The Great Ikurro Territory - A Shadows AAR

Post descriptions of your brilliant victories and unfortunate defeats here.

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

RE: The Great Ikurro Territory - A Shadows AAR

Post by Bingeling »

ORIGINAL: peddroelm
ORIGINAL: Bingeling

..We killed two pirate construction ships. A great victory! ..

Capturing them not an option yet ? More research needed ?
I don't have boarding tech, but why would I capture them? I could scrap them for money (I think), or I could retire for tech, but they are probably hard to capture with several habitation modules giving more defensive strength.

And when you are hitting a MSP from close range, but targeting two constructors instead, being fancy is not the first thing on one's mind anyways. Because unlike constructors, spaceports hit back quite a lot.

The Sollost Pillagers have obviously been able to capture constructors, though. I killed two constructors at their spaceport, stole their territory map (should make their spaceports and colonies show), and there is no sign of a base apart from the one they try to build. Which requires a third constructor. They must have captured two of them, lacking a colony to build them at.

And the reason I want to kill their constructors, is of course that if I can kill all they can not build anything (apart from planetary stuff). Without a base they should be a spent force, anyways, just like pirates of old. How do you gather materials for a new spaceport with no spaceport to fetch them from? With lots of patience, I guess...
Bingeling
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RE: The Great Ikurro Territory - A Shadows AAR

Post by Bingeling »

ORIGINAL: Fetrik Snubbe
Seems like life in the shadows is a constant struggle. Good read.
It is very much a struggle once you try to control some colonies. These guys are cheating with easy access to repair bots. Without repair bots, you really need both a defensive fleet and a spaceport. A fleet to kill stuff, and a spaceport to repair the ships damaged. The damaged modules really adds up fast with the frequency of visits from pirate gravitic weapons.

I have not seen much of any big pirate fleets yet. The orange ones killing off my mines at the end of last session was probably 8 ship strong. The raiders are usually 3 escorts and such.

The "Age of Shadows" will end, though. New pirates will spawn, but they are unlikely to be anywhere near as strong as to original ones that fed on independents (and fresh colonies) early on. And the early pirate tech lead becomes a tech disadvantage as time passes.
Bingeling
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RE: The Great Ikurro Territory - A Shadows AAR

Post by Bingeling »

Peace and Prosperity

One can always hope, right?

Anyways, there is peace, and right now it seems like not a single pirate is present in our colony systems. That is probably not gonna last long, though. A bigger cash reserve would be nice, but will there be a chance to collect it?

The mine count is low, we are working hard to correct it with our three constructors.

Silicon, Gold, Argon and Emeros Crystal are the strategics with less than 10k in store. Carbon fiber hover just above.
We have 2 silicon and 4 gold sources. Adding more silicon is not likely.

2126.11.13. Kuristar 1 gots its MSP ready. Nasty pirate saboteurs destroyed the old. Evil Star Skyjackers... we remember you. Not that this makes them more likely target than any other pirates, we kill those that we can catch (and that we dare attack).

Every single pirate attack is not recorded. Assume that defensive fleets shoot down raiders now and then...

2126.12.04. Our first colony ship is complete at the capital. It sets course for our eastern colony system where a nice colony option is present. If they only were more swampy, and could colonize north of our western colony, that would be better. We worry that the nice mining system (where all mines were killed) may succumb to the yellow plague.

Def Ikurro went north to the pirate spaceport project. They fail to kill the constructor, but kills the spaceport at the cost of 1 damaged armor on a frigate.

2127.02.18. We got 131k cash, and wonder how that happened. Good things happen when you don't pay attention (unless a pirate raid is involved, in which case they get away with resources and cash). 14K cashflow, and no sign of massive spaceport income. We upgrade the Kuristar 1 spaceport to large. This system will be pure gold, and is expected to be high on the Gizurean target list.

Another nice spot is our western colony system of Sollost. Tapoi is "Ok", but Sollost 5 is a 90% continental in the system that will be a valuable colony once its get a population of some size.

We wonder if we messed up colonization range in the settings. We will avoid colonizing far away anyways, even if there is a 99% continental in the upper right corner...

Ganc and Algara 1 has shortages halting progress on colony ships. We hope our freighters are up to the task.

2127.04.15. Teecorc in the same system as Ganc becomes our first self founded colony. 80%, polymer, steel, carbon fiber, gold. We like it! Will the defense fleet manage to protect it? Ganc and Teecorc orbit the same gas giant (where a gas mine is booked) it ought to be possible, but we have our doubts.

2127.05.02. 183K cash? 63k spaceport income. Please order ships, in particular expensive ones requiring no resources we have small supplies of.

2127.05.25. Recreation center is researched, medical stuff next.

We steal the Dark Transport territory map, and find nothing of interest. That should indicate that they have no spaceport.

The Mortalen capital circle touches the Algara one. With explorers actually exploring, we learn more an more about the galaxy around our immediate surroundings.

2127.08.14. The stupid fleet commander don't hang around at the colony, but the defenders barely manages to prevent a raid on Tapoi. A good trend is that sinister claw escorts now turn away when attacked by destroyers, it makes them harder to kill, and colony raids easier to prevent.

