Featured Article 21 June 2009

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There is a lot of variety among playable race designs - but naturally only a small fraction of the *legal*/possible designs will fit the bill. Things designs differ over include resource timing (lots early, or slower on that score but more later?), econ vs. tech focus (many resources but exp tech? Works if you manage to get enough planets paying the fixed tech costs; can hurt if you don't), mineral-gathering ability (total minerals usually determine *long-run* fleet strength; but resources determine *how fast* the fleet grows in size up to its mineral limit), fast-spreading ability or lack thereof (things like IFE, ISB, IT PRT, cheaper prop tech, some other PRT things like IS fuel transports and freighter pop-growth). And all of those involve trade-offs - you can get more on one of them by giving up some of another one. ...Why race design is the key factor in Stars!