LCC7 victory end 50 days at 14+ hr/day (Full Version)

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Jeeves -> LCC7 victory end 50 days at 14+ hr/day (7/2/2012 12:58:05 PM)

It will take me a couple of hours to create this thread. Please do not comment until the last screen shot.

#1 : victory screen, that fleet is over 500 troops on way to next war when I won.



[image]local://upfiles/36255/A3823822A9314D1E96337C6EA0D416B9.jpg[/image]




Jeeves -> RE: LCC7 victory end 50 days at 14+ hr/day (7/2/2012 12:59:32 PM)

#2 :


[image]local://upfiles/36255/363936DBE1E5444A9C542EF870021512.jpg[/image]

My home world is a bee-hive of passenger ship activity, notice the ships waiting to dock as population flees high taxes. I bent the empire summary screen displays of numeric values a bit with the high values being displayed. Money was never a problem once I had five AI empires to sell technology to, about year four. I conquered the Gizurean home world to get their racial bonus, also the Human home world but I did not need their racial since almost all the technology was done. The Ketarov bonus comes from a continuous stream of emigrants from their home world to my colonies.




Jeeves -> RE: LCC7 victory end 50 days at 14+ hr/day (7/2/2012 1:08:46 PM)

#3 :


[image]local://upfiles/36255/40B912EB1DD94F20977271F52D0F42CF.jpg[/image]

I am the big blue empire. My home is in e-7, the human home was in e-3...





Jeeves -> RE: LCC7 victory end 50 days at 14+ hr/day (7/2/2012 1:12:14 PM)

#4 :


[image]local://upfiles/36255/1CDC0C4800B44266B533F5EAF76C43FD.jpg[/image]

Resources sorted by galaxy demand. There was never enough carbon fiber mined for demand but the steel shortage was finally beginning to diminish. I'm not sure why Aculon was a problem except that I used a great deal in my designs. Notice who is demanding all those resources, my proportion of galactic demand for my empire is rather high...




Jeeves -> RE: LCC7 victory end 50 days at 14+ hr/day (7/2/2012 1:17:56 PM)

#5 :


[image]local://upfiles/36255/FA7618B7649A4DF6BF22004DB5DA9890.jpg[/image]

I could have stomped all the other empires to ashes with my world destroyers and hundred death ray armed size 2250 carriers, but I chose a peaceful victory. Someday I will see what being a bully and subjugating every empire is like...




Jeeves -> RE: LCC7 victory end 50 days at 14+ hr/day (7/2/2012 1:22:05 PM)

#6 :


[image]local://upfiles/36255/EC9748CD610243A1B9F48C5499BD0DE7.jpg[/image]

Good diplomatic relations are essential for trade of resources and to get money from technology sales. Until near the end game I called up every single empire every 19 days and negotiated a trade deal, usually giving then either 1k cash if they had plenty or 10k if not. But I garnered millions per year to use for buying technology crash researches by selling technology to anyone who had a fair amount of money, or selling it anyway when an empire was about to learn the tech but could not pay a fair price. Keep them from trading tech to each other as long as possible. If they buy it from you, they can't sell it to other empires...





Jeeves -> RE: LCC7 victory end 50 days at 14+ hr/day (7/2/2012 1:28:22 PM)

#7 :


[image]local://upfiles/36255/1645C34F1B5445EBAC35D751230BE2D1.jpg[/image]

I got lucky early in the game getting an excellent set of characteristic skills and traits for my home world governor. Notice the bonus for income...




Jeeves -> RE: LCC7 victory end 50 days at 14+ hr/day (7/2/2012 1:32:01 PM)

#8 :


[image]local://upfiles/36255/AE1D0C0745774DAABB16C4F16E3EC961.jpg[/image]

I had this leader from the start of the game. I took whatever skills and traits he randomly added. Next game I will force the skill of colony corruption reduction from my governor so that my galaxy spanning empire makes more money. I was very pleased with this leader from the start. He was not perfect, but he WAS outstanding.




Jeeves -> RE: LCC7 victory end 50 days at 14+ hr/day (7/2/2012 1:37:35 PM)

#9 :


[image]local://upfiles/36255/4E33831E10FE43689ECFD428BA11EB56.jpg[/image]

Fourth and last scientist I got was ultra genius AND inspiring. They don't come much better than that!




Jeeves -> RE: LCC7 victory end 50 days at 14+ hr/day (7/2/2012 1:40:41 PM)

#10 :


[image]local://upfiles/36255/EB028901651043D4A1B90F1017431399.jpg[/image]

My home spaceport was armed with death rays, and had 36 yards. I wish that I had thought to take a screen shot when it was really REALLY busy about three game years ago. Maybe I will go back to an old saved game and take a shot...




Jeeves -> RE: LCC7 victory end 50 days at 14+ hr/day (7/2/2012 1:45:40 PM)

#11 :


[image]local://upfiles/36255/A2E93A8E0B2446B488BA1998896D4198.jpg[/image]

I had only three gas giants in my home system, and lacked Krypton till I found some outside the home. The defense base is one of six that got put on the home world itself instead of in orbit. I played this game as though I was up against an opponent of almost equal strength to me...




Jeeves -> RE: LCC7 victory end 50 days at 14+ hr/day (7/2/2012 1:50:20 PM)

#12 :


[image]local://upfiles/36255/8BF2329DD31940F88DDA1C1B9193D190.jpg[/image]

Over the course of four days, I generated hundreds of galaxies to find the perfect home which was as near as possible to galaxy center. But I wound up taking this beauty even though it was almost two sectors away from e/f-5/6.




Jeeves -> RE: LCC7 victory end 50 days at 14+ hr/day (7/2/2012 1:56:19 PM)

#13 :


[image]local://upfiles/36255/82CA2F7AF318448596FE68E2325B494E.jpg[/image]

This game was better than any I have played before due to the order in which I built wonders. Top priority was of course Bakuras.




Jeeves -> RE: LCC7 victory end 50 days at 14+ hr/day (7/2/2012 1:59:39 PM)

#14 :


[image]local://upfiles/36255/5106A679DFE34FEC8FDD5F1D9B6F2EB4.jpg[/image]

There were a bunch of Acdarian independents smack dab in the center of the galaxy that I conquered, but they were never an important factor, some did not even have their spaceports built after ten years due to poor logistics in the civilian economy.




Jeeves -> RE: LCC7 victory end 50 days at 14+ hr/day (7/2/2012 2:05:21 PM)

#15 :


[image]local://upfiles/36255/CF438F0CF52D4ECCAE5E01FA6896A435.jpg[/image]

When an empire is conquered, its undelivered cargo has a red x for empire in the cargo bay, and is lost forever. I complained about that and hopefully there is a fix in the works giving the owner of the bay the cargo of the dead empire.




Jeeves -> RE: LCC7 victory end 50 days at 14+ hr/day (7/2/2012 2:10:26 PM)

#16 :


[image]local://upfiles/36255/29D70377B6B0463F837F7C974BD410EF.jpg[/image]

This victory at this date was made possible by clone troopers. My Ikkuro trained up to 30k by conquering independents. But the independents make lousy troops, especially Teekans (Securans are mediocre), until they get a cloning facility. Then their troops are as good as any other colony's troops.




Jeeves -> RE: LCC7 victory end 50 days at 14+ hr/day (7/2/2012 2:16:23 PM)

#17 :


[image]local://upfiles/36255/01D1DC72FA404DF3A3DBF0C8BF6A034F.jpg[/image]

This Naxillian independent's population was greatly augmented by a recent influx of pinko ugnaris from the northwest, but still had not built all of his facilities after many years. Also, when you decide to take over an independent, make it only those which are high planet size and quality, not just the nearest to your troop ships. There were about 30 independents which I should never have conquered in this game. Live and learn. Try to take all of those with carbon fiber, also very large and high quality or very near an AI empire's home world. Alternatively set your victory conditions for an economy only half the percentage of the victory conditions for territory and population.




Jeeves -> RE: LCC7 victory end 50 days at 14+ hr/day (7/2/2012 2:24:46 PM)

#18 :


[image]local://upfiles/36255/AE6A958F25104493835DDB761D238B93.jpg[/image]

Conquered almost nine years ago yet still has not got much population and has not built his spaceport despite being fairly near my home system. The civilian economy is a limp wrist loser, and needs vast improvement!




Jeeves -> RE: LCC7 victory end 50 days at 14+ hr/day (7/2/2012 2:29:30 PM)

#19 :


[image]local://upfiles/36255/CBA7C25854BB44B4B5FC84BFE3673EFD.jpg[/image]

The next few shots are ship designs sorted by number of ships. The super carriers are armed with death rays as well as 20 fighter bays. The death rays, super carriers, and recharger all have warp inhibitors and shield area recharger. The recharger also have a long range scan. I won't go into my ship designs in detail here, not to bore you.




Jeeves -> RE: LCC7 victory end 50 days at 14+ hr/day (7/2/2012 2:35:42 PM)

#20 :


[image]local://upfiles/36255/3EC9CC151836450DB6BDF7082299DC75.jpg[/image]

The white freighters are from conquered empires. The white military are former pirates.




Jeeves -> RE: LCC7 victory end 50 days at 14+ hr/day (7/2/2012 2:38:39 PM)

#21 :


[image]local://upfiles/36255/0C65787321474F2AA1C4175A479E4D85.jpg[/image]

I'm not a big fan of cruisers, my defender class was mostly used to guard lousy colonies not worth defending with a death ray or super carrier. Some also defended key mines, my resorts, and hunted pirates.




Jeeves -> RE: LCC7 victory end 50 days at 14+ hr/day (7/2/2012 2:42:46 PM)

#22 :


[image]local://upfiles/36255/5296D2575A814AFDA06BD467BEA499CB.jpg[/image]
Top page of potential colonies sorted by size. I had to stop colonizing early on since my conquests of independents was happening much faster than my shipyards could build civilian ships. Then with most of the independents conquered, I discovered that there is horrific empire corruption, see the thread on that in the war room. So I never got around to colonizing some quite nice planets...




Jeeves -> RE: LCC7 victory end 50 days at 14+ hr/day (7/2/2012 2:48:38 PM)

LAST SHOT #23 :


[image]local://upfiles/36255/D3291FB484E744EE9A7E4D5A29C11F90.jpg[/image]

Potential colonies sorted by quality. There are ten of them on this page of good size that I really SHOULD have colonized instead of conquering lousy independents of small size and quality. With Bakuras shipyards I could have built a dozen colony ships in three years early in the game and had my passenger transports take population to them...


THAT WRAPS IT UP! Any comments are welcome.

Lonnie Courtney Clay




feelotraveller -> RE: LCC7 victory end 50 days at 14+ hr/day (7/2/2012 6:56:47 PM)

[sm=happy0065.gif]

Makes me want to play all over again.

On a random note, Aculon is like the Steel of higher tech.  Many later components require decent amounts of it.  The resource makeup of components was changed from RotS to Legends.  I did have it written out somewhere but alas it is one of my pencil scribblings buried in a pile of similar scribblings = currently unlocatable. 




ScottenChi -> RE: LCC7 victory end 50 days at 14+ hr/day (7/5/2012 8:36:05 PM)

If you played to a peaceful victory, then why so much firepower?




Jeeves -> RE: LCC7 victory end 50 days at 14+ hr/day (7/6/2012 5:51:55 AM)


quote:

ORIGINAL: ScottenChi

If you played to a peaceful victory, then why so much firepower?


Two reasons, I wanted to see how much military I could support, and I thought the Shakturi might show up. But they never did. Actually I usually only had one carrier or capital ship per colony, except in my home system and the super luxury systems. But when most of them were armed with a death ray, the firepower per ship is very high.

Lonnie Courtney Clay




apd1004 -> RE: LCC7 victory end 50 days at 14+ hr/day (7/7/2012 11:14:53 AM)


quote:

ORIGINAL: ScottenChi

If you played to a peaceful victory, then why so much firepower?


Peace Through Superior Firepower.

There are some nice stats here, but this is end game and I'm more interested how you got to this point. I've never even made it this far. How you micro-managed this monstrosity is very impressive.

Very curious how you got all the other races to like you so much. I play humans almost exclusively and I usually end up at war with the insectoid races very early on and it seems no matter how much money I gift them I can never get them to a positive relationship due to government differences, racial/instinctive differences, and in later stages of the game my size difference over theirs. I've also found that once I get to be way out in front of everyone else, even some of the friendlier races tend to become jealous. I notice you don't have any relationship greater than a free trade agreement. Probably to keep you from getting drawn into other people's fights?

What game version are you playing? I play Legends with latest beta. I have mixed feelings about playing the beta but there are a few things I like about the recent versions that I can't go back.

What aspects & policies do you leave to AI control, or do you run everything on manual? I notice all your tax rates are set to 0%.

You say you don't like cruisers much, and I'm curious why because other than the default design with each class and minimum requirements for certain classes like carriers, there is really no difference in the military ships. I've never tried it so I could be wrong, but I think you could have a size 200 capital ship and a size 1000 escort if you wanted to.

I have started hundreds of games but never finish any of them, and I seem to prefer the early to mid game over the later game. Probably because the micro-management gets out of control, but that's one of the things I like about this game so I probably need to change the way I play it. I play most games open sandbox with Shakturi turned off because they always end up kicking my butt when they arrive due to their built in cheats and the fact that they always seem to arrive at a bad time and in locations where I am vulnerable. Plus, I think I am so stuck in my style of play that I need to re-look how I play the game and start trying new ideas.

Anyway, impressive game and you have given me some new ideas to try for the way I play.

Cheers





Jeeves -> RE: LCC7 victory end 50 days at 14+ hr/day (7/7/2012 9:24:31 PM)

Nothing above free trade is for two reasons - avoid their wars and not giving them my galaxy map.
I play as expert, nothing at all controlled by the AI.
To me a cruiser is over size 650 but under size 1200. In that range IU build some, but games never last long enough to need a second warship per colony. So if I am going to park a warship at a colony, I make it armed with a death ray and at my biggest colonies it is a size 2250 carrier. My ten smallest colonies with revenue under 15k get cruisers.
This game was 1.7.0.14 version.

Lonnie Courtney Clay




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