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Home » Stars! 2.6/7 » The Academy » How do you like your Germanium? (A discussion of Stars! Race Economy)
Re: How do you like your Germanium? Tue, 14 February 2017 02:50 Go to previous messageGo to previous message
magic9mushroom is currently offline magic9mushroom

 
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Quote:
Are the above settings typically what others have played with? Do you feel that I'm off point on some of the mentioned Economy Styles? Discuss!

I'll take this point-by-point; this'll be a horrible spaghetti post but I don't really see an alternative.

Entropicurity wrote on Sat, 11 February 2017 02:48
With all the race design I've been fidgeting with I wanted to discuss what I have found and what may or may not be considered current with regards to race design.

From what I have read I have come to the following conclusions for each PRT:

ECONOMIC PRTs
CA - Often Banned or with heavy handicaps, FREE Terraforming!

It's not just the free terra. They get a very good tech base at the start (1/1/1/2/0/6), giving them a lot of the benefits of start@3 (Mizer at the start, reduced cost of researching Privateers) without actually having to spend the points and giving 7-point terra in all fields from 2400 if you take Total Terraforming. They can see other races' habitability settings. They can deterraform others' planets with Orbital Adjusters, deactivating planetary defences and rendering the planet useless for many years.

The terra is the main thing, certainly (and even there there's also the ~10% chance per year per world per variable to permanently improve by 1 click - that adds up), but they get a bunch of nasty bells and whistles on top of that.

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IS - A lot of defensive tech and "free" growth in transit. Can neutralize negative growth and overpop penalties.

Yup. The econ boost is key, but they also get quite a few nifty toys (especially the Croby Sharmor and Tachyon Detector). Fleet sizes are going to be a bit smaller, though, because of the cost penalty on weapons.

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IT - Can transport cargo through Stargates! May take a while to get to a planet, but an orbital gate provides instant transfer of eco fluidly.

That, and the infinity gates. IT can gate Battleships without loss; no-one else can do that.

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JoAT - Sometimes handicapped, found to be the core PRT for the HG monster and among the most well-rounded and potent PRTs!

Eh. I wouldn't call them "the core PRT for HG". Their only actual econ boost is the +20% capacity on worlds; the rest is cashing in on NAS points and the easy start. They are common among HP races, for obvious reasons.

Quote:
WAR PRTs
PP - Rarely see this race mentioned, though I can imagine that such a race can be very devastating throughout the game.

The reason it's rarely mentioned is that outside of one trick (the one-world/two-world wonder PP that nukes other players' homeworlds before they can spread) it's just not a good race. The PRT is very expensive and all of its perks are tied to mineral packets, which aren't all that great even with them (kinda too expensive for terraforming except maybe for boranium, attacking with them against well-defended planets is hard, and they can't transport pop which is the main thing requiring transportation).

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SD - Personally I loved this as an economy race, as it the cheapest of the PRTs with some good defense. But the utility of mobile minefields, moving 2 warp speeds faster in mine fields, and detonated fields can make this a very aggressive PRT.

I will say that they're somewhat undercut as the game goes on by collision sweeping. But with the speed they can re-lay that gets expensive fast.

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SS - Among the most expensive, but gains "free" resources in tech through the game. Can rob people of their transports or even from planets with the right tech.

The Pick Pocket sees very little use, for a relatively basic reason - if you can catch an enemy freighter, you can blow it up and then steal the minerals from the wreckage anyway (while depriving your opponent of the ship and any colonists on board). The Robber Baron is different because orbiting a planet is not sufficient to take minerals from it (it has to either be uninhabited with a remote-miner or inhabited by your own colonists). In practice you will find that upon realising an SS is close to attaining Robber Barons,
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