2127.11.06. We finish research for improved epsilon torpedoes. We continue with improved logistics to save on troop maintenance, and queue Phased Beams.

We notice that our population management department prefer to assimilate everything. It is a good thing we got Ganc, which allows us to have small scale practise in Gizurean population management. We guess we are going to see a lot of those even without more wars.

2127.12.02. Speaking of gizurean wars. Trade sanctions are imposed by them. We celebrate by ordering 10 destroyers at the capital spaceport.

Advisers want to sanction the Naxx. we don't quite agree. We got problems closer to home.

2128.05.10. We colonize Sollost 5. In existing colony system.

The pirate base in the Da Suukha system disappears. We accept a suggestion to colonize there. This was the skyjacker base that was the right and lower of the 3 bases to our up-right on the last map image. We fear the bugs will get there first.

Pirates try to raid Kuristar 1. 3 escorts vs large spaceport and defensive fleet. We wish them good luck in the advanced classes of 'better target selection'.

2128.08.06. We complete 'Enhanced Construction'. We queue enhanced shields and compoment prefabrication. Max ship size is now 300. It will surely help our destroyers that are of the same size as frigates, currently.

Destroyers go up in size, frigates down in size, and troop transports also ups size to 300 without adding a troop compartment. Retrofit juggling incoming.

With 5 sources, gold reserves are not increasing. Silicon is also struggling (but still present), and there are no good options to add to our two sources. Or, they are all in yellow territory (or far away). There is one system "behind" Kuristar that will probably be ours once Kuristar 1 grows a bit more, which holds both Silicon and other goodies (strategic goodies, not that fancy stuff).

The 10 new destroyers alongside most of Battle 1 form 3 6-ship fleets after retrofitting at the capital. They head off to Sollost, Shadur, and Algara to replace the defending ships, so that they can retrofit at the capital. Kuristar fleet retrofits at its own spaceport, we do not trust the Genc one in Shadur.

This has been a quiet episode, and we fumble yet another photo opportunity.

2129.02.30. The Zygirea Hive declare War

Status

War discussions will be a part of the next session.

Image

We can barely see the green pirate base, which leaves only one far to the south that is not in the image (of those we know about).
We can see mortalen, zenox and naxxillian to the south. And some other to the north, but far enough away.

We can see the three 6 ship fleets going away from the capital to replace the defenders in our corners. Battle 1 has one single ship and is at the capital, Invasion of 4 troop transports is also there.

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A quick comparison with the enemy. We are the home team, and list ourself first (no American style here).

Territory: 7 vs 8
Population: 17848 vs 19828
Tax Revenue: 139K vs 189K
Military Strength: 6596 vs 9562

A couple of pirate factions are high in military power. Sinister Claw has over 7000, but we have yet to see more than small fleets.

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They are filling up. The bottom feeders are promising in the long run. If we can keep them...

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Some more mines, some additional exploration ships... 3 colony ships are being built. A short while ago we had 7 large freighters, the civilians are busy purchasing new ones. Which probably explain lack of growth in resource stores.

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Resources are a bigger worry than money when it comes to waging war short term. The first alert about a mining base attack has already been received (a mine in the NW gizurean colony system).
Bingeling
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RE: The Great Ikurro Territory - A Shadows AAR

Post by Bingeling »

The 2nd Zygeira War

So, we are not exactly prepared, but it could be worse... Offensive operations are not easy to manage on short notice, with 6 ships or

so in each fleet.

A repeat of the map from the last post.

Image

Some points about war for me.

1: I don't like to lose colonies.
2: I prefer "clean borders"
3: I avoid capitals until they are the last natural target, or even a bit longer.

It may be that point 1 is enough of a focus.
Point 2 says that the two to the left are prime targets, and the lower one has a silicon source.

Diplomacy stats say they have 8 colonies. The yellow systems in the image only got 6.

Our Mines in Beta Kappola (top left) not only know they are getting attacked, they see stuff. 3 troops. And 19 ships in the 24th

fleet. 30 firepower frigate. 132 firepower destroyer.

Our new destroyer design has 89 firepower. Ouch. Our latest frigate 48, but that is not so relevant.
We have nothing in the lower left system, nor their capital.

Action

Our 19th fleet has 6 destroyers sent to relieve the Algara defense fleet. They are just above a system where we know they got a gas

mine, and drops down to check on the situation. We don't have anything there, but freighters (or others) have visisted it in the past.

Kuristar spaceport got a shortage, and is full of civilians.
We book 30 destroyers at the capital, without the GUI giving hints that resources are short. If booking with the yellow buttons below selection panel, there should be a change once you look at stuff you don't have resources to build. So if you have enough mats for 5 destroyers, the button will change once 5 are booked.

We remember that we have forgotten to book troops on our two new colonies. We book 3 new troops at every single colony.

Apart from that, we wait.

The yellow exploration ship in Shadur (east) is blood daggers. I would never expect to be happy to see a pirate explorer in my system

:)

The 'enemy targets' panel is nice to have when Gizurean freighters try to defend their gas mine in the Durog system by hiding it. No

military is present.

