Started in 5.097 (which is 6.0 without the version number or music, using
this as my soundtrack instead), in my steam copy so without the dev copy's accidentalia.
Going for a pretty simple game, no superweapons, nothing too fancy or chaotic. Just want to see how the thing plays end-to-end, been a while.
Expansions: all enabled
Diff: 7.3/7.3; I'm no superman
AI 1: Sledgehammer
AI 2: The Tank
Map Type: Clusters. Concentric used to be my favorite, but Clusters has really grown on me. Not doing the microcosm variant this time.
80 Planets
Conquest (though I would like to find some way to bring Defender up to snuff some day, seems like missed potential)
Ship Types: Complex, all enabled (including CSGs)
Combat Style: Normal
Unit Cap Scale: Low (playing on low-end hardware)
Visibility: Full Fog
Cheats: Off
Unexplored Planets: shown
Minor Factions
Marauders 4/10
Resistance 4/10
AI Mods:
None
Auto AIP: 1 every 15 minutes
AI Plots:
Avenger on both
Map seed: 1394755226
My bonus ship type: Tackle Drone Launcher! Bwahahaha!
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0:43 unlock harvester IIIs
start build scouts
0:59 broadcast that any scout still in-system in 1 minute will be used for target practice (auto explore)
start build military (TDLs first)
place turret defenses
1:55 initial scouting report:
- Rebangaeo (first HW neighbor) MkI, Fort I; neighbors:
-- Murdertic (has a link out of the cluster) MkII, ZPG, Distro, 2m/4c
-- Ralockaki (extra-cluster-link) MkII, ZPG, IonIII, P-Armor-Booster
-- Bingbing (extra-cluster-link) MkIII, ARS, CSG-A, IonI, Counterattack-post
- Rodhagcen (second HW neighbor) MkI Co-Proc; neighbors:
-- Fucave MkII, Interplanetary Munitions Booster, Co-Proc
-- Erasaelplu MkII, ZPG
- Waydarkael (third HW neighbor) MkI CSG-E, Distro node; neighbors:
-- Xuaelmas MkII, IonIII
-- Ipquienan MkIV, CSG-E, Ion Eye, IonII, 3m/4c
Hmm, priorities... Bingbing is a given, considering the ARS and extra-cluster link. Before that I'd like to capture my HW-neighbors, but I don't want to alert that MkIV longer than I have to. Though
taking the MkIV is attractive due to 3/4 resources.
And that Interplanetary munitions booster needs to die.
Anyway, back to initial building. First fleet attack planned for Rebangaeo.
4:59 First TDL rolls off the line, commissioned as the TCS "
Terry Tate".
During this, built off another few caps of scouts and auto-picketed them.
8:00 all 4 TDLs online, building the rest
11:12 first wave announced: 65 anti-armor ships. My leech starships would be grateful for the donation, if I had any.
That reminds me to check up on the AI ships to see what bonus types they have.
The Tank:
- Spire Blade Spawner. Lovely.
- Sniper
Sledge Hammer:
- Anti-Armor
With the reinforcement-focus mechanic I may not have all the info yet.
Anyway, I guess I deserve blade spawners on the other side, for taking the tacklers.
11:39 all fleet ships done building. Starship additions considered and rejected. I'm targeting a mkI planet, what could go wrong?
Thankfully that planet's fort (which could go very wrong) is off in the boonies with the SF guard post, so it won't shred me out of the gate.
12:40 command station down, AIP = 30
13:42 A wild spire blade spawner appears and starts inflicting more losses on me than anything else on the planet was able to. Retreating rest of fleet, sending in the fighters to take it down.
14:03 wave hits
14:28 between the defenses and Terry being bored, wave down. Still chasing the starship.
On the other planet, spire blade spawner died. Somehow my fighters (not in FRD) interpreted their leftover orders as "get in range of the fort and die horribly". Their mission, whatever its origin, was achieved. Thankfully I only left the fighters, the accountants were worried for a moment there.
