- Phase 2, part 1 -
being the last part where things go even approximately after the plan,I kid thee not.
The Hybrid MenaceThis is what a bunch of happy hybrids look like as they swoop in for the kill as I attempted to break their siege of my homeworld to give me access to the wider galaxy of clusters 2 through 5.
I like mark 3 lightning warheads and I like cloaker starships. +3 AIP.
My victorious fleet returned for some much needed repairs.
Musings on Special ForcesUntil this point in the game, the Mad Bomber/Reservist had been of considerably greater concern than the Special Forces/Bouncer due to its considerably larger waves, but since no Special Forces tried to move through my homeworld gateway between cluster 1 and 2 during the first 10 hours of the game, I was sure that it must have built up a substantial amount of forces during that time.
The big question was this:
What is a substantial number of forces at this difficulty level for a SF Captain/Bouncer given the AIP progression I've had over that time?Unfortunately, I had no idea, so I proceeded with caution. Well, if you can call flying for the Advanced Factory IV world to see what would attract them, only to flee when attacked by four or five thousand ships (but who's counting?) and having to burn another mark 3 lightning warhead to prevent fleet annihilation, that is.
Could that truly be all of them? For my next foray, I decided to be rather more cautious; The special forces had reacted to my presence on an AF, perhaps they'd react to my presence on an ARS as well? I had an ARS only two hops from my hopeworld, in Ubas.
Things looked rather well, I must say. A thousand ships hanging out next to Ubas, probably more hanging out somewhere else, so I sent my fleet through the cluster 2 chokepoint Nefogin to Ubas and hugged the wormhole, allowing me a swift retreat if necessary.
The trap worked perfectly. As soon as I arrived in Ubas, the Savsuo forces began to pour in, and my Sentinel Frigates began laying down the law: Humanity was back with a vengeance!
So, it turned out, was the AI. When after losing hundreds of ships the number of enemy ships present in Ubas reached two thousand, twice the number of ships I had originally espied nearby, I decided that I'd better check the galaxy map to see just how many ships were pouring in from Savsuo. Not that I was all that worried, but better safe than sorry and all that.
Another thirteen
thousand ships, that's how many. And given that kind of numbers, who knows how many following?
A strategic retreat seemed appropriate at this point, and the AI chose to not press its advantage (it really is very sporting that way) and began leaving the system via the Armaska wormhole.
A Cure for the SF BluesWhen the cure arrived, a most delightful spectacle was observed. A few hundred riot starships flying in a triangle with a bunch of carriers hugging for comfort in Armaska.
9 AIP later the problem had been reduced to one that had a known solution – hit and run attacks on Ubas. This, sad though it may seem, became my generic cure-all for the special forces and was repeated on a regular basis. Once they'd built up a fair amount, I'd hit Ubas and within a few minutes the special forces would arrive from wherever they'd been to evict me and get slaughtered in droves.
My science vessels informed me that the ARS contained Zenith Reprocessors, Attractor Drones, and Spire Corvettes, but it is doubtful that any of the ships would have provided a greater benefit to me than having a reliable place to bleed the special forces so close to my chokepoint and staging area, where I had a safe escape route and could return to deal with severe waves in a manner of seconds.
Following the defeat of the special forces, I set about clearing cluster 2 of threats to my general mobility, also known as, "those two darn Dire Guardian Lairs". This revealed a Data Center on one of the two planets of cluster 2 I hadn't scouted, that immediately to the east of the lairs, and following the destruction of the lairs, its destruction was swift to follow. I also destroyed a few tachyon sentinels in nearby systems to get much better scouting and of Cluster 2 with a view to getting advance warning of incoming special forces, and decided to unlock tier 2 of the scout drones when next the opportunity presented itself, to significantly increase the scope of my up-to-date sensor net.
Best Laid Schemes of Mice and Men...The following is painful to relate, but as more is learned from defeat than victory, I'll relate it nevertheless.
According to the plan, I should now hack appropriate targets in cluster 2, perhaps snapping up a few systems in cluster 1 for knowledge if necessary, and then build a spire hub in Spire Hub Alpha aka. Nefogin.
It goes without saying that I attempted to do that. Unfortunately, as sometimes happens when plans are laid based on incomplete knowledge, they fail, and sometimes spectacularly so.
This is what happened. To test the waters, first I started hacking the Advanced Factory using just my fleet and a hacker, because getting Sentinel Frigates up to mark 4 would be swell, and it was the single most important hack available to me. I had 131 HAP and the AI response level was high (253) due to the Superterminal Hack, but I didn't really have a feel for how vicious the AI's response would be.
The answer was: Very vicious!
Given the sizable response forces the AI threw at me, I swiftly aborted that hack by scuttling the hacking machine in favour of a rethink. It was obvious that for the hack to succeed, I would need more than the fleet: I'd need fixed defenses in support as well. Which meant conquering a neighbouring planet, to ensure supply, and defending both that planet and the hacking-planet for the 15 minute duration, all while not losing the homeworld.
Well, I had a plan that would work with that. While I'd definitely have preferred getting Sentinel Frigate IV before building the Spire Hub, it wasn't strictly necessary. So if I unlocked more forts, which would of course increase AIP, and constructed that first Spire Hub in Spire Hub Alha (nee Nefogin), then beat off the exowave, which should be no problem with armoured warheads, then, boosted by the fleet from the Spire Hub, I should be able to construct forts up in cluster 2 to do the job!
