Detailed Suicide Medium Map DA AAR!

Rise of the Lexionians

I played this game back in June-July (so it pre-dates Purge's AAR posted in September) but did not have a chance to complete the AAR and post it until now.

Here is a detailed AAR for my strategy for winning a suicide (all AIs set to ultimate) game I played on a medium map. Keep in mind that strategies need to be tailored to your victory goal, difficulty level, map (size, rare vs. abundant, home world location, etc.), and research rate.

For my first DA game I tried a 1.6 suicide, medium map game and for the first time playing a mixed factories and labs strategy, fell far behind thanks to the much improved planetary development of the new AI(congrats Brad!). I abandoned the game when the Drengin Empire declared war on me and were overwhelming me with their numbers but maybe I should have continued with the game by designing a heavily armored frigate rather than relying on my first strike advantage (less powerful than in DL prior to 1.2 where all attackers had first strike but could also build very fast attack ships with small cheap engines).

For my second attempt I switched to the all factories strategy. With this strategy you don't build any labs, just factories and focus their output to research. With the mixed factories and labs strategy you need to allocate spending to military, social, and research production. With only factories you may ignore research spending since you have no labs to fund and allocate all spending to military or social production, thus using 100% of your factory capacity! Another advanced strategy is the all labs strategy where you don't build any factories, just labs and focus their output on military or social.

With the all factories strategy your military and social production are very high. Great for building colony and constructor ships in the early game and expensive combat ships in the later game. Your planets also develop very quickly which makes even research faster than the mixed strategy. With the all labs strategy research is very fast but ship construction and planetary development are on a par with the mixed strategy. I prefer the all factories strategy because with the all labs strategy you can't have a planet producing military, social, and research output, instead you may have at most only two of the three with one always being research. The all labs strategy is best if your goal is a research victory, especially on a map without many planets but for the other victory goals I think the all factories strategy is best.

The medium map is the hardest map to win on suicide.
On tiny maps you can rush the AI.
On gigantic maps the colonization phase lasts much longer (the AIs don't get aggressive until this phase ends) and the AIs will cripple their economy by expanding too fast (quickly spending the starting game capital on buying colony ships and factories rather than building them). Also these maps have the most galactic resources that can net you a global bonus of up to 39% each! A skilled human player is much better at claiming these than the AI and will pay AIs to go to war so that he/she may claim their resources when their starbases are destroyed by the enemy.

When playing a suicide/medium game you must plan ahead and always be working to one or more goals. Playing the all factories strategy and keeping spending at 100%, I frequently adjust my spending sliders between military and social to limit waste. If a planet is building a ship that costs 190BC but is producing 180 per turn, then it with take 2 turns and 360BC to build it! Adjust your sliders so that it is completed in one turn but remember this will affect your other planets too! Another option is to switch a planet from research focus, to social, military, or no focus. I usually start a new colony with focus social until my factories are built and then switch focus to research.

I like to build fast constructors with good range for claiming galactic resources but very cheap ones for building up starbases. A constructor module on a cargo hull costs 125BC but only 110BC on a small hull and 95BC on a tiny hull.

Another trick is to start building a ship before you have researched all the techs for the design. This is possible because you may switch ship construction without penalty! So while you’re researching the techs for that expensive next generation warship start building your most expensive ship and switch when you have the new design. If your ship construction will complete before the design is ready then switch to Nothing; switch to the final design when it is ready and your ship is partially built, maybe even ready next turn. Sometimes I'll create an interim more expensive design and switch to it to keep production going while researching the techs necessary for the final design.

Most new player's research strategy is to always research the cheapest tech; this is a bad strategy. Every time you make a research choice you need to consider more than the cost of a tech but also how it will assist you in achieving your goals. One turn researching a cheap tech that does not help you is a wasted opportunity. The techs that provide you with a global bonus to your economy, population growth, morale, production, speed, and diplomacy are very valuable! Also look for the techs that allow you to buildup your economic and mining starbases. Mining starbases are always useful but I only bother with economic starbases on medium or smaller maps; on larger maps there are so many planets that it is not worth the effort to boost the production of a few planets.

With the all factories strategy your planets will develop quickly but funding this development gets expensive. I keep my taxes low so my morale is 100% for double the population growth. As my morale grows (from morale galactic resources and morale techs) I raise my taxes but keep morale at 100%. When my planet's population nears maximum (or I really need the money) I raise taxes keeping morale above 50%. Some players let morale go very low and then drop taxes just before an election but I think this is cheesy.

Finally, you need to keep the AIs from declaring war on you while you build up your infrastructure. When an AI demands tribute consider how much they want and whether they are in range of your planets before deciding to pay or not. Once you have a healthy economy you may pay the AIs to fight each other while you build up your military for your first war. Use the Altarian Resistance's super ability to your advantage by paying the evil races to attack them; the other good races will come to their aid giving you a galactic wide war between good and evil. Remember to have a constructor waiting to claim galactic resources as they become available (i.e., when the starbases mining them get destroyed during the war)!

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THE BACKSTORY:

The Lexionians are a warrior race who were finally united 30 years ago by Lord Drath. Lord Drath was a master of the tactic of inflicting a decisive first strike against the enemy before they could return fire. This allowed him to defeat enemies with superior technology or numbers and eventually conquer the entire planet. Finally united, research was directed to peaceful endeavors. This lead to the discovery of controlled fusion power (fusion bombs were already discovered but a controlled reaction in a reactor is another matter).

Now his son, Lord Drax, not content to rule a planet, will lead them to the stars! The Lexionians had already setup a base on their nearby moon but interstellar travel would require faster than light travel. Then one day the Altarian Resistance in a distant part of the Galaxy sent a probe through a wormhole. It emerged damaged from the wormhole in the Lexionian system. The Lexionians detected its signals and sent a ship to retrieve it. From this probe the Lexionians were able to reverse engineer a FLT drive. They immediately began construction of a FLT survey and colony ship; a space miner built to mine a nearby asteroid field was upgraded to include the new drive.

