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Home » Primary Racial Traits » AR » Viable AR designs: what are the options?
Viable AR designs: what are the options? Mon, 16 June 2014 14:19 Go to previous message
mrvan is currently offline mrvan

 
Officer Cadet 1st Year

Messages: 208
Registered: May 2014
Since the current proposed game is all-AR, it might be fun to have some discussion on viable AR designs.

Observations
----

Since some people have professed unfamiliarity with AR design, some basic observations:
- AR cannot have HP planets, absolute max is [sqrt(26*3M/8)]~3k, but for most races, most of the time it is more around 1.4-1.8k [sqrt(10*2M/10) - sqrt(16*2M/10)]
- The only production factors outside the sqrt are number of planets and planet value
- This means that end-game habitability needs to be reasonable to get enough planets, preferably 1 in 3 or better
- This also means that immunity plus narrow ranges is much better than wide ranges (immunity: much better value; narrow range: much better terraforming)
- Terraforming is a direct investment in economy, since production scales linearly with planet value
- Innate mining sucks, so remote mining is the only way to get enough minerals.
- AR requires a lot of research. Everyone needs W, AR also needs Energy for resources (up to 10 or 16, after that it might not be worth it) and Con for star bases (12=ultra, 17=death star).
- Early game, AR has decent resources but needs to spend a lot of them researching
- Early/middle game, AR has severe iron shortage as it needs to spend iron buying remote miners to get iron.
- Late game, AR is resource limited rather than mineral limited as remote mining of home world gives ~infinite minerals.

Design options
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In my opinion, AR design allows for a quite limited number of variations since the econ page consist of only a single number. Also, because planet value is so important immunities are a very important determiner in the hab page, as wide ranges are not very desirable. Thus, the basic design templates of AI are 1i, 2i, and 3i. In my experience, both 0i and 3i are not very competitive, but 3i is listed here for completeness:

Design templates:

* 1i: prop immune, one narrow, one wide; growth 15% or better, econ 1:10. Probably the easiest to play as you have enough pop to permit s
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[Updated on: Mon, 16 June 2014 17:18]

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