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SS race design critique Tue, 08 September 2009 20:41 Go to previous message
pydna is currently offline pydna

 
Warrant Officer

Messages: 131
Registered: April 2009
Location: Melbourne, Australia
hi guys

I've been playing JOAT in the multiplayer game I've been in previously and whilst it has been fun and have learnt a lot in the last game I built a monster which had taken 2 HW by turn 2450 and was eyeing of a 3rd. So this time around I would like to have try my hand at SS.

The race design I tested last night seemed to work well, I tested the race against 10 Expert AI in a Medium Dense universe with Clumping and slow tech and Acc BBS Start. These are the game settings for the upcoming multiplayer game I'll be involved in. Also Weapons must be set to expensive.

Hit 2400 (approx) at turn 20
Hit 18,500 (approx) at turn 50

My race design is as follows

SS
LRTs - IFE, NRSE, OBRM, NAS
Hab - Grav = 0.31g - 3.210g Temp = -124C - 124C Rad = 59mR - 99mR
Growth 17% 1 in 5 hab range
Pop resources 1/1000
Factories - 14/9/18
Mines - 10/3/18

Tech is all 75% starting at Level 3 except Electronics Normal.

My tactic is get the privateer once my pop hits around the 330,000 mark. This was achieved last night in my latest test that way I can still ship pop and without eating my G too much. Especially if I'm in a low G startup position.

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.

There will be 10 players in the game setup above, if there are more than 10 the game universe could be changed to a Large sparse or Large Normal (with clumping on).

Thanks

Pydna


[Updated on: Tue, 08 September 2009 21:15]

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