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Re: SS race design critique Thu, 10 September 2009 02:30 Go to previous messageGo to previous message
Dogthinkers is currently offline Dogthinkers

 
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Messages: 1316
Registered: August 2003
Location: Hiding from Meklar
Micha wrote on Wed, 09 September 2009 21:38

Rule of thumb: same number of mines operated as factories operated if you keep efficiency at 10.


Your rule of thumb. Mine is different, I've found myself building well under the maximum I had available too many times, following guides like that one Razz

As for all-expensive... Depends on your econ and playstyle. In this case, weapons is forced expensive... So the most important field is already slow-tech-expensive.

Quote:

No econ setting can make up for the huge extra cost.


Strongly disagree Razz I've been a tech leader with all-expensive, facing races which didn't. (In a game with weap forced expensive, like in the OP's game.) Didn't win that game in the end, but tech wasn't the problem.

Still, you certainly have to be getting a lot for your points to make it worthwhile. I wouldn't take it with the race described above, but it's one avenue that could be explored if the player favoured raw econ over tech.


[Updated on: Thu, 10 September 2009 02:57]

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