Meanwhile, in a distant part of the Galaxy a civil war rages between the Drengin Empire and the Korath Clan over the fate of the other races. The Altarian Resistance do not wish to be enslaved by the Drengin Empire or exterminated by the Korath Clan. They are searching for a new home far away but they are unable to restore contact with the probe they sent through an unexplored wormhole, six month before! With signs that the wormhole is growing unstable and their end will shift to a new location, they send two colony ships, a survey ship, and a space miner through the wormhole. As the ships travel through the unstable wormhole their computer cores are damaged and most of their data banks erased! This end of the wormhole is no longer in the Lexionian system but lucky for them there is a nearby habitable planet on which they build a colony by cannibalizing one of the colony ships.

As the unstable wormhole shifts around the Torian Confederation, Krynn Consulate, Thalan Empire, Drengin Empire, and Korath Clan send similar fleets and each suffers the same faint as the Altarians. Cut off from Drengin and Korath controlled space, each race finds itself on an equal footing.

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GAME SETUP:

GalCiv II DA v1.6
Map: Medium
Stars: Common (Loose Clusters)
Planets: Common
Habital Planets: Common
Asteriods: Abundant
Anomalies: Abundant
Blind exploration disabled.
All victory conditions enabled.
Surrender enabled.
Tech trading disabled.
Very fast research.
Mega events enabled.

Level: Suicide, 6 Ultimate AIs
AI's economy, production, and research are run at 400% (i.e., 300% bonus) of normal; it gets a ~60% bonus to miniaturization and +5 or 6 sensors!
Altarian Resistance
Torian Confederation
Krynn Consulate
Thalan Empire
Drengin Empire
Korath Clan
Minors: Random (It turned out there was one, the Akilians)

I'm playing a custom race called the Lexionians.
Super Ability: Super Warrior (First Strike)
Economics: +20% (Policital Party: Federalists)
Logistics: +6
Luck: +25% (1 race point)
Morale: +10% (1 race point)
Population Growth: +40% (5 race points)
Speed: +2 (8 race points)
Starting techs:
Galactic Warfare (MP +10%)
Xeno Engineering (SP +10%)
Planetary Improvements (MP/SP/RP +10%)
Stellary Cartography

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In order to complete with the ultimate AIs during the colonization phase I Ctrl-N until I get a Home World with at least a 300% manufacturing bonus tile.

Rather than waste my starting capital buying colony ships, I always purchase a factory on that tile, queue up others, and then I'm able to quickly build them instead (buying costs 10 times as much as building)! When I get the first planet that meets these requirements, I’m shocked! Lex is a class 10 (later 13 with terraforming) with a precursor mine (700% manufacturing bonus), 300% manufacturing bonus, and a 100% manufacturing bonus tile! I've been playing GalCiv II since Dec. 2005 and I've never seen a planet with such high manufacturing bonuses! The perfect place for my Manufacturing Capital! With the all factories strategy and Lex, lack of production capacity will never be a problem but avoiding production waste and paying for that production will be a major concern!




Legend:
MP = Military Production, SP = Social Production, RP = Research Production,
E = Economy, PG = Population Growth, M = Morale, D = Diplomacy, S = Soldiering
PI = Planetary Improvement, TG = Trade Good

The 1st year my focus was exploration, colonization, claiming galactic resources and anomalies,
and growing my production/research/economy(population,morale).
Since I'm playing the all factories strategy, I ignore the research branch except for Advanced Computing
(Economic Starbase Module: Smart Drones [MP/SP/RP +4%]) and miniturization.

Major Events of the 1st Year in Chronological Order:

2226-02-15 Colonized Octavia III (Class 12)
Colonized Russom V (Class 3)
Evil ethical choice for 39% production bonus.
2226-03-08 Colonized Lex II (Class 4)
Began constructing Constructor S3.
2226-03-22 Began constructing Constructor S1-S.
Began constructing Survey Ship S3.
2226-04-15 Claimed morale galactic resource.
2226-05-08 Claimed research galactic resource.
2226-09-01 Reached espionage level medium on the Altarian Resistance.
2226-10-01 Espionage spending halted after 3rd spy (all 3 are sabotaging the AR, 2 research and 1 fact.)
2226-10-15 Colonized Hestia I (class 14, Aquatic)
2226-10-22 Colonized Russom I (Class 7, Barren)
2226-11-01 Colonized Martin V (Class 13, Barren)
Colonized Brindle I (Class 12, Aquatic)
2226-11-08 Colonized Alshain IV (Class 8, Aquatic)
2226-11-15 Colonized Gladstone III (Class 11, Toxic)
2226-12-01 Debt > 500BC, production shutdown!!! I raise taxes to 59%.
2226-12-22 I traded Research Treaty(RT) to the Korath for RT and no cash (they were broke too).

List of Techs Researched the 1st Year in Chronological Order:
Xeno Industrial Theory (SP +10%, PI: Factory, Manufacturing Capital,
Economic Starbase Module: Adv. Starbase Factory [MP/SP/RP +4%],
Mining Starbase Module: Mining Headquaters +5%)
Space Militarization (MP +10%)
HyperDrive -> New Propulsion Techniques -> Ion Drive (Ship: Constructor S3)
Sensors Mark I (Sensor Range +1, Ship: Survey Ship S3)
Impulse Drive (Speed +1)
Xeno Economics (E +10%, PI: Adv. Market Center)
Basic Logistics (+3 now 9)
Space Mining 1 (Level 2 Mining Base on Asteriods)
Xeno Factory Construction (PI: Enhanced Factory,
Economic Starbase Module: Massive Scaling Center [MP/SP/RP +4%],
Mining Starbase Module: Resource Excavation +5%)
General Life Support (Range +20, needed for my survey ships)
Extended Life Support (Range +40, needed for my survey ships)
Xeno Research -> Advanced Computing (Economic Starbase Module: Smart Drones [MP/SP/RP +4%])
Basic Miniturization (+10%) -> Enhanced Miniturization (+15%, Ship: Colony Ship S3)
Soil Enhancement
Xeno Biology
-> Extreme Colonization
-> Aquatic World Colonization
-> Barren World Colonization
-> Toxic World Colonization
-> Xeno Medicine (PG +10%)
Xeno Communications (D +5%) -> Universal Translator (D +5%)
-> Interstellar Governments (D +5%, note researched in the same turn as the other two above)
-> Xeno Entertainment (Morale +15%)
-> Dipolmatic Relations (D +10%)
-> Trade (D +10%, Trade +10%, Routes +3, PI: Economic Capital)
-> Advanced Trade (Trade +10%, Routes +3)
-> Alliances (D +10%)







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The 2nd year my focus was growing my economy(population,morale)/production/research.