2129.04.11: A few days into the war, and we don't fumble a photo opportunity.

Image

The gizzie 23rd fleet attack Ganc. Defenders are busy chasing the pirate explorer.

The colony ship at Ikurro is done. Best of luck to you...
Invasion is ordered to go to Ganc, while we await the landing.

Image

Very early invasion info. We have both the defense fleet and their replacement on site.

As the first destroyers are complete, we book 10 more.

They add more strength, as the sinister claw arrive to raid. 166 vs 391. Space control on the other side does not help. Pirates are

added to attackers.

We get a look in their SW system. Small spaceport, small fleet, 3 troops, general. 54k strength. We tell both fleets i Sollost and the

19th heading south to attack the spaceport. They are at approximately the same distance.

12 new destroyers of questiable shield strength move to replace the Sollost fleets. Invasion stops outside Ganc and turns to attack

the SW colony.

Naxx attacks Algara 1 (our southern Mortalen colony). that does not look good at all.

What a lovely start to the war :) Good thing is that this is the two colonies we care the least about.

Three ships exits Shador. Of about 12. Pirates and Gizzies hurts. And the arriving pirates had destroyers.

Ganc is soon lost.

Image

The ships from sollost arrives at Yaselur 2. The ones from the south is not quite there yet, and invasion is a bit further out than

that.

The spaceport crumbles, the local destroyers hurts.

Algara 1 is lost to the Naxx.

Their 23rd, the one that attacked Ganc, is busting our mine south of Yaselun. We saw them head off a while ago.

Like we expected, the yellows are first at Da Suukha where our colony ship headed.

43 vs 272 at Yaselur 2.

Our diplomats feel we should offer peace to the Naxx. We agree, and the naxx agree. We don't need another, bored, 20 ship naxx fleet looking for something to invade.

We steal their opeations maps. Highlights are.
A sizeable fleet heading from the capital to blockade something (good old AI).
The fleet outside our invasion target heading to the capital system to refuel (good sign).
The strike fleet at top left heading to our invasion target.
A fresh build of SSP in top left. 3 troops.
No big fleet with immediate evil plans.
Not a whole lot of trooops on the capital which makes it easy to load up a large invasion (but a massive garrison).

18 ships of various shield preparationt take off from the capital to the NW. 1 transport is ordered to load at Kuristar, another at

the capital, while two wait for the invasion to end.

2130.01.17: Yaselur 2 is ours. A 98% continental with lead, gold, steel, iridum and 233M bugs. 20% development bonus from ruin.

The two remaining troop transports loads.

We consider washing our glasses as a bunch of frigates is complete at Kuristar 1 space Port. There is a number of non-automated ships

in both our major systems.

2130.04.01. We meet a ship of the Sluken Collective in Mortalen lands.

Our Yaselur attackers are sent to refuel, they are all thirsty.

2130.07.21: Holy cow

Image

A capital of the Dark Transport (our mine busting friends of no base), attack Yaselur 2.
The raid is defeated, but that one will be a pain (352 firepower, 1300 shields).

The 3 fleets that attacked the spaceport, attack the capital once they have refueled at their chosen gas mine to the north.

Image

The first two fleets arrive, while the third is a bit out still.

It hauls ships inn to be killed (and boarded), and flee when low-ish on shields. Fleets are 3-4-3, and we think they were all 6...

We built another transport since our old was so slow in getting fueled. 4 transports attack in Beta Kapola where the 21st is camping.

The wrong memory of silicon location will soon not matter, it is in Beta Kapola, not in Yaselur. 21st fleet of quite some size that headed there early in the war, and has been in that system since.

The zenox has bribed Dark Transport to attack the Gizzies. Maybe that was why the pirate capital appeared? It was gizzie until recently.

Rats, a Dark Transport Construction ship showed up at our new conquest, we gave it some damage before it managed to jump. We research proximity sensors, unaware we even started. Target tracking and counter measures, then long range scanners is the future setup. Enhanceds Shields are very close, consider it reported. Larger yards next.

2131.04.03. Beta Kappola 1 is ours. A 71% volcanic with Aculon and Otandium Opal. 118M gizurean. More importantly, there is a silicon source in the system.

Image

The galaxy map, or most of it. We miss one row of sectors both left and right. We miss 2.5 sectors at the bottom. We have no info

about those parts. Yellow dots are pirate bases. The two northern yellow colonies are new, the rightmost was the one we hoped to colonize.

Our Kuristar circle does now meet our capital circle. The capitals are now evenly matches, and we gain control of some systems. If you see the two systems in the very lower left yellow part inbetween the green, the top one is actually now ours, and the lower got another silicon source. We killed a gas mine there, there are signs of it being rebuilt. There is a mining ship in the upper one, and now two of the beat up fleets from Yaselur move to the lower one.

Do we want peace? We are pretty happy about this state, and don't feel very threatened. The rightmost of the main body yellow colonies, is a very nice system with 2 continentals...

