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RE: The Great Ikurro Territory - A Shadows AAR

 
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RE: The Great Ikurro Territory - A Shadows AAR - 5/21/2013 1:03:35 AM   
Castinar

 

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Great read so far! Enjoying learning some of the new features...can't wait to sink my teeth into it myself!

(in reply to Bingeling)
Post #: 31
RE: The Great Ikurro Territory - A Shadows AAR - 5/21/2013 1:06:20 AM   
CyclopsSlayer


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Damn... now I am really hyped to pick up the new expansion asap.

(in reply to Bingeling)
Post #: 32
RE: The Great Ikurro Territory - A Shadows AAR - 5/21/2013 9:23:14 AM   
Bingeling

 

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quote:

ORIGINAL: feelotraveller

Ah, Bingeling style.  Got to love it.  I'm quite enjoying the AAR since I prefer reading to watching (but wish I was playing...).

I was a bit surprised at the lack of speed of the cruisers.  What happens if they run out of fuel, will they ever be able to catch a refueling source?

Now, why would they run out of fuel? :)
I have not noticed issues, but they have not been chasing moons lately.

The AI had dropped from 10 to 7 engines to fit under the 400 limit. That probably does not help speed at all. They dropped more stuff to get under that limit too (weapons, armor, reactor (but the reactor was probably not needed with less stuff)).



(in reply to feelotraveller)
Post #: 33
RE: The Great Ikurro Territory - A Shadows AAR - 5/21/2013 2:45:06 PM   
Kruos


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Great AAR, very pleasant to read. More more more! :)

(in reply to Bingeling)
Post #: 34
RE: The Great Ikurro Territory - A Shadows AAR - 5/21/2013 8:47:11 PM   
Bingeling

 

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In the hope of action...

So, diplomacy have been automated, and ambassadors moved away from rivals.

As the 26 cruisers are finished, the ships of battle 2 (destroyers) becomes two new defensive fleets for the new systems (or maybe attacking in case of war, who knows?).

Battle 2 and 3 are rebuilt with 13 cruisers each.

Another resupply ship was built and two of them are now on their way to fill their bellies with caslon.

2142.10.10. Not satisfied with their last gigantic eruption, Vidranth 2 has another one.

2142.12.09. Marshy swamp colonization is researched. Two colony targets in our areas open up, one OK and one somewhat poor one... Ships are ordered. Longer range scanners are next.

2143.07.12. Aleasmo, a swamp in a mining system north of Sollost have been colonized. It is 84 and has some potential. It is a source for three big ones, carbon fibre, polymer and chromium. Which of course means that it replaces a mine, and reduces the mining rate :) A small spaceport is started right away.

2143.12.19. Virdanth 7 has been colonized. A 72% marshy planet in the Virdanth system, with a Falajian Spice source. Why have only one poor colony in a system when you can have two (this is the southern of the two in the north).

2144.03.16. We complete our run of improvements to energy related components, with an upgrade to our hyperdrives. Larger shipyards are next, since we want some gizmos on our cruisers.

Gordas Dokari proves that he is our best scientist. He has researched (or stolen info about) enhanced sensors, upgrading the basic proximity array.

2144.06.18. Silunea 1 has been colonized, a volcanic rock in the same system as the recently colonize Aleasmo. 78% and a source of Aculon.

2144.11.30. Our advisers took offense of the gizurean strike fleet parked in the Vidranth system and wanted to attack it. We were happy to accept.

Legendaries appear in the north. We wonder if we know where they live or not. When they have name after a system we can easily spot, and their base is revealed when viewing system info, these kinds of problems arise.

They attack our northernmost gas mine. Battle 3 is in the system to the south, we send Battle 1 to the other colony in the area.

Shocking! Our scie... eh spy failed to get research info. He was not spotted of course, but....

2145.09.22. We have colonized the desert planet Iddaxcy in our capital system. It is an 86% colony with Osalia and silicon. And it has +14 development bonus from ruin. How did we manage this? Securans colonized this for us, we got over 200M of them on both Tapoi and Sollost 5.

2145.12.17. Securan Paradise blockade our northern colony Spetoo. What will our foreign advisers think of this? They complain about our government, want our stuff, and complain about our trade sanctions.

2146.03.04. We complete research in tactical interceptors, and can build carriers. We have a queue for new research ready. Light torpedo bombers, Enhanced Missiles, Point Defense weapons, missile bombers, fast energy propulsion. Fighters in the air, and longer range torpedoes.

Money is at 346k, cashflow is good (79k). We book 12 carriers to have 3 in each of our 4 battle fleets.

Gordas Dokaris has now completed research in Enhanced Storage. More range is good. Once he leaves for his next mission he gains the trait "sober", which lifts espionage to +67%

The cashflow is good, and we attempt to move our superb governor Kodias Xatra to Kuristar 1. He doubles population growth, and has good bonuses to happiness and income. It will cost us money now, but will pay in the long run.



The legendary pirates of the Xanath Raiders have killed some northern gas mines, and our fleet fumble a bit as they kill Spetoo spaceport. They leave before much damage can be done by our ships.

We still ponder whether we know where they live or not. We decide that we do know, as the name reveal a lot about their location (the system next doors). If we did not know, we would probably send battle fleet ships around to nearby systems...
Battle 1 and 4 is in the north and heads for that system.

Who needs to research velocity shard when we got good old Gordas? He takes tech in one swoop...

Battle 4 lands first, and finds the system empty of ships, but full of pirate stuff (at least a base and 3 defensive bases).

While maneuvering into position, we notice that we still have a positive cashflow with our star governor at Kuristar 1 (but a lot is lost).

They approach carefully, and one carrier takes a massive beating from the defending fighters. Our fighters works as well when it comes to damaging the target too.



The defensive base dies, and our fleets proceed to the base behind it. Repair bots are recovering the damaged carrier, 56 components damaged is barely a scratch.



If you lack point defense, why not fire phasers at fighters?

We recover info from the base wreck. Enhanced Gravitic Beams, EMP Defenses, Enhanced Crew Systems, Fleet Countermeasures, High Speed HyperDrives.

Gravitic? Not our style.
EMP Defense? useful, we think this one fired pulses of EMP.
Enhanced Crew Systems? Not the most useful.
Fleet Countermeasures? Very nice if a ship will equip it (it will put it on cruisers).
High speed drives? It makes the choice of drives easy.

The pirate defenses are mopped up at a cost of one cruiser that strayed too close to the non-targeted defensive base at the end.

Once the battle is over, we send the fleets to the capital, and gives all other military ships (except resupply) order to retrofit. We worry a bit about the cruiser design with 1 armor, but can live with that.

Something as weird as a pirate attack reminds us that we don't have a defense fleet in Silunea. We figure out these are new guys who have not yet heard about what happen to those that attack us.

As retrofit is ongoing, an old friend visits Yaselur 2.



Battle 3 and a defensive fleet are both there, but how many are locked in retrofit? We can at least spot 2 carriers outside.

The answer is enough, of sorts. Battle 3 loses one cruiser, the strong defense fleet probably none (we did not have count of them). And this capital ship will raid no more, like its sibling killed earlier.

Virdanth 2 is an unstable spot. The third catastrophic eruption. What is "multiple new super volcanoes" times three? A whole lot of them.

Dark Transport, the orange guys who had the huge capital, is attacking with half shield ships. They must have a new spaceport somewhere. A resupply ship takes a trip an locates the base in the western gas clouds. Battle 3 is on the task. A task they of course completes without issues.

60 fighers and long range torpedoes helps a lot when it comes to killing pirate construction ships.

Trust Gordas to pick up the tech that never reaches highest priority. Nuclear Supercharging this time. We accept non-stupid suggestions for his targets.

2151.01.18: What will one have to do to get a war?

