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> Race Summary

Post by pcy on Fri 10 Apr 2009 - 16:58

I make a kind of summary about the Race attribut (from the french AW's forum with my personnal translation dwarf )

Please use the link below to verify if the race you have chosen could be used.

http://www1.astrowars.com/register/customize_race.php

Attribute : Growth
Race : ranker/farmer
Advantage: used by ranker to get nice ranking - it's very good for farming (+2 points for all pop up to lvl 20)
Inconvenient : if u don't want to rank, then this attribute is useless - You have got grow up your social and focus on it constantly, most often at the begining of the game
To associate with : Production, Science
Note : this attribute can be helpfull for Science and Production with : 1 lvl of pop = 1 pp/h + 1 science/h



Attribute : Science
Race : many kind of races are possible as playing with the Mathematics/Physics bonus, playing Economy bonus, playing as speeder with high lvl of Energy, etc.
Advantage : this is the attribut that can make the diversity of races on this game. It offers a real choice of race, and reveal strengh and weakness of a player
Inconvenient : there's no real high advantages as it's limited by the science lvl of the other players – then it makes us to focus mostly on one kind of science only
To associate with : Speed, Attaque, Defense
Note : bonus with Physics : +3 attack; bonus with Mathematics : +2,5 defense; bonus with Biology : scan of races; bonus with the Social : autogroth; bonus with the Enconomy : fleet cost cheaper, and you may get the 5% bonus TA; bonus in Energy : there's no real bonus, but having high lvl of Energy is usefull for pop-killing

Attribute : Culture
Race : farmer/ranker
Advantage : more we have culture , more we have planets, and it can affect on the rank to get nice rank – it can brings high % for TA (it depends about how long pop grow from lvl 1 to 10)
Inconvenient : useless and/or dangerous for people who likes fighting, or playing alone; it's also useless if not farming. When having difficulties to get new planets quickly, the advantage of this bonus is lost
To associate with : Production, Science, Growth (the best choice is to couple this attribute with Production for efficiency and security, or with Growth for ranking)
Note : help from an alliance is required to get new planet quickly; keep in mind that most of the time, there is less free space around when playing


Attribute : Production
Race : farmer/ranker/warrior
Advantage : this attribut has got huge influence on the pp - pp is usefull for everything on the game (building, artefact, etc.) : more pp means more fleet, and/or good statistic in development
Inconvenient : none
To associate with : Growth, Science, Culture
Note : Production affect Science and vice-versa; it's the 2nd choice of many warriors after the attribut on Attack - then this attribut is usefull for fighting and for farming also

Attribute : Speed
Race : ranker-hunter/warrior
Advantage : if u want to make many damage to your ennemies, then having +4 is really good, with high lvl of Energy; playing with speed lvl -4 is not no more a real handicap
Inconvenient : you can be a no-life when playing with high Energy and +4 in Speed Wink
To associate with : Science


Attribute : Attack
Race : warrior
Advantage : bonus attack is usefull since the begining (when u have only few ds) until the end - not the same as the bonus def that is usefull only when u win
Inconvenient : fight weaks so much fighters, and most of the time people prefer to avoid fighgting - With this bonus we have got virtual fleet, and sometimes it's better to get real fleet with good statistic of development
To associate with : Science, Production, Defense
Note: The Attack bonus during farming depends mostly of the duration of the round :
with a short round, it's better to choose +4 in Attack as the bonus of Production is not enough to compense the low lvl of the bonus Attack
with a long round, we can choose to reduce this bonus (e.g. we can choose at least +2 with a round that takes more than 90days)

Attribute : Defense
Race : warrior
Advantage : the more we fight, the more this attribut is important; that means that we have got to fight, and win absolutly to get advantage of this bonus (this bonus is really powerfull at the end of the gold)
Inconvenient : it's really useless if u loose your fleet; Higher lvl of Math can limit the lost number of your fleet without using points for this attribut
To associate with : Science, Production, Attack
Note : this bonus is not really essential for a warrior; u just need to get enough Math lvl to have a balanced fight


