Altarian AAR

I’ve never played the Altarians before. In GC2: DL there didn’t seem to be anything special about them. In DA the Altarian AI almost always seems to do well economically and by research. The base picks for the Altarians are pretty good: +30% eco, +25% research, +20% morale. I’m not sold on the Super Organizer, since it strikes me as being pretty limited. Perhaps the good racial scores will make up for this.

I decided to try the Altarians configured as researchers. My picks were +30% eco (total +60%), +20% research (+45% total), and +10% diplomacy. My political party is Technologist, which give me another +20% research (total +65%) and the helpful +1 sensor.

The large galaxy setup is common everything, scattered stars, 8 minors, and 7 random AIs. I disabled tech trading since I’ve observed what I call "Group AI Researching" where they trade tech fairly freely between themselves but not the human player. My starting world was good (but not great) with a +300% industry and a morale enhancement tile. Doing Cntl N to get a perfect setup is pretty tedious, so a decent setup (where I’m not sandwiched) is perfectly fine. The random AIs ended up as Korath, Korx, Drengin, Yor, Iconians, Torians, and Arceans – a pretty evil bunch overall, and hostile to the Altarians. The difficulty is Painful.

At the end of the first phase of colonization I had my share of worlds, and was about equal with ~9 with most of the AIs. Two AIs did little, though. The Korath had, for some reason, been set to Fool so they never expanded or developed. The Torians were squeezed into a corner and only got 4 worlds total.

The second phase of extreme colonization was a bit better for the Altarians, and I ended up with a total of 16 worlds to most of the AIs who had less than 12. Of course, I colonized all PQ1 worlds I reasonably could unless they were in the heart of enemy territory and might flip. I never did get barren colonization since the Yor snagged all those worlds. Most of the worlds I did get were aquatic of toxic, and I made Advanced Aquatic and later Toxic a priority to get these planets up to full production.

I did get a few gem planets. One aquatic world that I got 1 turn before the Iconians had a Precursor mine on it. This became my manufacturing capital, and since it is PQ16 it is a very good manufacturing world, too. Another nearby toxic world is one of my was one of my biggest, and is being developed as an economy specialist world. Along the way I only got 2 resources: morale and research. Most of the others were, as usual, snagged by minor races.

Strategically I have a few problems. First, the Yor is my neighbor and they have been hostile to wary since we met. Many of the extreme worlds I got were in his backyard, and this had only increased the AI’s irritation with me. I also have a border with the Korx and Arceans, both of whom are steadfastly neutral to slightly negative. I’ve tried to improve the situation by increasing my diplomatic level and with trade routes, and that has probably helped a little.


Image 1: strategic setup in September 2229

My second and probably most serious strategic problem is that the good races and likely allies (Torians, Iconians) are sandwiched by aggressive evil races (Drengin, Korx). In particular, the Drengin have been very aggressive with multiple declarations of war, resulting in swarms of Dominator class ships. This early in the game they are very difficult to deal with. Worse, the Drengin’s weapons are beam, which means that I have to have 2 types of defense when fighting their mass driver Dominator free-be ships and their main line fighters and frigates. As of September 2229 the Drengin had conquered the Korath and have taken 2 planets from the Torians; one was a PQ19 world – a big loss for the Torians, who now only have 2 worlds. The Drengin have had less luck with the Iconians since any planet they’ve invaded had immediately flipped back to the Iconians, and their invasions haven’t been coordinated enough yet to take the capital. So the Iconian is holding out.

Summary of number of worlds and research in September 2229

Altairian – 23 worlds, 293 research
Arcean – 10 worlds, 180 research
Iconian – 9 worlds, 96 research
Korx – 11 worlds, 280 research
Drengin – 13 worlds, 93 research
Yor 11 worlds, 128 research
Toria 2 worlds, 4 research

Militarily I’ve made a point of having at least a military rating of 100 so I am not seen as weak. I can’t keep up with the Drengin’s hordes of Dominator ships, but at a minimum I want enough to dissuade the Yor from deciding I’d be a nice addition to his Evil Empire. To that end I’ve researched through Plasma III, armor level 3 to offset his mass drivers, medium (cruiser) hulls, and 2 levels of miniaturization. I got to Warp 1 to get the speed bump, which lets my support ships go spd 10 or so and cruisers spd 4 or 5. At this time my fleets are configured to fight the Yor, just in case. I’ve gifted a few early small hulls (destroyers) to the Iconians and Torians, and made the mistake of doing so to the Korath – who were eliminated the next turn and the ships went pirate. Oops. It was a good thing my resource starbases were outfitted with weapons, and they handily took out the old DDs. I just gifted 2 older cruisers to each of the Iconians and Torians. Hopefully they’ll put them to good use.


