Inspired by
this reddit thread, here's my attempt to get the Double Godlike achievement (double diff 10 with no handicaps) despite my general lack of skill via copious, nay, ludicrous amounts of Lobby Limburger. If this works, it'll be my third win at Diff7+. To keep things honest, I did not consult the hivemind before attempting, so this is all based on my own guesses. When I mentioned this attempt in another thread, the recommendation was a 10 planet map with 8 homeworlds, which I tried and then was immediately killed by a Core Raid Engine. Lets go back to Limburger instead of doing a Cage Match. Also, I will be installing beta updates as they come out, which with Keith aiming to make Diff10 mostly-unbeatable could cause some abrupt spikes in the difficulty of this match. It'll be !!fun!!.
I'm currently at 4 hours on the game clock (rather a lot more than that in actual time), so this will start out recapping the early stuff.
40 planets: the lobby tooltip suggested any lower could actually be harder.
X map: clearly the style of choice for shenanigans
Seed: 725387157
Double diff 10, double Bouncer. I thought about Chivalric but decided I was scared of CPAs, a mistake in retrospect.
Complex ships, but no Swallowers, Dire Guardian Lairs, or CSGs.
No AIP auto progress. CPAs will keep me honest, I think.
Minor Factions:
- Human Resistance Fighters 10
- Zentih Traders
- Dyson Sphere 10
- Neinzul Roaming Enclaves 10
- Golems Easy
- Spirecraft Easy
No plots.
One homeworld (to maximize the superweapons).
Starting ship: Protector Starships. Almost picked Railpods or Lightning Torpedo Frigates, but Protectors seemed the most fitting for my tactical style.
And the final piece of cheese, which has done by far the most work so far: Eight, count'em, *eight* champions.
Spoiler alert: the first champion nemesis exo is 50% charged where I'm at now, and it's making me nervous. Especially as when I started this game, I don't think champion nemesis exos existed.
I reduce the fog of war until I can make sure the AI homeworlds don't block me from reaching any nebula; I want battleships before the first homeworld assault, and I would have restarted had I needed to to ensure this. Didn't need to, as it turned out.
So, I dive right on in. The map has a tiny northern arm, a small western arm with *four* nebula, and large east and south arms. I elect to start next to one of the nebula, the southern spoke of the western arm. I scout the adjacent system and discover a Superterminal. That's... probably not ideal. The next system out is the hub, and it turns out to have an ARS, but is Mark IV, with a Translocating Command Station, a Raid Eye, and 14 guard posts. Nope. Nope nope nope.
Lets try again on the next spoke, I can still start next to a nebula and have the hub be two hops out. New game, same settings. I scout. First adjacent planet has a coprocessor, this time the Superterminal is on the hub along with a Missile Command Station and a pile of guard posts.
Restart *again*, in the northern spoke. I start next to the hub, which prevents it from being a Subcommander system. My new homeworld is Michigan! I save immediately upon game start. Some quick scouting with Mark II and III scouts unlocked assures me that there's nothing too scary in my arm; one Mark IV world, one ARS, a Core Missile Turret Controller, a cursed golem on Salem (just west of the central hub), and lo and behold, the central hub has a Core Needler Turret Controller, a Botnet Golem, a Regen Golem, and a ZPG. The RNG has blessed me this day! I plan to clear all the nebula in my arm at a nice low 10 AIP, then grab the middle, the ARS, and the cursed golem in some order to be determined. I reload to get back the knowledge I spent on Scout unlocks and begin *actually playing*.
First unlocks: MkI Spire and Zenith Starships, MkII Enclave and Protector Starships, MkII Harvesters, Mark I Heavy Beam/Grav/Tachyon turrets.
I neuter a few nearby systems to get my champs all the way to level 3 before the first nebula. I discover the AI has Microfighters and Gravity Drains, which I am completely not worried about, Munitions Boosters which means future pain, and Eye Bots. *shakes fist at RNG* Good thing I unlocked tachyon turrets without even thinking about it. I have a feeling I'll need Counter-Missile Turrets eventually.
First nebula: Mining Consortium. One champs runs defense with antilight modules, another specializes in killing the enemy cruisers via lasers, and the rest go for missile modules and a variety of basic modules to go kill the opposing starbases. Everyone has MkII modules in all slots since they're level 3. This is extremely effective, since with 6 champs on offense I can just throw down shadow shields as needed to tank the starbases, and the missile modules tear them to shreds. Cake.
Second nebula. Dimensional Prisons. I discover that I can't just pop all of them and survive, even with 8 champs. Reload, pop a couple at once early. I remember I'm supposed to try to build up a big friendly fleet and then pop a bunch at once at the end, so I try that... and then realize that the friendly ships are faster than my shadow frigates. I can't stop them from suiciding into the enemy ships. I think I popped maybe three prisons at once. Oh well. I still get Destroyer hulls! And the Neinzul hull, which is kind of eh.
At this point, I think I actually start running out of energy, due to the starships and nebula rewards. Easy enough solution, I'll just go take Salem, start working on that Cursed Golem, and neuter the future CHOKE-MID. I slap down a bunch of turrets and mines on Salem to kill any Roaming Enclaves that wander in, but go ahead and gate raid to keep waves pointed at my HW for max salvage. I also realize that 8 champs means the rewarded alien Modular Forts have ship caps of 8... holy cow. Those'll be useful, if I can spare the energy.
1:15: I start clearing toward the western-most nebula. I put this one off because it's behind two subcommander planets, Mark III and IV. Notice a Teleport Raider fab on Frankfort, the Mark IV, but pay it no mind (spoiler: I later realize I might need this).
1:40: I finish up the western most nebula, Shattered Pillar. Zenith destroyer hulls, awesome! Also Acid Jet modules, which I eventually realize have bonuses vs Drains, Eye Bots, and Munitions Boosters... Excellent.
Popping a warp counterattack guard post sends 1000 AI bombers to Salem and my precious Cursed Golem. Meh, I'll park the fleet there, they're only MkII.
I then realize that the Zenith Trader is on CHOKE-MID, my first sighting! Then I consult the forums and confirm that if I start building a ZPG, I can capture a second ZPG and end up with two at once. I have supply on CHOKE-MID from Salem... A frantic rush ensues, as I throw champions and fleet ships into CHOKE-MID and frantically put down a ZPG with basically zero support and a bunch of enemy ships in-system, right as the Trader departs for foreign lands. A few shadow shields and champions providing fire coverage and the ZPG is protected! I then cap the system and fortify the heck out of it, to serve as a second wave target and general choke. This later turns out to be a TERRIBLE idea, as while the ZPG is on the wormhole leading back to my arm of the map, the Needler Turret Controller, which I completely forgot about in my greed for the Botnet and ZPG, is way up on the north side of the gravity well. I wind up having to cover it with forcefields, put mine trails to it, and generally muck up my carefully planned defenses; same for the Regen Golem. The botnet is next to the ZPGs and my command station, so it's fine, at least.
Then the warp counterattack shows up. This almost goes really badly when the massive pile of bombers decides to bail out before actually hitting my defenses, and flees toward Choke Mid. They exit the wormhole directly onto my pile of Trader goodies. I don't lose anything important, but it's a close thing before the pile of turrets that they walked into burns them down.
At some point in here, I built some spirecraft attritioners and translocators. No idea what I'm doing with spirecraft, never used them in a serious game. I wind up adding some siege towers later.
1:50: I finally get around to doing the nebula next to Salem. This turns out to be the Ravenous Shadow. I swap all but one champ over to Zenith Hulls with shields, missiles, and paralyzers. Last champ has a pile of Doom Accelerators. With four ravenous shadow, I make a token attempt to save the Mourners, but mostly focus on burning down the Shadows as fast as possible. I think maybe one Mourner makes it out. Hard to remember exaclty how this went, but I think I was down to one or two Shadows by the time they stopped chasing Mourners and headed for the small starbases. Frantic Shadow shielding and pounding on the Shadows kill the last shadow when I had only a single champ left with shadow charge and the first attacked minibase at something like 1% health. So, this is pretty tightly tuned! I think this is when I unlocked Bomber Bays; frustrating, as I would have used them in that fight if I had them.
Status of the galaxy: I have 3 planets, with a captured ZPG, broken Botnet, Regen, and Cursed Golem, and another ZPG in the works. 55 AIP. All nebula in my arm cleared. I've basically used nothing but my champs on offense.
You may remember that there was an ARS in my arm of the galaxy. You may be wondering why I didn't capture it yet.
That would be because it offers Gravity Drains by default, which I could design download, and
Lightning Torpedo Frigates as a hackable option. All hail the RNG! For without it's blessings, surely we would be lost! I'm going to hack that ARS. But, not until I have my champions as ridiculously pimped out as I can manage beforehand.
Unfortunately, a wild CPA appears and distracts me.