Attribute : Start up lab
Race : spy, warrior
Advantage : you have got a lab lvl 12 on your main planet the 1rst time connecting to the game, and it allows u to have got faster high lvl of science during the first few weeks playing
Inconvenient : you can forget about advantages you can get from this attribut after few weeks playing
To associate with : it's better to associate this attribut with +4 Science
Note: u can see ennemies races if u choose to increase bio; u can move faster for reaching new planet when choosing to increase energy

Attribute : Trader
Race : farmer/warrior
Advantage : safe 100ka$ from TA and use it for something else
Inconvenient : -
To associate with: depends on the race
Note : 2 kind of trader
warrior trader who gets high quantity of fleet when most people are doing their TA
farmer trader who wants to give high % of trade quickly

------------------------------------------

>>> topic in french: Les choix à la création d'une race

>>> topic in engish : Race - attribut


Last edited by pcy on Fri 10 Apr 2009 - 17:10; edited 3 times in total
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pcy
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Number of posts : 84
Points : 4
Registration date : 2005-08-05

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Re: > Race Summary

Post by pcy on Fri 10 Apr 2009 - 17:00

Exemples of Races in GE14 :

xederik wrote: nice race for having fun - no high PL as fighting too early

Playerlevel 19 - 40%
Sciencelevel 40
Culturelevel 22
Rank (Points Scored) #57 (380)

Intelligence Report
Biology 30
Economy 30
Energy 38
Mathematics 40
Physics 39
Social 32
Trade Revenue 99%
Race Summary

* +0% growth (+0)
* +32% science (+4)
* -20% culture (-4)
* +16% production (+4)
* +9h speed (-4)
* +0% attack (+0)
* +0% defense (+0)

fir3fox wrote: speedy race - nice one when having few farm area - big fun with active defense : high PL for a speedy, but using Math/Phy bonus and loosing not so much fleet

Playerlevel 39 - 87%
Sciencelevel 53
Culturelevel 23

Intelligence Report
Biology 25
Economy 27
Energy 53
Mathematics 36
Physics 36
Social 28
Trade Revenue 111%
Race Summary

* -28% growth (-4)
* +32% science (+4)
* -10% culture (-2)
* +8% production (+2)
* +1h speed (+4)
* -24% attack (-2)
* -32% defense (-2)

mizou wrote: nice race for the pop, but having 1 or 2 slot behind my collegues

Playerlevel 37 - 88%
Sciencelevel 41
Culturelevel 25
Rank (Points Scored) #34 (435)

Intelligence Report
Biology 28
Economy 27
Energy 30
Mathematics 28
Physics 41
Social 32
Trade Revenue 90%
Race Summary

* +14% growth (+2)
* -16% science (-2)
* -15% culture (-3)
* +12% production (+3)
* +9h speed (-4)
* +48% attack (+4)
* +0% defense (+0)

starchou wrote: great race for early/mid fight as starting the fight at bio 0 until the end of the TA - fleet and performance is still correct (planets are mostly build as : 10/13/12/11, and that's enough) - Math bonus during all of the big fights for damping the 0 in Def

Playerlevel 54 - 19%
Sciencelevel 39
Culturelevel 21
Rank (Points Scored) #197 (273)

Intelligence Report
Biology 25
Economy 22
Energy 31
Mathematics 32
Physics 39
Social 27
Trade Revenue 91%
Race Summary

* Trader
* -14% growth (-2)
* +0% science (+0)
* -20% culture (-4)
* +0% production (+0)
* +9h speed (-4)
* +48% attack (+4)
* +0% defense (+0)


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pcy
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Number of posts : 84
Points : 4
Registration date : 2005-08-05

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Re: > Race Summary

Post by Guest on Fri 10 Apr 2009 - 17:39

Hancock wrote: cool race but the -2 Science is hard to manage - 0 in Speed is useless, it's better to choose +4 or -4

Playerlevel 28 - 29%
Sciencelevel 31
Culturelevel 21
Rank (Points Scored) #472 (203)

Intelligence Report
Biology 25
Economy 28
Energy 28
Mathematics 24
Physics 31
Social 26
Trade Revenue 84%
Race Summary