Major Events of the 2st Year in Chronological Order:

2227-01-01 UP votes not to require the Korath Clan to share 7% of their income to the other races.
Altarian Resistance, Torian Confederation, and Lexionians(me) vote in favor.
Drengin Empire, Korath Clan, Krynn, and Thalan Empire voted no.
Thalan Empire demanded 137BC tribute but I'm unable to pay (Neutral -> Wary)
2227-01-15 Korath Clan demanded 293BC, I rejected the demand.
2227-01-22 Drengin Empire demanded 83BC, I rejected the demand.
2227-02-01 Torian Confederation demanded 37BC, I rejected the demand.
Switched gov't to Interstellar Republic.
2227-02-15 Vesta IV deserts the Drengin Empire to join with the Altarian Resistance.
2227-03-01 Switched gov't to Star Democracy.
Trade with Korath Clan established.
2227-03-22 Krynn demanded 1BC; I paid (Cool -> Neutral)
2227-04-08 Reached Habitat Improvements
2227-05-01 Built Political Capital on Octavia III.
2227-06-08 Built 4th EC Starbase.
2227-06-15 Patroklos II deserts the Thalans to join with the Torian Confederation.
2227-07-22 Reached Terraforming.
Built Mind Control Center (E + 100%) on Lex.
2227-08-01 Built Harmony Crystals (M +20%) on Lex II.
Brindle I is in danger of revolting to the Thalans who built the Restaurant
of Eternity so I drop taxes from 69% to 52% for 100% morale.
2227-08-15 Brindle I is no longer revolting.
2227-09-08 Reached Galactic Stock Exchanges; dropped taxes to 49%.
2227-09-22 Reached Extreme Entertaiment (M +15%, TG: Ultra Spices).
Built Artifical Slave Center (MP +50%) on Octavia III.
2227-10-22 Built Ultra Spices (M +15%) on Lex II.
Reached Advanced Aquatic World Colonization.
2227-11-15 Reached Advanced Barren World Colonization.
2227-12-08 Reached Advanced Toxic Atmosphere Reduction.
2227-12-22 Paid the Drengin Empire 1462BC to declare war on the Altarian Resistance
causing the Torian Confederation to declare war on the Drengin Empire.
Paid the Korath Clan 1721BC to declare war on the Altarian Resistance
causing the Torian Confederation to declare war on the Korath Clan.

With the 2nd and final wave of colonization completed, I controlled 10 planets,
the 6 major AIs controlled a total of 37 planets (KC 9, DE 8, AR 7, TE 6, TC's 5, and KC 2),
and 1 minor AI controlled 1 planet.

List of Techs Researched the 2nd Year in Chronological Order:

Interstellar Republic (D +10%, Influence +5%, Govt: Interstellar Republic = E +10%)
-> Star Democracy (D +10%, Influence +5%, Govt: Star Democracy = E +20%)
Master Trade (Trade +10%, Routes +3)
Habitat Improvement
Xeno Ethics ((D +5%, TG: Harmony Crystals = M +20%)
-> Good and Evil (D +10%)
-> Concepts of Malice (D +10%, PI: Artifical Slave Center = MP +50%,
Mind Control Center = E +100%, No Mercy Invasion Center)
Terraforming
Xeno Trade Centers (PI: Trade Centers)
-> Xeno Bank Construction (E +5%, PI: Banking Center)
-> Galactic Stock Exchanges (PI: Stock Market)
Extreme Entertaiment (TG: Ultra Spices = M +15%)
Advanced Aquatic World Colonization
Advanced Barren World Colonization
Advanced Toxic Atmosphere Reductor
Xeno Farm Construction I
Sensors II -> Sensors III -> Sensors IV (Eyes of the Universe)







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The 3rd year my focus was war! So I researched all the invasion techs plus planetary defense for the
soldiering bonus. I researched weapons, engines, hulls, miniturization, and logistics for better ships
and larger fleets. Note if you have the Super Warrior(first-strike) ability, logistics is very valuable
and defense does not matter much. Manufacturing Centers not only let me upgrade my Enchanced Factories
but also let me upgrade my economic(+21%) and mining(+34%) starbases!

Major Events of the 3rd Year in Chronological Order:

2228-01-01 UP votes I should host the Galactic Olympiad next year giving me +20BC/week for the next year.
2228-01-08 Altarian Resistance started taking out Korath Clan Influence Starbases near Markus III.
Drengin Empire demanded 393BC and I paid (relations: Neutral -> Warm).
2228-01-15 Patroklos III is hit by a comet and breaks up forming an asteriod belt.
Thalans demanded 1463BC and I paid (relations: Wary -> Cool).
2228-02-01 Built No Mercy Invasion Center on Lex II.
2228-03-08 Built Eyes of the Universe on Lex II.

Cabinet Meeting on Lex:
Lord Drax:
Update me on the status of preparations for the invasions of the Akilians and Krynn Consulate.
Dr. Silogen:
With the discovery of Phasors we can now begin production of heavy fighters that would crush them.
Admiral Krathu:
Those invasions could lead to war with the Thalan Empire or powerful Altarian Resistance. Their latest
ships are far more powerful; they are receiving mysterious bonuses to hit points and miniaturization.

Lord Drax:
That is not the only mysterious bonuses afforded the other major powers. Despite my superior utilization
of resources we only hold a clear lead in colonization (my 10 planets to KC's 9, DE's 8, AR's 7,TE's 6,
TC's 5, and KC's 2), population due to high moral, and social production due to my strategy to only
build factories (redirecting some of their output to research). This should give us the lead in economy,
especially with a 100% bonus from the Mind Control Center, and influence but instead we are just average
there. We are also just average in terms of manufacturing despite my all factories strategy, the huge
bonuses on Lex, and the 50% bonus from the Artifical Slave Center on Octivia III because most of our
shipyards are idle waiting to start production on our combat fleet. In all other categories we are far
behind except for the weak Krynn Consulate!