The gizureans. We have heroic reputation. That is a massive bonus with them.
Dhayut are furious, Haakonish too.
We are furious with the Gizureans. So why does diplmacy hesitate? We are lagging in military power. 25 vs 32k. Maybe we can fix that? Battle fleets are 1796 firepower...

Two fleets (at 13 cruisers and 3 carriers) cost 189k. We got 380k. Done deal.
Battle 5 and 6 is under construction.

More tech, talassos shields. How? Gordas. We notice we only got 70% progress in intensified shield strength, that must a been a fumble on his part.

Beautiful new features

While getting spammed about ships built and ships retrofitted (we accepted the general retrofit), we notice a shortage message on a constructor. Those kind of things pop up in shadows. The image below illustrate another nice feature. Red travel vectors for ships doing tasks for the selected object. There is one freighter incoming.



Checking constructor: 24 chromium reserved, 0 in store. Checking medium freighter that is the source of the red arrow? 24 chromium. There is no need for any panicked repair action, they got this under control.

Another message is about a mining base (it is retrofitting, and they are very prone to shortages when retrofitting after using their initial stores). Argon it says. Zoom out. Two red arrows to the local spaceport. One has "transport argon", the other "transport gold, lead". Check the mining base, and indeed. It also needs some more gold and lead, but that has not stalled construction yet. The freighters have not picked up the cargo yet, but they work for the constructor, so they have red travel vectors.

In the next expansion there could even be that a single freighter manages to bring both argon, lead, and gold, though ;-)

Continue...

Back to the game.

Research department invent point defense, gordas brings in engine tech. We await further retrofit until we have larger shipyards. Progress at that is at 78%... A general retrofit took almost all our money away, but cashflow (and bonus income) is good.

Time passes and little happens, we are waiting for 500 size yards, and a retrofit. Some technology appears, both by scientists and by our intelligence hero.

2153.09.13. While waiting, Black Rock Transports has built a SSP where our very closest pirates were at the start, just inside gizurean territory. Battle 1 and 4 are waiting in the capital system, and takes the trip. The construction ship is there. A stupid gizurean escort chases it out, and our freighter leaves so no more info for us. We stop our attacking force, and send in an explorer at our capital. Maybe the constructor returns?

2153.10.14. Genetic Scrambling Syndrome on Beta Kapola 1. Lets hope it stays there... Population at start? 2538M.

2153.11.19. The explorer drops into the system. The silly gizurean escort was captured, the constructor is now repairing it.

2153.12.01. LargScale Construction is done. Yay.

The pirate constructor almost gets away, and manages a short in system jump. These cruisers have the wrong torpedoes. That is a problem with the AI designs and size, and the main reason we look forward to 500 size (even if the AI likes to put designs just above that).

The new Mashhad XCI clock in at a pretty 498 (max is 500)

Shock and horror. While waiting for retrofit, our elite spy is detected as he fails to steal tech from the Securan Paradise. Not captured of course, just detected.

We ponder why retrofits are incomplete. The answer is "not enough cash". Patience is a virtue.

Legendaries kill our far northern resort base. We spot a 600+ capital. Ouch.

2156.04.29: The last two cruisers is sent into dock at Sollost 5. Retrofitting a cruiser cost from 3600 to a bit over 4000 depending on old design. With 78 cruisers, that is almost 300k cash, and add a bit for 16 carriers as well.

And at the end planetary defense units becomes available. They have good defensive strength, and shoot at forces that are incoming (landing). They hare giant in size, and not very suited for transport.

Status

It has been an eternity of peace, and to proceed we need action. Suggestions are welcome.
Jumping at the yellows is a top alternative. They are getting really strong lately. We built cruisers, they added 10k military strength.

Suggestions? Continental hunting? Border cleaning (not that they are not clean)? Other?




The left, right, and bottom sectors are cut off a bit. The main thing missing is a bunch of teekans on the right, north of their capital. The far left, and a lot of the bottom, has not yet been explored.



Our negative opinions are:

Furious at Zygirea Hive.
Annoyed at Sluken Collective
Angry at Kharmath Coalition
Angry at Haakonish Corporation
Annoyed at Naxxilian Confederacy (they have a lot of sanctions).
Annoyed at Nanta-Re Conformity
Annoyed at Securan Utopia
Angry at Securan Paradise (the orange ones)

Securan Paradise is annoying as they have a trade line across my empire, but they are no match. Unless allies come, and they have none.

The 3 securan empires hate each other. This must be a cozy place:





The colonies are growing, some more than others. Taipoi was a tiny independent we learned about from the pirates. Maybe founded with a colony ship located by them? Framisc Yagin 1 is one of our latest colonizations. And almost 50% larger in population than Tapoi.

How to spot a colony with Securan main population? They have 50% tax. How to spot gizureans apart from the volcanic things? 26% tax, or thereabouts.



There are quite a lot of destroyers in defensive fleets that see little action, as the pirate phase is long gone. We have seen some rather feeble pirate attacks in the west, and one more lately in the north. And these are attacks on mines, not colonies.



We have just spent all our money, or a bit more, on retrofits. The cashflow is good.

We have a cashflow in reserve by moving our elite governor from Kuristar 1 to the capital. 46% income, 62% happiness, 110% population growth, and all kind of construction speed bonuses, and -10% mining.

I once spotted a passenger ship heading for Kuristar to pick up migrants. Treason, it is called...

(in reply to Kruos)
Post #: 35
RE: The Great Ikurro Territory - A Shadows AAR - 5/21/2013 9:09:52 PM   
Bingeling

 

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It is quite clear that pirates have played their major role in this game. I am a bit surprised about their performance, after having done a whole lot of automated games in shadows testing. Not a single pirate controlled colony has been seen.

Playing on could to either spank the Gizureans, or getting spanked by them. It could give some views of new troop stuff. Otherwise it can look quite a lot by a legends game, apart from less obvious changes in AI and economics.

Ashbery76 was disappointed at my relaxed cash. When you retrofit fleets for 300-400k, and have only 200k, you notice that you are not all that rich... They also don't look so impressive living next to the new galactic steamroller.

(in reply to Bingeling)
Post #: 36
RE: The Great Ikurro Territory - A Shadows AAR - 5/21/2013 9:29:42 PM   
Kruos


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From: France
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quote:

Suggestions are welcome.


Behead the bugs.

(in reply to Bingeling)
Post #: 37
RE: The Great Ikurro Territory - A Shadows AAR - 5/21/2013 9:59:22 PM   
Bingeling

 

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Maybe easier said than done.

And offensive plan could involve starting in the north and go clockwise. I think there are quite a few continentals and marshes. Some preparation in troops would have to be done is a lot of attacking is planned. And also, some defensive troops in transports.

Once a plan is laid, it is just to prepare for it to be completely ruined by enemy actions :)

(in reply to Kruos)
Post #: 38
RE: The Great Ikurro Territory - A Shadows AAR - 5/22/2013 9:33:38 AM   
feelotraveller


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You could be ruthless and take out the Securans first.    But I would head north too and then swing clockwise into the northern reaches of the yellow peril.  The Dhayut could be good sport during a cooldown with the Gizzies.  In the roughest/largest scheme of things I would be thinking about trying to push the Giz into the Naxx and then put the pressure on the Haakon to push them west and south.

By the way that's an intersting spread of the Argos Corporation.  How the heck did that come about?

(in reply to Bingeling)
Post #: 39
RE: The Great Ikurro Territory - A Shadows AAR - 5/22/2013 10:01:21 AM   
Kruos


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quote:

ORIGINAL: feelotraveller

By the way that's an intersting spread of the Argos Corporation.  How the heck did that come about?


I dont think it is colonization related, due to the colonization range (2 sectors). Maybe exploration events?

(in reply to feelotraveller)
Post #: 40
RE: The Great Ikurro Territory - A Shadows AAR - 5/22/2013 10:33:16 AM   
Bingeling

 

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There is no colonization range in this game, I think I messed up.
I have had offers to colonize in "upper right" which I have rejected. And obviously the Argos and some others have colonies at the bottom.

