As you predicted, the CPA budget wasn't the largest. Still a touch hairy though. Turns out Mk. 4 lightning frigates are even more awesome than I expected.
8.02: Dire guardian spawning in 10 minutes on Roadlinl. Oh yeah, I forgot about that guy. And 2,792 tachyon micro-fighters to Micvarape, which could be interesting depending on whether the mines finish building.
8.04: Mines aren't up. Tachyons pretty much wipe my fleet, then 1,000 run away to join the threat fleet. On the plus side, 4 million salvage nicely speeds up my defence building on Rakalurn.
8.06.30: Thanks to that generous scrap donation, defences are now up again. Time to refleet. As I'm expecting Rakalurn to bear the brunt of any CPA, warp gates go up there to receive all the fleet ships. Maw, reprocessor and decoy drone fabs are started up.
8.15: 2,512 missile frigates to Micvarape. All fleet ships, bar 2 maws and the Mk.3 and 4 lightning are up. Jumpship starts the bus service to get the heavy hitter back to take on the wave.
8.18: No problem, the maws did a bang-up job of eating everyone. Fun fact: You can transport maws who are transporting ships. Second fun fact: ARSes are immune to transport. Did someone once hatch a cunning plan involving maws stealing all the ARSes in the galaxy?
8.19: Out of energy again, and I haven't even built any of my fancy new starships yet. 2 more matter converters please, Jeeves!
8.21: Wow Mk. 4 lightning torpedo frigates take a long time to build.
8.22: 11,110 ships for a CPA.
11,110 ships. Here's hoping that the AI doesn't actually have close to that many ships to free up. Plasma siege and leech Mk. 5 starships begin building, and I'll use one of the remaining ebonites on a Martyr I think.
8.23: About time I moved those rams off Murdoch and took it off alert, huh?
8.25: 172 space planes go low power and pop their heads in to Murdoch, then start moving towards the Desenan wormhole.
8.25.15: Yeah, they made it about 1/10th of the way to the grav reactor. Well, at least they were cheap.
8.30: I notice two cloaker guardposts on Murdoch. The jumpship puts 1 reprocessor next to each. The guardposts die in a single shot - right before the reprocessor gets sniped.
8.31: CPA hits. As I suspected, the AI doesn't actually have enough ships to make good on it's threat.
- 1,507 Mk. II ships,
- 773 Mk. 4 ships,
- and 4,336 Mk II ships from the strategic reserve.
Huh, apparently there still aren't any mark V ships left in the entire galaxy, despite it being 2 hours since the last CPA. Combined with accumulated threat, this is 6,435 ships. So, considerably less dangerous than the attack that wiped out Micvarape.
Oh and I just found the dire guardian who disappeared. Dire sniper on Murdoch, that explains why the reprocessors popped so easy.
8.31.28: Well, that was kinda dumb. 400 ships on murdoch obviously assess the strength of the threat on the planets next to them, and hop into Rakalurn. Including the dire sniper.
8.31.57: The sniper dies.
8.32.30: 1,000 attack on Rakalurn. Over 500 lightning torpedos are in the air. 4,600 threat not yet committed.
8.32.45: The last of the broken golems dies. At least they distracted them a bit, I suppose.
8.32.50: Oh joy, 78 marauders just showed up to join in the fun. And of course, they spawn right behind my command station.
8.34: The maws eat some grav drains. I like these guys. 3,130 threat on Murdoch - I'm expecting the second wave in the next minute or so. 11 million scrap on Rakalurn, and I've already got a million in the bank. 20 new Mk. 2 engineers are created to help speed build the leech Mk. 5, and they still can't keep up with the positive income rate.
8.35.02: 1,000 attack on Micvarape - looks like the remaining threat is beelining to the homeworld. Jumpship starts shipping lightning torpedo frigates, starships, maws, reprocessors etc.
8.36: 3,000 attack on Micvarape - this place is going down again.
8.36.42: Decoy drones, that's what we need.
8.36.47: Oh come on.
3,566(!) ship fighter frigate wave announced for Micvarape. That's ... excessive. Warps gates are paused, production on that side of the homeworld is redirected to Kuer. Of course that doesn't really help if you haven't lost many ships.
8.36.48: Oh hey, Lyudmila is on Micvarape. Better turn her on.
8.37.05: 1,000 attack left. All ships told to retreat to the edge of the grav well - no point in getting the lightning frigates blown up.
8.37.14: Command station pops. Energy brownout. Lyudmila goes offline to compensate.
8.38: Only threat left on Micvarape is 100-odd eyebots. Scout starships start to search and destroy. Command station can be rebuilt in 17 seconds.
8.37.17: Wave hits. Rebuilders from Kuer are en-route to put the command station back up.
8.37.26: Military command back up. 20 rebuilders and 25 engineers are told to FRD those turrets.
8.38.41: Command station goes down again. The lightning torpedoes, though, are doing a real number on the fighters.
8.40: It's over. And I have So. Much. Money. 542 threat remaining in the Galaxy that decided not to join in.
8.43: 1,700 bombers to Micvarape. I think I can let the mines and turrets catch these.
8.44: So, 8 zenith reprocessors leave a Mk. 5 MRLS guard post with just 600,000 health. The four on Murdoch are going down pretty soon then. Although on reflection, younglings are probably cheaper.
8.45: Caesium, mines, bombers. I reckon that took about 8 seconds.
8.55: MRLSes down. That leaves us with two command station shield, 4 missiles, 1 needler and 2 spire command station shields to take down before the threatening eye disappears. Gotta love core worlds.
8.56: Hmm, space planes have a bonus against light. Turns out they can do about 20% damage per volley to a Mk. 5 missile turret. It'll take a few caps of them to actually take a missile guard post down, but hey they're cheap. Only 50,000 metal for a cap. The fact the AI loves leeching them, on the other hand, is a tad more worrying.
Oh, I forgot about the Mk. 3 fortress. A pair of rams to the face takes care of that, and I might as well get 4 more from another ebonite asteroid.
8.57: Oh, I forgot rams are expensive. Reprisal level 1. Wait, 1,000 fighters? Really? That ain't much of a reprisal.
9.00: Well, that wasn't too bad. CPA was dealt with handily, and I now have a full fleet of new toys. Guard posts are starting to explode on Murdoch, and I reckon within 20 minutes I'll cap it. That'll net me an ARS, Railcluster fab and enough knowledge for Mk 3 and 4 sentinal frigates. The planet itself, I'm not sure whether to just slap a mil 2 on it and get used to the idea of waves taking it out, or put another warp jammer on.