Bingeling
Posts: 5186
Joined: 8/12/2010 Status: offline
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It is not always easy to come up with a title 2156.01.30, we always continue where we left off. Troop recruitment. We got money, lets build some. Dhayu 3 and Arexie are nice and Dhayut dominated, they build normal Dhayut troops, 6 each for now. The capital has armored and special capabilities. It builds 5 armor and 2 special forces. The amounts are somewhat random. Having 3 transports, we order a random 6 more. We use the rest of our money on destroyers, and will probably not build a frigate ever again. We can afford 8 destroyers. A bit tired of frigates trying to catch up to their fleets while at low shields, new destroyers are added in a new fleet. This is renamed Construction, based at the capital, and will be automated. Postures will be defense and colony only. Hopefully this will bring them to the capital, and it will not show initiative. Care must be taken to never empty this fleet, or settings will have to be redone as the fleet is disbanded. Doing so should also ensure that fleet leader is in the capital system at all times, and he is the guy the others wants to move to. The plan is of course to replenish fleets with ships from the construction fleet. Before this order we notice 6 free shipyards at Sipan 4, and 1 ship in queue at the capital. It is worth paying a bit attention to build queues, and a possible need for a third spaceport. Currently there is not a real good candidate for that, since they are all quite close to existing spaceports, and the best colony without on is Beate at the map edge. 2156.02.07 Battle 2 members at atuuko complain about fuel, the curse of a new colony. We have queued fuel mines in the system, though. We really need to get some cruisers that ought to have longer range. I target the lowest fuel fleet members, and give refuel order until one does not choose Beate as its target. That one I stop and wait... I try to keep Battle 1, 3 and Home fleet at the colony systems "at home", and in a refueled state. I send one transport with 5 normal troops to beate to up the garrison there to 10 troops. This colony is valuable. 2156.03.16 retrofit order for battle 1. That is also something to do after getting new blasters. 2156.03.28 The lone daggers arrive again to raid Dhayu 3. The system only has a hyperdrive less member of battle 2. Their raid will be repelled on the ground. Home Fleet is on its way, but in need of a retrofit like the other fleets. Sipan Fleet tries to retrofit at Sipan. A rather "fresh" colony of ours will for sure not have any issue building impact assualt blasters for 33 ships? We hope... 2156.06.05 A raid successful at Dhayu? We notice Home fleet in battle with the lone daggers in the system after watching battle 2 kill a lone Grim Guild cruiser at Beate. It was a fleet leader and alone, looking very alien. Home fleet takes a beating to the nasty railguns, and almost all ships are damaged as they are recalled with the pirates still in the system. 2 ships are missing. 24 waiting for construction at the capital spaceport, retrofitting battle 1 could take a while. And home fleet is incoming for repairs, also needing a retrofit. 2156.07.27 We spot a lone dagger construction ship, possibly there to repair a captured mine, in the libiya system near the capital. We send battle 1 which has retrofit order. The capital ship is not retrofitting, some are done, and others maybe not yet "in the yards" as there is a queue for shipyard attention. The ships for construction fleet are finished, and this should make retrofits and repairs flow quicker at the capital. Only 4 yards were doing repairs and retrofits while they were being built. 2156.08.21 We are happy to see the capital ship land with the construction ship well inside the hyperdeny field. The 5 frigates with it (that were done retrofitting?) circle it nicely. A sure kill. 2156.09.23 A najarca council frigate attacks the gas mine in Montu Kudro system. Battle 3 waits at the colony, and will go for it. This the first we have noticed about them since busting their base. The only base of theirs we can see is too far to be the source of this ship, so where did this one start from? The mine is at half shields when the frigate is wasted by battle 3. We watch for automated troop ships heading for Dhayu, that is not safe territory. We stop them and add them to invasion. It is a pain to manage troops when the systems recruiting them are not safe to visit. As Home Fleet is repaired, we order them to retrofit. This swallows all the 20k cash at the time, so we may not retrofit all due to low cash reserves. 