Science Plan
Hmm. EMP guardians, you say?
Let's analysis. I am on 366,676 energy, enough to power 3 Fortresses, but not enough to make the full use of a cap of MkI Fortresses.
On the other hand, one single Modular Fortress is nice, but then I need to decide where to put it: with its 4 extra super-powered Heavy Beam Cannon modules.
On offence, I really don't want to wake up a whole planet every time I pass through a planet now. That means...
- Assault Transports. Soon.
Cloaked transports actually work quite well, too. I will further delay my plan on it, until I need my first real deep strike.
Hacking plan
At 92 HaP and having done a few hacks before, this might well be my last hack.
There are three potential targets:
- Isaor, with Spire Blade Spawner and Sniper Turret
- Juhung, with Heavy Bomber Starship
- Duyaq, with Neinzui Scapegoat and Missile Turret
- A fourth one is Yaqrane, with Armor Booster + Experimental Engineers
Isaor is adjacent to one of my planets, so I may just take it. There are a few Data Centers out there so it might be acceptable. However, that will happen only after I make the way to AI 1 HW staging ground, which happens to be Yaqrane.
Duyaq and Juhang are in perfectly undefendable places. So...
If I take Isaor and Yaqrane, I will be on HaP 137. However, unfortunately I can't avoid a double hack. If I hack for Bomber Starship first and Scapegoat+Missile second, I will not be able to hack anymore in this game. On the other hand...
Who needs to hack on an AI Homeworld? Can I even do a sensor hack there?
Strike on Yaqrane
10:23:27 Transport exploded as soon as warping in. Maybe I should post a message:
Transport deployed 56 unit on Yaqrane
10:23:56 Oh right, I have Core Protector Starships! Not fleeing, charge!
10:26:10 That MLRS GP overwelms our counter-missile machine gun. However, what it doesn't know is that we also have Shield Bearers!
Oh, we have 500 Threat from last CPA left. No EMP guardians so I will just ignore it.
10:28:50 Yeah, I need a Cloaker. Scrapping a distant one
10:34:06 Command Station killed. Colony ship on "that side" goes in. At this moment, I am going with a Military station because I am protecting something. I will switch to CS-LogII later.
10:35:58 Experimental Engineer and Armor Booster are mine.
Hmmm, Exp.Engr are VERY expensive. I will put them in my engineer team, and free up those MkII's.
So, some extra MkI Missile turrets are also put down to defend against Marauders. This leaves me 395,226 energy. Really not much gain.
10:37:12 You have to know that CS-Log II gives more bonus than CS-Mil I. At the cost of one extra Tachyon turret.
10:38:20 Hey, Exp.Engr's are not cloaked!
10:38:43 Engr II's, you are free from the Mobile Engineer Team! Now my Homeworld gets half of them, and each outpost gets a quarter.
AI starts sending Tachyon Microfighters. It makes things dangerous.
10:42:15 Wicauini station goes Boom too. AIP: 132.
10:44:23 Another CS-Log II goes on Wicauini. It is Logistical because it is supposed to be my highway.
10:45:52 40 Marauders attacking Zis. My Adv Starship Constructor planet. My fleet is on the other side of galaxy.
10:46:03 A new Transport is made and Fleet goes in.
10:46:16 Hey, they are going to crash right into my defence!
10:46:40 Hell, they ignore gravatation effects. Despite that they don't have the immunity. Ten Heavy Beam Cannons are ordered.
10:46:54 Oh, I underestimated what Lightning Turrets, with its Polycrystal 3, can do!
Marauders repelled.
Core Shield A Investigation
Now, let me decide which CSA world to get. One of them is near a Core world, and comes with a Spire Archive.
Up on inspecting that, I found that I made a terrible mistake.
Murdoch, the first outpost to AI 2 HW, is also 4 hops away from AI 1 HW.
That means, Wicauini and Yaqrane doesn't need to be taken.
Oh well, this is Diff 7. At least I get some extra K, power, Exp. Engineers, Armor Boosters, and Electric Shuttles.
Anyway, let's make a MkII Science and inspect those ARSes.
