream of freighters to spread the pop with while the colonies were set to either building miners (once you have one worth building) or doing research, depending on what mineral concentrations the system had. And it's nice to hit energy 6 in 2404; depending on the extent to which I colonize and research con tech, energy 10 comes anywhere from 2409 (with nearby good greens) to 2416 (with very heavy colonization of red worlds).

With 19% or 20% gro
...

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