HydroAC

Getz AAR: Super Breeder

Getz AAR: Super Breeder

Isn’t imitation the sincerest form of flattery? I read the AAR by Wargazmo (GalCiv 2 forum), who ran a custom Super Breeder. He also had a number of picks I hadn't considered. So, since I haven’t tried Super Breeder of the picks I though I’d give it a go. My settings are similar if not identical to Wargazno’s: +2 speed, +30% economics, +20% morale with populist party (+10% diplomacy and +10% morale). I want happy and economically productive breeders. For technology I selected 3 propulsion techs through Ion Drive, Stellar Cartography, and Xeno Engineering. I named my race "Getz" for no particular reason.

I set the game to Painful with 7 random AI opponents, and then set the game to random everything. It is easy to get in a rut, so I think this should shake things up a bit! Tech trading is turned off since I don’t like Group AI Research that seems to occur with the 1.50x patch, and all victory conditions are activated.

In the first go it gave me a gigantic galaxy (18 x 18, and 324 sectors!) with a Progenitor Mine on my home planet. But I was squished in a corner with no planets anywhere in the vicinity, and the Torian further out with a huge cluster of planets. So I was a wimp and regenerated (control N), and got a gigantic galaxy again. This time I had a Progenitor Library (!!!) on my home planet, so it looks like I have a research planet homeworld.

There is a little territory I may be able to colonize before I meet the Terran, who is closer to the middle of the map and has access to many more planets that I will. It looks like in this galaxy there are tight clusters of rare stars, and the Terran is blocking my way into the galaxy. On the mini map it is clear that each race has only a few directions to expand: our likely opponents are very clear, and we’re funneled in one direction due to the tight clusters of rare stars. I have no idea on the abundance of planets, anomalies, or anything else. This should be strategically interesting (but very straight forward), and an exercise in focused aggression for those like my race the Getz who have limited opportunities to expand.

I haven’t played on a gigantic galaxy before, and it may tax my PC. I only have P4 3GHz (the recommended PC speed), but I did recently upgraded from 512MB to 1.5GB RAM so GC2 would run better. Performance has improved noticeably. For instance, I can tab out of the game with screenshots without the game crashing, animations are smoother, loading times are less, and turns seem to go faster. We’ll see.


Image 1: galaxy on the first the first turn


Image 2: home planet, with Progenitor Library.

I already like the Speed 2 bump. My ships move along at speed 4 (colony and space miner) or 5 (survey ship), thank-you-very-much. On a gigantic map this may be a big advantage. My new colony ships are a base speed 3 with Ion drive, so I think they’ll be speed 5 out of the gate. Another idea is to have no engines and get speed 3 colony ships to significantly reduce cost (from ~120bc to ~80bc), but I think I like speed better. I’ll likely have to invest in life support to increase my range, but I’ll worry about that later.

I set production at 100%, reduced taxes until I hit 100% approval (to get 8x growth with Super Breeder), bought my first factory, and set my spending to 60% military to crank out colony ships, 10% social since I’m buying my first infrastructure, and 30% research. I plan on building 3 factories, 5 research, and a entertainment center with my 10 tiles on my home planet. My research priority will be to get Xeno Research, then development techs (since propulsion is in good shape), and sensors. Normally I have a semi-generic tech sequence, but with Ion Drive already under my belt and the new strategic position I may have to be flexible.

With my speed 5 survey ship set on automatic survey for anomalies I’ve already found a minor race and a PQ9 planet. After sending my colony ship back to my home planet to top off its colonists (it starts with only 100M, and now has 0.5B – key to getting a good growth rate) it’s making a b-line for the PQ9 planet, which will be an economy planet.

Other features of interest are a morale galactic resource nearby. How handy! I just hope the nasty Jessians don’t grab it first.

Looking at the mini map it looks like my opponents are Yor, Drengin, Korath, Terran (near me), Krynn, Altarian, and Drath – a fairly even mix of good and evil. The Yor are stuck in a corner. Of the races it looks like the races in the middle of the map have the best opportunities for expansion: Terran, Krynn (or maybe Korath – can’t tell by their colors), Drath, and Altarian. All the races are pretty spread out due to the gigantic galaxy, so we’ll see how the wars and diplomacy develop.


Second turn, January 2226

Well, it didn’t take long to scrap my plans. My speedy colony ship landed to establish my first colony: Betelguese III. For a PQ9 world it sure is a honey: a Precursor Library (7x research), a research artifact (1x research), and a manufacturing special (3x manufacturing). This will not be an economic world as I planned, and I think it makes more sense to have this be my research capital since I only have to build 1 factory and then boatloads of labs. Now my home world can be a balanced world with an economy focus. Hopefully I’ll find a few more good worlds to get my economy going or I could hit a wall. I purchased the factory on Betelgeuse to get the 3x manufacturing bonus right away, and to get the production kick-started.


