Teuthida
It is the first time I actually fight this thing. Well, let's see... Sentinel Frigates should be left behind. Scout and Cloaker Starships MkI will provide as much Counter-Sniper as possible.
5:55:38 CRE declares my bet is correct. Time to rush that Teuthida GP.
5:56:15 Boom! Fleet retreat! Drones scrapped!
Ipgarrin
This is where one of the CREs was. I am going to take it. It will be one big step forward to the end.
While I was neutering... CPA declares, 704 ships. Better wait for it.
Then, CPA is repelled.
6:56:39 Planet taken, Co-proc destroyed. Now AIP is above 200
6:57:19 Oh hey what is 500 threat doing there? Better be careful
6:57:23 They don't dare to attack
6:59:05 CS-Mil up, Ion II captured. Not much real use, though. Time to move back the fleet.
6:59:26 Gaussian kill zone prepared.
7:01:28 Fleetball vs 500 Threat. Lost about 50 ships, Reprisal 1
7:10:41 Planetary Cloaker popped. 111 MkIV Threat lying around.
7:16:53 I forgot the CRE. Dammit. Let's test how Gaussian Killzone works, and compare it with the Kahuna style concetrated vaporizing point.
7:18:10 Well, threat does not go to same planet.
Hey, I wonder how Threat considers an attack. It apparently does not attack when it outstrengths my defence.
Hmmm. Let's play with Threat more. Make a save, go irritate the CRE again.
7:27:32 Hmmm, when my 2000 strength champion retreats to 2 hops away, about 3000 Str of Threat attacks my 2316 strength defence. Interesting. Let's see how concentrated vaporizing ring works.
7:27:51 Bye bye, Ion Cannon
7:28:48 Oops, doesn't work well. Raptors killed my grav turrets. Let's give them some guards. No, first try double layer Grav turrets.
7:24:16 Oh, they start warping in as soon as my Champ goes away. Not sure if that is the truth since there are >5000 Str of threat now.
7:25:59 Ok, 500 MkIV ships are too much for a MkI defence. I am now certain about this. Rewind time.
7:22:04 Unlock some techs.
- Needler II
- Laser II
- Missile II
- Lightning II
- Spider
- Area Mine
Let's try that again. First, try putting down 45 Area Mine. And a Tachyon Drone is waiting at wormhole.
Um, with 6000 strength they come even when my Champ is still there.
7:25:52 This time it was beaten down by a Spire Starship IV.
Third trial.
45 Area Mine + 45 Normal Mine, + 48 Spider turret in addition. Of course, and two layer Grav
Looks like 4000 Str of Threat comes to attack when my Champ is exactly two hops away.
Ahh, I see how I failed. Remember I edited away Sniper? There are still some of them out there, and they trashed my turrets. Reload and retry. With Counter Snipers too.
Test Case 1.
Well, threat went to another planet. See if I can run them around.
Threat does not move. Wait, some of it changes its target. Now, a lone Fighter will go trigger the CRE.
Come on! Don't go elsewhere! I wanna test you!
Str 4142 vs Str 2604, does not attack.
Oh come on! I am not fighting a Cowardy AI! That Threat algorithm, whatever it is, really annoys me. It will definitely level my defence at that strength, please just let me test it!
Retest.
I scrapped the Ion Cannon, now I am down to 2412 Str. Poked CRE. AI at 5339 Str. Does not attack. That makes me mad. Why? This is Diff 7, not Cowardy AI. What is the threshold of attack? My nearest other planet is 3 hops away. If threat is taking that into account, that is cheating. 3 hops in "mainland" means the entire empire.
Correct. I retreated fleet 3 hops away with two enemy planets inbetween, threat comes. I will post another thread to ask about opinion on this. I think something should be changed about the algorithm: there is no way I can reinforce in this amount of time through two enemy planets.
Those things aside:
Threat strength 5619, My strength 2412
Died again. This time: Plasma Siege V. I put turrets too close to the CS. Will try again.
First, let's see if I can deal with 3500 Str.
Well, fleet ships can't even make it past 5 rows of Area Minefields
Test Case 2.
This time, turrets will be moved forward. I mean, Needlers. Threat stirred, but turned back.
