5:21-6:20: After a quick confirmation of my suspicion that the fort will indeed deal with a normal wave I move on. I forgot to mention in the last post that the AI added Armor Rotters to its arsenal. I take Raewa, completely forgetting to consider design hacking yet again, and get spider bots. The AI sends a wave of 2k ships. I discover the shadow projector breaks tractors, which is interesting though not hugely useful. The wave kills the Raewa CS with a swarm of vultures but then leaves my fleet be as the other AI sends in 750 ships. I unlock mk 2 commandos and enclave starships to build them and my other mk 2 ships on the front line. I notice some of the wave camping on Murdoch because my fleet is sitting on Raewa and have to withdraw to let them through, However they attack my fleet anyway when they reach Ilapeini despite my attempt to move well out of the way in the hopes of being ignored. That will be a problem - I would rather not have my forward fleet mauled by every wave. At least the carriers leave,
However when those carriers arrive on Vaos I realise they won't self destruct because it is an AI world, which pretty much puts the last nail in the coffin for my opinion on the viability of defence on AI worlds (at least for now). It also turns out they contain 1000 youngling vultures. Uh oh, Despite being only half the wave they eliminate my defence with ease... then wait around to die? The AI simply refuses to go through the Vaos-Quad wormhole. I decide to leave them and rebuild defences on Quad. 1k ships come in at 6:16 as I start to clear Matysho and smashes into my fleet again. I begin to wonder if this is purely random or the AI is able to deliberately spawn on top of my attack fleet. When the OTHER AI wave also spawns there I decide it might be the latter. I am forced to let the fleet die completely bar a few starships I put under cloak. The rest of the wave destroys my defences on Quad and blocks supply for the fort, This actually leaves its modules operational, even when I get reduced to negative energy they remain up.
I savescum to 6:10 or so to avoid dealing with another economy collapse. Right, I need to do some pretty heavy strategy revisions. Two problems: First I can't attack in a conventional way as the waves will wipe out my fleet faster than I can build it, second I need to significantly boost my defensive strength. Working on a kill two birds with one stone basis I plan to use 40 starship/nebula (including enclave so I can add Neinzul support) ships under cloak for attack and have my normal fleet defend. If that isn't enough I'll unlock a few extra turrets, which should give me better offense as well via the enclave drones. I will also mix in the Neinzul sf for free repair.
6:20-7:10: Unlock insanity inducer 2, put down extra turrets on Quad and Beachhead, retreat fleet ships. This time the AI sends 3k ships. Wait what? That seems a little extreme. There is something odd going on with the cloakers, I ended up only leaving them with 30 ships as they seem painfully reluctant to cloak the full set. Turns out the 3k are all Younglings. Why ships with unusually high stats get EXTRA in waves is beyond me. As I watch a threat ball form outside Quad I remember why I was trying forward defence... Yeah I was right the first time that is needed in this situation. CPA of 1.1k. I try to clear the threat ball slowly with a continuous stream of fighter/commandos. While presumably they get off alpha shots the method is not hugely effective. Almost free though. Turns out it was inversely effective due to a leach SS, I take fighters out of the mix.
Finally I locate a third nebula on Bibang and, more importantly, a DC (+COP) on Jenow. Seconds after I discover this the DC is down. The commando stream has done nearly nothing. Examination reveals approximately one casualty inflicted every 30s. Sending caps is equally ineffective so I send my whole fleet. Nope, about 10 killed for the whole lot. Err... The CPA all adds to the threat ball, causing most of them to go through. Defence is successful, guess I was worried over nothing, Not convinced I unlock missile turret II. As Beachhead almost falls to an all youngling wave (why???) my decision is somewhat justified.
7:10-7:46; 177 ship wave. I think I can guess what those are. Nebula is Epsilon Erdani, the only scenario I had actually done before this game, A 912 announces after that. A few more minor waves occur as I clear the nebula (done 7:36) but I ignore them, Reward is Zenith Destroyer and Doom Accelerator. Unlock mk III shield and Laser. Wish I had those 4 points I wouldn’t have spent under this patch, but it's not a major issue. Threat ball pushes again and does even worse than last time. I test out the destroyer on the 200FP of reinforce that had accumulated on Bibang while I did the nebula due to my cloaked SS fleet. It does the job well (main cannon could one shot the many bombards). I try clearing Jenow... this thing DESTROYS guardians.
7:46-7:59: I find two more COPs on Phitobark and Ribfita. That makes three on a set of adjacent planets. Phitobark also has another nebula, the destroyer clears the planet alone without breaking a sweat. Nebula is Gray Spire vs Gatlings, I gather I need to maximise kills. This I can do. Unlocked spire frigate, plasma siege module, projected shadow tachyon pulse emitter, spire fortress, human destroyer. I am guessing that count means I did well? Hard to tell what constitutes “par”. Hang on, I also have 23 gatlings and the negative energy total that results from said gatlings (and then suddenly goes back up to 50k for some reason).
3 heavy mounts on a frigate? That does seem like the Spire. I think I have to go with the human destroyer here. The Zenith cannon is unbelievable against high health targets and I'll probably use it on the next nebula. However 4 normal mounts seems better than 1 heavy to me, not to mention the ability to split up its (admittedly lower 543k vs 720k dps including laser modules) damage. I reason that the lower damage should be made up for somewhat by the hull multipliers. Testing required.