The left of the two north colonies has 3 troops (and a host of pirate mines in the system). Ganc still has a lot of troops, we see that since we have a small, not very happy, colony in the system.

Reshuffling fleets, moving things towards the capital, creating Battle 1 and Battle 2, and defensive fleets for the western systems.

Setting garrison levels, telling invasion to load troops and end up at the capital...

Troop loading is a breeze with the garrison feature. No more worrying about colonies being stripped bare.

Setback in phasers, crash research in component prefab. You win some and lose some. Both in research, and in colonies.

The Zygirea Hive offer peace if we give them Teecorc, the contested colony in the Shadur system. We could get all their money alongside it, but.. nah.

2132.02.06. Reporting is sloppy. We ponder why the money level is so low, and remember we ordered 18 destroyers for battle 3...

Battle 1 and Battle 2 starts prowling for mining station and small fleet kills, while the 4 ship 23rd fleet also is mine hunting in yellow non colony systems.

The Pirate Capital returned to Yaselur and ate our defense fleet. Since the system seems dangerous for ships, we hire some more troops as garrison and give up defensive fleets there for now.

2132.06.12. Combat targeting is done.

We find another Gizzie colony very near the left of the ones up north. Battle 3 heads over, Invasion stirs. This is _very_ close to the green pirate base of many map images.

Image

The sneaky yellow goes through or rather pathetic (non existing) long range scanner cover, and attack Yaselur 2. The defenders are hiring troops, but have no fantastic strength. Invasion sets course, as does the defensive fleet at Kuristar. Battle 1 and 2 are headed for Kuristar after doing refueling trips.

1% natural quality gain for Ikurro 1. Nice!

92 vs 114 at Yaselur 2. We have to make sure the fighting ships arrive before troop transports, but this could go our way.

As the incoming fleet lands, and invasion is just outside, it is clear defenders will in (we get space control) 90 vs 67. Invasion turns to join battle 3 up north, with a refuel stop on the way.

A sizeable fleet lands to kill Aldai Mining Station in the capital system. Battle 1 just arrived, and the tiny defense fleets jumps to the rescue. they disappear with the mine intact, a few ships short.

2133.01.28. The invasion if Yaselur 2 is defeated by the garrison. The space control of Def Kuristar helped in the later stages, but was probably not required. The missing bonus for the attackers (that left) could be key, though.

Image

Map update. We see another gizurean colony in the south. It is the Haakonish that has the brown colony on the left, a site we wanted to colonize with the mortalen. Our advisers want to trade sanction them.

We can see Battle 3 at the top, they have busted a spaceport attempt and a pirate mine. Invasion is above the capital, heading for a gas mine just outside the green circle. Battle 1 is at the capital, Battle 2 is retrofitting at Kuristar. We have probably killed most mines in the capital circle that are not in the capital itself.

Just moments after this image, we get their operation map, and prefabrication compeltes.

We add Accelrated Construction so that we can build resupply ships. We queue Advanced Maneuvering that just lacks a tiny bit after some agent action, Enhanced Engines, and Enhanced HyperDrives.

The operation map? Is that a better image? nah, it is chaotic.

24th fleet. 15 ships, 0 troops, blockades a mine up north.
They have rebuilt the gas mine in Durog SW of Kuristar, barely in yellow now. The fleet at Yaselur is on the task.
There is a gas mine NE in the yellow circle, Battle 1 is on attack vector.
Another gas mine at the very right edge of their capital circle. The 23rd leaves Kuristar to visit that.
They have started a small spaceport at the lower of the two top colonies, 69 unbuilt. Two destroyers of battle 3 attacks.

The research breakthrough makes a 400 size cruiser available. Destroyers at 287. We order 8 cruisers at Ikurro, without further plans for them. The system is a tad lightly defended since Battle 1 went mine hunting.

We get a free trade agreement with the Mortalen.

Battle 3 heads to refuel at the same mine where Invasion is about to refuel.

We order a small spaceport to Tapoi. It is a good advisor suggestion, as we doubt the attack will come here, and we got some defense. This spot actually has Securan main population.

Battle 1 takes a bad beating by ships present at the gas mine (but defenders are worse off). Those 8 cruisers will fit right in.

The wimps at Teecorc is worried about the larger colony in the system and refuse to pay taxes. Like they paid any in the first place.

Invasion tries to capture stuff alone while Battle 3 refuels. Let's hope the blockading fleet further north does not show up...

Something reveals a strike fleet at the lower of the two northern, invasion attack the upper.

2133.09.07. The attack on teecarc finally happens. They offer peace again in trade for the colony.

As we invade Spetoo (northernmost), they they conquer Teecarc.

Again they attack a capital mine and leaves before damaging other than shields. Fuel issues?

The fleet from the lower upper colony, visits invasion in the neighbor system. We try to jump in one direction for later turn around and attack the colony to the south.

2133.12.18. We have taken over Spetoo, as transports close in on Virdanth 2 just below.
They drop their load, lose one empty transport to the fleet following them, and heads to refuel.

