Subject:	Advanced Joat Design and Play (extremely long)
From:	scoph@bga.com (Scott Phelps)
Date:	Mon, 21 Oct 1996 23:44:51 GMT

I’ve been watching the exchanges here regarding PRTs for quite a
while.  I was hoping someone else would publish a guide for playing
the Jack-of-all-Trades race (Joat hereafter).  Since it seems likely
that 2.6a will make direct changes to the Joat PRT, I decided that if
I was going to do this at all, I had better go ahead and do it now
(and then my system went in for repairs and I neglected to copy this
file to my backup system, so I’m late anyway).

A few caveats before I get into the meat of the article.  Like the
majority view on the newsgroup I regarded the HE race as being the
most powerful race when 2.0 first came out.  Then 2.0a came out and
made 3 changes to the Joat race, two small and one major, which made
me re-evaluate the Joats.  I liked what I saw.  I REALLY liked it.
Yes, I’m opinionated.  I think that the Joat is almost certainly the
single strongest race in the game, from versions 2.0a through 2.5a.
No, I haven’t played any 2,6 games yet.  But I’m liking the IT, CA and
SS changes right now and will have to investigate those races.  I will
probably wait for 2.6a and also look at the changes made to the Joat
PRT (if any), as well.

I believe one reason that the Joat PRT is generally overlooked is that
most people start with it because it is easiest (and the default) and
then ‘graduate’ to other PRTs once they get some experience.  They
forget to look back and see if they’ve overlooked something.  The
other reason is that the Joat PRT is geared to a hyper-growth race
model that seems to be contrary to the general way races are played
and designed.  Hyper-growth leads to more micro-management.  During
race design many (perhaps most) people will pay for many of the neat
LRTs they’ve bought and other goodies by reducing the growth rate of
the race.  Not a good idea for a Joat.

If you are one of those people who would rather be doing something
else, anything else, other than play in a style that requires LOTS of
micro-management, this race is not for you!  You may wish to read on,
just to see what your opponent is doing.  To me however, this sounds
like, ‘I want to play (and win) I just don’t want to have to work at
it.’  If you feel this way, please don’t play in the same games I do—I
prefer a challenge to an easy victory!  The way of the Joat is hard
but ultimately, very rewarding!

I will be covering a number of things that will apply equally to any
race, especially a hyper-growth race.  Please be patient with me if
you’re only interested in Joat specific things.  It is necessary so
everyone understands why I’m recommending particular LRT and play
styles for this race.  Also, if I mention something obvious, don’t
berate me for it.  Just because it is obvious to you and me, does not
mean that it will be to everyone,  I have been very surprised by the
number of things that I’ve seen in this newsgroup where the (to me)
obvious was missed.

I will be discussing one particular race design I have used recently
with great success.  It also makes a great breeder for a super/breeder
combo.  This particular Joat design requires 2.5 or higher to
implement.  I have also had excellent results in 2.0, but will address
only 2.5 and higher.

I will also be discussing some requests I have for the Jeffs on minor
alterations for Joats and which universe parameters are good or bad
for this Joat design.

Let’s carefully look at the advantages that the Joat PRT provides:

1.  Penetrating scanners built into the hulls of all scouts, frigates
(still referred to in the Ship Classes help topic as super scouts) and
destroyers.

This ability is the Joat’s single most important.  The destroyer class
was added to the list in 2.0a.  It also dictates what ‘thematic play’
is for the Joats.  By ‘thematic play’ I mean playing up to and
maximizing those traits (themes) that a race is best at.  Joats start
the game with 2 scouts and 1 destroyer.  No one else will have
penetrating scans until they reach Elect 7 and SS are the only ones
that even start close to that.  So, why are penetrating scans so
important, especially at the beginning of the game?  After all, it is
only a 40/20ly scanner, big deal!  Well it is a very big deal.  By
using the ships with penetrating scanners well, you can greatly
increase the speed with which you scan planets.  Early in the game
this means that you can find habitable planets more quickly than
anyone else.  You can also scan planets w/o orbitting them, which is
the easiest way to lose your starting scouts (not really likely in
2.5, unless you run into a WM, but quite likely in 2.0 and 2.6).

Scanning planets quickly, early in the game immediately suggests some
things about how to design the race to play to that strength.  You
don’t want to use a race that has either total immunity to all three

environmental factors or even has such a broad range that you would do
better just to send out colony ships with colonize orders and let your
settler’s reports be your early scouting.  So you DO want to use a
race where you need to pick and choose which planets you want to
inhabit.  OTOH, don’t narrow the ranges so much that you sitll are
unlikely to find a habitable planet in the first 10 years, even with
more efficient scouting.  Anything else you can do that will speed up
those ships and/or extend their range and useful life would also be
useful.