Image 2: military standing in September 2229

I also made the decision to conquer nearby minor races to get access to their good planets, prevent them from falling to the Evil races (who are gobbling other minors up like candy), and get the big bump in influence. As of September 2229 I’ve conquered 3 races (see Image 1), which has massively expanded my influence. Already 4 or so Yor and Arceans planets have flipped, along with numerous mining bases. Two of the minor planets had impressive research installations, and my research ability has spiked considerably. A nice side benefit is that I’ve gotten a lot more tourism income due to the expanded influence, and also due to a Special Event – tourism increase. Overall I turned the economic corner about a year ago and now have a very nice surplus at 100% production. My industry is doing very well, too, and much of that is due to my home planet and my manufacturing capital that is situated between the Yor and Korx (which will turn out to be very handy, I’ll bet). The other races have good economies, but they are barely keeping up with other needs and their treasuries are small.

A side benefit of conquering the minors is that I picked up an impressive number of galactic resources: 3 morale, 2 combat, 1 research, and 1 economic. That means I have 9 of the total ~16 resources in the galaxy, which is great! None are developed more than just claiming them, but long term they will be incredibly useful. If nothing else, declaring war to capture these resources and get the influence bump has made it more than worth it. I’ll have to defend these with basic weapons, which works in the early game – which is when it really counts.


Image 3: relative industrial output, September 2229


Image 4: relative economies in September 2229


Image 5: relative treasuries, September 2229

So far I’ve been able to build a number of special projects: micro repair bots, Restaurant of Eternity, Xanthium Hull Plating Diplomatic Translators, and Tir-Quan Training. In particular, the influence bump from the Restaurant of Eternity will be useful in flipping planets, and Diplomatic Translator for keeping the AI off my back. The Tir-Quan Training made invading the AI pretty easy, and will make it harder for an AI to invade me unless it is a concerted effort.

My strategy now is to keep relations with the Yor steady, but be prepared for him to go to war with me. I already have a bad reputation with the Arceans due to my wars with the minor races, so I need to be careful. Now that I’ve blanketing his territory with my influence I may be able to flip a few of his planets, which weakens him long term. I’ve noticed the Yor’s military is decreasing, perhaps due to economic problems. If my military is bigger than his then I’m pleased.

A real option is to get the Arceans involved. They hate the Yor, and perhaps with a nice bribe (I have 17,000 bc in the bank) I can get them to declare war. Their military isn’t too far behind the Yor, and they aren’t at war with anyone. Plus the Arcean has a bunch of planets in Yor territory – an obvious source of friction.

I also need to do something to help the Iconians and Torians. My manufacturing is increasing nicely, so I should be able to feed them some ships. They will need to be outfitted to kill Drengin and Korx. In fact, I can arrange to have ships in good places to do damage to the Korx, and perhaps the Drengin. To make this work I’ll need to research more defense to counter Drengin beam, and I’ll have to pay more attention to what the Korx’s main weapon is (I think it is also beam). Luckily defense tech is relatively cheap to research and place on ships.

Another idea is to gift them money. Right now the Torians have no cash in their treasury, and the Iconians are similarly tapped out. I’d bet that one of the factors that leads to surrender is economics, so this should help.

Spies have started showing up, including two at my manufacturing capital, which has crippled its production. More espionage spending is in order.


March 2230

I was able to persuade the Arceans to attack the Yor for a mere 3000 bc, and it was worth every penny. Now both are engaged and not likely to get in my way. More of the Yor fleets in my influence zone (which was formerly Yor territory) are being attacked by Arceans, which is a good thing. The military rating of both have been pretty steady.

I’ve also been gifting ships and cash to the Iconians and Torians. I’ve had scouts near the action and even my old cruisers do very well against the Drengin units. I have a few more squadrons heading to the Iconians, and hopefully they’ll help turn the tide. The Iconians have lost a few planets so I need to hurry.

