Re: IT Race needs help |
Fri, 29 June 2007 10:33 |
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Fenrir wrote on Fri, 29 June 2007 23:50 | so, in game, just build less factories or none at all?
And, so, does this mean I should shuttle colonists around more instead of worrying so much about Germanium?
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Factoryless means exactly that
With 5/25/x factory settings, it's costing you 25 resources to build each factory, but they only produce 0.5 resources each per year... Build a factory straight away, at 2400... It'll break even on turn 2450, if you're still alive by then
Building warships will give a faster return on investment
And yes, population management is absolutely crucial to playing a factoryless race.
[Updated on: Fri, 29 June 2007 10:35] Report message to a moderator
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Re: IT Race needs help |
Fri, 29 June 2007 12:15 |
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Dogthinkers wrote on Fri, 29 June 2007 07:33 | Building warships will give a faster return on investment
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Therein lies the key to a factoryless (aka -f) race - you have to be aggressive early, because you need to have many more planets than non -f races to be competitive.
The good news is that while QS, HG and HP races are busy spending all of their resources on building factories and using up germanium, you get to put all of your resources into aggressive scouting, fast transports (the fuel mizer is a must; improved starbases are highly recommended), some mines but mostly tech. Go after an early tech breakpoint (Yak DDs, Bazooka frigates, Colloidal cruisers - the earlier the better, really) and disrupt shipping and/or go all out against a neighbor.
I think I recall you mentioning there are just a couple of opponents. If so, you won't need any diplomacy. If there are more, you'll probably want to get at least a NAP going with a couple of folks, but since you have a lot of cheap tech, you have a lot to offer folks, so agreements should be easy.
Muy importante - Factoryless races thrive in tiny and small universes. They can do OK in medium, but it is much harder to be successful in large or huge.
Quote: | And yes, population management is absolutely crucial to playing a factoryless race.
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Good pop management is important for any race, but Dogthinker is spot on with this - since pop is your exclusive fuel for your economy, population management is indeed absolutely critical for success.
I played my first duel using a -f IS and it was a blast (won that one). Played me second using a -f JOAT and am getting my butt kicked - lousy starting position and a vastly superior opponent, but I'll be using it again, that's for sure.
Have fun!
Cheers,
Thor
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Re: IT Race needs help |
Sat, 30 June 2007 21:10 |
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goober | | Chief Warrant Officer 3 | Messages: 175
Registered: December 2003 Location: +10 | |
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Fenrir wrote on Sat, 30 June 2007 14:30 | Thanks for all your help guys! we're probably going to get started sometime this week, so I just need to tighten down the hab scheme:
I can't seem to get much better than:
.36-2.72 / Immune / 21-79
19% growth.
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You don't need 1/3 habs with an immunity. 1/4 is fine. There will be plenty of nice big greens for you to colonise.
Quote: | and that's with all tech expensive (start at 3). Will this work alright? The immunity really helps, but I'm not liking the idea of all expensive techs.
suggestions?
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All expensive techs for a -f defeats the object of the race. You should be able to expand quickly and research quickly so you can kill off your neighbours before they have a chance to catch up.
I recently played this -f IT race:
IFE, ISB, OBRM, NAS, RS
0.92 - 6.56
8 - 184
Rad immune
1/4 habs
PGR 19%
1/1000
5/25/5
g not checked
11/3/10
Weap/Con cheap. Rest expensive.
Start @ 3 checked.
I didn't manage to colonise all the greens I found before the game ended.
Rough scheme of play:
Build lots of scouts. At least 6 in the 1st two years. Use some scouts to scout quickly further afield, by-passing nearer planets, so that you can get to planets in a good location first.
Prepare for colonising selected planets by building a few escort DD's to go with your 100k pop you will be sending to those choice worlds. Send some minerals too so you can build an OF with gate quickly.
Colonise toward the opps initially. You can colonise planets behind you later. Exception would be a breeder world. If random events on, it's worth building colonisers to colonise "safe" worlds to try and pick up tech.
Build Pop. Research weapons and con. Aim to have con10 and Weaps 12 by about 2428 at the latest. Con 10 means you can use inf/300 gate to move your Jihad CC's about. Only other useful research is bio 4 so you can build minelayers. You should have an enemy in mind by now if you haven't already built an FF horde and started attacking the opps (wea
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