Re: AR - LSP vs CE; LSP vs GR |
Sun, 24 June 2007 20:32 |
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Marduk wrote on Sun, 24 June 2007 05:54 | In the case of Dogthinker's AR, the only reason it is alive is because a neighbor wanted him to live. Given peace and quiet in which to develop early makes a huge difference... in the normal course of things he would have been the first race to die. I believe a 19%, provided it did not use the same hab as everyone else, would have been able to recover from periodic losses and could have been somewhat viable even without a sponsor.
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LOL... It does kinda bug me when people on the opposite side of the universe, tell you what your race is and isn't capable of.
I fought early. Just having a peacefull neighbour doesn't mean that much. He didn't 'keep me alive', we just didn't fight. Another neighbour (IT) attacked me quite early and with significant numbers of cruisers, since I'd effectively invaded his space with my highly aggressive colonising. I slaughtered those attacks. I didn't receive help doing so. I was just about to press the advantage I had developed when a third race entered the fray and mortally wounded that race. Shortly afterwards I attacked and ate my third neighbour, an IS. I was hardly a lamb...
The race was designed to be able to fight early. Low growth != not able to fight, especially for AR. On the contrary, it means more points for investment in other areas.
After the game, it felt like 14% would've handled a little better. I researched and tested heavily before the game to select my PGR/Hab/LRT mix. 14% came out on top, but 13% was very close and let me have the LRTs I wanted to play with... But the hab draw was appalling, so I had to go a *long* way to get my target number of planets (4 jumps to get what I exected to have in 2.)
Should probably add, I'm talking about 1/10 eff, 1 immune AR... 1/25 AR needs higher growth, since the pop does such a bad job...
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[Updated on: Sun, 24 June 2007 20:49] Report message to a moderator
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