To get a base in the middle of the map I conquered the Snathi. This significantly increased my influence in Arcean territory, and allows longer range action against the Drengin – who are likely to be my main enemy.

In not unexpected news, the Torians surrendered to the Drengin. Apparently my help wasn’t enough, and they were horribly outnumbered. I was disappointed that they didn’t surrender to me or the Iconians, though. Their message said they hoped for mercy from the Drengin. Please.



Image 6: galaxy in March 2230

This taught me that I need to get to the Good projects ASAP, such as the one that increases the chance of surrender. The other benefits of Good aren’t that great, but I’ll go there anyway.

In other tech, I’ve made it half way through phaser, armor level 3, half way through shield 3, miniaturization level 3.

For ships, I now have two flavors: armor for those near the Yor and shield for those for the Drengin (and maybe the Korx). The Drengin ships do have one module of 4-armor to deal with his annoying Dominator class freebee ships. Conveniently, there are two hull types so I can easily keep them separated.

My next target is the Paulos, who are right by the Drengin. The Drengin declared war on them so I need to hurry. I had to research two more levels of supply to get there, but that’s OK. It only took a turn.

Spies are coming fast and furious and I’m mostly getting them nullified. I haven’t had any left over to put in other’s territory, though. The AI is pretty good about targeting items that matter – manufacturing capitals, high-value bonus tiles, etc.

So overall, the front will be moving to the Drengin. Eventually I’ll get the Arceans to declare war and then I’ll be in the thick of things. Hopefully by then my ships will be able to take on long odds and still win. We’ll see.



August 2230

It looks like my help wasn’t enough for the Iconians, who surrendered to the Drengin in August 2230. This massively increases the Drengin strength and they are at rough parity with my empire in terms of number of planets and economy. What is sad is that I invested all the time to research the Good techs, and now there are no Good races left. I’m building the Good projects, but that probably won’t help me much now. And it looks like my Super Organizer ability will be totally worthless since I will have no ‘good’ races to organize.

Arceans – 9 planets, 296 research
Korx – 11 planets, 348 research
Drengin – 24 planets, 311 research
Yor – 10 planets, 142 research
Altarians – 29 planets, 429 research

The only small bright spot is that I conquered the Scottlians the month or two prior, and my influence is now huge in the area. One idea is to blast through the influence techs to augment this advantage. It is tempting, but I’ve already flipped the planets I’m likely to flip – now I may be in more straightforward methods: invasion. Notice my fleet right outside of a planet the Drengin took from a minor race.


Image 7: galaxy in August 2230

Fortunately, my military strength is now much larger than the Drengin. My medium hull cruisers have good offense and defense, whereas the Drengin is dominated by the Dominator hulls, which are dead meat against one of my fleets. His other hulls are formidable with firepower similar to mine, but he has no defense. For ships that are 28/0/0 attack and 12/0/0 (without modification) vs 25/0/0 0/0/0 the outcome is not in doubt.

So now I am back on finishing the offense tech (phaser), will continue to strengthen the galactic resources I have (where they are safe), and continue to build ships to fight the Drengin and some to fight the Yor. The Korx is friendly, but that could change, too.

I’m positioning my fleets to take out four or more of the Drengin worlds in one strike, and get a few good fleets to do what I can to winnow down his military power. I just hope the Korx and Yor leave me alone or it could all fall apart.

48,045 views 11 replies
Reply #1 Top
Are you playing each of these games in a day, or are you just posting stuff you've written in the past? How long does a game on a large map take you?

I love the commentary on the screen shots - it's like the telestrator on American football.

It looks like you've had two good games with superabilities that in the end weren't worth anything.
What balance do you use between production worlds/research worlds/economic worlds?
Reply #2 Top
Each commentary is a snapshot, meaning I save, take a screenshot, exit the game, and write my observations for that point in time. I do not know how it will end, so any ramblings or speculation are just that. In this game I did start the commentary a bit late: mid 2229. I was lazy and hit One More Turn a bit too much, and all those turns seemed to slip by.

The previous game (Krynn) was actually on a huge map and it took a long time, where I'd get a bit of time after work and maybe do one or two commentaries. I have to admit I've wasted quite a bit of a few weekends on these AARs, but they are fun. I can check my saves to see how long it took.

This Altarian game is on a large map. The first part through mid 2229 went pretty fast since there wasn't much in the way of war, and it was mainly shoving colony ships around in my desperate bid to grab colony sites. Now the game has slowed down since I have to pay pretty close attention since the AI has fleets raging all over the place. I haven't posted the last edition: the Drengin and Yor both declared war. What a mess.

My worlds develop semi-organically, but I do have a starting formula. Every world gets 3 factories (which is a minimum for building anything in a reasonable time) and a star port (assuming its big enough). I like to have every world have at least 1 or 2 trade buildings. Most of my PQ8 or so worlds are generalists with a mix of a little extra manufacturing, trade, or research. Larger worlds (PQ10 or better) are usually specialized to some degree with a heavy bias toward either manufacturing, trade, or research. Now, by ‘organic’ I mean that the bonus tiles play a big role in specialization. For instance, in the Altarian game I had a PQ15 planet that had a precursor mine. This was clearly is a manufacturing world. One or two good research bonus tiles will make research specialist world, with maxed research, tech capital, and tech coordination center.

I also like to place a level 1 farm during my first round of terraforming to get my population upt to 9B or 12B (or maybe higher). Morale enhancement facilities are placed 1:1 with farms. By this time my planets have maxed population and I have a few morale bonuses from entertainment techs and can stand some more growth. Plus, this increases taxes a bit and provided troops for defense (harder to invade) or offense (fodder for transports).

I pay close attention to economics the whole game, and if anything I bias my development toward markets. Money is the key to not having your empire implode when adversity strikes, and overall it gives you options – which is a good thing.

As to Super Ability balance, here are my suggestions:
• Super Spy – give a free chance to nullify a spy in your territory each turn. It doesn’t have to be big, but any bonus would be cumulative and helpful. Spy immunity would be too powerful since then the Krynn would blanket the universe with its spies.
• Super Organizer – to me it seems this is a very limited Super Ability since it only really applies to Good races with whom you may be allied, and as in this game that can be a very scarce commodity. Moreover, it only works if their militaries are strong enough – otherwise you’ll just get the message: they are too strong for us. Perhaps the ‘organization’ could be manifest as a movement bonus for the duration of when war is declared on you or your allies; this would allow you to do more with less. Or maybe an ‘organization’-based logistics bump when war is declared on you (the Altarians have a low base logistics ability). I’ll give it some more thought.
Reply #3 Top
Honestly, I think you are selling super organizer a little short, but I use it differently than you do. Once the colonization rush is finished and civs start to militarize, I count up how many civs are potentially powerful for each alignment. In your game, the Drengin, Korx and Yor all seemed to be decent. In those conditions, I would go evil with my ethical choice, just to have better allies.

I have gone to all three alignements with the Altarians, typically based completely on the military makeup/ethics of the other nations. If you feel that super organizer must be used only on good races (for roleplaying reasons) then it is weaker, but you are making it weaker as part of your roleplaying.

Being able to spend no money and always get 2-3 allies declaring war on anyone who tries to take you out, especially if you don't focus on a military, is invaluable. If you are willing to change your morality, this is one of the better super abilities out there.

Just my opinion.

Reply #4 Top
Wyndstar,

You are quite right, and I have to admit I do role play the races a bit since for me that is part of the fun. Getting the Altarans to Evil would be a chore since they start with a 99 ethos rating, but I could just choose evil and take the big eco hit.

But consider that I could get no alliances since no AI has researched the tech. I’m using no tech trading, and in the three full games I’ve played with no tech trading after the patch the only race that has pursued that tech line is the Terrans. So I will never have any alliances, and in the previous games then to their end without any alliances to speak of. Perhaps other people have a different experience, though. As you might guess, a diplomatic victory will simply not happen under these circumstances.

I don’t quite know if I have to be allied to get Super Organizer to work since I never really had the chance to do anything with it in this game, and this is the first time I’ve played Altarians. All my potential allies were already at war and no help. Perhaps in the next game the setup will be different. I have to admit that I don’t particularly like manipulating the ethos like you suggest, so I suppose that is a self-proscribed limitation.

