First AAR - Altarian Resistance

Greetings fellow travellers!

This will be my first AAR (not yet completed). It covers the first 5 years of the Altarian Resistance. Sorry, there are no screenshots to accompany this post. If someone were to assist my miniscule skills with a pointer on how to capture them, future posts will be more eye candy laden.....

Well, to start with, here is the setup for the sandbox:
Huge Galaxy Size
All Victory Conditions available
Checked Blind Exploration, Mega Events, and Super Abilities
(I always like for things to be challenging, yet managable. Not having Blind Exploration checked gives you an unrealistic advantage, namely knowing where everyone is before you start exploring. I always like a little more "realism" when I play. And I think that people that turn off Mega Events don't have enough strategic flexability, but that is just MY opinion.)
Habitable Planets, # Planets and # Stars all set to Common.
Star Density set to Tight Clusters (I like having "regions" in my games.
Anomolies and Asteroids both set to Abundant.
Tech Rate set to Normal.
# Minor Races set to random.

As the title of the AAR suggests, I play my current favorite race, the Altarian Resistance.
In addition to the standard abilities, I gave them the following abilities:
+20% Planet Quality
Creativity
Luck
Federalists
No great modifications to the typical Altarian's. And I do like juicy planets.

I like a crowded Galaxy, so I set the difficulty at Challenging with nine opponents (All at "bright" intelligence) The shmoes in my galaxy are:
1. Krynn 2. Drath
3. Terrans 4. Arceans
5. Torians 6. Yor
7. Korx 8. Drengins
9. Iconians

Year One (2226): Exporation and Colonization

We start on the pristine world of Altaria. Right off the bat, I don't see much to be excited about. I only get a 100% Research and 100% Food bonus tile, and there is no way I'm putting a farm on my homeworld. Oh well. I set up the homeworld as a Jack of All Trades world with 4 Industry, 4 Research, 2 Entertainmentt, and 1 Trade improvement. Thanks to my PQ bonus, I've got another tile available (PQ14), so I keep it open for something else down the line.

I go ahead and set my Production rate to 100% and my Tax Rate to 37% (Which still keeps my people at a frisky 100% Approval). I know that I'll end up having to adjust them by year's end due to deficit spending, but we need the good start.

After setting my economic policy, I go ahead and rush build a lab and scout on Altaria. I like to get a jump on my tech production (even though it does tend to drive my economy into the tank faster) and I'll use the scout to start exploring systems (I don't set her to Auto Explore until I have a searched all of the systems in range.

I start off my research to go after Xeno Labs to give me more of an initial tech boost. I like to follow a Tech strategy of alternating between weapon and non weapon techs while I go along. This usually ensures that I can keep up with the jones' and field adequate military power to keep the wolves at bay. (Of course, circumstances always dictate priorities, as I find out later).

Finally, I take a look at the galaxy at large (this is of course where I would have wanted a screen shot, but oh well).

The galaxy appears to be situated in three primary clusters. The cluster with homeworld in it is the smallest of the three and looks about big enough for another race to be lurking within (I'll send Colony 1 that way to try and estabish my border as far forward as possible).
To the SouthEast of my cluster is a much larger one. It will probably have three other races by the size of it, and won't factor in to my initial rush.
Below both of these clusters is a long skinny cluster that nearly runs the bredth of the galaxy. That one will probably have two or three races.
Finally, the North and East corners of the galaxy have reasonable sized clusters, so I'd expect the other two races to be in what I like to call the "Loser Seats".

With all of this done, I set my Flagship to go a probin' and my miner to start setting up bases in my homeworld's fields and end the first turn (Whew).

Remember what I said about circumstances dictating research priorities? Well example one rears it's ugly head in the first two months.

