===Operation First Contact====There is a colony rebellion with 60 minutes left on the timer, on a black widow world, six jumps away. I'd like to have a decent spire fleet for that expedition (my actual fleet is kind of pathetic).
Decent means two cities. 4 frigates is nice. A cruiser, 2 destroyers, and 12 frigates is a solid addition to any fleet not focused on speed. But with the second city, you get a fleet that can kill planets on its own.
First shard recovered. Receiver built. Refugees recovered. Outpost built. Second shard recovered. First city built. Second city shard recovered. Second city built. 5-shipyard spire fleet built. No problem.
20 minutes left. I take the spire fleet, the nebula fleet, and the enclave and scout starships.
Jump-pop the command center to minimize deepstrike time.
Pop the fleet into AI space. Oh look. Hybrids. Destroying them caused some casualties. Repaired and set out again, 16 minutes left.
It's quite smooth from there, aside from a close call with a nuclear eye.
Rebels freed. I repair the widow and build the resistance fleet, then decolonize.
It's about 11:30 now.
===Operation Urbanization====Cities three and four are not an issue. However, I took actual significant damage establishing the fourth hub, so I need to beef up my chokepoint even more before building the fifth city/capitol.
So I conquer the entire upper right quadrant. My quadrants were fairly poor in terms of capturables. In total, I got:
1 artillery golem
2 cursed golems
1 core saboteur fab (lost)
1 ARS (vampires. Bah.)
2 advanced factories
3 turret controllers: missile, lightning, MLRS
1 naturally occuring Zgen (I built another one)
4 civilian leaders
Plentiful R/P/X asteroids, 4 E (attritioners, penetrator), 1 A (attritioner)
On 32 captured planets.
I did get a widow and colony rebellion on the one outlying system, though.
Unlocked: all turrets except lightning, flak, tractors and tachyons.
All forcefields.
All forts.
And I have 19,000 k left.
My resources have gone into trader toys:
radar jammer II
black hole machine
armor inhibitor
2 OMDs (actually good now)
ZPG
Superfort (under construction, at 36%)
For most of the exos and waves, its like shooting fish in a barrel. Robotic, murderous fish in a barrel of projected artificial gravity, but still. RadarII+ gravIIIs is awesome.
14:25.
I do 4 k-hacks and two nebulae while I pour economy after economy into the superfort. I also steal a mkV and mkIV attritioner from AI space.
Even with a four-city fleet, I'm diligently avoiding the special forces. They have 11,000 ships (ultra-low caps) and 70 shadow frigates. Unfortunately, they are in the interesting half of the galaxy.
At 16:10 the superfort completes.
Built fifth city and the galactic capitol. Unlocked battleships, dreadnoughts, RiotIIIs, spire ffs mkIV, spire beam cannon mkIV, and spire colony ship.
New ships built by 16:30
===Operation Dread Naught====Naught but the special forces, that is.
I go extract an archive in the safe half of the galaxy, jumping past the double CRE core world.
Economies go into spirecraft. By the time the archive finishes, I have full caps of rams I-III, siege towers I-III, shield bearers I-II, martyrs II-III, implosions I-III (+1 mkIV), and attritioners I-V. I also have eight jumpships.
Unlocked flagshipsII-III, siege starshipsII-III, and zenith and spire starships mkI.
For the first time, a timed exo does significant damage on my chokepoint, wiping about half the spire fleet, and a cap of mkI spire shields. But with an economy of ~5000 each of metal and crystal, I don't really have to worry about it. Speaking of econ, I built the armor booster, and some mercs.
It is a reminder to keep moving, though.
Now for those special forces. I take the 5 city spire fleet, the nebula fleet, the rebel fleet, and all my starships. And the twelve martyrs mkII.
I needed every one of them, plus wormhole and jumpship shenanigans, but the special forces are dead by the 18 hour mark. You know you let the AI group too many ships on a planet when you have to kite with the FS capital fleet. Hunter4's single HK was laughable.
Now I've unlocked the interesting half of the galaxy:
Another rebellion I have to save (should be some benefit for the second, somehow)
4 ARSs, contents still unknown.
4 golems (2 arti 1 regen 1 hive).
A starIV constructor to hack.
The other core turret controllers to hack.
A shield bearer five fabricator to hack.
Access to 4 new nebulae.
Another archive.
The rest of the rare asteroids (plentiful ebonite, 5 adamantite, 2 titanite).
Repelled FS exo, then Golem/spirecraft exos. They did not synchronize, despite the golem/spirecraft exo being at 92% when the other launched.
