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Re: AR design Thu, 06 July 2006 08:08 Go to previous messageGo to previous message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Tomasoid wrote on Wed, 05 July 2006 11:34

Once again - there is always a dark side of the moon... (unless you have 2 suns Smile )

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.

How so Shocked Completely new theory to me. Surprised
Sure, every needed transport and colonizer cant be built with one year, but no need. Transports AR should build as lot needed and colonizers as lot possible.

First the Transports ...any race builds them as lot as needed to avoid breeder planets overgrowding. It has no relation with how many planets one got to send to! It only depends on how lot of population he has breeded, unless he has ran out of places to breed to. Nod

Now lets see what really happens with Colonizer. Poor AR is "depressed by minerals and resources dictatorship"? All famous Fuel Mizer Pinta:
Minerals:
it costs 38/15/30 minerals,
it leaves 28/11/22 salvage,
unrecoverable cost = 10/4/8. <= That cost affects your ability to build Ultras? Surprised Shocked What a shame.
What AR gets:
Pop (22kT that fits into Pinta and does not die OTW) mines as 5 mines, and works for 20 resources or better on early green (for 10 on early red). With "early" i mean energy 7. That pop did work for 2 resources and 1/4 of a mine on HW ground.
Conclusion:
Pinta is wonder device that pays itself back with 3 years no way drain on economy. Running out of places what to Pinta is tragedy.
Cool
Quote:

With narrower hab (I assume equal bands for one-immune), only ~30% or so of green planets you would not be able to teraform to 70%.

The small green planet of wide hab guy is yellow or even red for narrower hab guy, so how it is better? If something is good for narrow hab, its even better for wide.
A race with wider hab has more planets that can be terraformed to 70% or better on same sized territory, these got better value to boot with and so he has eventually more pop to fill all thinkable and unthinkable places on that territory with colonists. Check things out with http://home20.inet.tele.dk/craebild/hab_range_tool/habcalc.h tml before posting more of that. Wink

I am not saying that "pump everything into wider hab", that this is golden rule. Just ... in my testbeds wider hab seems sometimes better investment than IFE or cheap energy. It seems always better investment than growth rate, ARM, TT.
Quote:

Tech exchange tends to fail sometimes Wink That's what happened to me.
Interesting, it has sometimes failed to me too. So .... the lesson that you learned is:
(A) it is bad idea to import vital technologies? Rolling Eyes
(B) it is good idea to use enough scrappers? Rolling Eyes
I have observed that 7 scrappers simultaneously next to never fail, but your way of thinking is interesting too. Laughing
Quote:

I just do not really see any strategic advantages for takin any other tech cheaper other than Electronics.

Propulsion is also option. If AR has scoops then its completely no question that P is better.

Lets say without scoops? AR has construction 12 about year 2430. Say N10/W12/P5/C13/L6/B4... year 2435. There are no point to have higher than L7 immediately, or what it gives? No iron for amounts of missile ships too soon. P9 however gives very vital 300/500 gates to gate beam BB-s and casual jihad cruisers or to gate miners away from danger. Also you probably want that dreaded warp 10 engine, its nice to have. Later L is again nice, but most AR troubles lie in early times and so P stays an option.


[Updated on: Thu, 06 July 2006 08:39]

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