- Mirmaty: Shrike, Tiger, Blade Spawner
Not much interest. I will go for Akiplu without even thinking because it has that juicy Spire Archive.
Hacking
This is my (possibly) final two hacks.
10:50:22 Threat blew up my Transport. Yeah, I need Assault Transports now.
10:51:20 Tech unlocked:
- Assault Transport
So, we are not using Wicauini/Yaqurane as staging ground. Let's swap Wicauini station to an Econ II. You know, MOAR energy! Running at 501,986 now. Ane my Engr team finally gets a brand new Assault Transport.
10:52:32 Threat just keeps escaping Zis. Not letting it happen any more! 3 HBC's camping each wormhole from now on.
10:53:33 Yeah I did that again. Trying to scrap an engineer scrapped my Command Station. Reloading.
10:58:26 AT warps in Juhung. Blew up Tachyon post.
10:58:40 AT drops fleet at gravity edge.
Um, I will clear threat once they have Strength > 1500.
11:05:06 Time for the hack. Saved.
Oh, BTW, that Mercenary Enclave is really good!
11:12:16 Hack done and response cleared.
More Hacking
First, we need to deal with the Threatening Eye on Duyaq.
Fleet parked at Amavi-Duyaq wormhole.
11:19:54 Bomber Starships killed the Needler. Oh, I can start building MkVs, too!
11:24:00 4 Bomber Starships coming to wreck the Spire Shields.
11:25:23 Eye is gone!
Before I do anything, let's clear that threat first.
11:28:27 Oh hey threat? You are feared by my force and you go attack? Terrible, terrible idea!
11:30:13 Its time. This is my last hack.
11:34:01 Tachyon blanket. As if it would really hurt my hacker.
11:35:15 Hacking successful. HaP -184. Aaand I am going to do something about the Threat gathering.
Unlocked:
- Spider Turret
At HaP -184, no way I am going to get positive ever again. However, just so you know, I am using a heavy starship fleet. That means... I need more that can be suicided/stream attacked. Plus I would like to keep my Munitions Boosters alive for longer.
Scapegoat I's are expensive. Not worth it. But what about V's?
520 Metal. 240 Cap. Not really powerful combatant. However, 240 SG virtually gives me 240 more lifes to my small fleet ships: even if I am just talking about MkI Bombers.
Bombers are 1600 metal. Scapegoats die for them.
Munition Boosters are 900 metal. Scapegoats die for them.
Aaand Marauders are attacking Zis again. Dock cannon time.
It is time to replenish my fleet with the newly arrived Scapegoats, Munition Boosters, Electric Shuttles, Bombers, and Missile Frigates. I can afford losing them much better now.
My fleet has 547 ships. 3 Assault Transports are useful. Next target is Akiplu, so fleet go park at Murdoch.
Microfighters are really making trouble.
Don't Do this: You are warned!
Hmm. What happens if I continue to hack?
Made a save.
11:52:09 Hacker in place on Afrni. Let's try a sensor hack. At HaP -184. BTW, if sensor hacks don't cost 10HaP, but 1HaP, I will use the heck out of it.
11:52:10 Tachyon blast. Twice.
Large Exogalactic Strikeforce reacting to Hacking. Twice.
Waves are declared on almost all worlds. Including Home.
Holy *&%*! Threat strength 155180?! What the heck is that?
11:52:30 Computer starts seriously lagging. 854 Raid Starships are sent towards... Wherever it is. Numerous Exo waves are sent everywhere. Computer freezes. Switch to "Extreme Low" profile.
Homeworld gets attacked by... Whatever it is. There are 18779 Threat.
11:53:17 You Have Lost
Of course, I am not supposed to repel a wave like this. That is needless to say. However, I hope that instead of crashing my computer to death, it should send more powerful stuff like, Hunter/Killers. I have never seen one, though.
Last Core Shield A - Preparation
OK, you did not see the previous section.
11:51:58 Shhh, an EMP Guardian on Toothpih! Just near that MkIII Fortress!
Hold on. That Fortress is covering the wormhole. I must take it down. You know what it means.
Oh, I have Core Missile Turrets. Forgot that. Placing them.
This warhead is going to blow up lots of things.
