Re: AR - Avoiding Iron Crunch |
Sat, 12 July 2008 01:55 |
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PVT is often too expensive for AR, yeah.
Micromange your logistics. Build exactly the boosters you need. Build designs that will go the distances you need them too. Don't be afraid to waste a design slot on an extra 'short range' freighter that you only build 2 or 3 ships of, for mineral moving in your core.
Colonising and building a dock on a key red might be cheaper than building lots of boosters. You ships don't necessarily even need to stop at the red, it could just be a fuel stop for a set of boosters.
I've even been known to use coloniser hulls as micro freighters - long range, and a good way to move small amounts of population without travel deaths and to recover tiny quantities of minerals at the same time. Great range. Sounds insane I know, but 5 or 10 of these worked WONDERS in a game where I had unusually large distances between my worlds. Not always a good idea that one - specific conditions made it very worthwhile in that particular case.
Recovering minerals from new worlds = vital!
Colonise high iron reds with small populations. Sqrt formulas for both mining and resources means this can pay off nicely if you have a few years iron buffer.
Agreed about avoiding using torps *if you can*. They can be a nice surprise though. It's better to use some beamer ships though - mobile and iron cheaper way to engage ranged ships, but this isn't always possible. Retreat is a valid choice if you think you can recover the ground when you tech up.
Regarding early miners... Can anyone say 'ARM'. 2 free potato bugs, moved very quickly to a nearby high-iron planet... Very tasty. If you want more miners, build them in position if possible, using a dock, so you aren't wasting time and logistics-resource shipping the minerals away to be turned into miners then have to wait for the miners to get back.
[Updated on: Sat, 12 July 2008 01:57] Report message to a moderator
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