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Re: AR design Mon, 03 July 2006 10:43 Go to previous messageGo to previous message
Tomasoid is currently offline Tomasoid

 
Chief Warrant Officer 3

Messages: 182
Registered: December 2005
Location: Ukraine

Hi!

Dogthinkers wrote on Fri, 05 September 2003 02:17

freakyboy wrote on Thu, 04 September 2003 16:39

Immunities for AR are wonderful. The biggest factor in the resource formula is the planetary value.
....
the sqrt of 10 and the sqrt of 25 don't have such a massive difference between the 2. You start with low resources but the growth rate combined with the immunity counter-act this very quickly.


Welll... Sqrt(10)=3.162 and Sqrt(25)=5... IMHO thats a fairly substantial difference. Rolling Eyes

A world with value 90% at eff 25 will produce the same resources as a world with value 57% at eff 10.

At first glance that suggests similar resources available to 3widehab vs immunity. BUT widehab gets you *more* worlds (not forgetting AR population is more efficient the more worlds it is divided amongst Cool,) which could well offset the growth rate disadvantage of living in 40%-70% compared to 70% to 100% and provide more resources. Very Happy

Have I lost the plot? I'm probably just a silly noob going against the theory... Embarassed

I reckon I got some serious test bedding to do... If only I had the time.... Sad


Sqrt(10)=3.162 and Sqrt(25)=5 - IS a big difference if you accont cumulative effect of it. Early in the game first thing you do is research Energy. And if you late with that, you late a lot - by 5 turn minimum when you choose /25.

Secondly, minerals. Early and mid game minerals source is gathering minerals from all planets around to some one planet with high concentration just to build these mining robots (which are not cheap, require minerals and still weak at that stage of game). The action "Gather minerals" is troublesome by itself - you need freighters for it, which cost minerals and resources.

And, well, AR colonizer is not cheap - go figure. More planets - more colonizers.

Finally, more planets - weaker defences. You would not be able to build strong defences enough on each planet if you have really a lot of them. If you have fewer planets - fewer need defences - less resources are spent.

From all AR designs, the most competitive early in the game is AR with one immunity in Rad, temperature narrow (but not narrower than 30 teraforming points in total) and gravity wide, resources divisor not less than /16, growth not less than 13%, construction and enegry cheap. Other designs are just too flacky at the early game.

BTW, just to answer other messages here:
ARM is not much needed merely you get advantage of it much later in the game when it is not very needed already (at the moment you get C15, you already would have anough mining robots, and probably would like more the idea to get the Death Star rather than building mining robots). The only thing I like in ARM for early AR development is cheaper large mining robot hull. However, ship design slots are limited Wink


[Updated on: Mon, 03 July 2006 11:15]




WBR, Vlad

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