Hydro

Reply #5 Top
October 2230

Well, that didn’t take long. In September the Drengin declared war, citing “We know what you’re doing, so we’re declaring war on you before you declare war on us.” They were probably referring to the three sets of transports with fleets I had in the sector by three of his planets. Apparently he took offense. The next turn I took those three planets, and then moved on a few turns later to take a fourth. One of those planets was from a former minor race with a large influence, so my influence has expanded considerably.


Image 8: galaxy in October 2230

The problem, of course, is that the Drengin have a very good round combat rating – over 100. Mine, even with the Tir-Quan project, is more like 70. I used Information Warfare to good effect since most Drengin planets have a pretty low approval rating, resulting in 0.8B to 1.2B coming to my side. Of course, this is actually double since it is also subtracted from the Drengin. Each of my invasion fleets were originally facing 6B, and my transports had 5B to 8B in each fleet (each transport had 1B or 2B, and I can have up to 4 per fleet). Even so, in general I had no transports left over after each assault. So I am plum out of transports and I have 20 Drengin planets left!

I had fleets in three areas: former Iconian capital, the far north, and the former minor planet. All Drengin defenses were removed with some damage. My high shield rating is really paying off since I take little damage when engaging ships with equal firepower. Note that if there were fleet combat the outcome would be different since I’d certainly take losses through combined firepower. But the Drengin just sits there with tons of ships at his planets and forms no fleets. I wonder why the AI does that since if he mobilized everything I’d be totally swamped. Another advantage is that most of my cruisers are new hulls with high firepower and good to excellent defense. In fleets these are overwhelming, and simply wipe the map when engaging his pathetic Dominators. I only wish I’d had a few of these fleets to gift to the Iconians.

Worse, the Yor declared war the turn after the Drengin. Their statement was: We admire your tendency to conquer others (!!!!), but feel we must attack now while we can. So now I’m at war with the Drengin, too. I put together a few scratch cruiser fleets and engage the Yor, who are swarming all over the place. I take out a large number of Yor transports and a few fleets. Other places are much more touch and go since all I have is a single old cruiser and a number of very old destroyers (small hulls). The ships that have armor have the correct armor to counter Yor mass drivers, so that is a good thing. Overall I’ve done well, but I have taken noticeable losses since the AI correctly targets the weaker ships first. I have a few very old transports in Yor space, but not many. Taking out the Yor will be a big chore.

As a side note, the Altarian ships look totally cool in combat. I love their curvilinear designs. Yor ships are quasi organic looking, kind of like B5 Shadows. Drengin ships are just plain boring and ugly. I’m doing the universe a favor by blowing them to little tiny pieces.

The one very good event was an Increase Influence event. All of the sudden there are scads of Yor and Drengin planets that are near revolt! If this goes on for a while then part of my shortage of transports problem will be solved! All the Drengin and Yor ships will simply be evicted from my new planets, I’ll eliminate them, and then rinse and repeat! I plan on researching all the influence techs I can ASAP to take advantage of this opportunity.

I have tried to get the Arceans to get involved, but they only say the Yor are too powerful. Fine. I’ll remember that. The Arceans have a trade or economic treaty with the Drengin so they won’t even consider war with them – bribery is not an option.

The Korx are very friendly, and I want to keep them so. All my trade routes to the Drengin (which had been to the Iconians) and the Yor collapsed so now I have a few new trade slots so I can reinforce these relationships.

Economically the good times are over. I’m still in the green, but barely. I’ve had to buy a number of ships to deal with the hordes of Drengin and the Yor. I had kind of stripped the planets near the Yor, so all that was left were old DDs and CAs. All alone they’d die like stuck pigs, but with a new cruiser they die anyway but the Yor fleets were eliminated. In my mind economics is king, and although I have a reserve of ~18000 bc remaining I’ll need to do something to get my economy going. Two good options are to research the next economic tile enhancement (bank maybe?) or government. I need a good balance if I want options, so that may be a diversion. I have 1 relatively save econ resource, and I could throw a constructor or two at it, but now that I’m at war I’m building more war ships and transports.

My budget allocation has changed, too. I’m now 50/25/25 military/build/research. Before I was 33/33/33. Getting a few critical ships is necessary so that I can at least hold my own, although I really regret the research decrease – I’ll pay for that, I’m sure. The Drengin have a research rate similar to mine now that they’ve absorbed the Torians and Iconians. What a pity.

