Interesting replay...for those that didn't/don't want to watch...
Choke point between players was the pirate base, with more or less equal planets on each side, though map favored Auqia slightly (had both asteroid/moon connected to HW, had more neutrals, had more population potential)...both players avoided fleeting up for quite a while, investing resources in trade, titan, and military technologies...Auqia got his titan to pirate base first, getting it to level 3...DieHard got TAR and SBed pirate base, made push on one of Auqia's planets with titan, 4 caps, and moderate bomber spam....Auqia ravaged DieHard's fleet, at which point game was essentially over...
Here are my thoughts...
Aquia:
- His expansion really surprised me:
- No use of corvettes or scouts to wipe krosovs...lost a planet early (though you could argue he just forgot to build turret)...IMO I think 2 corvettes and 2 disciples (which he had fleet supply for) could have saved him the hassle of turreting several of his planets and allowed him to get extractors faster...he also would have been able to keep a missionary vessel at an asteroid near a fringe ice world....just my opinion....
- Use of his halcyon and the micro-management of his missionary vessels was excellent...going ADA and fighter build allowed his halcyon to clear some of the bigger militias rather well...his expansion was quick considering he didn't lead with colony cap...
- Got culture and trade up early, made excellent use of logistics and avoided logistic upgrades...
- Got bare minimum needed to support a titan rush...his titan was up earlier and was able to level at pirate base, allowing him to get lvl 3
- Very minimalist approach to fleet...hardly had any fleet until end of game (at which point he spammed capital ships)...worked well since he leveled his titan and DieHard didn't bomber spam early...
- Interesting use of culture...got culture SB and culture techs (including the ones that see all culture and wells under influence) very early...costly investment, but gave him culture bonuses at pirate base...
- Got defences up early on key planets...shield bestowal, turrets, PJIs, SBs...
- Invested heavily in military technologies before fleeting up, prioritizing hull and shield techs...when he did fleet, it was the classic Eradica + defense vessel combo...at end he spammed capital ships...
DieHard:
- Expanded using Akkan and some cobalts, allowing him to clear militia better...bactracked his fleet though to get volcanic on edge of map, allowing Auqia's Halcyon to bomb one of his frontline asteroids...
- Got culture and trade up early as well...however, he rushed 6 civ labs and development mandate, preventing him from getting titan as early as Auqia...
- Minimalist approach to fleet for expansion...fleeted up to get a small cobalt spam, though not enough to do much other than drive off a lone capital ship...later got 3 more caps (sova, 2 dunovs) and moderate bomber spam going...
- Got defences up early on key planets...also got TAR and built SB on pirate base, allowing him to hold it...note however that TAR prevented him from colonizing pirate base and getting any XP on it...
- Invested heavily in military technologies before really fleeting up...
In my opinion (and this is just my opinion, also aided with foresight), the costliest mistakes were DieHard rushing development mandate before Titan and getting TAR (which prevented him from colonizing pirate base and getting XP)...personally i would have gone for bomber spam earlier but I don't think that's a mistake, more personal preference...