Home » Primary Racial Traits » IT » IT gates
Re: IT gates |
Mon, 30 June 2003 01:30 |
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Zaphod | | Crewman 3rd Class | Messages: 5
Registered: June 2003 Location: South Africa | |
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Hmmm, I have not played in any games at the library, but the fact is I am not a fan of the broader multiplayer games, they get stressfull when I try to micromanage and take 2 hours to play a turn, wrecks havok on your life. I do not open the calculator often (my math sucks), and prefer going on gut feel. That is my only "rant" on stars, which is the best.
More on-topic. The IT is expensive to play, but if U use all the plusses wizely (Ie dont' play IT like a HE or a WM, and use the mineral tranporting option) your PRTs have to be used to the max, or else you wasted the pick-points, and should play JOAT. For instance try CE, and use bigger fleets to overcome that anoying fault. Cut down on #mines, and transport minerals around more. I am not saying CE is a wize move, but in fleets >10 ships, I am not sure it causes U pain anymore. Another trick is using AS, and building a quick gate by colonizing with just the required minerals to build. After that, the CE trait does not hurt U at all, and U can bring in the needed upgrade minerals in one turn. The downside is than a planet that gets cut of with no gate is toast next round.
If you much it up in the beginning as you learn the ropes, and make intentional mistakes. And then bust open the top-scorer's head suddenly, it comes as a big surprise to everyone. (this only works once)Report message to a moderator
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Re: IT gates |
Mon, 30 June 2003 08:46 |
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Zaphod wrote on Mon, 30 June 2003 01:30 |
Another trick is using AS, and building a quick gate by colonizing with just the required minerals to build. After that, the CE trait does not hurt U at all, and U can bring in the needed upgrade minerals in one turn. The downside is than a planet that gets cut of with no gate is toast next round.
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I'm not sure I understand what "AS"
Paladin
[Updated on: Mon, 30 June 2003 09:17]
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Re: IT gates |
Mon, 30 June 2003 09:08 |
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mazda | | Lieutenant | Messages: 655
Registered: April 2003 Location: Reading, UK | |
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Paladin wrote on Mon, 30 June 2003 13:46 |
I'm n ot sure I understand what "AS"
Paladin
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Advanced Starbases is my guess.
[Updated on: Mon, 30 June 2003 09:08] Report message to a moderator
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Re: IT gates |
Mon, 30 June 2003 13:20 |
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LEit | | Lt. Commander | Messages: 879
Registered: April 2003 Location: CT | |
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Zaphod wrote on Mon, 30 June 2003 01:30 | For instance try CE, and use bigger fleets to overcome that anoying fault. Cut down on #mines, and transport minerals around more. I am not saying CE is a wize move, but in fleets >10 ships, I am not sure it causes U pain anymore.
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The chance for engine failure does not depend on the number of ships in the fleet. If you mean splitting the fleet to get 90% of your fleet there, there are other problems with this (10% won't make it, you don't get shield stacking, and number of fleets is limited to 512)
Zaphod wrote on Mon, 30 June 2003 01:30 | Another trick is using AS, and building a quick gate by colonizing with just the required minerals to build. After that, the CE trait does not hurt U at all, and U can bring in the needed upgrade minerals in one turn.
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You do not need ISB (Improved StarBases - so as not to confuse it with Inner Strength) for this. You can toss a gate on a fort, and then gate in everything you need to upgrade from there - assuming you have 1/1000 pop efficency that isn't too hard, 1/2500 and its a bit more painful. A good reason for IT not to be HP style.
- LEitReport message to a moderator
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Re: IT gates |
Tue, 01 July 2003 02:51 |
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Zaphod | | Crewman 3rd Class | Messages: 5
Registered: June 2003 Location: South Africa | |
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OK, the IT strat. I used is to put resources at 1/1200, and just build 1 or 2 factories (U could try factoryless, and go to 1/1300 or more, but it sux with the other negatives stacked together against U). Colonizing with a ship carying just below the needed minerals, and then using some luck on the scrapping for the remainder ,look at ship components and count on the colonizing minerals making up the rest. Once up U can assign orders to drop enough to build a dock, the 1st step is a mission, and almost a waste, but I cannot work out a way around this.
PS. has anyone ever won a (fair) game by playing with the Cheap Engines trait?
If you much it up in the beginning as you learn the ropes, and make intentional mistakes. And then bust open the top-scorer's head suddenly, it comes as a big surprise to everyone. (this only works once)Report message to a moderator
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Re: IT gates |
Tue, 01 July 2003 08:31 |
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iztok | | Commander | Messages: 1219
Registered: April 2003 Location: Slovenia, Europe | |
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Hi!
Zaphod wrote on Tue, 01 July 2003 02:51 | OK, the IT strat. I used is to put resources at 1/1200, and just build 1 or 2 factories (U could try factoryless, and go to 1/1300 or more...
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For a race with factories there are only 1 reasonable pop eff settings: 1/1000 or 1/2500. Maybe (really just maybe) 1/1100, because you are losing 9% of (free) resources from pop for mere 40 RW points.
For factoryless races it is usually 1/1000 (1/900 or 1/800, if you can afford, but IMO it's better to put RW points in hab/tech). Anything less for a -f is just postponed suicide.
BR, Iztok
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Re: IT gates |
Wed, 31 March 2004 04:20 |
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Steve1 | | Officer Cadet 2nd Year | Messages: 240
Registered: January 2003 Location: Australia | |
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Quote: | PS. has anyone ever won a (fair) game by playing with the Cheap Engines trait?
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Terrible trait !!!
I would never choose it even if I was IT.
True it does give you a nice starting point advantage and at the start of the game it might not affect you as much, but many many battles in the mid to end game are critical and to not have your ships arrive at the destination can be devastating.
I would even start to wonder at the value of testbedding with this trait. There's enough variables that can affect the outcome of a battle without including this dreadful LRT.
It works well for an IT on the defensive or any race for which your ships are all gateable (that's on the defensive), but attacking an opponent with unreliable engines would be incredibly frustating.
Consider too, that colonisation would be slowed throughout the entire game. One year slower for 10% of each of the planets you go for that are within 1 year (warp7 or above) of colonisation of a gate, but then consider on top of that how many of those planets might take two years or more to colonise.
That's not all; then you send your LF's to each of those planets and there's the whole compounding effect of potential growth lost !
Even an IS isn't helped much by this trait because it makes all your growth calculations (whilst in transit) askew.
CE is something I've never chosen and never will unless the game has some oddball rule - like no travel beyond warp6/7 !
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Re: IT gates |
Wed, 31 March 2004 04:52 |
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Steve1 | | Officer Cadet 2nd Year | Messages: 240
Registered: January 2003 Location: Australia | |
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Quote: | Jump gate - head away from your planet at warp 1 for one turn. Then stargate to the planet of choice... eh volia... 2 year jumping with cargo.
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Of course if you're jumping to your own or a friend's starbase you could just as easily travel the first year at anywhere between warp1 - warp10. An orbital fort as a destination would be different because you're not getting the refuel. At warp10 you can travel just over 100ly in the first year and then the year after, travel whatever the limit of the receiving gate is. Can make a big difference as to whether you arrive at a planet of choice or just a waypoint.
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Re: IT gates |
Wed, 31 March 2004 05:17 |
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Steve1 | | Officer Cadet 2nd Year | Messages: 240
Registered: January 2003 Location: Australia | |
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Quote: | You can mitigate the effects by splitting your fleets. As an extreme example, if you send 10 fleets rather than 1 then you can be fairly sure that 90% of your fleet will arrive.
When colonising, send 2 coloniser hulls (individual fleets) with a bunch of privateers split into 2 fleets. Make sure that the colonising fleets arrive with enough pop and minerals to put up a gate within 3 years.
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Yes you could play your game in such a fashion, but there's two difficulties I see with this, as follows:
1) As already mentioned by Leit, there's the difficulty with the 512 fleet limit (although admittedly at the start that shouldn't be a problem).
2) Duplicating, your colonisation is actually quite expensive. It's easy to think that hey you're only sending one extra coloniser/privateer to take a planet, but if you do that for every world that you want to occupy, there's a cost to build into your efforts. Sometimes it might happen to work out that there's two or more suitable colonies in the same direction and in this circumstance it would work very well. Generally for a tri-immune or wide hab race it would be quite a good strategy, but otherwise for most races I don't think the overall game expense of doing such a thing would be worthwhile.
[Updated on: Wed, 31 March 2004 05:21] Report message to a moderator
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Re: IT gates |
Wed, 31 March 2004 06:28 |
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Steve1 wrote on Wed, 31 March 2004 11:17 |
1) As already mentioned by Leit, there's the difficulty with the 512 fleet limit (although admittedly at the start that shouldn't be a problem).
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Granted, but you wouldn't actually split your warfleets into 10 parts; maybe three or four. And only for fleets that absolutely have to be at a certain place at a certain time.
Quote: | 2) Duplicating, your colonisation is actually quite expensive. It's easy to think that hey you're only sending one extra coloniser/privateer to take a planet, but if you do that for every world that you want to occupy, there's a cost to build into your efforts. Sometimes it might happen to work out that there's two or more suitable colonies in the same direction and in this circumstance it would work very well. Generally for a tri-immune or wide hab race it would be quite a good strategy, but otherwise for most races I don't think the overall game expense of doing such a thing would be worthwhile.
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It's only the coloniser I'd double up on; not the privateers. And when the planet is colonised you still have one of the colonisers available; you can re-use this for a later colonisation effort.
Lets say your HW is producing 50K new pop every year. You fire off 2 fleets, each with a coloniser and a privateer. You make sure you split the colonisers out from the privateers 1 turn before arrival. If both colonisers arrive, one will find the planet already colonised, so you just unload it's contents.
Again, I should point out that I've never tried this.
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Re: IT gates |
Wed, 31 March 2004 18:18 |
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Steve1 | | Officer Cadet 2nd Year | Messages: 240
Registered: January 2003 Location: Australia | |
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Quote: | Granted, but you wouldn't actually split your warfleets into 10 parts; maybe three or four. And only for fleets that absolutely have to be at a certain place at a certain time.
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I can't speak for other players, but I can say that in most games I play I don't really have a problem with the 512 fleet limit. I think though if you're in a large scale end game war, that splitting fleets for each battle (or potential battle) might become a problem. Remember that for any new fleets built in the next year that exceed the 512 fleet limit, they are automatically deleted.
The other problems created are worse:
a) You lose the cumulative fleet shielding and will therefore get a higher attrition rate.
b) The opponent would be wise to use Gatlings against your ships. A good example of the benefit would be in a comparison of a Big Mutha Cannon to an AMP. The AMP clearly has more firepower, but the BMC gets multiple targetting and will devastate a non-stacked fleet.
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