CRE poked.
5607 Str. Let's see if arrangement works.
No Plasma Siege this time so I don't know if it works. A Zenith Starship almost made it, though. It has damn high health and the Neutron hull. No fleet ship made it pass the Area Minefields, though.
Conclusion: I have to need at least MkII of turrets. Because of their Radar Dapening. Shame that Grav turrets don't have them.
Exile
Hey, it happens that I located the Exile planet. Now let's see what it is! Hacker building.
Can one lone Zenith Champion Cruiser hold of 85 Hacking Response?
Wait, I made the wrong guess. How is that even possible?
Alright, I see. Auto path does not make the shortest path.
The humans somehow sees the future, and starts to clear a way towards Murdoch, a MkIV planet with no Brutal pick
8:00:46 CRE poked, oops. That CRE is under a Fortress III + Grav CS protection. Really, really, brutal. When I decide to take it, you know, Armored Warhead time will come.
8:01:32 Hack starts. I am going to clear the CREs later.
8:02:33 Hack done. It is indeed here. Wait, do I need to capture the planet? Dammit, the journal is unclear about this. I thought hacking will get me something. Allright, human already knows the future.
I will use this to test whether Core Salvage Engine is doable with MkII turrets: I know MkI turret can make a Raid Engine a Salvage Engine. See "Vanilla in the Dark".
Next, Engineering Team is ready.
8:03:18 Fleet warps in.
8:03:26 CS destroyed.
8:05:44 CS-Mil up. Engineers pop from Transport. MkII FF down.
8:08:39 Hey, come at me, don't hurt the blade!
Now, everyone go cover the blade. CS should be safe.
Um... Exogalactic Attack? Let me guess. It heads for my HW, right? It heads for my single Super-Brutally fortified point of death, right?
8:11:06 5 seconds after I started the fix, my metal is in dumps. This is when salvage comes in handy. It's a Core Salvage Engine! Although with 4% efficiency...
Oh, HW fortress modules need upgrade. And I put down MkII turrets, just in case.
And of course my energy is dangerouslyl low. Getting MOAR matter converters.
And switch to Spire Battleship hull.
Right now, my economy is positive only because of salvage.
Wait... I need... 500K energy to power the thing? I need TEN matter converters?
OK, there is one single ZPG on Unthope (what about Onlyhope?). Better, it is close to one AI HW, so I will take it and adjacent one to get the ZPG, and a staging ground. Also adjacent is a Superterminal. I almost never touched any AIP reducers yet, so I have lots of room. But...
8 minutes to Exo. Can I fix the blade before that?
4 minutes to Exo. Exodian Blade online. OK, don't forget to pause while reading Journal. I won't spoil. Now, fleet retreat to backyard, and I will prepare for the ZPG siege.
The Blade
Let's look at the blade. Wooo! 27 million health, 4 million attack 23000 range, one second reload? OMFG I bet that is more than the DPS of my entire fleet, plus a large portion of my defences in the entire galaxy. Yet, it is SLOW.
Hmmm, let's blend that thing into my fleetball.
8:44:04 Threat attacks my outpost.
They underestimated the power of Spider Turret
Actually the Blade is immune to speed boost. That doesn't fit into my fleet.
8:47:15 First Exo hits. War of attrition should work here.
Hey, I still want Heavy Beam Module. With that, I will create a fleet of Death Ray.
Oh, the Exo is actually heading for the Blade. I will put that on HW.
Power Siege
This time, I am going to take the Zenith Power Generator. First, I will pop a Core CPA post. Preparation: Blade to HW, Fleet to backyard.
8:57:04 973 ships to CPA.
Let's try to deplete the galaxy of ships!
Oh, enemy has >13000 ships. Not practical.
Boom! Now, Champion, run!!!
That's unfair! Riots are jamming my Champion!!! Well, escaped.
9:10:16 1578 Threat is a bit high.
9:17:57 For the first time ever, a heavily damaged Flagship made its way to my HW.
9:18:37 Let's warp out my fleet and see if threat attacks.
9:19:00 No, it is still too weak.
OK, I will throw the Champion to clear threat.
Wow, I am taking waves every minute. None of the fronts are at rest.
