Proximity Infusing; Is Enough, Enough?; The Ides of November
Retirement has its rewards or so it's said. These days TBC, once Grymlaird of the Realms took solace in the simple pleasures of life: quiet walks on the beaches littered with the bones of his enemies; quality time with once forgotten torture victims; and the penning of his memoirs, "Blunt Force Drama -- Theory and Practice". However, he couldn't quite shake the feeling (let alone shake satisfying confessions out of several prisoners of late) that there were still matters left undone; still conquests to be won; still opportunities for pun. It was mere providence then, that he be recalled to duty -- to perform one simple, last task...
Goals
1. Conquer Arcea's two worlds
2. Do it quickly
3. Win the game
Item 1 is simple -- we have more than enough materiel for the task. Item 2 is more problematic -- our existing forces are too far from Arcean space currently. Item 3 of course follows from the former.
January
It's far, far too late for kissing up now...
The logistics of a quick finish dictate the course of action -- a simultaneous strike on both Arcean worlds. In order to accomplish this, we'll need to move quickly from the closest points of departure. Therefore, Combat Transports and Transports are ordered at Petroni and Gladstone (the closest worlds to Arcea). 50% Spending (90% Military, 10% Research) will produce the transports next turn while still completing research in time for the last battle.
Elsewhere, the Governor build order is refined, all worlds are revisited for military and social projects -- a secondary goal is to boost morale, then boost taxes to keep cash flowing. Our Morale starbase is built, and the mothball fleet is called to active duty -- all idle offensive ships are launched.
-- Ships complete: Combat Transport (5G troops), Transport (1G), Combat Transport (5G), Three Battleships. This is sufficient.
February
Spending focus is switched to 90% Social, 10% Research. Each world is visited -- those in need of morale get Teleporters and/or Embassies; those not, Stock Markets. A rally point is set up for each target world, and transports and ships targeted to arrive at each simultaneously, with enough troops and guns for each assault.
-- The Fundies finish the Economic Capital.
March
No activity of note.
-- Election Totals -- win with 64 votes. Improvements complete.
April
Our Military Starbase gets an Advanced Refinery module for another +8% boost.
-- More improvements complete.
May
No activity of note.
-- More improvements complete.
June
No activity of note.
-- An Arcean freighter arrives; not that it will save them.
July
No activity of note.
-- More improvements complete.
August
Spending can now be increased to 60% and yield profits.
-- More improvements complete.
September
Forces have almost completed their arrival.
-- A second Arcean freighter arrives; tick-tock, tick-tock.
October
All the pieces are in place.
Taxes and Spending increased to 50% and 65% respectively.
The final assault commences.
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Leto falls.
Reinforcements eliminated.
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-- Research completes. Final improvements complete. Arcean Espionage level reaches the HIGH mark -- call it synergy.
November
ROUND 2.
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Geta falls.
So passes Arcea.
Operations conclude with the destruction / target practice, of the nearby (former) Arcean Starbase and the addition of a Resource Refinery (+8%) to our Morale Starbase.
[dance] VICTORY! [dance]
--
Notes
I have the end-of-game stats and graphs and can write up a suitable conclusion if anyone is interested.
Be seeing you...
---> TBC (Two Battles, and Conclusion)