It won't help: H/Ks are immune to Artillery ammo
But not implosions. Beautiful, beautiful spirecraft implosions.
I'll probably only do fallen spire far enough to get the first lot of frigates. Uh, I do get an extra large number of frigates on 10/10 right?
02.03: Heeeey, there are those mining golems. All seven of them. Most of them on planets I haven't been to yet, and I have 30 minutes to kill every one of them.
02.04: H/K on Murderlanceras goes down. Still leaves a painful load of warp gate guardians, with their 80 million health, core starships, a half health arty golem, hybrids etc...
02.07: Oh, hi two armored golems and a H/K. Are you going to just sit on Murderlanceras as well? Sure, it's not like I wanted that planet back or anything...
02.08: Whoo, they're not just sitting there. They're attacking my barely defended second homeworld! Wait, that's a bad thing.
The 47 engineers on Ijip are told to build every single remaining turret. And forcefields. Lots more forcefields.
02.09: So hey, did you know that a dozen Mk. V core starships can make absolute mincemeat out of even 24 forcefields? By the time I kill the last one most of them are at 20%. Thankfully the three golems keep their distance though.
02.10: Artillery golem and H/K down. That just leaves 10 warp gate guardians and 2 armored golems, for a total of 1.3 billion health.
02.12: 223,000m/s from scrap. Those armored golems sure pay nice, shame that I have literally nothing to pour it all into. Plenty of unhandled errors from the warp gate guardians, but no crash this time. Entire docks output is redirected to Murderlanceras, let's see if we can take it back while there's still absurd amounts of money sloshing about.
02.13: Fleet is terminating the 50 hybrids and supporting ships on the planet. Turrets on Ijep are scrapped so that 40 remains rebuilders and 25 engineers can put them back up on Murderlanceras. I still have absurd amounts coming in from scrap.
Oh, and the warp gate guardians left me the present of three waves to Ijep before they died.
02.17: Murderlanceras de-hybridising and rebuilding complete. Including getting rid of the pesky mining golem sitting on it. That means I now have 17 minutes to remove the other six.
Therkilldoor is easily accessible from Murderlanceras, has a mining golem, and has previously been somewhat cleaned. Unfortunately there are currently 240 hybrids there. So, lightning warhead it is then.
02.18: Tackledrone launchers keep the riff-raff away from the fleet, golem goes down. Only five left, and Poan seems like a decent next move.
02.22: A strange device somewhere in the galaxy is antagonising the 10/10 dyson sphere. Joyous. At least I might be able to back-track the stream of gatlings attacking my worlds and work out where it is.
02.24: Thanks to the hunter crew the fleet wipes on Poan. So, 4 miners left. Oh and the AI sends out another pair of golems from astro train construction.
Two of the remaining miners are on Harmoat and Shoal, both of which I've cleaned before but both of which are fairly low priority. And I'd have to go through the hunter fleet on Poan to get there. I might just let those get eaten.
And the last two are both low priority worlds hanging off Murderlanceras: Solyhung, with 8 metal extractors, and Panyae which is a co-processor world with 10 Xampite. Neither is particularly interesting, but let's see if I can't get the fleet to Panyae anyway. At least I might be able to take out some hybrid spawners on the way.
02.26: Looks like Panyae is where the dysons are coming through. About 16 at a time. It also has the usual 150-odd hybrids. This could be 'fun'.
02.27: Well, I take out the counter-spy so I can at least get consistent scout date off Panyae. Then an artillery golem, armored golem and H/K with the usual supporting fleet attack my homeworld via Poan. Hey, free salvage!
You know what's really annoying though? Dyson gatlings don't give any salvage, as they cost 1 metal.
02.29: 280 hybrids decide to join the battle-group attacking my homeworld, which is now down to just the last few warp guardians and the armored golem. Engineers fast-build a lightning warhead.
02.31: I missed with the warhead. Still, they're all dead now. 3 minutes remain until four planets die to miners.
02.33: One minute left. 450 ships, against over 2,000 on Panyae. What the heck, I'm still raking it in on salvage so they'll be rebuilt soon enough.
02.34: I got the miner down to 91%. Then four planets died. AI reprisal level 3, which it turns out is a paltry 1,300 fighters.
02.39: I've decided to take Therkilldor, for knowledge and because it has a nice selection of asteroids. The first attempt doesn't go so well when when the hunter fleet shows up.
My plan for that knowledge? Assault transports. Never unlocked them before, but with the number of hybrids around they seem like a mighty fine choice at the moment.
02.44: Therkilldor command station pops. The hybrids are not amused.
Also, I now have 12 massive ships en-route to my planets. So that would be 9 golems and 3 H/Ks, then.
02.47: Uh, I just completely missed the two artillery golems on my homeworld. And I'm assuming, at one point, a H/K as well. Ah well, the turrets seem to be taking care of them okay. It is nice that artilley golems tend to fire on the sniper turrets at the edge of the grav well.
02.50: Mil 2 command station up on Therkilldor. Fleet ships taking out the inevitable hybrid counter-assault, then I'll start pouring some of this 4 million-and-change metal into asteroids.
2 Reptite = 1 shield, 1 implosion artillery
10 Pysite = 6 implosion artillery (perfect anti-golem weapons), 4 Mk. II Martyrs.
4 Xampite = 1 set of Mk. II scouts, one Mk. III Martyr, one penetrator, and one double sized set of Mk. II rams.
02.53: 40 engineers make quick work of that lot. Cookie monster on Panyae, apparently en-route for Murderlanceras again. Spirecraft are told to dash for the homeworld so they don't get cut off and cut to pieces.
02.54: Oh dear. Devourer is going to Ijep. Luckily there's no ships there, but it looks like he's going to stay for a while. So no ship production from that homeworld for 10 minutes or so.
Implosions and Maytrs are put to sleep under a cloaker, to be woken the next time there's a golem or hybrid incursion. The penetrator should be able to quite handily take out a nuke or EMP train if one is nearby. As for Therkilldor itself, it's pretty much throwaway. Set of mini-forts and 2 forcefields around the mil 2 are the only defences it's getting.
02.57: Oh hey, look at that. H/Ks are attacking one of my homeworlds. Implosion time! Need the fleet to take out the sniper guardians first though, don't want to lose these guys. And keeping them away from the 30,000 range warp guardians who can insta-kill them would also be a good idea.
03.00: Well, we're back up to 12 massive ships again. But at this stage I'm fairly confident I can handle any two or three golems who peek their heads into a homeworld. Just a tad concerned what might happen if, say, 9 golems get it into their heads to join the threat fleet...
For now, my priorities are:
Send some raids to take out the two date centres my spirecraft scouts just found
Capture Jadikic, the priority 8 world next to Therkilldoor, which has a black widow golem and Mk. V viral shredder fab on it. Hey, even if I lose the fab as long as I have some shredders in cold storage I can rebuild them.
After that take Gorisuip, which has an ARS. It also has two rocketry silos next door, so I'll probably not defend it. Combined, those two will get me 19 more Pysite. Implosions for everyone!
Oh, and track down the dyson sphere / where that antagoniser is. Although even on 10/10 the base defences are handling the gatlings okay. At the moment I've traced them back to at least Dekal.
EDIT: State of the union