15:00 AutoAIP, 31 now
15:20 Rebangaeo command station online.
Getting stuff online there and picking off a few annoying stragglers...
16:54 31 Bomber wave announced for the new planet
19:44 wave hits
None of the bombers get in range, Terry sees to that.
Once the defenses kill the starship, dispatch fighters to clean up bombers.
20:52 killed the SF post via missile turrets outside fort range, AIP 32 now
23:25 12 (out of 48) fighters give their primary keys to take out the Bingbing tachyon guardians so my scouts can...
24:04 scout Joifi, which is on the other side of the bridge to the southwest cluster: MkIII, CSG-E, Barracks, IonI
26:03 strikeforce alpha loaded into transport, preparing to be dropped on the head of Bingbing's IonI.
Transport reaches destination at half health, deploys fighter to draw ion fire; deploys bomber to kill ion
... Somebody forgot that units now have to reload after exiting a transport. General unload button mashed.
AI courteous destroys the transport for me, resolving unload request in a rapid fashion.
26:27 Ion down, everyone in the car!
... Dude, where's my car?
Guess we need to deal with these guardians that even Terry can't get out of our face.
26:45 guardians down, but so are all my fighters, retreat before the accountants get too worried.
27:21 the important stuff (TDLs) made it out, but being a missile frigate is a dangerous occupation
28:51 reprisal taken out; that was easier on my side of the wormhole
29:09 starship reinforcements requested again. Accountants balk, but Terry convinces them to be team players. Combat Starship construction underway.
30:00 autoaip, now 33
30:48 ScienceII station scans Bingbing; ARS projects: Spider / IRE, EtherJet
Hmm. If this were an exo game, the IREs would be a slam dunk. EtherJets are fun but more fragile than I'm looking for here. So not wanting to take the hacking antagonism to pick a non-default, spiders it is.
31:58 crystal hits bottom, metal on the way. Accountants remind Terry where the cheetos come from, and a policy of fiscal responsibility is adopted (i.e. no more starships)
33:30 the missile turrets on Rebangaeo finally take out the Fort I.
*facepalm* and only then do the harvesters start building. Accountants frothing at the mouth.
34:26 Strikeforce alpha loaded onto transport. Backup transport on standby.
Threat eval on Bingbing... nothing too dangerous left, time to pop the command station and take out the trash.
34:51 Transport reaches target at 88% health; much less dangerous now. Deploying.
... counter attack post providing station invulnerability. Everyone in the car.
Starship Dissassembler Guardian. Accountants smirking. Terry desmirking Accountants.
35:44 Starships reclaimed, albeit a little gooey-er.
Counter attack post down; 45 mkIII ship counter heading to homeworld in 13+ minutes
Normal wave, 55 missile frigates, heading to second planet.
37:12 Bingbing command down, cleaning up, AIP 53
37:36 normal wave hits, right on top of my returning ships. Terry gives wave a pep talk.
40:06 Bingbing station online, shields online, sending out patrols to clean up the rest. ARS immediately lost to enemy ships, but that's ok, I got my spiders.
42:22 one CSG-A down
75 bomber wave announced for Bingbing
43:16 Bingbing SF post down, AIP 54
43:27 unlocking mkII scouts to get further and since I've got so many mkIs on picket duty
44:30 bomber wave hits Bingbing. Terry hits wave. Terry wins.
45:00 autoaip, now 55
45:30 Terry informs accountants that cheeto supply is high. Starship construction resumes.
49:25 No more cheetos, starships paused again.
49:36 counter wave hits. Terry informs them that they can stay right there at the grav limit.
Sledgehammer spotted as commanding Zenith Paralyzers
53:00 counter wave done, minimal losses
53:30 dissatisfied with scout mkII coverage, sending raids on tachyon busting
54:35 raids were doing well, met untimely demise from all at about 75% health to 0 in something like 3 seconds. Not sure what happened.
56:00 rest of northwest cluster scouted, catalog:
Kaladm 3 hops from HW, mkIII, Advanced Factory!, CSG-B, IonI, barracks
Vageo 3 hops from HW, mkIII, CSG-E, Distro, barracks
Dorcave 3 hops from HW, mkII, Fabri-
* Terry busts through the wall
"Hey, boss! There's a MkV Tackle Drone Launcher Fabricator on that planet!"Yes, yes, I see that. Very interesting indeed.
Dorcave 3 hops from HW, mkII, Fab-TDL-V, CSG-C, IonIII, counter attack post, 4m/3c
Memondlea 3 hops from HW, mkIII, CSG-D, Sentry Eye, IonI, counter attack post, barracks, 3m/3c
Marbulrex 3 hops from HW, mkIII, ARS, CSG-A, Fab-Bomber-V, counter attack post, distro, barracks
Boatmurdersuo (no, I didn't make it do that, this is actually entirely stock-game planetnaming, and that's all Chris) 4 hops from HW, mkIII, IonIV, IonI, 4m/2c
Ipnaku 4 hops from HW, mkII, ZReserveIII
Jisho 4 hops from HW, mkII, CSG-D counter attack post
Ipnine 3 hops from HW, mkIII, Data Center, IonI, Distro, 4m/4c
And the gateway planet in the southeast cluster:
Yaqael 3 hops from HW, mkII CSG-E, FortI, Ion eye, barracks
And from the northeast cluster:
Murdoch 4 hops from HW, mkII, cluster-gateway, distro*2, barracks, 4m/4c
Ordrepu 5 hops from HW, mkIV, Data Center, distro, IonII
Ritol 5 hops from HW, mkIII, CSG-D, counter attack post, IonI, barracks, 3m/4c
So, priorities...
Well, I've got a bead on most of the CSG rings now, so I really want to find those AI homeworlds to figure out what I need to do positioning-wise to take them down without triggering deepstrike threat.
But that would require some pretty deep scouting and I don't particularly want to burn knowledge or lots of time transport+scout+tachyon-busting to get that deep. I'd rather have some more muscle first.
Muscle means knowledge, ARS, fabs, and advanced factory. All those are available here in the cluster (no, I really did not pick this seed knowing what it would give me), but I don't want to get the "loseable" capturables first, so I want to go for the other ARS in this cluster.
But it's on the far end of the MkIV planet in the cluster.
That, in turn, is one of the 2-hops-from-HW planets and needs to go down so I can secure my HW permiter without leaving a mkIV on alert.
The mkIV does have good m+c, but I don't want to take planets just for that. So I'll probably nerf it into oblivion.
Before I do that, I'll take the immediate HW-neighbor that leads to it (Waydarkael).
Time to roll.
I want to try something out, so I'm dumping 4000 K on the mobile repair station.
58:04 initial fighter wave deployed to Waydarkael to draw fire
Sending mobile builder through to start forcefield construction, detaching engineers from homeworld to speedbuild it.
Sending rest of fleet through to cover building.
58:23 forcefield online
58:42 Waydarkael command down, AIP now 75
Special forces are in system, pulling back to let Terry do the work.
Scratch that, can't pull back, SF has 13 blade spawners. Spawners have medium hull, time for the fighters to kill. Sending in most of the rest to get the job done.
58:58 40 marauders join in the fun
*facepalm* Bringing the MRS units through that I forgot.
59:29 last blade spawner down
Somewhere in down my Waydarkael command station came online
Moving fleet to engage marauders; placing defensive turrets.
AI remnant smashed between my fleet and the marauders. At least the marauders won't alpha me now.
Taking damage from marauders, but starships are fine, so accountants unconcerned.
1:00:00 auto-aip, now 76
Gonna stop there for the night, but the start has been fairly promising. Of course, the challenge of this one is nothing to what I've seen y'all tackle (no pun intended) lately
I'll probably go for less detail later on, am just getting into the swing of it.
State of the galaxy: