--- Exo-Wave 1 ---
5:05:24. The exo spawns. It is a single group with a H/K, coming from Metal Fatigue. I dispatch the MKII lightning warhead from Home as i still doubt my forces can kill the incoming group fast enough.
5:06:16. The Lightning Warhead pops, giving the AI +2 AIP and dropping the enemy ship count by a hundred or so.
6:06:44. Most of the wave is dead, including 2 MKV Raid Sarships. However, the H/K and one bomber starship manage to bruteforce their way into Home, where they are met by... well lost of things. The Bomber was at 10% HP when entering home, and the H/K was at 50%, so it doesnt take too much time to finish them off. No systems were lost during the invasion, as even the Command Station at the World managed to survive despite losing the shielding. The attack is repelled, and in fact pretty easily, not counting the fact the H/K managed to get through.
So... what now? I decide that the first thing i need to do is take Hallucinogenic Tuning, as it contains an ARS so i'd have to take it anyway, and having a MKIV world on alert sucks. And once that's done i will probably also have to take the ARS at Nightbug Tornado. And from there i should be able to start digging deeper into the uncharted AI territory. Hopefully i wil find the remaining two CoProcessors and the Superterminal. I havent done any hacking so far, so i could milk Supeterminal for huge amounts of AIP reduction. Dragging anchor is controlled by a "Rude gesture" subcommander, so apparently taking it is going to be a pony. It has 2 Ion cannons, a MKII and MKIII, and i would really rather see them under my control than destroyed. So the current plan is to somehow kill the Arachnid Guardpost, and then use my starships to slowly demolish everything else.
--- Dealing with the Rude Gesture Subcommander ---5:19:33. Refleeting is finally over (it took a while due to MKIV starships costing so much), let's see how the rude gesture AI survives this.
5:21:32. Well, my entire fleet apparently is weaker than this subcommander. There were a bunch of disassembler guardians under the shields that kinda ruined the day for my starships, and my fleetships diet to everything else. Now i have a wave of 8,400 tachyon microfighters incoming.
5:27:15. The massive battle at Red-eyed hypnosis is over. It certainly is a net negative for me, as it used to have a MKV Ion Cannon, and now it doesnt. The bobnet health is down to 70%, and i am not entirely sure if my zombie fleet has grown or shrunk due to all of this. But it does not end here. Apparently, if a planet is not under your control, the reclaim there goes to AI, even if its unowned. So now i have to deal with another 7,000 microfighters coming to Red-eyed hypnosis.
5:30:08. The new wave hits. This time there is no high-priority target, so the carriers just sit at the wormhole and get murdered along with their cargo. It takes a while, but the end result is a growth in my zombie fleet size at pretty much no loss.
Okay, now its time to refleet and go to hallucinogenic tuning, this time with an EMPnuke.
6:13:15. Refleeting takes way longer than intended, mostly because i try not to waste time and have my fleet flying around and clearing AI systems. This ends badly when it suddenly meets the Special Forces, which somehow contains around 250 ships, including 50 riots and 50 spire platforms. This results on partial fleet wipe at Source of Rains.
A bunch of reprisal waves are announced, and there's also a CPA in coming in 10 minutes. My PC is lagging due to all the zombies flying through my systems.
6:33:20. My attack on Hallucinogenic tuning fails. Apparently, it takes me roughly 60 seconds to get to the AI command post, so a MKII EMP warhead does not provide help. 4 AIP wasted, fleet wiped again. Sure, next time i will use a MKIII EMP and a lightning. That huging system is going down.
6:47:16. Refleeting is finally over and i seny my fleet to Source of Rains to bait out and destroy the enemy SF. My previous attack on Hallucinogenic Tuning showed that SF are going to come there if i attack it, and i really dont want to deal with SF over there. Not at their current power level for sure. I grab with me the BotNet, to make sure my attack doesnt end in another disaster.
6:49:00. This is getting really ridiculous. I am forced to retreat from Source of Rains. All of the Disassembler Guardians are destroyed, so most of my starships survive, but the fleetships are all dead, and there is a level3 reprisal warning. The golem is at 50% hp as well. The SF still have roughlt 100 ships, almost purely Riots and Spire Tractors. Welp, time for more refleeting.
6:53:30. The Mining Golems are announced. One is coming to The World, the other is to Metal Fatigue (1 hop away from The World). Should be easy to deal with, and i have more than enough time for it. I wonder if there is another golem going to some system i have not yet scouted.
6:54:26. The new exo-wave is at 50% now.
7:12:31. I finally clear the Special Forces by camping Source of Rains. Now i need to quickly clear the Mining Golem at Metal Fatigue (just in case), and then finally go take Hallucinogenic Tuning.
