The Yor Empire (Or how to suffer under AI rule)

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

RE: The Yor Empire (Or how to suffer under AI rule)

Post by Bingeling »

My issue with the feudalism, is that I want the AI to decide. It feels wrong, and the military should revolt back.

And no, they are not very aggressive (but not peaceful either). Fun game, this one. As long as they won't hunker forever.
Bingeling
Posts: 5186
Joined: Thu Aug 12, 2010 11:42 am

RE: The Yor Empire (Or how to suffer under AI rule)

Post by Bingeling »

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.

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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.

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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.

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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 :)

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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...

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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

Status

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 :)

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The old alliances have been restored after quite a bit of absence.

Charts says:

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...

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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".

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It appears that 400M Wekkarus have left Deudex since we took it. They should know to stay on the winning team...

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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.

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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...
tylertoo
Posts: 83
Joined: Mon Sep 03, 2012 7:04 pm

RE: The Yor Empire (Or how to suffer under AI rule)

Post by tylertoo »

Excellent job. Just skimmed it for now, I need to read it closely. Thanks for doing it.
Bingeling
Posts: 5186
Joined: Thu Aug 12, 2010 11:42 am

RE: The Yor Empire (Or how to suffer under AI rule)

Post by Bingeling »

I am unsure on how to write it. Things are repeating themselves (there are only so many ways to bust a spaceport), and what is good detail level at the start is pointless as the world moves forward.

If nothing, it should give a decent overview of my style of getting over a bad patch.

I think I apply exactly 0 of the "easy win" practices. And I am hopeful that I will not lose. Of course, this is an epic style slow game, though.

In not losing, it is included that I don't play for winning, I play for fun during the duration of the game, and end when they are not fun. Which has led to me never fighting the Shakturi...
Bingeling
Posts: 5186
Joined: Thu Aug 12, 2010 11:42 am

RE: The Yor Empire (Or how to suffer under AI rule)

Post by Bingeling »

Peace

Or?

I stopped last night, just a few days after peace. I started to issue "refuel" orders
out west to turn the raiders back to "home", and took the snapshots for the status report.

Somehow the game un-paused, and a red box pops up.

It is the Qilla Mortalen guys saying something to the effect of "The horrible Ackdarians are attacking us. Please Come to our aid".

And we said.

"Sure!".

The Fourth Ackie War

So much for rebuilding some mines, maybe retrofit a bit, hunt some legendaries...

The last war ended with 2 new systems, and a spent force out of fuel. Thinks are looking better now (and was not all bad back then).

Our forces. Battle 2 and two out of three raider fleets are out west. This is not a big problem.
One should remember that our explorer has spotted the 1st Ackie fleet in the far SW, with 28 ships, and 7 troops transports. Hopefully not full troop transports.

The 10 ship invasion fleet is in our old SW, carrying 5 troops. It has refueled. Our crack troops are out west.
Echuitel has 28 troops, including some 25k Yor Exterminators.
Cleudex has 33 troops, lots of 20k ones and quite a few as low as 8k (Wekkarus troops).

The capital has a bit more than 20. Other colonies some 3-6, mostly 4.
I prefer to keep the west, so should have some troops for protection there. A few can go reload at each.

The Ackie colony closest to us has 0. Another one (spaceport SW of their capital) got about 10.

Fleet statuses:

Battle 1: Pirate protection in our old SW. Half+ fuel.
Battle 2: In the west.
Battle 3: 15 full ships sitting in Ilukas system (our southern good one).
Battle 4: Chased a fleet into nothingness, is out of fuel a bit east, looking for fuel.

One raider is sitting in home areas, guarding a gas mine since forever (and has killed a few pirate bases).

The AI wants to spend 440k on ships. That is freedom to build as far as I am concerned.

Objective: Grab the colonies around mine. None of them are of high quality. Ussos system that used to be ours is a logical target since it has no troops and is annoyingly close (its cyan circle is surrounded by our purple). Otherwise from South, to north seems like a good order of attack. Our NE colony feels in a squeeze, we should try to cure that.

Which is all easy to achieve with 5 troops :)

The Ackdarian medium space port seems to have about half the firepower of the one we killed in the last war. That makes things a bit easier. Starting movements.

West raiders redirected to the same resupply ship. The other resupply ships heads for the best source found at home. Between the capital and the southern strong one.

Battle 2 (west) is told to go to the capital, and then to find fuel.
Battle 1 (west-ish) is told to refuel at the capital space port. One can always hope...
Battle 4 is allowed to head for closest fuel source like it was. Our inherited pirate base.
Battle 3 is told to attack Ussos space port.
Raider 8 is told to bust a mining base in the Holtmu system (southern Ackdarian one). Troop counting is a crucial part of the mission.

Invasion is split into pieces. A fleet of 4 to Cleudex to load, another fleet of 4 to Echuitel. That should leave about 10 at each. One is to load at the capital. One is to attack Ussos of no troops but is pretending to go to the capital so that the battle fleet gets there first. And the capital is told to recruit 20 more and to build 2 new troop transports.

One raider to stay west, one to mop up a pirate base of the normal kind on the way east. After refueling, of course.

The dream was 3 battle fleet heading east to bust 3 space ports. That is not exactly what happens :) A good thing is that we declared this on ally call, so they should not be too well lined up.

Raider 8 is the first to report: 2 troops in the southern colony. It forgets about the mining base and refuels. There are some assorted ships and a medium space port as well.

The Ackdarian are at war with Qilla, Ortain and Naxxilian in addition to us.

We are asked to join in war on the Irgishoe Junction Consortium as well. We accept. Those are the white guys.

In addition to the spaceport, there are 7 mining bases in the Ussos system. Battle 3 will be busy. This is not spectacular enough for an image.

Pirates enjoy Battle 1 leaving the SW (that are not so SW anymore) mines. It reaches the capital, refuels, and attacks the southern spaceport at Holtumu 2.

In the early days, we reported "Ussos 6 is colonized. An eternal drain on our treasure.". Now it is ours again, containing 603M yor, and 324M other weirdos. Swift action makes the colony ours before Battle 3 can mop up the last two mining bases (engaging system targets).

The attacking transport and the 2 newly built load troops on the capital.

Battle 3 has 1 damaged in Ussos. Battle 1 get some damage in their system, as there is a small fleet with a weak alien capital, and also a Resupply ship present.

The Ackdarians got carriers. We decide the repeat the process of rounding up our designers, and shooting them at the town squares.

Our raider scouts around for mining systems. Battle 1 blockades. Battle 3 hangs around.

Invasion sends 2 ships to attack Holtumu 2 (south target) that has 2 troops defending.