In Feb, I uncover the Aquarii system in the same sector as Altaris. There are three worlds orbiting Aquarii, one rather weak looking class 3 standard and two beautiful class 12 aquatic. Hmm.... It's looking like I may have to start thinking about a run at Aquatic World Colonization rather early. I hope that the Iconians are not my neighbors or they'll snatch these gems up PDQ. Then, I uncover the Florin and Weber systems just north of Altaria. Floris isn't anything special, with a single class 10. But Weber has another class 12 aquatic to go along with a class 7 standard in orbit. I don't typically like to research an Extreme Colonization Tech so early, but 3 Class 12 worlds within a sector of each other is a bit too tempting. It may cripple my researching, but I can't risk that the Iconians are close enough to take these. I set my scientists to quickly learn how to swim alot and move on.

End of March I meet a Drath scoutship. It's location appears to indicate that they share my cluster with me. Hopefully they forget the whole nearly wiping them out when they lived on the same world thing and we can all get along....

Also at the end of March, I find the Unukalhai system to my SW and it has a class 17 word around it! Too bad it's as inviting as a desert. Well, since I'm going for Aquatic, I can add Barren as well if it doesn't get snatched up by the Yor.

In April, my 1st new Colony Ship is completed. I load it up and head out to Florin III, the best non extreme world I've uncovered so far.

In June, I colonize my first two worlds. Florin III becomes a class 12 thanks to my PQ bonus and sports a 100% approval and 100% influence tile (blah). Also, my initial colony ship sets down on Gladstone V near the Drath border, where I find my first Moral dilemna, an alien starchip orbits the planet with some sweet tech. However, my righteous explorers know to live and let live with them and we leave them at peace. Gladstone V is only a class 7, but it sports a 100% manufacturing bonus tile, so it becomes a specialist building world. It will also be where I start putting together my military. I typically refrain from building warships until I have a second starport to use. By then, I usually can sport some nice weapon tech on my ships (this time, however, I'm going for the Colonization techs so my first ships will probably be somewhat anemic).

In July I run into the Korx south of Altaria. I also site an influence resource. I go to Altaria to put out a constructor to claim the resource. The Korx appear to be somewhere in the long cluster below me, but I ran into their Flagship, so I can't rule out a wormhole.

In August, I colonize Weber II, a PQ 8 world. I also get my next moral dilemna in the underwater cities of Weber II. Once again, I leave well enough alone and ignore the tech benefits of the domes.

In October, I find that the Drath are definately on my SW border in the same cluster. Also this month, I colonize Aquarii IV (PQ 3) and Wisp (PQ 3). In orbit around Wisp, I find those aliens again with their snazzy starship. Once again, I leave them alone (but it was alot harder this time with them offering a 10% starship bonus but I am resolved to play my alignment to the hilt). Also in October, I claim that influence starbase for myself.

November and December go by rather uneventfully, with Gladstone V completing it's starport, I design my first ship. I designate it as a DD(M) V1b (Alt). I like a naming convention that informs me about the ship. The first part tells me the size and weaponry of the ship. It goes FF (Tiny), DD (Small), CA (Medium), BB (Large) and DN (Huge). The weapon designations are M for missile, G for projectile and B for beam. The second part is the version number. The last letter just sets it apart from other similar craft so I don't overwrite any ships. The final part shows what race it is used for (first 3 letters of the race's name). As I expected, my run at the Extreme Colony techs has left me with little to work with, and I can only give her 1 pt of missile damage and a sensor array.

2226 ends with the UP vote, and it is decided that we will arm transports with 5 points of weaponry.

Year Two (2227): Hail, hail the gang's all here....

Year 2 begins with my Flagship uncovering a military resource to my northeast in empty space. Once again, I pop out a constructor to go and claim it for my empire. Also, January sees the sucessful completion of Aquatic World Colonization. I am smacking my lips for the three jewels that lie in wait for me.

I meet the Drengin in February. The meeting is in the form of a scout ship from the north. The only thing north of me is a small cluster of world isolated in the north corner of the galaxy. I chortle for a moment at their suck ass positioning until I realize that the only way for them to expand would be through..... me. Uh Oh.

In March, my evil neighbor's continue to reveal themselves as I run into a Yor scoutship. Not good. The Yor are ALWAYS aggressive to me and with them in the neighborhood, I can't lose that class 17 barren world at Unukalhai. Looks like I'm going to have to go for barren colonization immediately. sigh.

