As Promised, the end results.
The Map:
The final screen!!!
So, what the heck happened?
A few things. First, that exo-galaxy in the middle wasn't as nasty as I was afraid it would be, until I hit ~1900 AIP. Then it dumped one H/K per Exo-attack. This pretty much caught me with my shorts down the first time. A save scumming later and I trapped the exo gate (and minefield + 9 fortresses + all Tech 1 turrets) in a forcefield circle to slow it down and then tripled up my high end FFs on the closest gate, which it bee-lines for. After telling my fortresses and local Youngling brigade to concentrate on it, and it fighting with a triple layer of Tech III forcefields, it went down like buttah. Leaving that preference in play meant I really never worried about it again.
But, I'm getting ahead of myself. I picked up younglings along the way with ARSs, but they're kinda useless in an assault scenario. Almost all of the neinzul units I've found I mostly use as support for the whipping boy, and the occassional raid and/or mobile defense in the backfield. They're too annoying to try to keep on the front lines. However, as I started to move past the planet, I realized even if I created a local dock to simply build those units, they'd still pop up to my warp gate. It'd be nice if you could take a space dock (or anything, really) out of the warp gate network if you chose. But, I have Neinzul Mobile Space docks! Well, then, I leave a Tech IV space dock behind and let it take care of itself.
The midpoint planet in question is right under the Exclamation mark in the 'You win!' statement, sorry it's hard to see. I only cleaned up the map for the first half until it wasn't a tangled tragedy, and then merely adjusted as needed. I saved the Rebel Colony relatively easily after I got my fleet rebuilt, and then dug in for a bit rebuilding my fleet down in the first section of the southwest. I stopped just in front of a counter, figuring I'd like a strong fleet already built since I'll kill my econ building the turret ball. When I hit the SW sector I was at around 7k/second in economy, maybe 8k/sec. My science team of 40+ Tech II science labs were chugging along behind me on auto-gather, so I was usually pretty close to topped off for any tech I desired. When I hit this section I realized speed was critical. After getting the rebel colony up and running and popping the next world, I started doing scout picketing (not the automatic version). Under most scenarios only the first world, maybe two, were reasonably defended. Everything else was just prime for the taking... kinda like my own backfield!
I started doing 'runs' against the planets. Since my Scout IV had gotten me intel on roughly everything left, I knew where the counterstrikes were so I would stop and catch my breath after neutering the counterstrike system. This usually meant I'd do a 6-7 planet run. So, once I started, I'd pop the counter, and check the location. I never got a 'good' counterstrike again. Just about everything was always 20+ planets back. However, after upgrading my turretballs... they really weren't a concern until the last few planets at 2k+ AIP. Level 3 Missile Turrets, MLRS's, Basics, and a solid # of grav turrets did what I needed most times, especially with a Fortress III on FRD in the mix. One time I got saved by Dyson Sphere units... I just needed to pay more attention, my Fortress was apparently going ballistic on the bombers instead of everything else.
So after doing a 'housecleaning', and then nerfing the next counterstrike system, I'd bring up the rear with my support crew. Build out command centers, rebuild any spire units I needed to, tried goofing around with the shield units again (waste of time, really...) and just basically slammed my way through for about 3 hours for the SW quadrant. Then I hit that world you see with '462' on it. That's when things hit the fan. What you see there is the largest minefield I've ever had to build.
At this point I'm closing in on 2k AIP, and the AI has decided I need to get spanked. I'm happily hanging back, getting my scouts out for the next 5 systems, rebuilding my spire ship army since I took a beating getting into there, that last stretch I got caught with a wave and had to just beat my way through it. I'm low on ships, low on everything really, but my Threat was nice and low. Well, it was. Then I poked my head in with what was left of my troops to nerf it so I didn't have to slog through 3k+ MK IV/V troops when I was ready to roll again and all hell broke loose.
See, what happened here was the AI got Etherjets in the middle of all this. Now, by themselves, I hadn't worried too much about them, but my Black Widow bought it a few worlds back. I was down to just my 3 artillery golems at this point. There was one armored golem a bit ahead I was looking forward to, but the only golem I'd really wanted to get my hands on was 5 planets away from the final homeworld, a BotNet. So, I'm basically making this last run with nothing but Hard Spire ships and standard fleet. Wasn't really a big deal...
...well, it wasn't until these little fegs dragged off a few fighters into the NEXT system down the line and fired up ~1,000 ships. My threat popped. My retreat went to hell as expected, because of the gravity ships, I couldn't withdraw off the first line. I've got exo's coming in 10% and I can't pull anything off the first AI turretball because it's got a wave coming. Ho boy.
