The war has just ended, and it is time to consider the state of the empire. We are maybe no longer the upstart trying to keep pirates at a distance, but something resembling a proper empire.
Also, we got a 400 size cruiser design, and we need to consider defensive deployments. It is clear it is not easy to be prepared for everything. Core values should be protected, and recent conquests are more likely targets (in a new war), than systems that was "always" ours.
Ikurro - the capital
Kuristar - A very nice prospect of already decent population.
Yaselur - Will be nice, but is a recent conquest.
Sollost - Two good colonies once they have time to grow and Tapoi recovers after the quake.
Beta Kappola (up left) is also good in that it is the edge of this star cluster. We don't want anyone else here.
Ikurro 1: A rather pathetic 6 garrison, LSP and 3 defensive bases.
Kuristar 1: 8 garrison, and 6 other troops.
Yaselur 2: 10 garrison, 3 others. Stuff left after the conquest.
Tapoi: 5 garrison and SSP build.
Sollost 5: 5 garrison
Beta Kapola 1: 5 garrison, 5 other troops.
We garrison 5 on each of the northerners to stop some raids, and making future conquests of them more than an afterthought.
Some space defense on Yaselur, 10 troops om Kuristar and Ikurro... Maybe a defensive base or three for Kuristar.
Maintenance cost and performance is key.
Ramadi VII - destroyer. 1136 maintenance, 89 firepower, 480 shields, 15 armor. 13 cruise.
Mashhad II - cruiser. 1602 maintenance, 110 firepower, 840 shields, 25 armor, 9 cruise.
The other difference is range, now shown on the design. 3.4 vs 5.3 sectors to the cruiser's benefit. They can better "move - shoot - move" over distances.
I think the destroyers are better for defense, and cruisers better for attack. Even if both are slow for defense. Frigates have too low firepower, anyways.
The maintenance difference is not huge, durability difference should be significant.
If we want 12 cruisers for three battle fleets, we need 28 more. At 4000 a piece. That is a hefty sum considering 171k cash, so maybe a bit over time.
78 destroyers is certainly enough for defense... Having defensive fleets to stop a proper attack is futile, unless it is a main battle fleet, anyways.
Bah, we want long range torpedos and phasers... And carriers carrying bombers... And armored troops for our invasions, and planetary defense units for our garrisons... Phasers are at 37%, and the rest is for the future.
It is 2134.06.07, and the war has just ended.
We notice that the capital is at max population, and hope that our 24 passenger ships are able to shift excess population to our other colonies.
They are a bit around the world, moving Securans to our areas (sollost), Mortalen from their old capital to Yaselur...
We eye the two large pirate spaceports around our new northern colonies. Those will require significant forces to bust, and are not extremely accessible. We have a lot of possible fuel sources in the arae, but can mines survive? Resupply ship research is at 25%. The black rock base that is closest does not look that powerful, but they got a capital ship that can probably eat most of battle 3 alive, before making its laughing escape.
We book 18 cruisers, which should give us two 13 ship fleets or whatever. 18 is the number you get when you want to add to your 8 cruisers to obtain two 12 ship fleets, and do a quick and wrong calculation.
Yaselur 2 gets a SSP project. Let's hope the pirate capital does not show up for a while.
Tapoi has 38 unbuilt on its SSP.
Beta Kapola 1 gets a SSP too.
That leaves money at 13k...
Battle 2 is almost at Kuristar with a repair order (to make it refuel, mostly). It is queued to go to Yaselur 2 in case that pirate capital returns. We assume the two similar capitals are two ships, but we are not quite sure. If it is the same ship, they were efficient in changing the owner, and getting it up north.
The troop transports of invasion are released and automated. We need more transports, but we also need more money. Which should solve itself with some time, as we have 36k cashflow before these builds.
Battle 3 is at our northern conquests, and heads off to bust some pirate mines found in its areas. Mines we found by single ship deployments before suggesting peace.
2134.07.02. The wekkarus suggest free trade. We got a new friend! We know of a colony of their's "down and left", 3-4 sectors away.
An adviser wants a 4th construction ship. We agree. We have queued 4 missions for each of our exiting ships. Not that we got serious shortages (apart from beta kapola complaining), we just benefit from a better selection and some backups. It will be assigned to build two gas mines in our new northern area, the worst tasks are left for the new boy...