I don't think I plan further than a first declaration of war and a tad beyond. Remember what happened in my only war this far? The Naxx jumped on me... That system is gizzie now, btw.

Pushing the gizzies "down" is a good plan, although those to the left of me annoy me a bit as well.

A legendary fleet attacked my resort base in what is probably the upper part of the "void" above my areas. They could easily make a nuisance of themselves at my north, but could be based too far west.

I can 't help missing something like a "patrol sector" order for explorers. Just move between systems keeping tab on things. When you know pirates are somewhere, and you want them dead, it is very micro management to find them, unless you abuse the fog of war bugs in the system overviews. If this was implemented, and the AI use it, it could be extremely lethal to mines, though.

Or you could of course steal their territory/operation maps. Too bad operations map stealing don't put flags on pirate spaceports. The targets list should light up like a christmas tree, though.

(in reply to Kruos)
Post #: 41
RE: The Great Ikurro Territory - A Shadows AAR - 5/22/2013 11:37:37 AM   
Modest

 

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Great AAR! Love to read it :)
About suggestions - I think I would agree with general opinion to go for Giz. And as for strategy, I would reccomend to use "space port jump" strategy. Simply (easy to say) jump from hub system to another and destroy space ports - their's ability to produce ships will be dimnishing while You can prepare for future invasions of their planets. Of course... When facing large space port with two or more defencive bases it is not so easy...

(in reply to Bingeling)
Post #: 42
RE: The Great Ikurro Territory - A Shadows AAR - 5/22/2013 1:05:15 PM   
Bingeling

 

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I think I will go for "contain" and attack, but I love spaceport busting.

I currently have 6 battle fleets of 13 cruiser and 3 carriers. I have toyed with the idea to send four or more of them to bust their capital defenses, and blockade the capital. I know for sure that my empire builds almost everything at the capital spaceport if I use the order screen for "26 cruisers and 6 carriers". There is maybe one or two at each of the other spaceports. I don't think I will do more than toying with this idea, though. A successful capital bust is dependent on good landings at the current stage. They had 4 defensive bases and LSP during the war 20 years ago. I am not sure the AI builds more than 4 bases, but there should not be any less.



The "problem" with the Giz, is that unless I am mistaken they.

1: Have better economy
2: Have more military strength
3: Have ships that hurt way more than mine (which helps military strength).

I think my upgraded cruisers (500 size) has 169 firepower or something. And I seem to remember their destroyers having 132. I have a hunch that the AI is a bit too weapon focused, so I can hope they don't have carriers. I think I lack a tiny bit on researching fighter bombers, which leaves me with the first of all the fighter lines (and carriers). But their spaceports and defensive bases should of course have some fighter power, they can't be that daft.

While looking at the galaxy map above, the size of circles is an indicator of colony power. Their larger circles apart from the capital is one upper, and one out left. And there could be some powerful planets in busy areas in the south. Those larger ones are the same size as my upper one, Spetoo, which is a bit short of 6000M.

I will do some plotting when opening the game tonight. I need to fix my troops, and maybe build a couple of defenses. In particular, if the target is to attack the north, the two northern colonies should have more troops in hand, as each conquest will hold on to some normal troops for garrisons. Hopefully the armored units can become experienced, and sweet.

I could go into crazy mode, with operation map stealing, gas mine busting, and the whole lot, but I figure I will not do more than some troop preparations and deployments, and leave some uncertainty in their capabilities...


(in reply to Modest)
Post #: 43
RE: The Great Ikurro Territory - A Shadows AAR - 5/22/2013 8:58:04 PM   
Bingeling

 

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Plotting

A meeting in the forum council has decided the gizurean Zygirea Hive must be kept in check, and that in particular their northern areas should be targeted first.

This requires some preparation.

The diplomatic advisers are just that. Advisers. Automation is removed.

Troop overview says that we have 116 inf and 19 Armored. 13400 seems to be normal Ikurro attack and defense strength (experienced). 39600 is the strength of the armored forces, but they require at least twice the place in transports.

We have recently research planetary defense units. Every colony will recruit one, the more valuable up to three.

The world at the start with some markings.


The big red circle is the initial target area. The two yellows are the capital and Kuristar, the two most valuable systems.

The blue circles show conquests from the last war, and these are also among the more valuable systems. We think attacks are more likely here.

The "dark" system just left of the capital yellow circle, is LM52, and is empty. We will try to park some transports full of normal troops in this system. Just in case...

The top blue area should have some bonus troops to replenish attacking transports. We also book troops in the main parts to feed new defensive fleets.

The elite governor is moved back to Ikurro 1 to improve cashflow.

We order 1 more resupply ship, and move our second to the upper blue circle. it is parked in the gas clouds west of our areas currently. The new one will take that position.

We are happy to see (or we think we see) that the Kuristar spaceport long range scanner covers the gizurean capital system.

Three constructors head to the northern area to add 5 gas mines to an already gas mine rich area.

Three battle fleets move to the north colonies. Three remain in Ikurro, Kuristar, and Yaselor (sw blue circle).

Five new troop transports are built, meant to stay in the main areas as a reaction force to invasions.

Execution

2156.04.20 is the start of this session.

2156.08.12 we order one defensive base for Spetoo and Yaselur 2.

A problem in troop recruitment is securans. They are majority on a lot of our colonies, and they are weak.

No matter how hard we try, invasion won't pick up more troops. Oh well, 400/520 will do the trick.

Resupply ship movement reveal some gizurean gas mines. Def Silunea is parked at one of them in the clouds.

"Troop defense" carriers 13 inf and 3 armor with 314K strength. Our emergency force.

Our resupply ship in the west (new) moved a bit further out than the last one, and observe gizurean strike fleets refueling in the area. Battle 3 moves to the systems in preparation.

A resupply ship moving east to deploy reveals some mines in various systems.

The 2nd Gizurean War

Or is it the third? Was the taking and losing of Ganc two separate wars?

The gizurean are at war with the Ylex and Haakonish. we don't really care, we just prepared and decided it was time.

2157.07.03. We give our first orders, battle 3 to bust mines out west. Def kuristar to bust a beacon covering kuristar, and return home. Battle 1 to bust a gas mine near Ikurro, and return home. Battle 4 to move to Xanath system, their northernmost. Battle 6 to move to Pirgetur, the spaceport less colony system south of that (no spaceport according to lack of trade line branching).

And we declare war

Their stupid ally, the Sluken, declare war on us. They are also at war with Teeka.

Battle 5 attacks two gas mines revealed by our travelling resupply ship in the north.

First kills are by our western (new) resupply ship, which is attacked. They have strike fleets around the gas mines in that area. The former gas mines...

2157.09.21. Xanath has LSP and 2 defensive bases. And 7 troops.
Battle 6, which we though went to Pirgetur did not, they head for the cloud north of Xanath to meet up with battle 4. Invasion does the same.

2157.11.12. Mines die. Argos Corporation declare war on Zygeria Hive.

Battle 5 is close to Pirgetur after killing mines, and head to the system for a look. They will find 2 colonies (no big surprise) each with a defensive base, they attack the bases as a fleet.

2157.12.20. Battle 4 and 6 has met each other, and head for the gas planet around which the Xanath colony orbits. Hopefully not too many land on top of a defensive base.



The Xanath landing works a charm, they are told to move to the upper right part of their ring.

Battle 5 has range on their side, only minor shield damage from fighters is taken, as the first defensive base's shields are down. The other base is far away of course, at a different colony. The two marsh colonies in the system has 3 troops each.

Our intelligence advisers want to steal the naxx operations map. Duh?

2158.01.19. The Xanath fleets still tries to move into position, some fighters duke it out. And the Zygirean suggets peace. "No" is the answer.

2158.01.27. Our advisers want to end war with the Sluken. We agree to this suggestion. They accept.



The leading units reaches the defensive base at Xanath, modest damage is taken, as we got range benefits. They may have the firepower, we got the range.

Spaceport is the second target.


We ponder why fleet leaders have to take the most damage. They have fleet admirals on board, you know. Battle 4 leader is outside recovering, now battle 6 leader is low on shields.

The spaceport pops, and the last defensive base is almost walkover. As the spaceport is dead, invasion starts to move in.

Freepid (xanath) defensive strength is 157K.

Battle 4 refuels to be prepared for the next move, battle 6 blockades to ensure no landings from the enemy. Both resupply ships are south of Xanath.

The Ikurro 15th fleet crosses our main lands, heading for what appears to be the system where battle 1 killed the mines (including a gas one). Battle 1 goes back in case it has been rebuilt.



Notice the modifiers, 25% space control is a nice side effect of blockading.
And a massive penalty for "sneaky" drops beneath spaceports.

Invasion spent about 300 strength on that attack, and has 500 left. The empty ships form their own fleet and wait, 2 get load orders and head for our northern colonies.

2158.05.09. Battle on the ground has started, battle 4 is closing in on the resupply ship, invasion is just taking off.

Messages of explorers attacked by pirate capital ships in far away lands are stressful during war.

Battle 1 finds no new gas mine, it takes on a tour of "nearby gizurean system with caslon sources".

2158.06.05. Yes, gizurean operation map is a better idea...

Battle 1 finds the hopefully out of fuel 54th fleet, and attacks.

2158.07.10. Fripid is ours. We garrison 5 troops and order a planetary defense garrison unit. The three transports waiting outside loads their content.

Fripid is a 84% volcanic with 5801M gizurean and 10M dhayut. It is a mediocre aculon source.

Oldeirnu is the first victim in pirgetur, invasion arrives, battle 5 blockades. The other two offensive fleets are refueling at resupply ship and fripid.

We send two transports at each colony, battle 4 heads off to blockade the other one.

Two transports at Oldeimu? 36 vs 231 with 3 times 25% bonus. 40 vs 236 at pirgetur 2.

2158.08.25. Plague at freepid in Xanath. I guess one of our troops had the flu.

2158.09.10. We capture Oldeimu.

We no longer report all research movements, but we research fusion physics at 2158.09.19

2158.09.24. We capture Pirgetur 2.

Pirgetur 2 is a 74% marsh with 958M gizurean and 78M Dhayut. Resources are good. Carbon fibre, megallos nut, chromium, ekarus meat, ilosian jade. At least two new luxuries for us.

Oldeimu is 73% marsh with 838M gizurean and 156M dhayut. Resources are good here too, megallos nut, carbon fibre, ekarus meat, chromium, polymer.

Battle fleets are moving further south to Dasuukha south of Pirgetur. We wanted to colonize this, but the nasties beat us to it. The colony ship is still parked at our capital... Not knowing what to expect, our fleet aims for the star.

We have to watch money levels, we have -44k cashflow, 100k cash. Too much troops, and some weariness?

Battle 4 finds a well developed system. Medium spaceport and 1 defensive base. Three troops only. There are some enemy ships refueling and such, so it starts busting mining stations to pull them into combat.



"Missing": Photographer lost in action... Battle 4 tried to sneak onto the spaceport, with limited succes. They lose 1 cruiser, but with battle 6 the last defensive base shall pay the prace. The spaceport is already gone by the time the photographer was found.

Battle 5 moves to Umwat system, the spaceportless(?) upper



An overview just as Battle 5 (at Pirgetur) has been given its order, and the defensive base at Da Suukha has died.

Pirgetur is only a short jump to the north of Da Suukha. Invasion is a bit north of that, but hard to see due to issues with some long range scanner displays... It is headed for Da Suukha. Battle 6 is shown in Da Suukha, and battle 1 is on the left travelling around find (gas) mines. We think we lack some resource info in the area, at least we seem to remember killing some mines around during last war.

The 25th strike force in the north is no issue, it has been idle since the last war apart from being attacked by us and fleeing outside the system.

Umwat where battle 5 is heading is on the right, and the "right trade line" probably ends at an inherited pirate base.

Considering that the green on the left is our control circles, and we see their capital, this is not a huge distance away from "home".

Battle 6 blockades in DaSuukha, Battle 4 heads to the Foselu system where we know there must be a spaceport.

Btw, we have tractor beams and boarding stuff, and board both civilans and frigates/escorts now and then.

2159.03.12. Our two selected transports starts their approach at DaSuukha 3, which triggers an attack warning. The attackers join our temporary "refill" fleet, and the rest of invasion move to Umwat where little resistance is expected.

We see their 54th leaving the capital. No warning, and it seems to go North of Kuristar, and south of Yaselur 2.

2159.03.29. The war between Zigurea Hive and Haakonish Corporation ends. This could mean that they will actually attack us!

66 vs 203 at Da Suukha 3.

Battle 5 finds a defensive base at the colony in Umwat. Single bases are easy to attack as they circle on landing, this is not such a bright idea when there are two or more of them.

In the Foselu system, Battle 4 fins a medium spaceport, and attacks. Invasion is well under way to umwat already. 2-3 troops seems to be the usual amount on defense.

2159.04.27. Long range scanner triggers a warning that Bacora 3 space port is under attack from the 65th strike force. That gives a hint of their prioritized systems. The spaceport is small, but Def bacora has 8 destroyers. They are poked to move to spaceport, since they have drifted off.



2159.05.02. Battle 4 circling the medium Hookror Space Port in safe manners. This is the Fuselu system.

2159.05.07. Da Sukkha 3 is ours. Apart from the bugs, this is a gem. A 99% continental with 2478M gizureans, 10M mortalen, and 314M Dhayut. A source for osalia, chromium and iridium.

4 frigates no threat to bacora spaceport make.

We ponder the situation as noone attacks the Umwat colony, and invasion approaches the Foselu one. Did we forget something? Two attack in Foselu and joins the reload fleet, and invasion heads back.

A zygirean agent escapes after destroying a gas mining station somewhere. We only got 23 left. What a horror, shortages are immediate.

For the zygirean-haakonish war to end, they are still pretty much at war. And the gizzies are still at war with Argos and Ylex as well.

5159.08.12. The Zigurean - Ylex war ends. For real?

Hookror in Foselu is ours. A 77% ice moon with 664M gizurean, 313M ugnari, and 252M Dhayut. It is a source for Tyderios.

Money watch is relaxed, -48k cashflow, and cash has increased from 100k to 349k. We assume the 204k bonus income is mostly lots of new civilian ships due to more people in the empire.

Battle 5 moves to the Teekan owned system where a yellow trade lines ends. We don't want no ugly, yellow, line.

Battle rages on Umwat 3 (if 13 vs 239 is still a battle), we refuel a bit, battle 5 is on the prowl, and invasion still have 11 inf and 4 arm. Other transports are flying in all directions to pick up stuff.

Intelligence is increasing their staff. We had two agents, now we got our fifth.

2159.09.13. Umwat 3 is ours. A 72% marshy swamp with 506M gizurean and 228M dhayut. A source for polymer and chromium.

This concludes the conquest of hte "northern" gizurean cluster.

The yellow trade lines disappears (spaceports in the void can create a "split" in empire trade lines). Battle 5 still takes a look.

Battle 1 has 3 orders queued. Two attacks on capital system gas mines, and refuel...

The 17th Argos fleet passes through our scanners, heading for the enemy capital system.

Battle 5 finds a teekan warning (remove military...) and the Gulrath Retreat, a large spaceport. They attempt an attack, the firepower is not scary (in the 300s). There are neutral bases and a construction ship in the system.

2159.11.09. Kuristar 1 has a natural harmony 1% increase. 100%. yay.



Gulrath retreat seems to be no problem. There is a lot of civilian teekan activity here.

As battle 1 leaves the enemy capital system, the 17th Argos fleet enters. They go for the non-fuel gas station at Zygirea 11. And the weapon research station at the same.

Our agent incited rebellion on Awubre (ai suggestion). It is a dhayut owned colony of some gizureans in a contested teekan system.

The 65th strike force is persistent, and again goes for bacora 3 space port. Now with 3 new ships (or at least some new...).

2159.12.22 the large spaceport in gulrath may not be dangerous, but 5800 shields takes time. Now they are gone. One and a half month of torpedoing and fightering pays off.

The rude gizureans kill a gas mine in our capital system. The defenders are too late. Where was the warning from our scanners?

Battle 5 kills the spaceport and produces another fleet admiral. Then heads to the resupply ships to refuel.

This is a good moment to summon the Forum Council. We are still at war. Are we satisfied or should we push on? And if satisfied, what to do next (apart from developing new areas)?

Overview



The world as it is shortly after the death of the spaceport in the east.

A walkthrough from the right to the left.

Battle 5 is on the right, after their spaceport kill. We can see the red trade line ending up where we incited rebellion.

The world is clearly prettier in green.

The fleet marker in Foselu is Battle 4, which has refueled at the colony.
The fleet marker in Da Suukha is Battle 6, all filled up and ready.

Above DaSuukha is Pirgetur, and above those are two resupply ships making things murky with their scanners. Invasion is refueling at the left one with 6 transports and 15 troops (4 of them armor). The purple explorer obscures the second resupply ship where Battle 5 is headed.

In the north, the 25th strike force is still idle after more than 25 years. The construction ship in the area is Securan Paradise, even if looking about as yellow as the strike fleet.

Lower left we see a smudge as the fleet in Bacora is selected. 1 attacking ship is left. The 17th ugnari fleet has just exited Zygirea.

Both Battle 1 and Battle 2 is in Kuristar. Battle 1 has/will refuel, Battle 2 is just waiting.

The enemy 62nd strike fleet has not left the capital system after killing our gas mine. A new one has been booked.

A new pirate base is being built in our area.

The Haakonish trade lines are really quite annoying.

The single military ship near Shadur (the system we grabbed and lost earlier), is one or more transports of our refill fleet heading for Kuristar to load up.


Status



The full galaxy map, as known. The bottom two rows are not well explored apart from the obvious spot around the Ugnari capital. Someone has gone through there.



Our reputation has dropped to respected. Our military power is 33759, the gizurean 37525. We have lost a cruiser, they have lost quite a bit more, but no major amounts of ships. Tax revenue is close now, 464 vs 487.

The main bar indicate we may become too strong soon (if we not already were).



Colonies are sorted by revenue, as not all fit.

Freepid and Da Suukha 3 are nice. Hookror makes the list. Population is key, and Freepid wins that one, while Yaselur 2 and Da Suukha 3, with Framisc yagin 1, should be future gold.

Kuristar 1 is quite goldish already.



The economy is relaxed, but the cashflow is not nice. Spending lots of money is not a good idea at this time.

Is the war costing us a lot income?

We have significant war exhaustion, that gives -3 to most.
Quite a lot complain about war with own species, as the bugs infest everything, that is -10.
Some have a small negative due to recent invasions, Da Suukha 3 has -4, for instance, but freepid has recovered.



5 explorers. That is what happens when they insist on scouting in war, and checking all resources in pirate systems. Something to fix. Civilians are building up their fleet. With 10 more colonies and some population, expect way more freighters.

< Message edited by Bingeling -- 5/23/2013 9:02:51 AM >

(in reply to Bingeling)
Post #: 44
RE: The Great Ikurro Territory - A Shadows AAR - 5/22/2013 10:25:38 PM   
Bingeling

 

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Joined: 8/12/2010
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I would tend to want to make a peace, and build some spaceports and mines in the new areas. A new region could warrant a large spaceport, but this is really not anything too distant.

If attacking, the double continental (I seem to remember) system of Furmus would be a logical next step. "Hit them from behind".

At the same time, it would maybe be better to find opponents not busy in other wars, and do the daily maintenance. Not that anything is stopping me from popping mines and spaceports (40k+ negative cashflow is a dampener, though).


(in reply to Bingeling)
Post #: 45
RE: The Great Ikurro Territory - A Shadows AAR - 5/22/2013 11:27:00 PM   
feelotraveller


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Yeah, I'd agree about peacing out with the Gizzies, at least for a while.  Time to recover and reassemble a bit, plus their other wars have ended? not that it matters too much. 

But since you've got the ships handy, once refueled/trooped maybe some cleaning up of the Eastern Haakonish is in order... and heading West until wherever.  Trying genocide on the Dhayut could be another possibility.  They're both 'furious' with you already...

I'd be guessing the Ackdarian homesystem is down central, or slightly east, southwards.

As housekeeping you've posted the empires list twice and not the colony list. 

(in reply to Bingeling)
Post #: 46
RE: The Great Ikurro Territory - A Shadows AAR - 5/23/2013 9:28:33 AM   
Bingeling

 

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Colonies fixed. The last updates are so easy to get correct that I do them all at once ;-)

The current revenue top list is:

1: Ikurro 1 - the capital
2: Kuristar 1 - The independent snatches first from the Gizurean influence circle
3: Spetoo - The northern colony grabbed in the second(?) Gizurean war
4: Freepid - The Xanath colony grabbed first in the third(?) Gizurean war
5: Yaselur 2 - The SW colony grabbed in the second Gizurean war
6: Da Suukha 3 - A colony recently conquered in the third Gizurean war
7: Framisc Yagin - A self founded colony with gizurean
8: Beta Kapola - A colony grbbed in the second Gizurean war (in a nice mining system)

This is a demonstration of two things. The first is that if I were the gizurean master, I would have hated those blasted Ikurro from the time they snatched Kuristar 1. The second is that efficient bug breeding is a powerhouse in the early early game, and for some time into the mid game.

I think a clue for having some more fun in this game is to not attack those already at war, and not grab too much if they get badly distracted.

Blowing up one mine, attacking and killing another, and frigate rushes at the Bacora 3 spaceport? That is what they have managed this far. I have seen fleets heading across my area to the capital. To refuel? That is a long way from their western parts. I killed 2 or 3 gas mines in the western clouds to start the war. Now 2 gas mines in the capital system are dead too, and if constructors are stuck with shortages somewhere, they could take time to rebuild.

I have been grumpy that it appear no passenger transports move people out of the capital. When I checked, they were mostly fetching stuff in the Secura system up north. And some in a gizzie colony south and a bit west. I should have 700M excess Ikurro each year, and they insert space hippies instead?

Those red travel vectors are just lovely in the early game. Passenger transports work for the colonies, freighters for the spaceport. So with spaceports, just go around the colony list, and you will see where each colony picks up migrants, or in the area where they have picked up. The one's you won't see easily is those inside systems, near either pickup or delivery.



(in reply to feelotraveller)
Post #: 47
RE: The Great Ikurro Territory - A Shadows AAR - 5/23/2013 11:43:43 AM   
Modest

 

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From: Warsaw, Poland
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Wow! That was so... Clean? Too clean as for a war betwen two really powerfull empires. If it would be up to me, I would made a peace with them and concentrated on developing newly aquired colonies. Also, aren't You a bit concerned about Gizueran numbers in Your empire? Little extermination may be in order (you know, planet afther planet). I know that they are tax payers, but in case of next war they are also potential trouble makers.

(in reply to Bingeling)
Post #: 48
RE: The Great Ikurro Territory - A Shadows AAR - 5/23/2013 11:53:56 AM   
Bingeling

 

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Joined: 8/12/2010
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As for hunting bugs? The default Ikurro population policy is "assimilate". I let them run the shows.
They have a -10 when ta war, it is not a huge problem, if a bit more manual I could consider moving them out of the best continentals, but they would not fill up as long as my passenger ships don't shift Ikurro from the capital.

I was badly bored, the Gizurean was badly at war. That is probably why they gave so little opposition, their targets were other empires. They did try for peace early, maybe they should have tried for peace somewhere else.

(in reply to Modest)
Post #: 49
RE: The Great Ikurro Territory - A Shadows AAR - 5/23/2013 10:09:56 PM   
Bingeling

 

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Joined: 8/12/2010
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The fast responding forum advisors appears to agree with us. We suggest a normal pace. They are still at war with Haakonish Corporation and Argost Corporation.



They appear confused. Withdraw their forces? What forces? Did they actually participate in this war?

Anyways, some houskeeping

Ship Design

We check ship designs, as we suspect foul play. And indeed, the new Cruiser design is scary. Corvidian shields? Short range torpedos? Troop compartment?

The troop compartment is not so important, since we have control of our cruisers, but the shields are wrong, and we prefer the range of long range torpedoes.

We make our own slightly modified cruiser design with these fixes. News are hydrogen reactors, and we save quite a bit of space.

We do the same swap for destroyers, and in additon shift these to Kaldos hyper drives. These will be local defense units, and getting into the air quickly is more imporant than flying fast.

We are too lazy to fix bases...

Force Distribution

We have used to have a destroyer (and some frigate) fleets in each system, but the pirate threat has diminished. We now got 5 new systems. The plan is to reduce the number of defensive fleets, and move some ships to the new areas.

We try to leave a troop fleet in the new areas, as some defense. And have the main body of troops in our "old areas".

We tell 3 fleets (one north and 2 central) to retrofit and head east. Xanath, Da Sukkha, and Umwat. No further reorganization.

Peace and Prosperity

... or something.

It is 2160.01.10. The resupply ships are to deploy at hydrogen, but they reveal a sinister claw constructor, which Battle 4 targets.

Battle 2 has been bored at Kuristar, and is happy to hunt the pirate constructor trying to build a base at the northern edge of our capital circle.

The Naxx offers us their monitoring station in exchange for declaring war on Argos. We tell them that the monitoring station is of no use to us, and that it in any case will be gone the moment we find it annoying, and reject.

There are possibly pirates in the far east, and we want some ships present when building spaceports. Da Suukha 3 is first to start a medium build, as a fleet is in the system.

2160.02.24. We research Ocean Colonization. We have exactly 0 good colonization candidates, but we have a spare ship and a 70 and 71% in the north. Better swamp breeding never hurts, though.

2160.04.22 The Gizzies impose trade sanctions. Like we care. We also capture an agent of the Sinister Raiders trying to destroy a gas mine. We add purple pirates of the north to our "potential kill list".

With peace, cashflow is at +65k.
We remember our low explorer count, and order 6 more.

Small spaceport for Hookror, medium for Freepid. As beginners.

2160.08.04. The Naxx declare war on the Gizzies. Does anyone have popcorn?

Argos is at war with both of them, a nice triangle, that.

2160.09.03. We have colonized Dilat 5. This is a system just north of Pirgetur. A 71% ocean colony, wiht a very got dilitium sources.

2160.12.26. Black Rock Transport have been a northern annoyance. We have just killed one base build north of Ikurro, then 2 more builds in a system south of Xanath. On death of the third base:



We find 5 more or less damaged frigates, all sent to retire.

2161.02.30. Shock and horror, our elite agent Gordas Dokari has been captured on a sabotage mission. Why the coordinators sent him to sabotage is an open quesiton, we just accept missions.

2162.09.12. In a weak moment we have colonized the 70% ocean moon Ataxxitai. We blame the lovely resources that made it pop up in the explorer. Polymer, aquasian incense, and ucantium pearl. This is our northernmost colony, a bit NW of Xanath.

Dark Outlaws, a legendary gang, bust a mine in what is just about our northernmost system. We send out an agent to try capture their territory map. We assume it is the same gang seen further west, but equally north, before the war.


Retrofits are a pain, especially when messing up empire option and having your cruiser and destroyer designs ignored.


This is hardly high drama, but it is the Fierce Rock Pillagers attacking Umwat 3, our new easternmost colony. This means that they will not be allowed to live in peace out east, we know about one base of theirs. Battle 6 is fresh from retrofit, and heads over to the small spaceport.

There is no help in the Dark Outlaws territory map. Operations map, then?

Suggestions for defensive bases are answered with upgrades from small to medium spaceport. There is a lot of that.

2164.02.11. Transports are moving around, but most stuff is in place. Our agent comes back with the operations map of the Dark Outlaws.

Eager to go on, we manage to get distracted before getting a photo, but the locations are now known.



We found their base in the system in the big circle, and a gas mine under the yellow dot in the top left. Battle 1 based at the Capital, and Battle 5 bases at Beta Kapola (top left) heads for the Zaracsandir System which is the one below the yellow circle.

We are a tad annoyed that we forgot to check for a constructor.

Once battle 1 and 5 meet up, they head for the target system. We remember a 600 strength capital ship attacking us ages ago...

Once landing, they find the usual setup with 3 defensive bases. In additon there is both a powerful starbase and a more mediocre small spaceport on top of each other, and a construction ship.



The landing point was a tad too close. The upper cruiser has its shield instantly halved.



The targeted cruiser escapes with 35 damaged, and the defensive base takes damage fast as it tries to pull another victim in.



With the base dead, attack is focused on the small spaceport hiding the star base. A carrier is the focus of the defending fighters.



The star base is powerful (964 firepower) and throws out a hail of yellow torpedoes. We have a lot of green ones heading the other way, though.



As a brave independent freighter finds this a suitable time to dock, and the base shields are almost down, it fires a powerful area blast (ion blast?).



A carrier manages to jump at a rear defensive bases. It ends up terribly damaged, then captured. A cruiser that fled the battle manages the same trick, and in pulled in by the same defensive base and vaporized. The fleet focus is on the other one.

No gifts are obtained, apart from an abandoned base location. Battle 5 finds itself 2 ships short.

While the fighting raged, we researched Phaser Lance. Next step is improved velocity shards.

We update destroyer and cruiser designs to use the lance, and add hyperdeny to the cruisers.

Battle 1 waits for a bit, in case the captured carrier returns. No catch, though.

2164.02.13. We research improvement to our talassos shields. bigger, meaner, ships are next.

2165.07.06. Sinister claw have been annoying in the past. Now they will be less annoying as they are short a construction ship. It is a bad idea to try to set up base within our scanner range.

2165.08.04. We discover zentiba fluid. As far as we know, the first discovery of this kind. That took quite a while. It is far west and a bit south, and we ignore it. Checking the galaxy map, we know a spice source in a teekan system.

2164.09.28. Retrofits should be complete any moment, fleets are at their bases, and it is time for the forum council to discuss the next moves. We did not get back stabbed this time either.

Status



There are very few unexplored systems, all of them between yellow and orange colony on the left edge. I find that a weird spot to leave until last. That was where the zentiba source was found.

The yellow colony on the west has been available for a long time, I wonder if that is Silvermist Territory, but I have not heard anything about them at all in this game. It is a fitting size for Silvermist to keep clear, though. Without that yellow one...



We are first in population and strategic value, but only 5th in colony count.

Loved by bugs? After that last war? It is our blasted reputation. They have +24 (heroic), +8 (trade), +5 (despotism is good), -27 (covet). They are bad at holding grudges.

Who does our AI hate?

Zygirea: Furious
Sluken: Annoyed
Haako: Angry (that is our AI's trade sanction)
Nata-Re: Annoyed
Securan Utopia: Angry
Secura Paradise: Annoyed
Securan Paradise: Furious



Kuristar is not growing, I guess migration is taken from this one, but not from the capital which is full. The capital still have the best breeder, but the one at Kuristar is not bad at that either.

