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Planet Farming
http://classictw.com/viewtopic.php?f=13&t=10621
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Author:  Akor [ Thu Aug 25, 2005 4:52 pm ]
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I read all of the TW School posts and found planet farming not having been discussed in depth. So far it was told that H type planets are the prefered for fig production and FO, but I would like to know the various characteristics of other the planets too. Is the H type the only good planet to farm?

Author:  Slim Shady [ Thu Aug 25, 2005 4:57 pm ]
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erm...
(stock is assumed)
H is best fuel producer, and is used as a door/war planet.
it is uber slow.
FO? i think you mean O.
O has the best fig production, and produces good organics, however, in today's strategies, they are never used.
L is the fastest lvl4 and used for planet trading/early war.
all other stock planets suck.
:)

Author:  Kavanagh [ Thu Aug 25, 2005 9:27 pm ]
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More or less what Slim said, apart from his German, the H's are "sehr langsam" as opposed to "uber slow"

If stock over BXX, H and L best. O's are useless. H's can make almost as much cash. Also they make gas for the soon to fly L. Colos on an O to make figs/sell product to an XBS is a complete waste of turns. Arguably, colos on a H to make gas is also, unless you are playing against newbies, or have a really good hiding place.

Author:  Akor [ Thu Aug 25, 2005 9:41 pm ]
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quote:Originally posted by Kavanagh

Arguably, colos on a H to make gas is also, unless you are playing against newbies, or have a really good hiding place.


I'm confused. Slim said H's were fuel producers. Yet you said that colos to produce the fuel are a waste of turns. What you mean by that?

Author:  Singularity [ Fri Aug 26, 2005 5:39 am ]
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I think he means they take too long to upgrade to mobile. You're
more likely to be outcashed and beaten by enemy reds than you are
(atleast in a competitive game) to get much use from them.

Turns spent colonizing are probably better spent cashing?

Author:  Traitor [ Fri Aug 26, 2005 12:19 pm ]
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Well, it depends on the edits, of course. But in stock, as everyone else has said, make H's and L's.

In a stockish game, turns spent getting more collies than the minimums to get your planet mobile are wasted turns. If you have 5 planets in one sector, don't colonize all 5, only colonize 1 and then move the collies to the others to upgrade them. It's more turn efficient. If you bother to start an H, upgrade it last, and leave what few collies you have making fuel. Won't be much, but...
Once you have a mobile planet, then you can start seriously colonizing.
The preferred method of colonizing is to find enemy bases, move in your mobile, and take their collies. That's the most turn efficient method of colonization. (and the most fun!)
The next most efficient in a stock game is to move the mobile just outside fed and use a blue. Blue beams to terra, grabs collies and twarps back. Gets about 28 collies per turn (rounded). It's dangerous, but I've seen it done even in big games. It's also the easier on the ore.

But look at the edits! In some popular edits, it's best to use the 2 tpw COLT and beam in and express back. Just use the Collies per turn as a guideline, and choose the best one that you think you can get away with.

Once you have a mobile H, then you can sell ore if you desire, or build it up for defense.
In my personal experience, I've harldy ever seen anyone actually sell ore. At the point where H's get mobile, usually we're burning tons of ore planet gridding and p-dropping/photoning the enemy, or we're on the defensive, and using ore on cannon shots to keep them off our planets. In fact, usually we're doing buydowns on Ore ports just to increase the amount of ore avaialable, regardless if we're winning or losing. I would consider an O planet deadweight at that point in the game. A giant non-producing boat anchor around our necks. I guess what I'm saying is that planet farming is usually a waste in stockish turn limited games if there is any kind of decent competition.

Author:  Akor [ Fri Aug 26, 2005 2:12 pm ]
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quote:Originally posted by Traitor

Well, it depends on the edits, of course.

That is the reason I made the thread on edits yesterday.

quote:
Once you have a mobile planet, then you can start seriously colonizing.
In Corp Wars 2, Stockton's planet's got capped a day before turning mobile. I would start coloing like mad as soon as they reached Level 3 to prevent that. Will having more FO for qcannon prevent Level 3s from being capped or is it a waste of turns at this point?

quote:
In some popular edits, it's best to use the 2 tpw COLT and beam in and express back.
I don't know about other players, but that sounds awfully dangerous to me. You might get hung on a fig, blown up with mines, or catch a limp expressing anywhere. Comment about that anyone?

Author:  Traitor [ Fri Aug 26, 2005 4:11 pm ]
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quote:Originally posted by Akor

quote:Originally posted by Traitor

Well, it depends on the edits, of course.

That is the reason I made the thread on edits yesterday.

quote:
Once you have a mobile planet, then you can start seriously colonizing.
In Corp Wars 2, Stockton's planet's got capped a day before turning mobile. I would start coloing like mad as soon as they reached Level 3 to prevent that. Will having more FO for qcannon prevent Level 3s from being capped or is it a waste of turns at this point?

quote:
In some popular edits, it's best to use the 2 tpw COLT and beam in and express back.
I don't know about other players, but that sounds awfully dangerous to me. You might get hung on a fig, blown up with mines, or catch a limp expressing anywhere. Comment about that anyone?



Well, good luck with the edits thread. The possibilities are endless, and only experience will show you how best to deal with a particular set of edits.

Colonizing an L3 is the worst thing you could do. Unless the planets are edited to make more figs per day than you can make running reds, OR Photons are disabled, coloing a non-mobile is just giving those collies away. The lesson is we LOST the L3. If it had 2k collies or 50k collies, we would still have lost it. And if we had put collies on it, we would have lost those turns spent colonizing it. We used those turns to make figs instead. You are MUCH better off putting figs on the L3 to defend it, not Collies. Relying on cannons to defend a non-shielded planet in a game with active photons is just asking to loose your planet. I love nothing more than scoring a full load of collies from someone elses planet.

You move the planet NEXT to fed. Not 8 hops from fed. That way, you only have to worry about Hazz in fed. Yes, the enemy could over-run the sector next to fed, or photon under the sector and leave mines or armids, or whatever, but I said it was risky. If you have a full corp, and a driver on the planet, and 1 or two corpies over the planet,maybe someone running a cit killer, and someone watching terra, then it's less risky than it sounds. You just have to pay attention, and do it when nobody is looking. When someone starts poking around, you bug out, or you lay a trap.

Author:  Slim Shady [ Fri Aug 26, 2005 10:25 pm ]
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with stock planets, you rarely ever do any serious colonization
and traitor layed out the rest for ya, read and listen, and goto his site!! :P hehe

Author:  Harley Nuss [ Sat Aug 27, 2005 2:06 pm ]
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Yeah, traitor laid the rest out for you.

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