We notice exploration ship count down to 7. They are a bit suicidal during war, it seems. We add 10 more.
2134.09.22. Trade sanctions from team yellow. We guess they need trade more than we do, so we really don't mind. They hold no grudges, but covet our colonies and stuff (-26). ((trade sanction at -3? really? Grumpy bunch)))
2134.10.24. Some intelligence dudes of sorts blow up the energy research station in the capital system (bonus site). We have to wait a bit to book a replacement due to lack of funds...
10k cashflow and 64k bonus income leave us relaxed, though, and this is after cruisers have been built. Battle 4 is created for 13 of the cruisers, the rest fill up Battle 1 that sheds its small ones.
The yellows soon do the same check that I did, and realize that they probably should not trade sanction.
2134.12.10. Tapoi spaceport is complete. Too bad Tapoi itself was ruined in a quake. It is recovering, though.
2135.01.22. Natural Harmony at Sollost 5. 1% natural quality gain. Nice!
Dark transport tries to raid Beta Kapola and fail miserably. They had that capital and no base, though. We give our best spy one year to gain their operations map.
2135.03.29. The department of human resources is shut down and manual control is taken. Why? We notice a red cashflow, and notice that our 39% colony income, 50% happiness governor has transfered to Yaselur 2. It may be that 90% population growth is not so needed on a full colony, but 39% income (and happiness for higher tax percentage) is better spent on the money machine. Especially when cash is 11K and cashflow -51K :) Cashflow to +8k on arrival.
2135.08.28. Our small spaceport builds have recently completed. The builds took a year, one of them had shortages. Yaselur 2 will start upgrade to medium once we get enough money.
2135.10.14. Long range scanners are available.
2136.03.22. Our agent returns with the dark transport operations map. We see 3 constructors stuck building gas mines in the clouds west and nw of our empire. A resupply ship is in Haakonish lands beyond that. And their capital ship far to the north, with order to raid a Securan colony.
Three fleets strike west to attack construction ships. They will at least scare them away and kill off the partly built mines. Another fleet queues up two gas mine kills. That is the defensive fleets of our 3 western systems, and battle 2 that was on a capital watch in Yaselur (alongside a defensive fleet).
We have spottet a Sollost Pillager constructor in the system of our gas mine north of the capital. Battle 1 and the capital defense fleet is on their way. Also with modest optimism.
If lucky the dark transport may surrender, and we get that capital :-P
Def Sollost is not lucky enough in their landing pattern, and the constructor escapes. They find a Sollost Pillager constructor and gas mine, though. More pirates to kill.
We was a bit late, but considering the amount of ships, we are hopeful that battle 1 and def Ikurro was more lucky. Those are a spent force, anyways.
Def Beta Kappola only got the mine too...
Battle 2 kills its constructor.
Def Yaselur do of course manage to kill its gas mines.
No capital ship for us, the pirates hang on to their pathetic empire.
Sollost 5 gets a small spaceport build as advisers wants to build a defensive base. It is the nicer one in the system, where Tapoi already got a SSP.
On pirates... We find some bases in the south, but we don't care about pirates not attackin us. If they mess with others, is is to our benefit.
We swap territory maps with our friends, the Wekkarus. They have 4 systems, the capital, one nearby, and a distant one on each side of that.
2136.12.06. Battle 1 was parked after its constructor hunt. Battle 3 is fueled and parked at the northern colony. The giz has forgotten a strike fleet at the colony south of that, but it would help in pirate defense, so we don't care. The two northern gas mines are done. Battle 1 moves to the northernmost colony where battle 3 is, they are dreaming of pirate bases.
Battle 1 has 13 cruisers, Battle 3 17 destroyers. Explorers visited the system to the north, and the capital was pretty much the local fauna.
As we see some red explorer in our gas mine system (north), a black rock transport flag pops up of thin air, when a constructor starts construction. Nice timing, that, looking at a random system when the flag pops. The new Battle 4 (cruisers) is sent from Kuristar to try kill the constructor, or at least the spaceport project. Battle 1 is closer, but they aim for their LSP once meeting up with Battle 3.
