Home » Primary Racial Traits » HE » The Shofixti - a monster race
Re: The Shofixti - a monster race |
Wed, 13 July 2016 08:19 |
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magic9mushroom | | Commander | Messages: 1361
Registered: May 2008 | |
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iztok wrote on Wed, 13 July 2016 18:56magic9mushroom wrote on Wed, 15 June 2016 06:42Shofixti race.
HE
ISB, NRSE, OBRM, NAS, RS
Gravity immune, Temperature -120 - 120 (60 wide, centred), Radiation 25-89 (64 wide, right-shifted) - total "1 in 2", 44% initially habitable
13% (26% with HE bonus)
1/1000
15/9/10/4g
10/3/16
All expensive, start at 3
3 points left over to mineral concentrations
Some comments
- It's good to see experiments with PRT designs.
- I know you wanted ramp-up speed, but factories produce 15 is in my eyes awfully expensive for only 550 max operated factories.
- 16 operating mines: I know where you're coming from. But IMX (factories + 2) mines were enough for my 3-immune designs. Well, since more than a half of your planets will be below 100%, more mines helps, because even 880 mines on a 100% planet looks rather lacking.
- Like you wrote, the rad could be shifted left more, but you obviously did calculation with low weapons tech in mind, so no wory.
- I couldn't find starting parameters for Lowtek game, so I can't comment your other design choices. But was the speed really so important you did invest in factories so many RW points for so small gain?
BR, Iztok
A variant with 14/9/13 factories might be interesting to try, I guess. It does take about 10 turns after greenlining your queue for a colony to catch up to the 15/9/10 one, though, so you're probably going to have a bit less "disposable income". I certainly wouldn't go any slower than that.
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