OSG7a Always War Hard -- Once more, with feeling!

I have not forgotten about this game, I've just had WAY too many things going on today. Rest assured, when you wake up in the morning I WILL have 1) Packed for a week in Atlanta, 2) Cleaned up the house for the week.... yeah, it was a mess 3) Completed 30 hours on continuing education, and most importantly 4) Kicked some Darlok hiney :)
 
Looks like we're reached a winning position in this game if we can avoid final war on the next vote. I take a planetary tour. I change nothing. I consider increasing spying on somone to try to steal stabilizer, but decide against it for now. I intend to glass that huge Ultra Poor the Darloks have before the vote, just to make sure :). I change nothing, and hit next turn.

[1] - Get chased off about TEN planets... hmm, the humans have Mercs :( I notice our transports have zero time coordination (sigh) we might have to bomb the planet to take if on my watch. I do some micro

[2] - some places max out on pop. I do some micro

[3] - The darloks bring their fleet to the planet we are invading. 4 Larges and 10 mediums. No problem, they move in, then decide to run afterall. They bring annother flet with close to 50 mediums to our point planet. Our handfull of ships hide behind the planet and wach the scatterpacks chew them up.

Ion Rifle hits on a 1% chance :woohoo:
The new choices are Gatling Laser, Hard Beams, Graviton Beams (which all suck) and the higly useful, could be glass making Anti-Mater Bomb, which I select. We'll need Mediums to tote them arround, but they'll wipe the universe.

15 million mrrshans try our new ion rifles and only kill 12 million. Since they have more pop on the planet than we are sending, We'll either need to send more, or bomb it :( I decide to send half the pop of Phyco, and eventually, half the pop of VOx as well. I'm going to coordinate them to arrive with the 25 million coming from the homeworld. Looks like I'm not going to accomplish anything this turn really. Maybe when a few more planets max, I'll get into the ship building deal again.

I wish to god we had Warp 3 so Our transports weren't so dang slow!

[4] - Spies destroy our base at Endoria =/ Tau Cygni has allready regrown 4 of the 12 pop we killed..... Got to coordinate the marines! Turning all these scouts arround is tedious =/ I decide to increase espionage vs the Alkari in an attempt to steal Stabilizer some time before we learn warp 4

[5] - Twenty troops arrive, and knock the Darloks down to 58. I notice I sent troups from the wrong planet last turn. *sigh* Here I am telling others to coordinate, and I screw it up myself. The good news is I think we'll take the planet in 3 turns if we get good rolls. I send half the population of Endoria to make *sure* we take it in 7 turns. It wasn't my idea to invade from the rich planet, but so it goes.

[6] - 15 transports knock the Darloks down to 46... actually, they'll probably hold the planet with those rolls. Some places are nearing maxout

[7] - Nearly everywhere maxes out. I decide to make some more warships. We could use a 2nd squadron. Fieras starts back on 'boats, and Xudax on fighters. If we can gather enough of these, we can wipe the klackons and Alkari out. Both have no shield above 2, so, while it might cost several dead pilots, it will speed us along.

[8] -

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So, wadda we git

Well, first we get a notice via GNN that the unmet Humans are AHEAD of us in production :eek:

Then we get...

Class IV Deflectors =| , Death Spores :( , BCv (that'll help espionage vs the Alkari :) ) , and Improved 7 =| We, of course, do NOT get the engine we desperately need *sigh*

Did I say Unmet Humans?

a3.JPG


The Darloks ph34r us and want peace...
The Sakkra complain about our size...

I consider starting spying up on the Sakkra to get the engines, but decide not to since the election is almost here and I'm unsure if we have veto bloc.

As soon as Tau Cygni is secure, we can start wiping out the rest of the Darloks from it. Right now it only has 5 pop though, so it won't be secure on my watch.

Since it's our "just met" turn with the Humans, I decide to see what they'll trade... Only Mercs and GL. They want Enhanced Ecco for MErcs. Dream on. For GL, they want... Controlled Dead? They own all but 2 stars we'd not previously scouted, so odds are they have Controlled beyond Dead already. Even if they don't, how much diffrence is it to face a 10PE than a 12PE? Not much. And defensively, it wont matter. And it'll keep us from wasting our pointy sticks on a useless tech.
 
[9] - Klackons want peace :sleep:

[10] -

a4.JPG


We lose 4 Missile boats and 73 fighters. They lose all but 73 of their missile boats and 3 mediums. Looks like it might be a good thing I started fleet production back up!

Vote time. Good thing the Sakkra are friendly or it'd be final war now!!

Humans 11 votes themselves, Darloks 5 votes the Humans, Klackons 2 votes the humans, Sakkra 4 votes me, Alkari 2 votes the Humans, Us 10 votes Abstain. We currently have 10 of 34 votes, so we're still short of Veto power.

I do the retreat shuffle, but thats it. The rest of the turn is up to whoever is next (ive lost track).

We haven't managed to get a look at the Human's tech levels yet, but when we get the spy planted, we may just wana go to espionage on them.

They have a sweet little rich Minimal planet (actually 2 of them, so I suspect they have atmospheric) that is close behind the Darlok homeworld. That could be our next target. IT would doubly help us since they are our oppoent in the elections.

WE REALLLLLLY need an engine.

Here is a new pic of the universe.

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And the save

http://www.civfanatics.net/uploads10/SG7_OFF2ATL.zip
 
Mostly this turned out to be a builder turn for me, with relatively little combat action. We're in a position to go on a renewed offensive now, however.

Inherited turn: First thing I notice is we are back to having scouts in orbit over multiple AI worlds, even though I already said we don't need to turn them around every turn. :lol: It's enough to have scanners roaming around between enemy planets. So, since I don't think we need scouts any longer, I scrap them. Just keep one scanner pestering each AI race and that will be sufficient.

I notice that we could design a much better ship than our current designs, due to our tech improvements since we last designed ships. However, I would prefer to wait for sublight engines, which I hope to capture from the Darloks relatively soon. And we are just on the cusp of developing RC IV, which will necessitate a pause in shipbuilding while we construct factories. So I hold off on building a new design just yet.

2451: Our spies infiltrate the Darloks! We get options in Construction, Planetology, and Propulsion. I pick the latter, and we get Inertial Stabilizer. Reduce funding for spying against the Alkari, and increase spying against the Humans and Darloks. I set our spies in Alkari and Klackon space to sabotage rather than espionage since we now know all their techs.

2452: 60 more pop arrives at Tau Cygni. We start construction of a planetary shield, with reserves doubling production.

2453: Detect a substantial Darlok fleet incoming to Tau Cygni from Quayal. Fortunately we will have built 3 missle bases this turn.

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2454: Our scanner checks out the Human bases at Neptunus.

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They have Merculite Missles, Class V Planetary shield and Shield V. Their fleet is also fairly slow, but has good computers and beam firepower. Our missle bases at Tau Cygni drive off the Darlok fleet (our own fleet certainly couldn't do it!) We get a spy into Human territory and see what they have.

osg7a_2460_4.JPG


Also, RC IV comes in, and Anti-matter bombs gets to 3%. I pick advanced Space Scanner next, and halt shipbuilding for now to build factories everywhere.

2455: Our spies infiltrate the Darloks again, with the only option being Propulsion. We have Sublight drives! Now we're talking! Another Darlok fleet incoming from Quayal to Tau Cygni, we'll have no problems driving it off.

2456: We destroy the Darlok fleet attacking Tau Cygni, costing the Darloks 45 medium ships. We also manage to steal Improved Eco Restoration (only choice) from the Sakkra. An obsolete tech, but every bit helps; we frame the Humans. Atmospheric Terraforming hits 2%. Tau Cygni seems secure and our fleet rebuilt enough to make a sortie so next year I will send them to bomb Quayal.

2457: Our spies get a penetration in the Human empire! We can pick any field. What should we take... the only thing they had that I wanted was Atmospheric Terraforming but we are already about to develop that on our own. I could pick weapons and hope to get something useful, or pick computers to make it easier to steal from them in the future. I elect to go with Computers, and get ECM IV. I also notice the Darloks now have Merculite Missles, and that their main fleet is now heading to Vox. Just in time for my fleet to go wax Quayal!

2458: Our fleet at Quayal destroys 18 mediums and the base, at the cost of 50 Ion fighters, bombing it for 28 pop. Watch those medium gatling ships, they are surprisingly effective. I expected to lose about half that many fighters. I think I will bomb Quayal once or twice more and then move on to attack elsewhere.

