For all marks, you mean?
Yes.
kind of anemic on the starships
I don't consider 4 mkII starships at 5:30 anemic. Also, see later for why you should not, for the love of god, make it send more starships.
Nonetheless, a DN sounds... uncomfortable.
It was. All fleetships and most starships were wiped out. It died before it melted through the home forcefields, though.
===Operation Parallel Processing====Jumpships + bomber starships knock out the co-processors very quickly.
AIP = 73 (actual AIP is -30ish)
1 massive AI ships (3960 S) are en route to your planets ? ? ?
But I checked for raid engines, and deepstrike just adds threat...
Turns out this was my first encounter with a Hunter/Killer factory. And before I can hunt him down, a CPA announced with 800 ships.
And a 300-bomber wave from Heroic Spire Hammer, with 19 starships. Resolves into:
8 siege starships mkII
2 neinzul frigates
2 neinzul destroyers
1 neinzul cruiser
3 spire frigates
2 spire destroyers
1 spire DN <======= Outranges gravity turret mkIII
The CPA and H/K join the fun. Turns out there was also a hybrid swarm, and six heroic human destroyers hanging out from Heroic's spawn-champs-into-threatfleet behaviour.
I used a martyr on the bombers, and a continual stream of fire, enclave drones and fireflies on the dreadnaught. Once that fell, the other ships had to deal with gravity. They did fight all the way to outside the home forcefield net, but could never quite kill anything what with the space dock cranking out decoy drones, supported by all my engies.
A nerf, I tell you. Enclave starships need a nerf. GravIIIs could use one, too.
I rebuild quickly, and also reach merc caps. I need more defenses.
=== Operation Homeland Security====And I want to make room for three cities. I'm leaving two planets for now, one a RudeGesture (waves to anywhere could be a straight game-over at the moment) and the Superterminal (which I'll hack once I pull a decent FS fleet together).
I quickly conquer the other 8, bringing AIP to 170. This gives me the missile turret controller and mkV tigers.
All Unlocks:
Engi II
Mil III
Enclaves III
FlagshipII
Zenith I
Leech II
FortressIII
Mod fort
Gravity III
HBCIV
Gametime 2:45
Waves are nasty.
Really nasty.
Like that 50-Zenith starship scenario? Happened.
96 assorted starships? Repelled.
How about 3 spire dreadnoughts?
Yeah, that happened too (thank goodness for cloaked rams).
I sent out the Negotiators to become destroyers before the coming exo.
Then, I smash a path to and conquer the nearest artillery golem.
Repaired and returned, decolonized.
A brief aside:
Golems need a huge buff. They die
fast (even heavily escorted, it got down to 12%).
I think a good starting point would be 10x health and 2x damage (1/2 reload for arti). Most golems have trouble taking down a mkII planet.
I'm only ever getting edge-case use out of them. In this particular case:
%#&*! Kill the spire dreadnoughts! NOW!
I have the spire modular forts built by the time the first exo arrives.
But thing's didn't start to go wrong until the wave arrived. Three dreadnoughts again (used another martyr on the 700 bombers), and because of how they're built, it takes nine artillery shots to kill them all. By which point they had shredded my gravity line all the way to the home ff net.
Hybrids and threatfleet champs pour in, and a new horror is revealed. An exo group not targeted for home:
It just cruises past while the defenses are otherwise occupied, and kills a command station.
Shark B 4/0
Oh. Right.
The sharkwave also cruises past, killing a different command station. And another.
At this point (primary exo almost completely dead, heroic hammer wave down to starships, some enemy chaff still milling about my homeworld, and no gravity net), the starfleet commander joins the party, announcing 300ish parasites and 82 starships. Mk IV.
Time to call in the mercs. And various stolen ships. And the dyson gatlings I won. They kill the second and third sharkwaves, and I'm able to get the gravity network back on in time for the next wave.
Wave molassified and killed. Situation stable. The plan is to do two more nebula scenarios and become a cruiser, build three cities worth of FS, and ride the Superterminal for a while.
ObservationsThe lost Zentih tech used to make golems: tissue paper.
Shadow battleship (7000) > Spire f#$%ing Dreadnought (4950) ?
Decoy drones: surprisingly actually a bit useful on occasion.
Gravity: perhaps a bit more nerf? I suggest flattening the ranges at the mkII's, and buffing their health a bit to gentle the blow a bit. Or add logic like tractors: anything in the grav well can shoot at the grav turret.
Waves: Oh the pain.
But aside from the AI types, I think the starship scaling is a bit overboard right now. The starship portion is more threatening than the fleetship portion, despite getting only ~1/4th the budget. This suggests tuning internal starship costs.
I don't think I realized how important the Zenith trader was to really robust chokepoints. I'd have 600,000 more energy, a couple OMDs, and, most importantly, a BHM. If I lose, I'm going to try the same settings except for enabling him, and upping the trains to 4 to compensate somewhat.
State of Empire: