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Home » Primary Racial Traits » AR » 2450 - 59k resources
Re: 2450 - 59k resources Mon, 14 July 2008 18:55 Go to previous messageGo to previous message
bigcanuknaz is currently offline bigcanuknaz

 
Officer Cadet 1st Year

Messages: 205
Registered: July 2004

right. spread fast to double or even quadruple your resources again. I think (can't recall exactly), that I researched N4 1st, as I built ships.

Some things I have learned so far, to try out on my next try.

1. colonize blind. Don't waste iron on scouts (just a few to meet and greet). Colonization gives:
a) extra resources from the spread (only 2200 colonists)
b) extra minerals leftover from colonization
c) excellent mines per colonist for those first 2200 colonists (equiv of almost 20 mines per 10k colonists, and they are immediately built)
I'll prolly set up a medium freighter to rotate through the nearby small colonies to scoop up those minerals regularly. This will yield more and cost less than a potato bug.

2. thank you joseph... do *not* research N4. Do almost all ship building. (note, since I am *not* using IFE, I have no FM. Eventually I will try adding IFE and testing the impact, but with most races I test in small packed, the extra cost of boosters is less than the points and therefore growth and/or hab lost by using IFE. With this new approach of colonizing everything early to avoid scouting, it will even be better as less boosters will be able to be used, because they will have more docks at which to refuel. (Of course the MFs go straight and fast to destination.))

3. Bring back excess minerals!! (I got that from one of the other threads here!) This is small, but from all the planets potentially *huge.* More minerals at production centers, and less scouts built has a compounding effect on making less need for potato bugs, and the minerals (and resources)*that* frees up.

4. Take C cheap. (leverage the extra resources at least somewhere in tech)

5. Take W normal or cheap. Probably required against humans just to avoid hanging out the "kick me" sign.

I am finding this AR plays a bit like a -f race, that gets free factories that about double production, but where much of that extra production needs to be put into expensive (relative to mines) remote mi
...

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