Also in March, I get two of the three aquatic worlds in my sphere of influence. Aquarii V is a class 14 with 2 100% manufacturing bonus tiles and a 100% approval bonus tile. Aquarii I has a moral dilemna with a Precursor Workshop that could boost the production of the planet. However it sucks the life from workers, so I say no thanks. (This good alignment is starting to be a pain). Aquarii I has a sweet 300% bonus maufacturing tile and a 100% bonus approval tile. I just found my manufacturing capital world!

Things roll on into mid May, when I colonize the last Aquatic world in my sphere at Weber II. It is another class 14, but no bonus tiles. So, I manage to grab all 3 Aquatic worlds. Most excellent for my future, but for the present I have a problem.

I have finally reached the crashing point on my economy. My approvar rating has slid on it's own down to a good 87%, but at 100% production, I am running a weekly deficit of -131bc/week and I have drained my treasury to 49bc in the bank. I'm going to have to limp along until my population can support 100% production again. It will hurt, especially given I am going for Barren world colonization, but I have to tank my production down to 50% and my tax rate up to 57%, which gives me a corresponding drop in approval to 52%. I get in the green, but it is going to cripple me soon. I hope that my economy will rebound quickly. It's May 22, 2227. We shall see what happens next.

To be continued....
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.....continuing file

Well, I find the Arcean's next. I meet up with their flagship NW of Altaris. Strange, as there is nothing but empty space in that direction. Probably another wormhole jump.

Two weeks later (Mid July) my scout ship runs into a Torian ship. I also find the border of Korx Space to my SE, so I'd surmise that the Torians would be in the Star Cluster in the East corner of the galaxy.

Also around now I begin to upgrade my warships to a DD(M) V2b (Alt). I double the firepower to 2 missile (joy) and also increase the speed to 3pc/wk.

Three weeks later, and a Krynn scoutship flies in near my Influence starbase to the south. Once again, it appears that they are in the big long cluster below mine.

I have been limping along trying to get Barren World colonization to grab that PQ 17 world when my Flagship finds a Tech Database anomoly! In a flash I manage to cut 7 weeks off of my research time! I may get that planet before the Yor yet!

It's now September and the Krynn have apparently been at war with the Torians for a while and come hat in hand to me for aid. Now I'm not about to just give them something to take down another Good race, but they seem so darn needy...
I offer them Extreme World Colonization, Aquatic World Colonization and Diplomatic Relations to see what they offer up in return. Well, they must be feeling extra grateful, because I get 6 techs in return plus 46 bc in change (Xeno Economics, Industrials and Medicine, along with Research Centers, General Life Support and Fusion Power Plants).

October sees two events of consequence. First I am able to drop my tax rate 2 points to 55% and still increase my production rate 15 points to 65%. My economy is slowly starting to improve. Next, I get a random moral dilenma, a plague is striking my empire. The illness however gives the opportunity to sell some kind of Infection juice to other races. Well, being the saints that we are, my empire spares no expense and pumps 475 bc into finding a cure before anyone else can suffer.

In December, I am finally able to send a colony ship to Unukalhai I and am now the proud owner of a class 20 barren world! Also, with 2 100% influence tiles I can put a couple of farms on the planet and easily maintain morale. Also, it has a 100% bonus influence tile. Since it is on the border with the Drath, that also is going to come in handy. 2227 ends with a UP vote to create a Neutral Ground law for combatants. I have met all but two of the other major races in the galaxy and have found myself with evil races to my north and south. Problems are certainly on the horizon....

Year Three (2228): Let's get ready to Ruuuummmble!

I finally meet up with the Terrans and Iconians in the first half of the year. Both appear to be in the large cluster on the west side of the galaxy. I finally have a good idea to everyones location:

Although I haven't scouted them out yet, the Drengin are almost certainly to my north in what appears to be a small cluster of stars in the corner. I am unfortunately their only neighbor nearby, so I am expecting fireworks soon.

In the same cluster of planets Altaria inhabits is the Drath. I hope to keep them on good terms so my most immediate border will be secure.

