The newest Chief Of Verifying Infinite Distancing, Cyneheard the Nineneeth of His Name, surveys the Darlokian Plague-Free Isolationist lands.
2360:
Nazin converted into a Colony Ship build. It’s a 3t build. One micromanagement trick that I like is running one tick LESS than the current build length (so the maximum spot that “builds it in 4t”), and building factories with the rest – I can always put that tick back in later, but more factories earlier = more BCs, and sometimes pop growth + factory production makes up the difference anyway.
Keep Out has 2 scouts at it and Gion has 0. Sending a scout to Gion, but it is too late to scare away the Meklar scout. Other Keep Out scout sent to Artemis. Scout pickets can buy a lot of time, and really should be in every world. If we could spend hundreds of BCs on large cruisers, we could have fit in 8BC scouts and put them everywhere.
About Time moved off of Factories to research – getting Propulsion will help greatly if we can get lucky. Set Propulsion to 15% and cut Weapons down a bit; I don’t care if Weapons takes 10t to mature, I’m not building a HyperX base or missile boat this turnset.
2361:
None of our distantly researching researchers were able to master the secrets of nuclear engines. I guess they need to actually talk to one another to get anywhere, and that remains a challenge. 26% to hit.
Mrrshans have 3 Medium Bobcats and a ColShip headed for Collassa, but the 1st Lzr Cruiser is going to arrive there in time.
2362:
We win, losing 2 Shortsticks, but wipe their fleet.
Spy destroys 1 factory in Keep Out (was there a factory to destroy?).
Nuclear Engines hits on the interturn! Start Sublight, we won’t need Range 7 for a while. Put About Time back on Factory production, and trickle a little bit of research into Planetology.
I MESSED UP HERE – didn’t switch the ColShip to Nuclear Engines. OOPS. Quite costly, we lose 3t for Gion and 4t for Hyboria because of it.
2363: 3 Pelicans from the Alkari chase our scout away from Phyco (Dead to the far east). This is annoying, but not a big deal. Colony Ship heading for Gion (scout is going to arrive to picket there in 2364).
Nazin set to Factory production for 2 turns, and slipping a scout in for Hyboria now; no reason to waste maintenance/opportunity cost on factories if we can’t send the next ColShip to Hyboria. Weapons at 20% to hit.
2364:
1 Alkari ColShip and a Mrrshan fleet – 2 Large Leopards and 2 ColShips (who have missiles) are headed for Collassa, ONE TURN before the COLAS would arrive.
2365:
Blow up the Alkari ColShip first (had to retreat the Longsticks midcombat to avoid them getting killed).
Fortunately the Mrrshans are loaded with Fusion Bombs. No losses for use, 2 ColShips lost for them.
Also get HyperV, and get Hand Lasers because I briefly forgot our variant doesn’t allow us to invade worlds, but it’s cheap miniaturization and invaders may happen at some point the way this game is going. Anti-Missile Rockets and Fusion Bombs were our options, so we’ll be getting Bombs next.
But THIS is ridiculous:
2366:
Retreat from the death fleet. 113 Laser Fighters and 13 Medium Heavy Lasers is way too many for us to tangle with. I sent a Scout from About Time to hope to find Collassa clear again, and we would be able to settle Collassa in 4 turns if their fleet can be pulled somewhere else (2t to retreat, 2t to return). They don’t have a ColShip so we have a chance.
Put AboutTime on ShortSticks because I think the fleet will need some reinforcements.
2367:
Good news: The Death Fleet left Collassa, just as I hoped. This happens a lot with the AI – they don’t like leaving fleets in place. About Time goes back to Factory production.
2368:
COLAS and company are redirected to Collassa
Because of my mistake with not upgrading the ColShips, and the fact that we’re at 6 designs, I can’t finish a Nuclear ColShip without scrapping a design. We’re about to settle Gion this upcoming turn, and then I can finish a Nuclear ColShip at Nazin.
2369:
We settle Gion. I meant to rename it So Alone but misclicked. Sorry.
Start 80% RIW in Construction.
Alkari have a Large Warhawk headed for About Time. I think we have 2t, but it’s going to take 3t to make a missile base naturally so I put the fully-factoried Nazin on reserve production to hopefully finish the About Time missile base before the Alkari arrive.
NAZIN IS VERY CLOSE TO FINISHING ITS NUCLEAR COLONY SHIP, about 50BC, but it looks like I need 100% reserve production to get About Time’s missile base finished in time.
2369-2370 Interturn:
We have colonized Waters Edge, formerly known as Collassa
Unfortunately, the Warhawk has arrived at About Time.
State of our empire:
Note: Be very very careful sending population from About Time to Waters Edge this turn. I have not spent the Reserves, but keep in mind that the game might lie to you about finishing the missile base in 1t if you send too much population away. There’s a medium ship that looks to be 2t out, and you can send ships back from Waters Edge if you want to spend 2t on missile base/fleet instead of 1t. I’ve reset Nazin to finish the ColShip and do some research – we may finally be able to start building factories in Keep Out, or we may have to build missile bases in Nazin because of the Meklars being right there.