The other end is somewhat interesting. Only 3 colonies under 1000M. The two new ones are at 337 and 303. Aleasmo, a rather old one, is at 922. Only 3 colonies with less than 20k revenue.

I could add quite three more in existing colony systems, but I am not fond of sub 70 (or even 70).



This can be described as: Relaxed. We have just done a round of retrofits, which is expensive. It is worth remembering that a retrofit can be expensive at that 200k at hand is not a bad idea at all.



Small spaceports are becoming mediums, some defensive bases are added. I could maybe imagine 2 more large spaceports. Freepid, which is the rightmost among the top, and Da Suukha 3, which is the lower left among the cluster grabbed in the last war.

The top colonies got medium and defensive base, apart from Fripid, which has only a medium. Kuristar 1 and the capital have large spaceports and 3 defensive bases.


< Message edited by Bingeling -- 5/23/2013 10:10:34 PM >

(in reply to Bingeling)
Post #: 50
RE: The Great Ikurro Territory - A Shadows AAR - 5/23/2013 10:17:03 PM   
Bingeling

 

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The question is what to do. I could hire a battle fleet or two. For good cover that would not hurt. At the same time, looking strong is no benefit if you want to be attacked.

One option is to end the game here. First in population and strategic value.

Another is to tidy opp the Haakonish.

A third is maybe most fun, and could cure the reputation problem. Assault all three securan empires at once. They all live in the same, green system to the north. The orange in addition got an annoying colony at my SW, a planet I hope to colonize with mortalen, but lost the colony before the ship was complete, and I think it would be too late, anyways. The western colony is a bit annoying from a "continuous area" point of view but it cold be silvermist territory (empty, and not explored).

(in reply to Bingeling)
Post #: 51
RE: The Great Ikurro Territory - A Shadows AAR - 5/24/2013 11:36:30 AM   
Modest

 

Posts: 172
Joined: 11/26/2011
From: Warsaw, Poland
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From those three options I think that Securans are most interesting. I mean... They cleary need Your help to govern properly themselfs... And I think that You should reconsider that... But on the other hand to destroy such beautifull spot in e galaxy - three separate empires, made up from the same race and all in the same star system, hating each other ;)

(in reply to Bingeling)
Post #: 52
RE: The Great Ikurro Territory - A Shadows AAR - 5/24/2013 8:12:07 PM   
Bingeling

 

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Joined: 8/12/2010
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Plotting

The advisory board has been somewhat quiet, but some Securan bashing could be attempted. One of them have a war with Kamrath Coalition, none of them have alliances.

2164.09.29. A single explorer is booked at Fripid spaceport. We want a peek at troop levels, to not to look like fools on arrival. 3 capitals in one system could mean a lot of space structures.

While waiting, the eastern invasion fleet heads north. It carries 18 inf and 6 armored.
Battle 4 is already up north, Battle 5 sets sail. Battle 3 is already just a short jump from the Securan colony at our SW corner.

We spot the Securan Paradise 5th fleet crossing the sacanners of Spetoo spaceport. It is 11 ships strong and probably the main forces of those empires. Diplomacy put their military power at 2672, 5060, and 0. Each of our battle fleets are 3448.

2166.02.18. Time flies, the new explorer reaches the Secura system.

Team Orange has lsp and 3 defensive bases. This could hurt. Troop strength of 177k across 12 or so units.
Team Blue has no space stuff at all,. Aobut 10 troops at 150k+
Team Green has lsp, and a stronger ground force. 370k.

Invasion Da Suukha, has 24 troops at 482K strength. They receive two more transports from the origianl invasion fleet.

2166.03.12. The Haakonish start to blockade Spetoo. This modify our plans a bit. Battle 5 heads there.

2166.05.06. Battle 5 is on the spot. We warn the Haakonish to remove their forces from our territory. They pretend innocence.

2166.06.06. They have not moved away.



Battle 5 is ordered to attack the blockade fleet, the 8th.



The fleet leader is quickly vaporized.

The rest of the fleet follows, while two carriers takes some damage on our side. Hyperdeny contributed to the blood bath.



"Attacks? What attacks? We are merely sweeping the floor"

We record a -78 "past dealings", and that they are furious with a -128 rating.

Shortly after the Hakoonish wipe out the Grand Dhayut Empire (an independent start up north).

2166.12.28. We wait a bit. The Karmath Coalition is busy wiping securan space defenses. They do an excellent job at this.

Considering that we have twice the firepower of the Haakonish, we don't expect them to jump us unless we are in a war. They probably have lower firepower due to using gravitic weapons. We have higher firepower due to a lost of planetary defense.

Two new cruisers have been built. Slow travelling (and fast jumping) destroyers are not ideal leaders for fast travelling transports. The two invasion fleets now have cruiser lead ships, while the former leaders are relegated to common members of defensive fleets.

2167.03.02. Bored of waiting for the Dhayut to end their war, we declare war on all the 3 securan empires.

Battle 4, 5 and the local invasion fleet moves to the system just south of Secura.
Battle 3 moves to Akthul system SW of our lands, to the star, as we don't know more about the contents than that there is a spaceport of sorts.

The securan paradise are nice. They offer to end war if we give them our research center (in the Akthul influence circle). Eh. no.

Battle 3 finds large spaceport and a defensive base.



The landing below the defensive base was no major success when it comes to aiming. No major harm done. A gizurean ship is present, having fun shooting at civilians. They have trade sanctions.



The defensive base is soon destroyed, and progress is made on the spaceport. Smooth as silk. There are 4 defending troops.
Invasion is heading for the colony.

The forces in the north has merged, and the explorers drops into the system for a spot. This gives us a new spaceport on Itoy (Securan Utopia) as a good aiming point for an attack on the defenses of the Securan paradise.

Invasion arrives at Akthul 4, two transports are told to attack.

What is this? Team orange attack Ataxxitai? Our new northern colony? The spaceport vaporizes the first transport after its drops a small load. The defense fleet at Xanath (freepid) hurries into the air, as more 5th fleet members are underway.

At secura...



The landings was not too shabby, and the targeted spaceport build was soon gone. The ones landing on top of a secura defensive base may sweat a bit, that base is the target of both fleets.

A bit further south.



... it is a drag race that the xanath defenders will probably win. The first landing was weak (67 vs 14), and the incoming fleet has only one more troop transport. But the small spaceport is not a favorite on its own (and maybe not with the help either), and the space control bonus will probably not last forever.

One of the defensive bases in Secura appears to be a research base. Shaky intel work...



The spaceport shields are going down, our shields not so much.

The invasion at Akthul 4 is 33 vs 274. We should manage to win this...

While at Ataxxai...



Def Xanath arrived first, and can focus on the troop transport in the top left that landed just behind 3 of our destroyers.
The idle gizurean destroyer that has been there for ages, will help the defenders. They seem to have opportunistic attacks on our foes.

The northern invasion fleet attacks the green (Secura Paradise) capital first. This is the one more strongly defended. 370 on the ground, attackers have 618 with no modifiers.

2167.09.23. We capture Akthul 4, a 92% desert planet with 1959M securans and 261M Haakonish. Add to that small amounts of Ikurro, Gizurean, Zenox, and Mortalen. It has osalia, dantha fur, natarran incense, wiconium and silicon, a nice load of resources.

We become collectors of trade sanctions. gizurean, naxx....

The battle of Ataxxitai is a victory. Our defenders did a great job.

Battle 4 is done at Akthul and heads for the western colony. Invasion is refueling and reloading a bit. Our western resupply ship moves towards the target just in case.

2167.10.01. As our transport makes the approach on their capital, the Seucra Paradise suggest peace. Nice try.

2167.10.03. The Gizzies declare war on Securan Paradise. No surprise with their aggression. The northern invaders turns around and aims for the Securan Paradise capital of Orcas instead. They won't get a chance to steal our stuff.

