Re: AR - Avoiding Iron Crunch |
Sun, 13 July 2008 00:04 |
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iztok wrote on Sat, 12 July 2008 19:33 | Hi!
Dogthinkers wrote on Sat, 12 July 2008 07:55 | potato bugs...
If you want more miners, build them in position if possible, using a dock
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That's about the only advantage ARM gives until ultra miner far away in the tech tree: 100/250-gateable and dock-buildable robo miner, that's also very crappy (price/performace ratio ~20% worse as the "standard" con-4/elec-2 miner).
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Which weighs 564+ kt and is a nightmare to get anywhere, unless you only put one miner on it, in which case it becomes less efficient.
I think the advantages of ARM are...
1) 20 free, mobile, mines on year 2400. In one game I took ARM primarily for this reason.
2) The ability to build miners at 2400 (not that you would build that early... But you might want to before c4/el2), that will still be reasonably competitive until con7/el4 (~20% worse build cost efficiency at c4/el2, but getting where you need them several turns faster? To me that means more efficient.)
3) More efficient miners throughout the game (midget-miner hull is the best mining hull, imo. It's cheaper than the mini-miner, and anything bigger than that is not gateable.)
4) Late game miner cost is far more efficient. If you want to go down the mineral fountain route, this makes a huge difference. Even with ARM, I've found muyself dedicating several turns building miners with <2 res cost per mine, to be able to build enough minerals to support my fleetbuilding. Without ARM this would've taken close to twice as long (comparing gateable supers with ultrabugs)
So I see 3 advantages prior to ultras
Worth the RW points? Depends on the game
Definately helps soften the iron crunch.
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[Updated on: Sun, 13 July 2008 00:06] Report message to a moderator
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