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Re: AR design Mon, 03 July 2006 22:32 Go to previous messageGo to previous message
Dogthinkers is currently offline Dogthinkers

 
Commander

Messages: 1316
Registered: August 2003
Location: Hiding from Meklar
Yup, I agree with most of that.

Here's my personal opinions:

Less than 16% PGR is a worry.

Take LSP to buy an extra point of PGR if you can, the sqrt formula makes LSP less of a hinderance to AR.

I love ARM for the cheap early miners, but having played an AR with ARM but without ISB, I suspect that ISB would've proved far more usefull of the two (and I have trouble justifing spending the points on both.) Space docks are *really* nice for AR in first 20-30 years, when minerals and resources are still tight.

/10 divisor makes more sense to me than /25, because it get me my resources earlier and lets me get more resources out of less worlds (important for diplomacy and not appearing too strong.)

I'd consider one immunity almost essential for AR. It makes your terraforming so much more effective. Two immunities just don't seem worth it to me (remember I like good growth and I've given up on /25)

You NEED at least 2.5 cheap. AR without weapons is dead meat in early game without some excellent diplomacy. Without con cheap you won't get ultras / death stars anywhere near early enough, unless your PGR is appalling. Energy should be at least normal, personally I'd always take it cheap - it's a ramp up tech...

I wish I could find the points for IFE, building all those boosters makes that early mineral crunch all the worse...

I wish I could find the points to buy TT for the cheap terra...


I must say that /25 does have a few things going for it - you can probably afford TT or two immunities. The wider hab means more worlds. More worlds means more minerals without having to build miners. In early game more worlds (if you can afford all the colonisers) might actually prove to be enough to catch the /10 races.


[Updated on: Mon, 03 July 2006 22:35]

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