I opt to send MassDDSqd 6.01 to Pollux. It won't arrive until the end of my turnset. No problem. MassDDSqd 6.03 is sent to Chiskatet to defend against the yellow Morrigi incoming; MassDDSqd 6.02 is in position at the homeworld to fend off the Zuul bore-fleet.
I'll review terra/infra ratios next turn. We do have a big chunk of our income tied up in colony support right now.IT:
Ze'dmore - peace. (Will be a permanent thing unless circumstances change.)Turn 31:
A 22-ship red Zuul fleet is detected incoming to Chytopris from Soozle, due in 2 turns. I should be able to meet them with one or both fleets after the fights at Chiskatet and Kozapris.
Most of the developing planets need more Infra - set to 100% and will check again next turn. On worlds with less than 300 CH, Hivers develop so fast I normally just set them to 95% or so Infra build and let them run with it. Kea'Pono is still getting extra Infra from the Biomes that are being landed, so they're focussed on Terraforming, but should be switching to Infra soon.
I begin laying hulls for a new MassDD squadron at the homeworld.IT:
Kozapris - 12-ship borefleet vs our squad + reinforcements (25 MassDD, 2 CNCDD, and others). No losses, borefleet is down. Planet missiles did a fair amount of the work.
Chiskatet - a dozen 'Ruins of Muur' ships - colonizers - vs our squad. Not much help from planet missiles here. A stern chase is a long chase, even when chasing colonizers... we manage to destroy two ships, but the rest will have to wait.Turn 32:
MassDDSqd 6.02 sent off to Chytopris to defend against the Zuul. 32 ships are detected incoming to Aniim in 1 turn... felgercarb. MassDDSqd 6.03 sent to defend against that invasion. The not-quite-built MassDDSqd 6.04 is sent to defend Chiskatet in place of 6.03, with reinforcements to follow.
Research turned back to build cash for more ships - we're going to need them.
Infra sliders remain set where they are for now; the only planet about to finish is Chiskatet, and it already has over 100m imps. (As do Taosi and Aniim.) IT:
Chytopris - our squad + garrison vs 22 Zuul DEs. Several ships are lost but the enemy is defeated.
Chiskatet - our (short) squad + garrison vs 10 Morrigi colonizers. AR to remove them.
Aniim - our squad + garrison vs 32 Zuul DEs. We lose many ships - including the CNC and the gate - and still have enemies to face.Turn 33:
Well, I had planned to start another fleet but I'll need to rebuild 6.03 and reinforce 6.02. :-/
Aniim is fairly strong; hopefully the gate will stay up until I can get reinforcements in. I'll keep the 4 MassDD's I have remaining back to defend it. The enemy has 10 ships - with half of them reporting lost command sections.
I realize that we want to get another exploration wave out there but we don't really have the luxury at this time; we're under constant pressure and keeping our fleets alive is taking everything I have at this point. If I can get some breathing room, I'll try to make some headway in that regard.
A new player emerges - Var'Kona's Legions (Light Green Tarks). A single scout is heading towards Nekek'tet. Our garrison should be able to handle him.
Chiskatet finishes Infra; Terra in two-three turns.IT:
Aniim - our 4 MassDDs vs 10 Zuul destroyers. They stagger into range one at a time and we pick them off - taking some damage, but nothing major. The CNC sits back and I let the planet missiles handle him.Turn 34:
Fleets pulled back to the homeworld for repairs and replacements.
Aniim will finish building Infra this turn. Given the size and frequency of attacks against this outpost, I'm considering a satellite ring to give some extra heft to the defenses here. A fleet will probably also be on permanent station. Taosi and Zenla will also finish Infra this turn. Sliders adjusted on Kea'Pono and Pek'che to get some terraforming going.Turn 35:
MassDDSqd 6.03 is reconstituted and sent off to Aniim. 6.02 is restored to original force levels and returns to Chytopris. A new fleet is ordered at the homeworld.Turn 36:
Salvage Technology goes overbudget. *sigh*
Chiskatet completes Terraforming. Beta Aquilae completes Infrastructure.
Completed a survey. Not counting the known enemy colony at Soozle, we have 33(!) unexplored stars in range. (Taking back Pollux will not change that count.) At least 6 of those stars have had enemy probes or outright attacks come in from them. I'm not sure we want to commit to recon in force at this time, so I begin ordering gates at the homeworld.IT:
Nekek'tet - the Tarka scout is dispatched by our picket.Turn 37:
Okay, NOW I order the gates.
MassDDSqd 6.05 is sent to Beta Aquilae.
Salvage Technology comes in. In the interests of making our ships tougher, I start research on Polysilicate Alloys.Turn 38:
Zenla, Aniim, and Beta Aquilae finish terraforming.Turn 39:
Infra completes at Chytopris and Pek'che. PSA goes overbudget. (Yep... Hiver scientists. Bring on the Spider interrogator!)
I begin naming and positioning discovery fleets. D Target is the base (i.e., D Kaprica for a fleet headed to Kaprica), with a possible suffix of (X), where X is the first letter of the name of the enemy that might have a colony at that star based on observational evidence. (This is to make it easier for the next player to decide whether to beef up those fleets or not.) I've moved the fleets to the jumping off point for their journey, I think.IT:
Pollux - the longshot should pay off; there's 9 colonizers and two damaged ships here. MassDDSqd 6.01 is ready to take them on. Even with Light Emitters, colonizers aren't especially dangerous. No losses, we win.Turn 40:
A Tarka scout is detected incoming to Zozoris.
We'll need to colonize Pollux before moving out the new discovery fleets, so I deploy the gate. I name and point the current batch of discovery fleets; the list of stars still needing gates is as follows: Laertes, Lolaysh, Barrett, Lerna, and Buunen. I'm pretty sure that's all of them. D Eretria is not moved out, as it will be better dispatched from Pollux instead of Beta Aquilae. Laertes, Lolaysh, and Barrett should go to Zenla for kickoff; Buunen to Aniim; and Lerna to Taosi.
There is a ColDD at the HW to check on safe landings for Biomes at Pollux. (I ordered up 5, and 2 MassDD's for a garrison, and a replacement gate for 6.01). Everything else is left up to the next player, including redesigning ships to take advantage of our armor.
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