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Re: Some (hard-learned) tips on playing AR Fri, 03 September 2010 17:55 Go to previous message
Marduk is currently offline Marduk

 
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Messages: 345
Registered: January 2003
Location: Dayton, OH
I mostly agree with ccmaster here, though I believe AR is a little stronger than he seems to think. Small you could do with diplomacy and a lucky start, or if all your opponents were HP races. Medium you could do without the diplomacy if you had the lucky start, or without the lucky start if you found a good ally.

Higher growth, 1-immune is definately the fastest as he says, and is going to be your best bet in a small (or medium with enough other players).

I find dual-immune far too slow for my tastes. You are giving up either too much growth rate or too much efficiency. I have begun to wonder if balancing medium growth and medium efficiency might work for a dual-immune AR even though it doesn't for any other kind of race. I expect not but I will try if I ever get time.

The other thing I wonder about for a dual-immune is whether or not UR would be worth taking. In a much older topic in the academy, it was proposed that UR was worth more to an AR since they get an immediate and direct economic boost from terraforming. Building ships at established worlds and scrapping them at colonies that need to be terraformed can have a fairly big impact. What gets me thinking is that scrapping the starting ships would boost energy tech faster, generating possibly significant extra resources in the first several years. You don't lose much in the way of minerals, and even rebuilding the ships later won't cost that much extra in the way of resources. In effect, you would be borrowing against future production to invest in your starting economy, and you would definately come out ahead. Combine the colony terraforming boost with the faster startup and UR starts to look worthwhile - maybe - and might be enough to get a dual-immune AR up to a speed I could accept.

I am still playing around in the all-AR game I am in, but there are a few things I am willing to say at this point. First, colonize reds like mad. Use 1000 pop, for the maximum gain from tech artifacts (1000 and 2500 produce the highest gains, and y
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One out of five dentists recommends occasional random executions to keep the peasants cowed and servile.

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