Celebrations! Durog, the system in the lower left corner of the gizurean capital circle is no longer that. It is at the very rightmost edge of our capital circle. Kuristar is also closing in on it.
Our capital now has the higher population. They maxed out early, we are getting there (but not maxxed). The rubbing capital circles bring resource issues (less systems under control). Now we got a very nice mining system with good strategics and some luxuries. The caslon source they love will be handy enough for us, there are not that many sources in our area.

The galaxy map on caslon, notice that the yellow half on top is soon green. The caslon at the lower green/red border just became ours. Also, it is not so bad for team yellow as indicated, we did kill two mines on the right end of that big circle. The explorers were probably chased away. They also got 2 or 3 in the capital system.

Image

It is better than the dots indicate, as some (like our western one) have two caslon planets. We were not thrilled about pirates killing mines, among those two caslon ones.

We have a new hightech base just outisde that brown (haakonish) circle SW. We try a resort base in the system south of Yaselur (our now SW colony).

Battle 3 has refueled and heads to the invasion target. Single destroyers head for the 3 other systems in that yellow area, as we want to spot mines. The system north of our new colony holds a large pirate spaceport, and another one is not too far off to the right of this area.

Battle 2, ready at Kuristar, heads off to a caslon source in their capital system. 19 destroyers, which are by no means invincible.

2134.03.06. Virdanth 2 is ours. The southern of the two up top. A fresh 70% colony with some volcanic stuff. The one north of that, Spetoo, is 92% and also got some volcanic stuff.

Tapoi (west) is attacked by a pirate destroyer from Dark Transport. They have been pretty quiet for a while, apart from that capital annihilating our fleets. The spaceport is not done, and the defenders are in the outskirts chasing some explorer. That does not prevent them from killing the offender before he does harm, though.

To celebrate, Tapoi has a giant quake, reducing qualtiy to 63%.

A pirate capital looking quite lot like the previous one, but owned by others, attack Spetoo, our new northernmost conquest.

Battle 2 kills a gas mine at the cost of 4 destroyers. We did not pay much attention.

2134.04.26 (not sure exactly when this is compared to the above). The Mortalen empire is no more. No more friends for us. The opportunistic Naxx are the guilty part.

We verify that our new northern belongings only got pirate inventory, and suggest a peace. They accept.

It is 2134.06.01, and we are at peace.

Status

Image

The current galaxy map. The known galaxy with pirate bases highlighted. That north part is a pirate nest.

The empire is a nice area, and the two in the north. Shadur is gone, both colonies conquered, but swapping those with the two in the west is a good deal. We lost the Mortalen colony in the south to the Naxx, that does not hurt a lot either.

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Not looking shabby. The Mortalen are gone.

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We lost two "poor ones" and a new one.
We gained Yaselur 2. very nice.
Beta Kapolla. Not a lot of income, but resources.
Spetoo. Potential, but hard to defend in war.
Virdanth 2. Meh, but has lots of caslon in its influence area.

Sollost, Ikurro, Kuristar and Yaselur are the main ones to not lose. Tapoi is down from 82% due to a quake.

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More mines. More ships.

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But still the economy is just fine. 6% population growth on the capital is nice when there are 17000M there. It is the top colony among the ones known to us.

We are short a weapon research base, rebuilding...

A fleet reform is probably an item for the next episode.

Edit: Evil line breaks gone (a lot of them)
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Erik Rutins
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RE: The Great Ikurro Territory - A Shadows AAR

Post by Erik Rutins »

Exciting stuff, thanks for writing this up, Bingeling.
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Bingeling
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RE: The Great Ikurro Territory - A Shadows AAR

Post by Bingeling »

I am a bit disappointed in the pirates, apart form one or two nasty capitals and the early rush. I guess they require a more quiet corner, and maybe it was too much competition in this area.
Bingeling
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RE: The Great Ikurro Territory - A Shadows AAR

Post by Bingeling »

Housekeeping

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.

Good systems:

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.

Defenses?

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.

Plan?
Some space defense on Yaselur, 10 troops om Kuristar and Ikurro... Maybe a defensive base or three for Kuristar.

Ships

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.

Slow, slower...

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.

Activity

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.

Image

They are better at fighting than finding. A capital is in the mix after a while, at least.

Image

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.

Image

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.

Image

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.

Image

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).

Image
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.

Image
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:

Image

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.

Revolution

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?).

Status

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.

Image

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...

Image

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...).

Image

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.

Image

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.

Image

26 cruisers are not free, that is where the money went. 2 defensive bases were added to Kuristar 1 recently.
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ASHBERY76
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RE: The Great Ikurro Territory - A Shadows AAR

Post by ASHBERY76 »

I am not really seeing any economic difference from Legends.140 ships with that much cashflow.Way too much bloat for that stage in the game.

Bingeling
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RE: The Great Ikurro Territory - A Shadows AAR

Post by Bingeling »

This is normal home system and "hard", it can be much worse :)

I have played on, and don't have massive amounts of money, retrofits, some new ships, it keeps things stable (and a bit positive).

Thanks for the comment, it is nice to see signs of someone paying at least a bit attention :)
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feelotraveller
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RE: The Great Ikurro Territory - A Shadows AAR

Post by feelotraveller »

Ah, Bingeling style.  Got to love it.  I'm quite enjoying the AAR since I prefer reading to watching (but wish I was playing...).
 
I was a bit surprised at the lack of speed of the cruisers.  What happens if they run out of fuel, will they ever be able to catch a refueling source?
Castinar
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RE: The Great Ikurro Territory - A Shadows AAR

Post by Castinar »

Great read so far! Enjoying learning some of the new features...can't wait to sink my teeth into it myself!
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CyclopsSlayer
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RE: The Great Ikurro Territory - A Shadows AAR

Post by CyclopsSlayer »

Damn... now I am really hyped to pick up the new expansion asap.
Bingeling
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RE: The Great Ikurro Territory - A Shadows AAR

Post by Bingeling »

ORIGINAL: feelotraveller

Ah, Bingeling style.  Got to love it.  I'm quite enjoying the AAR since I prefer reading to watching (but wish I was playing...).

I was a bit surprised at the lack of speed of the cruisers.  What happens if they run out of fuel, will they ever be able to catch a refueling source?
Now, why would they run out of fuel? :)
I have not noticed issues, but they have not been chasing moons lately.

The AI had dropped from 10 to 7 engines to fit under the 400 limit. That probably does not help speed at all. They dropped more stuff to get under that limit too (weapons, armor, reactor (but the reactor was probably not needed with less stuff)).


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Kruos
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RE: The Great Ikurro Territory - A Shadows AAR

Post by Kruos »

Great AAR, very pleasant to read. More more more! :)
Bingeling
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RE: The Great Ikurro Territory - A Shadows AAR

Post by Bingeling »

In the hope of action...

So, diplomacy have been automated, and ambassadors moved away from rivals.

As the 26 cruisers are finished, the ships of battle 2 (destroyers) becomes two new defensive fleets for the new systems (or maybe attacking in case of war, who knows?).

Battle 2 and 3 are rebuilt with 13 cruisers each.

Another resupply ship was built and two of them are now on their way to fill their bellies with caslon.

2142.10.10. Not satisfied with their last gigantic eruption, Vidranth 2 has another one.

2142.12.09. Marshy swamp colonization is researched. Two colony targets in our areas open up, one OK and one somewhat poor one... Ships are ordered. Longer range scanners are next.

2143.07.12. Aleasmo, a swamp in a mining system north of Sollost have been colonized. It is 84 and has some potential. It is a source for three big ones, carbon fibre, polymer and chromium. Which of course means that it replaces a mine, and reduces the mining rate :) A small spaceport is started right away.

2143.12.19. Virdanth 7 has been colonized. A 72% marshy planet in the Virdanth system, with a Falajian Spice source. Why have only one poor colony in a system when you can have two (this is the southern of the two in the north).

2144.03.16. We complete our run of improvements to energy related components, with an upgrade to our hyperdrives. Larger shipyards are next, since we want some gizmos on our cruisers.

Gordas Dokari proves that he is our best scientist. He has researched (or stolen info about) enhanced sensors, upgrading the basic proximity array.

2144.06.18. Silunea 1 has been colonized, a volcanic rock in the same system as the recently colonize Aleasmo. 78% and a source of Aculon.

2144.11.30. Our advisers took offense of the gizurean strike fleet parked in the Vidranth system and wanted to attack it. We were happy to accept.

Legendaries appear in the north. We wonder if we know where they live or not. When they have name after a system we can easily spot, and their base is revealed when viewing system info, these kinds of problems arise.

They attack our northernmost gas mine. Battle 3 is in the system to the south, we send Battle 1 to the other colony in the area.

Shocking! Our scie... eh spy failed to get research info. He was not spotted of course, but....

2145.09.22. We have colonized the desert planet Iddaxcy in our capital system. It is an 86% colony with Osalia and silicon. And it has +14 development bonus from ruin. How did we manage this? Securans colonized this for us, we got over 200M of them on both Tapoi and Sollost 5.

2145.12.17. Securan Paradise blockade our northern colony Spetoo. What will our foreign advisers think of this? They complain about our government, want our stuff, and complain about our trade sanctions.

2146.03.04. We complete research in tactical interceptors, and can build carriers. We have a queue for new research ready. Light torpedo bombers, Enhanced Missiles, Point Defense weapons, missile bombers, fast energy propulsion. Fighters in the air, and longer range torpedoes.

Money is at 346k, cashflow is good (79k). We book 12 carriers to have 3 in each of our 4 battle fleets.

Gordas Dokaris has now completed research in Enhanced Storage. More range is good. Once he leaves for his next mission he gains the trait "sober", which lifts espionage to +67%

The cashflow is good, and we attempt to move our superb governor Kodias Xatra to Kuristar 1. He doubles population growth, and has good bonuses to happiness and income. It will cost us money now, but will pay in the long run.

Image

The legendary pirates of the Xanath Raiders have killed some northern gas mines, and our fleet fumble a bit as they kill Spetoo spaceport. They leave before much damage can be done by our ships.

We still ponder whether we know where they live or not. We decide that we do know, as the name reveal a lot about their location (the system next doors). If we did not know, we would probably send battle fleet ships around to nearby systems...
Battle 1 and 4 is in the north and heads for that system.

Who needs to research velocity shard when we got good old Gordas? He takes tech in one swoop...

Battle 4 lands first, and finds the system empty of ships, but full of pirate stuff (at least a base and 3 defensive bases).

While maneuvering into position, we notice that we still have a positive cashflow with our star governor at Kuristar 1 (but a lot is lost).

They approach carefully, and one carrier takes a massive beating from the defending fighters. Our fighters works as well when it comes to damaging the target too.

Image

The defensive base dies, and our fleets proceed to the base behind it. Repair bots are recovering the damaged carrier, 56 components damaged is barely a scratch.

Image

If you lack point defense, why not fire phasers at fighters?

We recover info from the base wreck. Enhanced Gravitic Beams, EMP Defenses, Enhanced Crew Systems, Fleet Countermeasures, High Speed HyperDrives.

Gravitic? Not our style.
EMP Defense? useful, we think this one fired pulses of EMP.
Enhanced Crew Systems? Not the most useful.
Fleet Countermeasures? Very nice if a ship will equip it (it will put it on cruisers).
High speed drives? It makes the choice of drives easy.

The pirate defenses are mopped up at a cost of one cruiser that strayed too close to the non-targeted defensive base at the end.

Once the battle is over, we send the fleets to the capital, and gives all other military ships (except resupply) order to retrofit. We worry a bit about the cruiser design with 1 armor, but can live with that.

Something as weird as a pirate attack reminds us that we don't have a defense fleet in Silunea. We figure out these are new guys who have not yet heard about what happen to those that attack us.

As retrofit is ongoing, an old friend visits Yaselur 2.

Image

Battle 3 and a defensive fleet are both there, but how many are locked in retrofit? We can at least spot 2 carriers outside.

The answer is enough, of sorts. Battle 3 loses one cruiser, the strong defense fleet probably none (we did not have count of them). And this capital ship will raid no more, like its sibling killed earlier.

Virdanth 2 is an unstable spot. The third catastrophic eruption. What is "multiple new super volcanoes" times three? A whole lot of them.

Dark Transport, the orange guys who had the huge capital, is attacking with half shield ships. They must have a new spaceport somewhere. A resupply ship takes a trip an locates the base in the western gas clouds. Battle 3 is on the task. A task they of course completes without issues.

60 fighers and long range torpedoes helps a lot when it comes to killing pirate construction ships.

Trust Gordas to pick up the tech that never reaches highest priority. Nuclear Supercharging this time. We accept non-stupid suggestions for his targets.

2151.01.18: What will one have to do to get a war?

The gizureans. We have heroic reputation. That is a massive bonus with them.
Dhayut are furious, Haakonish too.
We are furious with the Gizureans. So why does diplmacy hesitate? We are lagging in military power. 25 vs 32k. Maybe we can fix that? Battle fleets are 1796 firepower...

Two fleets (at 13 cruisers and 3 carriers) cost 189k. We got 380k. Done deal.
Battle 5 and 6 is under construction.

More tech, talassos shields. How? Gordas. We notice we only got 70% progress in intensified shield strength, that must a been a fumble on his part.

Beautiful new features

While getting spammed about ships built and ships retrofitted (we accepted the general retrofit), we notice a shortage message on a constructor. Those kind of things pop up in shadows. The image below illustrate another nice feature. Red travel vectors for ships doing tasks for the selected object. There is one freighter incoming.

Image

Checking constructor: 24 chromium reserved, 0 in store. Checking medium freighter that is the source of the red arrow? 24 chromium. There is no need for any panicked repair action, they got this under control.

Another message is about a mining base (it is retrofitting, and they are very prone to shortages when retrofitting after using their initial stores). Argon it says. Zoom out. Two red arrows to the local spaceport. One has "transport argon", the other "transport gold, lead". Check the mining base, and indeed. It also needs some more gold and lead, but that has not stalled construction yet. The freighters have not picked up the cargo yet, but they work for the constructor, so they have red travel vectors.

In the next expansion there could even be that a single freighter manages to bring both argon, lead, and gold, though ;-)

Continue...

Back to the game.

Research department invent point defense, gordas brings in engine tech. We await further retrofit until we have larger shipyards. Progress at that is at 78%... A general retrofit took almost all our money away, but cashflow (and bonus income) is good.

Time passes and little happens, we are waiting for 500 size yards, and a retrofit. Some technology appears, both by scientists and by our intelligence hero.

2153.09.13. While waiting, Black Rock Transports has built a SSP where our very closest pirates were at the start, just inside gizurean territory. Battle 1 and 4 are waiting in the capital system, and takes the trip. The construction ship is there. A stupid gizurean escort chases it out, and our freighter leaves so no more info for us. We stop our attacking force, and send in an explorer at our capital. Maybe the constructor returns?

2153.10.14. Genetic Scrambling Syndrome on Beta Kapola 1. Lets hope it stays there... Population at start? 2538M.

2153.11.19. The explorer drops into the system. The silly gizurean escort was captured, the constructor is now repairing it.

2153.12.01. LargScale Construction is done. Yay.

The pirate constructor almost gets away, and manages a short in system jump. These cruisers have the wrong torpedoes. That is a problem with the AI designs and size, and the main reason we look forward to 500 size (even if the AI likes to put designs just above that).

The new Mashhad XCI clock in at a pretty 498 (max is 500)

Shock and horror. While waiting for retrofit, our elite spy is detected as he fails to steal tech from the Securan Paradise. Not captured of course, just detected.

We ponder why retrofits are incomplete. The answer is "not enough cash". Patience is a virtue.

Legendaries kill our far northern resort base. We spot a 600+ capital. Ouch.

2156.04.29: The last two cruisers is sent into dock at Sollost 5. Retrofitting a cruiser cost from 3600 to a bit over 4000 depending on old design. With 78 cruisers, that is almost 300k cash, and add a bit for 16 carriers as well.

And at the end planetary defense units becomes available. They have good defensive strength, and shoot at forces that are incoming (landing). They hare giant in size, and not very suited for transport.

Status

It has been an eternity of peace, and to proceed we need action. Suggestions are welcome.
Jumping at the yellows is a top alternative. They are getting really strong lately. We built cruisers, they added 10k military strength.

Suggestions? Continental hunting? Border cleaning (not that they are not clean)? Other?


Image

The left, right, and bottom sectors are cut off a bit. The main thing missing is a bunch of teekans on the right, north of their capital. The far left, and a lot of the bottom, has not yet been explored.

Image

Our negative opinions are:

Furious at Zygirea Hive.
Annoyed at Sluken Collective
Angry at Kharmath Coalition
Angry at Haakonish Corporation
Annoyed at Naxxilian Confederacy (they have a lot of sanctions).
Annoyed at Nanta-Re Conformity
Annoyed at Securan Utopia
Angry at Securan Paradise (the orange ones)

Securan Paradise is annoying as they have a trade line across my empire, but they are no match. Unless allies come, and they have none.

The 3 securan empires hate each other. This must be a cozy place:

Image

Image

The colonies are growing, some more than others. Taipoi was a tiny independent we learned about from the pirates. Maybe founded with a colony ship located by them? Framisc Yagin 1 is one of our latest colonizations. And almost 50% larger in population than Tapoi.

How to spot a colony with Securan main population? They have 50% tax. How to spot gizureans apart from the volcanic things? 26% tax, or thereabouts.

Image

There are quite a lot of destroyers in defensive fleets that see little action, as the pirate phase is long gone. We have seen some rather feeble pirate attacks in the west, and one more lately in the north. And these are attacks on mines, not colonies.

Image

We have just spent all our money, or a bit more, on retrofits. The cashflow is good.

We have a cashflow in reserve by moving our elite governor from Kuristar 1 to the capital. 46% income, 62% happiness, 110% population growth, and all kind of construction speed bonuses, and -10% mining.

I once spotted a passenger ship heading for Kuristar to pick up migrants. Treason, it is called...
Bingeling
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RE: The Great Ikurro Territory - A Shadows AAR

Post by Bingeling »

It is quite clear that pirates have played their major role in this game. I am a bit surprised about their performance, after having done a whole lot of automated games in shadows testing. Not a single pirate controlled colony has been seen.

Playing on could to either spank the Gizureans, or getting spanked by them. It could give some views of new troop stuff. Otherwise it can look quite a lot by a legends game, apart from less obvious changes in AI and economics.

Ashbery76 was disappointed at my relaxed cash. When you retrofit fleets for 300-400k, and have only 200k, you notice that you are not all that rich... They also don't look so impressive living next to the new galactic steamroller.
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Kruos
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RE: The Great Ikurro Territory - A Shadows AAR

Post by Kruos »

Suggestions are welcome.

Behead the bugs.
Bingeling
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RE: The Great Ikurro Territory - A Shadows AAR

Post by Bingeling »

Maybe easier said than done.

And offensive plan could involve starting in the north and go clockwise. I think there are quite a few continentals and marshes. Some preparation in troops would have to be done is a lot of attacking is planned. And also, some defensive troops in transports.

Once a plan is laid, it is just to prepare for it to be completely ruined by enemy actions :)
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feelotraveller
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RE: The Great Ikurro Territory - A Shadows AAR

Post by feelotraveller »

You could be ruthless and take out the Securans first.  [:D]  But I would head north too and then swing clockwise into the northern reaches of the yellow peril.  The Dhayut could be good sport during a cooldown with the Gizzies.  In the roughest/largest scheme of things I would be thinking about trying to push the Giz into the Naxx and then put the pressure on the Haakon to push them west and south.
 
By the way that's an intersting spread of the Argos Corporation.  How the heck did that come about?
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Kruos
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RE: The Great Ikurro Territory - A Shadows AAR

Post by Kruos »

ORIGINAL: feelotraveller

By the way that's an intersting spread of the Argos Corporation.  How the heck did that come about?

I dont think it is colonization related, due to the colonization range (2 sectors). Maybe exploration events?
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