9:44:00 Neutered both planets. Now, fleet comes!
9:45:30 Oh, another CPA declared. 980 ships
9:46:38 Two command stations popped simultaneously
9:47:24 CS-Mil up. Quickly warp to the other side. Full caps of everything on this side.
9:48:29 Same thing for other side.
9:48:41 Spire Modular Fortress is coming! Oh, and that Ion III is nice.
Now, energy is at 576650.
9:49:19 Another Splinter Base. Looks like Human really likes Metal, and Zenith really likes Power
OK! Power Siege is done! Now I have a stepping stone towards the first AI HW.
The Blade II
I am proceeding with the Exodian Blade. Also, I will raid a few MkIV to practice dealing with the rest of the Brutal GPs: Wrath Lance, specifically.
First, let's wait for that CPA.
Murdoch Command Station is destroyed.
Oh, threat came... Along with CRE wave. I think the extra AIP broke my defence.
Oh that's it! 374 MkIV ships? That much increase just from 40 AIP??
I need to destroy that CRE, now! An Armored Warhead is being made.
10:00:19 Another CRE wave. I really need to be quick.
10:03:10 Threat kicks into Ipgarrin. Dammit.
10:03:20 Shoot! Forgot to turn off Missile Silo Warp Gate!
10:04:00 And TWO waves to my ZPG worlds!
10:05:34 Resistance Fighters come to shoot at the engine-damaged ships on Ipgarrin.
10:06:09 Warhead and Cloaker ready, Warp in!
10:06:10 Cloakers died. Well. No problem, it is an Armored Warhead.
10:06:56 ANOTHER Core Raid Engine is near by, totally forgot about that.
10:07:29 Boom! CRE and Fortress III gone. I desparately need some Tech upgrades: it is time to use that 11250 K
Prepping
Immediately unlocked was:
- Engineer III
- Grav III
- Needler, Laser, Missile III
This leaves me 2250 K for emergency reserve.
Full cap of Engr MkIII are immediately built on HW.
ZPG worlds are fortified the hell out of the new MkIII turrets. This gives me 6x Raw firepower, plus 4x slowing.
Although crazily fortified, I still spare 577240 energy. Despite that I lost the Murdoch collector.
10:10:28 300 MkIV ships attack Ipgarrin. Champion to support!!!
10:11:11 Um, attack was basically repelled by fixed defence... Although my MkIII gravs are not finished yet
Looks like it is effective.
10:19:42 That was close. Ipgarrin almost fell.
You know, I don't want to spend that much time clearing Threat. A Lightning Warhead is ordered.
10:25:47 Lightning Warhead sneaks in. Boom. Threat away.
Next, I am going to pop all Co-processors in the galaxy. Starting from the farthest. This means, a Core Raid Engine and a Core CPA post must be killed.
Um... Heavy fleet loss just outside the door. Dammit, I will avoid the Exo route.
10:33:30 Why did I forget about Warp Gates? I mean, my warp gates.
10:38:30 Warps in CRE planet.
Now, CPA post. It has an Ion Eye, too, but it is irrelevant.
10:40:30 1088 ships to CPA.
10:42:00 CPA post killed. Proceed to the Co-proc
10:43:00 543 ships attack Ipgarrin.
10:44:32 CP destroyed. Everyone, return to Ipgarrin! My fleet shrinks into half by now.
Ipgarrin did not fall. Thin Ring of Death apparently works
10:47:40 MSD and Fleet finally back to Ipgarrin. That was intense fleet fight all around. And still, everywhere is attacked. One more co-processor to go. I am at 269 AIP
10:51:05 Half-fleet is at the last Co-proc planet: Jocu. Raids, kill it!
AIP down to 149. Phew.
The Defence
Now, AIP is lower. Let's spend some time on my defence in depth so that I can auto-stop Exo waves. First, everything is put on HW Exo path.
Then, make a save. Move the Blade elsewhere, and see if my HW defence works.
11:00:09 The Blade, and the Fleet, are issued towards my ZPG world. I hope it holds.
Heck, the Blade is really powerful! We shall end the AI, once and for all! Of course, not now.
For now, I will rest.