BOOM! No more Fortress, Force fields, Guard posts, and Mines!
OK.... Bomber Starships will be the star after looking at scout reports.
11:58:13 Um, Special Force is coming. Bomber Starship should outrun them.
Hey, I think the better way to do this is Assault Transport! All fleet inside!
12:00:49 Indeed. Since ATs preserve strength, I essentially have 3 cloaked carriers.
12:01:40 CARRIERS! Right, it completely preserves my firepower, blowing up that MkII Force Field in....
I didn't finish writing it, and one of them is critical. Run for now!
12:04:14 Eye gone. Transport to the edge of planet.
12:04:15 WHAT? ITS NOT GONE?
12:04:26 Fortunately, I shuffled everyting inside before the Raid Eye fires.
12:08:19 Eye Really Gone. Unload!
Everything exploding violently.
12:09:48 Special Force is completely destroyed.
Hold on. Aren't Scapegoats supposed to die instead of my Bombers/Missile Frigates?
Does that not include Insta-kills from Ion Cannons? I lost almost all bombers and frigates!
Anyway, I need to clear Afrni out of threat, now.
Threat cleared, with all reinforcements. Lost many, many fleet ships, though.
Speaking of my fleet, it is pretty nice. It has Raids and Heavy Bombers for, raiding. It has Zenith for brawling, Spire for heavy hitting. Protector + Shield bearer for protection. Mobile Space Dock for reparing and Artilery support. Riots for slowing. Enclaves for long range drone spamming. Also has Decloakers, Munition Boosters, and Armor Boosters. Now it adds Electric Shuttle for AoE, Scapegoats to regenerate fleet ships. Next, I am adding in Mercenary Beam Frigates, too. Once I capture the other systems, I will get Zenith Mirrors, Translocator Starships, and Blade Spawner. I mean, what can possibly go wrong? Most of my fleet are actually Mk V!
Before I go attack Akiplu again, let's explore that one last wormhole. The last Core World missing is now there. I am going to alert it permanently, once I take it.
Let's do some calculations.
9000 K from Spire Archive, at +5/s, means 1800 seconds to finish. 30 Minutes, that is how long I need to defend it. To do this, I am actually going to split my fleet and take both easily accessible SA.
That means, I am going to get the Blade Spawners, first.
Blade Spawner
To get Isaor, my plan is beachheading. I am not fighting its Munition Boosting command station the hard way.
I build in this order:
MkII FF - Sniper II - Missile V - Needler II - Laser II - Grav I - Spider(These should be first)
And the Special Force is having an interesting experience.
Oh, and what is a beachhead if it doesn't have 5 Heavy Beam Cannons?
12:25:22 Command Station killed by Sniper. Another CS will be put down. Let's choose one...
It's not really my planet for attacking. Econ II it is.
Now, it is time to rearrange all turrets in the galaxy. Things are going to be serious, soon.
12:31:49 Yaqrane switched to Econ II station.
Marauders attack Zis again. Now meet my MkV defence!
12:38:01 I run out of eyes.
Unlock: Scout Starship II
They will also provide nice Counter-Sniper coverage for my ever growing fleet.
I neutered Afrni.
Wow, Beam Frigates are really powerful! That makes it worth the metal!
Co-processors
It is AIP 156 now. About right time to kill the coprocessors. However, all three of them are on core worlds. Oh, wait, Core Raid Engine. Negative.
The Last Core Shield A, and Spire Archive
Finally, I think I am ready to take Akiplu.
Aaand apparently those Assault Transports still wake the planet.
12:49:43 It's time. Assault Transports ordered to attack Command Station.
12:50:38 Logistics II up
12:50:41 FF up.
Now everything is up. Question: can it live without fleet support? Let me test that.
Hold on, I forgot those fabs. Fleet go back.
Oh, BTW, I got Vampire Claws from ARS. Another nice assassination unit.
And I have Mirrors for fire attracting. Pretty much useless, I'd say, because of that 0.1X reflection damage.
Poke the Core
Just... What happens when Spire Mini Rams and Neinzui Scapegoat goes together?
Nothing special.
13:00:00 769 ship CPA declares.
