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hybrid SS race; also, build order for first ~10 turns? Tue, 02 June 2009 22:08 Go to next message
scottrick49 is currently offline scottrick49

 
Master Chief Petty Officer

Messages: 98
Registered: August 2003
Location: Minneapolis, MN
I've been playing around with a new SS race. Not exactly HP, not exactly HG. I played one testbed against 4x expert AI to 2450 and hit 17k resources with some micromanagement, but nothing too intensive. I think it could do better with more careful play and some tweaking perhaps. Let me know what you think:

Hydra
Super Stealth
IFE, ISB, OBRM, NAS
Gravity: .52g to 4.40g
Temperature: Immune
Radiation: 15mR to 47mR
17% Growth Rate (1 in 5 habitable)
1/2500
13/8/14/checked factories
10/3/15 mines
construction and weapons cheap
electronics normal
energy, propulsion, biotech expensive
box NOT checked

I think you guys are gonna tell me to drop the immunity and tell me thats best for a HP. But this isn't a HP. Its sort of a hybrid. I really like one immunity - the worlds get so big and green and easy to terraform as the game goes on.

I'm also looking for suggestions to speed up the early game. I tried dropping ISB and taking 'expensive start at 3' to help me get fuel mizer privateers earlier, but it comes one turn at most, so I didn't think that was worth it.

What do you use for a build order at the start of a game on a race like this? I was trying

autobuild 100 factories
autobuild 100 mines

and that definitely gets me the resources fast enough but I found I was hitting a hard mineral crunch when my starting minerals are used up. Its not a big deal for the germ, but when i run out of iron and I can't build enough privateers to keep my HW < 33%, it becomes a problem.

I was thinking something like:

autobuild 10 factories
autobuild 15 mines
autobuild 100 factories
autobuild 100 mines

might work well, but I haven't had a chance to testbed yet.

I read somewhere somebody suggested building a bunch of mines asap (like 100 or so). I tried this, but then I had the opposite problem of too many minerals and way less factories. Any suggestions on the opening turns?
...




scottrick

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Re: hybrid SS race; also, build order for first ~10 turns? Thu, 04 June 2009 03:37 Go to previous message
iztok is currently offline iztok

 
Commander

Messages: 1219
Registered: April 2003
Location: Slovenia, Europe
Hi!
Quote:

But this isn't a HP. Its sort of a hybrid.

Yep, but I'm affraid with weaknesses from HP and no strenght of HG. Confused

Quote:

pop 1/2500
13/8/14/checked factories

See, your ramp-up is weak, because of 1/2500 and because factories aren't strong enough to compensate for that.

Quote:

Temperature: Immune
pop 1/2500

IMO that's not a good combo. Usually one takes immunity to breed (for free!) more pop faster, to get more resources quicker. But 1/2500 pop IMO doesn't contribute enough resources to justify the costs of an immunity.

Quote:

I was hitting a hard mineral crunch when my starting minerals are used up. Its not a big deal for the germ, but when i run out of iron and I can't build enough privateers to keep my HW < 33%, it becomes a problem.

The trick is you stop building factories and start building mines some turns before you'll start producing PVTs. The time to build mines will depend on how much minerals you'll need to run colony drive (each turn 2-3 PVTs, 1-2 colonizers, some boosters, factories), but usualy 200-300 mines is enough.

BR, Iztok

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