Further on the way to become a decent empire...
2118.08.29, we are still rather new into space.
We decide to not do anything too drastical at this stage. The local pirates have not bothered us much, and we bother them with mine attacks.
The 3rd fleet is refueling, with attack order on a gas mine of theirs SW of the capital.
By checking the local system infos, we are aware of a mine of the same crew in the right part of our capital circle.
4 frigates of the first fleet are split into a new (2nd) fleet to bust that mine. The 4 other frigates and the two alien ships remain at the northern colony.
2118.10.16 A construction ship of the local gang shows up in the system where the 3rd fleet just refueled.
After killing the mine (with no treasure) the 4 ship 2nd fleet is told to attack the construction ship, but it is far away, the fleet is weak, and we have little hope of killing it. But we do not want a pirate mine in the system of our fuel mine, so even killing the mine build and chasing the constructor is quite good.
2118.11.16 As the 3rd fleet arrive at the south-ish gas mine target, they notice that this is not a fuel source, but it has 4 other gases. They find 6432 credits among the wreckage.
They have a queued order to refuel at the spaceport, but we rather tell them as well to attack the pirate constructor that is to their north.
There is a small chance the two fleets arrive at approximately the same time.
Did I mention that pirate construction ships are high priority targets? They can not build new ones without a colony, so they have to capture any replacement. And just as construction ships are tricky to kill, they are also tricky to capture.
The 2nd fleet with almost no fuel are first at the scene. The construction ship easily escape. The 3rd fleet home in at it and meets it in deep space. Again the construction ship easily evade. Many ships, good firepower, or hyperdeny would be required for a kill.
The 2nd fleet is low on fuel, and are happy to have ended up in a system with a fuel source. The 3rd fleet is told to kill the newly built mine.
And just moments later gas mining ships in the Xirus 3 system discover the constructor as it approaches to build a mine at their mining target.
This is the same system and possibly same planet where we just recently destroyed a mine.
4048 credits gained killing the newly built mine. 2nd fleet is refueling in the system, 3rd fleet do the same. They eye another shot at the construction ship in the system just north.
Not that we are optimistic at another shot, even with 9 ships.
We find two mortalen independents in a system east of our southern colony. They are quite nice colonies at 83 and 87% quality, but we lack troops for an invasion currently. Also, we will have trouble clearing their pirate structures, not to mention trouble with keeping the skies clear of pirates. It is more trouble than it is worth at the current time.
We capture a pirate escort that tried to cause trouble at our nothern colony. It is badly wrecked and with no hyperdrive, but we use the quick button to queue a constructor to fix it. Plan? To send it back home to retire for tech... Or? Phew? the hyperdrive woke up, it was apparently only disabled. An escort with 28 damaged components, still hyperspacing at 8000 speed? That must be precision shooting from our boys.
2119.06.27. We have completed research for the quantum reactors. Sadly the research guys move on to improvements rather than something more pressing like construction size.
2119.07.18. No chance when it comes to killing the constructor, it is cratch with maybe 20% shields damaged. The 3rd fleet is told to retrofit. The 2nd fleet is told to kill the mine that appeared, then will retrofit.
We split the 1st fleet frigates into a separate fleet and tell it to retrofit. This way the alien ships can protect the northern colony, which they easily manage alone (they are powerful), while the frigates can retrofit.
2394 credits for killing the new mine in the Xirius system.
2119.08.02 An exploration ship visits the pirate system of our local crew. We spot a frigate and their capital near a gas mine in the system. We see that the large spaceport has 7080 shield and 612 firepower. We are in no hurry to fight that one, in particular while the capital ship is at home.
As our construction ships are spotted heading for the capital, they are told to retrofit. The first one has construction sabotaged, and we have to micro manage movement to the capital for retrofit since the spaceport cover the colony (no right click option). And we do NOT want it to retrofit at the smaller, northern colony which is closest (and default).
We order all explorers to retrofit, it will help to get a more efficient reactor on them.
We spot Grim Guild mines to the north, a nice target for the next destroyer mining trip... And another Grim guild small spaceport to the NE, they must be fond of building small spaceports.
