Bingeling
Posts: 5186
Joined: 8/12/2010 Status: offline
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Shopping We realize that peace to bust pirates may be a luxury we won't get anytime soon. We also got a new southern enemy. We place a build order for: 30 destroyers 8 carriers (of CX-4 that we had to unobsolete, since CX-5 is 605 size). 1 resupply ship (for the south where pirates ate a lot of mines) 3 construction ships (since some of the 7 existing are doing silly stuff). The total cost is just short of 368k. Destroyers and carriers are put in two 15/4 battle fleets (5 and 6). Fuel is an issue with lots of fighting, since fighting drains fuel, and fleets gobbles lots of caslon. Resupply ships will hopefully help. Back to action Plans for further Ackdar attacks are off. We want to stabilize the north, and I do in general detest to lose a colony. Grab 3, lose 1, is not a happy war. Grab 3 is :) The far west red colony looks nice, and is of Naxx majority. Battle 3 is nearby and is told to attack. A raider fleet of 4 destroyers also in the west is told to load troops at Cleudex where troops should have decent quality (some fresh ones exist at the other west colony). Of course, my destroyers got a troop compartment. We got the massive compartment available, but are in no huge hurry to retrofit, as 4 size invasion ships work just fine. But it could happen. For now invasion is struggling to get fuel at Huppawoe Minor, or large colony that used to be our northern one, but has lost that status. We got something in the closest XHuman system to the south, we see 392 strength MSP and 84 strength destroyers. We are relieved they are not very powerful in that department. We order one extra destroyer to become the lead ship of invasion fleet. We had an accident with sending the lead ship to attack a colony, and the rest followed. This is why they are all low on fuel, and we don't want to repeat that mistake. Sending ships away from a leader is a lovely way to invade multiple targets, since ships return to the leader once "out of work". It appears it is quicker to build new battle fleet destroyers, than to refuel the existing. We do not start the habit of scrapping low on fuel destroyers, though... Battle 3 finds unknown opposition at the west colony, but there are 20+ troops present. They also got damage on another ship (to a total of 2), so something with rail guns must have been there. The raider that loaded troops unload again. This requires a bit more than a swift grab. Battle 3 refuels at the resupply ship out west. Battle 4 is quite central, with fuel, and refuels at Holtumu 2 spaceport, our SE one, pondering the next move. The more the merrier. We always approve. We have borders, a lot of borders. Qilla fleets (red) flying across our northern areas are a stressful sigh while being at war with the other reds... Planned fleet positions. Two up top (protection). Two at bottom (short range aggression). Two mopping the darn legendary pirate base. Circles are fleet positions desired. Currently two fleets are looking for fuel on Pliados 3, south of the top left circle. And all but Battle 3 are in the areas between the circles (but not out in the far west). Back to action Battle 5 is sent west as they finish construction and has gathered at Huppawoe Minor. They are told to refuel at the west resupply ship (where also Battle 3 is on the way to refuel), which is quite on the edge of their range. There is a raider in Huppawoe Minor, but pirates are attacking a mining station, so that raider is not about to move right now. In addition Invasion fleet hangs around there while single ships are doing trips north to find troops. The new invasion fleet leader (destroyer) moves to Holtumu (SE circle). The rest should follow as they are done with their load tasks. This way orders are not interrupted, but idle ships tag along. Ackies wants peace. We agree. No demand for subjugation, which could quite possibly have worked. The advisors decide to embargo them, though. The Thela demand we lift them, and we don't mind doing that. Battle 6 is at the lower left circle (their gathering point), and refuel (not much missing). Battle 4 at Holtumu (SE) jump across the border with attack order on the former Giunese colony. They find a small fleet, a defensive base, and 5 troops with a 6th under recruitment, and a troop general. Securans want to end the futile war. We could not agree more. Two down. Sakurrea Realm has bribed a few times, I guess we end subjugation if they ask again. Invasion has arrived in Holtumu. Some slacker are ordered to load troops, and 3 transports with a bit over 300k strength are told to attack Ecaumbi in the Gulrath system where Battle 4 has harassed the space faring stuff. Battle 4 is told to blockade. Odds at the start will be 242 vs 76, and that is before the third transport arrives. XHumans want to trade for peace. End war for the pirate base we inherited in former Giunese territory in the west, and which is now contested. They value peace at 1257, and does not seem too keen to fight. We say goodbye. No deal. We are now their only war. Treachery! Holtumu's human population (with 1200 of the 1500 being Ackdarian), revolt, as an XHuman fleet arrives pretty silently. There is a rather large amount of troops there, and they are not ours (the XHumans must have invaded). Invasion fleet was there and is ordered to move to Battle 4 next doors, as they got company... One transport with 5 troops fail to get away. These are no puny Ackies of which colonies are ripe for picking (or maybe they are). These are the guys that took the Dhayut homeworld. They attack Kharun Major, and early report is that we are slight underdogs on the ground. This is the system closest to the Ackdarian capital circle. We spot 10 troops, which hints at no great troop strength. We ask to recruit a few more, in case that comes in handy. They will show more force soon enough, and 2 transports of the invasion fleet will be told to unload (if they can make it). But they are starting far south. We spot an incoming fleet to Dirra, south of the other attack, and the attacker is far away. Battle 2 is almost refueled at our west spaceport, and is told to head to that Colony. The Attackers of Holtumu are spotted on attack vector of the former pirate base they wanted in exchange for peace :) The scary thing about retaking Holtumu, is that my spaceport design is not crap at all (compared to other designs). The Naxx are tired of the war, we agree... There is one war left. XHumans. Ecaumbi is conquered, 2 transports load troops so that a few are left. The population here is Yor, and that is all nice. The Kharun Major MSP can't prevent troop drops, but they give parts of the attacking fleet a beating. Some outrange them, though. Battle 1 is still some way out (but on their way). Just out of random thought, Dirra 2 start to recruit a few more troops. It could be related to the incoming fleet warning. We have no less than 2 generals there. Battle 4 is told to jump Holtumu star. The attacking fleet is there. At this time we notice battle 5 at the west resupply ship, one ship refueled. Getting there... Battle 4 has a nice little fight with defenders kind enough to come to meet them at the star. They have 18 ships at this point. Attackers at Dirra 2 arrive way before my battle fleet supposed to stop them. Please nerf Human hyperspace speeds. We lose Kharun Major before defenders can arrive. We redirect the two resupplying transports to Dirra 2 Battle 4 jumps at Holtumu 2 spaceport, of our beautiful design. They will kill it, but heads for repair without battling it out with the numerous ships present. Why this attack? I don't invade with spaceport up, but the AI does not seem to play that game. Battle 2 is too late for Dirra 2 and heads off to kill our lost Kharun Major spaceport, which is hopefully still low on shields after the last battle (when ours). Lots of troops land at dirra 2. Invasion fleet ships that are south, 4 destroyers in raider 7 near Dirra 2 load troops for a possible reinforcement. The attackers at Dirra head for Huppawoe minor gas station, where they are free to go to. Invasion fleet is almost 1000k strength, Attackers at Dirra 2 are 447k and will win. Bye bye, colony. The Dirra attackers, that killed a mining base, are heading for Ilukas 2 space port. Battle 5 that recently left planning to make some noise at Holtumu 2 go back there to wait their arrival. Battle 2 discovers that fuel is too short for the MSP at Khalun Major refuels at our central area. Maybe Battle 1 can kill the Kharun Major Spaceport instead? Soonish? They are repairing 1 ship and refueling. Battle 5 out west got fuel. With Battle 3 they get orders to move to yaras system where the legendary base is. The fleet we though was on attack vector to Ilukas 2 arrive at Happowoe minor 5 spaceport, where Battle 1 are just wrapping up repairs. Raider 7 is also there. This is