Stupid Battle 2 went to refuel on a mine in the east, but decides to on own initiative refuel on the resupply ship in the west, blocking fuel and making a troop fleet head home out of gas. We consider executing admiral Azdun Varkiy but hesitate since he actually is of some use to the fleet. Not in refueling, though.

The Ackies are tired of this war. We are not. A bit later the Naxx-Ack war ends.

Battle 4 is fueled out east. They move to the Dirra system. It is the next in line from the south, a hub in trade lines. It heads for the star.

The whites are tired of war, so are we.

The conquest of Holtumu 2 bring XHumans into our empire.

Battle 4 was heading for the star (we though) but we find them at the colony with a MSP and Defensive base, and a small fleet (including a carrier).

Image

That hurt a bit much. Some enemy ship dies, but Battle 4 heads for repairs.

Battle 1 get lost from unknown reasons. Last seen at Holtumu 2. It is now quite some distance further east, and out of fuel...
Battle 3 heads for repairs (guarding Ussos is boring). Battle 2 is ready for action. They move to Happawoe Minor where Battle 4 heads for repairs to join forces. Battle 1 is also heading there for fuel and repairs. So much for spreading forces :)

Ortain-Ack war ends. That is not good news, but we can manage.

CX-4, our friend. Firing designers helps. We can build carriers. We order 16, 4 for each battle fleet. 200k credits.

Repairing is fast. Battle 2 and 4 attack Dirra 2.

All while 3 fleets move in and out of Huppawoe Minor 1 space port, an Ackdarian raider fleet roams the system hunting mining bases. Noone appears to take notice.

The 19th fleet attacks our capital with a few non-transports. Battle 3 is there after repairs, and Rauraxxa sport 3 troops after the latest troop lift. Invasion fleet of 20 troops is outside, and does not plan to leave right now...

We notice that raider 6, which was to bust that western pirate base has ended up with 1 ship, and that the base is still there. We wonder what happens, while we don't worry about knowing where the phantoms live anymore, since the base is marked on our map.

The Wekkarus want to be released from subjugation. That was a pretty one-sided suggestion, we think. They will ask again later, and still have the request refused.

Advisors want to trade sanction our old allies the Giunese. Who are we to refuse? We are confused, though.

3 destroyers (or so) are lost busting Dirra defenses with Battle 2 and 4. Pirates helps with the recycling of mining bases.

Raider 8, refueled east, head to the Kharun Major system north of Dirra which has another Ack colony. Another raider heads to the Calipsa System, with yet another colony west of our northern one. All 3 fleets of 4 troop transports each head to our northern system of Huppawoe Minor.

Nothing landed at the capital, Battle 3 decides to hang around for a while.

Carriers starting to arrive. They are more or less randomly assigned.

Calipsa 3 has 2 troops and no spaceport/defenses. Apart from a 3 ship strike force.
Dirra 2 has 13 troops and is under blockade.
Kharun Major 1 will soon enough be shown to have 0 troops.

Battle 1 is refueled at capital and is told to blockade Kharun Major 1 where the raider has not yet arrived.

Battle 2 heads for repair with queued order to blockade Calipsa, where the raider is getting spanked in an uncoordinated assault on a carrier with friends.

1 troop transport from invasion fleet (which holds fresh troops) to Kharun Major of 0 defenders. The 3 others will take Calipsa once secured (annoying strike fleet).
The two other fleets (8 transports), with troops from the western war, attack at Dirra 2.

They want a MSP at Holtumu 2. Sure.

Build suggestions at 180k (200k worth of carriers took a hit at the build budget, obviously).

820K against 115K at a blockaded Dirra 2. 8 times the force is enough to ensure a quick victory.

The war between Ackdar and Qilla ends. Which is somewhat bad news.

Situation Report

Image

A local status, with circled points of interest.

Big circle. Two former Giunese colonies are now XHuman.

Nearby a circle marks Holtumu, where the 29th Strike Force tries to dismantle our nearly complete MSP. At the capital, NW of this, Battle 3 is trying to stop them, but have not quite reached hyperspace yet.

Just NE of the capital, the conquered Ussos system is circled. It is prettier in purple.

East and a bit north of this is the Dirra system that had some decent defenses.

In the NE the 30th Strike force bullies our raider in the Kharun Major system, and our boys are not happy at all. Half fueled Battle 2 takes off from our trusty northern colony SW of this. NW of that is Calipsa where we defeated two defenders and a small fleet.

Light blue top right is the outskirts of their capital influence. We can see a possible next target upper left, but right now we are somewhat satisfied and at least slow down a bit.

On the right is a circle showing a system where our raider found a Ack gas mine and a former pirate base that they owned. It did not take long for a new pirate base to appear, but a yellow (allied) strike fleet attacks it. I don't mind, but that is some 5 sectors away from nearest yellow colony. The crazy yellows are blockading 2 parasite (light brown) systems, including the capital. A lot of sectors away from home...

Forces are concentrated. The NW show of force is the two fleets that invaded Dirra and were asked to refuel. The south fleet is a single survivor of a raider fleet, that is/has repaired. The west is empty apart from a resupply ship.

So. Peace maybe? But I won't ask.

Back to business

I try to settle down a bit, but will keep moving forward until the end of war. Which could be any time from next day to a few years in the future.

A troop fleet now with 6 transports is ordered to load at Dirra 2. 8 transporters dropped their load there.

We build 3 destroyers in the south to rebuild Raider 6, and retrofit the lone survivor. Some tech has changed enough to create a new design name. A shift to Fission reactors (hydrogen) is probably the cause. Since we found no pure caslon source to fill our resupply ship on, we are quite certain that we got enough hydrogen sources...

Our Yellow friends want help with Thela Ascendancy. They are the pinkish Quameno guys of some worry.

We spawn a parasite troop general. Even more worrisome than war with techies.

Holtumu 2 space port survives the enemy attack, and is soon enough finished.

We get the operation map of the Ackdarians. We learn that colonies to the north are lightly defended, and that their fleets don't look too scary, nor do they have scary orders.

Our old friend their 1st fleet is near our westernmost colony, heading north trying to refuel their out of fuel ships.

Troop counts indicate that they are not able to launch a large invasion force anytime soon.

MSP for Kharun Major (NE one) (advisor order).

The 22nd Thela fleet is seen on attack vector to Escuitel (westernmost colony). We observe multiple troop transports. They have a 3.5 sector trip. We add build order for 5 troops (add to 4). We got a destroyer fleet with 4 troop capacity that is heading there and ordered to load troops at Cleudex. Battle 3 is refueling at eastern resupply ship, and is told to head to Escuitel afterwards. They are 2 sectors away.

That was a handy intercept, and it is also handy that they start quite far away.

Our line of battle head north. Battle 1 and the 6 transporter fleet head to closest one.

