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Re: AR design Thu, 06 July 2006 04:22 Go to previous messageGo to previous message
Tomasoid is currently offline Tomasoid

 
Chief Warrant Officer 3

Messages: 182
Registered: December 2005
Location: Ukraine

Hi!

iztok wrote on Thu, 06 July 2006 09:34

Hi!
Tomasoid wrote on Wed, 05 July 2006 10:34

You cannot utilize more planets than a certain limit. Limit is dictated by minerals and resources. You cannot build too much colonizers and cannot build too much transport to spread out people. AR just have no minerals for that, and also AR should save minerals for mining robot building and mid game survival, that is much more important.

You speak like new planets (despite yellow or red) don't contribute to the whole empire. After pop on most greens starts crowding I usually colonize everything in my space just for free minerals. At the beginning I dump there one or two MFs to get pop mining equivalent of 15-20 mines, when pop from ultras is abundant, with 1-2 LFs (35-50 mines). One outdated MF can easily circle among 3-5 of them collecting minerals for building needed stuff. I noticed in my testbeds if I don't do that, is my mineral crunch much more severe. Those red planets usually don't build anything (if I'm hard pressed with orbital designs I even convert them to Starter colony forts), but contribute 50-150 resources to research and serve also as watching outposts. I'd say and excellent ROI for mere 200k pop. Wink



You speak as if you make AR solo testbed with no enemies around. There is one issue - survive mid game.

The point here is that when you build small green planets that way before and during mid game, you would have them developed only after the mid game anyway, that would not help you much for mid game survival. You can do this only if you have too much pop that you do not have where to put. In such case, this strategy may slightly improve your economy. However, in most cases, you _lose_ minerals that way, or at least have them the same. Why?

Look: to colonize all small greens and reds you need build colonizers that are expensive for AR, so by building them it would mean 4-5 years delay for mining robot building and minerals shipping to planets that require them for Ultra Station building. (That's really bad because delay in Ultra station building means less resources.) Also, 4-5 turns of mining robot work (built with minerals equivalent to 5 colonizers) gives much more than 5 red/small green planets mining by pop only in 20-30 years. Go figure Surprised . Having the same minerals in 5 years rather than in 30 years is much better - you have minerals earlier, and thus can build something earlier. (And that mining robot continue to mine Wink ) So, if you build mining robot instead of colonizers for reds and small greens, it would give you much more for mid game survival.

After the mid game, you would have MUCH MORE pop which would make small green panets developed much more quickly that if you would start develop them before the mid game. Sometimes, it is better wait 15-20 years before colonize small green, and have the same result after all Wink

Also, you talk about MFs circling because you already have LFs... Man, when you get LF design available, it is already start of mid game era, and you look for minerals to build few cruisers instead of LFs. Ultra Stations also usually are reached closely by that time, so you would try to save some minerals for US building everywhere as well (that also costs iron and germanium, specially when you care about defences). If you grow properly, after US building, you would not have enough transports to move pop around to new colonies. So all you have are outdated MFs and only few LFs, which you can barely have enough to circle through small greens and reds, and which you usually need for more valuable purposes than just circling through reds for pieces of minerals. You just cannot afford more trasport to circle through all the reds and small greens. LFs and MFs do not come from nothing - you still need to spend minerals for building them Wink

Finally, having too much small undefended planets at the mid game is really easy target. A pack of DD minefield sweepers really often falls into easy "sweeping" of such planets. If you play against SS, it becomes even worse Wink You can build defences everywhere, of course, but this, again, costs Smile



WBR, Vlad

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