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Re: AR design Mon, 14 August 2006 12:19 Go to previous messageGo to previous message
Tomasoid is currently offline Tomasoid

 
Chief Warrant Officer 3

Messages: 182
Registered: December 2005
Location: Ukraine

Hi!

crr65536 wrote on Mon, 14 August 2006 08:58

Default Queue:
1% terraforming, became 100% terraforming at 2445
Cleared at reds (no production at red planets)


Kagemm, am I understood correctly - you used 1% auto teraforming at start for all planets? If yes, then no wonder you got that result - teraforming is a main thing AR should do on greens, andgreen poanets quite often have more than 100 resources (so can teraform more than 1%).

Quote:


Now I think that I'm not doing the pop distribution right. Only the HW and three planets near it got to 25% on Ultras (HW was the only planet to ever have a space station) so those planets were the only breeders. Some of the other planets built Pintas, SFX's, etc., but didn't export pop. Confused

With colonizing, do you colonize the closest planets first or the ones with the highest hab first? I colonized highest hab planets first, so all greens were colonized before starting on reds, etc. Is this incorrect? Also I only sent one freighter to each planet (tried to distribute pop evenly so maximize sqrt effect). Maybe I should have done that differently?



This depends on your tech research needs. If you need a lot of early tech research, you probably can sacrifice some economy like you did for that purpose and have better spread-outr of people. I guess this is quite essential for AR in crowded games. Otherwise, instead of spread out, you should care more about quicker breeding, and thus you should fill in big greens first rather than spreading out. More people on big green - more growth, quicker teraforming, you would be able to export pop from there quicker etc. Try another tactic: teraform to max, export pop to big greens first, establish solid bases, then spread pop from such bases. You should have few such sites at year 30, so at year 50 you should have a lot of child of child planets around such sites and spreed up effect (but with a bit more pop than in your test).

Few tricks also:
- pop grows after building, so you need to upgrade starbase only for the year when you get slightly overcrowded, not for the year when you reach 25%.
- you can replenish transporting pop loses on the way when pick pop up on the big planets where you refuel to fly far away from HW. This usually pays off. In many cases you can improve this and bring some minerals from HW or jumping through reds, drop and load pop instead Wink
- you mentioned that you built SFX - did you try to avoid that? Wink Refuleling docks (even on reds) may help here a lot. Sfx costs a lot, so I usually try avoid use of it.
- when you upgrade starbase, see if you can upgrade to a larger one rather than to the next one. It is beneficial to upgrade to the ultra staation right from start rather than to starbase first, then to ultra in 2 steps.
- when starbase building takes 2 or more turns, see if you can put few teraformings before starbase building in such way that it would not increase number of turns for starbase building. Check this for _each_ year, because teraforming improves planet resources, and thus it might be that next year you can put one more with no lose in starbase building speed Wink

Also, did you built stargates to return transports quicker? Did you built pintas off from stardocks on bad greens (where you do not expect soon need in minerals for starbase upgrade)? This allows improve your transporting.



WBR, Vlad

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