And our advisors want to end war with the Ackies. That Happens. And the Thela wants to end war. Which also happens.

It is peace, and it may even last for more than 1 day. Who knows?
It is 2816.11.25.

Status

Image

We got ourselves a proper purple blob. If we can grab a light brown and a couple of reds, we would have the full "cluster".

The marker is on the system with the legendary base. Hopefully there will be enough peace to bust that one.

The four Ackie colonies to the north are seen, and the Ackie empire would look empty without them. It was just a matter of time to take those.

Image

We are no longer the lone small guys. It would be interesting to see the AI modifiers of our empire's attitude. Why are we annoyed at our old allies? They are probably most annoyed because we embargo them.

On the empire stats we:

Are not last in victory score anymore. 3 are below us. 79% in "most enemy colonies conquered", Ikurro are still in the lead with 14. 31% in "destroy most ships and bases" needs working on, and we lack large desert colonies and a rare resource.

We are now middle of the pack in population. The ones larger are in part much larger.

We are also middle of the pack in territory.

We are below middle, but not last in economy.

7th in strategic value.

The big 3 are Ikurro, Free Trassetan Harmony and Lipid Territory.
The 3 that usually follow are XHuman Authority, Irgishoe Junction Consortium, and Qilla Junction Authority.

Apart from those I match the rest quite well. Firepower is my weakest area.

Image

Our colonies won't fit in the available space, which is a good sign. New conquests are seen by troop foundries, and none of them are very good. Ussos 6 don't even make the front page. There are signs of the 90% colonies to kick into life. They need population. They should outshine the capital once fully stuffed.

Image

No comment apart from that we are happy to have carriers.

Image

35k is a modest negative cashflow. We are 100k below our last update, after spending 200k on carriers. 100k spaceport income is useful. Always...


Research and design

We are at research capacity. We have 34, 13, 48% site bonuses from stations.

Weapon research is working on Enhanced Missile bombers. Once complete, the star fightrers, missile weapons, rail gun weaponry, and armor be fully researched 3 levels deep. Two levels of energy torpedos and area weapons, and no upgrade to beam weapons. EMP Defenses is researched.

Energy has all 3rd level reactors done. Intensified shield strength is there. All 4 hyperdrives at third level, and hyperjump inhibiting (2nd level). We got all 3 third level engines, and work on Pure Energy Conversion. We have enhanced maneuvering, and enhanced energy collection, and all third level construction things (accelerated, prefab, and damage control). It looks like lots of retirement bonuses has gone into this part.

Hightech has ehanced countermeasures and enchanced target tracking, working on fleet countermeasures. I doubt many ships has these installed...
Enhanced sensors, and ship scanning, but no long range scanner (we want!).
Enhanced transport, and advanced passenger transport.
No storage upgrade (sigh).
Coordinated docking. Enhanced research, planetary governance, and enhanced commerce.

Current designs seems to be about. Rail Gun, epsilon torpedoes, fission reactor, deucalios shields, kaldos hyperdrive, quantum engines. We need one size upgrade to build cruisers.
Bingeling
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RE: The Yor Empire (Or how to suffer under AI rule)

Post by Bingeling »

My usual problem in games, is that I am passive. I wait for war, then hurt the ones silly enough to declare. I picked a very aggressive race to help get action.

What has happened? So far I have done the usual thing. Someone declares war, I win 2-5 colonies. Then peace. I guess that pattern could run out soon enough, but we are not the most popular beings in the galaxy.

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Haree78
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RE: The Yor Empire (Or how to suffer under AI rule)

Post by Haree78 »

When you click on yourself you see their attitude towards you. The Dhayut are annoyed with you, but you may not be annoyed with them, you would have to click them to find out why they are annoyed with you and you will see how the AI feels about the Dhayut when you click them. You can't see a break down of why your own Empire feels a certain way about others though.
Bingeling
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RE: The Yor Empire (Or how to suffer under AI rule)

Post by Bingeling »

I know. What I miss is the breakdown of my empire views. When doing manual diplomacy it would be a nice help in deciding who to mess with.
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Haree78
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RE: The Yor Empire (Or how to suffer under AI rule)

Post by Haree78 »

I know it doesn't help in game but thought it might help anyway. How Yor feel about other people (negative = dislike, positive = like). Obviously government and other game specific stuff can be an issue too.

Ketarov, 0
Atuuk, 0
Gizurean, 10
Dhayut, 10
Human, -10
Quameno, -10
Mortalen, 5
Ackdarian, -10
Haakonish, 5
Naxxilian, 5
Zenox, -10
Teekan, -10
Wekkarus, -10
Boskara, 10
Shandar, 5
Ugnari, 0
Kiadian, -10
Sluken, 10
Securan, -10
Ikkuro, 0
Shakturi, 10
Mechanoid, -10
Keskudon, 0
Tairoshan, -5
Enton, -10
Lipid, 0
Phaerax, 10
Visareen, 0
Riktoh, 0
Jintus, 0
Napoar, -10
Caleph, 5
XHuman, -10
Ortain, 5
Paratis, 10
Tarapin, -10
Lemeresh, -10
Yor, 10
Bingeling
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RE: The Yor Empire (Or how to suffer under AI rule)

Post by Bingeling »

Xhumans have positive trend, now. Worrisome.

In this game, I run with the AI, and accept alliance calls (alliances are by AI), and accept peace when I feel like (I think the AI can close down wars without saying anything too).

Who needs to tech trade for cash, when the AI starts spamming 20k gifts from multiple directions?

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Haree78
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RE: The Yor Empire (Or how to suffer under AI rule)

Post by Haree78 »

Your pirate hunting is probably helping. Possibly their government? Can't see them being happy with you guys long though with their colonies bordering like that! You could always just take them colonies out of war time to speed up the inevitable [:D]
Bingeling
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RE: The Yor Empire (Or how to suffer under AI rule)

Post by Bingeling »

You must remember that I don't mess with diplomacy.

I do stop the AI from building stupid space ports in the path of the legendary pirates. At least more than once.

I decide military spending within the limits of what I see the AI suggest while at war (a lot!)

I do interfere in always accepting alliance calls (if asked), and in accepting peace feelers (with no additional demands) if I feel like it.

I try to book the odd extra gas mine, to speed up that stuff a bit.

Apart from that, we let the AI guide diplomacy, design, characters...
Also, troop recruitment is auto so that I can be sure that some crack troops are disbanded, but I do book extra ones now and then.
Bingeling
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RE: The Yor Empire (Or how to suffer under AI rule)

Post by Bingeling »

Housekeeping

It is time to try keep the house tidy. Retrofitting fleets, mopping pirates, that kind of stuff. Once pirates are mopped, we would love a new request for a spaceport out west.

