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Re: New game for fall? Thu, 16 October 2014 16:30 Go to previous messageGo to previous message
skoormit is currently offline skoormit

 
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Registered: July 2008
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mrvan wrote on Wed, 15 October 2014 09:23
(More) Expensive energy is not as bad for AR as you could fear, since the effect is within the sqrt anyway. Energy 1-4 is a very cheap factor 2, 4-16 another (rather expensive) duplication, but 16-26 is only a 25% gain for an enormous amount of resources.

Number of planets and hab is much more important, and no AccBBS helps in keeping population spread over multiple planets, and if you have ARM you have less iron crunch as the two bugs start mining immediately.


Square root or not, Slow Tech doubles the cost for AR to improve their economy via Energy research.

Since non-AR econs are not directly tech dependent, the question is whether the indirect effect of Slow Tech on non-AR econs is as harsh as on AR econs. I don't think it is as harsh for non-AR. Wouldn't a race designed properly for a Slow Tech game be able to expand almost as well as in a normal tech game? Is there any tangible effect, really, of Slow Tech on the econ of such a race, other than that it takes longer to get to LFs and hence you pay a bit more for pop-shipping capacity in the early game because you have to use PVTs longer (or MFs if severely iron crunched)?


[Updated on: Thu, 16 October 2014 16:32]




What we need's a few good taters.

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