Image 3: First colony – Betelguese III

The minor race I saw called up to say hi, but since I don’t have universal translator all I got was gibberish. That tech is low on my list right now, so I’m going to ignore him. If planets are rare I’ll have to invade, but I want to see the lay of the land first. Minors can be useful to get quick cash, although only be extortion since tech trading is turned off.

My survey ship still hasn’t found an anomaly, so they must be pretty scarce. This might change my research priority on sensors, but we’ll see.


March 2226

It looks like my area of the galaxy is a pretty barren place. Most of the systems toward the Terran are devoid of habitable planets of any sort. There are a few systems near my home system that I haven’t explored yet, and it looks like I’ll have to explore with my next colony ship. Even at speed 5 my colony ships take a long time to get anywhere, and support may be a problem.


Image 4: galaxy map in March 2226

If more planets don’t show up soon I’ll have to switch to Blood Makes Grass Grow and take out the Jessians, and then gun for the Terrans. Although I have a pacifist party, the Getz are will not be meekly absorbed by any race that limits our progress.

My survey ship has found a few anomalies, but nothing great so far. Although anomalies aren’t abundant, they aren’t rare either, so it does look like researching Sensors is worthwhile. I’ve finished xeno research and planetary improvement, so Sensor 1 is now queued up. Communications are next, and then likely military techs so I can get a few basic war ships out, and prepare in case the Terrans are hostile, or I decide to be hostile to the Terrans.

The population growth rate of my colonies is impressive, as would be expected for Super Breeder. Betelguese III how has 1.5B+, and my home system ~10B even after taking population off for colony ships. I’ve colonized my 3rd planet – Caeser I. It is a PQ8, so it will be a very modest economic planet. It has a farm special, and that is an OK bonus for an eco planet.

I’ve adjusted my economy so that my 2 new colonies have 100% morale to keep their growth rate up, and my hope planet ~90%+. Spending is 50/25/25 military/social/research. Economically I’m losing 55bc/turn, which I can sustain for a while with my remaining 2500bc bank. The deficit is a small price to pay for the large research and production bonuses on my home planet and first colony. I don’t plan on buying any more facilities or colony ships so I can preserve my bankroll.

My home planet has finished building a recreation center and is now building markets to upgrade my economy. Betelguese is finishing its labs, and will then build a star port. Caesar will produce what it can, which is not much.

I haven’t been brave enough to try the 98/1/1 spending split. Maybe later!
104,866 views 30 replies
Reply #26 Top
This is why I hate huge maps. Usually on anything bigger than large I usually just get bored and cop out with a tech victory once there's no doubt that I'll win.
Reply #27 Top
December 2233

The assault on the Drengin continued and I actually lost a ship! What?!!! It seems that two or three of his ships were actually ships that had some good firepower, and they targeted a damaged ship. And it died – the only cruiser (medium hull) I’ve lost.

In July 2232 I took the last Drengin planet. I took his capital in May and wanted to draw it out so I’d have as many mining bases revolt due to influence, and when half had I put the Drengin out of my misery.

I also noticed that I have a few cruisers that have a boatload of HPs. One cruiser has 112 HPs and is Level 78. I don’t think I’ve ever seen that before, and that it is pretty nifty since the cruisers start with 24 HPs or so. I have quite a few older cruisers that are level 40 and better, so some of my individual ships have more HPs than entire fleets of new ships. Those are tough hombres!

As the turns float by I’ve been alternatively almost maxing out my research and then social spending with relatively little spending on military. My infrastructure is pretty impressive now, but my military is now less than the Altarian. That is not a good idea so I’ve switched to ~30% military and will have new cruisers with maxed phasers coming out. Updating my high Level cruisers is probably a good idea too. I have close to 400,000bc in the bank, so money is not an issue.

I’m drawing this game out to see if I can get alliances. The Drath finally got the alliance tech in February 2233, and we are now allies. The other AIs are pursing other aims and it is not at all clear when they’ll get around to any yellow tech. My patience only has so much in the way of limits, and the longer the game goes the greater the chance of an unpleasant event turning the galaxy.

One there interesting item. I was snooping around and looked into the Drath capital and WOW! Look at all those manufacturing specials! There’s a bloody progenitor mine, a 3x manufacturing and three 1x manufacturing specials! The Drath should have ruled the galaxy and rolled over all their neighbors. As it is they never got more than 5 planets, weren’t in any wars that I recall, and have been completely quiescent. I checked and the AI is gifted, so it wasn’t set at Fool (as has accidentally happened in the past). For me the Drath capital is a dream planet. Who cares about research when you have the manufacturing power of an entire empire at one planet and at a tiny fraction of the cost since you only pay for ½ the production of the bonuses!