Time for Cyneheard the Nineteenth to retire from these wars, and go stay the CENSORED at home.
2360:
Nazin converted into a Colony Ship build. It’s a 3t build. One micromanagement trick that I like is running one tick LESS than the current build length (so the maximum spot that “builds it in 4t”), and building factories with the rest – I can always put that tick back in later, but more factories earlier = more BCs, and sometimes pop growth + factory production makes up the difference anyway.
Keep Out has 2 scouts at it and Gion has 0. Sending a scout to Gion, but it is too late to scare away the Meklar scout. Other Keep Out scout sent to Artemis. Scout pickets can buy a lot of time, and really should be in every world. If we could spend hundreds of BCs on large cruisers, we could have fit in 8BC scouts and put them everywhere.
About Time moved off of Factories to research – getting Propulsion will help greatly if we can get lucky. Set Propulsion to 15% and cut Weapons down a bit; I don’t care if Weapons takes 10t to mature, I’m not building a HyperX base or missile boat this turnset.
2361:
None of our distantly researching researchers were able to master the secrets of nuclear engines. I guess they need to actually talk to one another to get anywhere, and that remains a challenge. 26% to hit.
Mrrshans have 3 Medium Bobcats and a ColShip headed for Collassa, but the 1st Lzr Cruiser is going to arrive there in time.
2362:
We win, losing 2 Shortsticks, but wipe their fleet.
Spy destroys 1 factory in Keep Out (was there a factory to destroy?).
Nuclear Engines hits on the interturn! Start Sublight, we won’t need Range 7 for a while. Put About Time back on Factory production, and trickle a little bit of research into Planetology.
I MESSED UP HERE – didn’t switch the ColShip to Nuclear Engines. OOPS. Quite costly, we lose 3t for Gion and 4t for Hyboria because of it.
2363: 3 Pelicans from the Alkari chase our scout away from Phyco (Dead to the far east). This is annoying, but not a big deal. Colony Ship heading for Gion (scout is going to arrive to picket there in 2364).
Nazin set to Factory production for 2 turns, and slipping a scout in for Hyboria now; no reason to waste maintenance/opportunity cost on factories if we can’t send the next ColShip to Hyboria. Weapons at 20% to hit.
2364:
1 Alkari ColShip and a Mrrshan fleet – 2 Large Leopards and 2 ColShips (who have missiles) are headed for Collassa, ONE TURN before the COLAS would arrive.
2365:
Blow up the Alkari ColShip first (had to retreat the Longsticks midcombat to avoid them getting killed).
Fortunately the Mrrshans are loaded with Fusion Bombs. No losses for use, 2 ColShips lost for them.
Also get HyperV, and get Hand Lasers because I briefly forgot our variant doesn’t allow us to invade worlds, but it’s cheap miniaturization and invaders may happen at some point the way this game is going. Anti-Missile Rockets and Fusion Bombs were our options, so we’ll be getting Bombs next.
But THIS is ridiculous:
2366:
Retreat from the death fleet. 113 Laser Fighters and 13 Medium Heavy Lasers is way too many for us to tangle with. I sent a Scout from About Time to hope to find Collassa clear again, and we would be able to settle Collassa in 4 turns if their fleet can be pulled somewhere else (2t to retreat, 2t to return). They don’t have a ColShip so we have a chance.
Put AboutTime on ShortSticks because I think the fleet will need some reinforcements.
2367:
Good news: The Death Fleet left Collassa, just as I hoped. This happens a lot with the AI – they don’t like leaving fleets in place. About Time goes back to Factory production.
2368:
COLAS and company are redirected to Collassa
Because of my mistake with not upgrading the ColShips, and the fact that we’re at 6 designs, I can’t finish a Nuclear ColShip without scrapping a design. We’re about to settle Gion this upcoming turn, and then I can finish a Nuclear ColShip at Nazin.
2369:
We settle Gion. I meant to rename it So Alone but misclicked. Sorry.
Start 80% RIW in Construction.
Alkari have a Large Warhawk headed for About Time. I think we have 2t, but it’s going to take 3t to make a missile base naturally so I put the fully-factoried Nazin on reserve production to hopefully finish the About Time missile base before the Alkari arrive.
NAZIN IS VERY CLOSE TO FINISHING ITS NUCLEAR COLONY SHIP, about 50BC, but it looks like I need 100% reserve production to get About Time’s missile base finished in time.
2369-2370 Interturn:
We have colonized Waters Edge, formerly known as Collassa
Unfortunately, the Warhawk has arrived at About Time.
State of our empire:
Note: Be very very careful sending population from About Time to Waters Edge this turn. I have not spent the Reserves, but keep in mind that the game might lie to you about finishing the missile base in 1t if you send too much population away. There’s a medium ship that looks to be 2t out, and you can send ships back from Waters Edge if you want to spend 2t on missile base/fleet instead of 1t. I’ve reset Nazin to finish the ColShip and do some research – we may finally be able to start building factories in Keep Out, or we may have to build missile bases in Nazin because of the Meklars being right there.
Time for Cyneheard the Nineteenth to retire from these wars, and go stay the CENSORED at home.