2459: We bomb Quayal for 35 pop and get Atmospheric Terraforming. I can go forward for Doom Virus or back for Controlled Radiated. No-one else seems to have the latter so that's what I pick. We don't need so much Planetology research anymore so I equalize research across all fields. Still, no Soil and no Gaia is a pain. I put enough funds to Eco on our hostile worlds to complete Atmos everywhere.

The Sakkra and Alkari appear to be at war. We'll need to move quickly if we want to stake our claim there. I will bomb Quayal once more and then I think our fleet should head to Alkari space.

2460: We bomb Quayal for 36 more. We also get Anti-matter Bombs and start on Anti-matter Torpedoes for lack of a better option. Zortium Armour hits 1%. The Sakkra have bombed and taken Hyades; it's a spud now. The Alkari have a bunch of transports on the way for next turn, but unless the Sakkra move their fleet off they won't be able to land. I set our fleet to head towards Altair but of course it hasn't left yet.

We're now in a position where we can design a new fleet. I propose the following designs, but we haven't built any yet so feel free to adjust to taste. Fierias and Endoria would of course make the best places to build these; currently they are pumping reserves. Our innate gunnery bonus means the bombers should be effective even against planets with shield 10, despite the relatively weak computers. Alternatively you can swap that design for a medium ship with 3 anti-matter bombs.

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Some pics of our current fleet and the current battle theatre.

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And the save: http://www.civfanatics.net/uploads10/osg7a_2460_1.zip
 
Glad someone finally scrap those scouts. When you say drive off do you man we were not able to kill any?
 
While our fleet was at Tau Cygni we were able to kill off some or all of the Darlok fleet each time they attacked there. We didn't have a fleet at Vox, so when the Darloks attacked there we inflicted no casualties. Frankly, however, I'm not all that concerned about killing off the Darlok fleet at this point as a lot of their ships are obsolete and just a drain on their economy. I'd rather they keep the older ships than scrap them and design more modern ones, especially their Hyper-X boats which lack any sort of computer and can't hit the broad side of a barn.

BTW, you're up. :)
 
Yeah I know, I was going out the door when I read your post. I should be starting this in a bit, trying find a good spot to save first.

I bounce back and forth on the idea of letting them keep ships or not. It is probably not important either way, but I tend to like to thin them out, so I can be safer on defending with smaller fleets.

So I like to leave a missile boat at any worlds that will get a visit, so they will stay and take a beating.
 
I just noticed in th egame the the fleet was in route to Altair. No mention made of the change of plans?

At first I though I had gotten careless and reroute them, thinking it was just the scanner ships. Then I came abck to see if I missed a line and noticed that the screenie clearly shows the ships heading there?

So I will play on with that position.
 
Check around looks good, but I do adjust Incedius to use all its income for eco and ind.

I want to get it up to forget about it.

Small concern about Kholden and Altair as both are at war with the Humans. I would hate to see them dash in and grab those Home Worlds.

2461:
Humans ask for trade of 1025, I don't like trades with humans. You don't even get a kiss.
Darloks want peace as does Alks.

2462:
Steal for Quayal is Planet or Weapons, I take Planet and get +30. Either one was not a great deal (mercs the weapons) for us right now.

2463:
Zort comes in and see IIT8, Waste 60%, IIT6, IIT5. IIT looks good, but we have RC4 already so I go with Waste. To tell you the truth I am not sure what we have for waste at this point.

I wrote down a few of the techs we had for most of the fields, but not all.

I make a new ION 3.0 with all the same, except to add in Zort for 2BC more. Start Fierias making ION and Endoria making the bombers.

2464:
I finally realize the main fleet is going to Altair. I find 12 MB and 1 colny and 1
Condor. I take down the bases and their fleet leaves, we have no losses.

I send 45 from Xudax (max) and 50 from Rhilus. They are 1 turn apart. Altair has 44 pop left and 191 factories.

I relocation Fierias ships to Xudax for now so they can be sent to Altair. Endoria is not relocating as I see no place closer.

2465: uneventful

2466:
Range 8 comes in and we have Range 9 or Impulse. I take the engine. We can reach a lot of places already.

Jinga 1 click on MB to get to maybe 3. 1 click on Tau to get to 5.
Incedius will max next turn.
Force Field at 17%.
 
2467:
Humans attack us at Altair with 335 gunboats (1 Ion cannon), 20 Destroyer (2 Fusion Beams and 1 Ion).

Force comes in and we have Personal Absorb and Class VI. I take Absorb. We cannot afford to apply class VI to our ships at this point and the bases are fine.