This advantage is almost meaningless after the first 30-50 years of
the game.  About the only usefulness it has then is that you can build
minelayers and sweepers from frigate hulls w/o bothering to put a
scanner on them and still get some scanning.  Once you mount any
regular penetrating scanner on one of these (or another ship in the
same fleet) the built-in scanners become insignificant and irrelevant.



2.  Joats get a 20% addition to the maximum population for all their
planets.

This is the one that is most often mentioned on the newsgroup.
Obviously this means that, all other things being equal, Joats will
have more resources and they will have more mines to produce minerals.
Of course, all other things are almost never equal so what this most
often translates into is being able to achieve reasonable production
levels while spending fewer advantage points to achieve those levels.

What I have never seen mentioned in the newsgroup about this advantage
is actually the most important and what makes it rival the starting
penetrating scans in importance.  Since the maximum population is 20%
higher than any other race, you reach the 25% mark, where population
growth stops being exponential, later than everyone else.  Similarly,
with the 33.99% maximum growth level.  This means that once you pass
the point where everyone else would have hit 25%, you will grow
faster.  In fact, a Joat can produce more colonists per turn on a
single planet than any other race.  Most people believe that the
Hyper-Expander has this trait.  Not true!  An HE planet can not
produce any more colonists per turn than a normal planet of any other
race.  An HE will reach the point of maximal growth MUCH faster
however, since HE grows at twice the speed and needs to grow only half
as many colonists to reach his max point.

Let’s assume a normal race (non-Joat or HE) and a Joat.  Both have 20%
growth rates and both are on 100% planets.  The normal race will be
able to produce 50,000 colonists when it has 250,000 colonists on the
planet and will hit its maximum of growth of around 53,000 when it
hits 333,300.  The Joat will also grow 50,000 colonists at 250,000.
But then at 300,000 it will grow 60,000 and when it reaches 400,000
colonists (1/3 of its maximum population) it will grow over 63,000.
The actual max figures work out to be a little higher in practice due
to the way the Jeffs calculate it.

I can’t emphasize this point enough—when used to grow colonists the
20% addition to the maximum, means that you grow colonists faster than
any other race, once you have reached the 25% population point for any
planet you inhabit (assuming that you compare similar habitability
%s).


3.  Joats start at tech level 3 in all fields and for each field where
they take costs 75% extra and check the starts at tech level 4 (3 for
other races) they get tech level 4—and so do all their starting ships
and their planetary scanner.  

So a Joat always starts with the Scoper 150 planetary scanner.  Also a
Joat will start with one Stalwart Defender, a mining ship, two scouts,
and a medium freighter or Privateer.  So you start with an early tech
advantage that can be used in a number of ways to help your
hyper-growth efforts move forward.  I always take the ‘costs 75% more’
in all fields and then take the starts at tech level 4 checkbox so
that I start at tech level 4 in all fields.  More particulars on using
this advantage later.


LRTs

So which LRTs should you take and which should you avoid with this
race?  Let’s look at each one.  Yes or no enclosed in parentheses
indicates that this was the choice I made for this particular race,
but I do not see that choice as being ‘thematic’ for either the Joat
in particular or hyper-growth in general.

Improved Fuel Efficiency—Yes!  If you take this all of your starting
ships will have the Fuel Mizer engine built-in (well not after 2.6b,
if you start at Prop 5, you get the Daddy Long Legs 7, yuck!).  This
greatly increases the ease with which your starting ships can get out
there and find your habitable planets.

Total Terraforming—Yes!  For this race design, definitely.  For Joats
in general, probably, but not absolutely essential.  Look at it this
way—since habitability % affects both the growth rate AND the maximum
population (except for AR, which only experiences the growth rate

effect), when growing colonists on a planet that is near the 25%
habitability level, each 1% change in habitability results in a change
in the actual number of colonists grown that is proportional, not to
the new effective growth rate, but to the square of the habitability
%.  So being able to change the habitability % more quickly and
further is a very good thing for a hyper-growth race.  One thing that
is often overlooked about total terraforming is that you get to start
out terraforming ‘yellow’ planets to ‘green’ ones .  For a race that
does not start at tech level 3 in bio, you can only do 3% in any one
area.  If, like the Joats, you start at tech level 3 (or 4) in Bio,
then you start with Total Terraforming +/- 5%.

Advanced Remote Mining—No.  Anti-thematic because it conflicts with
‘Only Basic Remote Mining’.  For more, see ‘Only Basic Remote Mining’.

