2440: Looks like we will win the next election no matter what we do, short of self-destructing. I set research to get a couple techs that might make a difference before the end, but probably won't - antimatter torps and reduced waste 40% for more miniaturization, and atmospheric terraforming for more votes. I also scrap some old ships so we have room for new designs.
IT: We capture Proteus and steal Class VII Deflectors, the only Silicoid tech we were missing. We also attempt to sabotage bases at Cryslon and fail. Gorra, our ultra-rich world, becomes poor. A sad day for Gorra but it matters not now.
2441: Our fleet moves on to Cryslon. I take advantage of our Advanced Space Scanners to simultaneously send in troops from Denubius and Primodius, backfilling from Gorra and Laan.
IT: We capture Cryslon, landing 110 troops against 140 defenders and taking the planet with 72 troops remaining.
2442: I send the fleet to Altair. Might as well get the good quality worlds rather than picking up hostile worlds that will take a while to stand up and don't offer much pop for more votes. We're at war with everyone anyway. Again I send pop from Denubius and Primodius, backfilling from elsewhere. The assault force will arrive in 2 turns.
IT: The Silicoids attack Ukko with a single huge Polaris, mounting nothing of consequence other than 13 death spores. It spores the colony, which loses some population, but not enough to endanger it.
2443: In anticipation of our success at Altair, I send troops to Fierias. They will arrive in 2 turns, the turn after our fleet captures Altair, giving the fleet enough time to reposition at Fierias.
IT: We capture Altair with no difficulty against the ineffectual Alkari fleet, comprised mostly of fusion bombers.
2444: Next target is Selia, a dead world held by the Silicoids. Troops are enroute and will arrive in 2 turns. Weapons and Construction tech are at 20% and waiting for a breakthrough while research is redirected to planetology at almost 100%.
IT: We capture Fierias, the Mrrshan fleet being ineffective at holding us off. Reduced Waste 40% comes in and we have no choice other than Industrial Tech 4 next.
2445: Or fleet moves to Selia. I could continue to coordinate invasions in this manner, as I have already gotten some spare huge ships moving up from Ukko and Mentar to replace those I have left on guard duty at Altair, Fierias, and Selia. However, there's not much point, so I don't bother. Nevertheless that should give an idea of how to coordinate an end-game invasion:
- Bring up troops from rear-line worlds to replenish front-line staging points
- Time the arrival of troops to coincide with the arrival of your fleet
- Rapid strikes at many planets in succession will confuse the enemy fleet and render it ineffectual
- Bring overwhelming force to any fight and you will suffer few casualties.
2446: Not much left to do. I could design a new ship with our new toys. I could capture any planets I want, or I could sterilize the galaxy. Instead I just decide to hit next turn a couple more times.
2449: Vote this turn. Silicoids have 6 votes left, Mrrshan 3, Alkari 1. We have 38. Conquest victory!
IT: We capture Proteus and steal Class VII Deflectors, the only Silicoid tech we were missing. We also attempt to sabotage bases at Cryslon and fail. Gorra, our ultra-rich world, becomes poor. A sad day for Gorra but it matters not now.
2441: Our fleet moves on to Cryslon. I take advantage of our Advanced Space Scanners to simultaneously send in troops from Denubius and Primodius, backfilling from Gorra and Laan.
IT: We capture Cryslon, landing 110 troops against 140 defenders and taking the planet with 72 troops remaining.
2442: I send the fleet to Altair. Might as well get the good quality worlds rather than picking up hostile worlds that will take a while to stand up and don't offer much pop for more votes. We're at war with everyone anyway. Again I send pop from Denubius and Primodius, backfilling from elsewhere. The assault force will arrive in 2 turns.
IT: The Silicoids attack Ukko with a single huge Polaris, mounting nothing of consequence other than 13 death spores. It spores the colony, which loses some population, but not enough to endanger it.
2443: In anticipation of our success at Altair, I send troops to Fierias. They will arrive in 2 turns, the turn after our fleet captures Altair, giving the fleet enough time to reposition at Fierias.
IT: We capture Altair with no difficulty against the ineffectual Alkari fleet, comprised mostly of fusion bombers.
2444: Next target is Selia, a dead world held by the Silicoids. Troops are enroute and will arrive in 2 turns. Weapons and Construction tech are at 20% and waiting for a breakthrough while research is redirected to planetology at almost 100%.
IT: We capture Fierias, the Mrrshan fleet being ineffective at holding us off. Reduced Waste 40% comes in and we have no choice other than Industrial Tech 4 next.
2445: Or fleet moves to Selia. I could continue to coordinate invasions in this manner, as I have already gotten some spare huge ships moving up from Ukko and Mentar to replace those I have left on guard duty at Altair, Fierias, and Selia. However, there's not much point, so I don't bother. Nevertheless that should give an idea of how to coordinate an end-game invasion:
- Bring up troops from rear-line worlds to replenish front-line staging points
- Time the arrival of troops to coincide with the arrival of your fleet
- Rapid strikes at many planets in succession will confuse the enemy fleet and render it ineffectual
- Bring overwhelming force to any fight and you will suffer few casualties.
2446: Not much left to do. I could design a new ship with our new toys. I could capture any planets I want, or I could sterilize the galaxy. Instead I just decide to hit next turn a couple more times.
2449: Vote this turn. Silicoids have 6 votes left, Mrrshan 3, Alkari 1. We have 38. Conquest victory!