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Re: Tri Imune AR? Thu, 13 September 2007 11:23 Go to previous messageGo to previous message
BunBun vonWhiskers is currently offline BunBun vonWhiskers

 
Crewman 3rd Class

Messages: 9
Registered: August 2007
Tri-immune ARs are indeed great at the start, as you can just spit out colony ships as quickly as you can and colonize everything in sight. Short-range scouting is not really necessary, as anything within easy scouting range is a colony world in the making, and the conversion of a colony ship and 1k pop into a resource generating planet pays for itself in a few years, regardless of mineral concentration.

But once you have colonized everything within easy reach of your home world, you hit a wall. Freighters can help you shuttle population around, but you still need to build a colony ship for each world you want to colonize, and you don’t get cheap colonizers like HE. Colony ships can pay for themselves in a few years, but only after they colonize a planet. If the nearest uninhabited planet is ten years away, you need to factor that time into your profitability equations.

The fewer colonists at any world, the more efficient they are, but you still will have fewer resources at those individual worlds. Your empire will also consist of a bunch of unarmed orbital forts. You can put a few lasers and some shields on them so you can’t be wiped out instantly by a couple of scouts, but no individual world is going to be able to defend itself from a determined attacker. You can fort up, tech up, lay mine fields, and otherwise try to keep your empire intact, but any way you play it 3i AR gets its early resource advantages by spreading thin, and that makes individual systems open for attack.

Tri-Immune ARs need that most precious of strategic commodities, time. If you can’t cash in your early production edge and resource boosts though energy tech advances into time, and lots of it, you are dead.

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