* -28% growth (-4)
* -16% science (-2)
* -20% culture (-4)
* +16% production (+4)
* +5h speed (+0)
* +48% attack (+4)
* +32% defense (+2)

rmontonslip wrote: cool race for prod fighter - but ranking during all of the gold

Playerlevel 30 - 59%
Sciencelevel 43
Culturelevel 21
Rank (Points Scored) #334 (231)

Intelligence Report
Biology 25
Economy 27
Energy 29
Mathematics 37
Physics 43
Social 28
Trade Revenue 91%
Race Summary
-28% growth (-4)
+24% science (+3)
-20% culture (-4)
+12% production (+3)
+9h speed (-4)
+36% attack (+3)
+48% defense (+3)

macfly wrote: the choice of the -4 in
Culture is to get less planets to defend; +4 in Science allow to boost
the Social and Bio; +2 in Prod is nice to buy some SU; the high PL is
from FA


Playerlevel 21 - 88%
next level in N/A days
Sciencelevel 43
Culturelevel 23
Rank (Points Scored) #17 (477)

Intelligence Report
Biology 32
Economy 33
Energy 32
Mathematics 33
Physics 35
Social 43
Trade Revenue 89%
Race Summary

* Trader
* +28% growth (+4)
* +32% science (+4)
* -20% culture (-4)
* +8% production (+2)
* +9h speed (-4)
* -48% attack (-4)
* -64% defense (-4)

Nuurdle wrote:
best cocktail for a speeder - ennemies cannot manage the speed, as it's
too fast for them, and if they can they don't have enough fleet to stop
the attack

Playerlevel 45 - 8%
Sciencelevel 55
Culturelevel 23
Rank (Points Scored) #107 (332)

Intelligence Report
Biology 25
Economy 30
Energy 55
Mathematics 32
Physics 32
Social 27
Trade Revenue 106%
Race Summary

* -28% growth (-4)
* +32% science (+4)
* -20% culture (-4)
* +16% production (+4)
* +1h speed (+4)
* -24% attack (-2)
* -32% defense (-2)

Ken wrote:
with this race, the goal is to get the strongest fleet - culture is
getting high so faster and prod could not following as many pp required
for sending many CS - Science has been really slow, but finally with
descent lvl of Math/Phy when getting an HoR 2 then 3

Playerlevel 55 - 41%
Sciencelevel 36
Culturelevel 27
Rank (Points Scored) #70 (361)

Intelligence Report
Biology 25
Economy 30
Energy 30
Mathematics 33
Physics 36
Social 28
Trade Revenue 113%
Race Summary

* -28% growth (-4)
* -32% science (-4)
* +15% culture (+3)
* +16% production (+4)
* +9h speed (-4)
* +48% attack (+4)
* +16% defense (+1)


Silvernights wrote: fighting with a +4/+4/+0 att/def/speed has been funny, when he took 1
planet, 2 planets has been taken from him - when he finally decided to
split his fleet, he lost half after being goshted and the other half
after being speeding

Playerlevel 44 - 21%
Sciencelevel 48
Culturelevel 21
Rank (Points Scored) #389 (218)

Intelligence Report
Biology 25
Economy 20
Energy 48
Mathematics 28
Physics 30
Social 21
Trade Revenue 88%
Race Summary

* -28% growth (-4)
* +32% science (+4)
* -20% culture (-4)
* -4% production (-1)
* +1h speed (+4)
* +0% attack (+0)
* +16% defense (+1)

julilescobar wrote: nice race for late game, but only in defense - but as
fighting earlier ... that's why the reason of the bad Science lvl, and
poor fleet - SUL is really nice at the begining, but it could be better
if using this attribut in Science or Prod

Playerlevel 33 - 59%
Sciencelevel 39
Culturelevel 21
Rank (Points Scored) #339 (230)

Intelligence Report
Biology 25
Economy 30
Energy 34
Mathematics 33
Physics 39
Social 26
Trade Revenue 92%
Race Summary

* Start Up Lab
* -28% growth (-4)
* +24% science (+3)
* -20% culture (-4)
* +8% production (+2)
* +9h speed (-4)
* +24% attack (+2)
* +64% defense (+4)

-------------------------------------

>>> French topic : Vos race Ge14

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