Dr. Silogen:
If current ethical research restrictions were lifted we could quickly perfect Psyonic beam weapons;
they have 4 times the firepower of Phasors and only 1.3 times the size but are over 4 times the price.

Lord Drax:
Consider them lifted. The ships will be expensive limiting the number we can produce and maintain;
however, thanks to the "Eyes of the Universe" we need not tie up most of our fleet defending our worlds
and can focus more on clearing enemy worlds for invasion and defending starbases and remote planets.
My father Lord Drath achieved decisive victories by perfecting the first strike tactic.
If our ships can reenter normal space within firing range, get a weapons lock and fire before the enemy
then they might destroy some or all of the enemy ships before they could return fire!

Admiral Krathu:
Reentry to normal space so close to the enemy fleet is possible would be dangerous;
there would be no margin for error!

Lord Drax:
Since we will be producing a few expensive quality ships rather than many cheaper ships,
we will be able to staff them with the crews best able to master this technique.


2228-03-15 Altarian Resistanced captured Markus III (Class 13, Toxic World) from the Korath Clan.
2228-03-22 Began constructing Star Falcons.


2228-04-22 Began constructing Troop Transports.


2228-05-01 Espionage spending halted after 12th agent(10 remain).
2228-06-22 Altarian Resistance demanded 595BC and I paid (relations: Wary -> Cool).
Declared war on the Akilians.
2228-07-01 Korath Clan captured Cordelia II (Class 9, Toxic World) from the Torian Confederation.

2228-07-08 Claimed an influence galactic resource near Toria freed when the Drengin Empire destroyed the
Torian Confederation's starbase.

Invaded Akilians I (Class 15+3) using Mini-Soldiers.
Soldiering: 76 25
Technology: 45320 8592
Troops: 2000 12096
55 x 4 1124 0
Stole Shields.
After reconstruction and terraforming planet will have:
1 Civilization Captial
1 Starport (Building Constructor S1-S)
7 Manufacturing Centers
7 Stock Markets
1 Extreme Stadium
1 Nano Recorders (R +10%)

The Akilians were destroyed!



2228-07-22 Claimed a morale galactic resource near Poseidon III freed when the Altarian Resistance
destroyed the Korath's starbase.
Raised taxes from 49% to 69%.

Declared war on the Krynn Consulate.
Invaded Kryseth II (class 12+4) using Mini-Soldiers.
Soldiering: 76 30
Technology: 47713 32201
Troops: 2000 6000
36 x 5 1270 0
Stole Large Scale Building.
After reconstruction and terraforming planet will have:
1 Initial Colony
1 Starport (Building Space Miner S2-S)
9 Manufacturing Centers
1 Anti-Matter Power Plant
2 Stock Markets
1 Xeno Farming
1 Extreme Stadium

Invaded Kryseth (class 12+1) using Mini-Soldiers.
Soldiering: 76 30
Technology: 50211 32201
Troops: 2000 6000
42 x 5 430 0
Stole Advanced Miniturization.
After reconstruction and terraforming planet will have:
1 Civilization Captial
1 Starport (Building Space Hawk II)
7 Manufacturing Centers
1 Manufacturing Capital
1 Anti-Matter Power Plant
1 Stock Market
1 Counter Espionage Center

Began constructing Star Hawk IIs.
The Krynn Consulate was destroyed!
Krynn Consulate ships were divided as follows:
Pirates 16, Altarian Resistance 4, Torian Confederation 4, Thalan Empire 4, and Korath Clan 4.
The pirates immediately started fighting with the other ships.

2228-08-15 Nullified an enemy agent on Lex on my Manufacturing Captial; I had 9 agents left.

2228-09-08 Claimed an influence galactic resource near Drengi freed when the Altarian Resistance
destroyed the Drengin Empire's starbase.
Enemy agent placed on my Stock Market on Lex II; I ignore it for now.

2228-09-15 Torian Confederation made peace with the Drengin Empire.
Paid the Korath Clan 3978BC to declare war on the Thalan Empire.
Began constructing Star Hawk IIIs and Troop Transport S4B3s.


2228-10-01 Declared war on the Torian Confederation.

Invaded Patroklos II (class 8+1) using Mini-Soldiers.
Soldiering: 76 32
Technology: 59479 61791
Troops: 2000 6000
36 x 6 1100 0
Stole Fusion Power Planets.
After reconstruction and terraforming planet will have:
1 Initial Colony
1 Starport (Building Constructor S1-T)
2 Industrial Sectors (1 on a 100% manufacturing bonus)
1 Quantum Power Plant
1 Technologial Capital
1 Stock Market
1 Xeno Farming (100% farm bonus)
1 Extreme Stadium

Invaded Toria IV (class 8+1) using Mini-Soldiers.
Soldiering: 76 32
Technology: 59927 61791
Troops: 2000 9688
41 x 5 952 0
Stole Space Mining II.
After reconstruction and terraforming planet will have:
1 Initial Colony
1 Starport (Building Space Hawk III)
4 Industrial Sectors (1 on a 100% manufacturing bonus)
1 Stock Market
1 Xeno Farming
1 Zero G Sports Arena (100% morale bonus)

Invaded Cassius I (class 13+5) using Mini-Soldiers.
Soldiering: 76 32
Technology: 62486 62379
Troops: 2000 8590
41 x 6 760 0
Stole Phasors IV.
After reconstruction and terraforming planet will have:
1 Initial Colony
1 Starport (Building Space Hawk III)
4 Industrial Sectors
3 Manufacturing Centers
1 Quantum Power Plant
1 Economic Capital
5 Stock Markets
1 Xeno Farming
1 Zero G Sports Arena

2228-10-08 Invaded Hatch II (class 13+2, Heavy Gravity World) using Mini-Soldiers.
Soldiering: 76 32
Technology: 65176 62505
Troops: 2000 5222
31 x 6 1030 0
Stole Anti-Matter Power Planets.
After reconstruction and terraforming planet will have:
1 Initial Colony
1 Starport (Building Constructor S1-T)
6 Manufacturing Centers
5 Stock Markets
1 Xeno Farming
1 Zero G Sports Arena

Invaded Toria (class 12+1) using Mini-Soldiers.
Soldiering: 76 32
Technology: 66536 62505
Troops: 4000 14351
37 x 6 1739 0
After reconstruction and terraforming planet will have:
1 Civilization Captial
1 Starport (Building Space Hawk III)
2 Industrial Sectors
3 Manufacturing Centers
1 Manufacturing Capital
1 Quantum Power Plant
1 Stock Market
1 Extreme Stadium
1 Fertility Clinic
1 Omega Defense System

The Torian Confederation was destroyed!

