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Re: HP SD Wed, 04 February 2009 09:59 Go to previous messageGo to previous message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
magic9mushroom wrote on Wed, 04 February 2009 13:12

The SD PRT seems to be one of the most suited to the HP strategy.


Minefields are stronger in the beginning than later in game (HP era) when everybody can afford 100s of dirt cheap DDs and 1000s of chaff to crash sweep.
But if you are referring to defending your turf and digging in while growing behind your fields, than yes, SD looks to fit in the category "not too bad for HP". (I'm not fond of HP, not my play style.)

Quote:

So, how would I go about it? Is TT a good idea to go with the higher mine dispensers? Is NRSE good or bad? How about OBRM? What hab range would work well for an HP with TT?

TT fits long game, which fits HP, and bio research fits SD so it's an option.
NRSE is good for HP, ramscoops use more germ.
OBRM ... Except when playing AR I always check it ... HP should have good mines afterall (lots of factories to build) so I would spend more RW points there than going through the trouble of building a remote mining fleet, moving it around and protecting it ...

I doubt I would do anything special with an SD HP compared to other HPs. Just take the usual LRT, econ and mine settings. One tech cheap (weap) and let your high resources crunch you through the ohter levels. If you take TT you might consider lowering bio reseach cost ...
Last advice: take start at 3, helps you a lot since SD starts with few tech levels ... With expensive prop and con you get med freighters from turn one to transport your pop, so you don't need to research and build factories instead (that's the live of a HP), though you will probably like to research privs before committing to heavy transport building because of the very low germ cost ...
(Because of this last part JoaTs make nice HPs. IT's as well, but the latter will benefit less from it's possible explosive expansion through gates with 1/2500 pop.)

mch
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