Battle fleets are told to retrofit at various space ports, ignoring the NW one that has a backlog of civilians.

The two raider fleets (one of 1 ship) not retrofitted, are told to do so.

We are switching to hydrogen reactors. Western resupply ship is on a good source. We got a small gas cloud in our central-north area (Sloes Van Gloom) where one is a good hydrogen cloud. The other resupply ship moves there.

We got a compact empire, retrofitting is easy.

Largescale construction is our new research project in engineering. Cruisers incoming (if the AI designer cooperates a bit)!

3 months worth of peace, and...

Image

We help our allies (as always).

Retrofitting is still ongoing, transports are filling.

Battle 3 was planned to set up base out west. It is allowed to, but drop by the system with a pirate base where our raiders took a beating. It will be empty, but a phantom flag is stuck there. The phantom part could explain the misfortunes of the raider fleet heading that way.

Image

This is hopefully the area of action. Objective? Those 4 colonies straight north. Attacks will start from the south, since we desire clean borders.

Now, where were we? Battle 4 heads for the southern colony, invasion ships moves to Calipsa system, our middle north.

In our general vicinity, Xhumans and Dhayut are at war. Xhumans attacks the capital, and by eye measure it looks like the capital may fall.

Battle 1 heads to Geminur 1, eastern of the 4 Ackdar systems.

Battle 2 heads to Kharun Major 1 space port, our furthest NE colony with the new spaceport.

Adere 1 shows 3 troops on the battle fleets arrival. Battle 4 attacks the strike fleet present and queues up a blockade order. Invasion fleet dispatches 2 transports. 200k strength across 10 troops. Quality :)

The Naxxs blockade our NW colony. Soon our AI wants to lift embargo against them, and they lift their blockade when done.

Battle 1 blockade Geminur Prime 3 where there are 2 defenders. Invasion fleet sends 1 ship.

Adare 2 is conquered, 1 of the attacking troop transports loads troops (leaving the contents of the other). Battle 4 attack Kurolag 1, the colony to the NW, which had a MSP and some ships a few months ago.

Advisors order a MSP in Adare 3, and suggests ships for 661k. Feel free to build... We order 1 constructor and 8 explorers, to reach 6 and 15 in total. (What the AI wants is not visible).

Image

Battle 4 find the expected spaceport and a docked(?) strike fleet. It attacks spaceport.

Geminur 5 falls to our invading force, and Battle 1 heads to refuel at a pirate base we got in mysterius ways (abandoned base, inhert, it has pirate ships).

Battle 2 is tired of waiting, and head for the northern colony, Utoa in the Akthul system, where we expect to find another MSP.

The Qilla ask for help against the Free Trassetan Harmony. We accept as always, and hope for a phony war. These alliances are getting bothersome, but I doubt the AI is noticing. Soon they ask for help against the whites too, and that could be annoying.

Battle 4 carriers take damage due to the docked ships. The base fighters and the carrier are prime suspects. 2 troop transports are dispatched. Battle 4 blockades.

In other parts of the world

Image

Battle 3 is in the west, where we booked some gas mines (we forgot about phantoms). At arrival they were asked to refuel, and heads for the resupply ship. We get attack notification, and it is the Phantom Fleet arriving to bust the mining station. Battle 3 and the resupply ship are in action. Battle 3 kills at least two cruisers (one of 324 power), the mine dies, and the phantoms leave. 1 cruiser is damaged in Battle 3.

An Ack fleet is heading for Adare space port (nearly finished, north). Battle 1 is closer, newly fueled, and go there as well.

And back to the old scene

Battle 2 arrive near Utoa and spots the MSP and a small fleet that includes a Ackie built capital of no massive power.

The alert observer peeking at the galaxy map of the last session, can see that this is not very far from white areas indeed. And there is a white colony ship here (that probably failed to colonize ages ago).

The Ikurro declare war on the Lipid. The brown annoyance at home may become a green annoyance again (but a different green).

3 troop transports are sent to the Akthul system to take care of 3 defenders. 3 because of lower troop strength.

We order a third resupply ship, and hope to find a good location in the new north once built. It is a longish refuel treck.

1st Ackie fleet is spotted attacking Gimenur Prime 3. It starts in the NE Securan areas. The target is the second conquest of this war.

The mining stations in the SW of our main cluster of colonies are being eaten by phantom pirates.

Battle 1 fend off the strike fleet threathening our spaceport build in Adare system, and head of too Geminur Prime to welcome the 1st fleet. It so happens that invasion fleet ships are heading to GP to refuel too.

Akthul system is ours. We officially want peace since our 4 objectives are ours. Ackies are maybe tired please? AI, please? Anyone?

Whites want peace. So do we.

The Ackies had two northern colonies, they are now yellow. With us taking central 4 they are no longer the sprawling empire of the central galaxy. They have lost possessions in the center, north, and also west. But their western colony has been gone for a while (Is probably Naxx now).

An ally fleet in the south reveals an Ackie fleet heading for Ussos (the conquest close to our capital from the last war). Our fleets are far north and low on fuel, but we see no transports. Invasion fleet with some troops will be closest.

The enemy 9th fleet busted a mining station i Ussos, it was no colony attack.

The XHumans have wiped out the Giunese Empire. Bye, bye, old allies. We were not of much use apart from keeping a flank clear.

The 1st ackie fleet, thought to attack Gimenur Prime, arrives at Akthul further north, and find nothing to do harm to (no troop landing).

Battle 1 heads for fuel (from Gimenur Prime), and confusion about the attacking 1st fleet is soon cleared as the first ships of the 1st Securan fleet lands at Gimenur Prime 3. Battle 1 turns around. Battle 1 fires on troop transports, but some troops land, while others are lost in space.

Image

Numbers are not everything. You have to love experienced Yor troops. Of course, the troops are nothing that special, but at least they are a strong point in an otherwise not very strong empire.

MSP for Kurolag, the western of the 4 Ackie colonies grabbed, is ordered (AI). Fleets are ordered to refuel, which generally send them southwards since the resupply ship sent north has only 1600 hydrogen yet, and the Ackies were not kind enough to leave massive fuel stores for us. A 15/4 battle fleet wants to reserve 180x15 + 4x300 fuel on a refuel order (3900 fuel in total).

Image

And I don't reject that kind of calls. For those in doubt, that is the red guys south of us.

It is a good time for a status. We notice the latest build suggestion at 695k, and will not rule out that we could use quite a bit of this rather soon.

Status

The date is 2819.08.24, and we are no longer looking for action.

Image

Two empires have been wiped. Dark brown, and not quite as dark brown. Brown seems like a risky color, but we doubt the Lipid are the next ones to go.

Image

Speculation above about my pirate actions playing a part in decent standings. Our reputation is "heroic". +44 with the Ackies, for instance (leaving them at -17 in total).

