Two Exo-waves are coming in, uncomfortably close together. I decide that I am going to have to spend some hard-earned Knowledge on more defenses. I spend another 6K knowledge to finish off the HBC line, upgrading my Mod fort as well. By the way, the description on the Mk IV version is exceptional. Just the type of weapon I would love to use. I decide to run a few Matter Converters for more energy, just in case. Even running 2 ZPGs, I was starting to get lower than I like in terms of energy.
--Operation: Enlist Foreign Aid--Apparently, there is a Dyson Sphere on Uranus 2, under the cruel oppression of the AI. I’m going to free it. Since they are in my way, I will also take over The Vault, Venus, and Jupiter. While I would like to make The Vault a Whipping Boy, I know that I will lose the handy Gravity Drill the second I do. And probably the Vampire Claw V fabricator. So, I’m going to make good use of Warp Jammers again. The nice thing about this part of the galaxy is that Uranus 2 will make a great buffer world against the neighboring planets.
Clearing worlds with Protector Vs and Scout Starship IVs is actually rather easy. I don’t bother putting counter missile modules on my Protectors, which means that I can save those for the much more dangerous energy attacks. In other news, the AI now has Spire Stealth Battleships now. I am going to be very glad for Decloakers on offense, that’s for sure.
It looks like the next Exos will be close enough together to be considered “synched”. I ready more warheads (even though I haven’t used one yet) and Spirecraft.
*** Insert Turret Patch Here ***Wow, getting used to the new HP and attack values is going to take a bit…at first, I saw the new sniper turret marks and thought, “what? really?” And then I remembered that everything was divided by 100 (more or less).
--Operation: Defense Grid: Reawakening--Instant energy brownout (-500,000 :O), due to the fact that I have core turrets on EVERY planet still. To be fair and in-line with the turret changes, I am going to clear out all of my defenses and rebuild them. But hey, look! I have 22,000 Knowledge still. And another 3,000 available (soon to be claimed) from the Dyson Sphere world. High AIP games do have their benefits
Spider Turret II – IV
Sniper Turret II – IV
Missile Turret II – IV
Laser Turret II – IV
Remaining Knowledge: 2,000 (+3,000); 20,000 Knowledge spent
I also have Spider (hacked), Laser, and Lightning Turret Controllers.
In other news, Winge goes insane placing turrets. I don’t think I’ve ever considered having multiple saves while the game was
PAUSED. Fun statistics, for those who like them:
Energy Min: -500,000 or so
Energy Max: 2,700,000 or so
Max Metal: 3,930,000 (cap)
Metal Rate with all unpaused: -251,979/s. That's including some salvage income (did someone unpause an Ion Cannon V, and put engineers on it?)
A wave interrupts rebuilding. Excessive micromanagement of construction (and someone forgetting to update Spirecraft Attritioners) allows me to convert the wave handily to scrap metal. And the AI now has Shield Bearers…wonderful. I end up scumming once due to the new turret patch. I didn’t have a chance to rebuild my defenses as I wanted them before the exos started to hit, so I scummed to allow myself to build up how I intended to (with EVEN MORE turret micromanagement). Overall, I like the turret changes. At least, now that I’m slightly less insane (but only slightly) after getting some of my defenses back in place as I want them.
And then an 8,000 ship CPA is announced. I swear, it feels like I get no time in-between attacks to attack myself.
Sorry, no pics this time around. I'll get some next time.