Peace and quiet?
... and how to end it.
2801.03.02. Maybe give it a year to build mining bases, and hopefully some spaceports?
2 constructors are east, 4 in my territory.
Advisor Suggestion: Atttack Ackdarian in Furmus, a contested system in the SE. It is a 15 ship fleet with all from a weak capital to frigates. They have a resort base there, which is pretty handy as a source for future war.
I accept (it is AI diplomacy), the AI sends 2nd fleet sitting north, but I change this to the somewhat stronger first fleet at the capital.
Advanced Medicomplex completed by the Free Trassetan Harmony. The Securans out east.
The target fleet leaves the system, we don't pursue to hit them in their own system. A cruiser and an two escorts are present. We attack. The escorts dies, the cruiser flees (our fleet was in huge circle, and the cruiser at the outskirts).
Hm, there is both gas mine and resort base on the planet.
The 1st Ack fleet is in the system closest to our capital.
AI wants 18 escorts, 4 troop transports and 2 constructors. I remove escorts, and build the rest.
Silly AI wants defensive base on Sy Myrth 1. Spaceport? Please?
Battle 1 went to Proa to refuel. The fuel stores could be larger.
166 credits in gift from the Dhayut. It gives a hint about their economy.
The cruiser that fled show up in Proa to attack the cruiser that hit it first. Again it escapes (4 cruisers don't kill it in a hurry).
75k build suggestion. Frigates this time. No thanks. Positive Cashflow.
Enhanced missile in lines after enhanced bombardment.
Another defensive base. Ilukas 1...
The annoyed cruiser arrive at Proa. Battle 1 is at the gas mine to refuel. Cruiser finds a troop transports (new) exiting from troop load. The troop transport barely escapes before shields expire, the cruiser dies as Battle 1 jump in.
A year has passed. I book 15 destroyers, form Battle 3, and place it in Ilukes system in the south.
The Kyphar system to our west (the annoying one in our "part") has switched to Lipid Ownership. I don't like that.
With new fleet and defensive bases, military strength is 9k. The Acks are still just above 13k.
We get a hightech station up in red land, that should survive silvermist. With that our research is at least near the cap.
The yellow 62nd fleet (allied) arrive to refuel. I don't think the galaxy is too well stocked. They seem to head for the Lipid. They have no wars, but trade embargo half the galaxy and hate the lipid. They want to blockade something? They end up blockading the capital, some 8 sectors or whatever way from home.
The securans are at it again. The Holographic Network this time. Life is good at the fringes of the galaxy.
Sakkurea blockade Sy Myrth 1 (after we sanction them). Battle 3 parks outside, but won't shoot.
I have 3 2-destroyer protection/raider fleets. One of them struggled a bit with a pirate base, so I extend them to 4 destroyers (6 new). Even if the AI has not suggested something to build for a long time.
Enhanced missiles are followed by enhanced point defense. Which is good considering the beating my ships take from fighters.
We have discovered (from the map) the base of the Deadly Phantoms very near silvermist country. It is too far for us, and we are probably too far for them. Btw, that silvermist must have happy days, with the amount of stupid AI in general, and the number of disappearing colonies in particular. The same colony spots of course, the silvermist seems to patrol an area.
We entertain ourselves busting pirate bases appearing between us and the Giunese, on their side.
Research completes now and then, I will do tech overviews once in a while and mention significant ones. No, enhanced sensors don't make me jump with joy (but it helps).
We decide to flip back to Military Dictatorship. The way we started. They did not all enjoy that. Huppawoe Minor 1 left our empire, which is not acceptable, and invasion fleet needs practice. The space port is gone, though, as are the troops that was there.
A pirate escort hearing rumors about the independent(?) attack Battle 2 which has been sitting outside the whole time. Bright idea.
A spy stole the galaxy map of the Ackdars. Now we know of all systems in the galaxy...
We got an alliance with our old buddies again (that is, they have asked before, now they bribed us enough to get one). In the past this has led to war with the parasites, which made little sense then, but would make more sense now after they took the Wekkarus colony at home. Also, the lipids and we don't have good relations anymore (we used to).
The second Sakkura war
They were dragged into an early Ack war as well. Now they declare war on us. They stole our operations map a little while ago, which could have been a hint.
It is 2807.02.21.
They lost the colony they stole from us in early game, and that we want back. Which is sad. But we can move for the next one.
Sick green is the objective. The Sidisea system.
Invasion moves to dead space as shown.
The two westrn fleets are Battle 3 and a raider. Battle 3 get order to attack closest colony. It carries no troops, but if there is a spaceport, it will be attacked, and anything there will hopefully die. Battle 1 moves to the SW colony where Battle 3 leaves, since that is a likely target of aggression. Battle 2 sits up north, and two more raider fleets exist, one is pirate hunting. Raider 6, the raider, moves to a system just outside their influence circle, hoping to find mining bases.
