Arcean Arrival
To continue my quest to experiment with all the races I’ve decided to work on the Arceans. I’ve never played them before (except in passing) so I’ll need to give it some thought to figure out how to best use the race, its Super Ability, and allocate my pick points.
The First Strike special ability clearly says one thing: high offense on ships. I want to be able to kill them at the first strike or it really doesn’t matter. That means that although I may want some defense that it is secondary to an attack. I’ll also have to find the best attack to cost weapon, and balance that against research cost. Early in the game beam is the cheapest to research, and all of the weapons are about the same for size vs level (see the Wiki article). So, since I want to get an early advantage I’ll go for beam since I can plow up the ladder faster and get a better attack rating. Plus, I’ve found that my games never get too far down the tech tree since they are long since decided one way or the other. Either I’m crushed like a bug or I’m rolling over my opponents by middle game.
Now, to pick points. The Arceans have nothing terribly special with a 20% morale bonus (nice), +15% HPs (nice) and 10% soldier with a logistics of 8. My points are going to +2 speed and +10% eco. In particular the +2 speed will be helpful since it means faster colonization and goes along very well with the Super Attack ability – more attacks are good! In many ways I’m pretty boring and generally go for eco and morale picks, and this is no exception.
Overall my strategy is not dissimilar to what I typically do: colony rush, get some early defenders out, and work to stabilize my economy. The Arceans seem to be made to be aggressive so I’ll have to find a target early and wear away at them. The +2 speed means I’ll get more anomalies with my survey ship, so getting to survey tech and pumping out cargo hulls will be a good thing. +2 speed is always a good thing! Also, there is the prospect of ships with no engines that still move speed 3 – weapons heavy and relatively cheap! This also goes for colony ships and constructors – without engines and on a small hull they’re ~40% cheaper.
The rest will depend on where I am and what type of galaxy we have. I’ve set it to random everything just to mix things up. I don’t want anything less than medium but everything else is OK. Tech trading is off since I hate Group AI research, and with it on all the races end up looking and feeling the same.
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January 2226
Random everything can be a real grab bag since it means you can’t cherry pick conditions for your race and its picks. So my first generation had me squished in the corner of a small galaxy. Nope – not what I wanted at all. On the second try I got what looks like a medium or large galaxy with a good number of stars. Then I saw my home planet – a precursor mine and a 300% industrial bonus tile! I don’t think I’ve seen that before and I simply can’t resist. Of course it gives me a huge advantage - so sue me. I only have 10 tiles so they get built out with two factories (which function as 10! Or is that 12?), 3 labs, 2 markets, the home area, spaceport, and after I get the tech a manufacturing capital. The two factories are purchased and the rest are built normally. My taxes are adjusted to keep my morale at 100%, and sliders at 60% military and 20% research and social. My party is Federalists for the additional 20% economy bump.
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Image 1: Arcean Homeworld.
I’m not sure about this galaxy though. I don’t see any planets around the suns! Maybe I got rare planets? If so the colony rush will be over pretty darn fast. I’m sending my colony ship to the northeast to one of the few systems with planets just in case. If there are so few planets then even one or two can be huge. It also means the only real way to expand is to gobble up your neighbors. This setup will force me to be aggressive. Hmph.
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Image 2: Starting Galaxy.
I have a non-engine colony ship designed that can be built very fast. That will be used to colonize Hammer, my size 5 companion world. There is another system with planets to the far southwest and I’ll send a colony ship there. After that I’m likely done building colony ships and will need some constructors, or maybe warships! You’ll notice the galaxy is VERY crowded with 9 races. The Evil contingent is the Korx, Drengin, and Korath. In the Neutral corner are me (Arceans), Terrans, Thalans, and Getz (a super breeder race). And in the Good corner are the Drath and Torians. With so little room it won’t take long before conflict starts. My neighbors are the Terrans, Getz (a breeder custom race that made it in), and Drath.
Although I wonder: with so little room to develop the tech and economy development may be very slow. Since tech trading is off this means that everything I get will be on my own or through conquering my neighbors. Hmmmm.
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September 2226
The colonization rush was over much faster than I’d thought. It turns out the system to the northeast had nothing, and the one way up to the north between the Korx and Terran had a PQ2 planet that the Korx colonized. Now, I sent my colony ship to the far southwest and got real lucky. There was a single PQ4 world which I immediately snagged. The good news is that it has 4 yellow tiles, so when I finished researching terraforming it will be a PQ 8 world! That means that I will have 3 planets along with the Korx, and everyone else has 2 (except the poor Thalan who has one). Overall it worked out pretty good.
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Image 3: Galaxy Setup in September 2226
I’ve fiddled with my sliders to finish off my infrastructure and alternatively military construction. I was able to snag a morale resource north of me and the Terran got the other one. My companion world Hammer had a 300% manufacturing bonus tile, so that along with a spaceport and 2 labs will finish it off. It became a PQ6 world with my first level of terraforming and I’m building a farm – I need lots of people if I’m going to invade my neighbors. My home planet built a market to help with income on our terraformed sector.
Keeping morale at 100% means my tax rate is ~20%. This is not sustainable, so I’m going to have to invest in my morale resource and morale tech. I’m building cheapo no engine constructors (speed 3 due to my +2 speed bonus), which is OK since the resource is pretty close. More morale means more taxes. My 5 survey ships are busy running around at speed 4 (for my flagship) or 5 and are snagging a respectable lode of anomalies, cash, and goodies. Right now I’m running a -192bc/turn deficit – the huge manufacturing at my capital and the 300% industrial bonus on Hammer have a big effect. I can keep this up for a while since I have over 5000bc in the bank, but I’ll need to get a few eco techs to stabilize my economy as my higher population kicks in. And I also need some diplo techs and maybe some trade/freighters to keep my neighbors off my back. In particular I want the Getz to leave me alone. Maybe the fact he is by the Thalan and Drengin may keep him occupied! Ha!
I’ve researched through laser 2 but haven’t built any military yet. My neighbors haven’t built any military so I don’t feel any great pressure. I’d rather spend my production on constructors to augment my morale resource, which I plan on maxing out and giving basic defenses, which work very well in the early game. I’ve notice the Drengin and Korath have **gasp!** started building a military already. Imagine that!
My plan is blast through laser 5, the first level of logistics, and form a fleet to take out the Terran morale resource. I’ll have a trio of constructors to secure it, and then if he wants peace I’ll give it to him. This will bump my morale as I prepare to take out the Drath. I’ll get a bunch of ground combat, a spy or two to see what I’m in for, and then a fleet of transports. That will take quite a bit of time since that is a lot of population for just three worlds without devastating my population. I may need to cruise around and take out resources to keep myself busy.