One note on ship names: Beam 5.0 would refer to a Beam ship with warp 5 engines. If you update the model, you would generally use Beam 5.1, saving 6.0 for a ship with Warp 6 engines. This simplifies things when moving fleets around, because you can tell which designs can keep up with the others.
--Sakkra fleet coming to Rha. I redo some of the RELOCs and send the ships currently at Toranor to help defend (1 Repulse ship won't last against this fleet--they'll have 2 space beams, and worst of all, they have the top tier bioweapons. Completing PS10 won't help there.
--Fleet and troops bound for Rotan. I can't figure this one out. Rotan only has 4 bases, which is easy, but it also only has 4 factories. Hardly a worthwhile planet to try to conquer (it would take forever with a fleet to babysit to get it stood up). I'd rather take a fully developed world, even if it means losing a lot of our bombers to the bases.
--I scrap the WMDs and Ions and design a ship with no defensive toys, just a lot of 5 shot stingers, and one AM bomb because it fit. It will be useful in just about any battle, but especially in ones where we don't want to get into beam range. The other slot I use for a RadCol.
30) Rotan bases taken out in one drop. 4 bases did 60 damage to our bombers. That means 16 or so bases to take out a 250 hp ship. I like those odds. I go ahead an bombard Rotan (40 troops vs. 60+ pop), oops, they all died. While I figured that our troops would take them, I was hoping to get a feel for how many pop 10 bombers would kill. Turns out that it's alot. We lose the 40 troops, but I don't mind, seeing as I didn't plan to babysit the barren planet my whole turn to get it set up. My fleet wants to take Vega! But first, a diversion to Sol (1 turn away).
31) Sol's bases are taken down easily. Those bombers do a decent job outrunning missiles. I bombard Sol and miss glassing it by 12 pop. I'll leave a bomber and a Beam ship to finish the job. More importantly, I arrange a surprise party for Vega in 3 turns. The fleet from Rotan is invited, as well as anyone left from defending Rha in 2 turns (they can reach Vega in 1 turn). I also invited 130 citizens from various planets as well. The 95M inhabitants will be so surprised!
32) The Humans show up with a stack of medium ion guns, which prevent me from finishing off Sol. Not too bad, since with no bases or factories, someone else should finish the job soon enough. This should mean the Humans lose range to most of the map.
Battle at Rha.
Sakkra bring 37 bio ships, and 85 larges with ion streams, merculites and heavy blasters. The planet is only in danger from the bio ships, so I focus all efforts on them. I do somewhat better this time, with the repulsor ship pushing them back twice before getting hit by a merculite volley. My stinger ships took down a couple of them before they caught an enemy volley too. I managed to retreat 2 bombers and 2 beams ships, while I lost 9 larges. The bio ships reach the planet with 21 remaining. That was enough to kill off the pop in 3 rounds of bombing. The ion stream ships did impressive looking damage to the stack of bases with those streams, but neither their missiles or beams could manage even 1 point of damage. Good thing I had a Radcol around, I refound Rha same turn.
34) 10 Bombers take down 32 bases at Vega. I lose 2 bombers and 1 Stinger. They moved a large fleet of Juggernaughts away at the last second, leaving only a few for our fleet to kill. The planet is left with 85 pop and 435 factories, with 130 troops inbound.
Our troops find Sub-lights, Duralloy, Toxic, Range 5, Gatling Laser, and finally, Advanced Cloning.
Now, holding Vega is the next trick. I forgot that the fleet that trashed Rha was returning to Vega. I have 2 turns to get ready. First I dump reserves into Vega. I set it for +13 pop (to fill up), and the rest to bases (11/year!!). I also call for every ship in range to get there on the double (including one colony ship, just in case). I really want to hold onto this UR 95 pop planet.
35) Vega ended up maxxing pop, and getting 16 bases. 27/year now.
36) Vega is defended fairly easily with 43 bases. My ships help take down part of the rest of the Sakkra fleet before I retreat them, and they run from our untouchable bases.
Silicoids dissolve NAP.
The remains of the Sakkra fleet head to Tauri to lick their wounds. They will take 3 turns to arrive. My fleet, and 47 troops from Vega will be there next turn, and have 2 turns to prepare a reception.
37) Tauri reduced to 85 pop and 164 factories. 47 of our troops only drop them to 27 pop. Next turn another wave from Vega will join with the wave from Ajax last round to take the planet. All I need is to get PS10 up, and it will be safe.
38) Take Tauri with 29 troops left. FF7, Ion Stream, Universal Antidote (-2M from bio weaps) found. Scientists also discover FF6 on their own (cloaking device next).
Tauri can't finish the shield in time, so it's up to the fleet to defend vs. 50 Sakkra Hydras.
39) Tauri survives. I lost all the Beam ships, and some of the Stingers before they retreated. There were still 27 Hydras left, so our bombers led them a merry chase until they got tired. I did lose some bombers due to the ion stream and hvy blaster though.
I also glassed Kronos for fun. It had no factories to speak of, but 57M Sakkra died.
The Sakkra then called up and sued for peace. I said stuff it, we're coming for your tech, and they said here, have RC5! I agreed to peace with the Lizards, since it will take us awhile to upgrade our shipyards now.
2540) Silicoids declare on us. Oh well, now we have another target. Specifically I recommend Endoria. It's a Rich Toxic, and also the only Rock planet in range. Be careful though, the Rocks are packing Hercular missiles now. At least they have 360 factories, so we stand a chance of having our own Herculars if we invade.
We have +10 for Andrium vs. Duralloy, +20 for Armored Exo, +10 for PAS over PDS, but they have Ion Rifles (can't remember what the value is).
So its +40 for us, -Ion rifles, - 5 for defender. We should have a fairly easy time on the ground, but try to bring enough troops to nearly fill the planet after the fight. I really helps stand up a planet with factories if you start with a high pop (as Vega illustrated).
I've rerouted our ships all to Ajax, where all the building is RELOC'd. You can change the orders if you want, but I'd advise putting together everything we've got to attack Endoria.
Also, for the RC5 push, I put Mentar and Paranar on tech to hold the investment, while everyone else went for factories. The UR planets are already finished and back on ship-building. When the Artifacts finish and take over tech again, you can put Mentar and Paranar through their round of upgrades.
On the tech horizon is Star Gates, which will help us quite a bit with fleet management, and also Fusion Rifles and Tritanium armor. Those will really give us the ground edge vs. the Rocks when they come in. IT50 will boost our production another notch too.
We are finally on the offensive! Once we take Endoria and get a few of the Rock techs, and our next round of tech comes in, it may be time to just start exterminating. We can scrap the slow Stinger ships and the Repulsor beams, and design a new class of ships. Perhaps Hercular missiles or Fusion beams. We may want to design a fresh bomber, if we can fit more bombs due to miniturization (or wait for cloaking device). Another design to consider is a ship with Warp Dissipator, Ion Stream, and Inertial Stabilizer, packing the best 2 range beam we have. Several Sakkra designs have speed one, so a Dissipator would ruin them. Plus, the immobilized ships can't retreat, so you get to destroy them all.