I get out with my artillery golems (they ignore gravity), the majority of my attritioners (9 of the level I-III's, 1 IV) a reasonable amount of my spire stuff (they also ignore gravity
), my blade spawner army, and a smattering of my core fleet ships. My starships are utterly pwned and I've got about 700 fleet left, of the 2.2k or so I was working with. This is bad. I've got 2k ships bearing down on me. PAUSE.
Slam together the stragest defense I've ever tried to do. The system was a LONG system, the two warpgates on opposite ends of each other. There was a line of dysons that I could use to trace the pathing on it. This gave me an idea. I slammed down a series of EMP and AOE mines along the pathing, got my attritioners way in the back, and left my main units on the homeworld facing warpgate in attack local mode. Note: This can be bad. My artillery spires kept floating out WAY in front and getting themselves wrecked.
Throw in a few gravity turrets on the side, 40 Rebuilders, 15 Engi IIIs, and hope my space docks can catch up before the exo-waves hit. About this time (of course) the Neinzul Protectionist society and the Roaming Enclaves both decide to support the AI's endeavours. In self defense I get a Fort III going with a couple of Engi I's on it to speed things along without killing my econ, and get a series of Tech II turrets in play. I dislike having to disassemble my Tech III counterstrike turret ball until I need the econ back when I'm rebuilding it elsewhere.
This... kind of works. I can barely keep the minefield semi-operational against the constant roamers floating down it, and they're hammering my rebuilders before they can do much. Thankfully they're cheap. What worked more was the 3 artillery golems in the back hammering down any flagship that came in and the attritioners chewing away at the little guys who were stuck in the gravity wells. I'm taking a little damage but I'm rebuilding reasonably and making 40 new rebuilders every minute is keeping me occupied. I should have just set the place to build 40 automatically but I hadn't expected to be making the Alamo stand.
While I'm rebuilding, the exo-waves start landing. I've got most of the minefield back in play at this point and I've been poking around the universe for any asteroids I've left behind for replacement spire ships. 1 here, 3 there, 2 there, 4 there... you get the drift. I'm also waiting for them to get to the front world once they're built. Oh, joy. Look. Mining Golems. And I'm out of rams. Build more rams, send on way to eventually deal with golems, turn off local redirectors, and the Exos hit.
And die like dogs. WOOOOOOT!
Usually only the gravity defeating 'lead ships' of the exos would get out of the mined highway. When they ran into my real fleet alone they'd fall apart, if they even made it that far. Depended on what my arty golems decided looked tasty at the moment. In general I was just able to rebuild most of the mined highway as the next wave floated in. I just left it behind me as a 'Just in Case'.
So, after these exos, I've got a fleet rebuilt and we're off to the races. I abuse the next two areas for some decent losses and deal with the counterstrike I fire up. I'm feeling relatively good at the moment and just cruise through the next counter two worlds behind it and stop off about 10 worlds later. I realize I'm doing it wrong about this point. The only warp gates I need are starship and fabricators. D'oh. I build off a full set of the 'lesser' neinzul factory ships, and now keep this mobile factory group right on the front lines with me and my 15 Engi IIIs. I take a little time rebuilding while I go through the backfield and deactivate some Fact IVs and the homeworld space docks, and get some Engi II's back at homeworld that were spread out to assist with the starship building. I'm losing the majority of my 'minor' starships (Zenith, Leech IIIs, all Raiders... etc) after about 4-5 battles at best, so this will be helpful. I handily stop the two counterstrikes and proceed to feel pretty good about myself. Oops?
The next world is building up pretty heavily while I get myself re-sorted out and deal with a wave. It's got ~1.2k in troops and another 1200 or in carriers and barracks. At this point, hitting a world like that can wreck me pretty badly. It's only been 5 minutes, it was relatively barren earlier. These planets are starting to reinforce WHILE I hit them. I've got to be quick on the draw taking out the command centers at this point or I have to deal with the planet twice (or worse). My scouts in the back are watching more troops just pour into this frontline world, with more carriers. I've got maxxed econ but there's really not a hell of a lot I can do about this. I'm thinking of setting up a bait trap when a neutral set of Neinzul finally floats in and starts engaging the AI. They've got about 15 flagships vs. this mob on my front door. I think 'Oh GOODY!' and head into the fray.
Anything illegal about having a BAAAAD idea? I end up caught between the AI's reinforcements on one side, the Neinzul on the other after they mop up the AI between them and me, and fighting for air on the planet behind me as carriers slip through. *sigh* Dangit. Quit-Reload Autosave.
