T2410
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Hmm. We have incoming Meklar at Cygni and Alkari at Artemis. We have decent (ship) defenses at Cygni, and are about to send a huge ShutUp to cover Artemis. However, I have other plans for that vessel.
Plan is to make an immediate play for the Alkari colony of Simius. It has no bases, and the Bulrathi (with whom we currently have a NAP) are about to put two larges over it. This means that we can expect waves of bear-carrying transports there, which we need ships to interdict.
So, send available ship there, break NAP if necessary to start killing bear transports, re-inforce with other ships, send troops in from other nearby worlds.
That leaves the question of how to defend Artemis. The incoming ships are only a handful of mediums, but I am going to struggle to get any new ships there before the birds arrive. It can build a shield and a missile base in time with reserve spending. We do have 6 Shy 3.0s available to meet the birds, but I'm not sure they'll be at all effective.
Looking at ship design, we can't get a fusion beam or even a neutron blaster on a small. A medium can pack a pair of Fusion Beams for 98BC, or I can put 6 beams and 2 heavies on a large for 570BC. Both are designed as transport killers, so BC III but no shields. I think I prefer the large (even although it's a glass cannon). Endoria's pre-build can get five of the larges out next turn, but it will take them 3-5 turns to get anywhere useful.
I think we can afford the risk of a handful of mediums over Artemis. If the Shy 3.0s can't handle them, I'll fall back on diverting one of the new larges or building defenses.
Shutup heads for Simius, and I send as much pop as I can force-rebuild from Tyr and Paladia (18 and 12 - Simius has 30, so I'll need another round). It's all about speed here rather than efficiency.
I send out bombers from Cygni to be nearer the new front (Tyr), and our scanner ship to Artemis to get a look at the incoming birds.
Exis (UR) gets reserve spending to finish soil and a small pop infusion from Uxmai. I may have overdone this and need to ship some pop back, but better than letting UR factories be idle.
On tech, I look at Ref's advice and switch spending from PSX to Adv Soil. Once this is seeded, I aim to split between this, RCIV and ARS as efficiently as possible, trickling elsewhere.
I shuffle spying to be a trickle on everyone and hit Next turn.
T2411
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Crush incoming Meks at Cygni. Could actually have done this with just the missile bases. The Meklar's big fleet is headed away from us, and only moves at warp 1, and the bases can handle the incoming transports, so I can move our defender to Artemis. I think that 10 bases is enough for now and Cygni can start to contribute to our research.
Endoria spits out a squadron of the new larges and I put it back to pre-building huges, waiting for ARS.
A second round of invaders heads out from Tyr and Paladia for Simius. A sixth will be built at Exis next year - I can't efficiently faster build factories there until the pop arrives there from Uxmai, so production is diverted to ship building.
Similarly, Artemis is about to finish ATMOS, so excess production is diverted to start a shield.
Tech gets shuffled around for maximum efficiency, with a bit of seeding still going into RCIV and Adv Soil.
We get up-to-date information on the Alkari tech - no changes. I'll put a set of pics at the end of the report, but they have shields II, lasers and nukes. Ho hum. I doubt that the 13 factories on Simius are enough to drop their Fusion Drive tech - shame.
T2412
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We get sight on an Alkari Sky Hawk over Simius (the ships on the way to Artemis are the same design). I am not impressed.
Some spy destroys three missile bases on Cygni, which is actually inconvenient with transports incoming.
ARS comes in! That was nice and fast (9%). Zortium Armour or IT6. I remember Ref's advice to always have a plan ready and kick myself... I'd love to have IT6 to go with RCIV, but for some reason I hallucinate that we don't have Duralloy, so Zortium it is.
![smoke smoke](https://www.realmsbeyond.net/forums/images/smilies/smoke.gif)
. THIS IS WHY YOU PLAN
![banghead banghead](https://www.realmsbeyond.net/forums/images/smilies/banghead.gif)
.
I may have over-sent invaders to Simius - the Alkari are down to 17 pop (bears bombing?). We capture it with the first wave, so I can always send some back. No tech, but this takes us to 12 planets.
Now, do we have incoming bears?
Hell yes. 60 of them. In my classic style, I have probably managed to get the timing wrong on this and will end up losing the colony and being at war with the bears. However, I accepted this risk deliberately - we want to be at war with the bears soon anyway. I just couldn't get enough ships here fast enough. Time to free up a slot for a colship and think about building more bombers (actually, our 91 fusion bombers are probably enough to do serious damage). Pro-active revenge planning...
T2413
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At Artemis, our single GoAway has some trouble against a Sky Hawk - it's just so hard to hit! But we get it before it can escape in the end.
At Simius, 12 Bulrathi kill 30 Humans (6 bears left). We have Duralloy and Hand Lasers, but that's not enough edge. I've burnt a load of BC here failing to hold this - we just needed to kill a few more transports. We no longer have contact with the Alkari.
It will take the bears some time to get Simius up and running again. Our capture (and then loss) of Simius has made them love us even more. I'm going to gather a better force at Paladia and come back, but there's no point in taking any action until we have colships, which will be a few turns away.
On the tech front, I start to push propulsion. I'm really feeling the lack of good drives here - it's like wearing thick gloves, actions just don't quite work because I can't get ships around fast enough (for example, I'm having to delay Colships for a turn or two because I need to get GoAways over the uncolonised hostile worlds that the Shys are currently guarding). I'm actually going to hold off on any ARS designs for the moment - we're short on slots, we need new engines and our close enemies (birds and bears) have poor defenses that our small bombers can handle.
T2414
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Alkaris flee at Cygni.
PSX is in. The only tech at the next tier is cloaking. I'll take it. I rather like putting it on small or medium bombers.
I start building shields at our frontier worlds - Cygni, Tyr, Paladia, Darrian and Sol. None other than Cygni have many missile bases, so I want to complete the shield and be able to build more death-spore killing missiles on demand. Artemis leaves its shield part-built, as it's further back.
Tech fills computers and planetology to "just not lit", with the rest going into propulsion.
I scrap the Shys and start building Colships. Exis can pump out two next turn. Then we're going bear-hunting. I scrap our scanner ship and put together a fusion ARS gunship. It's still slow, but will handle anything the bears or birds can throw at us. Once we've got a couple we can scrap our existing huges.
I start pushing some reserves through Endoria to build the new ARS huge - after a look at the bear's tech (class II shields, nuclear missiles) I think that we could use it to punch down missile bases at a push.
T2415
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We drive off another Sili colship. For the first time in the turnset, F8 doesn't show any incoming bad guys.
Colships en-route to front, switch Exis (now maxed) to the new ARS huge design. Keep pushing ship builds with reserves.
T2416
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Alkari are bombing Simius very slowly. If they can kill all the bears I would be happy, but am not betting on it.
Still waiting for our colships to get to Tyr. We need better engines so badly...
T2417
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The bears dial us up and ask for an Alliance. As they (albeit accidentally) invaded us and I intended to wage a terrible genocidal war against them even before that I say no. I would be polite and end our NAP before invading, but we don't do that sort of thing.
First of the new huges rolls off the line. I'm only going to build a couple. Tyr finishes its shield and I build a round of fusion bombers there as reinforcements.
T2418
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Fleet heads for Simius, including new colships.
T2419
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The Bulrathi don't take the destruction of Simius well. War it is! Oh, and the Silicoids weigh in as well. I think that this makes two games in a row where I've triggered war with the entire galaxy (although we're currently not in contact with the cats or birds, I think we're at war with them)! At least this time it was deliberate.
I realise that I've messed up and left the "PleaseNotMe" hanging around Artemis. I decide to scrap it, as the first of our SlowSssh ARS design has reached the front, and the second is on the way.
The bombers and our ShutUp head for Quayal with one colship. That leaves the GoAways and an incoming SlowSssh to hold Simius.
RC4 is in the percentages, Adv soil is getting there.
T2420
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At Quayal, the bases target my bomber stack. Rather than lose them, I retreat. The ShutUp, with its class V shield, rumbles slowly forward, sits over the planet and slowly destroys the missile bases with its heavy beams.
Various fleets hassle us at Simius - Meklar and Bulrathi. The Meklar are still running around with Merc missile ships, the Bulrathi have Neutron blasters.
I bomb half of Quayal's pop away.
I found Simius. Enough Alkari transports get through that they capture the fledgling colony
![rant rant](https://www.realmsbeyond.net/forums/images/smilies/rant.gif)
! I didn't see that there were any incoming transports - they were masked by the ships. I didn't see any incoming bears last turn, or I would have delayed colonisation. Not happy! I don't quite see how they all got past my huge and several larges.
The Meklar are happy that we are simiting bears. They are still wary and at war with us though.
I restart espionage against the Alkari and set tech to sensible (I hope) levels.
I strongly suggest re-invading Simius, but have not set it up myself!
Overall, we're on the offensive, but I think it could have been handled better. I could have got Shys or a new medium design over Simius fast enough to prevent the bears taking it. I was still underestimating what it takes to kill transports at the end of the set. I was also a bit lucky at Quayal - I was never convinced that the fusion bombers could do the job unless the planet targeted the escorting huge first, and was prepared to retreat. We could then have come back with the huge ARS beamers or a new heavy bomber design, but as it turned out the ShutUp was enough to get through.
I'd consider a huge ARS bomber design; it would certainly keep us going (in the absence of more speed) against the birds, rocks and bears, but might not be enough against the borg.
Apologies for the choice of Zortrium Armour - it's not like it's a bad tech but we could really have done with IT6, and I could have confirmed that we already had Duralloy if I'd gone more carefully back through the reports.
Also, I have been acting on the assumption that we have a veto block. If we don't, then life is going to be fun in a few turns.