Improved Starbases—Yes!  Another thing I have not seen mentioned in
the newsgroup.  I can think of a few race designs where this would be
a waste of advantage points, but very few!  Most of the discussion of
this LRT has centered around Ultra Station and Death Stars.  Even in
2.0 the cheapness and ability to build light ships of Space Docks was
almost certainly underestimated.  In 2.5 and better Space Docks become
essential.  Can you say ‘gas station’?  Good!  A Space Dock will
automatically refuel all of your ships that dock there.  It can also
build colony ships, scouts, medium freighters, minelayers, destroyers
and frigates.  All the things a hyper-growth, rapid expansion race
needs and at a fraction of the cost of a full starbase.  That reduced
cost means that you can produce a Space Dock much sooner on a new
colony than you could build a Starbase and take away fewer resources
from the early development of the planet—the time when you can least
afford to divert resources from development.  A Joat can start at tech
4 in construction, which means you have the ability to buildd Space
Docks from the beginning.

Generalized Research—Irrelevant. (No)  Generally I recommend using
this in solo games or one-on-ones against human players.  But any game
where you might wish to ally with another player and do tech
transfers, this will cost you.

Ultimate Recycling—No.  I like this in general, but you have to stick
with those things that play to your race’s other strengths.  This does
not.

Mineral Alchemy—Yes.  Although you could get by w/o this one.
Generally however you will have little from remote mining and, if this
race does well, you will have more resources than you know what to do
with.  It can also help you across some initial problems early in the
game.  Especially an Ironium shortage, where you need Ironium for your
colony ships and for the very mining ships that could bring you more
Ironium.

No Ram Scoop Engines— (No) I feel that this is a natural for this
race, and yet I have not yet been able to bring myself to give up all
those other ramscoops (even with this you would still get the Fuel
Mizer engine).  I probably should use this but have not, maybe in
2.6b.

Cheap Engines—No, never!  Not for any race.  Not being able to count
on ALL of your ships arriving when and where you tell them to is
really bad.  I might be tempted to take this if it gave you a few
thousand advantage points to play with.  Even w/o the problems it
presents for being able to conduct effective military campaigns, it is
also anti-thematic, because it essentially increases the time it takes
to reach any given destination.  The key here is rapid exploration and
expansion.  Cheap Engines hinders that.

Only Basic Remote Mining—Yes.  This is thematic because it gives you
an extra 10% to your max population.  Put together with the Joat’s
built-in 20%, this means you can house 32% additional colonists on any
planet.  It also means that when growing colonists around the ideal
levels, you grow 32% more colonists per turn.

No Advanced Scanners—(No) Another one that I have toyed with taking,
but have not.  I am finding planetary based penetrating scanners (and
Dolphin scanners on ships) to be very useful in planning military
maneuvers.  Neither thematic or not, but stay tuned for developments
in 2.6a that may make this an automatic pick for Joats.

Low Starting Population—No!  About as anti-thematic as they come.

Bleeding Edge Technology—(No)  I could be  wrong on this one.  You get
points.  But I do not like the increased costs for building stuff as
soon as you get it.  I like to build a LOT of tech level 3 and 4 stuff
early in the game and before I’ve done any research.

Regenerating Shields—No.  It’s only 10 points.  And it limits too many
other choices.  In 2.6 with more powerful torpedos, this one is going
to be really bad!  (I understand that torps were toned down in 2.6a
and 2.6b, but I still don’t like this LRT).


Time to move on to page 4 of the Race Wizard and set up the
habitability ranges.  For this race design I wanted to improve the

speed with which I could develop a planet w/o making habitable planets
too scarce or spending the farm on points.  In 2.0 there was a trick
you could use here, where you would take immunities in two areas and
then narrow the third range and slide it to one side or the other.
The result was a race that could inhabit 1 out of 4 planets w/o
terraforming.  The worst green planet for such a race had a
habitability of 41% and each point of terraforming produced for a
planet improved its habitability by more than 1%.  Total cost in
advantage points?  None!  Jeff^2 realized this was not good and fixed
2.5 so that such a race would now have to pay over 400 points.  By
taking one immunity you can get several similar benefits though.  I
chose to take immunity to Radiation so that the Radiating Hydro Ram
Scoop engine would not kill colonists.  Since then I have found that
I’m not using that engine very often, so I’ve tried redesigning the
race taking the immunity in one of the other two areas and found that
it always seemed to cost me more points.