Image 23: Drath Capital December 2233

So I’ll play a year longer and if there’s no alliance victory I’ll quit and assume it will happen in the future. All I’m doing is pressing TURN, after all.
Reply #28 Top
January 2235

OK, I’m done. The Krynn started to research alliance, and then bailed. The other AI’s are busy playing with themselves. The Krynn capital revolted to me in December 2234 and after that my close relations went to friendly and lots of new negatives showed up: tendency to conquer others, alarming influence (really????), “we know what you’re doing”, etc. Four trade routes collapsed. In short, there isn’t much chance of getting my relations back any time soon. I’m an ally with the Drath, but the Altarians are busy researching military tech.

I did get my first Galactic Plague in early September 2234. I immediately researched the plague cure, which took 1 turn. The AI did nothing and his population is crashing. That is part of the reason the Krynn capital revolted since the lower population decreased his influence, with fatal results.

What I could do is simply wait a few more months and the AI’s populations will crash further and I’ll get an influence victory. But that would be pretty hollow. Being a Good Guy I’d like to gift the cure, but with no tech trading I can’t.

So I guess I demonstrated that without tech trading that getting an alliance victory is a real challenge. I am not surprised, but it is strange that the AI doesn’t research that portion of the tech tree. It is relatively cheap, and gets you better governments, economy, and influence.
Reply #29 Top
Overall I really liked Super Breeder.

Summary of Super Breeder advantages:
• Quick starts economy due to fast population growth
• Allows very fast production of colony ships or transports since population will be quickly replaced, and the economic hit is not as hard since populations are quickly replaced
• Get higher influence since it is partially based in planet population

Incidental advantages of Super Breeder:
• Harder to invade Super Breeder worlds since populations are likely to be higher

Super Breeder is a powerful super ability primarily because it addresses one of the main difficulties of any empire in GalCiv2: economy (or just plain money). There are several sources of revenue in GalCiv2:
• Taxes from population (augmented by trade improvements on your planets)
• Tourism
• Trade routes
Other sources also exist: anomalies explored with survey ships (which only last as long as the anomalies do), selling technology (tech whoring), and extortion (gimme $$ or I will not make peace; gimme $$ or I’ll kill you). I may have overlooked a few.

Of these, taxes from population are likely to be your primary source of revenue since the others are likely to be small (tourism, trade routes) or sporadic (anomalies, extortion, tech whoring). Taxes can be increased by having 1) a high population and 2) a high tax rate. A high population base means you can have a reasonable tax rate and get much more than your enemy empires. A high tax rate, by contrast, is a slippery slope since it adversely affects morale, which in turn slows growth rate. A few races have a very good morale bonus (such as Krynn) and they can have a high tax rate and still have good morale. Other races aren’t so lucky.

The Super Breeder shines in the earlier game when cash is short. The AI empires will keep tax rates such that their morale is 50% to 60%. This means their growth rate is fairly slow. A key Super Breeder strategy is to do everything you can too keep morale at 100%, and your 8x population growth rate will allow you to hit the population sweet spot of 2B+ and in short order your total population will blow away the AI empires. Keeping your taxes low so morale will stay at or near 100% will cause a constant negative balance, and you’ll have to have a bankroll to fund this: keep your starting bankroll by being careful on buying colony ships, build survey ships (Sensor 1 tech) to grab anomalies, and if necessary sell tech. When you are satisfied with your planet populations – I like 5B or so – increase your taxes so that morale is still 75% and you’ll see a HUGE increase in taxes that blows away your completion. My AAR shows a screenshot that demonstrates the large increase in economy. Your growth rate will stay good, too since 75% is one of the key break points for population growth. As with all races, be sure to get the Entertainment techs since they have empire-wide morale bonuses. Consider building morale buildings, too (although I don’t build very many)

Also, your high growth rate means that supplying population for colony ships during the colony rush is almost trivial (unless your colony ship production rate is truly high). Other races will see the populations of their core colonies decrease fast, and during this time their tax base decreases, too. No so for Super Breeder! If it gets too low, take 5 turns to build a constructor and you’re all set. Likewise, your influence sphere will increase faster than your opponents, allowing you to grab more tourism cash. In the early game this isn’t generally a big haul, but every bit helps. As with planet population, near maximum AI population occurs long after the Super Breeders’ due low population growth rates.

Later in the game when your and AI planets have near max population the Super Breeder isn’t as key anymore, but there are still advantages. First, you can replace population quickly when loading transports, which reduces the financial hit. I found that my populations easily replaced themselves by the time the next transport was built (this depends on your military build rate). Your planets are also almost always near maximum, which makes them harder to invade.

So, overall why should you care? Simple: getting your economy up and running in the early game is one of the hardest tasks in GalCiv2. The Super Breeder along with the Krynn (very high racial moral) and Altarians (very high economic stats) shine here, with means you’re less likely to hit an economic Death Spiral or suffer with an extended period when your spending is less than 100% because your economy just won’t pick up. Keeping spending at 100% will win you the game, and the Super Breeders do an excellent job at this. In the end, since you economy stabilizes before your opponents you can start building your empire when they are still struggling. And that is no small advantage.

Hydro
Reply #30 Top
Thank you, loved it!