2167.10.21. We file one western Securan colony as missing, and notice a lot of colony targets. Something is eating colonies out there...

2167.11.01. The Haakonish board an capture a mining station out east. A previously contested station that was abandoned and taken by our explorer way back.

It is 154 vs 1008 at Orcas. The Dhayut blockade the securan utopia capital of Itoy.

2167.11.21. The Gizzies blockade akhtul 4. A large fleet, which our lone transport that tried to load there is not going to attack on its own.

2168.01.26. We capture Orcas, and the Securan Paradise is no more. This is a 82% desert moon, with 10247M securans, and is a source of silicon, osalia, dantha fur, nattarran incense, and wiconium. And no, it is not a typo, the same resources as Akthul.

The northern invasion fleet reload its troops.

A recently inherited (from the securans) mine is under attack by a Paradise capital ship.

2168.09.29. We have captured Secura 1, the capital of team green. It has 12921M securans, and the exact same resources as the last two colonies captured.

The blue securan utopia are left, but they are properly blockaded, and our transports in the system load troops. There is no rest for tired troops, it is on to the next target.

2169.02.15. We have control of Itoy. A 56% dester world with 7025M securan. Resources? The same as every other desert colony we invade.

Captured ships (all of them apart from one constructor that got away) has been sent to retirement, we are at peace, and it is time for status.

It is 2169.06.27.

Status

The weak, non-distracted Securan at least attacked a colony. That was more than the Gizzies did.



The world is fully explored. In the west colonies disappear, and no silvermist warnings have been noticed.




The empire list is shorter...
Our reputation is down to admired (from heroic, then noble...).



Kuristar 1 is shrinking. Boo. The tax there is not very high, either. Insect based colonies are shooting towards the top.

Orcas is high based a lot on population. Akthul 4 should be nice based on the theory that quality matters. The lack of Secura 1 and Itoy confirms that quality matters (68 and 56%).



There is a lot of constructors and explorers headed for retirement. I will end up with 5 constructors, since one managed to retrofit before I remembered them.

2 colony ships? They were forgotten. I think there is a massive mine count increase, those are inherited.



Cashflow is down, but may not have recovered after war. There are new defensive bases built, and some research and resort bases have been inherited. That capital ship is heading for retirement.

(in reply to Modest)
Post #: 53
RE: The Great Ikurro Territory - A Shadows AAR - 5/27/2013 12:50:28 PM   
peddroelm

 

Posts: 41
Joined: 5/18/2013
Status: offline



insert face-drop smiley here ..

30 millions rotting away in the civilian pocket. (yes you can easily grab that money , yes you might not need it that badly now but I'm sure at some point during the game you needed more cash and never bothered to repossess from "your second pocket")

1 million positive cash-flow for the civ sector .... This means huge room for your private sector to grow ...

How do you transfer cash from the civ bank into the sate one ?

Simple - obsolete most of the civ ship&bases designs... This forces them to retrofit to/buy the new ones ..

- if you need a roleplay rationalisation think of the government passing mandatory safety laws ( damage controls, shields, armour, ..)

The more expensive (loaded) the new designs the most $ you will get in the short run and the quicker you will bankrupt your civ sector and paralyse your empire as they start scrapping freighters left and right ...

The art is to "load" them up just enough to keep their cash in hand near 0 and their cash flow still positive with enough margin so they can keep up with your empire growing needs (afford to buy new freighters, ..) .. Bleed'em don't kill'em cuz if you kill'em you kill yourself ..


Lowering taxes all around is a winning move (empire wide growth bonuses) and the cash from the civ sector you easily take back .

======================
Leaving 30 millions waste into civilian coffers does your empire no good ...





< Message edited by peddroelm -- 5/27/2013 12:55:35 PM >

(in reply to Bingeling)
Post #: 54
RE: The Great Ikurro Territory - A Shadows AAR - 5/27/2013 1:55:48 PM   
Bingeling

 

Posts: 5186
Joined: 8/12/2010
Status: offline
This game is not broken due to too little money. It is broken due to too much money.

Finding an exploit is not the problem in this game. Avoiding them all is

(in reply to peddroelm)
Post #: 55
RE: The Great Ikurro Territory - A Shadows AAR - 5/27/2013 2:08:16 PM   
peddroelm

 

Posts: 41
Joined: 5/18/2013
Status: offline
quote:

ORIGINAL: Bingeling

This game is not broken due to too little money. It is broken due to too much money.

Finding an exploit is not the problem in this game. Avoiding them all is


Exploit is a bit harsh word ..
Do this too heavy handedly and you run a very real risk of bankrupting them ... And if you go to where they start scrapping freighters your pretty done for (bit of effort to dig yourself out of that one)... You need to know what you are doing and do it well (in those types of games knowledge is (should be) rewarded)..

They show your private bank , cash-flow and civilian maintenance costs for a reason I think..

///////////

Tech trading on the other hand does need some tweaking ... (have the AI pay much less for tech and offer tech for sale at inflated price to player ; once relations improve tech sell/buy prices would drift towards the real value )...

Selling tech to a newly meet empire should give something like 20% of the cash value .. But trying to buy tech from them would need to pay 5 times the price ...



< Message edited by peddroelm -- 5/27/2013 2:15:31 PM >

(in reply to Bingeling)
Post #: 56
RE: The Great Ikurro Territory - A Shadows AAR - 5/27/2013 2:30:19 PM   
Bingeling

 

Posts: 5186
Joined: 8/12/2010
Status: offline
I don't have a habit of trading in the game, and have done none of that in this AAR. I may swap tech with a good ally. I may give away tech to a weak ally. And the majority of my trades are shopping for peace :)

(in reply to peddroelm)
Post #: 57
RE: The Great Ikurro Territory - A Shadows AAR - 5/27/2013 2:33:08 PM   
peddroelm

 

Posts: 41
Joined: 5/18/2013
Status: offline
quote:

ORIGINAL: Bingeling

I don't have a habit of trading in the game, and have done none of that in this AAR. I may swap tech with a good ally. I may give away tech to a weak ally. And the majority of my trades are shopping for peace :)


I did not imply that you did/do .. Was pointing to an aspect of the game more deserving of the title "exploit/cheap" ... Juggling with the private sector economy is not risk free (feels right to me)...

(in reply to Bingeling)
Post #: 58
RE: The Great Ikurro Territory - A Shadows AAR - 5/27/2013 2:39:58 PM   
Bingeling

 

Posts: 5186
Joined: 8/12/2010
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No, you did not. I exploit manual control of the military. That should be enough. I also think the civilians are well off because there is relatively few mines. The AI loves to build them (but has gotten better in Shadows, I think).

(in reply to peddroelm)
Post #: 59
RE: The Great Ikurro Territory - A Shadows AAR - 5/27/2013 3:09:32 PM   
peddroelm

 

Posts: 41
Joined: 5/18/2013
Status: offline
quote:

ORIGINAL: Bingeling

No, you did not. I exploit manual control of the military. That should be enough. I also think the civilians are well off because there is relatively few mines. The AI loves to build them (but has gotten better in Shadows, I think).


AI constructors being "mining happy" is again debatable .. In a bad start early game it can kill your economy like stated on another thread ..

But there comes a point (later) in the game when you have the means for explosive growth/expansion - multiple colony ships, new space ports for each new system ( I like one for each colony for approval facilities) , tons of freighters to shift it all around , fleets on top of fleets to guard all empire corners , enough colony(es) growth to pay for all maintenance costs ...

And all of that could/would grind to a halt due to massive resource shortage due to spike in demand ...

Mines can go down to sabotage, pirates , war , space monsters , natural catastrophes (?), some simply run out of materials .. AI likes to be prepared ...







< Message edited by peddroelm -- 5/27/2013 3:13:59 PM >

(in reply to Bingeling)
Post #: 60
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