2156.12.07 Battle 1 is done with retrofit, and heads for Dhayu start to make the system safe until the next batch of railgun fire. Battle 1 clears the Dhayu system with 6 damaged. Damaged ships sent to repair, the rest stays. Ships in the home system destroy lone daggers attacking the a newly rebuilt mining station. Battle 3 retrofits, and the only left to do so is battle 2 at Atuuko. Strikeback Sipan fleet is strong at 33 retrofitted ships. It takes attack order of one of two savage sun spaceports (both small) in a system outside Sipan. At arrival, a few local ships are battling a strike force of the Grand Atuuk Territory. The only exciting part of the outcome is if there will be losses for the Sipan fleet. As the spaceport dies, 2 are damaged. The fleet is immediately told to attack the other small spaceport in the system. If you want an action photo, it is OK to reuse the one above. There are only so many ways the same fleet attacking identical small spaceports can look. As the second spaceport explodes, we get a lost ship location. Wait? What? In the sollost system? That is where our capital is, we thought we had that one explored, but obviously missed an anomaly. We immediately get control. 208 firepower, a slow moving boat -> retire for tech. Some fleet stuff that can come in handy is not enough reason to keep it. Sipan fleet has about 15 damaged, I guess it would not have hurt to recharge shields before the second attack. It gets repair order. Three ships are too badly damaged to flee home. We drop them from fleet, and allow them to stay and maybe pick up a repair from a construction ship. They will also function as scouts in the system. (Much later all of the three will actually rejoin Sipan fleet). As Home Fleet helps in defeating a small Najarcan fleet that attacked a home system mine, Home Fleet is no more. They all join battle 1. Battle 1 is renamed Crusher 1 to show that it is a stronger fleet than the average battle fleet. While not planning to do anything about the question, we wonder "Where is that Najarcan base?". There are bigger fish to fry. Crusher 1 with 46 ships is told to move to the system of the "lone dagger capital", a former mortalen colony. The main purpose of the move is to meet up with the former home fleet starting from the capital. Never mind that lone dagger fleet attacking a mine just NW of the capital in the Libiya system, we don't do anything about such attacks... As Crusher 1 members land, they find that the colony has a medium spaceport, and a couple of ships present. This is a bad place to hang around if you want to save ships for the main spaceport attack, so they jump further "back" to meet up in the Jintawoe system where the original Najarcan spaceport was. A Najarcan capital ship (alien) attack our gas mine in Montu Kudro. There is no fleet present, but we take note that they attack in the north of the home areas, which may be a hint that that is the general area of the base. Contrary to being based to the south of our empire. Crusher 1 finds one lone dagger escort in Jintawoe, and nothing else. It manages to damage a destroyer before it dies... When all ships are present, Crusher 1 heads for the star of the system with the large lone dagger spaceport. The two flags below that shows the other two known spaceports of them, but those are both small. Rumors tell us about a large spaceport with 948 firepower and 7200 shields. 2157.11.18. The lone daggers attack Dhayu 3 as Battle 3 head for arexie. The lone dagger may not be as eager in raiding quite soon. 2157.12.02. We got Quantum engines, and we are researching larger shipyards. Celebration! It may not be enough for decent cruisers, but it may add more stuff to destroyers, and maybe open up for a proper carrier build. We approve a suggested defensive base at Beate. We have already started one on top of the colony which still lacks some components. Beate is improving, now contributing with 36k tax revenue. Arriving in the pirate system, Crusher 1 finds maybe 15-20 ships, some at spaceport and some at random spots, and no other structures. They attack the spaceport before any pirate can damage them. As they jump at the spaceport, those at the spaceport jump to the star where Crusher 1 just left. It gives a brief moment to engage the spaceport alone. The frigates dive into battle, and the spaceport sends out fingers of green graviton beams. The spaceport shields go down fast to the 5444 firepower of the Crusher 1 fleet. As the frigates has charged past the spaceport, and are ready for a new turn, the spaceport is already badly damaged. As the spaceport has blown, a few attackers being near the center of the explosion did not quite manage to shrug off the blast. The rest of the fleet battle out with the few pirate ships still alive. As the final pirate ship present is destroyed, most ships of crusher 1 are damaged, and the fleet returns for deserved repair. As they leave, the fleet has 43 ships moving home. A couple of those in the shot above are actually flying, only 1 ship is left in the system. It is the westfalen IV 019, an experienced ship with no less than two officers. Frigates lose their position in the military, and a star frigate has been badly beaten and will be lost. As the 43 more or less working members of Crusher 1 heads back they can be satisfied with doing a major blow to the most annoying pirate clan. It is, however, no reason to believe that these guys are a spent force. 