Star Ruler 2

Star Ruler 2

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Strategic Analysis of Known Commanders
By Dalo Lorn
An in-character analysis of some of the players I've played against and their capabilities. Partly tongue-in-cheek observation, partly advice on how to deal with them, and partly proof that I have way too much time on my hands (much like the ABEM 'history of the galaxy' article I wrote on its wiki). :P
   
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Notes
(To those of you being featured here: I can remove your sections if you want me to. Just saying.

To those of you not being featured here: I haven't played with you recently enough. :P)

So, what will these look like?

Designation: Nickname assigned by analyst. Field is non-existent - instead, this goes into the title of each section.
Aliases: Name they go by ingame.
Threat Level: How dangerous they are, from 'Non-existent' to 'Extreme'. Analyst bias is to be expected. :P
Strengths: What they're good at.
Weaknesses: What they're bad at (or simply refuse to focus on).
Behavioral Analysis: How they tend to act.
Recommendations: How to defeat them.
Self-Analysis
Aliases: Dalo_Lorn, Gezerhian_Order, Whatever_Name_Is_Appropriate_For_A_Given_Faction
Threat Level: Moderate (of course. :P)

Strengths: Long-term planning, diplomacy, scheming, research, knowledge, roleplaying
Weaknesses: Ship design, warfare, optimization, industry, application of knowledge, not roleplaying

Behavioral Analysis: Subject is unlikely to engage in warfare unless desperate, attacked, or certain of overwhelming superiority. Political opportunism is likely, may occasionally backstab powerful allies in order to extend the duration of the game and ensure his victory. Regardless, subject is likely to provide advice and attempt diplomatic solutions when dealing with potential allies or equal/lesser empires, and his own military competence makes the risk of backstabbing easy to mitigate.

High probability of attempting to forge alliances against perceived threats to himself or the rest of the galaxy - particularly obvious with subject 'Jurassic Menace', who is almost guaranteed to be targeted by such maneuvers. Subject is psychologically incapable of performing certain forms of optimization (suspected cause: roleplayer background), unlikely to attempt high-level ship design during a game (except when roleplaying) and has a tendency to forget to save well-performing designs for later (or create a set of designs in the sandbox). Subject also displays an alarming tendency to write long articles and posts for no apparent reason other than his own amusement and the hope that maybe somebody actually reads them (suspected cause: who the hell knows?).

Industrial aptitude is low, usage of starbases is abysmal. Subject comes into his own in the later hours of a game when his empire has finished its expanding stages, and has a preference for high-risk, high-reward lifestyles such as Ancient and Progenitor.

Recommendations:

1. Rush to conquer homeworld before subject can perform military buildup (Comment by analyst: Please don't! *puppy eyes*).

2. Attempt to match or exceed design quality and industrial capabilities, and avoid being overpowered in the Senate or by being assaulted by a coalition. Dismantle homeworld to minimize threat level. If subject forms alliances, form alliances of your own to counter them.

3. Use good roleplaying to distract subject before performing options 1 or 2.
Jurassic Menace
Aliases: Alarcar, Alarcarr, Jurasic_Park

Threat Level: Extreme

Strengths: Ship design, optimization, industry
Weaknesses: Diplomacy, long-term planning (largely in the Senate, see below)

Behavioral Analysis: Subject is extremely likely to forego all attempts at diplomacy in favor of subjugating threats. Any unfavorable diplomatic act (even Gifts) is likely to be followed up by immediate declaration of war to minimize potential damage, followed by immediate subjugation of the perceived assailant.

Displays considerable competence in warfare, and does not refuse to use any method available to ensure victory - up to and including ship designs this analyst would never use (see Self-Analysis above). Also extremely knowledgeable in all things pertaining to industry and expansion.

Subject is very much a lone wolf, and while displaying a tendency not to declare war against too many opponents at once, does not ally with empires he does not conquer himself. This can sometimes backfire if his threat level is recognized and a sufficiently powerful coalition formed to repel him, especially if one or more members of the coalition are militarily capable of fighting him off.

Likely to choose an obvious short-term boost to himself rather than a significant but non-immediate weakening of his opponents.