a fight we are not going to lose (we hope). Both fleets get attack order on the enemy fleet. Red things die, purple not. Right now we are +1 and -3 in colonies, and above we said that we hate to lose them. While the battle of Huppawoe Minor happens, and two battle fleets land in the legendary pirate system, large scale construction is complete. Cruisers will be possible to build. After a brief stop at the star (original target), the pirate busters jump in below the base, to try catch a single defensive base first. The defensive bases are powerful (700). Ilukas 2 has visitors, but battle 6 got there first. We are not sure if they hunt the colony or spaceport, but we don't see any troops carriers. The pirate base attack works a charm. Nice loot. Fighter upgrades are welcome, while we are Ocean Tech is not so important (we have ackies that can do that). At Ilukas 2, the spaceport ends up low on shields, and two cruisers take minor damage. That is on our side, the XHumans are worse off. As a legendary defensive base is destroyed, a pirate crew joins our empire. We gain a hydrogen mining base west of the light brown control circle near our home area. As the second defensive base dies, we inherit another pirate faction. As seen from screenshot this includes the former phantom fleet. 70 ships, forming a 7260 firepower fleet, heading for Ilukes 2 to retire. 6 of them are dead in space and scrapped (removing 106 firepower). Battle 3 and 5 are given repair order. They are a few ships short. This sends them to Ilukes too. The base gained with the pirates are in remote areas, a bit NW of our western colonies in dark area between green and pink. It is kept (nice hydrogen source). Getting fuel on the invasion fleet is a challenge, they limp to the capital. Battle 2 moves to blockade Dirra, while Battle 1 approaches Khartun Major and our old spaceport. They find a few ships there, including troop transports. Red things die. An enemy strike fleet is making a nuisance of itself. It will keep constructors busy rebuilding. Invasion fleet attacks Holtumu 2, but 2 stragglers are missing as they are out of fuel. The whole fleet is 55 troops at 984k strength, and hopefully the 2 missing is not more than their fair share. Qilla send us a gift of 3583, it comes in handy with a negative cashflow of 155434. The former phantom fleet sure won't help when it comes to cashflow, but those should be retired as they arrive at Ilukes 2. There are not much build suggestions to be seen. Funds are safe at 844k, nice considering we startet at 1100 and built for 350k. The fleet at Ilukes went to hang around at our conquests once pirate busters arrived for their repair. An enemy fleet attacks the orbital battery on another colony in the system. Battle 3 and 5 have arrived, and are asked to attack it. Some ships in shipyard and some on low fuel, though. 10 colonies break away from the lipid. They are the orange stuff in the SE, while the lipid are light brown. One powerful empire is converted into two medium ones. We can see our conquest in SE between holtumu 2 (red) and another colony, while our border colonies to the ackies also are lost. Hopefully only temporarily lost, though. The new empire is the Combined Lipid Republic. Lipid major race. Yellows offered long range scanners for 157k. Darn house rules. They attack the Bita Junction colony west of Holtumu. It will be lost. Two previously out of fuel transports are some way out still. 167k strength. Sy Myrth 2 is attacked. Invasion fleet get the general "load troops" order, to gather help, and one transport with troops is told to unload there. Teiry in Bita Dasolun Junction is lost to another attack (as mentioned). Holtumu assault is going well. Battle 6, at our SE conquest is told to attack the colony south of our area, where a spaceport is. Sy Myrth 2 is on the defensive vs 294 strength. Holtumu 2 is back on our hands. Battle 6 kills the spaceport, and jumps away since there is about 40 enemy ships in the system. Sy myrth 2 is 267 vs 50 as a few transports are landing outside on unload order. Up to 258-214. And 149 more are in the system on their way. Eventually the colony is saved. Close call. The AI wants to offer subjugation (they subjugate to us) to end the war. They refuse (big surprise). We were worried the offer was the other way around... The retiring pirate fleet creates a backlog on the Ilukes spaceport Also, we can build cruisers, but have no build orders so we wait, even if cruisers would be nice. Battle 5 is on attack vector to the spaceport one system further south (from where battle 6 busted its spaceport). This system has a defensive base too. Build suggestions. MSP on Giminur Prime 3 (in the north). 158k ships. The economy is brighter as the pirate fleet is down from 63 to 29 ships. Research and design break Phasers are our new weapon of choice. Still epsilon torpedo. Quantum reactor (stupid AI switches fuel again), talassos shields, kaldos drive. Destroyer is 184 strength, 16 cruise, 13 turn, 390 shield. Maintenance is 1416 Cruiser is 284 strength, 15 cruise, 10 turn, 650 shield. Maintenance is 1623. Cruisers are way better deal, but destroyers are a bit more agile. Old habit of cruiser battle fleets, and destroyer raiders hold. We order 20 cruisers for 156k, and gather them in a fleet to meet up at capital. I figure 10/4 is nice battle fleet number, but that 20 ship cruiser fleet will end up hunting fuel, and fighting a bit, for a long time. I should know not to order fleets around while some ships are very low (or worse) on fuel. Temporarily removal of low ones is recommended. Continued We notice that we are finally researching long range scanners. It will be nice not being notified of invasion by enemy troops marching through the streets, or ships taking pot shots at the space port. Battle 5 cleared the system of various ships, spaceports, defensive bases, mines. Permission to repair is granted. The two spaceports south of our area are both gone. We are 3 down 1 up in conquest. The important was Sy Myrth, as that is a nice colony unlike the others. Holtumu is back, but the one left of is currently lost. That is 0 up. The conquest is lost. They take Ilukas 3, that had no troops. It is a Xhuman populated, good colony, in my now 3 colony system. Our conquest has some 5 troops, 10 good quality guys are shipped with 2 transports. Holtumu 2 is attacked. We wonder if they underestimate defenders or not, as that colony is not lightly defended. Exciting times. They did their homework, 550 vs 450, but invasion fleet moves over to move in some reinforcements. We were planning to attack our old conquest again (east of holtumu), but that plan is scrapped as Holtumu defense is more important. On Ilukas 3, the strengths are 159 vs 118. Scanners lit up a while ago, now they are improved too! Life is hectic, and we do not give detailed info on all movement in trying to save our colonies, as well as grabbing some new. General there is fighting in the south, and red ships die SE of our capital where we have defended gas mine since the early day of our empire. Other mines are lost around, and some space ports are attacked with no bad consequences for us (battle fleets try to help). We need to stop being on the defensive with out of fuel ships and stuff. Fleets need organization. For instance, the 20 cruisers has been in Ilukes a while helping in defense against attack, and shooting at enemy strike fleest that in confusion visit their colony in the system. 160k build suggestion has arrived. Orders are: 4 new troop transports: They will relieve the ones we got, and allow the old ones to retrofit. 10 Cruisers and 4 carriers to form battle 7. 161k in total. Cleudex in the west has an incoming fleet. A raider is there, which moves over to other west to load troops. This will not end well, and both will eventually be lost with the raider fleet and resupply ship heading home. The Xhumans attack both at once, but we were only warned. The west repels, but is lost at another invasion at a later time. A new attack on Sy Myrth 2. There are quite a few troops. The long range scanner of Ilukes 2 Spaceport reveal their attack in time for Battle 4 to start from Ilukes and land at almost the exact same time as them and shoot at transports coming in. At least 2 are diverted, more are shot at with rail guns, and as the invasion wave is over, it is 93 vs 405 on the ground. A good photo opportunity was lost, but the photographer was overloaded. Two resupply ships move to caslon/hydrogen source in the south. It is better to make sure to have both fuel types when the AI flips between them. The location is a bit north of Ilukes. Soon 3 resupply shis and a gas mine will sit on a giant never attacked (they don't have intel of that one, I guess). A huge bump in firepower as phaser cannons are equipped alongside velocity shard torpedos. 250 firepower destroyers, 416 cruisers. At this time most destroyers have sub 130 firepower. It is a bit weird to sport a 4 ship raider fleet of 1000 firepower, and a 14/2 battle fleet of approx 2000. While the assault on Ilukes 3 is fought, our AI wants to end war. The XHuman reject this. Ilukes 3 is back on our hands soon after this. Holtumu 2 is saved by invasion fleet as another attack arrives. We get their operation map. We learn that our first and now lost conquest has 1 troop, and 1 troop transport heads there. After some trouble (stupid transport fleets on high shields being hit by rail guns), the place is invaded. The next one east of this has few troops, but a spaceport and defensive platform. The one to the south also low troop levels, but need a few transports. We spot a troop filled fleet heading for the colony south of ours to refuel, 2 fleets attack there. They will not see this fleet, but we believe it is the same fleet that is soon meeting its end at the Ilukes 2 space port (citizens enjoying the flashes of space combat are not in short supply of entertainment). 7 former pirates that we believe had retirement interrupted by an attack, and at least one battle fleet are always present. In addition this is a very busy space port as the enemies use rail guns, and we repair shields. The 20 ship cruiser fleet clears the SE spaceport+defense base and helps clear the way for the wimpy troop transport in the system next doors as well. One cruiser is lost. In the form of 9+10 fleets they head for the capital to repair. After taking 2 in the SE, and cleaning up our south line, we are no -2 in the east(north), -1 (soon -2) in the west, and +2 in the SE. The system to the south has been invaded, so +3. This is not the worst colony of the lot. As this one is conquered, a gas mine of ours is about to die up north, otherwise it is almost quiet. Unpausing the game will probably cure the feeling of it being quiet, and remove any feeling of temporary control, though. It is 2828-05-06, and we have been at war for a while. Status We struggled badly at the start, underestimating the opposition. From being at the defensive in the south, we are now up 3, but we have lost 4 colonies in other areas. All but one fleet have been retrofitted, and they are generally well fueled. But they need some work to cut cost. Research: It is nice to notice we can trade 20 techs to the XHuman. Two pirate bases help, and inheriting over 60 pirate ships from the legends is a good source for a research boost. The spies have also delivered a lot of research info. I also suspect that the AI could have done some kind of tech trading. I think the AI can accept a tech sale suggestion (we pay), without notifying, and that I see the ones the AI rejects. About the AI I have not played a lot of Legends, and I have not been this "weak" before. My enemy is stronger, and has a lot good areas that they can launch from. Before I have seen the Legends AI attack hard on defended target, now I see the AI do this and also do good attacks on multiple colonies at once. I never noticed the pre Legends AI to perform at this level in war. I suspect that they scout well, and that it could be beneficial to have light colony defenses. 4 troops defending if you feel like it, they invade with 10. You take it back. You defend with 20, and they invade with 40. It is a pain to take it back. Enough of that. We are not friends with all anymore. I am not sure why, and the game is not up while I type this. Maybe I did something to piss some off, but they did not seem to mind me grabbing Ackdarian colonies. It could be all about "war with our friends, trade embargo our friends", as well as bases getting contested as new colonies land (up north where I think Silvermist may be gone), and also in general when influence circles grow. On the score sheet, the diplomacy overall is an indication of who the major players are. We are below the Xhumnas in military score, but not a lot. 40 vs 48. We got more firepower on ships, but they got rail guns that are annoying. We are: In general in the mid-pack, with some empires (way) ahead, and some behind. 7th in victory points (victory is impossible, though). 7th in population. Securans in the lead, and Ikurro/Xhuman are large. 6th in territory. Ikurro and Xhumans are top. 11th in economy. But there is not a huge jump up to 7th. XHumans are 4th. 7th in strategic value. 8th in military strength. Our enemies are wealthy bastards. They got a rare source, and the former Dhayut homeworld which I think also has the shipyard wonder. Gains in the SE (and south) and losses in east and west are clear. The Quameno has managed to place a colony near our area (volcanic). I think the galaxy is a bit short of volcanic guys, at least in this general area. The Ikurro (green) have had progress in our direction. I am not sure what hit the Ackdarians, but from the shot is is obvious that they are short of a spaceport in the capital area. Getting there. Ilukas 3 was under temporary red control, and has always had Xhuman main population. 0 tax there is a 20-30K loss in tax income. We can see the conquered colony to the south being 0 as well, while the two SE are not Xhuman (the bottom two shown). Looking at this list, I wondered about Holtumu 2 not being present (below the cut). It also had a strange structure. It is a terraforming plant, its quality is reduced. Now I know what that mysterious red presence was about, and why they attacked a colony with lots of troops. I did not have resources to chase those away at the time, as I had priority on stopping/performing other attacks. If I ever find myself sitting outside a prime Xhuman colony with no spaceport in sight, I will remember Holtumu 2 (they got a Villacoya colony in the top 10 among other candidates). My destroyers sport a nuclear exterminator, the cruisers have two. Only resupply ships are outside fleets. The frigates and escorts (and a cruiser) are pirate ones destined for retirement, but caught up in Ilukas battles. I hardly lose a ship in the war, I kill a lot, though. This is not good, we need to cut cost. I should visit my research and resort locations and check that they are not occupied by any xhuman... This is the current state of the empire. We can see an enemy strike fleet about to bust a mine in the north. It is the first time they have been that far north, and usually they come from the south and are well spotted. I think the reason why the battle fleet seen Huppawoe Minor to the south of that location is not stopping it, is that they stopped a major fleet attack instead. A raider out left is returning from our lost west, and another raider is seen at the very low part where it has been returning the favors in helping update mining bases to new designs. One fleet sits at the latest southern conquest. I expect visitors. One is mentioned up north. The rest are in Ilukes(south scanner), the capital (the one above), or between that where the resupply ships are. There are 5 battle fleets and 2 10 cruiser cruiser fleets in that area. Not exactly well spread out. Main fights has been the south scanner spot (Ilukes). NW of that is Sy Myrth of good quality and that has been attacked a few times (a red explorer hides the star). East of Ilukes is the small system lost and retaken, then Holtumu 2 also lost, retaken, bombed, and defended, and beyond htat the conquered systems. We miss a scanner in that area. North of the capital are good Pliados (west) and Huppawoe Minor (east), both space ports have been attacked. I am quite sure the Naxx fleet covering the capital is just passing by in hyperspace. I expect troop attacks in the south, and fear attack from the east on Huppawoe Minor or from west on Pleiados. I hope they try retake the south core colony of theirs instead, or the former Dhayut ones in the SE. Otherwise they are free to keep attacking Ilukes 2 and its spaceport. In general I have low defense on the capital (maybe 7 troops and a large spaceport), but a fleet sit on the mine SE of it and should get here in time from scanner warnings (fast jump and slow travel is our style). Main troop concentrations are Sy Myrth 2 (NW of Ilkues) and Holtumu 2 (fuel symbol in lower right). Despite the incredibly awkward fleet distribution we are in a good fleet spot right now. The ones central are fueled and repaired, and only the south one lacks a retrofit (bigtime), and need repairs. And our fleets spank their's in a straight fight, even if we have to repair afterwards due to rail guns. The two we loft on the right are not a priority target, simply because they are still well defended by troops, at least as of a little while ago when we had their operation map. Too bad they are out of scanner range, maybe a monitoring base could be useful during war (but we have high enough maintenance). This is the roughest war I have ever had in Distant Worlds. Good times.
< Message edited by Bingeling -- 12/15/2012 12:47:10 AM >
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