2158.04.28 At the same time, Sipan fleet with 30 working and retrofitted ships lifts off to bust the main Savage Sun Ventures spaceport near the colony. It shows a much more modest 4800 shields and 588 firepower compared to the spaceport just killed by Crusher 1. As usual, they target the star, to get a view of the ships in the system before committing to the spaceport. The image also shows that there are more targets to be had. In other news, Construction fleet was down at 1 ship after replenishing fleets, and does currently have 21 destroyers where 6 are under construction. They help with any pirate appearing in the capital system. New builds are probably not ordered for a wile, as a cash buffer is nice when the new construction size is available. 2158.05.17: As sipan fleet and its 30 ships land at the star of their pirate system, they spot only 3 pirate ships in the system, including at least one badly damaged one. They head for the pirate base where there is a host of civilian "independents". We can see the shields of the spaceport flash as the first salvos hit it. The leading frigate is seen with its shield flashing as 2/3 of it is removed in an instant as the spaceport fires. We will never tire of the sound and looks of large pirate spaceports exploding. Rumors among frigate crews say that right besides the spaceport is the wrong place to be as it explodes. 8 ships lack hyperdrive, 1 ship is lost. None of them fire as a lone pirate frigate appears and wonder where the spaceport is. We scrap them all. We register the sipan fleet at 18 ships as we wonder how 30 - 1 -8 became 18. Does anomalies not only gift ships but take them away too? Two recovered frigates from their first battle are repaired by a constructor and rejoins, while 1 damaged ship remains in that system for now. 2158.08.05 Not bothered by the loss of their main spaceport, the lone daggers arrive to raid Dhayu 3. There are no defending ships in the system. Battle 3 is at Arexie, Construction is in the capital system, and crusher 1 is not yet home for repairs. The last ships are slow in getting back due to their fuel cells being damaged having caused them to run out of fuel. As Dhayu 3 battle raiders, we notice that it has reached max population at 4800M. That is one of issues with low quality worlds (65%). 2158.11.24 Battle 2 left Atuuko on a construction ship hunt of unknown success, and heads for retrofit at the capital. Two defensive bases protect Beate, and will hopefully manage just fine. We are reluctant to build defensive bases at Dhayu 3 and Arexie since we doubt they would survive a pirate attack without fleet help anyways. And we are not stuffed with fleets to sit around protecting a build. 2158.12.11 The ship waiting for repair NW of sipan observes a Grim guild construction ship arriving to build a mine. Some 17 complete ships of Sipan fleet takes off to kill it while the straggles are being repaired. Sipan fleet manages a good encirclement as they arrive, but we believe the Construction ship escaped after taking some damage with shields down. A good try, but a failure. 2159.01.22 There are several battles in the capital system as lone daggers attack mining bases. As can be seen, there is a good number of Construction and Crusher 1 ships to battle out with them. Some of our ships will require repair after such battles due to rail guns, and many pirates are killed. Often we will notice military ships in the dead space around the capital system, a sure sign that the lone daggers have arrived and are damaging ships, making them flee. With 95k at hand, +101K cashflow, and component prefabrication at 33%, we decide there is enough time to rebuild a stash, and buy 17 destroyers for almost all of the money. As the new orders are added to construction fleet, all but the leader is assigned to new fleets. 2 to fill battle 3 to 23 ships, about 6 to crusher 1, the rest increases Sipan fleet to 33 ships. There are more pirate spaceports around Sipan. Fleets with new ships are told to refuel, then queued to move to the colony. That should make them stay in the gravity well of the colony or base. If not, they tend to "park in space" after refueling while the colony/base leaves on their eternal orbits around the stars. 2159.03.02 Grim guild arrives at the gas mine of Sipan 7 lead by a large alien capital ship. It is powerful at 458 firepower. Sipan fleet is repairing, with 4 damaged ships, and is told to attack the capital. Not too many are ready to go, but our ships are stronger than at the start of the game, and these capital ships lose their power over time. The attackers die, and sipan fleet loses none. Back to refuel and repair duty. The mine? It had 4 damaged components. At the same time the Grim Guild visit beate. We can see a lack of focus on their part, and their closest ship taking heavy damage in a volley from the defensive base on top of the colony. The two closest ships are killed, the defensive bases not impressed, and the civilan ships are damaged, fleeing, and possibly killed. 