Hello and welcome! I'm going to be playing as the United Federation of Planets in Star Trek: Infinite. If you haven't seen, Infinite is a game built off the Stellaris engine and so has a lot of obvious similarities to that game. There are some interesting differences, however, that I'll try and touch on as they come up. This will be a gameplay/strategy AAR focusing on not just the events of the playthrough but also an explanation and my thoughts on the game's mechanics when relevant. This is also my first AAR in quite a long time, so hopefully I still remember how to do this
. Updates will probably be slow, but I'm aiming on at least once a week.
I'm playing on Commodore difficulty with x2.0 crisis strength, all the other settings left on default. I played a test run prior to this for about eight hours so I'm not going in blindly, but I'm also a pretty average Stellaris player, so the difficulty should hopefully be an appropriate challange while still leaving me room to fail for your entertainment.
With that said, let's jump in and introduce you to the game.
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So the first major difference between ST:I and Stellaris is the playable races. Stellaris comes with a number of pre-generated civilizations to play as but also lets you create your own, and will randomly generate alien civs to populate your galaxy each time you start a new game. Set in the Star Trek universe, Infinite restricts you to playing as one of four civs from Star Trek canon: the Federation, the Klingons, the Romulans, and the Cardassians. These four playable races are the Major Powers of the game; they're the movers and shakers of the galaxy and come with their own unique features. As I mentioned at the start, I'm going to be playing as the United Federation of Planets, aka the Good Guys.
The Federation is the protagonist of all the Star Trek shows, making them the "default" race in some respects. As you can read in the description, the Federation is built on the principles of peace, progress, and cooperation, and this is reflected in their starting traits and civics.
The first two, Cosmologist and Pioneer, are the traits of my starting leader, President T'Pragh (who the game insists is human despite her looking decidedly Vulcan). Your starting leader is always the same, but as your leader changes over the course of the game they'll bring different traits with them. The next two traits, High Education and Diplomatic Expertise, are the Federation's civics, which are also always the same, however we have the option to add them. More on that later. Federated Democracy, the last trait, is our government type. I think these bonuses are pretty true to the Federation's strengths in Star Trek and encourage you to play in a way similar to how they act in the shows. Which isn't to say that you're entirely railroaded. There are some options to diverge from canon, and I plan to do so a little bit down the road.
Overall, however, the Federation's strengths map pretty well to how I like to play Stellaris, which is the other reason I chose to play as them. In general, I like to mind my own business while I expand as much as possible and then tech up like crazy. Military conflict tends to be a last resort, and ideally postponed until I have technological and economic superiority over my enemies. We'll see if the other Major Powers in the game will accommodate me.
This is how our corner of space looks at the start of the game. You can see that all four Majors start in close proximity to each other, as well as all starting with about a dozen controlled systems and four colonized planets. This is another important difference from Stellaris, where you usually have more room between you and your closest neighbors. Each Major Power here has a direction to expand in away from their rivals, but you're in contact with each other right from the jump. I think this kind of faster start will be great for multiplayer, although I haven't had the chance to try that yet.
There are a few other things on the map worth pointing out. One, you can see that the four Majors aren't the only civilizations in the galaxy: we also have the Betazoids and the Bajorans, our first two examples of Minor Powers. Minor powers aren't as active or dynamic as the Major Powers, but they can still build fleets, research, negotiate, and expand. They also each have a unique civic of their own. If you incorporate a minor power into your empire, you add their civic to your own, meaning you can accumulate quite a nice list of bonuses. Incorporating minors is also one of the ways you can win the game. One of the victory conditions is having 10 civics, which means incorporating 8 minor powers. This is the victory condition I'm going to be shooting for.
At the top of the screen are the resources, which will be mostly familiar to Stellaris players but with a few changes. Consumer goods, for instance, has been swapped out for Deuterium, a resource that goes into ship maintenance. Science resources have been consolidated from three (physics, society, and engineering) down into just one. There are four rare resources - dilithium, tachyons, gravitons, and nanites - which are used in higher tier buildings. Finally, there's a brand new resource, Officers, which is represented by the naval hat icon (currently at 0 +8). Each ship has an officer capacity, representing the manpower requirement to operate the ship. When your ships take damage, there's a chance for officers to be killed, which in turn lowers the ship's combat and repair efficiency. Officers will replenish outside of combat, provided you have enough in your pool.
So the two main resources you need when building ships are alloys (represented by the stack of tubes in this game) and officers. I start with no stockpile of either and low incomes for both (+10 and +8 a month respectively). Until we get the economy built up, ship-building is going to be limited. For now, the starting fleet of five Miranda-class corvettes is going to have to do.
Speaking of which, one of the first things I do is go into the ship designer and redesign the rather silly auto-generated corvette the game gave me.
Here we have another change from Stellaris. Instead of three hp types (hull, armor, and shields) and weapons that specialize against each, Infinite drops armor in favor of just hull and shields. Broadly speaking, weapons come in two varieties: energy weapons and torpedoes. Energy weapons are the anti-shield and torpedoes are the anti-hull. The default design for the Miranda-class had it equipped with four plasma charges (the entry torpedo weapon) and no shields whatsoever. I've added both phasers and shields to my design for a more rounded, and hopefully more effective, layout. I plan on refitting my starting fleet when I have the alloys for it, but I'm not expecting any conflict right away so it's not a top priority.
The next thing I do before unpausing is set my starting research.
You get three randomly selected techs to choose from in each science category and these are the ones I pick. Not too bad, all things considered. The mineral bonus is nice for early game expansion, since that's what most orbital stations and planetary buildings cost.
Next time I'll go over what my goals for the early game are as well as my overall strategy, then I'll unpause the game and we'll see how long that plan survives contact with the enemy!
I'm playing on Commodore difficulty with x2.0 crisis strength, all the other settings left on default. I played a test run prior to this for about eight hours so I'm not going in blindly, but I'm also a pretty average Stellaris player, so the difficulty should hopefully be an appropriate challange while still leaving me room to fail for your entertainment.
With that said, let's jump in and introduce you to the game.
-----------------------------------------------------------------
So the first major difference between ST:I and Stellaris is the playable races. Stellaris comes with a number of pre-generated civilizations to play as but also lets you create your own, and will randomly generate alien civs to populate your galaxy each time you start a new game. Set in the Star Trek universe, Infinite restricts you to playing as one of four civs from Star Trek canon: the Federation, the Klingons, the Romulans, and the Cardassians. These four playable races are the Major Powers of the game; they're the movers and shakers of the galaxy and come with their own unique features. As I mentioned at the start, I'm going to be playing as the United Federation of Planets, aka the Good Guys.