We spot a good quality Atuuk independent to the NW. It is quite far, and has two pirate structures, and may soon be controlled by the grim guild.
2119.10.08 An exploration ship spots two capital ships of the lone dagger ravagers in the Mortalu system. We do not take note, but it is probably our old friend and one more. We are not the only ones finding alien ships.
2119.10.25 The mysteries of the universe: "The recent space battle near Sollost 2 caused our ship captain...". Battle? Near our capital? What? Maybe a revealed pirate freighter, or maybe exploration ship?
We notice that the incoming destroyers have refuel not retrofit order. It seems the designers gave up on making a new design because the fission reactor is a bit larger than the old space reactor. The 3rd fleet is sent up north to visit a pirate gas mine instead.
A newly discovered light blue pirate mine just to the east has the 5th fleet (former 1st fleet frigates) incoming.
Mine busting is not eventful, and it may be a lot of it for a while. No great details until something interesting happens.
2120.02.10. We got a ship boarding bonus from the escort we captured and that somehow managed to limp home. A retrofit suggestion reveal that we got the assault pod from it.
3rd and 5th fleets kill their mines with no bonuses. The 5th heads off to refuel at our northern colony, the 3rd heads a bit west to another system where we expect to find two mines of the Grim Guild.
We read up on the rules to verify that the hidden pirate base on our colony is no big threat. They need a crimnal network built to take control, and we saw that build on an independent.
2120.04.17 A mining ship spot a Grim Guild construction ship in the system where the 5th just killed a mine. The 5th is almost back at the northern colony to refuel. The 1st fleet with the two alien ships is told to attack the constructor. Maybe they can make it will work?
We are much more eager to hurt the Grim Guild than the local fools.
2120.05.26:
No warp inhibition, the cruiser is launching torpedoes. The construction ship tries to get away.
A bit below half shields, it gets away. Slippery bastards.
The 1st move to the Libiya system, where we think there is a Grim Guild resupply ship.
The 5th manage to kill a pirate escort at the northern colony in the absense of the big guys.
The 3rd fleet on the northern pirate trip kills two more mines with no reward and gets refuel order. The mine is just outside their range, so the first out of fuel trip is ahead of this empire.
2120.07.24. Money is up to 42K, and we order a 3rd construction ship.
2120.09.07. Our alien boys find the 141 firepower resupply ship. They take minor shield damage, the resupply ship goes down quickly.
The alien 1st fleet is then told to attack the pirate resupply ship in the system just outside the southern colony where we got a mine. We can see that this ship has less firepower (in the 80s).
We had a raid on a mine in the capital system, the 2nd fleet of 4 frigates was at home and killed the ship.
2121.01.06. We notice the 1st fleet and no resupply ship in the Adiga system outside Dhayu. Our guys sit at a gas giant hinting on what happened. They refuel at the gas mine in the system. We tell the destroyer to leave the 1st fleet and join the 5th that defends the northern colony. The lone cruiser will try defend the dhayu system and our frequently raided southern colony. Lets hope the big pirate capitals stay in the Mortalu system...
The 3rd fleet (destroyers) is busy going around our nearby systems to kill fresh mines built by various pirates.
2121.05.19. The first fleet spanks the first prospective raider at Dhayu, and we find that we have just 9 explorers left. We order 6 more. We seem to gain some money now, due to some bonus income.
3983 credits is found among the wrecks after a 3rd fleet mining trip. Thinking of mines, we manually book some constructors to eventually put gas mines at a couple of fuel sources in the area.
My sloppy way of building fuel mines: Click the systems in the area for the quick system overview. Recognize if the system har caslon/hydrogen by symbols. Zoom in and click the gas giants until finding the correct one, queue gas mine by quick button at selection panel.
2121.08.15.
A future tech cruiser bashing pirate escorts is not a fair fight. After killing off some of another clan, it is here feeding on a couple of Grim Guild ships. The third is already dead. It is hard to stop all when 5-6 arrive at once, though.
The last ship of the image above was captured, and heads off to retirement.
How many pirates can attack Dhayu 3 in a short span of time? A lot. How many can our cruiser kill in the same timeframe? Almost, but not quite, as many.
We find a large (main?) spaceport of the Grim Guild 1 sector north of our northern colony. We find a small spaceport of the Ikuriun Ravagers
(dark green guys) about 1 sector south of our southern colony. The dark greens are probably the owners of the southern resupply ship we believe we destroyed.
2122.02.18. Research? We got bombard weapons, just started light interceptors. The Fission upgrade is at 86% in energy. Colonization? At 42%, probably ready for a new critical failure and setback to 3%...
Brilliance!
An explorer releases a kaltor swarm when investigating a ruin. The good part? Working at the site was a construction ship of the lone dagger
ravagers. We can see the construction ship take a bit of damage, but sadly it escapes. It is a system with a lot of pirate mines 1 sector south of our area.
2122.04.16 We hesitate to go 1 sector away to bust pirate mines, and we are not quite there to bust spaceport. Apart from Dhayu 3 and explorer ships, it has been quite silent lately.
2122.04.21 Thinking "it is quite silent now" is a sure way of summoning some action. 5 days later the massive pirate capital attacks a mine in our home system. We are not sure of its further plans but head back home just in case..
- The fleet at our capital moves to a nearby system. 4 frigates do not want to mess with it.
- All the other fleets move to the capital.
Then the capital ship of the local guys appear and also attack the mine. It is weaker than the other by firepower, and we notice that these pirate crews are on unfriendly termps. (We clicked them in diplomacy). They shoot at each other.
They both jump, the biggest one takes more damage. All our fleets are told to attack the big one which is shields down and stops not too far from the capital colony itself. They are some way out, though.
Fleets in hyperspace tracks targets as they move. The big capital jumps to the right, and it may seem like it heads for the pirate system of the other part in their pirate battle. Our fleets follow.
It is clear it has a trajectory just south of the other pirate system. We have spotted a large spaceport of them further to the east, but it is probably heading quite a bit south of that.
We are amazed that the ship with less firepower did more damage. Maybe the big one lacks som defensive toys?
Pirates feed on our smaller colonies while the fleets are away, and fleet heads back to their bases. 3435 credits is stolen from Araxiel in the north. But a shot at killing a pirate capital or two was worth the try.
2122.09.24 Our fighting parties from the home system have a similar, but smaller, disagreement outside Dhayu 3. Unlike at the capital, the returning cruiser kills both of these.
The Research guys have turned the energy attention to hyperdeny systems. We support the idea, but how about making us able to build a ship remotely close to being able to use it, first?
2123.01.25 Disappointed at the general safety of the home systems (apart from when the military hunts pirate capital ships), our freighters now move to the Atuuk independent to the NW to die. The Mortalu system with two independents east of our southern colony also works out for them.
Our cash heap is climbing slowly, but we use about as much as we gain on new explorers, etc. The cashflow was at -11k, now it is -5k or even a bit better.
2123.03.22 The local guys attack a mine just outside Dhayu with their capital ship and 5 more ships. With hyperdeny it is a danger to our cruiser operating alone. We do not want to lose the alien ships until we can build some powerful fleets on our own.
The cruiser moves to the northern system to join the alien destroyer and four frigates.
We order 2 frigates and 2 destroyers to form a new fleet that will be placed to protect dhayu 3. They should have a fighting chance with the pirate frigates and escorts, and we can live with them being killed.
2123.03.27 As we worry about pirate capitals, destroying another fresh mine reveal the coordinates of the anomaly in the Monu Kudro system. And it is a pretty thing.
The fleet is at the gas mine in the system and is told to attend to the colony, apart from one frigate told to go to the capital.
2123.04.10 The Haakonish Industries get in touch after having bought our contact info from pirates. A single colony, they naturally like us, but we know them to be a grumpy bunch in general.
2123.04.18 As the frigate claims the capital ship, we discover a kaltor between them. Where did that come from? Through the anomaly? It is quickly killed by the capital ship. The capital ship joins the local 5th fleet that has all our big toys.
With the cruiser coming up from the south, without having gotten far at all, the 5th fleet gets order to refuel at the capital. The 3rd fleet is soon at the northern colony after killing the base that summoned the capital ship. We got a new toy, and we plan to use them all.
3199 maintenance for the new capital ship, let it earn its living.
The local raiders appear to head home after raiding and capturing our mine in the south. How long will they have a home to return to? How long will we have powerful alien ships? We rename the 5th fleet to "Battle 1".
On the move
2123.07.28 Battle 1, dragged down with 4 frigates best used as cannon fodder, is refueled at the capital. They are told to move to the gas giant in the pirate system that has fuel, and is quite far away from their base.
The new fleet planned to protect Dhayu, has as its first mission to kill the base just captured by the same pirates.
The beauty of fleets on the move. Battle 1 is heading for the pirate system. The new 6th fleet a bit spread out is heading for the light blue mine, and eyeing pirates in the Dhayu system.
As the leading alien ships of battle 1 approach the system, they see the pirate fleet heading the other way by some alien scanner stuff. They turn around and moves to the capital, as we assume they are inbound for some mine at home. Continue or turn? It was not an obvious choice.
The battle 1 media officer is fired after failing to deliver an image of this.
As the 6th fleet arrive to take up position at Dhayu 3, pirates fight pirates, and the 6th fleet joins the fray. They take a beating, but so do the pirates. 1 dead, 1 crippled, 2 heading home for repair. They were not exactly of alien quality, and the two survivors head back to the capital.
The pirate capital shows itself at the fuel mine in the home system. The local fleet is told to leave, and battle 1 to attack.
Our first proper battle?
Our cruiser and a few frigates die. The alien destroyer flees. Our capital ship has a huge hyperdenial field, and pummels the pirate capital.
Tractor beams keeps it in place.
The pirate capital dies, our capital ends up at 427/1040 shields.
The other pirate ships jumps at another mine in the system, the two surviving escapees of ours are told to repair, the capital ship attacks. A couple seems to get away, but most die. The mine is captured and quickly killed by the ships returning from the south.
Losing the cruiser was unfortunate, but our new capital ship is much stronger. The alien destroyer does not really stand up well against huge numbers of larger ships, and may not be as valuable as it could be.
The survivors of the 6th fleet join the 2nd fleet that has been sitting at the capital system. They move south, now with 6 ships. We need to protect Dhayu 3. The remaining frigate in battle 1 also joins, but needs major repairs first.
2124.06.06 We try to visit the same gas giant in the pirate system once more. The capital my carefully test the spaceport. Battle 1 is now only the alien capital and destroyer.
2124.07.16 A setback to 27% in colonization. Will we ever finish it?
2124.09.02 Battle 1 starts working on the mines of the pirate system. Killing the first one triggers another ship at our favorite anomaly.
The latest present from the anomaly exploded, it was a trap

.
2125.02.27. We meet an exploration ship from the Naxxilian Authority in a system a sector or so south of ours. They tell us that they only got 1 colony.
2125.03.05. The Mortalen complain about our military forces in the pirate system. It is in their territory. We ignore them.
We fail in our micro management, and the alien destroyer dies at the pirate spaceport. The capital kill the final mine, tests the spaceport, and finds it safer to head south to refuel near dhayut. We killed all the mines in the pirate system, and quite a lot of pirate ships too.
2125.05.28. The mortalen has colonized a rather poor colony prospect, SW of our southern colony.
2125.05.12. We learn of the Ugnari Industries, reported to have 4 colonies.
2125.08.14. The capital ship starts protecting dhayu 3, the 2nd fleet head for the capital system. And we reseach hyperjump inhibiting. Moving on to improved engines.
We spot another new mortalen colony to the south, in the system with a small pirate spaceport. Good luck with that!
The 3rd fleet protects the northern colony, we send a single destroyer to bust a new mine of our nearby pirate friends. The friends on the other hand, attack a mine at the asteroid field in the home system.
A rather large pirate fleet, attack a mine of ours far south. Mines die to these attacks.
Another large pirate fleet attacks mine in the far north. Two mines, both will go. Far in this context being a sector or a bit more from our territory.
As the destroyer on a mine busting trip finishes it job, it is time for a status.
It is 2126.03.23, and the pirates are annoying.
Status
Hopefully this is near the low point of the pirate battle, because they are becoming annoying. Keep in mind that I boosted the pirates in numbers, proximity, and gave them advantages with expensive research and many independents. I am starting to regret that now
My experience in automated games does not hint at the dhayut being strong starters, either.
What is needed is the economy to carry some larger destroyer fleets or something to do offensive punches. 20-30-40 destroyers of a bit better quality than we currently got, with the cash to replace losses. Our current funds at 36k is enough to purchase 14 destroyers, but we can not afford to maintain them (almost 10k extra maintenance).
I prefer to let the AI decide in the areas where I choose to automate things. To manually improve the situation I could among other things do:
- Scrap the research stations, add labs to the spaceport. I have a non-stellar scientist (23% energy, 5% weapons, 11% high-tech) at the energy lab, but he could help the other areas a little bit. It also saves some cash.
- Switch government to lose the -25% research speed. Military dictatorship? -20% approval as only drawback? Republic? +25% research, but extra maintenance and war weariness? I can not imagine a Dhayut republic, though.
- Sack the leader? 11% colony income and 10% population growth is not terrible, though, but he has a load of negatives.
- Do manual research. Short term needs are: Improved torpedoes and matrox blasters in weapons. Bombard, more star fighters, armored ground assault could wait, since that is for a bit later in the game. Construction size in energy tab, no need to have hyperdeny without planning to use it on ships, and for that we need larger shipyards. And getting all weapons on the destroyer design would help quite a bit.
How about the pirates? The local group was silent for a while, they have shown up with destroyers lately, and are not so silent anymore. They are weaker than the other pirates bothering us, though. And they are nice in building mines near our colonies that we can kill for treasures.
And will we ever complete the colonization tech? We have researched it for most of the game, even if very slowly in pre-warp.
This is approximately the known area of space. Our military sit at the colonies apart from a single destroyer that has just killed a mine west of the capital.
We have the bases of the Grim Guild to our north. They just killed two mines in that area.
We have our light blueish local guys.
To the right are the bases of the cruel claw pillagers, the ones owning the big pirate capital and that have/had at least one more.
The green pirates to the south that owns the small spaceport creating the flag in a mortalen system, have been bothering us in the Dhayu system alongside all of the above.
The pink-ish flag of the sinister spaceways is seen in the lower left, we have not noticed their ships around
It is not very visible, but to the left of the Grim Guild bases in the north, is the former atuuk independent which is now the capital colony of the grim guild. Right at the "Y" in Yaselur Region.
No more pirate shots, there is a lot of pirate crews around. There is one pirate crew who's status bar dwarfs that of the other pirates. They are called the Talfagleu Army. Notice the name of the Securan empire? Free Talfagleu Utopia. We are not the only empire with some pirate issues, and the diplomacy screen reveal that the Talf pirates is Furious with the Securans, they have had their battles.
Empire comparison screen shows that.
- The securan and haakonish have the highest population. Darn breeders.
- The Mortalen has 6 colonies, the securan and haakonish only one.
- The Haakonish has the best economy with a clear margin ahead of the Securans. We lead the rest of the pack.
- The Haakonish has highest military strength, the Mortalen the lowest by some margin. The rest are quite even.
So even if the Mortalen right now dislike us due to wanting our stuff, they lack the military to throw a punch. Good thing with 1 troop at the capital. Their 5 extra colonies should make sure they struggle a lot with pirates.
The capital is slowly growing, and slowly building more taxable revenue.
The economy is slowly improving.
There are not many obvious savings. Remove research stations and add labs to the spaceport? Save 3k. Retire the troop transport? Save 1k. That is 4k saved, and the 7 frigates have 5k maintenance. And 7 frigates extra would not help much, apart from giving another mine busting fleet or something.