In the large cluster to the west of mine seems to be the Iconians and Terrans. That won't stay stable for long, because in my games the Terrans always seem eager for expansion in lieu of other non neutral races.

The large long cluster below me seems to hold four of the other races. I know that closest to me is the Korx. Next in line is the Arceans. After them is the Yor and Krynn, but I haven't scouted them out yet to see who is closer.

Finally, in a cluster of stars in the east corner of the galaxy is the Torians, who seem to be going to war alot trying to brake out of it. Towards the end of the year, I research Toxic Atmosphere reducer and pick up two minor worlds: Sobrek-Re V (PQ 8) and Pithra II (PQ 1). Neither world has any specials on them, but they do fill out my sphere of influence. I've only got one more world in my sphere, and it is a PQ 8 High G world near Pithra II. I'll pick up High Gravity Colonization soon just so I can fill out my immediate sphere of influence.

Not suprisingly to me, the Yor are the first to declare war on me. Unfortunately for them, thanks to my Super Ability the Drath, Iconians, and Torians all move to protect me and reciprocate declarations against the Yor. The Drath and Iconians are much closer than I by a long shot, and the Torians have the strongest military in the game right now. I never see a Yor military vessel in my space.

Mid year, I build diplomatic translators. Hopefully, this will enable me to avoid conflicts.... until I'm ready anyway.

Also, I research Trade this year and set up routes with the Torians, Arceans, Drath and Terrans. This does wonders to stabilize relations, especially with the two neutrals.

At the UP meeting at the end of the year, the other races try and get the Torians to pony up 5% of their income for the next 2 years. I assist the other good and neutral races in shooting this proposal down.

2228 ends with me at war with the Yor (no big deal) and also ends with me finally being able to set my production back to 100%. So my economy ultimately cost me a year and a half of full production. A year end summary by the Intergalactic news bot has me at 8% of the galactic population with 8% of the research (not good). I'm rated as a military of 77, tech of 98 and economy of 66 (also not good). My pop grew 7b and I'm stuck at an atrocious 52% approval.

Year Four (2229): Why can't we all just get along....

I end last year and start this year with two threats from the Drengin for cash (391 bc and 169 bc each time respectvely). Both times I wuss out and pay up, but it is clearly time for another ship upgrade.

The DD(M) V3b (Alt) Offers a missile attk of 3 and a speed of 3. Also, since I may need them to go after the Drengin, I give them a range of 3 sectors. And it is a good thing too because....

In March, the Drengin declare war on me. Also again, the other three good races man up and declare war on the Drengin. This time, though, I'm the closest target and I'm pretty sure the others aren't going to be able to help out alot...

The Arceans seem to realise my situation and offer up a warship for aid. I'm real grateful until I realize two things:
1) It is a puny frigate sized ship with a Beam 1 attack and,
2) It has no advanced engines, and will take 55 weeks to reach the battle front.
Thank's loads, Lord Vega.....

Also, another problem is creeping up. Now that they are at war with the Drengin, my allies seem intent on bailing with the Yor conflict. I realize after the Iconians and Drath both make peace that I'd better settle too before I'm in a two front war with two militarally superior foes. So I open a dialogue with the Yor and it costs me Extreme Colonization, but we have a peace. Now it's just me and the monkey boys.

My first few skirmishes reveal that the Drengin are concentrating on beam weaponry, so when the Terrans bop in and offer some tech for trade, I see an opportunity to get some much needed defensive technology. Unfortunately, I forgot that the Terrans are not the race you want to try and dicker with for trades. I get Deflectors, Advanced Deflectors, Impulse Drives and 382bc of cash, but it costs me Shield Defense Theory, Aquatic and Barren Colonization and Fusion Power Plants.

By the end of the year, I have only had three minor skirmishes with the Drengin, but unfortunately, all three of my allies have made peace by November. The Drengin rebuff my requests for peace, and manage sneak a colony ship past me and colonize and arm a PQ 8 water world to my south. This is actually the first drengin territory that I have seen, as my scouts can never get up to their space before being destroyed.

The UP tries to end the year with a vote to exchange techs with other races, but it fails to gather enough votes to succeed.