The Federation is the protagonist of all the Star Trek shows, making them the "default" race in some respects. As you can read in the description, the Federation is built on the principles of peace, progress, and cooperation, and this is reflected in their starting traits and civics.

Overall, however, the Federation's strengths map pretty well to how I like to play Stellaris, which is the other reason I chose to play as them. In general, I like to mind my own business while I expand as much as possible and then tech up like crazy. Military conflict tends to be a last resort, and ideally postponed until I have technological and economic superiority over my enemies. We'll see if the other Major Powers in the game will accommodate me.

This is how our corner of space looks at the start of the game. You can see that all four Majors start in close proximity to each other, as well as all starting with about a dozen controlled systems and four colonized planets. This is another important difference from Stellaris, where you usually have more room between you and your closest neighbors. Each Major Power here has a direction to expand in away from their rivals, but you're in contact with each other right from the jump. I think this kind of faster start will be great for multiplayer, although I haven't had the chance to try that yet.
There are a few other things on the map worth pointing out. One, you can see that the four Majors aren't the only civilizations in the galaxy: we also have the Betazoids and the Bajorans, our first two examples of Minor Powers. Minor powers aren't as active or dynamic as the Major Powers, but they can still build fleets, research, negotiate, and expand. They also each have a unique civic of their own. If you incorporate a minor power into your empire, you add their civic to your own, meaning you can accumulate quite a nice list of bonuses. Incorporating minors is also one of the ways you can win the game. One of the victory conditions is having 10 civics, which means incorporating 8 minor powers. This is the victory condition I'm going to be shooting for.
At the top of the screen are the resources, which will be mostly familiar to Stellaris players but with a few changes. Consumer goods, for instance, has been swapped out for Deuterium, a resource that goes into ship maintenance. Science resources have been consolidated from three (physics, society, and engineering) down into just one. There are four rare resources - dilithium, tachyons, gravitons, and nanites - which are used in higher tier buildings. Finally, there's a brand new resource, Officers, which is represented by the naval hat icon (currently at 0 +8). Each ship has an officer capacity, representing the manpower requirement to operate the ship. When your ships take damage, there's a chance for officers to be killed, which in turn lowers the ship's combat and repair efficiency. Officers will replenish outside of combat, provided you have enough in your pool.
So the two main resources you need when building ships are alloys (represented by the stack of tubes in this game) and officers. I start with no stockpile of either and low incomes for both (+10 and +8 a month respectively). Until we get the economy built up, ship-building is going to be limited. For now, the starting fleet of five Miranda-class corvettes is going to have to do.
Speaking of which, one of the first things I do is go into the ship designer and redesign the rather silly auto-generated corvette the game gave me.

Here we have another change from Stellaris. Instead of three hp types (hull, armor, and shields) and weapons that specialize against each, Infinite drops armor in favor of just hull and shields. Broadly speaking, weapons come in two varieties: energy weapons and torpedoes. Energy weapons are the anti-shield and torpedoes are the anti-hull. The default design for the Miranda-class had it equipped with four plasma charges (the entry torpedo weapon) and no shields whatsoever. I've added both phasers and shields to my design for a more rounded, and hopefully more effective, layout. I plan on refitting my starting fleet when I have the alloys for it, but I'm not expecting any conflict right away so it's not a top priority.
The next thing I do before unpausing is set my starting research.

Next time I'll go over what my goals for the early game are as well as my overall strategy, then I'll unpause the game and we'll see how long that plan survives contact with the enemy!
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