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Re: AR design Mon, 14 August 2006 15:45 Go to previous messageGo to previous message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
crr65536 wrote on Mon, 14 August 2006 08:58

Alright, I tried again with this race:
That race should get 30k+ resources most of the time in tiny packed.

If you want short comment ... from your description it seems you held back with terraforming ability and terraforming in general. Instead you grabbed C12 early, did grow 4 good places to 500 000, and rest of places did not manage to develop timely. If you hold back with pop management of terraforming you get multiple penalties with AR:
1) pop that is spread better produces more resources
2) terraforming takes time so the earlier you start the earlier you are done.
3) later you got to carry large amounts, 500 000 grows 75 000 per year that is not so easy to carry at propulsion 0.
4) planet value is outside SQRT in resource formula so improving it gives often better results than researching energy. Wink
Quote:

My research went as follows:

Energy cheap? So go after N7 first.
Then C8.
Then you have some places where to terraform so B1, W1, B2.
After then N10, B3, W5, not neccessarily in that order, take the order that maxes resources in given universe. Wink
I would also take P5 before 2425 in real game, but for maxing grav immune its useless. If there is time until 2425 research energy ... say to N13.
Then take C12. Your C12 at 2426 was way too early for 15% growth, say 2431 is OK.
After that W10. Its clearly best investment both in real game and in testbed.
In real game also L7, P9, C13 are needed after W10 but for squeezing max out of a race these are not needed. Very Happy
Then N16, B4 these take for sure before C17.
Then comes question what to take ... C17, W16 or energy and if and in what order. With max resource aim just take C17 and then energy.
Quote:

Bad pop management (would appreciate advice on this one Wink )

Close enough pop management boils down to trick that you should not grow planet bigger if somewhere else is less than 1/4 of it. Wink You may ignore the places that are reds or below 40% value at N16 and W10 max terra (or P10 if its rad immune), but rest should have at least 1/4. Nod

Did get? Rolling Eyes Dont grow above 120 000 anywhere if some other ok place has less than 30 000. It is hard to build enough freighters early so 250 900 at HW is OK, but other places keep below 120 000.
Similarily ultrastation is no excuse to grow above 240 000 somewhere unless you have 60 000 everywhere. Finally when you got deathstars keep bigger planets below 900 000 and try to have at least 250 000 everywhere.
In testbed of a 15% race it is final phase ... 2445 or so ... i simply dont MM in testbed after i have 250 000 everywhere. Wink

If you play further then keep greens 1 500 000 hold, Reds keep at at 250 000; fill 100% planets to 3 000 000; then fill all 90%+ planets to 3 000 000; then keep below 90% greens at 1 500 000 and just collect pop from there. Does not matter if you win or lose on warfronts, both ways you need fresh pop now and then. Wink

Hohoo Very Happy Just found my testbed zipped with 43k @ 2450 in tiny packed ... race was of course even worse than yours:
AR
1 point to concentrations
ISB, NRSE, NAS, RS
0.24g to 4.64g
4°C to 132°C
immune to radiation
15%, 1/3 habitable
1/10 divisor
En, Con cheap, Prop normal, rest expensive
Sure it was also because lucky universe. Cool With only 60 planets available the randomness has big affect. I have not heard someone else ever had more in tiny packed with AR ... so i am happy i found it. See ... 15% growth is all that AR needs. Nod

For real games i always used more playable ARs. That means i avoid NRSE without IFE, rarely take NAS, i have weapons at least normal despite i buy weapon tech from neighbours. These safety things help more than cheaper miners or cheaper energy or lots of resources at 2450 or whatever else they suggest. Wink


[Updated on: Mon, 14 August 2006 15:50]

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