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Re: SS race design critique Thu, 10 September 2009 06:31 Go to previous messageGo to previous message
Dogthinkers is currently offline Dogthinkers

 
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Registered: August 2003
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iztok wrote on Thu, 10 September 2009 17:30

Hi!
Dogthinkers wrote on Thu, 10 September 2009 08:30

Quote:

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


Strongly disagree Razz

And I strongly don't. Wink Micha is right: in a slow-tech game crunching even normal-priced tech levels with a comparable speed as the player with that tech cheap, requires double the econ of that player. If you have double the econ, you've already won the game.


I can't help but feel like you just made my point. If the points pushed elsewhere enable me to outperform the other races enough, I *can* indeed have double their econ.

This generally means pushing points in hab/growth - things that change the shape of your resource curve. Put a race with 20% growth in a universe with a bunch of races with 15%... The 15% races better use that cheap tech fast, because the 20% race will have quadruple their population in 33 turns.

The default Humanoids have 6 techs normal (same as 3 cheap / 3 exp) and 15% growth. If I make that all expensive, I can have 20% growth *and* 50 more points to put elsewhere. My money is on the 20%. (Yes, I know Humaniods is a pretty crappy race... just using it as a quick example of what you can do with those points.)

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