I kinda guessed that when I added Combat Carriers that the game's balance would regret it.
The only number that I think needs to change is the spider drone's engine damage, to about 30% of what it is now.
Though I guess I also hadn't realized that rushing both archives from the very start of the game was viable. Mostly affects order of operations rather than total power, I suppose.
Yeah, I get a lot of early power at the cost of having a core world on alert for most of the game.
Operation Parallel ProcessingI'm at 70 AIP, with a floor of 50, so destroying the co-processors will not increase my progress.
3 of them are easy.
The other one is on an alerted core world, with a threatening eye and a dire guardian lair (and one active dire guardian).
Fortunately, that particular core world has an every-guardpost-around-the-CS arrangement. The whole fleet in assault trasnports kills the guardian and processor. This releases everyone. And then:
1 massive AI ships,[3960 S]are en route to your planets.Oh, right. The Hunter-killer factory. I pulled the fleet back and waited. And the H/K just decided to wait around with all the other released threat on the core world.
I debated using a warhead, but decided against it.
I used the cap of core vultures to get the threatball to separate by speed, and jumped around with assault transports, only unloading starships to keep the eye happy. This took care of the non-H/K part of the threat. I finished it off with a stream of vultures.
Now to conquer three new planets before the second CPA. They are an ARS (vampires, but again, nothing great to hack for), the missile turret controller/raider fabricator, and the speed boost/MLRS turret world.
Unlocked FlagshipIII, ZenithIII, and RiotsIII.
I fortified extensively in preparation, running a lot of matter converters. I won't leave the turrets up permanently, but it's worth it during a CPA.
CPA announced with ~3500 ships. Waves support it at different location, but the fixed defenses handle those.
Most of the CPA came in one big 2000-ship hammer, which the fleet killed easily, albeit slowly. Another 700 or so destroyed an outlying planet and then the protector fabricator, but then my fleet caught up them. And then the rest were groups of under 200, which didn't do anything.
It took a while to mop it all up, but nothing important was lost, as long as I don't lose either of my protector starships.
Operation Terminal AccessMy next planet is a Zenith power generator, for my poor economy.
Unlocked FFII, HFFI.
Now, for the Superterminal.
Capturing it was trivial. Hacking it was not:
I intended to use it for 60 points of reduction. The first twenty had a much greater response than I had anticipated, given that this was my first hack all game. Then things started accelerating. By the time it got to 60, it was spawning ships almost every second. Including shield bearers on top of itself. I had to send the fleet into close quarters to kill it, at 73 ticks.
And then I had 4000 mkIV-V ships to deal with, while my fleet was, if not in tatters, heavily damaged.
The fleet withdrew, repairing and replenishing at the homeworld, while the enemy destroyed the command station and turrets. The enemy fleet was about to leave when mine arrived again, and it engaged.
It took half an hour. I reinstalled the command station four times. I refleeted twice. There's a reason I unlock engineerIIIs every game. They help with everything.
Unlocked Bomber Starship IIIs
Operation Cross-Planet Defense, EncoreI captured a very attractive shield bearer mkV fabricator before the 5500-ship CPA announces at 6:20, and performed the usual installation of core turrets (the long-range ones, anyway) everywhere before the CPA hits. I also built all the lightning warheads mkIII.
It resolved into a 1600-ship fleet (destroyed by warhead), a 1000-ship fleet (waited outside my homeworld until every other part of the CPA was dead, mopped up with the fleet), a 1200-ship fleet (destroyed by warhead), and a whole bunch of minor annoyances (destroyed by static defenses or fleet).
Mopped up, then captured last ARS (reprocessors), and a core-E world, the last of the CSGs. Gametime 7:00.
Unlocked HarvesterIIIs. Building mercs and armored warheads will be more useful than anything else, now.
State of Empire: