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Home » Primary Racial Traits » AR » Anyone got a good race design for AR?
Re: Anyone got a good race design for AR? Fri, 02 March 2007 07:45 Go to previous messageGo to previous message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Question wrote on Thu, 01 March 2007 19:22

I reallly want penetrating scanners though Sad.
Good idea. Drop growth to 14% and/or make hab few clicks worse.
Quote:

Also IFE to me seems important because of the fuel mizer, it really bites to lose a large portion of your colonists early on because you took too long to get to the planet.

No ... IFE is not needed in games suitable for AR (dense or packed universes). Carry less cargo, use boosters, refuel at docks on the way, and finally ... fly at warp 7 if you cant fly at warp 9.
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About no ram scoop engines...doesnt that mean your fleets constantly have to run back to a starbase to resupply fuel?
But 1 in 5 hab with immunity means that half planets are terraformable to green for you. That means you will have LOTS of starbases. But generally i suggest no NRSE and no IFE to radiation immune AR.
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Also how do you get a colony to get the resources to upgrade to a starbase? Just shuttle a lot of colonists to them?
Upgrade to dock, its cheap. Keep population of your planets below 120 000 Once you have ultras upgrade directly to ultras. Empty hull costs 480 resources (453 as upgrade from empty dock). So most planets can build it with two turns. Problem is usually germanium ... you carry it to one place then build ultra there then few miners (take mostly ironium), then there is germanium you carry it to other place.
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No advanced remote mining?
No. Can live without so why?

Question wrote on Fri, 02 March 2007 11:37

2 problems i found was :

First trick i suggest ... Learn to count to 3? Wink

Quote:

-Getting minerals, starting out getting a fleet of miners is a pain and takes forever to pay back

AR population mines minerals without miners until turn 30 or so.
Short AR tutorial up to year 30:
First you research energy to 6.

At same time build about 5 scouts. Try so that you do not block you from getting that next energy level by building ships.
Send them out to scout as fast and near they can. If you scouted a green planet build scout and pinta merge t
...



[Updated on: Fri, 02 March 2007 09:54]

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