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Home » Primary Racial Traits » AR » Booster usage and random
Re: Booster usage and random Sun, 07 October 2007 11:08 Go to previous messageGo to previous message
Dogthinkers is currently offline Dogthinkers

 
Commander

Messages: 1316
Registered: August 2003
Location: Hiding from Meklar
1. It's not just worthwhile, it's essential. Scout and fuel tank is a good start. Boost at warp9/warp8 - try to get your colonists to destination in minimum time. Sooner they arrive, the sooner they start growing AND the less time they spend dying as they travel.

2. Torps are great. You (AR) doesn't really have the iron for them though. You need your iron for miners and freighters (and those boosters...)

3. Yes it's worth colonising reds and yellows early (IMO). Just not with much pop. And make sure you ship metal back from them!

4. No. Spread your pop sooner = higher resources. Obviously there's a break even point here, don't spend a fortune on MFs/Privs if you are close to LF.

5. Depends on your race... But generally I try to have colonisers heading to my greens *before* I see them (if I'm 1in4, and there's a cluster of 5 worlds over there... I'll send a coloniser there, timed to arrive just after I scout the last one.)

6. I *think * the bug would occur, but I've never tested and never had the problem... Replace your starter colonies, and you definately won't have the problem, or just clear the queue. But I mean, you want a little firepower on your colonies don't you? Or do you want that WM's armed scout to blow you away accidentally? Smile

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