2159.04.03 Holographic network wonder for the Securan Harmony. We have not even discovered recreational centers. We fight pirates, we don't focus on entertainment. Or something. Lots of setbacks in the giant colonization project "way back" does not help our high tech progress at all. Another alien cruiser appears in the capital system. Another one with 208 firepower and no hyperdeny is sent to retire. Lots of damaged ships in the capital system after fighting lone daggers. But at least they don't need hyperdrive to limp back for repairs. It is hard to get a fully repaired crusher 1 when this happens. Very damaged ships are transferred to construction. At Sipan, the fleet waits for its additions to arrive. They also fight mine attackers and manage to capture a couple to retire for tech benefits. 2159.10.12 Sipan Fleet with 30 working ships and 3486 firepower launches after a failed pirate constructor hunt, and heads for the star of the system where the main base of the Grim Guild can be found. We know of 3 additional spaceports of theirs. At the same time, Crusher 1 finds itself with 46 working ships, and is told to attack the Grim Guild controlled colony near home, where we saw a medium spaceport. They have no troops, and the target is the spaceport we believe is there. We can see their two known spaceport bases on the right. A similar symbol at the bottom is a different clan that has not bothered us. Sipan Fleet finds only 3 armed ships and a couple of unarmed transports to accompany the Large Grim Guild Spaceport. The frigate tactic of speedily charging in on large spaceports is not always good for their health. But what can they do with only short range weapons? The spaceport is powerful. Shots fly around the spaceport which pummels one of our destroyers in the upper right. Another destroyer at the end of the red beam down right is also feeling the pain. The spaceport is soon shields down. At the same time Crusher 1 circles the lone claw spaceport, and discovers that their expected medium target has become large since last time. It hardly matters, it got to go. The Grim Guild spaceport is down as Crusher 1 pummels their objective. Sipan Fleet has 25 ships heading for repair, half of them undamaged. 3 are left behind having no hyperdrive and having issues with a pirate present, they are scrapped. At crusher 1, hardly any ship escapes damage. The Lone Dagger spaceports go out with a bang. 11 ships find themselves with no hyperdrive. In addition 6 ships are gone. Lets hope they won't retrofit to another large spaceport by the time we have an attack force ready. At the same time the sinister spaceways of the south attack a mine near home. They have build a large spaceport nearby, and have at least one more large spaceport further south. So many pirates... We need more ships to replace losses. Component prefabrication is at 62% and there is time to gather even more cash before it is done. Currently we are at 221k, and need to reinforce both Sipan and Crusher fleets. 10 destroyers are built at Sipan to reinforce the local fleet. They are added to a temporary fleet. Afterwards we build 25 more at the build order screen, and add them to Construction to end up at the capital. Good timing in building helps when organizing fleets. First 10 sipan ships, sort by fleet. Add fleetless ships to the sipan temporary fleet. Then build the ones for Construction Fleet and add them the same way. If there are a host of non-fleeted ships this will not work, but sorting by firepower could work. But in this case both new sets had 0 firepower since the builds had not started. Invasion has been moved to an "empty" system near home to avoid dragging itself into battles at the capital. We are tired of repairing them, and don't want to lose any loaded troops due to stupid ships trying to fight pirates. One reason to never have weapons on transports if doing manual designs. 2160.02.10 Battle 2, the former Atuuko guys, launches its 23 retrofitted ships from the capital. It aims for the lower of two lone dagger small spaceports, aiming for the star, of course. We can see invasion camping in an empty system. Crusher 1 working its way back. And above the Crusher 1 marker, all by itself is a star system. In it there is a frequently visited place from earlier in the game, when pirates (and we) built there again, and again. Now it is lone dagger controlled and have been so for a while. A single destroyer of the Construction fleet leaves the capital to that star. We hope to catch it as it lands, before it heads back to fleet leader. The aim is to intercept it to give order to kill that mine. We know it is there due to the way system overview works, but we can't target it. Another destroyer from Construction launches at pantulemen star where we just killed the pirate colony spaceport. Just to check if they are building another one. It will go home after landing, and we need to watch this one as well not to miss the news. Luckily both destroyers have a shorter trip than Battle 2. 2160.02.27 The securan harmony terminate the trade in loros fruit. How could they?! We can always fetch it by other means if we really want to... Or maybe go for the spice source, that one is in the small system to the right of Sipan, controlled by the dark blue securans (secura utopia). 1.6K stored loros, 2,3k in transit... Our cashflow will take a hit from its current 123K when that runs out. We should survive a small drop ;-) The only thing we lack is a lot of cash, which is because we have not been rich for a long time. And because we may lose 16 destroyers at once busting a spaceport, which will cost 85k to replace at this point in time. The destroyer on a mine hunt is ordered to kill the mine. The one scouting the pirate system finds 3 ships and no structures. And Battle 2 is half way. At this time we spot a lone dagger construction ship in jintawoe. It is the system to the left of the pirate colony just visited. We tell the damaged capital ship in battle 1, now just arrived at the capital system, to attack it. We are on standby for some ships to help out, but they are faster so care must be taken to have the capital ship place its hyperdeny field before anyone else arrive. Some fleet members may follow it, since a few actually are healthy. Problems? The blasted pirate mine of lone daggers has graviton weapons, it takes out the hyperdrive of the attacking destroyer. Another Construction fleet member is moved in to kill as the damaged ship leaves the fleet. A bit distracted watching a destroyer flee from a pirate mine, we fail to notice the battle 2 landing as it happens, but they find a lot of pirate ships, take the usual damage from graviton beams (no more railguns?), and heads home for repair. They can't battle those and the spaceport. There are several mines, a construction ship, and the small spaceport in the system. All members of Battle 2 will make it back home. The capital ship manages to land and finds the constructor, as it does, a few healthy of its fleet members are told to attack the constructor too. The constructor is scary fast. Battle 2 is maybe closer on its retreat? Battle 2 is told to attack the constructor. 2160.07.15 And while this happens, the lone daggers try to raid Dhayu 3. We have no protection apart from some 12 troops on ground. Battle 2 arrives, but they land far back. But the ship between the capital and the constructor (a bit hard to see ahead of it) is a speedy frigate at 35 speed. The capital almost keeps up at 20 speed. Of course the frigates take damage killing it helped by a mate. What would lone daggers be if they did not arm their constructor with graviton beams? Battle 1 and 2 has renewed orders to repair. Dhayu 3: Repel some, lose long range lasers to others. Yes, dear lone daggers, please equip long range lasers on all ships ans bases... 2160.09.16 Long range scanner research started, starting at 40% after, we think, some spy missions. They are nice. They could reveal pirate travel lines, and give enough warning to move fleets to intercept raids. We have the capital ship leave Crusher 1 and join Construction. It is on constructor hunt standby, and is too slow to fly around with our speedy guys. Our superior hyperdrives can make the attacks more efficient, and we pack a punch without it. 17 destroyers of construction joins Crusher 1, bumping its numbers to 45 ships. Some need repair still. We make sure that all added are in the Sollost system, and the ship list is always used for this kind of work. Just when you think a fleet is ready to leave the capital, a lone dagger has dropped by and scratched one of them... 2161.03.19 We noticed the influence circle around Beate increasing. Checking... Yes, 463K revenue, 27% tax, 115k tax income. Better than the capital in both revenue and tax collected. Casflow? +149k, 252k cash on hand. 97% progress on construction size... 2161.04.26 A repeat image? No. This is Crusher 1 and Battle 2 both moving to the system that battle 2 visisted alone. We can move them as two fleets since the slow capital ship is not here, and they have the same hyperspace speed. This is 23+45 ships on the move. 2151.05.04 Sipan fleet is repaired, strengthened to 35 ships, and take off towards a dual small spaceport system of the Grim Guild further west. They could have gone for the one to the south, but we can see a grim guild ship attacking a mine near the target, and they have had activity in that area. Killing both spaceports on the same trips may be over the top, time will show. Battle 3 sits at Beate at the left, doing some work to protect the 3 mines in the system as well as the colony. 