Gravity		0.18 to 1.04 with 0.56 ideal
Temperature		4 to 156 with 80 ideal
Radiation		immune

Worst possible green planet is about 15% habitable.  Each 2 points of
terraforming yield about 3% in habitability,  And only one in 5
planets are habitable.  Really that’s 1 in 5 are green with about 1 in
4 being green or yellow from the start and about half the planets
being green or yellow by the time you hit Bio 17.  Cost in advantage
points: a gain of 92 points.

Now let’s spend those points and then some!  Move the growth rate
spinner up to 16%.  That cost 64 points.  Now go to 17%, that cost 63
points.  18% costs 65 points and 19% costs 64 points.  20% costs 138.
What?!  That last % cost twice what each of the other ones cost.  Was
it worth twice as much?  Not in my opinion.  So I settled for a 19%
growth rate.

Why increase the growth rate at all?  In fact, many people lower the
growth rate to buy other things.  The single most important change you
can make to an exponential growth curve is to increase/decrease the
base—in this case, the growth rate.  A 15% growth rate allows your
population to double every 5 years.  A 19% growth rate allows the
population to double every 4 years.  So after 20 years, the 19% growth
planet will have twice as many colonists as a 15% growth planet (five
doublings for the 19% and only four doublings for the 15% growth
planet).  Of course, in games where ‘Accelerated BBS play’ was
selected’ you’ll be out of the exponential growth phase before the
second doubling,  And w/o ‘Acc. BBS play’ you still will get fewer
than 4 doublings before leaving the exponential growth curve.  Still,
the doubling time is a very useful way of visualizing the difference
between different growth rates.

That leaves quite a deficit in advantage points.  I already mentioned
that on page 6 of the Race Wizard, the research page, I take ‘costs
75% more’ for each field and then check the ‘starts at tech level 4’
box at the bottom.

Now on to the production page.  Here I always checked the box
‘factories require one less of each mineral to produce’.  I’m not so
sure that I will do that in 2.6.  But the point was to extend the
length of time that you could build factories w/o building any mines.
Again to grow maximally, you want to build factories first (as long as
you don’t have to resort to mineral alchemy).  The more factories you
have once you start to build mines, the faster you will be able to
build mines.  Your factories will also help you to terraform more
quickly, so you can build to your optimal growth sooner.  As soon as
you run short of a given mineral, start building mines, but make sure
to build all the factories and do all the terraforming you want,
before building mines each turn.

I leave the ‘one resource is produced for every x colonists’ alone.
Making colonists inherently produce fewer resources is anti-thematic.
While having colonists produce more resources is horribly expensive.

 I leave all the other spinners alone except for the cost to build a
mine, which I move up to 15 to go back positive on points and then
spend them all to bring the resources produced by factories up to 13.

If I were to take ‘No advanced scanners’ and/or ‘no ramscoop engines’,
I would most likely spend the points here on either factory
efficiency, mine efficiency or factory cost.  If I wound up with 3 or
more points left over I would spend them on mineral concentrations.

That brings the advantage point total to zero.  What we have now is a
race that is designed to grow fast, very fast.  To achieve that I have
accepted a few handicaps/limitations.  First of all, this race will
never profitably inhabit more than about half the planets (still you
can turn this into a limited advantage through good diplomacy).  This
race is going to have to throw lots of resources at research to get
anywhere after the ‘free’ start at level 4.  This race will never be a

super-productive race—planets max out at 3,036 resources per turn
(with current settings for factory efficiency).  The race also has a
number of advantages which, I think allow it to more than compensate
for those disadvantages.  It grows on any decent planet very quickly.
It can locate and settle decent planets very quickly.  It can convert
planets easily into near homeworld quality worlds.  It can lay mines
and build Space Docks from the very beginning.  Because of the skewed
habitability ranges, it can easily negotiate with other races for
cohabitation of controlled areas in a galaxy.  Also, because you and
your neighbors are less likely to be racing for the same juicy border
planets, you are less likely to get sucked into an early,
debilitating, border war.


How to play:

At the start of the game I set my research % to zero and the field
being researched to Weapons with the next field set to Propulsion.  I
may change the fields before I spend a single resource on research, as
circustances dictate, but this is what I start with.  I set the
production queue to auto-build at least 100 factories, followed by a
similar auto-build order for mines.  Now for the start of the
micro-management:

I take my starting armed probe and give it a series of waypoints that
map out about 12 or so stars I want it to visit.  Then I give another
set of waypoints to my long range scout.  This one generally gets
about 20-30 waypoints depending on universe density.  Then I assign
waypoints to the Stalwart Defender (DD hereafter).  For all the ships
except the long range scout I try to stay in or near the edge of the
150 ly scan from my homeworld.  Next I look to see if any of the paths
that I have just plotted, either miss a nearby planet entirely or make
it take a serious ‘jog’ out of its way to cover a particular planet.
I try to identify 1-4 such planets.  If one of them is within about 50
ly and away from the others, I will send the cotton picker (miner)
there instead.  For the others I plot out waypoints with my
Swashbuckler (privateer), being careful to get it out to those planets
and back to the homeworld in the fewest number of years.  I also
return to the ships with penetrating scanners and delete from the
waypoint list any planet that I sent the privateer or miner to
instead.

Now for the messy part.  I return to the ships with penetrating
scanners and zoom in to 400%.  Now I move along the path, starting at
the beginning, and move the waypoint away from the first planet.  If
there are 2 or more planets that will be covered by the 20 ly
penetrating scan then I put a waypoint in a place that will scan as
many of those planets as I can, deleting waypoints for each of the
planets that I will get to scan from that point in space.  Even if I
will only be able to get one planet in the penetrating scan, I still
move the waypoint away from the planet.  I try to do this in such a
way that I can reduce the time and fuel spent to get a scan on the
target planet.  I go along the line repeating this for each remaining
planet waypoint until they have all been done.  This is not a precise
process at all and I certainly wish for better tools to do it with,
but I find the results sufficiently rewarding to warrant the effort.
You can use intermediate waypoints that take you from a given point in
space to a particular planet and then shift the waypoint in space
around and read the distance off the fleet waypoints window to get the
waypoint within 20 ly of a target planet.  This gets more complicated
as the number of possible planets that can be included in a single
scan goes up.  As to setting the speed so as to minimize your speed,
just set your speed so that you will get to the waypoint in the fewest
number of turns and then choose the slowest speed that will get you
there in that amount of time.  It helps to remember that for each warp
speed the total distance traveled in one year is no more than the
square of the warp speed in ly plus 0.99.  That is, warp 9 can take
you as far as 81.99 ly in a single turn.  Your scanners however, get
no truncation or rounding, if you are 20.01 ly away from your target
then you won’t scan it.  Repeat the entire process for each of the 3
ships with penetrating scans.  Try to have the armed probe and DD on a
sort of looping course so you can send them back to the homeworld when
done so you can scrap the armed probe and scrap or refuel the DD.

It is possible that a planet will begin within 20 ly of your
homeworld.  If this happens then you will have a penetrating scan of
it on 2400.  If its green, colonize it.  If not, then send your miner
there, unless the mineral concentrations are truly pathetic.  You may
relocate the miner later to a better site, but meanwhile its free
minerals.

Before ending the first turn, look at the paths you have mapped out
for exploration.  Are there any really nice clumps close by that you
just couldn’t fit in?  Hopefully not, but if there are, copy the long

range scout, remove the scanner and save the new design.  Then insert
one of these cheaper long range scouts into the production queue.  The
number of such scouts you feel it is necessary to build will vary
depending on universe size, density, your geographic position (you
will need fewer if you are backed into a corner or flat against an
edge).  If you are near the center of a medium or bigger universe,
then you will likely need at least one or two extra scouts.  I’ve
actually built as many as 6 extra scouts in the first few years.  If
you decide to build more than one extra scout, I recommend spreading
them out and building 1 per year.  I’m not certain that this is best,
but it seems to work well for me.

If you start near a corner or edge, so that a region is somewhat
blocked off for your own private use, explore that area last.  You
want to leap out and be the first one to find and inhabit planets that
would be taken by someone else if they got there first.  You may not
get to hold all of these early acquisitions, but whether you lose them
or not, you will gain a lot of useful info on your opposition,
including how war-like they are.  Don’t delay exploring the private
area for long, wormholes, SS and the like will let unwelcome visitors
in.  Perhaps even a neighbor who has read this may think to steal a
march on you by exploring it first.

Once the scout’s reports start pouring in, start sending your colony
ships out to inhabit the green planets (ignore the yellow ones for
now).  Colonize the one’s with the highest habitability %s first.
Favor near ones over far ones.  Build just enough colony ships each
turn to successfully colonize every green planet you see, except those
already targetted by your colony ships.  Once the colonies you are
trying to establish are about 150 ly or more away from your homeworld,
you will probably want to build a long range scout to go with the
colony ship as a sort of poor Joat’s fuel transport.

