Astrowars
Quaunaut
The longest seven days in history... Join Date: 2003-03-21 Member: 14759Members, Constellation, Reinforced - Shadow
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in Off-Topic
<div class="IPBDescription">I'm finally Understanding It</div> After my 10th try of Astrowars, I'm actually understanding it. I'm pumping tons of points into the robotic factory, and every 2 levels in that, I put 1 level in my Farms. Once I get the robotics factory to 16, I'm gonna do the same with the Communications thing. I don't plan on expanding until I'm quite developed.
Any tips for a newcomer?(my sn for it is NS_Quaunaut, back from when we were gonna work together)
Any tips for a newcomer?(my sn for it is NS_Quaunaut, back from when we were gonna work together)
Comments
Any tips for a newcomer?(my sn for it is NS_Quaunaut, back from when we were gonna work together) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
First, you could have resurrected our other AW thread, but it's too late for that.
Otherwise, your notion of what is best is waay off from what is considered the "norm."
Personally, I like to keep my hydro about 1 or 2 lvls behind my robotics farm. Others think less is better, but I like my way. However, for starting the most efficient set up is robo farm robo farm robo farm robo farm. From there, you go however you want.
Getting your robotics to lvl 16 is a huge undertaking. Even I, with my 13 planets, do not have a planet with a lvl 16 robo, and I'm doing fine. Balance is key, don't ignore any one thing (except maybe research labs, they suck).
By communications, I guess you mean cybernets. Expanding is <i>essential</i>, and you should start focusing on culture the earlier the better. Expand before you're developed, but continue developing all the while.
Finally, another thing that might help at the start is you and your system ally (you should have one) each send each other 2 destroyers to your respective main planets. You each get a free SU and a good amount of PPs. You can continue to do this until you are about lvl 4, since then it become inconvenient (you can choose when to stop). This is a really great boost that helps an enormous amount.
but my mindset is changing, and next round im going to have a go trying out something like...:
buy (in order):
robo
farm
cyber
robo
cyber
robo
farm
cyber
robo
cyber
research
That way after a while you get...
6-12-12-3
I love expanding <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> and having this much culture from the start will be a HUGE use later on in the game.
^^ just a note, though, i wouldnt suggest using this so much if you are entirely among enemies... you need to be near a friend who can support you if you get attacked
I think the optimal levels for planets [i.e standard limit, then build on them later if you have the money/incentive] is:
Farm: 6 or 7
Robo: 10 to 12... depending on your situation
Cyber: 9 to 11
Research: 6 or 7
Ive decided it isnt worth building up farm and research, especially early in the game. Later on, if you dont have much time to waste, you may want to build your farms higher.
EDIT: Just something i forgot to post a few seconds ago, is that i am sincerely against auto-levelling your starbases. Sure it may be a slight disencouragement* but they are going to attack your planet if they need it or want it. And to me nothing says "This planet has money to waste!" more than a standard high level starbase on a random, insignificant planet. Also, people trolling for EXP may attack it, like I am doing at the moment.. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> Plus I am breaking sieges of people, giving them a chance... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
* i cant think of right word <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> something like dissuasion hehe
Quanaut: get cybers much faster, and dont push robos past about 11 early on. You need to get expanding as fast as possible early on.
Also, anybody here have any comment on the new race features being implemented next beta?
culture level 11, going on 12 in 5 hours
Biology: 18
Economy: 17
Energy: 20
Mathematics: 18
Physics: 17 [18 in 10 hours]
Social: 19
Playerlevel: 16 - 22%
Rank (points scored): #731 (324)
283 science per hour
138 culture per hour
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> if only i started out the round like this, in rana, i would be kicking **** <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
*looks at fingernails*
...
*hangs head in shame and walks off*
You have no more freetime!!!!!!!!!!!!!!!
but i can resist.. i will resistr to astrowars and not subscribe.... i will... i hope...
however, the banker feature will be useful, as we can get ppl in alliance to hold money... mmmmmmmmmm
Now I realise how important culture is to expansion, to get xp early into the game you need to attack someone - or do a friendly destroyer attack. I chose to attack my afk neighbours with 3 destroyers a piece and reduced their sb to 0 and got SU's
When you take your first planet do you normally go for a free planet with colony ships or use transports and over run a inhabited planet? How do you get this planet up and running fast without any robo factories. Are colony ships cost effective 60pp each/you need two each time/only get 30pp back.
Thanks for any help!
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Now I realise how important culture is to expansion, to get xp early into the game you need to attack someone - or do a friendly destroyer attack. I chose to attack my afk neighbours with 3 destroyers a piece and reduced their sb to 0 and got SU's
When you take your first planet do you normally go for a free planet with colony ships or use transports and over run a inhabited planet? How do you get this planet up and running fast without any robo factories. Are colony ships cost effective 60pp each/you need two each time/only get 30pp back.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yes, culture is very important.
My first planet is usually a colony planet. I wait maybe a day or two [saving up], buy a colony ship, and send to the nearest planet.
You need robo factories fast. Growth is not that important, especially in the long run, so just focus on robo then culture.
Colony ships, you only need one to take a planet. The extra colony ship gives 15 pp free... Every colonyship you send adds 15pp to colonised planet, unless you only send one. I would suggest sending only one at the start, and taking over as many planets as you can sustain/hold at the start, as they will become VERY VERY VERY VERY useful later on [providing you aren't going to get caned any time soon...]
Gamma Sirrah 4
#1 lvl Progress Remain
Population +0 9 813
Hydroponic Farm 7 86
Robotic Factory 11 433
Galactic Cybernet 9 192
Research Lab 8 128
Starbase 8 1
Gamma Sirrah 5
#2 lvl Progress Remain
Population +4 3 49
Hydroponic Farm 3 17
Robotic Factory 5 38
Galactic Cybernet 6 30
Research Lab 4 25
Starbase 3 1
lvl Science (+24 per hour) Remain
Biology 8 1010 42:03
Economy 6 680 28:19
Energy 7 646 26:54
Mathematics 4 349 14:32
Physics 6 475 19:45
Social 9 584 24:18
Culture (+15 per hour)
Culture 2 249 16:35
+3 SU's being sold
+1 SU in hand