Extreme Difficulty Universe After Action Report

Post descriptions of your brilliant victories and unfortunate defeats here.

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Icemania
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RE: Extreme Difficulty Universe After Action Report

Post by Icemania »

ORIGINAL: Spidey

You're doing pretty well, Ice, but there are two questions I'm left with after reading that AAR.

1) You don't put labs onto your mining stations? At least I didn't notice you saying you did. To me, doing that is an essential way of keeping my state maintenance costs down while making mining stations even more useful while drawing a bit heavier upon that massive chunk of money the civilian sector is going to sit on anyway. For that reason, long range scanners end up on mining bases too and never on any state bases.

2) You're specializing your research bases? What I tend to do with them is 2 of each lab on all three of them. This way, my super-geek scientist with +% in all three skills (assuming I have one) can keep on providing his bonus in the two weaker schools until I've actually found and built a base on a better bonus. I'm using the first space port for ratio manipulation very early on and then reduce gradually through retrofits as mining stations go up.

I call it an Energy Research Station but it's really a Mega Research Station with all Labs and all Scientists in one location at my home world. The bonuses from those scientists stack as well. The benefit is that it's faster to build and upgrade (as you can see I've upgraded a couple of times already) as compared to waiting for construction ships and mining stations to build. That may well change as the game progresses though e.g. use of bonus locations.

The reason I don't integrate them with a Spaceport is to get research going quickly without waiting for all those docking bays, yards, plants and so on to build. Also building a Research Station sometimes spawns a new scientist which can be very handy early game.

Good point on state versus private maintenance costs; however, the Maintenance Cost of the Mega Research Station is only 3K.
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Spidey
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RE: Extreme Difficulty Universe After Action Report

Post by Spidey »

Your energy research station makes sense, Ice. And now that I'm less sleep-headed, I see that you're actually describing in detail how it's not specialized. Bad reading on my part, and I apologise for that. That said, you actually do get the bonus from the moment the labs are built rather than when the entire thing is built, but I'm not sure you can send your scientist to an unfinished build and a space port certainly won't trigger an extra scientist. That's probably worth the extra upkeep of a command center, a reactor, and some energy collectors.

And regarding upkeep, I guess your labs aren't really that big a drain at 3k, though it's still another few ships you can't have. Personally I tend to zero tax like crazy and skip the growth wonder, going for Bakkuras and the Bazaar and hoping to reach ~24-25 b homeworld population by that time. The timing of my approach is questionable and it gets a bit hairy if I can make it that far without going into red while also scouting as much as I want, but racing for a wonder becomes obsolete by design before 2115 feels odd. And it's actually surprising how long you can keep it going with the right invasions and some resort base luck. That being said, I'm pretty sure your growth is still going to edge out mine. I tend to reach 20 billion around 2110 and with a growth rate of beyond 10%, the max pop is reached pretty soon after that.
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Icemania
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RE: Extreme Difficulty Universe After Action Report

Post by Icemania »

My first Research Station build has only 4 labs ... when that build completes I immediately upgrade to build more labs and send the scientists.

Your population growth will likely be better as in this game I didn't get an Empire Contact until 2104 so couldn't milk technology selling any earlier in order to fund 0% tax.

The strategy here obviously varies a lot depending on race. Which race do you play? Quameno growth rates are fairly weak so part of the reason I go for Biological Workshops is to make up for that weakness.

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Icemania
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RE: Extreme Difficulty Universe After Action Report

Post by Icemania »

In this particular game I have an Intelligence Agent that has Espionage skill. He has just succeeded in stealing a Galaxy Map that has revealed the Securan Homeworld. It's very easy to lose Agents so I start on easier missions to build skill up. However, now that contact has been made with some Empires I will try to steal some of their Research where possible. Missions against Empires have a better chance of success than the Ancient Guardians or Pirates ... I only attempt if the odds of success are above 80%.
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Icemania
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RE: Extreme Difficulty Universe After Action Report

Post by Icemania »

Building another 20 Explorers which will make a total of 50 when they are complete. The micromanagement for the Explorers really changes the game at this point as I check every Explorer every 15 game days to optimise their routing. It's the part of the game that I enjoy the least given the weak Explorer AI but the benefits are worth the effort.

Set 0% tax on homeworld. The cashflow is clearly not needed anymore after selling some more technology and probably could have set it to 0% earlier!