Once the homeworld population exceeds 150,000, start building medium
freighters with a cargo pod, fuel mizer and nothing else.  If your
privateer has returned from its scouting mission, use it instead of
building a medium freighter.  You should reach that population by
2403, unless you have been very lucky and aggressive in finding and
colonizing green planets.  These freighters will hold 26,000
colonists.  Ferry full loads of colonists out to your nearest, highest
habitability planets, go out as fast as you can and still have around
100mg of fuel left (you’ll burn a lot more fuel going out than you
will coming back), then return as quickly as you can.  Build as many
of these as you need to to service all of your new planets, but no
more than 1 per turn and don’t plan to build one when an existing
freighter is due to return the same year the new freighter would be
built.  The idea here is to develop your new colonies as rapidly as
possible, while allowing your home planet to contiue to grow and
develop.  Try to never take more colonists off of your homeworld than
the planet summary says you will grow that year.

In the first few planet reports you should find a good planet for
mining.  Don’t worry if it isn’t perfect, just pick one that has a
reasonable concentration in something your home planet started short
of or you expect to need soon (such as Germanium in 2.6).  Then send
your miner there. Depending on how desperate you anticipate your
mineral situation becoming (after you have built as many mines on your
homeworld as you can operate), you may want to build some extra
miners.  If possible hold off on that until year 2410.  I’ve been in a
situation where the Ironium shortage was so bad, I had to start
building extra miners by 2404, but this was an extreme case.

Once your first colonies reach the 80,000 mark, stop sending loads of
new colonists there, switch to another planet.  Those first boatloads
of colonists can shave 10-20 years off of the time it takes to develop
a planet.  Once the population hits the 80,000 mark the growth will be
pretty rapid.  That extra 26,000 colonists would only help out such a
planet by a year or two.  So take your colonists where they will do
the most good.

Design a Space Dock that has nothing on it.  I call mine Gas Stations.
As soon as you can build one in a single turn on a new planet, do so.
Now you can build scouts, colony ships, freighters, minelayers, etc.
here.  All of your ships can refuel here.  Redirect some of your
returning medium freighters to this planet for refueling and
colonists.  At this point the planet should be well enough developed
that you can grow more than 26,000 colonists a turn, so loading the
freighter won’t set you back any colonists at all.

Soon you will find that you are no longer using your homeworld to
supply colonists for new colonies.  The routes from your first
colonies to the new colonies will be shorter and your ships can refuel

there as well as pick up new loads of colonists.  About the same time
you will also find that you have built as many factories and mines as
your homeworld population can operate, so you will now have leftover
resource points which will automatically go into research.  I like to
get Weapons 5 first so I can build a Beta torp equipped starbase,
Then propulsion 5, mainly as a prerequisite for the first stargate,
but the w7 engine also works very nicely on colony ships.  Then
construction 5, for stargates, and construction 6 for frigates.  At
this point is when I usually start bringing out minelayers.

Once the homeworld reaches about 900,000 population, you will notice
your growth rate really start to deteriorate, at this point it is a
good idea to start ferrying colonists from the younger, faster growing
colonies, back to the older ones, being careful not to overpopulate.


Changes in 2.6a and above.

Fair warning--I have not played 2.6 much.  I played a Joat in 2.6b
(based on the design I gave above, but taking the disadvantage ‘no
advanced scanners’ and using the points for slight production
benefits) just one game against the computer players and one game
against one human opponent and 5 computer players over a LAN one
evening.  When my opponent and I quit, I was no higher than tech 9
anywhere, was about to crush the human and the computer players were
nowhere near my score or resources.  Hardly overwhelming evidence, but
it seems that all is not lost for the Joat in 2.6!

There is really only one Joat specific change for 2.6 and this was
introduced in 2.6a, when it was felt that the advantages given to the
IT, SS, and CA were too overwhelming. It was even argued that the HE,
without stargates, was still more powerful than a Joat.  I never
bought the HE being superior to the Joat, even when the HE had
stargates, unless you go all the way back to 2.0.  The change
introduced in 2.6a was to make the scanners built-in to all Joat
scout, frigate and destroyer hulls have a range dependent on the level
of Elect of the Joat.  These built-in scanners became 20x/10x
scanners, where x is the Electronics tech level of the Joat *at the
time the scanners are being used*!  So a Joat such as the one I
described would start the game with a built-in 80/40ly scanner on 3 of
his starting ships!  For the Joat I was playing with ‘no advanced
scanners’ the starting scanners were 160/40ly scanners!  This raises
three immediate questions:

1) Why would a Joat ever put a scanner on a scout or destroyer?  And a
little calculation will show that the gains from putting even 5
scanners on frigate aren’t worth the cost, either.

2) Why would a Joat NOT take ‘no advanced scanners’?  You can make
some arguments for not taking this, but when you look at the cost of
building a single scout and figure how many scouts you would need to
equal x penetrating planet-based scanner, they really don’t hold up!

