So, I've passed an hour cleaning up portions of the map, drilling holes into areas with fleet or raid, with nothing particularly spectacular occurring.
Of particular note is I have net -80 AIP available to me. I've found the other three Co-Ps (P4 planets). Two of those have Data Centers on them as well.
What's annoying me is the CSGs. Once again, the only CSG-D available is on Jax. Annoyingly, there isn't even an E down in the Riker arm. So, I have to make a choice. I have to take Jumping Jax, that's obligatory, it's the only D in the galaxy. Solar Moon and Camel as an ARS/Fact IV combo is pretty obvious too, just need to give Green Lantern a good neutering. The question is what E class do I take?
If I take Blackjack or Confederation it means I have an 'interrupt' world enroute to Cyborg, which might turn CPAs down into Eridani or SolarMoon, not something I want. I'd rather they stayed on the bee-line.
If I take Twycross I dilute the power of the dyson ball, but I'll have defenders readily available for homeworld. That might be handy, and in theory the longest the dyson ball would have to travel is the length of the wormholes in Twycross as they bounce back and forth.
I could take Fraggle Rock and not significantly upset the eco-system I have in the backyard, possibly buying time for a response for Sushi should something go awry.
Of these, I have to lean towards Twycross, and hope I'm right about the Dyson ball dilution. I'm up to ~380 dysons right now in Macross. I've had some pretty significant bleed off as they chased threat through Craps/SuperTerminal to Cyborg before the black hole generator went up, and those have kept the borders pretty clean. Scoured would be a better term...
Once I have those I could take Eridani, and that'll pop the last of the CSG-As and give me the ARS.
I haven't K-Raided anywhere yet, to a particular purpose. I'm trying to get better at working with less.
The SuperTerminal is still right there, waiting for my attention. I might go take it for a little spin before I pop more of the CoP's and Data Centers, just to break it down on the easy side for awhile. I don't have the fleet to ride it into the ground right now and I'll be exposing myself to waves from Craps, though. It might be worth it, however, if I can nearly put the AI to sleep and then push a second whipping boy up on Kirk to deal with Raid Waves, prior to popping all the CSGs. It'll cost me 20 AIP just to be able to touch it however, which is half a level of 'raise' due to the 2:1 nature of it and 75 being the next cutoff.
If I can Raid Wave defend Kirk, I'll be able to deal with the outer CSGs and get the rest of the fleet built up awhile, particularly if the AIP is nearly underground. I need to raid Kirk clean though, but that's doable with Cyborg as a nearly full-bore whipping boy. I have 3k in research that's unused, and I could beach-head a few fortresses up in Confederation to chew on inbounds. They'd also help with the SuperTerminal. So would Maw III though, with the 3000 K I'd get from SuperTerminal.
You'll have to pardon me, I'm typing out-loud a bit here. With a single K-Raid, most likely on Shawshank, I could pick up Maw III. That would give me a significant advantage in dealing with the SuperTerminal. Blow up SuperTerminal's command center, and that'll give me the 3000 K I'd need for Fortress Is due to supply from Cyborg for my Research IIs. After I put in a fortress or 3, fire up the SuperTerminal. I have full Raids, so I can dip out to the rest of the reducers once I'm forced to blow the ST, which I expect will be around the high end of Tech IV or low end of Core ships. One surge will tell me. I'll need a Mil I station on ST. I'd prefer a Mil II but I won't have the K available.
As I hit the CSG worlds I'll be able to improve that, but that'll be for the Kirk whipping boy. I'll have to setup on Kirk THEN head for the CSG worlds, but only after a few raids against Kirk to pick the coreworld clean. Raid SS the CSGs if I can't get the fleet out. That'll leave Cyborg pretty exposed but that should get the timer about right to allow for one of them to pick up (hopefully) the rebel colony so I won't have to tag an extra world. With the research off Kirk and another planet, I'll be able to pick up Riot IIs for front-door lockdown (needs 4k, I'll have 3k). I've got a bunch of FFs that Macross doesn't use anymore so I'm good there.
Yeah, that should work. I think.