Another tech diversion are three or four advanced extreme colonization. As I take planets they will be very unproductive since I haven’t bothered to research these techs. Now I maybe forced to, but it will be a secondary priority after bumping influence (immediately), economics (near term), and weapons (on the list but lower). Perhaps I’ll fit a few Advanced extreme colonizations in there after I look at the distribution of planets I have and may have soon.

So overall it’s a mess, but I’m holding my own. There are still many more Yor and Drengin fleets out there, and together they have about as many planets as I do (Drengin 20 + Yor 10 = 30 vs my 33). The Yor or Arceans could tip the balance so I really hope they stay out of it.
Reply #6 Top
December 2230

The Yor – blast their mechanical hearts – surrendered to the Korx in November. This was a little irritating since I’d build the Hall of Empathy, which is supposed to double the chance of a race surrendering to you. So now the Iconians and Torians surrender to the Drengin instead of their friends the Altarians, but the Yor surrender to the Korx.

What is ironic is that this now makes the Korx, who had been an also ran, a player since they have a similar number of planets as the Drengin:

Arceans – 7 planets, 256 research (they’ve been losing planets to Altarian influence)
Korx – 18 planets, 476 research
Drengin – 14 planets, 186 research (down from their high of 24 planets due to invasion and rebellion)
Altarian – 44 planets, 461 research

I also captured a PQ25 world from the Drengin which had the Omega Defense System super project on it. I don’t really care about the super project, but prying the planet out of the Drengin’s claws sure is nice.

My ships now rule the galaxy and are steadily stripping Dregin planets of all their defenders, eliminating all their fleets, and then moving in. A few ships are left behind to destroy any defenders the isolated planets might build, but frankly I’m having to be strategic where I send my few transports. I’m targeting high PQ planets since they generally have a higher influence, which then means I can control more territory and then slowly flip the isolated worlds.


Image 9: the galaxy in December 2230; Altarian fleets closing in on the Drengin capital

My influence good fortune will last long as the Influence Event does, but when its over I want to still have a chance to flip planets. To that end I’ve finished the influence techs and am now proceeding down the government line, which also increases influence.

I’m not worried about opposing fleets anymore. The Drengin mix their good ships with the useless Dominators, so while they do some damage I rarely lose a ship. As for the Dominators, I almost never take damage. But did notice something odd. When I fire I’ll do well in excess of 10 pts damage, so I should destroy he 10 HP ships. But I never do. Then they fire, and in subsequent rounds they can be destroyed. This suggests that the damage system has a maximum of some kind to ensure each ship gets to fire on the round. Or maybe the damage is delayed and they are destroyed after they fire. It’s hard to tell.

So, obviously I’ve changed my tactics and am going for an influence victory. All I have to do is keep making steady progress pushing back the Drengin, make sure I’m prepared if (or when) the Korx go hostile. They’ve recently gone from friendly to neutral, likely because all of their planets they got from the Yor are under my influence. I’ll have a few ships in place to ensure I’m able to respond appropriately if he does decide to try to go to war.

Economically the increased influence has done wonders. I’ve gone from a mild surplus to a surplus of 1000bc/week. What helps is that the built harmony crystals, and with that morale bump I could raise taxes such that my morale stays 80% plus. This plus a few constructors in my economic resource and the more efficient governments should do a good job keeping my economy on track.

So now it’s a matter of no horrible, life-changing Mega Event throwing a wrench in they system. I just need to keep the momentum forward….
Reply #7 Top
Hydro,

I love the story by the way. Just for your edification, with super organizer you don't need an alliance. Empires will decalre war on anyone who declares war on you (except themselves) as long as they share your alignment. This works very well with tech trading off when there are no alliances, because it works as though the Altarians are the only ones with an alliance. AIs will even break alliances with other AIs to declare war by this rule.

Also, one reason it is stronger than paying for war, is it happens automatically. Even if you recently traded with a race (so can't yet negotiate with them again to get them to start a war) they will still declare. Also, they will declare war on an enemy that is much stronger than them (which normally you have to pay through the nose for, if an AI thinks its too weak it is exceptionally difficult to bribe them to go to war).

That in the latest patch the AI has gotten even more hair trigger about declaring wars only makes this ability stronger. Have a troop transport of yours go flying around the universe, and you can send just about the whole galaxy up in flames as each AI predictably declares war on you, and then gets pounced on by 3 other AIs. You can destroy all trade and treaties between the different AIs using this strategy, for instance.

As I said above, all of these factors combine to make this one of the very best super abilities in the whole game (right next to spore weapons, first strike, and super hive). Consequently, I really don't support changing it in the ways you suggest.

I do sympathise with your desire to roleplay, I enjoy it as well. Once I figured out that Altarians can be nearly unstoppable if they are morally... flexible, I keep going back to choosing this race when I start a new game.

Sounds like you've got your above game won. I love all of your AARs by the way, keep up the good work!

Reply #8 Top
Good read, keep it up! makes me want to write one of my own, which I may just have to.
Reply #9 Top
Iceciro – why thank you, and please do an AAR! GalCiv2 is a solitary game, so it is useful to see how others deal with situations. My overall take is that there is rarely one ‘right’ solution, but that all solutions have consequences – which is the interesting part!

Master Wyndstar – your comments are exactly why I started posting the AARs. I can be rather…linear, so seeing other ways of approaching a problem is a good way to strip off the blinders.

Hydro
Reply #10 Top
March 2231

In February I took the Drengin and former Iconian capitals. More Korx, Drengin, and Arcean planets are defecting to the Altarians, so I’m coasting to victory:

Arceans – 6 planets, 183 research
Korx – 16 planets, 475 research
Drengin – 6 planets, 59 research
Altarian – 54 planets, 1171 research.


Image 10: Galaxy in March 2231

I’m ready for peace. I can’t get an influence victory while being at war, so I’m going to offer the Drengin and even peace treaty. All of his planets are near revolt and he has no military, so he’s finished anyway.


June 2231

The Drengin gave me my peace treaty in March 2231, and his and other’s planets promptly started defecting. In May the Drengin surrendered to the Altarians, muttering about having to pay for his evil deeds. Perhaps the Drengin developed a conscience? Nah…

As soon as I got peace the influence clock of 10 turns started. As the turns clicked by there were no upsets, and an influence victory was achieved in June 2231.

Here are the end game graphs.


Image 11: End game military standings


Image 12: End game population


Image 13: End game research


Image 14: End game manufacturing

And lastly, what cinched the game: influence. I don’t think I’ve seen an influence spike like this before. It sure is huge, and completely overwhelming.


Image 15: End game influence


End of Game Observations

Super Organizer wasn’t of much use. I may not have been morally flexible enough to use it properly, given that I was in a pretty evil universe with my only potentially good allies being pounded into oblivion. If this ability doesn’t rely on an alliance and only on alignment then I was probably also hosed since none of the AIs researched Ethics, that I could see at least. If it is more ethical leaning then Super Organizer would be useful. However, with no tech trading and Ethics is required then I was probably still not going to be able to use Super Organizer to any good effect.

I like the research and economic bonuses of the Altarians. It seemed like they pulled out of the early game economic slump pretty early, and the tech kept rolling in. My Technologist party helped too. I didn’t focus on tech as much as I might, however, and perhaps I could have done a better job on that front.

I tried to role play the Altarians somewhat as good, which was fun. That didn’t do me much good in the end since my allies died. In the end I was pretty much alone.

I’d be curious if others have seen influence spikes like the one I had in this game. I think the influence event must be 2x or 3x influence, so if you have a strong influence anyway this can have a huge multiplier effect. After conquering the minor races my influence was huge, and it only got higher when I finished researching the influence tech line and the government tech line.

Overall I liked the Altarians. I just wish I’d gotten the Super Organizer to work.

Reply #11 Top
Super Organizer wasn’t of much use. I may not have been morally flexible enough to use it properly, given that I was in a pretty evil universe with my only potentially good allies being pounded into oblivion. If this ability doesn’t rely on an alliance and only on alignment then I was probably also hosed since none of the AIs researched Ethics, that I could see at least. If it is more ethical leaning then Super Organizer would be useful. However, with no tech trading and Ethics is required then I was probably still not going to be able to use Super Organizer to any good effect.

From reading Wyndstar's AARs it looks like the others players only need to be leaning the same way as you for them to declare war on the player that declares war on you (i.e., they don't have to have the Alliance or Ethics tech).