Lets do a rundown of the blue and reds.

We are 14987 military strength, and have a GDP of 979.

Grand Ruunadan Hegemony are at war with Ackies and XHuman, 15345 strength and 1209 GDP.

Free Trassetan Harmony are only at war with us, and have 45906 strength and 2517 GDP. We are open for peace suggestions...

Qilla Junction Authority are at war with the Irgishoe Junction Consrtium (white), and have 29307 strength and 1272 GDP.

XHuman Authority have 38151 strength and 1848 GDP. At war with us and the Ruundan guys.

Ackdarian Dynasty have 9601 strength and 550K GPD. They are at war with us and the Ruundan too.

The Ackdars are suffering, I wonder why [:-]

Image

Up 400k in cash on hand, with 3 months of peace and a new war. They say war is supposed to be expensive :) Cashflow is up and down, I figure it is randomly at the low end as shown, but it is negative.

Image

Are space port income a huge factor in cash gain? In the last message the civilian counts from top to bottom was:

69, 54, 31, 36, 21, 21

Now they are

114, 88, 52, 44, 27, 27

That is a massive increase, and one can also add some lost due to war, and some oldies being retrofitted/retired.

Image

Getting there, getting there. Top ones are gaining population at a decent rate.

I really love the Ilukas system. 3 nice colonies. To its northwest, Sy Myrth (that probably never has spaceport suggested due to some minimum distance).
Bingeling
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RE: The Yor Empire (Or how to suffer under AI rule)

Post by Bingeling »

Apart from them being good in general, I got a racial condition on a rare resource.

I think I may not know about 1 or 2 of the locations (I have only 1 location for some), but the ones I know has one thing in common: They are not anywhere near my areas. East, West, North, South. They got them. The Center? Nada.
Bingeling
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RE: The Yor Empire (Or how to suffer under AI rule)

Post by Bingeling »

Shopping

We realize that peace to bust pirates may be a luxury we won't get anytime soon. We also got a new southern enemy.

We place a build order for:

30 destroyers
8 carriers (of CX-4 that we had to unobsolete, since CX-5 is 605 size).
1 resupply ship (for the south where pirates ate a lot of mines)
3 construction ships (since some of the 7 existing are doing silly stuff).

The total cost is just short of 368k.

Destroyers and carriers are put in two 15/4 battle fleets (5 and 6).

Fuel is an issue with lots of fighting, since fighting drains fuel, and fleets gobbles lots of caslon. Resupply ships will hopefully help.

Back to action

Plans for further Ackdar attacks are off. We want to stabilize the north, and I do in general detest to lose a colony. Grab 3, lose 1, is not a happy war. Grab 3 is :)

The far west red colony looks nice, and is of Naxx majority. Battle 3 is nearby and is told to attack. A raider fleet of 4 destroyers also in the west is told to load troops at Cleudex where troops should have decent quality (some fresh ones exist at the other west colony). Of course, my destroyers got a troop compartment.

We got the massive compartment available, but are in no huge hurry to retrofit, as 4 size invasion ships work just fine. But it could happen. For now invasion is struggling to get fuel at Huppawoe Minor, or large colony that used to be our northern one, but has lost that status.

We got something in the closest XHuman system to the south, we see 392 strength MSP and 84 strength destroyers. We are relieved they are not very powerful in that department.

We order one extra destroyer to become the lead ship of invasion fleet. We had an accident with sending the lead ship to attack a colony, and the rest followed. This is why they are all low on fuel, and we don't want to repeat that mistake. Sending ships away from a leader is a lovely way to invade multiple targets, since ships return to the leader once "out of work".

It appears it is quicker to build new battle fleet destroyers, than to refuel the existing. We do not start the habit of scrapping low on fuel destroyers, though...

Battle 3 finds unknown opposition at the west colony, but there are 20+ troops present. They also got damage on another ship (to a total of 2), so something with rail guns must have been there. The raider that loaded troops unload again. This requires a bit more than a swift grab. Battle 3 refuels at the resupply ship out west.

Battle 4 is quite central, with fuel, and refuels at Holtumu 2 spaceport, our SE one, pondering the next move.

Image

The more the merrier. We always approve. We have borders, a lot of borders.

Qilla fleets (red) flying across our northern areas are a stressful sigh while being at war with the other reds...

Planned fleet positions.

Image

Two up top (protection). Two at bottom (short range aggression). Two mopping the darn legendary pirate base. Circles are fleet positions desired. Currently two fleets are looking for fuel on Pliados 3, south of the top left circle. And all but Battle 3 are in the areas between the circles (but not out in the far west).

Back to action

Battle 5 is sent west as they finish construction and has gathered at Huppawoe Minor. They are told to refuel at the west resupply ship (where also Battle 3 is on the way to refuel), which is quite on the edge of their range.

There is a raider in Huppawoe Minor, but pirates are attacking a mining station, so that raider is not about to move right now. In addition Invasion fleet hangs around there while single ships are doing trips north to find troops.

The new invasion fleet leader (destroyer) moves to Holtumu (SE circle). The rest should follow as they are done with their load tasks. This way orders are not interrupted, but idle ships tag along.

Ackies wants peace. We agree. No demand for subjugation, which could quite possibly have worked. The advisors decide to embargo them, though. The Thela demand we lift them, and we don't mind doing that.

Battle 6 is at the lower left circle (their gathering point), and refuel (not much missing).

Battle 4 at Holtumu (SE) jump across the border with attack order on the former Giunese colony. They find a small fleet, a defensive base, and 5 troops with a 6th under recruitment, and a troop general.

Securans want to end the futile war. We could not agree more. Two down.

Sakurrea Realm has bribed a few times, I guess we end subjugation if they ask again.

Invasion has arrived in Holtumu. Some slacker are ordered to load troops, and 3 transports with a bit over 300k strength are told to attack Ecaumbi in the Gulrath system where Battle 4 has harassed the space faring stuff. Battle 4 is told to blockade. Odds at the start will be 242 vs 76, and that is before the third transport arrives.

XHumans want to trade for peace. End war for the pirate base we inherited in former Giunese territory in the west, and which is now contested. They value peace at 1257, and does not seem too keen to fight. We say goodbye. No deal. We are now their only war.

Treachery! Holtumu's human population (with 1200 of the 1500 being Ackdarian), revolt, as an XHuman fleet arrives pretty silently. There is a rather large amount of troops there, and they are not ours (the XHumans must have invaded). Invasion fleet was there and is ordered to move to Battle 4 next doors, as they got company... One transport with 5 troops fail to get away.

