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Re: About playing 2 ai's Fri, 16 May 2014 14:25 Go to previous messageGo to previous message
Altruist is currently offline Altruist

 
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Messages: 1068
Registered: August 2005
Location: Berlin
iloverushandledzepp wrote on Fri, 16 May 2014 02:28
Wouldn't you just use max ter for greens and cancel out the min ter altruist?


Yes.

Only for the very lazy ones who don't want to do any micromanagement a default order like this would be approbiate:

Min terraform... Up to 5%
Factories... Up to 500
Mines... Up to 500
Max terraform... Up to 10%

While this default order is better than nothing and good for the very lazy ones, in many curcumstance it is suboptimal. It pays off to use a standard default order but to give each new planet a look and adjust it in dependence of the planet and your race design.

So the actual default order I am using is the following:

Factories... Up to 200
Mines... Up to 200
Max terraform... Up to 1%


Adjustments:
1) If it is a yellow planets and you have reasonable factory settings, even on a yellow planet it is often wise to build factories first and to add terraforming only afterwards. There are several exceptions, though, for example:
a) For planets with just -1% or -2% it might be interesting to start terraforming rightaway.
b) If you need the planet going asap, you might overpop it and also start terraforming right away.
c) Germ concentration is low... use the time until some germ can be brought in to terraform.

2) The MAX TERRAFORM 1% is usually just a reminder to myself. If I forget to finetune the planet, the first terraform is mentioned in the messages and latest then I decide what is to happen next with the planet. Sometimes this is terraforming, but sometimes the resources are better spent into research or a dock/Starbase or production of ships.

3) The default order is really just a default. In most cases you do not really want to let it run this way all the time but to stop building factories and mines when the 25% pop capacity (or a higher one) is reached.

4) Especially as an IT you have many choices for finetuning. If I analyse that my bottleneck is actually minerals or a certain type of mineral, I look up the planet list (F3) and might give preference to mines on the planets with the highest concentrations.
Or preference to terraforming for potential breeder planets.
Some planets are more worthwhile to terraform than others: on one planet 1 terraform might give you only 1%, on others upto 4%. Here is a superb tool for Excel on Windows to see what terraforming will give you:
# Per's Terra-Hab-Tool, V 1.03 by Per Rindom (download: Pers-terra-hab-tool_v1.03.zip, 1241 kb)

Quote:
I built a ob with just a gate but it's only the earliest for IT so I can't send over 100kt. I called it the "cheap nest gate"


My first gates as an IT are usually strategical gates, so preference goes to a gate there as fast as possible. The gate shall allow my next wave of colonizer fleets to reach far away planets asap. While at first you loose economic upbuilding power due to building a gate instead of factories, in a mid timeline it pays off with even better economy because your pop idles less time in space and you get to some of those juicy far away greens before your neighbour gets there. And perhaps you might also surprise your neighbour with a destroyer hunting down his unexcorted colonizer fleets in an area he deemed safe because far away from the starting HWs of his neighbours. But don't get too excited about those possibilities of early easy skirmishes. As a rule of thumb, your used destroyers for such a task should not be built extra but rather anyway, as escorts/fuel busters for your colonizer fleets with only a secondary but very satisfying role as hunters afterwards.

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