2228-10-22 Nullified enemy agents on Lex on my Manufacturing Captial and
Manufacturing Center on a 700% manufacturing bonus tile; I had 7 agents left.
2228-12-15 Began constructing Star Hawk IVs.

List of Techs Researched the 3rd Year in Chronological Order:
Space Weapons -> ... -> Psionic Beam (Star Falcon)
Planetary Invasion -> Planetary Bombardment (S +5%) -> Stellar Marines (S +15%)
-> Adv. Troop Mod (Troop Transport) -> Shock Troops (S +%15)
Tidal Disruption (S +15%)
Planetary Defense (S +%10) -> Adv. Planetary Defense (S +%10)
Impulse Drive II -> Warp Drive (Speed +1)
Advanced Hulls
Stole: Shields
Medium Scale Building(Ship: Star Eagle) -> Superior Hulls -> Stole: Large Scale Building(Ship: Star Hawk)
Stole: Advanced Miniturization (+15%, Ships: Star Hawk II, Constructor S1-T, Space Miner S1-T and S2-S)
Manufacturing Centers (PI: Manufacturing Center,
Economic Starbase Module: Intersellar Collectors [MP/SP/RP +4%],
Mining Starbase Modules: Extraction Center +5%, Extraction Complex +5%)
Enhanced Logistics (+6 now 15)
Expert Miniturization (+15%, Ships: Star Hawk III, Troop Transport S4B3)
Fertility Acceleration (PG +10%, PI: Fertility Clinic)
Stole: Fusion Power Plants (PI: Fusion Power Plant)
Stole: Space Mining II
Stole: Phasors IV
Stole: Anti-Matter Power Plants (PI: Anti-Matter Power Plant)
Advanced Logistics (+9 now 24)
Heavy Gravity Colonization -> Advanced Heavy Gravity Colonization
Ultimate Miniturization (+20%)
Warp Drive II (Ships: Star Hawk IV)
Master Hull Building (HP +15%)






116,394 views 22 replies
Reply #1 Top
When you said "detailed" you weren't kidding!
Score?

Really great job, btw. I would never be able to muster up the patience for writing something like this.

I've done 3 suicidals victories too but with nowhere near the efficiency you manage to have.
Reply #2 Top
That's a great post, good work.

I have read it through and will go back and read through in more detail, but so that I don't end up not being able to see the wood for the trees what would yu say is the essential core of your approach?

I have started using an all factory approach and have been impressed by the results. However, I had thought on the higher difficulty levels you needed to resist extreme colonisation in order to let the AI bankrupt its self on planets which were on 50% for a long time and use this as time to develop a core of planets. Which you could then focus on an unprepared enemy.

What gets me about your approach is that its year 3 before you start fighting. I was surprised that the AI's bonuses dont overwhelm you. Was it as simple as grabbing more planets than them? or am I (most likely) missing some key subtlety?
Reply #3 Top


Nice write up. I'm tagging this for future reference.
Reply #4 Top
Now that is a lot of detail, must have taken ages to type! Thanks for a good read!
Reply #5 Top
Thank you for your in-depth report. I will use it to improve my own game.
Reply #6 Top
Thanks for the comments.

This game was only my 2nd DA game and the first time playing the all factories strategy (the first game was the only game I ever resigned since I starting playing back in Dec. 2005; I could not catch up on suicide in DA playing a mixed (factories and labs strategy)). I played this game out in June-July. It took a long time to play out because I needed to keep detailed notes but more so because I replayed some parts as I tried to optimize my strategy and as my understanding of the changes in DA grew.

I had been waiting months to post it but between work, my long commutes to work, and family responsibilities (I have two daughters aged 3 and 5) there was no time! My wife and I were to leave on a trip to Italy last weekend with my mother visiting from Canada watching my daughters. However, my wife needed oral surgery a week before the trip and was in to much pain to travel to Europe. So with the trip cancelled I finally had the time to complete the write up and upload some screen shots.

I had thought on the higher difficulty levels you needed to resist extreme colonization in order to let the AI bankrupt itself on planets which were on 50% for a long time and use this as time to develop a core of planets. Which you could then focus on an unprepared enemy.

That all depends on the number of planets in the galaxy. What you say is true while playing on a large (or larger) map with stars and planets abundant. However, I was playing on a medium map with stars and planets common. With fewer planets and the large economic bonuses the major AIs get on level suicide, they can afford to develop these planets plus the 50% applies to the manufacturing and research output reducing their development and spending rate, not their income. I close the medium map because it is where the AI plays its best game. On larger maps you get more time to build up before the AI gets aggressive and on smaller maps you can rush the AI.

The first time I played I did not colonize any of the extreme planets thinking, the AI with their large bonuses on suicide would beat me to them. In this initial run the Korath Clan claimed most of the extreme planets and the Altarian Resistance only claimed the 4 planets along my border. Also, at the end of the first year the UP voted to share technology which benefited me the most since in suicide games you are always far behind the major AIs the first year. With this tech boost and a much weaker hostile Altarian Resistance along my border, I was able to make them my first conquest (because of the Altarian Resistance's bonuses in research I picked up some useful techs in the process). I was in a good position in this game in that my empire was optimally shaped (round/square) for defense and further growth and the strongest AI, the Korath Clan, were friendly because all my trade was with them and we were both evil. Never the less I choose to abandoned this run and see if I could do better by trying for the extreme planets.

The second time round I got 10 planets, the 6 major AIs controlled a total of 37 planets, and 1 minor AI controlled 1 planet. However, I did not get the tech boost by that lucky UP vote. Worse, now my empire was fragmented, the hostile Altarian Resistance controlled 7 planets and now the Thalan Empire was hostile because I claimed two planets in their zone of influence! I had more resources to work with but keeping the AIs at bay until I was ready to fight them on my terms would be much more challenging! However, it had been a long time since GalCiv II had presented a challenge to me so I pursued this game!
Reply #7 Top
The 4th year my focus was war!
Industrial Sectors allowed me to fully buildup my economic(+24%) and mining starbases(+39%).