These are no puny Ackies of which colonies are ripe for picking (or maybe they are). These are the guys that took the Dhayut homeworld. They attack Kharun Major, and early report is that we are slight underdogs on the ground. This is the system closest to the Ackdarian capital circle. We spot 10 troops, which hints at no great troop strength. We ask to recruit a few more, in case that comes in handy. They will show more force soon enough, and 2 transports of the invasion fleet will be told to unload (if they can make it). But they are starting far south.

We spot an incoming fleet to Dirra, south of the other attack, and the attacker is far away. Battle 2 is almost refueled at our west spaceport, and is told to head to that Colony.

The Attackers of Holtumu are spotted on attack vector of the former pirate base they wanted in exchange for peace :)

The scary thing about retaking Holtumu, is that my spaceport design is not crap at all (compared to other designs).

The Naxx are tired of the war, we agree...

There is one war left. XHumans.

Ecaumbi is conquered, 2 transports load troops so that a few are left. The population here is Yor, and that is all nice.

The Kharun Major MSP can't prevent troop drops, but they give parts of the attacking fleet a beating. Some outrange them, though. Battle 1 is still some way out (but on their way).

Just out of random thought, Dirra 2 start to recruit a few more troops. It could be related to the incoming fleet warning. We have no less than 2 generals there.

Battle 4 is told to jump Holtumu star. The attacking fleet is there. At this time we notice battle 5 at the west resupply ship, one ship refueled. Getting there...

Battle 4 has a nice little fight with defenders kind enough to come to meet them at the star. They have 18 ships at this point.

Attackers at Dirra 2 arrive way before my battle fleet supposed to stop them. Please nerf Human hyperspace speeds.

We lose Kharun Major before defenders can arrive. We redirect the two resupplying transports to Dirra 2

Image

Battle 4 jumps at Holtumu 2 spaceport, of our beautiful design. They will kill it, but heads for repair without battling it out with the numerous ships present. Why this attack? I don't invade with spaceport up, but the AI does not seem to play that game.

Battle 2 is too late for Dirra 2 and heads off to kill our lost Kharun Major spaceport, which is hopefully still low on shields after the last battle (when ours). Lots of troops land at dirra 2. Invasion fleet ships that are south, 4 destroyers in raider 7 near Dirra 2 load troops for a possible reinforcement. The attackers at Dirra head for Huppawoe minor gas station, where they are free to go to.

Invasion fleet is almost 1000k strength, Attackers at Dirra 2 are 447k and will win. Bye bye, colony.

The Dirra attackers, that killed a mining base, are heading for Ilukas 2 space port. Battle 5 that recently left planning to make some noise at Holtumu 2 go back there to wait their arrival.

Battle 2 discovers that fuel is too short for the MSP at Khalun Major refuels at our central area. Maybe Battle 1 can kill the Kharun Major Spaceport instead? Soonish? They are repairing 1 ship and refueling.

Battle 5 out west got fuel. With Battle 3 they get orders to move to yaras system where the legendary base is.

The fleet we though was on attack vector to Ilukas 2 arrive at Happowoe minor 5 spaceport, where Battle 1 are just wrapping up repairs. Raider 7 is also there.

Image

This is a fight we are not going to lose (we hope). Both fleets get attack order on the enemy fleet. Red things die, purple not.

Right now we are +1 and -3 in colonies, and above we said that we hate to lose them.

While the battle of Huppawoe Minor happens, and two battle fleets land in the legendary pirate system, large scale construction is complete. Cruisers will be possible to build.

Image

After a brief stop at the star (original target), the pirate busters jump in below the base, to try catch a single defensive base first. The defensive bases are powerful (700).

Image

Ilukas 2 has visitors, but battle 6 got there first. We are not sure if they hunt the colony or spaceport, but we don't see any troops carriers.

The pirate base attack works a charm.

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Nice loot. Fighter upgrades are welcome, while we are Ocean Tech is not so important (we have ackies that can do that).

At Ilukas 2, the spaceport ends up low on shields, and two cruisers take minor damage. That is on our side, the XHumans are worse off.

As a legendary defensive base is destroyed, a pirate crew joins our empire. We gain a hydrogen mining base west of the light brown control circle near our home area.

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As the second defensive base dies, we inherit another pirate faction. As seen from screenshot this includes the former phantom fleet. 70 ships, forming a 7260 firepower fleet, heading for Ilukes 2 to retire. 6 of them are dead in space and scrapped (removing 106 firepower).

Battle 3 and 5 are given repair order. They are a few ships short. This sends them to Ilukes too.

The base gained with the pirates are in remote areas, a bit NW of our western colonies in dark area between green and pink. It is kept (nice hydrogen source).

Getting fuel on the invasion fleet is a challenge, they limp to the capital.

Battle 2 moves to blockade Dirra, while Battle 1 approaches Khartun Major and our old spaceport. They find a few ships there, including troop transports. Red things die.

An enemy strike fleet is making a nuisance of itself. It will keep constructors busy rebuilding.

Invasion fleet attacks Holtumu 2, but 2 stragglers are missing as they are out of fuel. The whole fleet is 55 troops at 984k strength, and hopefully the 2 missing is not more than their fair share.

Qilla send us a gift of 3583, it comes in handy with a negative cashflow of 155434. The former phantom fleet sure won't help when it comes to cashflow, but those should be retired as they arrive at Ilukes 2. There are not much build suggestions to be seen. Funds are safe at 844k, nice considering we startet at 1100 and built for 350k.

The fleet at Ilukes went to hang around at our conquests once pirate busters arrived for their repair. An enemy fleet attacks the orbital battery on another colony in the system. Battle 3 and 5 have arrived, and are asked to attack it. Some ships in shipyard and some on low fuel, though.

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10 colonies break away from the lipid. They are the orange stuff in the SE, while the lipid are light brown. One powerful empire is converted into two medium ones. We can see our conquest in SE between holtumu 2 (red) and another colony, while our border colonies to the ackies also are lost. Hopefully only temporarily lost, though.

The new empire is the Combined Lipid Republic. Lipid major race.

Yellows offered long range scanners for 157k. Darn house rules.

They attack the Bita Junction colony west of Holtumu. It will be lost.

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Two previously out of fuel transports are some way out still. 167k strength.

Sy Myrth 2 is attacked. Invasion fleet get the general "load troops" order, to gather help, and one transport with troops is told to unload there. Teiry in Bita Dasolun Junction is lost to another attack (as mentioned). Holtumu assault is going well.

Battle 6, at our SE conquest is told to attack the colony south of our area, where a spaceport is.

Sy Myrth 2 is on the defensive vs 294 strength.

Holtumu 2 is back on our hands.

Battle 6 kills the spaceport, and jumps away since there is about 40 enemy ships in the system.

Sy myrth 2 is 267 vs 50 as a few transports are landing outside on unload order. Up to 258-214. And 149 more are in the system on their way. Eventually the colony is saved. Close call.

