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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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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% growth rate, you end up unable to keep up with your population. That's very good for building up an early supply of replacements for when people start hitting your bases. It also keeps those reds fed properly, and you'll have a lot of them with 1I 20%. It doesn't take too long before you can start topping off all those docks and forget about them until they convert to ultrastations and death stars. If only AR could pop-drop... they could be terrifying.

More population means more minerals - so much more relative to lower growth ARs that even if you're light on miners you can field effective fleets from the minerals your population is producing. The biggest problem I see is that these effective fleets are small numbers of better ships. That's fine for fighting *an* invading fleet, but not so fine when you are trying to cover a dozen different systems. So you need to be aggressive when you do fight someone in hopes of forcing him to concentrate to defend against you instead of trying to hit several of your orbitals at once. Eventually, of course, you will have your minerals straightened out and this will cease to be a problem. Or at least, any more of a problem than it is for anyone else.

Don't bring up the spreading advantage for minerals - it's an illusion or perhaps a bonus to spreading for resources. You also spend more on colonizers and transports (and then drivers) to move them around so that you can actually build things with them, so that's at best a break-even for quite a while.

I found ARM to be not at all worthwhile if you ended up with decent iron concentrations on your HW or early colonies; on the other hand, if you were severely iron-deficient to begin with ARM seemed to be nearly necessary. TT was a tougher one... it's always good. Whether it's worth it or not depends on the system habs you come across. If you run into a large number of systems that fairly early TT makes yellow instead of red, it's well worth it. Otherwise, you've had to sacrifice too much to get it. It's very hard to afford TT when you have a 20% growth rate, and the cost of excessive bio research combined with setting bio to less than expensive often more than cancels out the 30% discount on terraforming. You just plain can't have both with a 19%+ 1I; with either one, as Dirty Harry said "Do you feel lucky?" I've done best with neither one, and also on average I do better that way. My worst 19%+ 1I, however, also did not have either.

I tried LSP a couple of times, it seemed like a good idea with the spreading benefit. But it did horrible things to the performance. Getting energy 6 ASAP and then con 4 is vital to start speed, and start speed is vital to making the most of your growth rate. Spreading out from your homeworld as fast as you can didn't compare (for me, anyway) to spreading out from several decent-sized colonies. When the large colonies can provide everything needed for a few small colony missions apiece every year, you grow far faster.

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