Well, it was worth a try, at any rate.
So I cleaned out some more systems in cluster 1 to unlock mark 2 and 3 forts, and then built a military 3 station and the Spire Hub in Hub Alpha, and cunningly placed it almost directly on the wormhole, such that anything penetrating to do my homeworld would have to go through the shields of its component buildings first.
I was not planning on stopping everything cold at Hub Alpha, oh no. If I tried that and failed just a single time, then whatever slipped through would have my homeworld at its mercy.
It would be better to have rather tough defenses in Hub Alpha and then weaker but still impressive defense at the homeworld, just in case. As I did not have a good grasp of how strong the Spire Hub defenses were, however, for the first exowave, which I knew would come when I started building the Spire Hub, the majority of the defenses would remain on the homeworld and afterwards I'd start moving defenses to the Spire Hub when it seemed safe.
The Hub would start out with two mark 3 forts as well as my navy, a full set of core spider and flak turrets, and all the beam cannon turrets (which could be quickly rebuilt at the homeworld if necessary), so it wasn't exactly defenseless.
Boy, did I feel smart.
This feeling lasted for several minutes.
...
...
Right until the exowave taught me that the amount of force necessary to smash the forcefields such that something could pass through to my homeworld was pretty close to the amount of force necessary to destroy the entire Spire Reactor, that is.
With the expenditure of 5 AIP on warheads I stopped the incoming exowave, complete with three Golems, and I stopped it hard, but I was now in the position of rebuilding expensive spire buildings on an unimpressive budget and with a depleted fleet only little aided by the 12% salvage in Hub Alpha. All the salvage my homeworld generated was from a few ships that penetrated once the Spire shields went down.
Okay, that was bad, and what was worse, I'd looked as if I'd have to look forwards to rebuilding Spire Hub reactors and their weapons systems whenever anything was strong enough to punch through, which greatly diminished the attraction of letting the enemy suffer from layered defenses.
Still, the situation might be salvaged. The weapon stats on the Spire Hub facilitities were good (I had railcannon and heavy beams), though obviously not enough to stop a serious assault on their own, but they scaled by number of modules, and the message I got during the battle said something about building a larger city than the reactor/shipyard/habitation I had built.
It thus came to pass that I was greatly unamused to learn the one slight detail that, to the connoisseur of AI War, must have appeared a gaping hole in my original plan: that a Spire Hub can only grow larger than the original three modules when the AI doesn't control any adjacent planets, making it impossible to grow to full size while tanking normal enemy waves.
In other words, I now had a steady stream of ever larger exowaves, though thankfully not as large as the initial exowave (though give it time...?), and normal waves from the 334 AIP as well to tank on an only moderately defended Spire Hub and I only gained 12% salvage. I'd only be able to build the Spire Hub to full if I found some other planet in Cluster 2 to tank normal waves on, which would require me to divert defenses there, which were needed at Hub Alpha/Homeworld when the exowaves arrived. Oh, yes, and the Spire Hub was scanning for another shard to build another city to increase the pressure on me. Fat chance.
And what did I have to show for this great weakening of my strategic situation? 600 metal income, 4 additional Spire Frigates, and one Spire Destroyer.
Desperation forced my hand. In order for this to work at all, I'd need to get those darn hacks done. The additional firepower should open up new possibilities. Perhaps. A long shot, but there you have it. In the meantime, I'd better move up some defenses to Spire Hub Alpha. And reconstitute the fleet. Oh, and weed out in the Special Forces.
Long story short? 14 minutes later...
I could have blasted them to kingdom come with warheads, of course, but by then the writing was on the wall. Too many mistakes made, too little chance of a recovery.
The End?Now, according to my original schedule, this is where I should call it a day and return to AI War a few months down the line.
But.
But it happened to be the case that what I am writing now happened last weekend, and that it was known then that a new patch was on the way that would radically change how turrets worked, by swapping the per-planet and per-galaxy restrictions of core turrets and knowledge-turrets, as part of a process of moving (slowly) from the game's chokepoint defense focus (as of time of playing) to a focus on allowing distributed defenses and defense in depth, so long as the energy economy could afford it.
And I have always loved defense in depth. I use chokepoint defense when that's what a game rewards, but defense in depth is the defensive style I adore above all others.
I thus decided to await the coming of the turret patch Thursday, May 29th, and, once that arrived, rewind time by loading a save I made immediately following the defeat of the special forces, a bit after the 11 hour mark.
Then let the AI beware!
For I have a cunning plan!And I did play on. To be continued.
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Incidentally, I wish that the planet view listing "x enemy ships at this planet" tallied ships in carries correcly, just like the galaxy-map does. Likewise, it would be useful if the STATS page reporting number of player and ships actually reported the number of ships rather than something vaguely related.
While it would probably be even more useful if it indicated strength, as in "x enemy ships (y strength) at this planet", the one cardinal sin for an interface is to provide the user with unreliable information that causes the user to recheck other sources of information to find the right values (e.g. tallying the ships in visible carriers, tabbing out to view galaxy-map planetary ship count)