The Intelligence Agent has succeeded in stealing Shields from another Empire.
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Spidey
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RE: Extreme Difficulty Universe After Action Report

Post by Spidey »

I actually tend to be Quameno as well. Their racial victory conditions are very easy to satisfy and their 90% research bonus is impossible to match. Those reactors are something else as well, being so efficient that it's actually not necessary to divide up your fuel consumption.

Their growth rate isn't that helpful and other races can definitely reach max pop faster, but even the Quameni gets there eventually. My goal is to non-stop zero tax at least until 2110, at which point I'm well beyond 15 billion people, possibly billions beyond depending on immigration and starting population. With medical and rec facility, I'm seeing 16% homeworld growth rate on quality 100 planets and 15% on quality 90, which I think is "fast enough". It's not quite Gizurean, but it gets the job done.

And if I can be anywhere close to 24-25 billion around 2110 (with "close" meaning "within a few billions" and "around" meaning "before the end of 2111"), then I think I'm doing quite well. I'm way ahead on population, and once I get the Bakura down, I can produce colonizers (once I get them researched) way faster than Ackdarians. And once I get the Bazaar done, I can even afford doing it. With invasions going on and with all the ocean worlds getting colonized in short order, leading to a boom in civilian ship orders, I'm making very good money and can afford to zero tax the homeworlds I'm (hopefully) invading, which then leads to them also getting to the fun population sizes before the other far-away AI factions do. At which point I've got at least 3-4 times the population of everybody else.

It's not quite as deliberate as your approach, and very many very strong pirates generally are a pest since I can't afford adequate pirate protection fleets nor can I go offensive until I've teched up quite a lot and have long range scanners to tell me where to go, but aside from that it seems to work out well enough and not be affected too much by game difficulty.
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Grotius
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RE: Extreme Difficulty Universe After Action Report

Post by Grotius »

I'm learning a lot from this AAR. Please keep the posts coming! Thanks for your work on this.
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FireLion1983
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RE: Extreme Difficulty Universe After Action Report

Post by FireLion1983 »

You seem to be lucky with the pirates! I'm surprised they didn't just come and kill you off after dropping your protection agreement.
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lordmoore
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RE: Extreme Difficulty Universe After Action Report

Post by lordmoore »

Excellent AAR and very informative.
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Icemania
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RE: Extreme Difficulty Universe After Action Report

Post by Icemania »

ORIGINAL: FireLion1983
You seem to be lucky with the pirates! I'm surprised they didn't just come and kill you off after dropping your protection agreement.
Whenever Pirates attack I pause the game and set a protection agreement up.

At that point I keep watching though. If the Pirates keep moving to attack then the agreement didn't stick and I'll set the protection agreement up again.

And repeat if required until they go to warp, then cancel that agreement.
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Icemania
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RE: Extreme Difficulty Universe After Action Report

Post by Icemania »

Fusion Ignition research is complete. All ships and bases have been redesigned with NovaCore Reactors that use Hydrogen rather than Caslon. Unusually no split between fuels was implemented as Caslon stock is very low (primarily due to having built so many Exploration Ships) but almost 100k of Hydrogen is available. Bases retrofitted to have 10 Shields and 10 Armour. The next Energy Research target is Accelerated Construction then Deucalios Shields to get ready for the great Pirate hunt.

Enhanced Hyperdrive Research bonus received from retiring a recovered Destroyer from Exploration.

50 Exploration ships are now in action and very soon after this another 30 Exploration ships start construction. Exploration micro has changed. Since everything nearby has been scouted where a mining station might be placed in the near future, the focus is ruins, potential colonies and other items of interest.
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Icemania
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RE: Extreme Difficulty Universe After Action Report

Post by Icemania »

A Small Research Station at the nearby +29% Energy Bonus Location is complete along with transferred Scientists. All bonuses from the Scientists stack along with the bonus location ... +74% Energy research is the highlight.
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Icemania
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RE: Extreme Difficulty Universe After Action Report

Post by Icemania »

While multiple mines for most Strategic resources are now available, nearby sources for the two remaining Strategic resources are too close to Pirate bases. Resources are definitely more scarce in Universe which is great! Where possible those mines are restricted to a couple of systems and preferably far away from Pirates bases.

The Explorers have found:

1. Two debris fields. A small fleet has been dispatched to clear out the Giant Kaltors to open the debris fields up for Construction ships to start recovery (once resource supplies are in good shape).

2. Lots of new Pirates and so a bunch of Empire Contacts have been purchased and also sold various technologies. Available cash is almost 1000k.