Has an extreme fondness for heavily armed, heavily armored dreadnoughts with limited maneuverability, compensating for this weakness with Ion Cannons and Skip Drives.

Recommendations:

1. DO NOT ENGAGE. Particularly important in small games where rallying a sufficiently powerful alliance is impossible.

2. Prevent access to artifacts, especially Ion Cannons and Skip Drives. In that order.

3. Form alliances to avoid being overpowered. Strength in unity or death in solitude.

4. If unable to form alliances, attempt to withstand military incursions and delay loss of core worlds long enough to defeat subject in the Senate. Do not under any circumstances allow subject to hold a larger proportion of the galaxy than your own.
Flipping Jacks
Aliases: Jack_Be'Flippen or any variant thereof
Threat Level: Moderate to low

Strengths and Weaknesses: No particular strengths or weaknesses observed. Good roleplayer.

Behavioral Analysis: Subject is content to build up his empire in peace for hours unless provoked. High likelihood of panicking and launching an offensive if sufficient military power is demonstrated.

Does not particularly act to prevent rivals from gaining major advantages in the form of zeitgeists, and is generally passive in the Senate.

Is one of the few roleplay-prone commanders known to exist.

Recommendations: Build a stronger empire, provoke an attack, weather the storm and launch a crippling counterattack.
Artist Supreme
Aliases: JonM
Threat Level: High

Strengths and Weaknesses: Insufficient data. Threat level extrapolated from known factors.

Behavioral Analysis: Subject is liable to create wonderful models, shaders and textures.

Recommendations: Insufficient data to extrapolate.
Partners
Aliases: Vitio and Libertatis
Threat Level: Moderate and High, respectively, Very High or Extreme if playing in an FFA together

Strengths: Combined competence and tendency to ally make them a formidable duo. No other strengths observed.
Weaknesses: Tendency to use large quantities of comparably small flagships. No other weaknesses observed.

Behavioral Analysis: Subjects' tendency to ally makes them a considerable threat. Subjects are known to join forces with other empires if the situation requires it, making them a rare case where competence and willingness to ally with others are not inversely proportional to each other. (See 'Jurassic Menace' above.)

Very little detailed information is available. Subjects are unlikely to declare war unless provoked - but are willing to form alliances against overwhelming opposition.

Recommendations: Make an alliance of your own, build a better pair of empires, declare war, withstand their offensive, cripple them.
Orbs
Aliases: IllyiaSvara
Threat Level: Non-existent if storms are present, otherwise ranges from Non-existent to Extreme depending on what she feels like doing.

Strengths and Weaknesses: Possible insanity. High knowledge of game mechanics.

Behavioral Analysis: Insufficient data. Will attempt to cripple Mechanoid races using carpet bombs.

Does all sorts of stuff in the manner of a regular cloudcuckoolander. :P

Level of insanity is directly proportional to player count.

Recommendations: Insufficient data. If Mechanoid, prevent carpet bombing.
Casting
Aliases: Castman
Threat Level: Very High to Extreme

Strengths: Fairly competent overall (manages to militarily send Alar running before allied forces can intervene!), but particularly dangerous in the Senate.
Weaknesses: Tendency to give up against seemingly overwhelming odds when there's still room for several hours of gameplay. :P

Behavioral Analysis: Subject zealously collects influence cards to dominate the Senate. Is content with peaceful expansion and diplomacy, but will gladly declare war if an opponent attempts to annex planets. Once set on a warpath, will not stand down unless there is a perceived greater threat - even then, heavy negotiation will be required.

Well-built ships provide the subject with plenty of force with which to back up his considerably influential words, making him a better-rounded opponent than others and a force to be reckoned with on all fronts.

Recommendations:

1. Stay out of subject's way.

2. If option 1 is unfeasible, form alliances to counter him, hoping his own allies and vassals aren't strong enough to help.

3. Fight on all fronts equally. Ignoring the Senate will be costly, both immediately and in the long run, but confrontations in the Senate at the expense of everything else is a mistake that will quickly be rectified at the barrel of a railgun.
Plasma-Firing Quadruped
Aliases: Too many to list, last one included 'Kitari'.
Threat Level: Very Low

Strengths: Fairly balanced overall. Quite willing to cooperate against powerful opponents. Very good roleplayer, also skilled at descriptive narratives.
Weaknesses: Short fuse. Virtually never present.

Behavioral Analysis: Subject is familiar with the theory of running an empire, making fairly few mistakes (arguably, the tendency to repeatedly and semi-deliberately go into debt during the expansion stage is one of the bigger ones), but expands and grows very slowly.

Quite likely to remain defiant until the end. Concerted effort may be required to completely eliminate subject, but destruction of key planets and military forces should render him inert. Ship designs emphasize anti-swarm, carrier focus.

Demonstrates above-average capability for teamwork, which is hindered by the overall weak nature of his empires. Is rarely active, which likely contributes to his low threat level. Subject has a preference for roleplaying and operating alongside familiar commanders.

Extremely adept at thinking out of the box, but is forcibly boxed in with catastrophic results by the game's mechanics.

Recommendations: Ignore. Launch crippling strike towards core world if annoyed, conquer planets as the economic situation requires it. Be alert for any allies assisting him.
German Zombie Vulcan Trader
Aliases: Baroon_Valm, Tot
Threat Level: Non-existent

Strengths: Commerce.
Weaknesses: Everything.

Behavioral Analysis: Subject refuses to attempt self-education. Immediately causes economic collapse in empire.

Has retired from service and does not appear anymore.

Recommendations: Educate or destroy at your own leisure. Destruction is probably easier.
15 Comments
MysticVoid7x9 30 Jun, 2019 @ 5:08pm 
heh :lunar2019grinningpig:
Dalo Lorn  [author] 18 Oct, 2016 @ 12:58am 
Heh, with me it's almost exclusively 'personal view'.

Anyway, it's not like I patented this thing or something - do what you like. :P
IllyiaSvara 17 Oct, 2016 @ 3:45pm 
Scientific analysis of some of us would not work :p
Dalo Lorn  [author] 17 Oct, 2016 @ 10:23am 
Even if I had originally paid attention to these sorts of things, I wouldn't remember any of it anymore. It's just a bunch of random observations of how people play, tongue-in-cheek comments and a bit of roleplaying, not a scientific analysis or anything.

As for expanding the list... I barely play the game anymore (unfortunately), so there's not a lot of data to work with.
Mr Said 17 Oct, 2016 @ 9:54am 
ColSAid here !
Commander Dalo Lorn. You have a discription on how you do the Analysis.
What I would like to see, more information of the playing field. Like what are the game option, how many systems, ect, ect. Also do you have any plans, to expand this data base ?
When I do a set-up, I set the options, (from the top down), 150-175%, 40%, 45%, 70%, 60%, 40%, 40%, 0%, 25%, 150%, no Dread Pirates, Starting Fleets yes, Break Teams yes, Terraforming yes, Diplomacy yes, Remnant Aggression yes, Full Explored map yes, Revenant Parts, sometimes.
That would be nice to show too, under your description of Aalysis, the options that you use to
come to you Analysis. Thank's, ColSaid (Ret.)
Dalo Lorn  [author] 16 Oct, 2016 @ 11:36pm 
All of this analyzing was done in vanilla - getting regular info out of modded matches is a virtual impossibility.

I don't always host, because my PC and connection aren't the strongest of the lot, but I'm capable of doing it.

Well, I rated myself 'Moderate' in the 'Self-Analysis' section. :P
Mr Said 16 Oct, 2016 @ 5:44pm 
ColSaid here!
Like the idear Dalo Lorn. Do you play the "Vannilla", with the same settings? Do you host, when you have a player ? Wondering, how good are you,Hmm ?
Dalo Lorn  [author] 30 Jul, 2016 @ 1:19am 
Alas, I haven't been getting a lot of new intelligence on anyone. (Except Darloth, but that's more modding-related than anything anyone could use in combat. :P)
dolynick 30 Jul, 2016 @ 12:03am 
Hah. Hadn't seen this before. Got a good chuckle out of this Dalo.
IgnacM991 3 May, 2016 @ 10:16am 
You made me giggle Dalo, thanks :) I'm not playing multi since I would get rekt by anyone, my roleplay tendency, guilibility and outgrown imagination aren't suited that much for games against humans (?). Anyway, subbed!