What about Zenith Mirror V's? Are they specal? Like, 10x reflection damage?
No. Useless.
13:12:34 CPA imminent, SA still not extracted. Build 3 matter converters, just in case.
13:13:44 SA extracted. I am going to move the station. For now, just let me get scout intel on Core world.
Yaqrane is attacked. NOOOO!!!!
13:14:24 Engrs warp in, HBCs ordered.
13:15:10 I lost the Fabs and CS. Engrs are now irreplacibles, so they are ordered to retreat. Bye bye, Electric Shuttle!
Apparently many MkV ships freed when I poked the Core isn't something that can be overlooked. At least, not unlocking Grav III's when I have 23250 K is unwise. Very very unwise. Lesson learned.
Low energy: -27907
Now it is time to change roles. Experimental Engrs to homeworld, and 46 Mk II Engrs will be in mobile.
HBC I's are too weak for liquid defence. It's time for MOAR.
Unlocked:
- Grav II/III
Every front line planet gets interspersed Gravatation network.
Prepping
Time to enhance my liquid defence a bit. Which means:
- Heavy Beam Cannon II
- Munition Booster II
- Engineer III
Leaving me 11250 K. I will decide which things to unlock later.
Full cap of Engr MkIII is put on Akiplu. Construction line is also moved there. Most importantly, a Missile Silo is put there.
First Strike on Core World: Erarlu
This is the first time I use "conventional" weapons on Core/HW assaults. Let's see how it works.
A cloaked Lightning Warhead warps in, and parks near wormhole.
Cloaked Assault Transports warp in.
Nothing happens.
Remember my starting ship? Youngsling Weasel?
Dock Cannon time.
Strategic Reserve comming to defend.
Boom! 70% Remaining.
13:34:35 AT's destroyed Orbital Mass Driver and fled from the Fortress.
13:35:20 Recloaked Transports are ordered to attack that EMP Guardian
It's time
13:35:32 Unload
13:39:43 Neutered, except for a Spire Shield. Heavy losses to those Ion Cannons because Scapegoat somehow doesn't regenerate them. Actially I never see them regenerate anything.
Probably Youngsling Artilery don't blend well with Scapegoats. Lesson learned.
Oh, wait! Electric Shuttle is still there, but Armor Booster is gone.
13:40:58 Oh, Fortress MkIII blocking way towards Homeworld. I am looking at that Missile Silo.
And it is a nice time to stockpile metal.
Too much threat near Yaqrane. If I lose it again, I may be in trouble. A lightning Warhead is being made.
I scrapped the HBC's. Threat motivating. But they just don't know... Let me try this run without the warhead.
13:51:44 Escaped threat are Boomed.
Mr AI, Strength doesn't say everything. You know that?
13:53:15 I see Riots attackcing. Is that the Special Force? It shouldn't attack isn't it?
Now, at peak time, my Salvage Engines are gathering 300M/s. Not enough to justify LogII, yet.
Time for that. Armored Warhead sneaks in Erarlu, and ordered to hit that Fortress.
Boom! Fortress gone, but Force Field and Spire Shield is still there. Time for attack.
Enemy under FF? This is when my Electric Shuttles shine.
And I will pop that Barrack!
Scapegoats are working. I did not lose any Bombers or Frigates in this battle. But I did lose my Raids.
First Homeworld Assault
14:07:31 Just ate a reprisal wave. Now it's time for the first HW Assault!
Wait, Core Threatening Eye... Retreat!
14:07:56 Dammit Black Hole Machine! I am going to eat the eye the hard way!
14:07:59 *headdesk* Arghhhhhhh MINE ENTHUSIAST!!!!
Where is that BHM??? I can't find it!
"External Invincibility 8x"
WHAT??!!
Remember me saying that Raid Engine will be killed before I start HW assault?
Remember Core Shield Generator Group E?
I got to find that BLM, NOW.
No, I can't find it. It is not on the list. I am going to lose the fleet. If so, I need to make sure all other things die. Looking at the Grav Reactor.
Everyone is scheduled a vector.
Fleet rapidly shrinking. So is the AI's Strategic Reserve.