Battle 1 and 3 set sail for a rocky spot with a mine in the pirate system. They hope to get the capital alone before engaging the large spaceport.
The Sollost Pillagers returns where Battle 1 (and a defense fleet) tried to kill their constructors, and plants the first pillar for a new SSP (or whatever the first part of a spaceport build is).
Battle 1 and 3 finds a mine to kill, and spot some 10 ships, but no capital.
They are better at fighting than finding. A capital is in the mix after a while, at least.
The behemot takes damage as it tries to reel in 3 more victims. Soon only a white cloud of dust remains.
3 damaged destroyers, one badly (but with OK repair bot), none killed.
Focus is soon on the spaceport, where fresh ships with no shields tries to help the defense.
The shield drops fast, but 4000 shield takes a while. The defenders do some damage, but the base is vaporized. One cruiser is missing as they start mopping up mining stations and ships.
Once the system is cleared, they head for fuel, and a gas mine is booked to keep watch in the system.
Sinister Claw Clan, our sworn enemies raid Spatoo (the northern colony) as this happens. Their base is less than one sector to the right, and next on the hit list.
2137.10.26. Phasers are researched. This should be a decent upgrade over the maxos blaster. Armored troops are next (offensive troops).
2138.03.02. Battle 1 and 3 are refueled, and step half a sector to the right aiming for a gas giant in the next pirate system. That faction is continuosly making noise at our northmost colony.
2138.04.27. As if Virdanth 2 was not enough of a hole to begin with, the recent super volcano eruption did not make things better.
2138.04.30. Battle 3 lands at the chosen gas giant. There is no mine, and they spot 46 ships waiting in the build queue at the local pirate spaceport.
The locals come to greet them, and these boys got a different type of capital. Both fleets focus on that one.
The capital runs away early, at least 80% shields. Is it low on fuel?
The sound of explosions ring, but our ship count is still the same.
Soon attention shifts to the spaceport, where the capital is heading very slowly.
As the spaceport launches it fighters, we add point defense weapons to our list of wanted tech...
This one is more dangerous than the last one (more firepower).
A storm of epsilon torpedoes is thrown at the giant structure.
The capital lights up its hyperdeny, a bad sign when it comes to their fuel shortage.
The capital drags a cruiser in for the kill, while the spaceport shields are down, and it is taking damage.
As it explodes, focus shifts to the capital ship. It tries to escape, but only manages to jump a very short distance and is finished off.
2 more cruisers have been lost. The destroyers of Battle 3 manages to stay alive. This has been a major blow to a pirate faction that has caused us much grief.
Once the battle is over, Battle 1, 3 ships short, heads for the capital. Battle 3 splits into two pieces and becomes defensive fleets for the two northern systems. Battle 3 is no more.
We notice that we are researching advanced medicine, we cancel that, and start marshy swamp colonization, and queue longer range for our long range scanners.
An explorer checking the system of the last pirate base, sees their 7th fleet arriving at a gas giant that used to house a large spaceport.
The Gizurean are colonizing fast. We wait for a couple of colony ships (volcanic) for internal matters. Our gizzie colonies are not huge, and these builds take quite a lot of time.
2138.10.24. We have completed accelerated construction. We have not noticed anything about the Bakuras... Wonders cost 10000 maintenance now (or is it 20k?), but we try this at our capital. From earlier we have queued better vectors, thrusters, hyperdrives.
As the new defense fleet arrives at Spetoo, and chases away the pirate camping outside, we order a new small spaceport.
2139.01.16. Advanced Thrusters is done (engines next), and the Haakonish post trade sanctions. They don't like our style, and want our stuff. They give up on the sanctions soon enough.
2139.02.02. It is soon 5 years after the conquest of Virdanth 2, and the end of war. The Gizurean 25th Strike Force still sits outside.
2139.02.25. Our agent Gordas Dokari have researched enhanced crew systems for us. Thanks to the Dark Transport.
We may have given Black Rock Transport a blow, but we see 3 attempted spaceport builds of them. Battle 4 takes off from the capital to try to give them further blows.
Gordas Dokari is not satisfied crew systems, he has now completed Gravitic Weapons after a visit to the Naxx. This opens the route to tractor beams.