Major Events of the 4rd Year in Chronological Order:

2229-01-01 UP votes to require governments operate under Star Democracy for the next 3 years.
Mine was the deciding vote! I thought this would only set the minimum but it later prevented
me to switching to Star Federation!
Claimed a research galactic resource near Kwilas freed when the Korath Clan destroyed the
Thalan Empire's starbase.



2229-01-08 Altarian Resistance made peace with the Korath Clan.
Thalan Empire captured Cordelia II (Class 9, Toxic World) from the Korath Clan.
Thalan Empire declared war on me!
Destroyed 6 Thalan Empire combat fleets plus 4 troop transports near Toria and Cordelia II.
Here is the first battle; the others went the same way thanks to my first strike advantage!

Claimed two economic galactic resource near Marshall II freed when I destroyed the
Thalan Empire's starbases.

Invaded Brindle II (class 19+1) using Mass Drivers.
Soldiering: 76 105
Technology: 83518 120501
Troops: 3000 12000
56 x 15 0 800
3000 800 (Mini-Soldiers)
40 x 16 2680 0
Stole Total Majesty (D +20%).
After reconstruction and terraforming planet will have:
1 Initial Colony
1 Starport (Building Star Hawk IV)
4 Industrial Sectors
4 Manufacturing Centers
7 Stock Markets
1 Xeno Farming
1 Extreme Stadium
1 Tri-Quan Training (S +25%)

Invaded Alshain V (class 9+1) using Mini-Soldiers.
Soldiering: 101 80
Technology: 86465 120501
Troops: 2000 6000
40 x 13 50 0
Stole Warp Drive V.
After reconstruction and terraforming planet will have:
1 Initial Colony
1 Starport (Building Constructor S1-T)
2 Industrial Sectors
1 Manufacturing Center
1 Quantum Power Plant
1 Stock Market
1 Xeno Farming
1 Extreme Stadium
1 Aphrodisiac (PG +50%)

Paid the Korath Clan 3074BC to declare war on the Altarian Resistance.

2229-01-15 Thalan Empire destroyed my starbase mining the research galactic resource near Kwilas;
destroyed that combat ship and reclaimed the resource.
Destroyed combat fleet defending Marshall II and lost my first combat ship, a Star Falcon.

Invaded Marshall II (class 12+4) using Mini-Soldiers.
Soldiering: 101 80
Technology: 89115 120777
Troops: 3000 6000
47 x 13 1420 0
After reconstruction and terraforming planet will have:
1 Initial Colony
1 Starport (Building Constructor S1-T)
6 Industrial Sectors
1 Quantum Power Plant
5 Stock Markets
1 Xeno Farming
1 Extreme Stadium

2229-01-22 Destroyed 3 more Thalan Empire combat fleets.
Invaded Thala (class 17+1) using Mass Drivers.
Soldiering: 101 80
Technology: 90358 121425
Troops: 3000 15000
72 x 13 0 3560
2000 3560 (Mini-Soldiers)
27 x 12 540 0
Stole Star Federation but unable to change government type because of UP vote on Jan. 1, 2229.
After reconstruction and terraforming planet will have:
1 Civilization Captial
1 Starport (Building Constructor S1-T)
3 Industrial Sectors
5 Manufacturing Centers
1 Manufacturing Capital
5 Stock Markets
1 Xeno Farming
1 Extreme Stadium (100% morale bonus)

2229-02-01 Thalan Empire made peace with the Korath Clan.
Destroyed 1 more Thalan Empire combat fleet.
Began constructing Star Condors.
2229-02-08 Thalan Empire Frigate attacked my fleet of 5 Star Falcons protecting the new starbase mining
the research galactic resource near Kwilas and destroyed 2 Star Falcons before it was destroyed.
Not having the first strike advantage makes a big difference; no more ships were lost in the
game.

2229-02-15 Korath Clan nullified one of my agents; I had 6 agents left.
2229-03-08 Dregin Empire nullifed one of my agents plus I nullified an enemy agent on Lex on my
Manufacturing Captial; I had 4 agents left.

Invaded Cordelia II (class 9+1) using Mini-Soldiers.
Soldiering: 101 80
Technology: 107427 126083
Troops: 3000 2822
45 x 12 2488 0
After reconstruction and terraforming planet will have:
1 Initial Colony
1 Starport (Building Troop Transport S4B3)
3 Industrial Sectors
2 Stock Markets
1 Xeno Farming
1 Extreme Stadium (100% morale bonus)
1 Micro Repair Bots (Repair +20%)



2229-04-01 Destroyed combat fleet defending Leto V.

Invaded Leto V (class 13+5) using Mini-Soldiers.
Soldiering: 101 80
Technology: 113191 127201
Troops: 3000 6000
30 x 12 600 0
Stole Phasors V.
After reconstruction and terraforming planet will have:
1 Initial Colony
1 Starport (Building Star Condor)
8 Industrial Sectors
1 Quantum Power Plant
4 Stock Markets
1 Xeno Farming
1 Extreme Stadium
1 Restaurant of Eternity (Influence +20%)

2229-04-08 Nullified an enemy agent on Lex on my Manufacturing Captial; I had 3 agents left.
Destroyed combat fleet defending Mormegil I.

Invaded Mormegil I (class 13+5) using Mini-Soldiers.
Soldiering: 101 80
Technology: 117414 127201
Troops: 3000 6000
34 x 12 960 0
Stole Space Mining III.
After reconstruction and terraforming planet will have:
1 Initial Colony
1 Starport (Building Star Condor)
9 Industrial Sectors
1 Quantum Power Plant
4 Stock Markets
1 Xeno Farming
1 Extreme Stadium

The Thalan Empire was destroyed!

2229-04-22 My inflence now covered 76% of the map; 10 turns away from an influence victory!
However, my "friends" the Drengin Empire had a troop transport between Hestia I and Martin V;
and I had been mobilizing my forces to invade them so I instead declared war on them.
The Drengin ships pack lots of fire power but I have the first strike advantage.




