Jim D Burns -> RE: A Legends induced squeeze (12/18/2011 1:17:11 AM)
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Not long after the capture of my Zentabia Fluid planet, the Sluken fleet arrives at the Paakri system and begins to land troops on Paakri 1. Initially only a few troops are landed, but more and more troop transports warp into system until it is obviously too many to resist. The planet falls about 3-6 months after this screenshot: [image]http://img818.imageshack.us/img818/5188/toomany.jpg[/image] The Sluken fleet then leaves and is seen no more and at first I’m a bit mystified as there is a second less populous planet in the system they did not invade. But my puzzlement gets its answer a few months later. This is the first of two failed attempts to use intelligence operations to grab control of my planet. I say failed in that the planet remains in my hands still, both operations were successful in increasing my unrest level. The second attempt saw unhappiness drop to -14 and I thought it was sure to succeed, but unhappiness recovered before any rebel units appeared. If this keeps up though, eventually I’ll lose the planet. [image]http://img190.imageshack.us/img190/2148/rebelsr.jpg[/image] Early in game my explorers discovered a Desolation Moon project. It has been so long ago I had completely forgotten about it. I spotted the name on map while scrolling past recently and zoomed in to have a look and was pleasantly surprised. Looks like I’ll have a death star soon to add to my fleet. [image]http://img9.imageshack.us/img9/9752/desolationmoon.jpg[/image] My explorers found a few very well positioned supply depots deep in the heart of enemy space. Here you see the first base is already claimed and its scanners reveal that quite a few enemy fleets are in the area. The next supply base is near the Sciibu system and my ship can be seen moving in to take control of it. It will extend scanner range deep into enemy territory. All the advanced ships around the two supply bases are sent into the scrap yard and stripped for tech. [image]http://img7.imageshack.us/img7/5295/supplybases.jpg[/image] As I type this, the date in game is 2800.07.12 and my big fleets have yet to venture into enemy space. I had them all on auto control and assumed the AI would move them to the assembly systems I had assigned as their home bases. But they were all still patrolling around the same gas mines they were at 2 years ago, so I have recently taken manual control and ordered them into position. The four supply fleets (one will go with each fleet) which were ordered manually long ago are all already in position and mining gas in the assembly systems, so once the battle fleets arrive they should be able to top off fuel and head into combat with minimal delay. [image]http://img705.imageshack.us/img705/7413/supplyfleet.jpg[/image] As for the Silvermist’s reported on originally about 12 years ago game time. I am still constantly getting reports of attacks in the same systems north/northeast of my empire and many of the systems have 3 or 4 mists in them when I check. Even so, they do not seem to be spreading anywhere beyond the area they were first reported in. I haven’t had time to finish cleaning them out, but I did manage to clean them out of the systems in and around the system they were first sighted in. As you can see from the below map, I know own Nar Shaddos and several of the area systems around it and haven’t had any trouble with Silvermist’s returning to the area yet. [image]http://img545.imageshack.us/img545/8113/silvermistmap.jpg[/image] I am pretty disappointed in the behavior of the Silvermist’s, or I should say lack of activity. Had they continued to spread back when techs were low, they could have easily consumed a huge chunk of my empire. But their self restricted behavior in only haunting a few systems has allowed me to survive without taking any serious damage from them other than the loss of the occasional colony ship or destroyer. If this behavior is intentionally coded into the game to limit their effect, I’d ask that an option be added to the starting parameters menus so players can choose to have them be totally free ranging, with the ability to consume the entire map if not stopped somehow. Below is a large screenshot of all the current victory levels. My military value skyrocketed once all my existing large space ports refitted with the Super Laser’s with their firepower ratings of 30,000! I wish there was a way to exclude the effect of those super lasers on your military rating so you could get a better idea of how the different empires fleet strengths compared. Perhaps a new line/tab for base power and the old one just covers ship power? Until very recently, the Combined Atuuk Alliance had a larger population than I did, but it has constantly been declaring war on my allies of late, so has lost some territory to them over the last few years. What amazes me is how far ahead I’ve grown in total colonies. It’s as if the AI powers have stopped colonizing or something. My empire has grown larger over the past 12 years, but for the most part all the new colonies except a few are due to exotic planets I already controlled being colonized by new races that have grown populations within my empire large enough to start building colony ships for me. Do AI powers prohibit non-core races from building colony ships for them? Because it appears they have all pretty much remained the same size as they were when I started this AAR, and I haven’t touched colony handling, it’s totally AI controlled for me, yet I’ve grown by almost 30 colonies during the same time frame. [image]http://img341.imageshack.us/img341/5416/victoryconditions.jpg[/image] Jim
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