After action report #2: QaQa (Full Version)

All Forums >> [Current Games From Matrix.] >> [Science Fiction] >> Armada 2526 Series >> After Action Reports



Message


Aroddo -> After action report #2: QaQa (11/18/2009 6:01:58 PM)

Another game in the same beta and the same scenario as the first one.
This was also the first version of the game I could lay my hands on and I was quite surprised how stable and fun it was for a testing version.

Game 2:

Race: QaQa
Difficulty: Normal
Scenario: Twelve Races
Version: Beta 2

Having learned from the previous game I took the lazy coward's way and didn't try to improve my strategy but looked for a race that solved my problems without me having to exert too much brainpower. Big empires have problems sending fleets to where they are needed, so I needed faster ships. I also got fed up with those rioting colonists, so I needed a less disorderly race.

Enter the QuaQua. They have a level 3 bonus in Hyperspace Research, which I intended to exploit in this game. They also have the disadvantage of a low growth race.

Now, the Hyperspace tech-tree is a special one because it contains a couple of decent fast warships AND useful, game changing other techs: Wormholes and teleports. Exactly what I needed.

So, this time I started right next to my former race - the humans - which I eliminated by turn 70 using roughly the same approach as I did before. Only this time I focused very strongly on hyperspace tech and barely anything else. I build up a small fleet of corvettes and took the minimum amount of ground forces in assault ships and helped myself to the terran systems without much of a fuss.

The next to go were the Xpectrada west of me, which got to admire a mixed fleet of corvettes, Merlins and a Falcon. Merlins are slightly more powerful than Corvettes while Falcons are slightly stronger than Cruisers and Destroyers combined. And both are twice as fast, which is pretty convenient. From then on my rich systems went on to produce the fast ships exclusively, while normal systems were promoted to mining sites for commerce and poor ones to research centers. You can see I spent a tiny bit of thought into colony management, too.

Determined not to overextend myself again, I stopped conquest and became the loveable neighbourhood QuaQua and brought up my colonies up to par as fast as possible, while steadily hoarding a mix of fast battleships, which after a time included Battlecruisers and Merlin/Falcon IIs. I barely had time to finish a queued order of ships before the next hyperspace tech was available ... you really notice the QuaQua affinity for hypertech.

Unfortunatle not everyone bought my peaceloving act and even more unfortunately I was not the only one who researched hyperspace. I noticed that by a huge fleet of Walden ships bursting through a wormhole right next to my capital system (which was relatively unimportant when compared to my shipyard systems). Of course my ships were stationed at exactly the wrong place. However, my fleet was fast enough to arrive within 3 turns and the Walden didn't go for my capital but some dead (but colonized) planet on the opposite side of the wormhole. Thank god I didn't share maps with those hugger trees. My planet's stationary defenses held (barely) for a turn and the fleet arrived in time to utterly destroy it.

While en route to the Walden invasion force, the Hoon Yon decided to join in the fun and attacked an unimportant - and thus barely defended - fringe system and conquered it over the course of 3 turns. Once I dealt with the Walden Forest, I made short work of the small HoonYon invasion with my only slightly diminished super fast battle fleet. But these incidents prompted my to fortify vital systems next to unsafe wormholes and all yard systems. But now it was time for revenge and I warped from one Walden system to the next, destroying defenses, fleets and occasionally the forests.

The slower assault ships carrying my ground forces were on their way alone without an escort which wasn't too bad since I researched the tech to change orders mid flight. This is very helpful in case you send an expensive but weak fleet to some formerly safe system. Without it that fleet would sail to it's doom, but with it, I can save them with a course correction.

I also conquered some research centers specialized on bio-tech, which gave me space squids - inexpensive and strong system defense ships - soon enough for the next Walden invasion.

I pulled back my main fleet, arrived in time to defend a lighty fortified and squidified system ... and saw a Hoon Yon fleet 4 times the size of mine bursting out of the wormhole ... ulp.
No chance to win that one, squid or no squid, so I opened the diplomacy screen and bought myself some peace for a pretty hefty sum. Saved, phew.

The Walden were free game, though, and half my fleet (about 20 ships with at least 5 battlecruisers) stood at their home system which I attacked. Only a couple of ships and some orbital lasers ... or so I thought. One of the orbital lasers was a freaking orbital Guardian and boy, those things are tough. This thing took out my entire fleet (the heavy missiles did their part, too), which made me consider a peaceful course again.

By this time I maxed hyperspace and construction research and got huge parts of the bio tech tree, freeing up resources for new scientific endeavours.

A couple of turns later all the important stuff of the information tree was mine and the galaxy was open to me, my speedy ships and my mother arks. I settled system after system, shuffled the conquered aliens to the new planets (my own race is rather slow in growth) and built up most rich systems into major shipyards, complete with teleports. I maintain a quite large squiddy fleet - after all, they teleport in one turn to any planet that matters, while my speedy attack fleet grows.

And finally, the AROM were dumb enough to attack me, which gave me the opportunity to try out my new playthings: Roid Rollers. Throwing asteroids on a planet surface sounds like it could do some damage, no?
And sure enough, they are slow slow ships - especially when compared to my speed fleet - but man, when they get to the target, the ground defenses are gone! Awesome!
So I zip to systems, destroy mobile defenses while the roid rollers and assault ships lumber behind me and when they finally arrive, the systems are mine.

It's turn 200, things are looking good, core systems are developed and protected by guardians and weapon development is on route to NDomitables. The economy is largely stable and the population is mostly content. Every now and then a wave of discontent sweeps over my empire when the bureaucratic load annoys my subjects, but it's largely managable.




This game went rather well. Hypertech is good, the ships are strong but not overpowering. The speed factor is very advantageous both in offense and defense. I even learned to use formations somewhat effectively by letting some tough ships circle in the front row and let the others shoot from behind. Works wonders against overwhelming corvette fleets.
Roid rollers are fun and their attack run is short, almost guaranteeing that they get through. (only almost, though. Dense heavy missile clusters even break up incoming asteroids.)
The lack of the humans' "disorderly 2" trait makes all the difference, though. I can delay happiness building production long enough to turn a system into something useful before I have to finally divert production to terraformers and other stuff.

All in all another fun game ... and more successful. :)




Sti -> RE: After action report #2: QaQa (11/18/2009 8:57:28 PM)

I don't like how you easily conquered your early neighbors in both of your AARs. Looks like pretty bad AI to me. Considering these were your first games, I expect that with some practise you will be able to walk all over the AI in later stages of the game as well. Not good. Are there any difficulty settings? And yes, I know, it was only early beta.




Erik Rutins -> RE: After action report #2: QaQa (11/18/2009 9:15:14 PM)

It's also worth noting that this is an "easy" scenario. Please don't draw too many conclusions regarding AI from a beta AAR.




Aroddo -> RE: After action report #2: QaQa (11/18/2009 9:40:42 PM)

You are both right. I felt it was too easy to conquer my early neighbours, too, and I wasn't the only beta tester saying so. Since then both the game mechanics and the AI have substantly changed and provide a stiffer challenge, especially on higher difficulty levels.

And another thing to keep in mind is the scope of the game: In really big scenarios with many more AI players you are guaranteed to see fledgling empires being obliberated by the more aggressive and skillful ones. The end game will be decided between those that leveled the playing field.
You probably noticed that I pursued a very aggressive expansionist politic. This is much harder to pull off when you sit next to a likewise minded empire. And by the way: I wasn't even the top dog in this game.

And I didn't say these were my first games - I said there were the first "real" games by which I meant that I played them earnestly (while taking notes).

Oh, and difficulty was set to normal. And I'm no slouch either. I rule MoO2 on impossible while handicapping my custom race. Got me well over 10k points there. :)

(Edit)
Besides, throughout my many retries I knew the map pretty well and could afford to go all out against the first few neighbours. I just created a large custom game with 24 aliens and early warmongering seems a bit too risky.




Sti -> RE: After action report #2: QaQa (11/18/2009 10:08:20 PM)

Thanks for the clarification. I was (and still am a little) just worried that this might end up like a whole bunch of other (SF) strategy/empire building games: Cool features and nice on paper but with an AI that's not worth playing against (like the Space Empires series, Dominions 3, ...).




Oppiexx -> RE: After action report #2: QaQa (11/20/2009 4:28:36 PM)

Howdy,
I am also a beta tester for Armada2526 and im really not sure how much im allowed to say here so I'll keep it brief but I couldnt help but reply.
Aroddo's strategies are way different than mine as I like to see how long I can maintain peace while I build and amass some larger fleets before I engage the enemy [if i can, isnt always that easy], and I've probably played more turns into the game than most of the others so im familiar with their evolving ways[im disabled with nothing but time]. The thing that struck me first about this game, the wide variety of strategies you can use is just absolutely stunning! Warmongers, Peacemakers,Tacticions and general overall sneaky jerks can all prosper or die in flames here! It supports us all. The 2nd big thing I noticed is the AI intelligence! I've played all these 4x games, and never have I seen an AI so intelligent!!!! You can actually change and restructure your dealings with them as you go and it reacts and adapts to you and your actions.[most games have a set action you can do and its either yes or no to that one request and thats it] Your fears of an AI not worth playing against are totally unfounded!! Sure you can pounce them right off like Aroddo did and they may be easy at first [or not!] but eventually they get into the tech tree and start making deals with each other and not just you! The longer you wait the more likely it is that the next system you attack could very well be your undoing so the game actually gets better as you go.They also seem to actually think about the deals you offer to some extent and barter back and forth with you. But be carefull if you barter too long you might just annoy them and hurt your relationship![ can you say tightwad?!!] Even if that particular race is weak and unprepared, they just might ally with one or four that arent and you find yourself attacking weaklings while a 40 or 50 ship fleet appears out of nowhere through a wormhole or "something" to take out your favorite system before you can get back home, like Aroddo described.[and you only built 20 ships before you left warmongering? omg your screwed!] You really have to think out every action [and save often like I do in case I didnt like how it went]. I counted it up and I've played over 8000 turns of this beta, I still havent discovered the entire scope of the AI's intelligence and it still suprizes me all the time.
I dont know if I said too much or not but I feel Bob maybe should've pushed this aspect of his game a little harder, the AI is stunning compared to what we've all seen before! Only Bob knows how smart it really is and he isnt even telling us, we are having to figure it out on our own like you will.




cdbeck -> RE: After action report #2: QaQa (11/20/2009 4:37:41 PM)

8000 turns! Woah! Great impressions Oppiexx! Now if I could get my grubby little hands on this one!




Tom_Holsinger -> RE: After action report #2: QaQa (11/20/2009 6:21:26 PM)

That is VERY good news about the AI.




Aroddo -> RE: After action report #2: QaQa (11/21/2009 2:53:44 PM)

Oppie plays his game so long, he noticed stuff about the AI none of us did. Like how parading big fleets around the enemy's doorstep function as "negotiation enhancers". :)

I tend to zergrush and thus don't notice the finer nuances of AI behaviour who are being crushed early and in few turns.
And when I overstretch and someone notices it and sends his fleet I had no prior knowledge of, then I'm not always gracious enough to attribute this misfortune to the sophisticated and ruthless AI. :)






Aroddo -> RE: After action report #2: QaQa (11/27/2009 2:16:34 PM)

could someone move this to the after action reports forum?




Page: [1]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
0.875