14:12:40 Grav Reactor Booms. EVERY SURVIVOR RUN!!!
14:15:39 That is amazing. All Scapegoats are dead. All MkI stuff are dead by Ion pounding. However, my main fleet still has 104 survivors. I am still on HW, but let's have a rest and let that MSD do some repairs.
14:16:17 I escaped. Grav Reactor was that "Black Hole Machine"
Terrifyingly amazing: None of my starships were dead, and most of my big ships survived! Who cares about 240 Scapegoats dying?
It's time to end the Raid Engine.
14:23:13 Raid Engine is dead. It's your turn, Superterminal!
14:23:29 Orbital Command Station down. I ran out of Econ II's. Hmmm.
Unlocked: Econ Station III
Really, Last CSG-A
Yeah, I missed that one just next to this planet. Last CSG-A on Dekalno. My AIP is 202.
After taking that, I am swapping stations with Econ IIIs.
Sorry, this is not quite an archipelago empire. It should be if everything are not so packed together.
14:32:37 Command Station goes down. Econ III goes up
Unlocked: Combat Carrier. Oh REALLY THANKS! I am gonna wreck the AI with these!
14:38:24 A Data Center is popped.
The Science Branch
I am going to do heavy drone bombing. That means 6500K will be spent on Combat Carriers and Oh Crap I only have another 6250K!!! Hope that I didn't unlock Scout Starship II... No knowlege hacking, of course.
Let's do this.
Unlocked: Combat Carrier II/III. This also gives me IV.
I hope that my turrets will be able to hold up anything that is brought by HW assault.
Armored Warheads, Combat Carriers, and Merc Beam Frigates, are being made.
Plan: Fleet go distract. Armored Warhead Boom the Fortress, Heavy Beam GP, and Eye. Oh, Lightning Warheads may be used to BOOM the Special Force and Strategic reserve.
14:49:50 Transports warp in. Move further.
14:49:51 Warheads are in. Orders given.
14:50:09 Boom! No Eye. Unload!
14:50:26 Heavy Bombers ordered to kill that Ion Cannon under Zenith Fortress.
14:51:10 Zenith Fortress Booms! Wow, Heavy Bomber V is really really powerful. Now, why not blow that Riot too?
No, it is under Core Force Field.
14:52:05 Remember Protector Starships? Everyone, 480 ships, circling around the force field.
14:52:16 Core Riot? What Core Riot?
Wait, that Fortress was not hurt. What did I target? An extra Warhead is ordered.
14:52:33 Core Leech down. Lots of Guardians reinforcing.
14:53:02 Everyone turn circle around that Core Spire shield!
14:53:26 No more Spire Shield.
14:54:08 Warhead is here. Try that again.
The Fortress, The Home Command Station, everything under Core Shield. Helplessly firing everything at the "almost impossible to kill" Armored Warhead.
14:54:38 Boom!
14:54:44 Core Electric down. Everyone, attack Home Station!
14:55:30 AI 1 Home Station is down.
Everyone have a rest, let the MSD fix you guys.
AIP 235. I have 300 ships left.
Let's count what I have lost. 5 Bombers. 20 Frigates. 15 Munition Boosters. 163 Scapegoats.
Scapegoats shine here! So is Protector Starship! And Massive Drone Spamming! But Blade Spawner... Since the AI have unlocked Grav Guardian, it is pretty much useless. Also:
ARMORED WARHEAD!
Next step
Now first, I will harvest the K from AI Homeworld. Engineering team going to harvest K.
Actually, Sci MkII is better. Building 5 and sending there.
15:05:52 The moment I move out the fleet, Threat attacks Akiplu.
Pretty puzzled. Why sometimes Threat does not attack while it outstrengths my world, while this time 100 Str of Threat attacks my 6000+ Strength world?
Drones. More Drones. MOAR DRONES!!!
You have Strategic Reserve?
Neinzui Spawner, too?
Grav Reactor?
And Core Raid Engine?
Hey, let's see who has more drones! With the newly harvested K, I am at 9250. Let's spend them on...
- Neinzui Enclave II/III
- Riot Control II
- Plasma Siege II
Now I guess only I can spam drones. At 500k energy surplus, and several pending Econ III's, and that juicy Spire Archive untouched, I think I am fine.
