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December 22nd, 2004, 01:15 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
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Re: New Game : Adamant Mod 15.02 10 Planet Small G
In additon brianeyci, your species in the galactic invasion has a quite high trading ability, so i suspect you are gaining at least 130% trading income. I guess you have at least trade and research alliance with each player, this should give you a quite HUGE amount of ressources and research points without remote mining or research teams at all. I dont really get your point. I offered you to construct colonyships for you several times, you didnt replied. Cant tell if you simply missed the turns though.
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December 22nd, 2004, 01:17 PM
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Major General
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Join Date: Jan 2004
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Re: New Game : Adamant Mod 15.02 10 Planet Small G
Oh about your thingy it still takes you 2 turns to construct bases at homeworlds. I have optimized my empire for this game as well, and i was able to construct colonyships in 1 turn when emergency building. I suggest you to maximize and test your empire in sologame until using it Online 
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December 22nd, 2004, 04:26 PM
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Shrapnel Fanatic
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Re: New Game : Adamant Mod 15.02 10 Planet Small G
Quote:
Ragnarok-X said:
Oh about your thingy it still takes you 2 turns to construct bases at homeworlds. I have optimized my empire for this game as well, and i was able to construct colonyships in 1 turn when emergency building. I suggest you to maximize and test your empire in sologame until using it Online
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Tell me you took an absurd level of construction aptitude...
Quote:
brianeyci said:
Suicide Junkie -- what is a Von Neumann base? 2^5 bases, holy cow, I have a few things to figure out then lol.
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Build a base space yard. That BSY builds another BSY, all while the HW is building a BSY. Each BSY builds another BSY, for as long as you need to get the desired amount.
Of course, you must keep in mind that SJ was playing with the P&N Mod, not Adamant, so the numbers will be different...
Quote:
Obviously Nomads can kick butt from how you played them, looks like I've been looking at them from the wrong angle.
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They didn't kick anybody's butts, but they did do a hell of a lot of trading. The enigmatic Vorlons were their largest customer. 
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December 22nd, 2004, 04:38 PM
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Sergeant
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Join Date: Jul 2004
Location: Toronto, Canada
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Re: New Game : Adamant Mod 15.02 10 Planet Small G
I get about 45k mins 45k orgs 40k rads.
Brian
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December 22nd, 2004, 05:05 PM
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Major General
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Join Date: Jan 2004
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Re: New Game : Adamant Mod 15.02 10 Planet Small G
Well as mentioned, i maxed it out. I made several testgames until i was able to get a proper colonyship in one turn using large homeworlds.
Construction 130% and Hardy Industrialists Trait. I really tested the empire in several games (only the first 2-3 turns to get the result i wanted).
Its a 5k game btw.
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December 22nd, 2004, 05:08 PM
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Sergeant
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Re: New Game : Adamant Mod 15.02 10 Planet Small G
Yeah.
Since it was a 5k game, I thought I would go for fun and create a themed race. It was okay, this is an rpg game anyway. The Eee are pissing a lot of people off though, once the space monsters are dealt with things might get nasty =D.
Brian
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December 22nd, 2004, 06:05 PM
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Major General
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Join Date: Jan 2004
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Re: New Game : Adamant Mod 15.02 10 Planet Small G
Sssshh, dont make such a noise about. Your species will have a lot of room once....the time has come....for us...to prevail.........................
The Eee are playing rpg-ish as well, thats why i really love this game. Im quite into that rpg stuff, its really funny and interesting.
back on topic: Fyron, rework the monsters  Maybe you should consider giving nomads and/or pirates a special colonyship hull or colonymodule which is quite cost intensive, so they can ready a colonyship after a construction time of 5+ turns on a average homeworld...? Wouldnt be very theme-wise, though, but maybe more players would be willing to play those traits then...?
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December 22nd, 2004, 07:32 PM
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Major
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Re: New Game : Adamant Mod 15.02 10 Planet Small G
Since I'm a nomad player too, I'd like to share my 20 millibucks.
My current gross profit is about 90000/100000/90000 (35000/45000/35000 from trade), but my technological backwardness is very remarkable. It happend because I was in the production, not trade and diplomacy. Really, it's the only way to survive - to offer your services. Maint. free and fast ships, zero-gravity BSYs, some useful gadgets (I've picked a religious trait to get War and Death Talisman).
In the end you'll be probably obliterated by the ships you've sold to your former ally, but it's not a problem, because you can hardly expect to win such game as a nomad.
I've tried to gather some notes for adamantic nomad player, I hope they'll help.
During race creation: minimise your resource mining apptitudes, cunning and possibly intelligence (space born labs are not affected by your racial research setup), max your agressiveness, defensiveness and conctruction apptitude (110/110/150). Political Savvy doesn't matter, since you only can get 15% (10% cap * 150% max) from trade. Pick all usefull racial traits (except heavy industrual), pick Naturalist trait for huge amount of free points (even if you'll manage to get several colonyship, you won't be able to build any reasource/research/intel ganerating facilities).
In start build only BSYs and remote miners(sat or ships). Expansion is not very important (except if you have home system withou asteroid belt) and 2-3 scouts will explore several nearby systems easily. Build SYs in geometric progression but wisely, because you're spending you initial capital and have a miserable income from mining. In research go into stellar harnessing, ship construction, cargo, propulsion, mines and warheads. As soon as you get ship hull of 220-250 kt build dozens of such ships with small SY and recycler nodes onboard and send them to the outer systems with asteroid fields. Such small shipyard should be able to construct minimal BSY during the 1 year in emergency mode. After it's finished - scrap shipyard, build another one and send it to an empty system. Then start forging BSYs and storage bases (in case you use sats for mining).
Supplies are a huge problem for nomads - they usually nave no planets to resupply. So build transpot ships with a small amout of movement which are filled with reactors and solar collectors. Hide them in storms or nebulas. Also trade, do diplomacy all this time (I was not very good at it, but try to improve).
Such economy is very fragile - either someone will destroy your mining stations or he will start to convert asteroids to planets. I guess it will be the end of empire unless you have ovewhelming forces to protect yourself. But you had fun 
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December 22nd, 2004, 01:21 PM
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Sergeant
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Join Date: Jul 2004
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Re: New Game : Adamant Mod 15.02 10 Planet Small G
Well I did miss a couple of turns. And I am getting a huge income even without remote mining, too much for me to store.
Yes, I will trade for colony ships. Drone 869 will trade... I sent you a message Last turn, dunno if you got it. Must have gone missing, fook.
Suicide Junkie -- what is a Von Neumann base? 2^5 bases, holy cow, I have a few things to figure out then lol. Obviously Nomads can kick butt from how you played them, looks like I've been looking at them from the wrong angle.
Brian
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December 22nd, 2004, 01:29 PM
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Sergeant
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Join Date: Jul 2004
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Re: New Game : Adamant Mod 15.02 10 Planet Small G
Colony ship in one turn in one thing, research outpost in one turn is another. And, from what Fyron said, Nomads aren't supposed to use research outPosts anyway.
Building a 0 maintainence research ship still takes 2 turns, even with 20% construction and 25% space yard feat er trait too much D&D lol. But then again, the Nomad's high trading ability should make up for that.
Brian
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