I love it when the AI invests in high-mark H/Ks. They implode at the same rate as everything else, and cost a lot more. The worst exo loadouts are ones with tons of medium-sized stuff.
Refleeted, and it's 18:30.
Built 6th and 7th cities with no issue, and filled out the spire fleet.
19:30
Beachhead waves are no problem now, the FS fleet just vaporizes them.
===Operation Loot the Galaxy====Took regen golem world to avoid any deepstrike. Repaired it.
Took colony world and an ARS world (hydra).
Achieved battleship size, vastly increasing nebula fleet.
Took two ARS worlds, (Youngling commando, tractor platform).
Returned to repel latest batch of exos.
Took Artillery golem world. That took some doing, including a couple sabotage hacks to remove a raid engine and black hole machine.
Took Hive golem world.
Hacked a fabricator for shield bearer Vs.
Took last ARS (mirrors) which also comes with an artillery golem.
I'm not actually keeping these planets, I just warp in, kill everything, establish a colony, suck out all the k, and decolonize.
Speaking of k:
Unlocked hydras, mirrors, commandos, and spire/zenith starships to mkIII.
The special forces spawn insanely fast and are ridiculously big. Though this might admittedly have something to do with the 45 special forces posts on my/neutral planets.
I hacked an advanced starship constructor before the next exo group.
A cpa comes and coordinates the three nearly-full exos, adding 8000 ships of its own. Then the threatfleet and hybrids pour in. And a wave, because why not. The widow golem was lost in the fray.
Refleeted.
I spend a lot of time preparing. I hacked, flash-colonized a couple core turret controllers, and stole lots of asteroids. The final shard recovery was not an issue. To give you an idea of my economy, I ended up at mercenary caps, running 38 matter converters.
The final matchup:
I have unlocked:
FLEET: Fighters, mirrors, youngling commandos, saboteurs, blade spawners, and hydras to mkIII(IV). I also have caps of bombers and frigates II-III from leeches, and some random mkIs.
STAR: Flagship, Zenith, Spire, Seige, Enclave, Riot, Corvettes to III(IV).
ECON: harvester IIIs, milIIIs, engiIIIs
SUP: All forts, all forcefields, all mines.
Turrets: All turrets but spiders, tractors, tachyons, flak and lightning.
Fast Fleet:
Full rebel caps, full double nebula caps, twenty-five reclaimed gatlings, two shadow battleships.
Spire Fleet: 7 cities.
Golems: 3 artillery, 3 cursed, 1 regen, 1 hive.
Spirecraft:
All possible attritioners.
All possible penetrators.
All possible implosion artilleries.
All possible shield bearers except for 2 mkIVs.
All possible rams except mark V
Siege towers I-III
And from the Zenith trader, everything but ion cannon or counterspies on the chokepoint.
At 25 hours, I push the button. First, the AI has to get through this:
Welcome to computer-hell, AI. The system is, appropriately, called Divide By ZeroThen a milIII with Core Needler/MLRS/Laser/Lightning/Missile/Sniper/Spider turrets and miniforts, mines, gravity turrets, and a spacedock youngling crank.
Then a milIII with all that plus a full spire city (no shipyards) with galactic capital and missile silo.
Two more planets like the first after the choke.
Then another spire city, minus the capital.
Then they're home, which of course also has the per planet defenses, a milIII substation, and the spire refugee outpost.
===Operation Hold the Line====I press the button, building the transceiver essentially instantly, thanks to distribution nodes and ion cannon.
First few minutes are barely noticeable.
The first ten minutes are no problem.
I replace low-level rams and shields in the lull. I open a distribution node to rebuild the sixteen frigates I lost. I also replace the fleetships back to cap.
The exo at fifteen minutes was nasty. A group of H-KIII and a bunch of golems got through to my auxiliary cluster. A full hive, the six-point city, penetrators, and core turrets kills it before it causes energy problems.
Repaired to about 80% of the original fleet.
Ten minutes to go. Wave declares, will synchronize.
It brought beachheads.
That's why I keep spare penetrators.
But the exo still inflicts severe casualties. Opening the rest of the distribution nodes, I repair to ~60% of the original fleet.
5 minutes left. If this exo doesn't break through, the AI won't have time to get to me.
The twenty H/KIIIs do kill most my fleet, but the choke held.
No additional exos before imperial arrival. Victory at 26 hours. I'll post observations later, but one thing: the subspace pulse should destroy the warp counter posts as well as the core shield generators.
State of Empire: