4.45:10: Time magically rewinds itself. A rush order goes to the missile silo on Kuer ... get us a tachyon warhead, stat.
4.45.16: Tachyon warhead is completed. Those engies work fast.
4.45.21: Wave hits again. This time it's coming in from a different vector, one which aligns it with the Mk. 5 needler turrets better. Already things are looking up. Scout starships go out to meet it.
4.45.45: Scouts decloak the first 200 eyebots. Milliseconds later, the tachyon warhead arrives on the scene. New order - charge straight for centre mass.
4.45.53: Tachyon warhead hits home. It is extremely ineffective. 50,000 damage to a single eyebot, and 2/3rds of them are still cloaked due to cloaking super boost. In fact, it's so ineffective that I seriously considered save scumming at this point to claw back that 1 AIP.
4.46.10: Eyebots run straight into the Mk. 5 needler turrets and the odd few tractors that I didn't put on Kuer. Things are looking up.
4.46.56: Last of the eyebots is shredded. But not before they get off some shots at the home command station - home command is now at 27% health. And there's still 5 Mk. 5 plasma sieges left. Oh yeah, and to add to the fun there are currently 1,200 mixed ships attacking Kuer.
4.47.17: Last of the plasma sieges are killed. All ships are immediately redirected to Kuer, where most of the 1,200 ships are still stuck in the tractor fields.
4.47.40: As the fleet warps in, a group of 700 armored ships breaks away from the tractors and heads towards the home command station. 250 ships plunge desperately after them, with Lyudmila providing fire support from the wormhole exit.
4.47.42: Oh, and at this point I'm get +20k metal a second from the 4+ million salvage at Zarpar. Much nicer than the usual 10% efficiency, given how normally my economy is bottomed out.
4.48.05: 500 armored ships are the only things left on the planet. Forcefields are averaging ~ 60%.
4.48.43: Last enemy ship goes down. Forcefields took a beating, but 15 of them can hold off quite a lot of fire. My bank balance is currently at 1.5 million, which is the highest I think it's ever been in this game. Time to rebuild.
4.49: Scrap one scout starship, one was killed which leaves me with three for 6k energy. Two to provide tachyon support on Kuer, and I'll leave one on the homeworld in case something slips through. As for the homeworld, every single production facility got blown up. Presumably by the plasma sieges. So rebuild 3 space docks and a starship constructor. Of course, they didn't take the matter converters off my hands.
4.52: Refleeting is rapidly chewing through my capital. On the plus side however, the Martyr Mk. IV I started building on Senow after the last attack is up. Let's start another one, leaving us with one Titanite and one ebonite asteroid.
5.00: 5 hours in. Refleeting is complete, including every combat capable starship. And I also have two Mk. 4 Martyrs sitting on Kuer in anticipation of the next CPA, and 800k in the bank that I'm not quite sure what to do with. Next step I believe is to wipe that last external invulnerability provider off Micvarape.
5.01: 500 cloaked ships and a 739 bomber wave declared simultaneously. Not too worried about this, I've got sufficient tachyon coverage.
5.02: Operation 'Sneaky Blighter' is in effect. 40 hand-picked ships, comprising 2 bomber starships, two plasma sieges, 1 flagship, 3 raids, 22 ordinary bombers and 9 leeched zenith siege engines are put into low power mode and quietly make their way to Micvarape under cover of two cloaker starships.
5.02.40: Carefully avoiding the two remaining tachyon sentinels, even the one stuck in the middle of nowhere (probably for a nebula) the ships are ready to strike the command station shield command post.
1,400 threat in the form of 2 waves warps into the Micvarape system behind them.
5.02.59: The command station shield guard post goes down. 1,000+ enemy ships are in range of them. The task force goes dark.
5.03.12: By the time the cloaking kicks back in, there is only one survivor. A badly damaged raid starship limps home under cover of both cloakers, escaping 2,600 ships.
5.03.50: On the way home, the cloakers mistakenly pass too close to the Mk. 5 tachyon sentinal guarding the way to the AI homeworld. There are no survivors.
5.04: We now have one AI command station, 3 million health with a command grade hull, sitting under both a Mk. 3 and core (Mk 5) forcefield. Considering that we've already seen that 2,600 or so ships can be called in for defence, taking this down may require some thought.
5.05: I have 49 HaP. But do I really want to waste 12 of them on taking down 2 forcefields - especially given that later worlds are going to be even more heavily defended. Now, apparently spirecraft penetrators are immune to forcefields - but I don't think that means they can shoot through them.
5.06: Aw hell, let's test that theory. The last ebonite goes not on one, but two penetrators. Primarily because the cost of a single Mk. 3 is an astronomical 780,000 metal and 18k energy.
5.07: Penetrators comes online, and with that and healing Lyudmila my bank balance is wiped out again. There's still 1,400 theat on Micvarape, so I send the younglings in to see if I can stir them up. They don't take the bait.
5.08 Rope-a-doping
5.09: Man these guys are predicatable. Whatever happened to taking into account strength on adjacent planets in their attack calculations, or was that just for when
they attack? Anyway, 1,400 threat truncated. The eyebots gave me some concerns, but scout starships and riots with tractors are a good combo.