39 Gunboats get out of the battle at ALtair. I could have gotten them all, but I did not want to risk either the new ships or the Hypers. I think we lost 1 or 2 Ion 2.0 ships.

Killed the Klacs fleet at Endoria.

Humans declare on us. They have another fleet of 200 Guns and 7 DD coming to Altair. It will be their loss, but they will probably run.

2468:
Saks have fleet near Altair of 37 Val, 15 Hydra, 3 Colony, 581 Daemon and 2 Dragon. All large, except Daemons.

Altair is captured by the 45. 50 coming next turn. I send 20 more from Xudax. Pop 38 at size 100+. Terraforming and Refit. Give BC. Will get to 140, so 20 should be close at 4 turns.

Relocate shipping to Altair.

Incedius get it planetary shields up.

Humans retreat at Altair. They have learned Autoblasters.

Save some coins on spying as birds are either gone or lost contact.

2469:
In a sudden shift, Phyco goes Fertile. Add some to Eco to get up to max.

Ok, not sure what the next person wants to do here. We have about 30 bombers now. Do we want to make a bunch and go around smashing planets or shift Endoria to fighters? I would not want more bombers as I would not blast planets and leave them glassed. I forget the variant win conditions though.

So I leave things as they are and try to decide when to go for Kholden. The humans have staggered fleets coming to Altair. Each has at least 100 gunboats. They can be driven off or handled, what I am not sure of is if they will mass them after they retreat and then come with a really large fleet.

I am inclinded to ignore that threat and go for Kholden now.

Ok I send all the ships form Altair to Kholden. No troops can go as we have not scanned it. I leave the 365 or whatever it is of the Ion 2's on Altair to handle the incoming. They will get 20 odd Ion 3's each turn from Fierias.

2470:
Klacs dial up and asked for peace.
Fleet to Kholden next turn.
BC to Altair and Vox.
20 due at Altair in 2. It is 93/116 pop, so that should work out fairly well.
 
Zed-F
vmxa
Maniac
catwalk (withdrew
dathon

This was the order last I knew, but we went:

Manic, Zed-F, vmxa (last player). So I am not sure who is the next player up.
Do we just go on with what it was and Manic is up and dathon on deck?
Do we change the order and have dathon and then Manic and get back on track?

In fact I am not sure if dathon is needing some time at this point.
 
vmxa said:
I just noticed in th egame the the fleet was in route to Altair. No mention made of the change of plans?

At first I though I had gotten careless and reroute them, thinking it was just the scanner ships. Then I came abck to see if I missed a line and noticed that the screenie clearly shows the ships heading there?

So I will play on with that position.

Definitely mentioned it, both in visuals and in text.

The Alkari have a bunch of transports on the way for next turn, but unless the Sakkra move their fleet off they won't be able to land. I set our fleet to head towards Altair but of course it hasn't left yet.
 
Looks pretty good, vmxa. We already had Waste Reduction 80%, so probably IIT5 would have been better, just to give us the chance to research something further up the tree. But if you forgot we already had 80%, and could capture waste reduction 60% from the Humans, then it's a reasonable call to make. The other tech choices were solid. As far as the engine, I bet that was a 'duh' moment! ;)

I agree with going for Kholdan next. That would be the best use of our existing fleet.

Ok, not sure what the next person wants to do here. We have about 30 bombers now. Do we want to make a bunch and go around smashing planets or shift Endoria to fighters? I would not want more bombers as I would not blast planets and leave them glassed. I forget the variant win conditions though.
Umm, 30 bombers is not enough to do much of anything, especially not against the Humans. And the point of the bombers is precisely to destroy missle bases, not to glass planets -- at least not yet; we still need to capture tech and staging bases in Darlok, Sakkra, and Human territory. You'll need stacks of like 5-10x that, and there's no reason we can't have more than one such stack. We are approaching the point where we can start supporting more than one invasion fleet, one in the east and one in the west. (They need to be geographically separated because each will need to be supported by troops being sent from different planets.)

Checking out the save I notice that Endoria and Fierias are still mostly pumping reserves. However, we have nearly 2k in reserves right now, which is ample. I'd say let's pump fleet construction to maximum and start really taking this war to the enemy! One thing I would do is to make sure Altair gets a couple bases up ASAP, though, to deal with those pesky human fleets on the way.