Riot II's with "Ave It!", one Shield module, one Havoc, one Machine Gun, two Lasers.
Spire Archive II
15;11:58 Fleet ready to warp in. Once this process starts, both core worlds will be on alert, permanently.
Mr. AI, are you ready for the final impact?
Next CPA is imminent(20 minutes?). Maybe I should wait for it. Meanwhile, let me make up some Armored Warheads, and Beam Frigates.
15:14:42 A Data Center popped by Youngslings.
15:18:39 Fleet kills Data Center. Also neutering planet.
15:30:01 No CPA declared yet. I will just wait for my metal to cap.
Meanwhile, I start popping down Econ III's. Anything that does not need to be a Logistics will be an Econ.
It's 15:42:01. Still no CPA. I will not wait. Go attack Afrni!
AI suffers from 10 times more drones than its ships.
Special Force pours to support.
Grav Drains? I am using slow drones.
15:48:26 CS down. Unfortunately I don't have enough FFs...
15:48:54 Logistic II up.
How do I defend IF a CPA hits now?
Well, Liquid defence using HBC II's and Engr III's are great.
Threat thinks: I am strong! Let me attack!
All a sudden, Heavy Beam Cannons pop up from nowhere.
And it is gone.
Oh, CPA is THREE and a half hour, not TWO! That means, half hour to next/final(?) CPA!
16:10:09 SA extracted. What should I do with the K?
Core World Strike: Asidedu
I am taking the way from Asidedu. It has a arachnid under two Force Fields. What does it mean?
I know, there is a Core Warhead Interceptor. But it cannot see me!
16:17:44 Boom. And freed a whole lot of threat.
What about now?
16:19:13 Fleet warps in. CRE fires.
Um game bugged, and Assault Transport is jammed between the two Spire Shields.... I have to reload.
No, still jammed. This is a bug. Transport of Death powers on. And the Transports are dead, with the two shields.
I lost something to that Orbital Mass Driver. Reprisal 2.
Turns out it is one Enclave and a Combat Carrier
16:20:30 CPA declares. 954 ships.
16:22:33 1925 Attractor Drones, 4 Starships to Murdoch.
16:32:30 CPA hits. Where will it be?
Ahh, at Etticsharp. But it is too afraid to attack.
Core World Strike: Neutering
Time to completely neuter the world.
16:36:09 Fleet warps inside Homeworld.
16:36:26 Grav Reactor down.
16:36:56 Booster down. Bombers ordered to attack that N-Spawner/Ion Cannon/Fortress II
16:37:33 N-Spawner down. Now, Fortress, it's your turn!
Everyone stay put. Artilery support is here! N-Scapegoats starts replenishing. So are Bombers and Frigates.
16:38:15 Under heavy drone support, Core Warhead Interceptor down. Fortress desparately trying to kill the Bomber Starships.
16:38:23 Core Raid Engine gone by Bomber Starships.
16:38:28 Core Electric died. Armored Warheads coming.
16:39:12 Warheads come. Targeted these respectedly:
- Core Arachnid
- Fortress MkIII
- Just float around right now. Added to Group 0
16:39:22 An EMP Guardian spawns, sitting there.
16:39:33 What? Arachnid can fire at Armored Warhead? Armored Warhead at 50%. Already in range.
16:39:35 Arachnid kills warhead. Warhead explodes, bringing the Arachnid and the adjacent Electric with it.
16:39:49 Fortress not down. Force Fields down. Remaining AW, go!
16:40:02 Fortress in range. Warhead at 12%.
16:40:08 Warhead brings the Fortress.
16:40:08 Mr AI? This is your end!
622 ships storming at the command station.
Translocator Starships pushing incoming ships away.
Hundreds of drons firing at everyone.
Beam Frigates firing dense red rays everywhere.
16:40:58 YOU WIN!!!
* Aftermath
Just be curious. Can I blow up that Dire Guardian Lair with impunity?
Boom.
- Artillery
- Implosion
- Spider
10 seconds later, my fleet killed all three with no loss.
Conclusion will come later.