7:59-8:33: I download the next patch and find the galaxy is now full of barracks. Need to decide whether it's worth killing them. 1.2k ship wave comes in, the first large one in a while. I put down my first matter converter when my energy gets down to 10k due to some mercenaries I built. ARS on Jergioadm, about the worst place for preventing deep strike farther in to the galaxy, Boomtio offers an alternative with a CSG-D, but I need to pop a counter post. Realising the post belongs to the Attritioner makes this a better option, however I instead head for the other side of the galaxy in search of the final CoP or some other AIP reducer. All the deep strike threat seems to be coming from that area too. Another clear the threat ball tactic fails as merc etherjets wont tractor fast enough and die before grabbing anything, no matter making it back through the WH with them. At least 200/900FP decides to pop through and die, CSG-D on Kasuo. See my first Ion Eye on Seadmdu but otherwise continue to find very little. Hang on, nebula on Darkjo. Those things are easy to miss. Switch to Zenith and head for it. Nebula is shattered pillar/citadel ascendant,
The scenario is odd, I savescum my first attempt part way through as I was initially slightly baffled as to how to deal with the situation. Next time I focus on trying to defend the bombers in the hopes of ending things ASAP. This plan is thwarted as the non FF immune "colony ships" seem to be able to damage through my Shadow projector just fine, making protection far less effective than I had hoped. During a few more attempts to find a good way to do this mission I find even regular units are shooting right through the shadow shield to kill the fragile bomber like units well before they achieve much. Unable to work as a team I simply ram into forts, putting down shields when my allies aren't around to take the fire. This works surprisingly well and I finish the nebula... The reward is all the cruiser hulls (new patch), heat beam, zenith fort and enough xp to take me from level 17 to 20. Hold on, the missions are related? The text references the gatling mission so that must've been second in a series.
8:33-9:02: Unlock mk IV shields and lasers, I would try high mk insanity inducers but the CP waves mean I need that extra offensive power. So human, zenith or spire. HP: 105m, 135m, 150m. DPS: 882m, 1350m, 2322m. However human has far better ability to split damage and more multipliers, spire having significantly worse damage split then even the zenith. If only I had the points for a decent mark offensive heavy module. I decide on zenith for a moderate option. With that much health it is untouchable in all but the most extreme circumstances, the cannon able to bring down even FF in a respectable amount of time. I send it onto Dinla (mark III) solo and it brings it down without issue. I send it to a mark IV. Same result. With the help of a Neinzul distraction stream I use it to take down a fort III. As I continue to clear the galaxy the AI continues to send unimpressive waves. Either I was very unlucky before or am being very lucky now,
9:02-9:44: CSG-A and presumably stealth gp on Aieras. Have found several fabs too but haven't mentioned them as I wouldn't even consider trying to hold one. The Attritioner HW has a raid engine. I find this out the hard way when I use my shadow cruiser as a scout. Uh, whoops. I deal with the 600 ships easily enough so no harm done. Two spire archives on Ipboat mean the HW is Dorju. It also has a parasite eye. Core ships: tackle drone launcher, acid sprayer. My first time seeing the former. As I always learn my lessons I continue scouting with the cruiser (well it DOES gather scout info). Yep, another core raid engine, I reconfig the cruiser to spire and go battleship hunting. The AI redeploys over 2k units to carriers, though I have no idea where (they seem to have been taken from the threat ball). It then hits Quad with a tiny fraction of the threat ball again. Sadly I find no battleship and have to content myself with microing against the bombers and bombards, managing to take down most of both before the last few bombards kill the cruiser. Then I see it. It isn't a battleship... It's a dreadnaught. And it brought the carriers. They all hit quad, the defences crumble. I have the spire cruiser focus the dread and almost bring it down before the cruiser is focused by the entire AI army. The fort finishes the job, but that leaves 1.3k ships and little defence. The extra worlds fall again. I chip away at the AI fleet with the cruiser until they at last reach Beachhead and are destroyed. Threat ball gone.
9:44-10:36: So I was wrong about the zenith cruiser, The spire one is as good as the raw stats indicate, it blew threw more of that wave than I would have believed. Side note: getting bombards to line up for the laser is like herding cats. CPA comes in at 2k ships. The last CoP is on the hammer Homeworld along with an Ion Eye. No superterminal, no more DCs. A 1k wave joins the 2k CPA and they launch just as I have reclaimed the extras. 817 mk II, 800 mark IV and 108 mark V. WHAT?! There are tons of barracks on lower mark worlds. I hide remains rebuilders in the system corners so they don't die again and prepare to repeat the defence I just finished. At least this one isn't as bad and shouldn't have any spire ships. The hammer throws its 1k wave in while I'm still floating 900FP of threat from the earlier attacks. I have the champion knock down the traditional Vaos blockade again (also made an appearance after the dreadnaught wave). In the end I actually send help to kill off over 100 shield bearers, mostly mk IV. By the time I've done this and rebuilt non defensive structures the AI is sending a 2k double wave. I try to power up a fort on Vaos. I don't get it up but manage to hold regardless. I have a Vaos defence again, no more threat.
Thoughts
I would say my mistake was overextending again but really there wasn't a mistake. I was getting bored by stability and wanted a bit of fun. It got the scouting done too and even managed to finally clear the monster threat ball off Vaos. However now AIP has to go up so my next step will have to be proper defence construction so I can up AIP to attack the last CSG and end this game.
The Spire Cruiser Champion is insanely good and just as fun to use. Microing around to get the beam to hit maximum targest is highly entertaining, I particuarly enjoyed playing Breakout on a frigate ball. The higher tier hulls are definitely not underpowered for the higher AIP, they may even be OP considering how much of the wave I took out with the cruiser (it's even responsible for my access to most of the modular forts!).
Also, you know how the concept of not being able to see anything due to sheer FF count comes up? The AI decided to demonstrate what that really looks like (see threat ball screenshot).