2161.06.09 We have researched component prefabrication. And with this, with fleets on attack vector, but some distance to their targets. With brand new designs, and with 258K cash on hand, it is a good time for a status. We are using inadequate ships killing pirates with booby trapped bases, and it is a chore. Status A long post, but the focus became to "get to that construction tech". Discussion of new designs will be at the start of the next part. The last two research projects feel fast. Long range scanners are closing on completion, but the previous project (Advanced Passenger Transport) was twice as expensive. Component prefabrication felt fast too, but probably only because we waited forever for it to get started. Of course they move on to refined hyperjump theory, which we will not benefit from. This is a dhayut tech focus in research (in empire policy), but it is only used in capital ship designs. I have reported this as a bug/bad feature. When it comes to fighting, we really miss repair bots, but they are a long way into the future as they are hidden deep in the damage control/construction branch. On manual research I would have given it a very high priority in energy research. The AI has spent time on useful stuff like 3 different engine types to choose from. And 2 shields. And 2 reactors. Those research projects will eventually be necessary to reach the "end game" technologies, but doing it now is a waste of research effort, when there is little research effort to spare. We got fleets that can kill the pirate bases, but they take a beating while doing so. Maybe the Sipan fleet should have stayed smaller and inactive, and ships rather spent to create a second Crusher fleet in the south. Grim Guild has been annoying, but not anywhere near the lone dagger level. No statistics, but I think colony raids are less frequent, and only dhayu now for quite some time, and the lone daggers are behind it. The Lone Dagger colony that we have visited has 1738M population of some growth, 61% quality. It is not much income, and right now, just another place to get raids and to garrison a decent set of troops. And how much could the Lone daggers really benefit from controlling such a colony? Screens: Yellow dots are pirate bases. The most annoying ones are currently awaiting our fleets arriving. The one quite near our red, on the left edge, is a large spaceport at a colony system that I think spawned 1 small mine attack near the capital. It is a group "from the south", the next two bases below are the same crew. The "cross" was randomly placed, SE of it is the loros source. SW in the blue colony is the spice source. We still got the loros bonus as will be seen in the 135 colony development levels. The fluid source is far to the east, a single light brown Haakonish circle below the big Haakonish capital circle. There are lots of wars going on, but no one declare war on me, I am not paying much attention to anything but my pirate battles. And being busy fighting pirates, war is not on my mind. We are doing well, but are not dominant in anything but population. Top 4 in military power, for instance. Shared first in economy. The economy came easy due to the atuuk independents. Getting some defense pacts could be a way to get dragged into wars. The sluken would be obvious choices for that. In other matters, Securan Harmony is a weird empire to be on friendly terms with, having way of the ancients and all. They are mightily impressed by our noble reputation gained by defending against pirates. Everyone has high reputations, lots of pirates... Several empires are "heroic". This makes me feel like a proper colonial power. Exploiting the Atuuk natives, and building our fortunes on them. The capital is getting better and more populated, Dhayu 3 is at maximum population. Arexie is a nice addition when not being raided. 2 more defensive bases, both at beate. A good increase in mine count, but they are still attacked. The last frigate has probably been built, but even if we start building cruisers, the destroyers and frigates can do some duty bashing pirates and stuff. And the destroyers are not useless at all. 6 research stations? We now have a bonus site for each, and the 3 at the capital. Research potential is up to 1050K. Research capacity is 3*400, and not way more than needed. For research, a large spaceport at the next big gain in population would fit nicely. Research bonuses? Component prefab that was just completed spawned a genius with 20% empire bonus to research. Too bad they put it at a research station at a bonus location, but it is one that has lived for a long time. His only bonus apart from that is hightech, and he is on the energy bonus location. Weird. In addition, we have 10% high tech from leader. 16% weapons, 25% energy, 20% hightech from sites. We should not run maintenance way up as we got a loros fruit deal that expired, but we could not build enough even if we wanted to. Ships do not come for free. And we do not need _that_ many troops at this time. We will of course eventually catch up unless we are so rich we got all the ship we bother to buy. But right now the need is like 40 ships in systems with a colony, 20 in systems with a mine, and a few 50 ship attack fleets... Resort income?! We got no resort base, and I have not noticed any in any attack message either. And 18K is not a trivial amount on a base that was there for a short moment. Odd.
< Message edited by Bingeling -- 6/3/2014 6:36:07 PM >
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