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Scouting and identifying PRTs |
Tue, 08 May 2018 15:17 |
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Scouting and identifying PRTs
Most games do not show a public score (unlike games against the AIs), so you need to find out everything yourself: by scouting and thinking.
Right at the start, the difference due to race design settings, starting ships and starting tech is the biggest and leads to some interesting ways to easily (and sometimes not so easily) determine your neighbour's PRT and some LRTs as well.
Some easy examples:
1) Your neighbour has a ship based on the mini miner hull (see F2: Tech Browser: Ship Hulls), another look into the help file (F1: Primary Traits) shows that there is only 1 out of 10 races that starts with and can build mini miner hulls.
2) You detect an early minefield and it is a trap minefield. There are only 2 races that can build trap minefields in the beginning (later some players might have gained access to trap mines via allies having transfered ships).
3) You detect a scout with a DNA-scanner. A quick look into the Tech Browser shows you an impressing bio tech 6 is needed for that... in 2405 rather unlikely except some races start with it: CAs. You look up CAs' starting conditions and correct: they start with biotech 6 but only with prop 1. You have just learned that your CA neighbour has very likely prop expensive and the tech 3 box chosen.
4) Your neighbour has already 2 heavily populated planets and both have a starbase. Clicking on the mineral concentration values of one planet, shows not only a number but behind it also a 30 in brackets or perhaps the letters HW: as small a sign it is, it's a 100% proof that this is your neighbour's homeworld.
5) After looking closer at this HW, you see that the radiation value is 96. Is this even possible? There is only ONE possible answere and reason for this and it tells you a lot about your neighbour. (answere to this small puzzle in a future post)
You might say, only WMs can see the exact design and you can't see wether the scannner is DNA or rhino or wether there is a scanner at all but without getting into combat contact you can just see the hull... well, attack it or use the info about hull and given weight to puzzle together what components the ship might have.
Starting tech, starting ships
Ships you start with at the beginning of the game are always equipped with the best tech components possible. Often this is fine, sometimes not. Surely you'd rather have the fuel mizer in your scouts than a DDL7 daddy long legs engine. To make things worse, those ships might advertise your PRT, some LRTs and are targets for your neighbours to gain some easy research levels. You might want to use those ships only near your HW and to scrap them later.
Then again, some players might not try to hide their PRT but rather show off with it: CAs... everybody likes to have a CA-ally helping with terraforming. Or SDs, after all it would be insane not to use the mini hull mine and why not showing that you are the probably best defensive race in Stars.
Further Links:
# Early Research settings (earlier post in this thread)
# Scouting (earlier post in this thread)
# Tricks of the Trade (sticky thread here in this forum)
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Some basics about Stars! for beginners
By: Altruist on Fri, 20 January 2012 10:03
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Re: Some basics about Stars! for beginners
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Re: Some basics about Stars! for beginners
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Corrupt race file due to changed race name
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Re: Corrupt race file due to changed race name
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Re: Some basics about Stars! for beginners
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Re: Some basics about Stars! for beginners
By: Altruist on Thu, 12 January 2017 12:01
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Re: Some basics about Stars! for beginners
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Re: Some basics about Stars! for beginners
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Re: Some basics about Stars! for beginners
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By: Altruist on Mon, 27 February 2017 13:43
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Re: Some basics about Stars! for beginners
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Re: Some basics about Stars! for beginners
By: Altruist on Tue, 28 February 2017 09:28
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Re: Some basics about Stars! for beginners
By: raptor on Tue, 28 February 2017 15:42
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Shortcuts, Stars! interface, abbrevations
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Uploading your orders to stars autohost
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Scouting and identifying PRTs
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