The AI wants to offer subjugation (they subjugate to us) to end the war. They refuse (big surprise). We were worried the offer was the other way around...

The retiring pirate fleet creates a backlog on the Ilukes spaceport Also, we can build cruisers, but have no build orders so we wait, even if cruisers would be nice.

Battle 5 is on attack vector to the spaceport one system further south (from where battle 6 busted its spaceport). This system has a defensive base too.

Build suggestions. MSP on Giminur Prime 3 (in the north). 158k ships. The economy is brighter as the pirate fleet is down from 63 to 29 ships.

Research and design break

Phasers are our new weapon of choice. Still epsilon torpedo. Quantum reactor (stupid AI switches fuel again), talassos shields, kaldos drive.

Destroyer is 184 strength, 16 cruise, 13 turn, 390 shield. Maintenance is 1416
Cruiser is 284 strength, 15 cruise, 10 turn, 650 shield. Maintenance is 1623.

Cruisers are way better deal, but destroyers are a bit more agile. Old habit of cruiser battle fleets, and destroyer raiders hold. We order 20 cruisers for 156k, and gather them in a fleet to meet up at capital.
I figure 10/4 is nice battle fleet number, but that 20 ship cruiser fleet will end up hunting fuel, and fighting a bit, for a long time. I should know not to order fleets around while some ships are very low (or worse) on fuel. Temporarily removal of low ones is recommended.

Continued

We notice that we are finally researching long range scanners. It will be nice not being notified of invasion by enemy troops marching through the streets, or ships taking pot shots at the space port.

Battle 5 cleared the system of various ships, spaceports, defensive bases, mines. Permission to
repair is granted. The two spaceports south of our area are both gone. We are 3 down 1 up in conquest. The important was Sy Myrth, as that is a nice colony unlike the others. Holtumu is back, but the one left of is currently lost.

That is 0 up. The conquest is lost.

They take Ilukas 3, that had no troops. It is a Xhuman populated, good colony, in my now 3 colony system. Our conquest has some 5 troops, 10 good quality guys are shipped with 2 transports.

Holtumu 2 is attacked. We wonder if they underestimate defenders or not, as that colony is not lightly defended. Exciting times. They did their homework, 550 vs 450, but invasion fleet moves over to move in some reinforcements. We were planning to attack our old conquest again (east of holtumu), but that plan is scrapped as Holtumu defense is more important. On Ilukas 3, the strengths are 159 vs 118.

Scanners lit up a while ago, now they are improved too! Life is hectic, and we do not give detailed info on all movement in trying to save our colonies, as well as grabbing some new. General there is fighting in the south, and red ships die SE of our capital where we have defended gas mine since the early day of our empire. Other mines are lost around, and some space ports are attacked with no bad consequences for us (battle fleets try to help).

We need to stop being on the defensive with out of fuel ships and stuff. Fleets need organization. For instance, the 20 cruisers has been in Ilukes a while helping in defense against attack, and shooting at enemy strike fleest that in confusion visit their colony in the system.

160k build suggestion has arrived. Orders are:

4 new troop transports: They will relieve the ones we got, and allow the old ones to retrofit.
10 Cruisers and 4 carriers to form battle 7.
161k in total.

Cleudex in the west has an incoming fleet. A raider is there, which moves over to other west to load troops. This will not end well, and both will eventually be lost with the raider fleet and resupply ship heading home. The Xhumans attack both at once, but we were only warned. The west repels, but is lost at another invasion at a later time.

A new attack on Sy Myrth 2. There are quite a few troops. The long range scanner of Ilukes 2 Spaceport reveal their attack in time for Battle 4 to start from Ilukes and land at almost the exact same time as them and shoot at transports coming in. At least 2 are diverted, more are shot at with rail guns, and as the invasion wave is over, it is 93 vs 405 on the ground. A good photo opportunity was lost, but the photographer was overloaded.

Two resupply ships move to caslon/hydrogen source in the south. It is better to make sure to have both fuel types when the AI flips between them. The location is a bit north of Ilukes. Soon 3 resupply shis and a gas mine will sit on a giant never attacked (they don't have intel of that one, I guess).

A huge bump in firepower as phaser cannons are equipped alongside velocity shard torpedos. 250 firepower destroyers, 416 cruisers. At this time most destroyers have sub 130 firepower. It is a bit weird to sport a 4 ship raider fleet of 1000 firepower, and a 14/2 battle fleet of approx 2000.

While the assault on Ilukes 3 is fought, our AI wants to end war. The XHuman reject this. Ilukes 3 is back on our hands soon after this.

Holtumu 2 is saved by invasion fleet as another attack arrives.

We get their operation map. We learn that our first and now lost conquest has 1 troop, and 1 troop transport heads there. After some trouble (stupid transport fleets on high shields being hit by rail guns), the place is invaded.
The next one east of this has few troops, but a spaceport and defensive platform.
The one to the south also low troop levels, but need a few transports.

We spot a troop filled fleet heading for the colony south of ours to refuel, 2 fleets attack there. They will not see this fleet, but we believe it is the same fleet that is soon meeting its end at the Ilukes 2 space port (citizens enjoying the flashes of space combat are not in short supply of entertainment). 7 former pirates that we believe had retirement interrupted by an attack, and at least one battle fleet are always present. In addition this is a very busy space port as the enemies use rail guns, and we repair shields.

The 20 ship cruiser fleet clears the SE spaceport+defense base and helps clear the way for the wimpy troop transport in the system next doors as well. One cruiser is lost. In the form of 9+10 fleets they head for the capital to repair.

After taking 2 in the SE, and cleaning up our south line, we are no -2 in the east(north), -1 (soon -2) in the west, and +2 in the SE.

The system to the south has been invaded, so +3. This is not the worst colony of the lot.

As this one is conquered, a gas mine of ours is about to die up north, otherwise it is almost quiet. Unpausing the game will probably cure the feeling of it being quiet, and remove any feeling of temporary control, though.

It is 2828-05-06, and we have been at war for a while.

Status

We struggled badly at the start, underestimating the opposition. From being at the defensive in the south, we are now up 3, but we have lost 4 colonies in other areas.

All but one fleet have been retrofitted, and they are generally well fueled. But they need some work to cut cost.

Research: It is nice to notice we can trade 20 techs to the XHuman. Two pirate bases help, and inheriting over 60 pirate ships from the legends is a good source for a research boost. The spies have also delivered a lot of research info. I also suspect that the AI could have done some kind of tech trading. I think the AI can accept a tech sale suggestion (we pay), without notifying, and that I see the ones the AI rejects.