Well, I don't get that joyful event again unfortunately, but I'm saved when that planet was a little weaker. This time I use pause heavily to get done all the things I had just set up, and take my battered fleet into the breech before the AI can really beef the joint up. I also setup a Mercenary Dock for the first time on the front line, give it about 10 Engi I's for permanent support, and let it feed me more troops for the rest of the game.
This works much better. I'm able to cruise through the next few planets and stop on the doorstep of the next counter world, after nerfing it. I take stock, and do another 'Where'd I leave those asteroids' run getting my fleet rebuilt. While I'm getting this dealt with I fire off the counter and retreat again just to get the turretball in play. Luckily I save.
I build up my turret ball and AIP is ~2100 or so. This is when the H/K I mentioned earlier decides to pop my Exo-Gate defenses and wreak havoc in the backfield. Line of mines? No good. It ignores them (which ISN'T mentioned in the immunites, by the by). About this point is when I realize EVERY turret, including the heavy beam ones, are 0.1 on command-grade. Oh, GREAT! grrrrr....
Reload the autosave and figure out how to deal with this. Beef up the gate with a few high end FF's and now sit on the planet, waiting. As soon as this exo pops (they're popping every 10-15 minutes now, it's not like an Exo was a suprise) play hide and seek in the minefield for it, and sic my fortresses and younglings on it... why do I have only 80 younglings? D'oh. Somewhere between point A and point B my regeneration center bit the dust. Well, the defense holds with the fortresses eating the H/K before it can pop the FFs and I build up 3 regeneration centers around the map to make sure that doesn't happen again easily.
Front line holds, and I do a quick five system chew. We're in the home stretch and I've taken everything except the center eastern area from the 'X'. I blitzed the systems but I wasn't ready to handle all the support work at the time, I needed to stay on the ball and get a little heavy with my micro, so I slowly work my way back forward after retreating my main fleet and having them cover the support builds and spire ship rebuilds. The next section was a little worrisome, there were three Rocketry Corps across the next 5 systems. They could really ruin my day if I wasn't careful.
At this point my fleet is floating in the 3200 ship range with the Mercenary support. I decide to hell with careful. I ended up in a slogfest trying to get control of these systems. Pause is your friend, time to use it. I crash through the first two worlds, micro'ing my support up behind me and getting anti-rocket defenses in place quickly. None of these asteroids are above Xampite, so to heck with it. I keep blazing through to 5 worlds away from the AI homeworld, and finally get my hands on the BotNet Golem. Something I can use with firepower again, finally! Note: I've lost two cursed, a black widow, and 3 armored golems along the way. I'm getting better at making sure my arty golems apply their rediculous firepower but there's only so much they can do against the swarm. I dig in for a minute and get my bearings while gearing up for the last big push.
At this point the final worlds are all 1000+ unit worlds, with 3 of them packing double barracks. They're all MK Vs at this point too. A quick inspection of the final world shows me there's nothing of significance defending it besides a fortress sitting next to the command center and its FFs and a little Ion II. The rest is non-spectacular. End run? Let me get an Amen!
Save.
It's crash and burn time. The first system is the hardest, as the gate was heavily camped. I decide to blow off two heavy lightning missiles (I've been using them off and on instead of wasting asteroids on martyrs) to clear the wormhole and send the fleet in right behind 'em. We crash through the systems, with me holding the wormhole on attack mode with the main fleet while the attritioners do their job until I'm relatively sure I've cleaned up enough to stop the bleedthrough, then I'll pop the command center. Trying to get off the wormhole when surrounded by 80+ gravity ships is kinda pointless anyway. Suddenly I'm VERY glad I've been hyper-protective of those artillery golems. The botnet turns the tide for me in this world as well, what could have been very ugly leaves most of my fleet intact.
This goes very well right up to the front door of the last AI Homeworld. I even pop the last 8 astrotrains in the second to last world for the giggles of it. It only took about 5 minutes to kill 8 of them. Whee!
I crash the gate and the first part of the final battle goes as planned. Then we hit the fortress. This is why you see that fat 1.7 million energy on the pics. I barely had the firepower to cut through the reinforcement wave and take out enough of the FF to get the final blow in on the command center. If I'd HAD to kill the fortress... I'd have lost.
But I win! Woot. AI5 Neinzul Mad Bomber and Mine Enthusiast can go rot in the depths of space! Die evil AI! DIE DIE DIE!
The list of achievements afterwards was sooooo worth it...
Oddly enough, in all these waves, only a single wave did a beachhead on me. Surprised the hell out of me when after 15 hours I finally see one and I'm asking "What the heck is this?!" Then I remembered I turned it on. d'oh!
Well, I hope you enjoyed my ramblings. See you for the next one!