AAR: Humans (default random settings)
Posted: Tue Dec 01, 2009 12:25 am
I played as the Human Union on the default settings for a random map. I had played several practice games, but this was the second game I played to completion, and the first one I won.
I won on turn 200 with 502,870 points. 436,900 points were from Population Happiness. 65,970 points were from Glorious Victories.
I started out in the center of the map. My home planet was Ideal/Poor, so I knew I couldn't get a good start without finding one or two rich planets nearby because the costs for everything would be so high. Whether it was by great luck or by some fairness algorithm in the map generator, I don't know, but there was a Barren/Rich/Belt/Cloud planet (later named Troy) only 1 turn away, a Habitable/Rich/Cloud planet (later named Mycenae) 3 turns away, a Habitable/Cloud planet (Athens) 2 turns away, and an Ideal/Belt planet (Sparta) 2 turns away. This situation meant that I could create a strong core of planets that are near each other, so I could shuttle population away from my home planet and make Troy and Mycenae my centers while using the other planets as research and population bases.
I found myself surrounded by three races: the Cryons, the Teyans, and the Linkins.
For the first few turns, I built one transport and then started shuttling six colonists to Troy and then Mycenae. This guaranteed that I could build a mine and a shipyard at both locations (since 7 population allows a new planet to have 2 building slots). Once they were ready to build ships, I fortified them with 10 light missiles and 5 corvettes each, then left them alone for a little while so they could earn some money.
Next, I moved colonists and built up research on Sparta and Athens. I decided to concentrate on defense at first, because I wanted to get heavy missiles quickly to ensure that my core planets would not be attacked early. Once I had heavy missiles, I built one research base for each of the other techs, plus one more (for two total) for weapons because I knew I'd have to fight at least one of the three races at some point.
I went for destroyers pretty quickly. In previous games, I just built the biggest ships, but this time around, I had learned the advantages of the ships. In previous games, one or two NDomitables would kick butt alone against huge fleets unless there was a missile cruiser. It seemed like a single missile cruiser II could take out an NDomitable with one salvo! I decided that a bunch of expendable corvettes in a loose formation could prevent such a catastrophe. Furthermore, I noticed that destroyers carry missiles! I had not noticed that before. I realized that I could put a squadron of corvettes into caracole maneuvers, let them absorb missile and laser fire, and have the destroyers hit my opponents from long range with missiles.
My first test of this strategy was pretty successful. I declared war on the Cryons around turn 56. My force of 11 corvettes and 7 destroyers destroyed several cruisers and corvettes in the first couple of volleys. I had positioned my forces in two rows (destroyers in the rear), and I approached at a 45-degree angle. The AI had to wheel its forces to face mine, but it had also decided to charge my line, with the result that its corvettes and cruisers had bunched up at the time my first missile volley hit. I lost only two corvettes, I think. The AI ended up retreating, so I took out a few more ships during the chase and the Cryons never recovered.
As I was fighting the Cryons, I decided to make sure I was safe from the Teyans and Linkins. I tried to make trade stations on as of their planets as I could. This let me build up goodwill with them and also let me fund my war machine. At one point, I was making around 2500+ credits per turn, so I was able to upgrade my buildings and build a second fleet for defense.
By turn 118 or so, I had conquered the Cryons. I discovered another new thing: they're great for subjugation. Since they live best on icy planets, I just moved them to icy planets and moved my population to their non-icy planets. As a result, they would not rebel, riot, or suffer unrest! On icy planets, their base happiness was 3, so even with overcrowding, it would not go below 0. Even with low taxes, I could earn about a profit on each planet in taxes and foreign trade bonuses. Including the effect of low taxes, popularity would generally be around -2 to -4 (depending on the bureacracy penalty at the time), which doesn't seem to trigger unrest. I didn't even bother leaving space marines.
At this point, the Teyans declared war on the Linkins, and I had a defense pact with the Linkins and non-aggression pacts with both. I had to choose sides. I decided to honor my defense pact with the Linkins and break my non-aggression pact with the Teyans. Unfortunately for the Teyans, I had by this point added a mother ark and a survey ship to my main fleet, which by now also possessed several cruisers, a dozen destroyer IIs, three dreadnaughts, and a couple of missile cruisers. Not only could they not stand any assault, but my early research into psychic power paid off, as I was able to capture a few of their cruisers and transports. The combination of mother ark and survey ship meant that I could find their colonies with the survey ship, crush them with the battle fleet, then colonize the planet and repeat. (I *think* the survey ship was telling me where the enemy planets were. If not, I must have gotten information from a trade. Regardless of whether the survey ship helped me find enemy planets, it certainly helped me see enemy ship movement.)
I felt like I was dominating the game and I was sure I could take out another civilization after I finished with the Teyans. By turn 176, though, I discovered that the effects of bureaucracy really start to hurt as an empire gets big. Because of my smash-and-colonize strategy, the cost of bureaucracy was MORE than my entire fleet budget! In order to prevent crushing debt, I had to sell two of my Cryon planets to the Linkins. That gave me enough money to reach turn 200 with -731 dollars. :-p If the game had gone to, say, 300 turns, I probably could have gotten out of debt by developing the new colonies, but I'm kind of glad the game ended because I would not have looked forward to far-flung colony development again.
One important note: I think I finally figured out why the other races, including my close allies, hate me after a while, no matter how nice I'm treating them diplomatically. I think extermination has a negative effect on all other races' opinion of the player's race. It makes sense, I guess, but it wasn't in the documentation! It would be nice if the Exterminate button said something about diplomacy penalties in its tooltip in a future patch.
Lessons:
- destroyers are excellent in the early-game and mid-game when corvettes and cruisers protect them.
- Cryons are really good to defeat early and then colonize/move to icy planets, then sell.
- Expansion is expensive because of bureaucracy, so I should go slower next time.
- The Mother Ark kicks butt with a battle fleet! However, I should not overstretch my economy.
- The survey ship seems useful, but I need to try it out again.