About the AI

I have not played a lot of Legends, and I have not been this "weak" before. My enemy is stronger, and has a lot good areas that they can launch from. Before I have seen the Legends AI attack hard on defended target, now I see the AI do this and also do good attacks on multiple colonies at once. I never noticed the pre Legends AI to perform at this level in war. I suspect that they scout well, and that it could be beneficial to have light colony defenses. 4 troops defending if you feel like it, they invade with 10. You take it back. You defend with 20, and they invade with 40. It is a pain to take it back.

Enough of that.

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We are not friends with all anymore. I am not sure why, and the game is not up while I type this. Maybe I did something to piss some off, but they did not seem to mind me grabbing Ackdarian colonies. It could be all about "war with our friends, trade embargo our friends", as well as bases getting contested as new colonies land (up north where I think Silvermist may be gone), and also in general when influence circles grow.

On the score sheet, the diplomacy overall is an indication of who the major players are.

We are below the Xhumnas in military score, but not a lot. 40 vs 48. We got more firepower on ships, but they got rail guns that are annoying.

We are:

In general in the mid-pack, with some empires (way) ahead, and some behind.

7th in victory points (victory is impossible, though).
7th in population. Securans in the lead, and Ikurro/Xhuman are large.
6th in territory. Ikurro and Xhumans are top.
11th in economy. But there is not a huge jump up to 7th. XHumans are 4th.
7th in strategic value.
8th in military strength.

Our enemies are wealthy bastards. They got a rare source, and the former Dhayut homeworld which I think also has the shipyard wonder.

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Gains in the SE (and south) and losses in east and west are clear. The Quameno has managed to place a colony near our area (volcanic). I think the galaxy is a bit short of volcanic guys, at least in this general area.

The Ikurro (green) have had progress in our direction.

I am not sure what hit the Ackdarians, but from the shot is is obvious that they are short of a spaceport in the capital area.

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Getting there. Ilukas 3 was under temporary red control, and has always had Xhuman main population. 0 tax there is a 20-30K loss in tax income. We can see the conquered colony to the south being 0 as well, while the two SE are not Xhuman (the bottom two shown).

Looking at this list, I wondered about Holtumu 2 not being present (below the cut). It also had a strange structure. It is a terraforming plant, its quality is reduced. Now I know what that mysterious red presence was about, and why they attacked a colony with lots of troops. I did not have resources to chase those away at the time, as I had priority on stopping/performing other attacks. If I ever find myself sitting outside a prime Xhuman colony with no spaceport in sight, I will remember Holtumu 2 (they got a Villacoya colony in the top 10 among other candidates). My destroyers sport a nuclear exterminator, the cruisers have two.

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Only resupply ships are outside fleets. The frigates and escorts (and a cruiser) are pirate ones destined for retirement, but caught up in Ilukas battles.

I hardly lose a ship in the war, I kill a lot, though.

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This is not good, we need to cut cost. I should visit my research and resort locations and check that they are not occupied by any xhuman...

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This is the current state of the empire. We can see an enemy strike fleet about to bust a mine in the north. It is the first time they have been that far north, and usually they come from the south and are well spotted. I think the reason why the battle fleet seen Huppawoe Minor to the south of that location is not stopping it, is that they stopped a major fleet attack instead.

A raider out left is returning from our lost west, and another raider is seen at the very low part where it has been returning the favors in helping update mining bases to new designs.

One fleet sits at the latest southern conquest. I expect visitors.
One is mentioned up north.
The rest are in Ilukes(south scanner), the capital (the one above), or between that where the resupply ships are. There are 5 battle fleets and 2 10 cruiser cruiser fleets in that area. Not exactly well spread out.

Main fights has been the south scanner spot (Ilukes). NW of that is Sy Myrth of good quality and that has been attacked a few times (a red explorer hides the star). East of Ilukes is the small system lost and retaken, then Holtumu 2 also lost, retaken, bombed, and defended, and beyond htat the conquered systems. We miss a scanner in that area.

North of the capital are good Pliados (west) and Huppawoe Minor (east), both space ports have been attacked. I am quite sure the Naxx fleet covering the capital is just passing by in hyperspace.

I expect troop attacks in the south, and fear attack from the east on Huppawoe Minor or from west on Pleiados. I hope they try retake the south core colony of theirs instead, or the former Dhayut ones in the SE. Otherwise they are free to keep attacking Ilukes 2 and its spaceport. In general I have low defense on the capital (maybe 7 troops and a large spaceport), but a fleet sit on the mine SE of it and should get here in time from scanner warnings (fast jump and slow travel is our style). Main troop concentrations are Sy Myrth 2 (NW of Ilkues) and Holtumu 2 (fuel symbol in lower right).

Despite the incredibly awkward fleet distribution we are in a good fleet spot right now. The ones central are fueled and repaired, and only the south one lacks a retrofit (bigtime), and need repairs. And our fleets spank their's in a straight fight, even if we have to repair afterwards due to rail guns.

The two we loft on the right are not a priority target, simply because they are still well defended by troops, at least as of a little while ago when we had their operation map. Too bad they are out of scanner range, maybe a monitoring base could be useful during war (but we have high enough maintenance).

This is the roughest war I have ever had in Distant Worlds. Good times.

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

RE: The Yor Empire (Or how to suffer under AI rule)

Post by Bingeling »

During the above I changed my mind in always accepting alliance calls. I am unsure if the AI has ignored them or not, since I think it may have rejected calls in the past.

I need no war alongside this one. It is tiresome to fight a stronger empire that can reach your's easily.
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Pipewrench
Posts: 453
Joined: Tue Jan 05, 2010 1:38 am

RE: The Yor Empire (Or how to suffer under AI rule)

Post by Pipewrench »

Love the AAR Bingeling.

Your increasing my expectation factor with each post. Keep it up[:)]

“We are limited only by our imagination and our will to act.”
– Ron Garan
Bingeling
Posts: 5186
Joined: Thu Aug 12, 2010 11:42 am

RE: The Yor Empire (Or how to suffer under AI rule)

Post by Bingeling »

Thank you for the feedback. I almost started wondering if I am the only one reading this.

Writing alongside playing makes one pay more attention to what is happening too. Even if I don't pay much attention at all to AI business. Research? Diplomacy? Characters? I don't care.

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Theluin
Posts: 189
Joined: Fri May 13, 2011 12:51 pm
Location: Europe, Terra

RE: The Yor Empire (Or how to suffer under AI rule)

Post by Theluin »

This is a terrific read Bingeling [:)] I'm looking forward to seeing more of this AAR [:D]
darster
Posts: 1
Joined: Mon Dec 19, 2011 8:15 pm

RE: The Yor Empire (Or how to suffer under AI rule)

Post by darster »

Thank you for this most excellent AAR. It has inspired me to have another go at the Shakturi.
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