2139.10.14. A constructor reports it is out of work. How is resource status? Unfulfilled (planets having less than wanted)? Nothing. Lowest strategic store? Silicon at 37.5K.
2140.04.18. Battle 4 busting small, incomplete spaceports is not image worthy, but this is:
Now, will the development bonus offset the 20k (or 10?) maintenance? It certainly looks that way as cashflow somehow went from -25 to +100 (k).
Maybe not worth a photo, but repair bots recovering a cruiser from 58 damaged is news worthy. One of the two SSPs in the cloud hurt a bit.
2140.07.28. Armored troops is complete, and we start building an armored factory on kuristar 1 and ikurro 1. These are invasion units. We continue with research towards carriers (two techs).
2140.10.13. Free trade with the Ylex Technocrazcy (zenox).
2141.01.23. The gizurean declare war on the Naxx. I guess I am too peaceful to exploit this.
2141.02.11. Gizureans from Beta Kapola colonize Bacora 3 south of Kuristar (in our area). A 75% volcanic with aculon, emeros crystal and osalia. Yaselur 2 needs to finish 4 components to colonize a better target in our area.
2141.08.08. Gordas Dokari is our guy. Recently he completed tractor beams, now he also completed ship boarding.
Invasion fleet has been fancy, and unloaded/loaded at Ikurro 1 to pick up 4 Armored Units.
We book 4 more transports (and more armored troops).
2141.11.26. We have colonized Framisc Yagin 1 in one of our traditional mining systems. A 99% volcanic with 3 typical volcanic resources. We add SSP builds to our two new colonies, and have already upgraded two more spaceports to medium.
The economy was balanced for quite a while (with the odd retrofits and spaceport upgrades), but has been booming lately. 339k cash, 98k cashflow, 93k bonus income.
Our neighbours are boring and don't declare war. We order 26 new cruisers for 2 battle fleets. We order 4 troop transports to add to our existing 8.
Resupply ships were the reason we went for accelerated construction. Maybe buy one? Yeah...
We realize we are too peaceful, and hand the diplmacy department over to our advisors (automated).
A reason for boring neighbours may be our too good ambassadors, the gizzies freaking love us? We realize we rather send our ambassadors somewhere we want friens, even if one of them have a 10% counter espionage bonus (that maybe works?).
This has been a peaceful episode, with lots of mine building, some pirate busting (including nice battles), and spaceport building. All colonies got a spaceport, or has one under construction, and MSPs are done in all 3 western systems.
The galaxy map, with pirate bases. We have killed a lot of pirate stuff among our northern parts.
There is one secotor to the left, right, and 3 at the bottom that are not included. This excludes one wekkarus and one sluken colony, and one pirate base, all at the bottom.
We can see that the Gizureans can build colonizers fast. They breed well...
Diplomacy. Advisors wanted mining rights to the zenox, so why not? Building mines is boring, so outsource the work...
Short stats from the comparison charts.
Population: Gizurean, Teekan, Naxx, Ikurro, Haakonish. Those are the large ones in that order. The top 3 have some significant lead.
Naxx lead on territory, they must have a lot in the south by my eye measure on the galaxy map. We are 6th with the Quameno adding themselves among the top ones.
Economy. We are third behind teekan and haakonish. Giz and nax follows.
Strategic value. giz leads before nax, and us almost even with nax.
Military Strength. We are 2nd behind nax, and that may not include 26 new cruisers.
Top colony? Ikurro 1. I am amazed that I got the wonder.
The teekan are among the big guys. And we don't know of a single colony of their's (left side, right side, bottom...).
Kuristar is in the works, but still not there. It is far from useless, though. Spetoo, the most northern colony is not bad, and in the future, I bet Framisc Yagin 1 will be lovely, as I believe in quality percentages.
26 cruisers and 4 troop transports have just been ordered. The mine situation is so good, I think I have an idle constructor or two... Or they are building luxury stuff somewhere.
I was puzzled at 3 resort bases. I remembered two. One just south of Yaselor, and a new one far north that could serve the Haako capital (I was bored). It seems I have two resort bases on the same planet, and both have visitors. Go figure.
26 cruisers are not free, that is where the money went. 2 defensive bases were added to Kuristar 1 recently.