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Some (hard-learned) tips on playing AR Thu, 19 August 2010 06:01 Go to previous message
iztok is currently offline iztok

 
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Registered: April 2003
Location: Slovenia, Europe
Facts
- AR survivs or dies on early minerals.
- Testbeds differ badly from the real game with competent opponents.

Consequences
- Testbed will give you significantly better performance, because in it you don't need to build lots of scouts to keep tabs on your neighbours, scout catchers to deny info to them, skirmishers, armed orbitals...

- If you happen to have choosen Advanced Remote Mining, bulid some Potato Bugs on rich planets. Despite they're weak miners, three of them can double mineral production on that planet, and they'll pay back for them in 3-5 turns. The rest of their mining turns, until you'll be able to build there better miners, are pure mineral gain. It will also take way longer to reach a better buildable miner, than you're used to achieve in your testbeds: the maxi-robo-miner isn't buildable at Docks.

- If you've started without ARM, consider building some Space Stations over rich planets to build there robo-maxi-miners. In real game it will take significantly longer than in testbeds, to reach Ultra Station to start building robo-supers from them.

- Don't save too much on minerals. If opponent's colonies are close, you simply must have there ships to check what they have in orbit, or else you're risking losing your colony(es) to a surprise attack from there. It doesn't need to be a suicidal chaff for checking. The old scout-catching DD (speed 1.5) on a disengage orders does a surprisingly good job at that.

- Use slots for orbitals wise. Two are already taken by a Starter Colony and a starting SB. Don't ever be caught without at least one free slot for emergency upgrades. Any upgrade taking more than 2 turns is also risky - you can't delete the design to free a slot, if it exist or is in a build queue somewhere. This is especially true for yellow / red colonies with their low resources output. Better lose one such colony, than one or more established planets. You may even consider not upgrading the Starter Colony there at all, until planet turns green, defending with ships on
...



[Updated on: Sat, 21 August 2010 13:36]

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