Invaded Patroklos V (class 9+2) using Mini-Soldiers.
Soldiering: 111 99
Technology: 126610 110598
Troops: 3000 6000
54 x 13 1920 0
Stole Quantum Driver.
After reconstruction and terraforming planet will have:
1 Initial Colony
1 Starport (Building Star Condor)
4 Manufacturing Centers
1 Anti-Matter Power Plant
2 Stock Markets
1 Xeno Farming
1 Extreme Stadium

Invaded Patroklos IV (class 13+2) using Mini-Soldiers.
Soldiering: 111 99
Technology: 130650 110598
Troops: 6000 8973
37 x 12 3280 0
Stole Black Hole Gun.
After reconstruction and terraforming planet will have:
1 Initial Colony
1 Starport (Building Star Condor)
5 Manufacturing Centers (1 on a 100% manufacturing bonus)
6 Stock Markets
1 Xeno Farming
1 Extreme Stadium

Invaded Rathra I (class 7+2) using Mini-Soldiers.
Soldiering: 111 99
Technology: 138731 110598
Troops: 6000 6000
55 x 11 4840 0
Stole Singularity Driver.
After reconstruction and terraforming planet will have:
1 Initial Colony
1 Starport (Building Constructor Star Condor)
3 Manufacturing Centers
2 Stock Markets
1 Xeno Farming
1 Extreme Stadium

Invaded Kona (class 8+7) using Mini-Soldiers.
Soldiering: 111 99
Technology: 139941 110598
Troops: 3000 6000
45 x 12 1620 0
Stole Mass Drivers.
After reconstruction and terraforming planet will have:
1 Initial Colony
1 Starport (Building Star Condor)
6 Manufacturing Centers
5 Stock Markets
1 Xeno Farming
1 Extreme Stadium

Invaded Drengi (class 11+2) using Mini-Soldiers.
Soldiering: 111 99
Technology: 139941 110598
Troops: 6000 12484
43 x 13 2516 0
Stole Graviton Driver.
After reconstruction and terraforming planet will have:
1 Civilization Captial
1 Starport (Building Star Condor)
7 Manufacturing Centers
1 Manufacturing Capital
1 Technological Capital
1 Stock Market
1 Extreme Stadium

I traded Economic Treaty to the Altarian Resistance for Research Treaty,
Diplomatic Translators, Xinathium Hull Planting, 708BC, and 1015 influence points.
I traded 593BC to the Korath Clan for an Alliance Treaty.

2229-05-08 Invaded Mormegil II (class 13+2) using Mini-Soldiers.
Soldiering: 111 99
Technology: 148716 111871
Troops: 3000 6000
54 x 11 2160 0
Stole Neutrino Bullets.
After reconstruction and terraforming planet will have:
1 Initial Colony
1 Starport (Building Constructor S3)
5 Manufacturing Centers
1 Anti-Matter Power Plant
4 Stock Markets
1 Xeno Farming
1 Extreme Stadium
1 Omega Defense System

The Drengin Empire was destroyed!
My inflence now covered 84% of the map; 10 turns away from an influence victory!

2229-06-01 The Altarian Resistance makes peace with the Korath Clan.
2229-07-01 Began constructing Star Condors II.

2229-07-15 Reached Industrial Sector which allowed me to fully buildup my economic(+24%) and
mining starbases(+39%).
I only queued upgrades Manufacturing Center->Industrial Sector on manufacturing bonus tiles.
2229-07-22 Influence victory!



List of Techs Researched the 4th Year in Chronological Order:
Stole: Total Majesty (D +20%)
Stole: Stole Warp Drive V
Stole: Star Federation (D +10%, Influence +5%, Govt: Star Federation = E +30%)
Massive Scale Building (Ships: Star Condor)
Reinforced Hull Design (HP: +10) -> Harden Hull Design (HP: +10)
Expert Logistics (+12 now 36) -> Ultimate Logistics (+15 now 51)
Stole: Phasors V
Stole: Space Mining III
Supreme Planetary Defense
Stole: Quantum Driver
Stole: Black Hole Gun
Stole: Singularity Driver
Stole: Mass Drivers
Stole: Graviton Driver
HyperWarp (Speed +1)
Stole: Neutrino Bullets
HyperWarp II -> HyperWarp III
Supreme Miniturization (+25%, Ship: Star Condors II)
Industrial Sector (PI: Industrial Sector, Economic Starbase Module: Orbital Replicators [MP/SP/RP +3%],
Mining Starbase Module: Resource Sector +5%)
Xeno Farm Construction II














-------------------------------------------------------------------------------------------

SUMMARY:

The enormous manufacturing bonuses on Lex proved to be a blessing and a curse. They allowed me to expand during the colonization phase faster than I would otherwise. However, this made my territory much more spread out and vulnerable to invasion. The extra production proved expensive to fund until I built the Mind Control Center (E + 100%) on Lex; avoiding production waste on Lex was always an issue. Without the manufacturing bonuses I would have been much less aggressive colonizing planets requiring new techs. I would not have colonized Brindle I and Alshain IV in the Thalan Empire's influence zone, which later proved to be a source of tension between our empires. Without the need to protect Brindle I and Alshain IV from the Thalan Empire, after taking out the Torian Confederation, I would likely have targeted the Altarian Resistance instead. After I destroyed the Thalan Empire, I could have won an influence victory. However, I was annoyed that the Drengin Empire had a troop transport between Hestia I and Martin V plus I had been mobilizing my forces to invade the Drengin Empire so I instead declared war on them.
Reply #8 Top
Very well played and thanks for the detailed writeup!
Reply #9 Top
Excellent read. Its given me a lot of strategy points to consider in my next game!
Reply #10 Top
Excellent read. Its given me a lot of strategy points to consider in my next game!


Keep in mind that you have to adapt your strategy in each game to the map you are playing on. Map size and number of habitable planets makes a huge difference. There are many other factors such as what type of victory you looking to achieve, where you are on the map (i.e., are you an evil race surrounded by hostile good races or vise versa), etc.

However, I've always found it best to first establish a strong economy and production/research base before your military build up prior to your first war.

