This is my second attempt at this No warning/CPA wave "fun". I changed very little since last time. I dropped the Hybrid normals to a more reasonable 5.. I do hope the AI does not get the Tractor Platforms again. Those brought me my end last round. Other then that most things stayed the same. I wanted some Younglings as well, so first one I found on a seed I took.
It happened to be the Commandos. I don't get to play with them as much as I should, and I do rather like them at times. Wish there was a Merc version of them. Would use them all the time. Oh and I brought in the Dark Spire. Heard they might have been fixed a bit so I wish to see the damage they can cause.
Expansions: All
Size: 50 Planet, Realistic Hubs
AI Types: Vanilla x2
Ship Choice: Youngling Commando + champion
Seed: 1970322582
Ships Available: All
Game Options: Normal, Normal, Full Fog of War
AI options: Human Marauders 5, Human Resistance 5, Human Colony Rebellion 5, Zenith-Trader/Miners/Dyson/Devourer all 5,Spire craft easy, golems easy, Botnet Hard 5(For great Exo Fun). Neinzul Wardens,Enclaves 5, Fallen Spire 5, Spire Civilian Leaders, Dark Spire 4.
AI Modifiers: Schizo, 1/2 Enemy waves, No Wave warning, CPA Waves
AI Plot: Avenger x2(I will need to kill these to consider a win still.), Hybridsx2 5, advanced hybrid 7, Astro Trains
Hour 1
I start off unlocking Harvesters mk2, Grav Turrets mk1, and Scout mk2s, this seed I start with 6 entry points onto my homeworld. Preliminary scouting of imediate area reveals Munition Boosters, Armor Rotters and Reprocessors. While to the far east is a z generator, p7.To the south east is a fabricator/ars combo. It has Younglings weasels, P9. Younglings for everyone. To the North east lies the Dyson on a ARS/civilian world, P8. For siliness the AI also unlocked Youngling commandos. To the west is a Special Forces Alarm Post, P0.
I spot a Nebulae Wormhole right next door and send the Champion on its way. There are 3 of these wormholes on my side of the galaxy. The rest are on the other end. That doesn't boade so well for the Champion. I enter the Nebulae and it is the Dyson Gatling scenario with the Gray Spire. I win the mission easy as it is the first one. 17 Gatlings to play with, they are awesome. I also Unlocked the Spire Shadow frigate, Rail Clusters, And the modular fortress. All in all a good bunch of unlocks. Gotta say the main gun of the Spire Shadow ship is mean. Turns hybrids to scrap.
Then I notice a lone Dark spire ship come into sensor range. Somewhere out there one of them has activated. My scouts find the world I think they came from, Diec. Not much left there, but one of their cruisers and a empty world. The fleet is sent to capture the world next to the Dyson planet. They set off a EMP guardian which flies straight at me. My Gatlings intercept it with ease. I was glad I got it before it reached the home world, as a wave assaulted just ahead of it. The gatlings finish off the wave as well. Towards the end of hour I unlock all three of the mk2 versions of the triangle ships.
The trader also decides to stop by, giving me my Zenith Generator and other goodies. Unnoticed to me till I moved over it, but my scout on the dyson world has killed the AI defenders. Those hostile-all gatlings destroyed them. I free the Dyson planet and begin pruning some hybrids near my homeworld. I move to the Dyson planet and capture it to turn the Civilian Leader before they tick and grant me 10 AiP. Instead I will get 6.
For my ARS on the planet I unlock Mini rams. Those hybrids are done now. I secure the Dyson world by taking a neighboring planet and using it for the supply to build here. Works well. Now to just kill the Prime A CSG. Time for hostile gatlings, no? I capture it and my fleet destroys the shield generator before I can even finish building the Command post which I scrap. No hostile Gatlings.
At end of hour I am sitting at 56 AIP, a cursed golem repairing, the dyson freed, 1 Civilian Leader in my care, 1 nebulae down, 1 ARS, 2 planets. For my second attempt at this No warning game I am doing much better then the first. Guess reducing the hybrids by 2 points and not fighting those massive Spire ships has been a great help.
Hour 2
10 minutes into the hour a 1.6k wave apparently is brewing and my Cursed Golem is up and running. I expect by end of this game, for good or worse. I will have many golems fighting at my side. This will be interesting. The wave arrive at my base.. All Missle Frigates. I lose two Cryo pods. I can live with that. My own fault for not puting down more defenses. Using the slightly cheesy effect of Spire Scout ship. Think something might need to be done with these. I reveal the rest of the map.
I find a raid engine guarding my next golem, a Black Widow. Fun. I find the Botnet in the upper left hand corner. A regen golem in the center pivot area between the two sides. A wave appears for 1.1k. My fleet moves to engage and summons both the Reisstance in force and the marauders. All three began destroying each other while I move out of system laughing.
My economy can't handle the strain from trying to build so much, so I unlock mk3 harvesters. Using my Jumpship I destroy all 4 Co-Processors and a data center. I need heavier shielding, I have the knowledge so I unlock the Hardened forcefields. A massive build up of waves is slowly growing outside my homeworld. They refuse to attack even with 2100 ships waiting. I send in the mini rams to kill the carrier followed by a matyr to kill everything else.
With the waves held in check I distribute my scouts throughout the imediate area to give me constant field reports on ai planets. Preparation of all my mini rams and fleet is begun to take the Z generator world followed by the ARS Dark spire husk to the south.
As I do this the Spire Civilians tick in and I am done for the hour. My progress is good. Co-processors dead, AiP at 43, 3 DCs left, so many golems on the map. I need that bot-net though. Soon its exo will start ticking down.
AI Ship list: Munition Boosters, Armor Rotters, Zenith Reproccesors, Youngling Commandos.
Unlock order: Crystal/Metal Harvester mk2, Grav Turret mk1, Scout mk2, Frigate Mk2, Bomber Mk2, Fighter Mk2, Crystal/Metal Harvester Mk3, Hardened forcefields mk1
Note: I find it kinda bad how the Spirecraft Scout works. I am making some use of their more lasting vigil over a few worlds this game mostly due to the CPA and no wave warning effect. But normally I don't see them to be very useful. Their ability to fully explore a map with no repercussions or cost is a bit extreme too.