Home » Primary Racial Traits » SD » HP/HG hybrid
HP/HG hybrid |
Fri, 13 June 2003 07:08  |
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regiss |  | Petty Officer 1st Class | Messages: 65
Registered: November 2002 | |
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This is by Ashlyn request from "HP, HG or -F" thread.
Exlia Hoack
Hoack cluster
7 points to min. conc.
SD
IFE, IFE, NRSE, TT, OBRM, NAS
Immune | 56 to 176 | 64 to 94 (1 in 10)
17% PGR
1 for 1000
15.9.16, check
11.3.13
W, C - normal, rest expensive, no check.
This was for "Search for Solitude" game. Special conditions included
no cheap tech (with some exclusions, IIRC) and only one ally.
It ended in ~2510. Score for 2509 was:
59-34-2597-7449-700-148-103k-4883-2
, but rank 1 and 3 was very close by score.
There were 2 SDs, 3 ITs, IS (HG (?), my ally, because of
hab compliance), 1 WM (-f) and 1 SS (-f).
Now that I look at it, it doesn't seem very much HG/HP hybrid to
me, but at that time this was all I could do. It was my second
SD attempt (successful again, BTW).
And I'm ready for criticism.
Update: Broke lines.
[Updated on: Fri, 13 June 2003 07:43] Report message to a moderator
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Re: HP/HG hybrid |
Sat, 14 June 2003 00:50   |
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Sotek |  | Chief Warrant Officer 2 | Messages: 167
Registered: November 2002 | |
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Well, given there's three major econ settings, in theory there's three ways to hybridize them.
-f has very bad facts and relies entirely on population. (1/1000 popeff, 5/25/5 facts.)
HG uses a mix. (1/1000 popeff, 12/9/16 facts, give or take a bit.)
HP uses facts basically entirely. (1/2500 popeff.)
Now, an HG/HP hybrid has 1/1000 and 15/9/20g facts, give or take a bit again. Paying for this with hab, they're *very* scary on a world for world basis, and have quite a ramp, but tend to have less worlds due to hab.
A -f/HP hybrid would be inherently silly. It's sort of selfcontradictory, or else is an HG.
A -f/HG hybrid, however, is possible.
1/1000 popeff, and facts at something like 10/9/10 or so. You don't rely on the facts, but they do give a reasonable boost. (Doubling, I believe.).
This is designed to give you -f ramp early, and let you fight as a -f in recolonization and such, but give you a bit more late punch. The problem is that those points that 5/25/5 gives you, you don't have now, so you have to get them elsewhere, but it can be quite a viable race.
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Re: HP/HG hybrid |
Sat, 14 June 2003 16:27   |
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zoid |  | Ensign | Messages: 348
Registered: December 2002 Location: Murray, KY - USA | |
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Sotek wrote | A -f/HG hybrid, however, is possible.
1/1000 popeff, and facts at something like 10/9/10 or so. You don't rely on the facts, but they do give a reasonable boost. (Doubling, I believe.).
This is designed to give you -f ramp early, and let you fight as a -f in recolonization and such, but give you a bit more late punch. The problem is that those points that 5/25/5 gives you, you don't have now, so you have to get them elsewhere, but it can be quite a viable race.
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freakyboy wrote on Sat, 14 June 2003 04:55 | With the mineral costs of factories I've made a personal decision to either build lots or build none.
If I'm going to play -F... I'm going to play -F.
If I'm gonna build factories as well then it's not a -F race! lol.
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I tried something like this once in a duel against Micha. I was using the SS prt and I made a "-f" race with 10,25,10 (no check) factory settings. I wanted to play a factoryless race that had some long-term chance to remain competetive with HG's and HP's. The idea wasn't to build factories, I just wanted to be able to put captured factories to some use.
Of course, since I was playing against Micha I didn't capture any factories, so it was pointless. Worse, he knew I was trying a new race design, and I'm pretty sure he was merely playing a passive-defender role without trying to kill me, just to let me test my design against a non-aggressive human opponent.
Maybe my design would work playing against someone in my own league, but I suspect it was unworkable even against someone of my own caliber. IIRC, I decided that it was hopeless because I couldn't afford immunities during race design, and in the game all my resources were spent terraforming tiny green worlds and building transports to export population. I didn't have the resources for warships or research, and found myself at a disadvantage from start to finish (which was about 2450 IIRC when I conceded), having never launched anything better than a couple pathetically weak and failed attempts to capture on
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I'M NOT AN EXPERT AND I'M OFTEN PROVEN WRONG. TAKE THAT INTO CONSIDERATION WHEN YOU READ MY POSTS.
Math? Ummm, sure! I do FREESTYLE math.Report message to a moderator
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Re: HP/HG hybrid |
Mon, 16 June 2003 02:55   |
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regiss |  | Petty Officer 1st Class | Messages: 65
Registered: November 2002 | |
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Quote: | How did you play this unique design?
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As a standard HG, but diplomacy helped, as always. Allied early
with my neighbour and was able to intersettle. Had a border
agreement with IT and was involved in a skirmish war with SS
early (detonations saved my ass, till I developed and was able
to throw in something reasonable).
Quote: | How did resources ramp?
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Start was slow (bad planet draw?) - ~20k at 2450. Then it was growing
nicely till ~2480 with ~85k. Then again went linear with ~25 degrees.
Quote: | And how did you manage with those mine settings?
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Well, main ship building started with nubians. Taking SS planets
gave me ~9k of each min. from planet. When miniaturization started
to kick in, build few fleets of mini-miners. Should have lasted
~10 years with serious ship building, but I have started to eat
through IT neighbour space (what should have yelded some mins.).
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Re: HP/HG hybrid |
Mon, 16 June 2003 06:23   |
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regiss |  | Petty Officer 1st Class | Messages: 65
Registered: November 2002 | |
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Quote: | I should note that I was a -f. A poorly-played -f, but a -f nonetheless.
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Yeah, I mentioned that on the first post.
And, IIRC, You took over this race in turn 0. Correct me if I'm wrong.
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Re: HP/HG hybrid |
Mon, 07 July 2003 22:34  |
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boneandrew |  | Crewman 1st Class | Messages: 35
Registered: June 2003 Location: Detroit | |
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I've had some success with a TT HG Space Demolitionist race. Something like 10/9/10 factories, 10/3/10 mines, cheap weapons and bio, expensive prop and elec (with IFE/NRSE combo), and con/energy normal, 19% growth, whatever points are left to hab. NAS as well, I believe; I think this left around 1 in 6 hab (w/o terraforming) to start.
I believe this general design qualifies as a HG?
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