Regarding who is up next, I would say whichever of Dathon or Maniac gets back first. ;)
 
Yeah I have little experience with bomber fleet, especially small ones. I agree we can start upping the ship counts. Those Hypers did wax the Altair bases, but they were junk.

Humans will have better stuff by the time we get there. I figure we can get bases up fast on Altair once it gets terraformed, which should not take more than 2 turns.

It will eat a fair amount of reserves as will Kholden, but they can be augment from someplace else if needed. I think it took about 280BC and Vox about 420.

That is why I like to grab those HW's as they will be up quickly and add a lot to the empire. Not to mention I would hate to see them in Human hands.

That should go a long way towards sealing the votes to block.
 
I'm back, Maniac said he would be out after Christmas until something like January, so I got it :) Stay tuned.

dathon
 
Pre-Game Ruminations
Taking a look at out situation, we're in pretty good shape. The birds are gone, and the bugs will soon be relegated to distant planets on the opposite ends of the galaxy. Darloks aren't much of a threat either. That leaves the Sakkras and the Humans. Well, the Lizards don't have much tech, so that makes them prime targets. However, I would really love to stick it to the Humans if we can, and sooner rather than later to cripple them. They have quite the large fleet, but it has a weakness: massive amounts of small and medium ships. We need energy pulsars and repulsor beams. With those, we can reduce the Human fleet of small, 1-space guns to dust with just a few ships. Now, how to procure them. Only Humans know the repulsars. They know pulsar too, but so do the Darloks. So my plan is this: After Kholdan, invade Nazin, which should pick up the pulsars, and hopefully steal the repulsars from the Humans.

2470:
*Two clicks off spying on the Darloks, leaving it on minimal, added to the Humans.
*With a little pumping, Altair will build a shield and a base for next turn.
*Fierias and Endoria get 3 clicks to reserve, rest to ships, redirected to Tau Cygni to begin making an invasion fleet for the far West. I keep Endoria on bombers and Fierias on fighters.
*And that's all as I accidentally click next turn :p

IBT:
*Human fleet arrives at Altair. Destroy all of the mediums without a loss. Smalls retreat.
*Attack at Kholdan. Destroy all missile bases and their 1 large Avneger without losing a single ship.
*Controlled Radiated Pops. Only Option is Doom virus :(

2471:
*That's really weird. The yellow N of Talas is an uninhabited minimal, size 50. My only guess is that it got razed and was never refounded. It's actually in range too, but way too exposed.
*Altair will finish terraforming and build 4 bases this turn, then will go on factory construction.
*50 transports ordered from Phyco, 25 each from Rana and Xudax ordered to Kholdan. Altair will add 50 more in two turns.
*Tech re-balanced so Doom Virus and Reuced 60% get 5 clicks (10%), everything else 20%. My standard research configuration, I like to keep things in units of 5 clicks.

IBT: Nada

2472:
*40 fusion bombers at Altair ordered to Tau Cygni. I think ~150 should be sufficient, with the missile boats, to take down Nazin. Endoria will have produced about 120 by next turn, at which time I can switch to fighters exclusively.

IBT:
*Recon ship at the Human world of Willow makes an alarming find

rbo7a_2472_humanfleet.jpg


Those merc boats won't hurt our worlds, but will also take down a repulsar/pulsar approach right quick. But 200 some medium death spore ships :eek: Keep an eye out for those corvettes!!
*Battle at Altair. Humans again lose all their mediums, retreat their smalls, we lose nothing.
*Darloks attack at Tau Cygni. They lose 8 medium nuclear bombers, no losses.
*Anti-Matter Torps hit. Choose Auto Blaster over Tachyon Beam.

2473:
*50 troops from Altair to Kholdan. K-day is in 2 years.
*Endoria and Fierias taken off reserves (we have almost 2k) and pump fighters. Should have a fleet ready to go by the end of my turn.
*Oops! Forgot we got Radiated and have planets to colonize. Design a lightly armed col ship, set Fierias to build in a turn.

IBT:
*Humans suicide 17 more mediums at Altair.
*Advanced Scanner comes in, as does Reduced 60%. I take RC V over ECM VI, IIT 5 over IIT 6 and IIT 8 :)

2474:
*Post-clean-up-tech slider fiddling.
*Fierias will build another col ship and add a lot to the reserve this turn.
*Altair is more than capable of defending itself, and there are none of those Spore ships anywhere but Willow. Ship all 96 ion 3.0's to Tau Cygni, leaving the 362 Ion 2.0's.