3) Why is it that the Joats get a technology dependent ability that
retroactively affects existing ships?  The AR get a production boost
for each Energy tech level, but the growth there is less than linear.
Joat scanner range growth is linear with Electronics levels and
affects ships already in use.

I pointed out earlier that I regarded the built-in penetrating
scanners as the Joat’s single biggest advantage, but one that had to
be utilized quickly because the advantage soon disappeared.  This
change makes the advantage continue all the way through the game.  I
still maintain that it is most important early in the game, but now
these scanners will continue to be important throughout the game.  

I was playing in a game recently where an SS player complained about
the Inner Strength special item, the Tachyon Detector, being able to
negate the Super Stealth sole advantage (actually SS does have a few
other advantages, but I digress).  Think about this, it takes Elect 14
to get the Tachyon detector, which then costs 1 Ironium, 4 Boranium(!)
and 59(!) resources to build.  Each Tachyon Detector yields a 5%
reduction in the effectiveness of scanners.  So to be useful, the IS
player has to build Tachyon Detectors into a hull AND add scanners,
plus the cost of the hull, engine, etc.  Now consider a Joat at the
same Elect 14 and assume that he has done the automatic thing and
taken ‘no advanced scanners’.  This same Joat can build a scout, with
engine for a cost of 2 Ironium, 1 Boranium, 2 Germanium and 4
Resources!  Such a scout would have a built-in scanner with 560/140ly
range.  Since the best possible cloaking (according to the help file)
is 98%, such a scout could see even the best possible cloaked ship if
it were within 11.2 ly.  It is possible to then construct a ‘net’ of
such scouts and use them, with appropriate backup to sweep away even
the most cloaked of ships.  To completely cover a grid 100ly by 100ly
you need fewer than 150 of these scouts, spaced about 8 ly apart (with

some clever alternating of patterns, you can cut this down to about
120 scouts).  Total cost for 150 such scouts?  300 Ironium, 150
Boranium, 300 Germanium and 600 resources.  About what you would spend
for 1 good galleon or cruiser.  The human cost to the player in terms
of micro-management is another matter.  But if you think that part of
it is bad, think about how daunting it is to play against.  Since each
scout is within 8 ly of at least 2 other scouts, any cloaked ship that
kills one will be seen by its neighbors and so can be targeted for
destruction.  Yes, there are ways around that and ways around those
workarounds.  But what happened to the SS ability to come and go as
they see fit, unseen?  Not into the center of that net, they’re not!
And as the Joats skill in Electronics rises, the mesh of the net gets
bigger, needing fewer ships and/or covering more area, but for the
same low price.

Please excuse the extended example, but I wanted to show just how
powerful the ability to build such plentiful cheap scanning ships is.
There are some important limits however, the 512 fleet maximum being
foremost.

What about the effect at the beginning of the game of having built-in
60/30ly or 80/40ly scanners?  Staggering!  The Joats are now even
faster out of the starting blocks than they were before and with ‘no
advanced scanners’ extending the normal range of those built-ins to
120 or 160 ly, the utility of these ships in identifying early threats
by and weaknesses of your opponents, is greatly enhanced as well.  It
should be quite easy to assess the situation from afar and either
dance around a strong foe or direct a devastating early attack against
a weak opponent.

What about the other changes in 2.6 that affect Joats and hyper-growth
races?  There is the change in factory cost.  This actually works to
the advantage of the hyper-growth race.  Since everyone runs into
similar difficulties with Germanium availability on the homeworld,
your ability to grow colonists, hence resources very quickly becomes
an even more pronounced advantage.  Not to mention that since you have
more colonists manning mines, once you have built your homeworld’s
industrial base (number of factories) up to its maximum, you will
quickly develop a local surplus of Germanium which can then be ferried
out to your growing colonies

There is one more change in 2.6b that affects the Joat (and no other
race that I know of).  Its sort of an odd little change actually, that
appears to be beneficial, and in some ways is.  The LRT ‘improved fuel
efficiency’ lost exclusive rights to the Prop 16 engine.  No biggie.
But that LRT now also gives an extra starting level in Propulsion.
Great!  But now the Joat who has taken +75% to research in all fields
(propulsion specifically) and checked the box to start at tech 4, now
starts at tech 5.  And so all his starting ships have the Daddy Long
Legs 7 engine, instead of the fuel mizer.  That’s actually OK for the
colony ship, but bad for everything else.  And for the scouting ships,
those wonderful ships with the built-in penetrating scans, it is
terrible!  I’ve gone so far as considering leaving the research cost
of propulsion at normal, just to get the fuel mizer engine instead!  I
can’t afford the points.  So instead, I send those starting ships out
on short trips, scrapping them on completion and immediately design
and build a replacement long range scout with the fuel mizer, a fuel
tank and nothing else.  Then I build enough of them to make up for the
short trips my starting ships are taking.