3. The Zentabia Fluid Super Luxury on a Volcanic Planet. Unfortunately it's too far away to use the Colony ship found earlier due to Colonisation range limits.

4. A lost colony (2M) was discovered near my homeworld. Unfortunately it's in a system with a Pirate base so this will need to be cleared first.

A couple of Exploration ships were destroyed by Pirates and are being rebuilt.

Is it just this game or are there now less recoverable high technology ships dotted around the galaxy? If so, it was probably a good idea.

Started building some Troops, an Armour Factory and 2 Troop Transports for future invasion plans e.g. an independent to get to the Zentabia Fluid.
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Jim D Burns
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RE: Extreme Difficulty Universe After Action Report

Post by Jim D Burns »

ORIGINAL: Icemania
Is it just this game or are there now less recoverable high technology ships dotted around the galaxy? If so, it was probably a good idea.

Pirates get most of them in pre-warp games, by the time you head out very few remain unclaimed.

Jim
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Jim D Burns
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RE: Extreme Difficulty Universe After Action Report

Post by Jim D Burns »

ORIGINAL: Icemania
At this stage I ensure all resources in all systems are known to help plan future mining stations.

In pre-warp games, I tend to build a mine on every possible resource location I can no matter how poor it is. Your private sector can handle the cost of the mines and all the extra civilian ships built to service the low % mines you build are a good reserve fleet to help lift more cargo while your ships are slow. Later you can disband low production % mines, but early on you want as large a civilian fleet as possible.

Jim

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Icemania
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RE: Extreme Difficulty Universe After Action Report

Post by Icemania »

ORIGINAL: Jim D Burns
ORIGINAL: Icemania
At this stage I ensure all resources in all systems are known to help plan future mining stations.

In pre-warp games, I tend to build a mine on every possible resource location I can no matter how poor it is. Your private sector can handle the cost of the mines and all the extra civilian ships built to service the low % mines you build are a good reserve fleet to help lift more cargo while your ships are slow. Later you can disband low production % mines, but early on you want as large a civilian fleet as possible.

Jim
That maybe true but once I have a good supply of Strategic Resources, additional sources don't add anything to the expansion program, so I place a higher priority on repairing ships from debris fields due to the technology boosts they provide.

On these settings I build mining stations that are mini-fortresses so they can become very expensive if you build too many.

Is the number of private sector ships a function of the number of mining bases? Can't say I've looked that closely ... ?
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Jim D Burns
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RE: Extreme Difficulty Universe After Action Report

Post by Jim D Burns »

ORIGINAL: Icemania
That maybe true but once I have a good supply of Strategic Resources, additional sources don't add anything to the expansion program, so I place a higher priority on repairing ships from debris fields due to the technology boosts they provide.

On these settings I build mining stations that are mini-fortresses so they can become very expensive if you build too many.

Is the number of private sector ships a function of the number of mining bases? Can't say I've looked that closely ... ?

When you build a new mining base the private sector builds ships to service it, how many I'm not sure, but I definitely see a big surge in private vessels after I queue up and build lots of mines. You can always build a lot of cheap bases early and get your private economy fleet done, then redesign the bases you want to keep and scrap the low percentage bases. Your economy runs a lot smoother early on if you beef up the private sector fleet this way.

Jim
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Icemania
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RE: Extreme Difficulty Universe After Action Report

Post by Icemania »

Yes but what happens after X mining stations. Let's say I build 30 mining stations early game and you built 60? What would be the difference in the number of private ships all other things being equal?

This old post from Jeeves is interesting but I am not sure how it works early game.
ORIGINAL: Jeeves
The private sector buys 7 small, 5 medium, 3 large freighters, 1.5 passenger ships per colony once you have a few dozen colonies. They stop buying mining and gas mining ships once you have 40 of them.
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Jim D Burns
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RE: Extreme Difficulty Universe After Action Report

Post by Jim D Burns »

Never actually tracked things, now you've got me thinking I remembered things wrong, though I'm pretty sure I had WAY more than 15 private sector ships servicing my pre-warp planet last time I played one, so all my built mines must have been the cause of the build up. Next time I'm in game I'll have to do a one planet start and pay closer attention.

Jim
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Icemania
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RE: Extreme Difficulty Universe After Action Report

Post by Icemania »

Jeeves provided a late game formula ... what was interesting was that it was based on maximum population only. I have 84 private ships in my current game with just my homeworld (6.36M, Development 105%) and 19 mines but I'm not sure what influences that number. Does Population or Development also play a role?

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