I'm going to take a slightly different approach this time. Instead of treating it like a Let's Play or a documentary, I'm going to make this more of an After Action Report, it might be more suitable to me.
So to start off with, why am I sharing this game? Because I've failed near a dozen times to achieve the results I've wanted from this one save. Actually trying to adapt my strategy leads to humiliating failure. I may have to be objective and just discard my strategy.
The most important part of any game of AI War: Who is my enemy?
In this case it is a pair of 7/7 AIs and damn... I'm an idiot. I was entirely certain I was facing a Parasite and Thief AI, but somehow I'm facing a Stealth Master and Feeding Parasite. And I didn't realize this till hour seven? I mean sure I've been starting a lot of similar co-op and sp games lately that do have Parasite/Thief, but to think I crossed the wires so badly really explains a LOT of the challenge I'm facing. D'oh. I think it's after playing nine+ hours of co-op
...I'm just going to skip the analysis of why many of my strategies failed. Let's just say that Eyebots and Vampire Claws were involved, and cascading power failures that Logistics Command MK2 don't help with any.
Well regardless, there are a few interesting situations to share. The Version 7.001, with Dyson 4, Devourer, Fallen Spire 4, Spire Civilian Leaders, Broken Golems/Spirecraft/Botnet (Moderate), Dark Spire 4, Showdown Devices, Dual Avengers.
It's just nine and a half hours of game time and near twelve hours of real time, I lost track of my SP game.
When someone's PC chugs along at ten frames per second at the start of the game on -low- caps, I'm afraid to ask if they're running this game on a netbook. A different game the next day went a bit smoother with ultra-low caps and an amazing thirty frames per second.
Back to the feature sp game. Seven hours in, 307 effective AIP, 387 actual. 8500 spare K. Free energy: 135,448. One Cursed Golem, One Spire Outpost. 8 systems colonized. Six neutralized but colonized, unraided for knowledge. Five liberated civilian spires (all uncolonized). If you have a mind like a steel trap, you'll remember I've often said there was too much power available from energy collectors, and how I assumed only low AIP games would have any trouble keeping their power up.
Well, my attempts to continue this session had me running between 2 and 9 Matter Converters as systems started failing. With two Matter Convertes and 8 energy collectors I'm producing 1,338,000 power and spending 1,202,552. This boggles my mind, as I haven't even built spirecraft, and am running one relatively inexpensive golem, no botnet.
Breakingdown my energy costs from the summary for the first time ever:
-270,000 Fortress; -100,000 Fortress; -90,000 Harvester Exo-Shield; -54,000 Mini-Fortress; -40,000 MK II Enclave Staships...
It's beginning to show why I had so many cascading power failures and attempting to counter with more starships or spirecraft would be futile at best.
Screenshot 1: The galaxy at large.
Screenshot 2: Mibuboat
The first planet of interst: Mibuboat; to the west of my northern chokepoint. I've proven in the past that I can take down Dire Guardians with my fleet, I'm not to woried about that. Sure there is a Fortress right next to the wormhole, but that shouldn't be a problem... I've got polycrystal heavy bombers and devestators. What I didn't originally notice was the TWO Plasma Guard Posts MK III right between the Dire Guardian Lair and the Mark II fortress. This system is also of the "Lobber" sub-commander type, complete with Munitions Boosting Command and guardians, for a nice 2.00X attack boost, or a cool 11 milllion damage alpha strike (splash damage!), complete with whopping huge engine damage, a Dissembler guardian, and a few etherjets and parasites to subvert any fleet strikes.
The two systems to my north aren't particularily exceptional except for having, in order, a Vengeance Generator and another Dire Guardian Lair (etherjets are bad here too).
To my east, I'm facing a nice MK3 system with a black hole machine, just in case any vampire claws decide to strike at my command stations. After that is a nice MKIV with another vengeance generator and an obstructionist subcommander.
Heading back down south, I've a couple of Advanced Factories... but since I was so focused on having a thief and parasite, I've only unlocked mk2 fleet ships, and it's not like missile frigates can counter vampire claws.
I had a few nice attempts at craking the southwest, but then I'd either get hit by Vampire Claws, or the Devourer would eat all my ships/spirecraft, or various other downward spirals of failure.
With all this in mind, I'm going to temporarily scrap many of my Harvester Exo-Shields, swap my lovely frontline of Logistics MK2 with Military MK1s (lasers weren't helping enough with vampire claws), and see what I can do to preserve my frontline.
With the proper recognition of whom I'm fighting, I should be able to to be a lot more effective. The question is, where should I head, and what should I do?
I'm first going to focus on my power consumption, certainly. But is there no effective counter to vampire claws and a distributed front line than military commands? Mini-forts, forts, laser turrets, etc haven't seemed to help when I'm spread out like this. Still, Military should nicely ease the problem, but I have 8500 K to spend in order to crack the AI planets and keep myself alive at the same time.
More to come later in this week. All my strategic analysis got thrown out the window when I realized I was completely mistaken about who I was fighting. I need to completely re-evaluate, but fleetships and starships are still kind of no good until I decide where I can cut my power consumption.
I could go crack that MKIV Advanced Factory system in the southwest and get fleetships that won't get anywhere in time to fight vampire claws. I could try to break through the nasty systems up north and take advantage of those freed systems, but I enter mibuboat from entirely to close to the Fortress there.
So my questions are rhetorical this point- I'll provide a breakdown of my possible/attempted & failed targets next time, though I could certainly use some suggestions on handling Vampire Claws when stealthed tachyons and miniforts and MK2 lasers aren't enough (but military command might?).
But anyways, Derp. A military command respec and dismantling of major power consumers seems to be the very first starting point. I am losing about 10 AIP an hour so there is no immediate pressure except the next CPA that will utterly destroy me (about 100+ Spire Stealth Battleships), of course. Establishing more systems would only make the upcoming power crisis more critical as I get hit with more eyebots and more claws.
I might be able to make my way to hit a couple data centers if teleporters don't slaughter my Raid Starships, Sniper Guardians and Disassemblers don't ruin my day. If I go fleet, I need to be prepared against parsites, etherjets, murderous stealth hordes... And the ever-hungy Devourer Golem.
Objectives:
1). Stabilize power situation by reducing consumption
2). Improve counter to Parasite and Stealth AIs, while cracking through hardened systems.
3). Increase power supply without increasing AIP. (I might actually end up assassinating the superterminal early for power production rather than maximize AIP reduction)
4). Survive Dark Vengeance without hopelessly antagonizing them or the Dire Guardian Lairs, one of which is permanently on alert.
5). Secure my systems and most importantly power supply in such a fashion to keep them alive even in the face of a heavy stealthed and parasitic CPA.
6). Reduce my AIP through Data Center raids by 40 points, while surviving the fleetships released as threat.
7). Watch my AIP go down over time while still progressing forward.
. Cartharsis through AAR, clearing my mind of previous garbage misconceptions through forced reflection.
Etc... etc... I really got myself frustrated on this one by simply failing to properly check the stats screen.