Year Four (2230): "Get away from me you damn dirty apes!"

2230 starts with me and the Drengin trading blows in neutral space. Then, in March, the most shocking thing I could think of right now occurs...

The Drengin ask for peace. Straight up, no extortion, peace.

I give my universal translator a tap, but there isn't a malfunction. They want peace. I give it to them and reflect on the whys:

1) Despite their impressive military strength (twice mine on the graph), the Drengin have nowhere near my population. They most likely couldn't sustain a military strike against me.
2) There is at least three sectors between my worlds and Drengin space. I never saw a Drengin ship in my actual space. It is possible that their ships just didn't have the legs for coming after me.
3) They want to put a rock in their fist for the next one.

Since 3 is just as likely as 1 or 2, I realise that I need to modernize my military ships ASAP! So in May, I upgrade my DD's once again.

The DD(M) V4b (Alt) is a far superior ship to my previous versions. It is faster at 4pc/wk and also has a missile attack of 4 along with a beam defense of 4. Unfortunately, these upgrades come at the cost of V3b's longer range, so I can't use the V4b's as an attack ship against the Drengin. So I have to wait for three months until I have researched up to Medium Size Hulls for my attack birds. Also, I manage to finish researching Heavy Gravity Colonization, but before I can put the grab on Pithra V, the Drengin beat me to it. I really don't like these guys.

When August rolls around, I have enough tech to design my first attack warship. This inaugurates my CA class of warships.

The CA(M) V1b (Alt) was designed with the Drengin in mind. Several rounds of Miniturization tech enabled me to pack a missile attack of 12 on each ship, with a beam defense of 6. Range was 3 Sectors and speed was 4pc/wk. I quickly begin to build these on my three most productive worlds, and 5 weeks later I join the rest of the galaxy with my first "capital" ship. It turns out that it will be just in time.

Well, just like Lindsey Lohan and sobriety or American Idol and talent, the Drengin and I just don't go together very well. By the end of October, the rock must be fitting quite well in their fist and they declare war on me. Once again, the other Good races come to my aid and reciprocate.

Of course, I've been expecting this to come around. By October, I've got three fleets of Cruisers available to go into Drengin space. But first, a little housekeeping near home has to be attended to.

The Drengin haven't had an opportunity to garrison Pithra V with warships yet, and I make them pay for the mistake by sneaking in a Tranport. In mid November, Pithra V falls to me. It ends up being a PQ 8 Heavy Gravity world with a 100% Manuf. tile. The only thing that the Drengin had managed to build was a Starport, so I've got some work to do on it.

The year ends with a UP vote on a 10% war tax. Needless to say, considering the state of the galaxy right now I'm suprised that the vote passes. Well, that's going to cut into my economy a bit...

Year Five (2231): Part 1 (Starting to Settle Accounts)

The year begins with a Mega Event. The universe decided to sex things up with a 100% reproduction boost. Needless to say, with me going and beginning to build transports to say hey to the Drengin, this is going to help things out.

I start out March by invading and capturing Iversonia IV. This PQ 8 Aquatic world has a sweet 300% Tech bonus tile. Also, when my cruisers took on the orbital defenses, my optimizations led to my taking them out without suffering a scratch!

March ends with my completing micro repair bots, which should also lend assistance in taking on the main core of the Drengin fleets and their worlds.

At this point, I ended my session for the evening. I was able to reduce my tax rate to a more managable 39%, with a corresponding 73% approval rating. I also have researched Xeno Ethics, and officially gone down the path of light. The Drengin still have a higher military rating (their super ability practically guarantees I'm going to have several swarms of Dominator warships to deal with). But, their other ships are relying on Beam weapons, and my attack ships with their shields should be able to give a good accounting of themselves. And I still appear to have twice their population. This should mean that I will be able to wear them down back to the peace table at worst, but that is not my goal. If I manage to take all of the Drengin worlds, this will not only give me access to their resources, but it will also on a strategic front secure over half of my border. This must be my goal if I am going to compete with the other races and triumph in the end.

To be Continued.......