When I added my many screen shots to this 4 year AAR I found Firefox was truncating the last year from the AAR so I split the AAR into two posts. Maybe I should have replaced most of the screenshots with thumbnails, which when clicked would bring up the full sized image like the example below.


While I'm still able to edit the original post, once post #8 was added I lost the ability to edit my post #7.

If you found this AAR useful please reply. Threads with many replies tend to attract more readers. A lot of work when into this AAR and like any author I want to be read.

Cheers, Paul D.
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Reply #11 Top
I replaced many of the screenshots in the original post with clickable thumbnails so that this page loads faster. Now I wish I hadn't posted the last year of the AAR in a separate post; I can only edit the original post! I did this because the AAR was being cut off when viewed in Firefox but I bet now with the use of thumbnails it would not. If this AAR receives more than 50 replies it will skip to the second page with the original post at the top of the page. If this happens I'll add the last year to it with the clickable thumbnails, so reply, reply, reply!
Reply #12 Top
This is amazing!!! Great work dude!!!

GalenEvil
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Reply #14 Top
Wow, when you said "Detailed", you weren't kidding. One thing I'd like to ask, what was your score for this game?
Reply #15 Top
Wow, when you said "Detailed", you weren't kidding. One thing I'd like to ask, what was your score for this game?

Reply #7 contains my 4th and final year of the game which includes screen shots of the end game including the score. My score was low, only 21400 because I was not playing for a high score. This map did not have many planets and I choose the Influence victory which scores much lower than a Military Conquest victory. When playing for a high score you will do many things which have nothing with winning the game (e.g., building huge hull ships with nothing but BHE weapons to sit in orbit of a planet while there only remains one enemy planet left). The key to getting a high score is to build up your population, economy, manufacturing base, and military as soon as possible. Your score reflects the area under the curve for your game not the final values.
Tips for Maximizing Your Game Score

Reply #16 Top

There is only 1 word to describe this and that is, wow!

You highlighted quiet a few key points I should look at for my next game. seriously, This is so wicked.

Reply #17 Top

Thanks to everyone who responded back. This AAR was a lot of work to put together so I'm pleased others are finding it useful.  Every game is different.  This was my only time in 3 years (since Dec. 2005) of playing GalCiv II to have so many factory bonuses on my homeworld or any world for that matter; usually I'll just have a 100% bonus, 300% if I'm lucky!  Without them the game would have proceeded differently as I indicated in my post game summary.  However, every game starts with me building my infrastructure: manufacturing, research, and economy then later looking for my first victim to conquer.  The key is keeping the other AIs form attacking you until you are strong enough to attack them.

If you found this AAR useful or my Collection of Game Play Stories, Plus GalCiv II Stories then please send some good karma my way. ;-)

Reply #18 Top

Anyone who finds this thread useful or any of my other threads such as A Collection of Game Play Stories, Plus GalCiv II Stories or The Story of the Mithrilar, Arnor, Dread Lords, Humans, Altarians, and Drath, then please send some good Karma my way.

Also note that Firefox 2 and 3 has problems with long pages like my AAR above so in those cases use IE or some other web browser.

Mascrinthus, the last of the good Mithrilar.

Reply #19 Top

A brilliant AAR, fair play for taking the time to write it. Although it would be so much better if the pictures still worked ;)

Reply #20 Top

I'm nowhere near playing on Suicidal (heck, I still struggle on Tough), but this is certainly an awesome guide when/if I get there.

Three questions (if you're still around):

1. You had research set to "Very Fast". Is this a personal preference or do you feel it's necessary to compete with Suicidal AIs?

2. You had Close relations with the Korath Clan in year three but didn't ally until nearly the end of the game. Any particular reason for this? I usually ally with any AI when I get the chance, especially militarily strong ones.

3. I also noticed you went Evil. Again, was this just the result of the evil ethical choice on Russom V, or did you feel it was necessary to win? In other words, do you believe all alignments are playable on Suicidal?

Oh, and the pictures work fine for me.

Reply #21 Top

The pictures where working the last time I checked this thread and are working now.

(1) With research set to "Very Fast", everyone's research is sped up so I don't think it gives an advantage.  Playing all factories with research focus, I found that even with "Very Fast" research I was often completing builds before I had researched the necessary tech for the next build.  So this was my way of helping to balance the production/research equation.

(2) I played this game 2.5 years ago so I can't remember.  Likely I was planning to invade them and leave the Altarian Resistance for the end.  I have a soft spot for the A.R., them being good and looking so human. :-)  However, documenting every turn of this game was a lot of work so I decided not to go for the Military Conquest as I usually do.  I opted instead for the Influence Victory to end the game.

(3) I have won Neutral victories at level Suicide in the past but then they nerfed neutral by increasing the cost of the special research center for neutral from 300 to 500 and plus other changes.  At the time of this game building the MCC gave a 100% economic bonus which helped me pay for all this production.  Since then they have fixed the MCC to have the documented effect making is much less desirable.  Good has always been nerfed.

Mascrinthus, the last of the good Mithrilar.

Reply #22 Top

Thanks for the responses, Mascrinthus. I thought you'd dropped off the forums but evidently not. A few more questions on your responses:

2. While of course I doubt you remember your exact motivations, I'm still a little curious on this. As the AI never breaks alliances, securing one with the Korath would have neutralized them as a danger to you until you were ready to attack them. Are you uncomfortable breaking alliances like this (I usually don't as it feels somewhat like an exploit, though as I roleplay a lot I frequently do this when evil) or might you have been concerned about them dragging you into wars?

3. Following the "nerfing" of both the NLCs and MCC, would you say neutral or evil is stronger now? Also, while good is the undoubted weakest alignment, is it still possible to win with it on Suicidal?

Also, at what point did you feel that you "won" (that is, when it became effectively impossible for the AIs to defeat you?)

Your other threads are also highly useful, especially "The Story of the Mithrilar, Arnor, Dread Lords, Humans, Altarians, and Drath" which is highly useful for piercing together the backstory and predicting where it's going in GalCiv III. The "Collection of Game Stories and AARs" is also nice, but has not been updated in quite some time, and some of the links to other sites (such as "Frontier" on the Paradox forums) are now broken.