They have slightly higher military strength than us, something the missing MSP up north would probably fix most of.
War makes the AI frisky. It orders MSP up north, and suggest ships for 234k. We take that as OK to shop if necessary.
Finding the system empty, Raider 6 moves to the southern system outside the circle, which has quite a few resources.
Battle 3 finds the 18th strike force of 6 ships, and a defensive base under construction, they target the fleet, since those can flee.
Invasion Fleet is not yet there, but they are redirected to the colony. No attack order given as 40 vs 6 seems a tad over the top.
Hopefully we can grab the colony and find some fuel, because Battle 3 is thirsty. They blockade.
They 15th enemy fleet attack Sy Myrth 2. Battle 1 sat at wrong colony. 8 ships 3 frigates, cruiser, troop transport, 3 destroyers.
Raider 6 wants some mining bases. Moves to a system where one is known (west of the colony attacked).
They land 5 troops at Sy Myrth 2 which got a defensive base. 6 defenders should win easily, and we book 4 more troops. Some attackers get away from the wrath of Battle 1. Hyperdeny, anyone? We don't have that on our destroyers?
A 6 ship strike fleet with 3 cruisers challenge blockade as Invasion Fleet lands. No nonsense, we attack with all troop transports. 513 vs 43. A hope of victory. No, the fight did not last a long time, invasion fleet loads its troops.
1900 caslon on the colony helps battle 3 some. Did I mention I want resupply ships?
Sy Myrth 2 is safe. No troops lost for the stalwart defenders.
Stupid Raider 6 is busy fighting a space slug while there is a mining base in the system. It is our system, though, so not all useless.
The conquest Cleudex is 91%, 141 culture (ruin) with almost 900M Wekkarus. Nice.
We use our right to manually book a gas mine at caslon source in a west system (the closest one) where Raider 6 finally got around to waste the mining base. Raider 6 is low on fuel. They move the Cleudex.
We could take their capital with enough fuel. But we won't target capitals early. It is not only our AI that is not too fond of troops at home (we book some manually).
Advisors want a MSP at the conquest. Sure! (but it is a tad dangerous). It is well stocked, but seems to lack a little steel (old habits...).
They also want to send Battle 2 (the northern) to bust a mining base in the capital system. Yeah, right. Not gonna happen. I need only 1 out of fuel Battle fleet in the west.
A fleet is spotted on attack vector to claudex. Invasion left only 2 troops, 3 transports unload 15 more to defend.
Invasion stole most of the fuel that was supposed to help Battle 3. Everyone is a tad surprised when a Pirate Fleet attacks. The unload works, a hyper deny goes up, and Invasion is ordered to a point in space with 35 troops.
Space port dies. Invasion Fleet escapes. Pirates leave. Two damaged destroyers with 1 and 8 component damage is the main hurt for us. As frigates of the attacking fleet arrives, battle 3 move towards the colony, scouting for troop transports.
Battle 3 is on caslon fumes, with one refueled destroyer. 1 troop transport die, 2 land troops. 77 vs 237, not exactly exciting.
Battle 3 is out of fuel apart from one, and is ordered to refuel and repair. Battle 1 is ordered to refuel, then move over. 15 new destroyers are booked to form battle 4.
Raider 6 is also low on fuel, and 2 are damaged (slugs), they are told to repair.
Now, that pirate fleet was a surprise.
Two remaining enemy destroyers come back to their target. Our destroyers are not great at chasing down ships...
The 19th (attackers) are spotted with attack vector on Raider 7, sitting at the capital. Good luck. I hope my 15 freshmen with base there are done by their arrival. Raider 7 of four destroyers is told to move to spaceport.
Did I mention I want resupply ships? Please?
The AI now wants Battle 4 to attack a mine at their capital. Too bad the ships are not built yet.
Waiting for things to move, we ponder that the half built defensive base was a hint about possible pirate action. A random click reveal their base in the southern system Raider 6 checked on initial approach, so that is not the explanation (it is brand, sparking new, since it was not there a couple of battles ago).
Pliados 3 is the champion of destroyer building. Those are the first complete of the Battle 4 order. It is a steel source (possible explanation).
The 19th fleet hunting our raider attackers reach the capital system way before my out of fuel guys get home for their repair in the south. The target did not sit at the capital as expected and move there. Just as Battle 4 ships from Pliados arrive, and some locally built are done.
New built destroyers of no shield are not a good defensive force. Two damaged Battle 4 ships are repaired at the space port once attackers leave.
The Lipid blockade Sy Myrth 2. We used to be friends. Not anymore. (Even if we had lots of phony wars in the past). They took the sakk colony and thus inherited a contested base. That helps...
We got the lipid galaxy map from a spy.
I think I will be allowed to discover the legendary pirate base in the new area, since fuel is scarce there, and would want that source.
A freighter is attacked by the 19th enemy fleet in Ussos, our first colony which is now Ack owned. They are allied. I want a fuel source next to them too :-( Battle 4 still wait for shields to recharge fully after being built.
Battle 2 of the North is told to attack the 19th. The attack will fail with the target disappearing.
Battle 1 arrives at the new conquest. 4 ships are on low fuel, silly refuel not being complete. Battle 1 is told to attack the next colony in the Troxean system. The 4 lack fuel to go all the way, and will probably turn.
Advisors want a new MSP. I refuse. Psychic pirates are nearby.
Ackies are down one war, but still are at war with the Naxx. Hopefully that keeps them busy enough for the time being.
Battle 1 find a 6 ship fleet and a 521 strength spaceport. Order is to focus on spaceport. This one is not given. Our rail gun equipped destroyers are "all weapons" to all targets, so this could hurt :)
Only 9 troops if we get as far as clearing it... To spice things up a resupply ship is present (the huge one).
Spaceport dies, Battle 1 shields are gone and they flee, 16 ships remain, 6 are damaged. They are told to move to empty space just outside.
Our old friends, the 19th fleet, are attacking Cleudex. They are then heading for Wigu 3 mining station in our capital system. Battle 2 and Battle 4 are told to move there (hopefully gravity is strong enough to keep them on top).
Tired of my rejection to attack mines in their capital system, a spy destroys one instead.
The lupid 17th fleet is actually blockading my colony. Battle 3 (refueled and repaired) move there too, with no harmful intentions. Troop transports drain fuel sitting in desolate space. They are told to attack the colony where we busted the spaceport, although enemy ships may be there. Battle 1 shields are still low. Battle 1 move to one of our new systems to use their collectors to save fuel.
Proximity sensors on transports spot the 15th fleet the other way. They got some cruisers, troop transports+++. We book 10 more troops on our new conquest...
Invasion Fleet lands, and some ships out of fuel turn away. The boys are still at home, this is do or die.
The ones with fuel land troops. Strength is 334 vs 61. Invasion fleet gets away after landing troops, and moves to same system where Battle 1 is heading. 15 troops are on out of fuel ships, and could land in defense if necessary.
Cleudex seems safe. Quite a few troops at 19k strength there, and battle appears to be 185 vs 506.
Parades are heading through the streets of our colonies, and the citizens celebrate. Our researchers has researched tactical interceptors, and we can build carriers.
Defense strength rises a bit in Echuitel, our new target. 306 vs 89. Attackers left cleudex, and the 3 out of fuel troop transports are told to refuel (the ones with troops). The defenders peak at 119 or something before going down again.
Battle 3 stops watching the blockade back home, and move to Cleudex.
The carrier design is 2 larger than the 600 size build limit. All design people we can locate are dragged outside and shot.
Our old friends, the Ackdarian 1st fleet, are spotted in Wekkaru in the far SW (a few sectors from where we attack). Raider 6 is refueled at home, and head back to visit more possible mining systems.
Both troop battles are going well. The Battle 3 commander complain that only the capital is anywhere close, as he wants action, but not that much action.
The 16 survivors of Battle 1 are flat out of fuel and head for repairs.
Cleudex seems safe. Our assault on the other colony 240 vs 66.
I send invasion fleet to refuel. They head to a gas mine back home. Once done, I notice a defense bump to 84. The one refueled transport with fuel is told to attack, the two others transports with troops get separate refuel orders to refuel locally.
The fleet spotted a long ago as targeting our mining base arrives and find lots of our cruisers (two battle fleets). The mining station survives with 35 damaged. Hoping to spot the attackers refueling in the Ack system (refueling), Battle 2 moves to our colony Proa next doors.
Battle 3 is ordered to blockade our assault target. No more reinforcements, please.
Our enemies ask for peace. Peace? What is that? At least the siege should finish...
Battle 3 finds a strike fleet with some cruisers and destroyers heading for the scene. Attack...
Another Parade is held. Accelerated construction is researched, and we can build resupply ships.
As our assault is nearly done, a host of civilian ships arrive, and also two colony ships. Weird.
We book 2 resupply ships. They will deploy on a planet in our "old SW" with high percentage caslon and low hydrogen, since pure caslon sources (with no hydrogen) is hard to locate. We find this strange, as our memory say that this should be quite common.
Battle 3 tries to refuel at the target. Whoever reserved 14k caslon there (that is ours) should be fired immediately. They head home to refuel. Resupply ships will move once they are somewhat full.
Ackies sanction and blockade Proa. They have been quiet for a while.
Frigate of the Phantoms we found the hard way, attack our trusty SW mining base. The defenders are Raider 6 sitting a sector away. The new area in the west and our old western areas will need those pirates busted, but I am not quite cocky enough to attack while at war in the area. Especially since I doubt a single 15 ship destroyer fleet being enough (40 destroyers attacked the last base, my ships has not improved much if at all, and the pirates are probably stronger now).
Enemies on ackie supplied fuel harass our mining stations at home.
The Nax blockade Pliados 3. It appears that we are popular. The Acks gave up and lifted sanctions. The Nax will not enforce the blockade for long.
Some scared pirates join our empire. They live in the influence area of the old ally. We keep the base and gain 9 ships to retire, some more powerful than ours...
Stupid Securans complete their third wonder (weapons facility).
Battle 1 sits in a system near Sy Myrth, where we got mining bases, and single legendary pirates keep appearing. We lack the fuel to do anything more useful out west until resupply ships arrive with fuel. Our conquests should be safe through troop levels, and there is no need sitting out there with scarce fuel. Time to wait...
Suggestions for small space port at Cleudex appear. We accept only to have the pleasure of teasing the Phantoms. No ships are anywhere close.
Caslon sources are a scarce resource in our new area, and the legendaries sit on the best of them. I can spot only 3 caslon sources that are not in other people's territories in that vicinity.
The two somewhat full resupply ships move to the two sources not taken by pirates. I wonder if they will survive, or if legendaries will kill them. Battle 2 and two raider fleets is then heading westwards, to the systems targeted by the resupply ships.
Pirates don't disappoint, and terminate our new spaceport attempt.
The Lipid are giving up their blockade at Sy Myrth 2. They were very patient, it lasted a long time.
Resupply ship deployments are complete. Battle 2 and two raider fleets refuel in the west.
Our agent activity is sure to keep us popular among our non-friends.
Raider 7, stuffed with fuel is jumping to the system next to the enemy capital. It is the one they control, as a lot of Ikurro colonies are in the area and grab control of most nearby systems. Yeven system is empty, big surprise, but it could be shifting controls and past wars causing this. At the edge of the capital circle in the NW is the Delunixa system, they continue there.
They ask for peace. We demand subjugation since we got fuel to actually do something. They accept.
It is peace, and time for status. The date is 2813.09.13
First: My problem with DW is motivating myself to start a game. Once in them, I love playing until things get stale. This session must have been almost 6 hours, and I am hungry :)
The old alliances have been restored after quite a bit of absence.
Last in victory percentage, but I have very poor fulfillment of my racial ones.
In population 4 are smaller, 4 somewhat larger, and the rest are quite a lot larger. Securans and the Lipids are heading the field.
In territory I have 5 behind me, a few are much larger.
Third last in economy. There is a long way up to the Ikurro and Lipid at the top.
Strategic value is the same, Securans are very high too.
4th from bottom in military strength. The Acks are now a bit larger, but not much.
And top 10 colonies are not mine to own...
Cashflow is negative, but funds are slowly climbing. Gifts help. The AI wants to build for 300k when at war, and seems less than eager to build during peace if in the "red".
It appears that 400M Wekkarus have left Deudex since we took it. They should know to stay on the winning team...
Frigates and a few destroyers are pirate ones in a fleet moved home to retire (but not retired yet). I am not sure about that colony ship, I had one find its objective out west taken by the Ackdarian, but that is a long time ago.
My colonies are marked. I have a racial to conquer the most colonies. The medium green Ikurro lead in that section. I think that is pretty easily seen on the galaxy map.
It is not strange that the Lipid (lower right), and Securans (right) do well. The Way of Darkness fueled Mortalen (top right) should do well, but I think they are hampered by the Silvermist south of their area, and of a gazillion pirate bases in their section of space.
Caslon is not very available out west. There is one source just about where the marker is (it could be that one being marked). One in the left section of the circle of the rightmost new colony. And one in the system outside my influence SE of that colony where the Legendary Pirates live.
About the AI
With the latest patch, the AI should try fit ship designs to build sizes (downwards). I think that works somewhat well, even if my cruiser is quite a bit larger than 400. But the two carrier designs are 2 and 22 larger than the 600 build size limit, and that seems buggy. Is the mod at fault here, or did Elliot forget carriers? They could just drop a fighter bay to fit, for instance.
Also, about its performance. Before the war the enemies stole my operations map. I am pretty sure I did not strengthen my Sy Myrth colony with troops after that, but even if I booked 2-3 troops, the AI attacked with way too low margins. And if troops were freshly booked at the start of war, I doubt they would be full strength before the attack came.
Pirate love will be very welcome. I know of lots of pirate bases in the NE. Since we have had frequent alliances, the Mortalen should know. Why do those bases still exist? Pirates that live long, get strong...
< Message edited by Bingeling -- 12/12/2012 11:26:19 AM >