Time to establish the second city. As soon as I do so, a normal wave declares. Naturally. Heavy casualties including the counterspy, but the choke holds. Repairing and building the second city and its ships takes another 1.5 hours or so. A colony rebellion on some worthless planet outside my cluster declares. It is behind a double black hole generator, which are under a core ff (stupid turboZenith).
One of the things I really like about this game is that mistakes make the game more fun. In related news, ow.
Operation Double Question Mark
After thinking "what could possibly go wrong?", I conquer all the planets in my cluster. I gain an advanced factory, a core grenade fab, two ARSs (Z medics, Z sentinels), and an armored and black widow golem.
AIP 245. That doesn't sound like that much, but it apparently translates into waves of 10,000 bombers (yes, ten thousand). Along with a schizo wave of 6000 (because the RNG hates me), and an FS exo (because the AI hates me), it wreaks havoc. And I haven't had time to upgrade the defences.
Most of my turrets and the human mod fort are dead, along with the counterspy, the second-to-last ion cannon, and every mobile ship smaller than a spire cruiser (except the neinzul enclaves). It takes some time to recover.
Unlocked the following turrets: HBCIV, (Missile, MLRS, Laser) III, spider. Also unlocked the mil III station.
Freed the rebel colony, then captured a cursed golem. Unlock fortresses I-II. Completed the cap of forts mkI.
11,000 ship CPA. At this point the normal attacks are much (much) nastier than the exos. This tells me I should build up the FS fleet.
But first: the CPA. It all arrives together. Stupid turbocarriers. I retreat the mobile fleet, and they bite.
Ridiculous space carnage ensues. Between 4 golems, the champion fleet, the FS fleet, 5 fortsI, 4 modular forts, all the turrets, the armor inhibitor, and the milIII station (under all normal forcefieldsI-III), the battle is actually fairly one-sided. I take maybe a million each of metal and crystal worth of casualties.
Time for the third and fourth cities.
Operation Urban Sprawl
Once the damage from the cpa is repaired, I start the third city survey. It is within my territory.
The shard-chasers barely scratch the paint on the chokepoint. Twiddling thumbs while the colony ship constructs. Colony rebellion declared.
The hub-spawn also lacks paint-scratching ability.
My fleetships are annoyed with me that they are considered sub-paint. And that I build caps of them strictly as a damage soak for the turrets.
The FS exo, then the golem/spirecraft exo bounce harmlessly of my wall o' fortresses. Again, the normal attacks (11,000 ships in a single wave) are much worse.
Third city complete.
I need to take a break from the Spire to rescue my fellow humans. I wait until a regular FS exo, then take the spire and champion fleet out to do battle with the Special forces. Heavy casualties on both sides, but I stand victorious. I then take the rebel colony world, and build the resistance fleet.
The k from that world lets me unlock cloakerIIs and fortIIs.
Abandoned the rebel colony, built a fortII.
Recovered fourth shard and built fourth city with no problem.
State of Empire: