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Re: Viable AR designs: what are the options? Thu, 06 June 2019 00:26 Go to previous message
magic9mushroom is currently offline magic9mushroom

 
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Registered: May 2008
mrvan wrote on Tue, 17 June 2014 04:19
ISB for early expansion and for cheap docks (500k pop instead of 250, 1 turn build even for most new colonies with minerals from pinta)

[...]

En or Con can be taken normal since only level 16/17 is really needed and 10/12 is good enough for a long while, but En normal hurts ramp up.

Veeeeery late on this one, but I missed it at the time.

ISB isn't for Docks, although they're nice. AR wouldn't take ISB just for Docks (they already get the -20% to cost, which doesn't stack; between that and AR's tendency to flagpost early, Space Stations are fairly affordable). ISB is for Ultra Stations, because it costs 70k+ to get Death Stars and you'll be getting rather crowded by then; you need the increased capacity quickly to maintain your pop growth.

Con cheap is basically invariant (even more so than Energy, because AR get a 33-point penalty for taking cheap Energy). Con 12 basically defines the end of the early game for AR for two reasons:

1) Ultra Stations. See above.
2) Robo-Super-Miners. These are the first (and only, for non-ARM) miners that don't suck. Maxi-Miner + 10 Robo-Super-Miners is about "mines cost 4.3", whereas Mini-Miner + 2 Robo-Maxi-Miners is about "mines cost 7"; colonising a red with a Pinta, for reference, is about "mines cost 8.5". The advent of these is the point at which your mineral woes end and you cease to be a pushover.

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