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The Human Ascendency

 
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The Human Ascendency - 11/11/2010 1:03:31 PM   
Kadrush

 

Posts: 82
Joined: 11/11/2010
Status: offline
After many attempts to create the perfect game settings, I have found a nice one and decided to write my first AAR for this game, since I loved it.

My first post is about game settings, my main directives, strategies and my personal rules for this game.

The Human Ascendecy

General settings

1-Huge Galaxy - 1400 stars (thanks 4gb memory)
2-Planet Quality - very high (for massive economic/fleet purposes)
3-Independent alien life - teeming (it helps to create huge, powerfull AI empires)
4-Expansion - young
5-Agression - normal
6-Research speed - very slow
7-Space creatures - normal
8-Pirates - many (adds flavor and helps to bump reputation by hunting them)
9-19 fully random empires
10-Independents can start new empires
11-75% all around winning conditions

My settings


1-Home system - Excellent
2-Size - Starting (it gives AI a small advantage)
3-tech level - basic
4-corruption low
5-Government - Republic
5-Race - Human

Also I have created a set of personal rules to avoid hitting the "I win" button to soon

1-Dont colonize worlds to far away just to grab independent alien population
2-Dont invade independent alien worlds
3-Dont perform orbital bombardments or employ worlds killers, only bloodly land invasions.
4-Try to keep Human population above 50% during colonization, excepted by eventual conquests
5-Try to keep a positive reputation (had some serious issues with it in my last game), nice reputation helps to grab other negative reputation empires colonies by rebellions.
6-Only declare war if provoked (trade sanctions, blockades) of if asked by mutual defense partners
7-Use intelligence actions mainly to grab maps.
8-Trying to keep my fleet balance and not overpowered

To finish I have created a few directives

1-Fortress homeworld - Try to keep a huge amount of troops stationed of the HW, create military stardocks and defensive starbases on orbit
2-Galaxy beauties - Try to build resort bases ASAP on every scenic place that I found close to my colonies
3-Iraq directive - Use exploration ships to hunt for the worlds killers and send a fleet ASAP to destroy them, even if I have to declare war to an empire (exception for the my main war rules)
4-Fight for the Human Rights - Make an effort to help in the development and survival of any other human empire that I found, if possible sing mutual defense pacts and help them.
5-Berlin before Xmas (I probably tiped wrong) - Wage fast, lightning wars, only if necessary (focusing on dictorships, monarchies and bad reputation empires), achieve humble strategic goals and set peace.
6-Pirate hunting - Send pocket fleets to hunt for pirate bases (located by my exploration ships), even if I have to send them far away from my territory (refueling on alien worlds / spaceports)
7-My favorite sin - Set luxury extraction bases on every possible place beggining at start of the came.
8-We are on our own - every station (including mining and gas stations) will have heavier shields and bring weapons, same goes to colony (civilian ships will have to held with their standard weapons, only 1 or 2 extra shield generators to help them escape)
9-Think twice - Build a full set of research bases on every bonus site that I found close to my colonies (neutron stars, black holes, super novas)
10-Setting sail to the new worls - Focus research on new colonization modules (crash research always that is possible)
11-Positive balance - Always keep a positive expenses X profits balance (at start, that would be a very difficult one)
12-Massive expansion, try to grab as many systems as possible by creating 1 colony on each, for further, deeper, occupation
13-Up to you - Mostly automated base building, keep a few construction ships not automated for my directed base building (research, resorts, luxury), my mining/gas/luxury bases shall have 3 extractors instead of 1.
14-It is crowded in here - Keep my troops on the ground instead of onbard my transports, very useful if a fleet decides to defect.
15-Keep an eye on them - Try to set a monitor base and maybe a gas station on every gas cloud / not colonized system in order to avoid pirates to return and set new bases over there.

Using the following settings on my last games I realized that I was able to create a full wide kind of alien empires

1-huge colonized (really huge), low population alien empires, low GDP
2-Medium sized, heavy populated alien empires, high GDP
3-Minor and ordinary medium sized alien empires
4-Agressive, passive and friendly alien empires, making a diplomatic effort very benefitial.

Also the quality level of the galaxy helps in the development, increased global gdp and helped the AI to field large fleets.
Inter-empire trade in a high quality galaxy became something really important on my last games (to my surprise, since I guessed that most empires would be sefl-sufficient)

My fleet shall by divided on 5 segments

1-Patrol fleet - fully automated escort/frigate and evetually destroyer fleet responsible for the defense of my colonies and civilian bases/ships
2-Pocket fleets - 8-12 ships sized fleet, with small troops transporte capacity, responsible for elastic defense of my colonies in case of an invasion. Eventually they can be used to blow up pirate bases, since small fleets use less fuel.
3-Invasion fleet - 10-15 ships sized fleets, with heavy troops transport capacity, responsible for invading enemy worlds.
4-Combat fleets - 15-25 ships sized fleets responsible for taking out colony defenses and engage enemy fleets. No troop transport capacity.
5-Escort fleets - 8-10 ships sized fleets, responsible for escorting my ressuply ships and support other deep space operations.

It is essential to keep my amount of bigger sized fleets to a minimum.
1st reason is fuel, they take long to refuel and rarely perform a full refuel operation on the first attempt, which means they are really slow and heavy to operate.
2nd reason is elastic defense, since the cant cover on their on a full invasion of several fleets or attacks by guerrilla fleets deep in my territory, it is of no use employ them and their fuel just to hunt for small fleet or recover lost, poorly guarded worlds (pocket fleets can do this last one).
3rd, and last reason, is defection, since it really annoys me to loose a 50 fleet sized fleet with more than 40 troops onboard to 1 colony sized AI empire.

To finish, a few strategies before starting the game

1-Colonize independent worlds up to 50% of my total population, if possible ice, desert, ocean independent worlds and use the to complete my 12th directive
2-Give weapons and more shield to my bases and colony ships
3-Buy independent alien worlds locations from pirates
4-At start keep only small fleet to hunt for pirates, keeping my patrol fleets to a minimal simply by trusting my bases to be able to defend themselves and my civilian ships to run before destruction
5-Sell tech for cash, excepted for colonizing techs.
6-Scrap alien found ships, do not use them
7-Scrap found unnecessary bases
8-Military stardocks are mainly a large spaceport without labs, trade bays and with a slightly reduce shields, weaponry (-25%) and other components, they help on the defense and act as a fleet hq, meaning thay I am going to build one on each regional capital. By not having trade capacity they are always free to repair/refuel/build/retrofit my fleets.

Next post...

Anything tha I forgot to write on this one + starting the game (the first years) + screenshots
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