IBT:
*Battle at Kholdan. We win (surprise, surprise), killing their 110 with 62 losses of our own (leaving 88)
Election time! Us vs the Humans (of course)

Humans: 12 for themselves
Darloks: 5 for the Humans
Klackons: 1 for the Humans
Sakkras: 5 for us.
Mrrshans: 14 for us.

We've now reached the 1/3 voting bloc point. There shall be no final war in our time unless the humans manage to explode their pop.
*Invading Kholdan ended contact with the Klackons, heh.

2475:
*With pumping, Kholdan will have a shield next turn. No threats incoming, though. I make the decision to move the missile boats to Tau Cygni, will take 4 turns to get there. Fierias starts building fighters again, aimed at Kholdan.

IBT:
*Sakkars smalls: Daemons are nuke boats, goblins are ion fighters.

2476:
*Kholdan builds a shield, pumped again to both terraform and build 4 bases next turn. Darlok's have a small fleet incoming to the planet. That was their fleet guarding Quayal, so I send the 135 Ion 3.0's waiting at Tau cygni to rough them up a bit. And more importantly, make the shape shifters move their large fleet at Nazin to protect it (hopefully).
*Arrgh! I meant to keep that Scanner at Willow and forgot :sad: Oh well, we can still see the spore ships there with our scanners.

IBT:
*Our armed col ship destroys the 2 Human sentries at Vega (Radiated Rich)
*Darloks run from Quayal
*Vega founded.
*Destroy all 27 factories and 18 pop at Quayal.
*Sakkras want to trade. We decline as per rules.

2477:
*23 pop from Jinga to Vega. Faster we can terraform/max that planet, faster it can be used to build lizard hunters :sniper:

IBT:
*Humans suicide 180-odd smalls at Altair.
*Ooh, tech steal from the Humans. Unfortunately it's construction or weapons. I take the construction to up our tech level and make more room on ships. Steal IIT8.
*Absorption shields come in. Take Cloaking device over Class VI to keep us advancing.
*Bomb 15 more pop off Quayal.

2478:
*Ha! It worked. The bombings at Quayal made the Darloks move their large fleet at Nazin to the planet. Will arrive in 4 turns, Nazin only has bases defending it now.
*I set us on course to invade Nazin. Probably should have started this a couple turns ago. We are up Battle Suits (+10), Ion Rifles (+10), and Absorbtion Shields (+20) on the Darloks. We thus have a +35 advantage in the battle (they get +5 for being defender). That's about a 3.5 to 1 kill ratio. So I should only lose 37 troops taking the planet. Given the proximity of the humans, I'd like to take the planet full to stand it up immediatley, so let's say 180 troops. That's 50 from Phyco, 30 each from Kholdan and Altair, and 55 from Tau Cygni (well, that's 165, but who's counting :rolleyes: ) Troops from Phyco ordered up.
*Human feints incoming at Tau Cygni and Vox, but will be fought off easily.
*Humans have a new large design, incoming at Neptunis in 3 turns. I can land a sensor ship there when they arrive, probably has either torps or auto blasters.

IBT:
*Klackons chase us away from the uninhabited minimal, but no col ship? :confused:
*Bomb 1 factory and 17 pop at Quayal.

2479:
*Troops from Kholdan and Altair ordered.

IBT:
*Bomb 23 million more off Quayal.

2480:
*Order fighters at Quayal back to Tau Cygni.

Post Game
Alright, we're set up to take Nazin. The inbound transports will arrive in 4 turns, and should be reinforced with troops from Tau Cygni in 2 turns. The fleet can travel the distance in 2 turns as well, your choice when to send them in. I would personally time it so fleet and troops arrived simultaneously. All inbound human fleets will not hurt their targets. Please report what's on those large Human Escorts at Neptunus next turn. Spore ships haven't moved, and our invasion of Nazin will land us the antidote, so I'm no longer worried on that count. Impulse Drives are at 7%, auto blaster at about 2/3. We've accumulated quite a few fighters at Kholdan, might want to make a few bombers to take it to the Sakkras. I would suggest that our first strike at the Humans be either at the worlds in Darlok space, or at Neptunus. There's a col ship scheduled to land at that radiated in the center in 2 turns; it sat at Altair for a couple because I forgot about it :blush:

The Save
 
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