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Re: Ideas on the best WM design. Tue, 06 April 2004 13:10 Go to previous messageGo to previous message
overworked is currently offline overworked

 
Lt. Junior Grade

Messages: 403
Registered: November 2002
Location: Pittsburgh, PA

Dark_Traveller wrote on Tue, 06 April 2004 12:09

Ok Weapons Cheap. Oh did you say Weapons Cheap, Are you sure Weapons Cheap. Laughing
I seem to run constantly IFE and NRSE Prop 16 for the first Warp 10 engine is tough.
What do you think of OBRM a boon or something to stay away from for a WM.
And I pose the same question to as I did above: terraforming how do you make it less painful?



Well, part of this is what your game strategy is...

Trying to build up for the long haul, or expecting to be agressive early using Battlecruisers or smaller hulls. Late-game is not nice to WM since Nubians can compete with Dreadnoughts better than Battleships can, and the lack of minefields makes offensive operations against WM much easier.

The reason OBRM is being suggested is three-fold:
1) Remote mining is a stratgic effort. You need specific research, then invest resources and minerals for a return on investment x years down the line. And said investment is vulnerable to raiders at any time.

2) OBRM gets you some race points and 10% larger planets. A planet has a higher potential resource value. And the points can help pay for those cheaper/more efficient/more plentiful planetary mines. Which you can operate 10% more of as well...

3) Better/cheaper planetary mines are a resource investment alone. Also, for initial resource improvement of a race towards the famed "25K by 2450" goal you need the Germanium to build factories. When the initial Germ stocks run out you will start building mines. More mines, more Germ sooner, more factories sooner, more resources sooner... nice fat feedback cycle.

The rule of thumb about mines operated = factories operated is that if 10000 colonists operate 15 factories than they should operate approximately 15 mines as well. Otherwise, there will probably be Germ shortages that will curtail growth and ability to export Germ to colonies to help their start up. (You do export Germ, don't you?)

Cost 3 mines are quite common. Not that expensive in Race Wizard points
...

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