The effect of game parameters:

All hyper-growth races are penalized by Accel. BBS play.  Why?
Because if everyone started at 25,000 colonists and left them on their
homeworld for 10 turns, a race with a 19% growth rate would have
140,000 colonists at the end of that time, while a race with a 15%
growth rate would have 100,000 colonists.

With starting penetrating scans the Joats advantage is greater the
greater the density of the universe.  In a sparse universe, a Joat
will gain small time advantages when scouting by reducing overall trip
length and time.  But in a dense or packed universe, a Joat
(especially in 2.6a and higher) can expect to scan more than one world
on his path, each turn!  In packed universes a Joat with tech 4 in
electronics and a good engine (fuel mizer) can EXPECT to scan 3-4
planets per turn, per ship!  The only way for another race to equal
this is to build a lot more scouts, which will slow down their
development other ways.

Slower tech advances tends to favor the players who took the +75%
research disadvantage AND checked the ‘starts at tech level 3 (4)’ box
at the beginning of the game.  This is because at no extra cost to
that player, the costs for everyone else to catch up to you just
doubled.  Again, this is an early advantage that will go away later in
the game.  With all tech costing double, the amount by which that

‘costs 75% extra’ holds you down will also increase.

Universe size is the hardest one to explain, but basically the fewer
the number of opponents per planet or per ly, the better for the
hyper-growth race.  The best way to see this is to imagine yourself in
a 16 player game in a tiny universe.  The race I’ve just described
SHOULD get crushed!  There’s nowhere to expand to and the other races
that spent their points on being effective early, but have crippled
their long-term growth, should do well.

Along similar lines, it should be obvious that the farther apart the
starting positions are the better for the hyper-expander.  However,
those scanners in 2.6a together with ‘no advanced scanners’ may really
let you take advantage of an unsuspecting neighbor.  “In the land of
the blind, the one-eyed man would be king/”


Changes I would like to see the authors make to Stars! for Joat and
hyper-growth play.:

Put fuel mizers back on the starting ships when the ‘improved fuel
efficiency’ LRT was taken and starts at level 5 in Propulsion.

Along those lines I would like to be able to define the designs used
for the starting ships.  I have never liked the scanners built into
Joat starting scouts and DD.   Nor have I cared for the scanner on the
Miner.  I also don’t like the design of the DD, ‘Stalwart Defender’.
Its not really good at anything!

Also for the Joat in 2.6a and higher, I would like to see the scanner
slots on the scout and frigate hulls either disappear entirely (with a
corresponding decrease in cost and mass) or else made more versatile,
so that other parts could be put there.

Joats being able to get points for ‘no advanced scanners’ is silly
after the scanner changes in 2.6a.  I will take the points (and longer
scanning ranges) as long as they are offered, though.

I would also like to see more help with micro-management tasks.  I
suggested to Jeff McBride some time ago making the Stars! program an
OLE server, so that people who wished to could write their own
assistant programs (or use one someone else developed and published or
sold).  Barring such ‘hooks’ being made available to the Stars!
community, I would like to see the Jeffs provide more automation and
reporting info.

I mentioned earlier casting a ‘net’ of scouts to catch cloaked ships,
This strategy can also be extremely useful when trying to tear out
minefield defenses.  I would like to see a way to mark a region
(rectangular would be fine) on the map and give each ship (or each
ship of a certain design in that region) the same orders (waypoint
tasks).  This would necessitate some additonal waypoint tasks such
as--move in x direction for y light years, then [standard waypoint
task here]’, ‘converge on some planet/object/coordinate’, or even ‘fan
out’.

I would also like to see shipbuilding added as an automatable
production task.  I would also like to see conditional tasks, such as
‘if resources > 70 then do 1 unit max terraform’.

I would like to see the Acc. BBS play option changed so that it tends
not to penalize hyper-growth (or hyper-production) races.  One way to
do this while gaining flexibility, would be to change it to ‘Simulate
x years of growth’.  To make this useful for large values of x, the
next field to research should default to ‘lowest’.  This would still
penalize race designs like the Joat I’ve described or an HE with total
environmental immunity, since they would usually be out colonizing
planets while other races are still just getting their homeworld
industrial base built, but it would still be better than the current
system.

Well, I think that is it for now.  Thank you for bearing with me this
long and I hope you found this enjoyable and useful.

Scott Phelps
10/20/96