5.10: Uh, somehow I ended up with 200 ships more than I started with. Good job leeches? Anyway, penetrator number 1 to Micvarape.
5.10.10: Get in there and shoot that command station. Escape plan? Well, you could try running very fast.
5.10.11: He didn't run fast enough. Command station down though, at the cost of 25 (!) AIP. Dual warp gates, nasty. But at least this should stop the strategic reserve spawning in.
5.11: The fleet go to commiserate with the AI about their loss. Then the special forces arrive, and suddenly 300 ships are missing. At least I killed 2 guard posts in exchange.
5.12: So, no guard posts near the wormhole exit. No strategic reserve to worry about, just threat and special forces. Sounds to me like it's beach-heading time.
5.15: 1 partially reconstructed fleet of 650 ships. 1 mobile builder. 30 engineers and 10 remains rebuilders. 270k in the bank. Party time!
5.15.55: Fleet jumps in to Micvarape. Mobile builder immediately starts constructing 48 Mk. 5 missile turrets. Only 100 ships on the planet at the moment.
5.16.17: All 48 missile turrets are up. Next up would be 48 needlers, but my engineers and mobile builders appear to have been wiped out. 68 ships on planet.
5.16.28: Hastily constructed mobile builder # 2 flies out of the wormhole, along with the engineering posse. Needler turrets going up.
5.17.02: Needler turrets online, two mini-forts coming up for repair purposes. Engies are dead again. The sentinal frigates, neinzul drones and lightning torpedoes are having a significant long-range impact on guard posts and guardians though. 37 ships on planet.
5.18.39: Huh, maybe the special forces aren't coming. That's anti-climactic, I made them all these turrets and everything. 21 ships on planet, all under 2 remaining forcefields. Starting to split the fleet for type-specific guard post search and destroy.
5.23: 1,400 space tanks to
. I'm scared.
5.24: Colony ship jumps in to Micvarape. Now, I could put this command station next to the fabs at the edge of the gravity well. But, honestly, plain chokepointing is more important to me than a core sniper controller and a railpod fab. So, warp jammer command station goes up right next to the wormhole to Kuer.
5.24.30: Warp jammer command station goes up, last guard post goes down. Micvarape is now mine. ARSes from Kuer and Senow warp in to start gathering that sweet, sweet knowledge, while I scrap 13 of the 15 forcefields around Kuer's command station and replace it with an econ 1.
5.25: 10 forcefields go up around Micvarape's command center, including 3 Mk. 2s. I also spare one of each to put around the fabs.
5.25.30: Core shield generator, network C goes down. All ship production gets redirect to Micvarape. Mines implode, and Martyrs move.
5.26: 1,500 ship wave of fighters. Combined with those 1,400 armor ships that are presumably currently hanging out on the AI homeworld, this could be a problem.
5.27: First forcefields start coming online. 300 mines are line-placed between the exit from the AI homeworld to the warp jammer command station. Neinzul regen chamber goes up.
5.29: The 17 scouts which have been sitting on Micvarape for the past 3 hours move to the AI homeworld. They are near instantly killed, but provide invaluable intel. Only 1,400 threat there at the moment. ARSes finish their knowlege gathering. Not sure what to spend it on yet, although to be honest area mines are sounding good right now.
5.30: All forcefields are online. The ad-hoc placed needler turrets turn out to be well positioned, but the missiles are all under the forcefields. Need to shift those and the mini-forts. The armor ships and fighters arrive, for 2,000 attack against a planet with minimal emplaced defences. The minefield, however, is fully online.
5.30.16: It's a waste, but I think I need one of the Martrys for this. One steps up.
5.30.19: 1,100 attackers die.
5.31.15: Command station goes down, presumably to plasma spam.
5.31.37: The second cursed golem goes down. I wasn't planning to revive it anyway, as another 10 AIP is excessive, but it still limits options.
5.32.10: Lyudmila warps in. Enough fleet ships have died that I can afford the energy to run her, despite losing the new collector.
5.32.25: 2 plasmas, 3 spire starships and 7 zentiths are going after the fabs. Lyudmila and the remaining 220 fleet ships try to stop them.
5.33: All attacker eliminated. Command station is coming back online in 40 seconds. We're safe ... for now.
So, 2 1/2 hours after originally planned Micvarape is finally mine. Plans for the next hour: shift all defensive emplacements from Kuer to here, stick them right between the AI homeworld wormhole and the line to my other planets. Scout past the AI homeworld, probably using a jumpship to get scouts across. Build Mk5 sniper turrets on Kuer and the homeworld, so that even if the controller goes down I'll still have defence in depth.
As for that AI homeworld ... whoo boy. You may notice, if you carefully inspect the scout info up there, that it has three (!) grav reactors on it. Three. Grav. Reactors. Thankfully, unlike most of the rest of the core guard posts they can be taken down without taking out the shield networks. Oh yeah, and the normal 4 ions + OMD, although the rest don't really concern me overly much. I haven't managed to find any AI progress reducers yet, so the +30 AIP floor shouldn't affect me too much. I'm not liking the thought of a diff 10 CPA at 94 AIP though...