The Great Ikurro Territory - A Shadows AAR

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Bingeling
Posts: 5186
Joined: Thu Aug 12, 2010 11:42 am

RE: The Great Ikurro Territory - A Shadows AAR

Post by Bingeling »

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.
Modest
Posts: 172
Joined: Sat Nov 26, 2011 2:20 pm
Location: Warsaw, Poland

RE: The Great Ikurro Territory - A Shadows AAR

Post by Modest »

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...
Bingeling
Posts: 5186
Joined: Thu Aug 12, 2010 11:42 am

RE: The Great Ikurro Territory - A Shadows AAR

Post by Bingeling »

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...

Bingeling
Posts: 5186
Joined: Thu Aug 12, 2010 11:42 am

RE: The Great Ikurro Territory - A Shadows AAR

Post by Bingeling »

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.
Image

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.

Image

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.

Image

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.
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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.

Image

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.

Image

"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

Image

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.

Image

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.

Image

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

Image

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

Image

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.

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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).

Image

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.

Image

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.

Image

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.
Bingeling
Posts: 5186
Joined: Thu Aug 12, 2010 11:42 am

RE: The Great Ikurro Territory - A Shadows AAR

Post by Bingeling »

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).

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feelotraveller
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RE: The Great Ikurro Territory - A Shadows AAR

Post by feelotraveller »

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.  [;)]
Bingeling
Posts: 5186
Joined: Thu Aug 12, 2010 11:42 am

RE: The Great Ikurro Territory - A Shadows AAR

Post by Bingeling »

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.


Modest
Posts: 172
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Location: Warsaw, Poland

RE: The Great Ikurro Territory - A Shadows AAR

Post by Modest »

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.
Bingeling
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Joined: Thu Aug 12, 2010 11:42 am

RE: The Great Ikurro Territory - A Shadows AAR

Post by Bingeling »

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.
Bingeling
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Joined: Thu Aug 12, 2010 11:42 am

RE: The Great Ikurro Territory - A Shadows AAR

Post by Bingeling »

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.

Image

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:

Image

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.
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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.

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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.

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

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

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

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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.

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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?).

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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

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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...

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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

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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).

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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.

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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.
Bingeling
Posts: 5186
Joined: Thu Aug 12, 2010 11:42 am

RE: The Great Ikurro Territory - A Shadows AAR

Post by Bingeling »

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).
Modest
Posts: 172
Joined: Sat Nov 26, 2011 2:20 pm
Location: Warsaw, Poland

RE: The Great Ikurro Territory - A Shadows AAR

Post by Modest »

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 ;)
Bingeling
Posts: 5186
Joined: Thu Aug 12, 2010 11:42 am

RE: The Great Ikurro Territory - A Shadows AAR

Post by Bingeling »

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.

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

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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.

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"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.

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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.

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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...

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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.

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... 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...

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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...

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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.

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


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

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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%).

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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.

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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.
peddroelm
Posts: 41
Joined: Sat May 18, 2013 8:45 pm

RE: The Great Ikurro Territory - A Shadows AAR

Post by peddroelm »

Image


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 ...



Bingeling
Posts: 5186
Joined: Thu Aug 12, 2010 11:42 am

RE: The Great Ikurro Territory - A Shadows AAR

Post by 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 [;)]
peddroelm
Posts: 41
Joined: Sat May 18, 2013 8:45 pm

RE: The Great Ikurro Territory - A Shadows AAR

Post by peddroelm »

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 ...

Bingeling
Posts: 5186
Joined: Thu Aug 12, 2010 11:42 am

RE: The Great Ikurro Territory - A Shadows AAR

Post by 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 :)
peddroelm
Posts: 41
Joined: Sat May 18, 2013 8:45 pm

RE: The Great Ikurro Territory - A Shadows AAR

Post by peddroelm »

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)...
Bingeling
Posts: 5186
Joined: Thu Aug 12, 2010 11:42 am

RE: The Great Ikurro Territory - A Shadows AAR

Post by 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).
peddroelm
Posts: 41
Joined: Sat May 18, 2013 8:45 pm

RE: The Great Ikurro Territory - A Shadows AAR

Post by peddroelm »

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 ...





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