7:28:20. The MKIII EMP goes in Hallucinogenic Tuning and my fleet follows. 120 seconds certainly is better than 70. By the time the enemy ships lose their stun i have already destroyed all of the Disassembler Guardians, as well as most of other defences built around the command station. There are still many shields to get through, but the enemy ships underneatht he shields at least shouldnt be able to murder my fleet in seconds. While my fleet is hitting the things under the shields, i see enemy SFs coming from behind. Somehow they have rebuilt insanely quickly and now have a bunch of Disassembler Guardians, as well as the usual stuff. I pop the Disassemblers with whats left of my fleet and proceed to focus down the enemy command station. If it goes down, our suffering with this system will be over.
7:30:51. The Command Station is dead, and so is most of my fleet. I will try to escape with the starships, but the way to the friendly system is long and blocked by a bunch of Riot Starships. The AIP is now at 183.
7:39:49. After dealing with the reprisals i clean up Hallucinogenic Tuning and finally build a Command Station there. I get Viral Shredders, which are probably one of the better unlocks due to how hard they can scale. I have made a check earlier and knew the other options were worse.
Now that Hallucinogenic Tuning is finally ours, it is time to thing what's next. Core Shield B and D networks are destroyed and there are plenty of C-network shields in my sight, so it might be a good idea to take a system with one. Probably Source of Rains, as it contains a nice MKV fab and would make my other systems safer. There's also an Armor Ship design at Royal Flare which i am probably gonna hack, because i love those guys.
I still havent found the AI Homeworlds so i also should start neutering the systems that lead to unknown areas. Specifically, that means fully neutering Buddha's Stone Bowl and Tree-Ocean of Hourai, and probably also clearing the tachyons a few more hops further.
I decide that the first thing to do is clear Royal Flare and Mercury Sea and then hack Royal Flare. Once that's done i can start focusing on exploring further into AI territory.
--- Cleaning up and preparing for a new exo-wave ---7:58:28. I clear Royal Flare, set up some static turrets, and start the hack. I have no idea how exactly the new hacking works. Does the response attack me immediately or do they come later, when the hack is over? Oh boy oh boy, time to find out.
8:02:00. The reaction is actually a bit underwhelming, so i start doing a knowledge hack in parallel to the design hack.
8:03:27. The Design hack is over. The AI response is still pretty weak, so i pop a second Knowledge hacker to speed up the knowledge gathering. Hopefully this trick doesnt have any negative consequences.
8:07:59. Royal Flare has been robbed blind and the post-hack response has been dealt with. I will keep my turrets for the time being, its always a good idea to have something dealing with AI reinforcements. Meanwhile, the exo is at 87% and i probably should start preparing for its arrival.
8:27:30. The exo-wave is at 98%. My preparations are also almost complete. My fleet is at full power and ready to fight, warheads are deployed to valuable systems, all border AI systems have scouts.
--- Exo-Wave 2 ---8:28:20. Here it comes. This time the exo seems to be split in many parts. Two parts converge at Pentagram Flight, while another one goes to Phantom Dinning. There is a missile at Tunnel Effect, 1 hop away from Pentagram flight, i immediately send it there. Also there are some of my police units (riots and enclaves), some raid starships and the BotNet. Hopefully that will be enough to defend the system and not lose the starship constructor. The wave at Phantom Dinning is 1 hop away from Home, so my main fleet goes there to quickly destroy it.
8:29:16. Nope. Not even close. The zombies and my meager defences are not nearly enough to defend against the AI exo waves. The Warhead comes too late and only clears one wave, and since there are two coming, it doesnt help at all. Meanwhile, my fleet at Phantom Dinning has lost about 30% of its strength and destroyed most of the wave. Some ships have managed to break through to the Home, but they dont have nearly enough DPS to kill anything of value, so instead of pursuing, my fleet is sent to defend Tunnel Effect and retake Pentagram Flight. The forces i have at Pentagram Flight are also ordered to retreat to Tunnel Effect and make their stand there.
8:31:56. Welp, thats it for the wave. The main exo is dead, one small shark wave is also easily killed at home. I really dont want to deal with more of those goddamn waves. Gotta speed up my game progress somehow.
---Clearing the path to unexplored systems---8:44:30. I begin my raid to the unscouted systems. I go through Royal Flare and manage to get to Stardust Reverie, where i meet some resistance. While clearing said resistance, the damn Special Forces suddenly come from behind and force me to retreat. Luckily, the SF arent large enough yet, so while most of my fleetships get wiped, the starships survive. Survival of high-mark starships is very important as they are not renewable anymore.