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Re: SS race design critique Tue, 08 September 2009 21:04 Go to previous messageGo to previous message
Dogthinkers is currently offline Dogthinkers

 
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Registered: August 2003
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pydna wrote on Wed, 09 September 2009 10:41

I guess what I'm looking for is any comments and or suggestions on any ways I can improve my start. Or is 2000+ resources at turn 20 acceptable? Tech started increasing very quickly from around turn 25 onwards had Robber Baron on turn 2448.


To improve the start, hold your HW at 25% (275000 with OBRM)

Eat a little g in MFs, or pause building factories a little earlier to get privs in time if you need to.

The race description was incomplete, you didn't mention your tech settings or factory g cost. I'm guessing it's 4g factories, con cheap rest expensive.

Are these numbers with ACCBBS or not? With ACCBBS on, it's a poor result for a testbed, especially with expensive tech settings. With ACCBBS on, it's closer to playable. Admittedly, SS is not a testbed terror race Very Happy

Some small changes, not changing things up too much... Shift grav and temp 10 clicks right each. Shift rad 3 clicks back left. Reduce factory count to 16. Reduce mine count to 14. Improve tech settings to 1-cheap 2-normal. Take the RS LRT.

Alternatively, worsen tech to all-expensive and use the extra 200 points to beef up the econ. 14/8/21/3g facs and 11/3/17 mines with habs as above and RS. Econ will ramp faster and higher, but you'll have to build some MFs before you get to privs (not a big deal, really, so long as you keep that 25% hold)


SS is a tough race to make... It's an expensive PRT, so it's tough to get a nice econ without screwing over tech... But really, it's crying out for nice tech settings, to make that spying bonus really hit home.

EDIT: really, your main challenge with that design, is the no-immunity. You need to work really hard to optimise your pop growth. Which means 25% hold, and getting your terraforming in early on the best greens. Use your excess pop to fill up the really low-hab worlds, and let the mid-sized worlds hit 33% before you let the really nice ones go past 25%

EDIT2: Also... Better to remove the AI from your testbed, they make it *easier* not ha
...



[Updated on: Tue, 08 September 2009 21:14]

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