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GLORIOUS ADA PART VI

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6 years ago
Aug 10, 2018, 7:26:22 PM

Hello. I am Eysteinh a long time fan of the endless series.  From time to time I write ARR where i both immerse into the game and also try to show some of my thinking of why I do the moves I do both for my own learning experience but also for others learning experience. Hopefully someone finds this usefull or interesting. This ARR leans more heavily on the strategy part but I also sometimes add immersion or story elements.

Part 1 can be found here (T1-T6): https://www.games2gether.com/endless-space-2/forums/65-general/threads/31424-glorious-ada-arr-part-1
part II can be found here (T6-T12): https://www.games2gether.com/endless-space-2/forums/65-general/threads/31451-glorious-ada-part-ii

Part 3 can be found here (T12-T16):  https://www.games2gether.com/endless-space-2/forums/65-general/threads/31478-glorious-ada-part-3

Part IV can be found here (T16-T20):  https://www.games2gether.com/endless-space-2/forums/65-general/threads/31503-glorious-ada-part-iv

Part 5 can be found here (T20-T25): https://www.games2gether.com/endless-space-2/forums/65-general/threads/31513-glorious-ada-part-5

An overview of the ARR can be found here https://www.games2gether.com/endless-space-2/forums/65-general/threads/31512-glorious-ada-arr-overview-thread


This is part VI starting on the end of T25. Savegame:  ADA end of t25.sav


From our previous part we set out some goals for the next turns:
- Get a behemoth that can produce strategic resources

- increase our strategic resources per turn by a massive degree

- Increase our influence per turn significantly

- get new ship technology and a new law slot in prepairation of galvran law.

- increase our dust with trade companies


Looking at the tech tree we decide to que up on cheap influence techs, trade company, all the cheap behemoth tecs we can get our hands on, carriers as well as medium sized ship designs. The goal is to push for carriers in 5 or 6 turns from now.



After doing those tech changes we end the turn only to be warned we forgot to que nerod so we do that as well and THEN end turn :)


start of t26 savegame:ADA start of t26.sav


First we use all fleet movements as we are going to change from the +4 movement law this turn. We then discover lumeris as well as some diplomatic riff raff from cravers and pirates


Cravers not so happy with our fleets pff


The families are correct to be reserved in meeting us given our goal of conquest of the galaxy in under 50 turns ^^



Oh and the academy has a hero for recruitment. We decided to go with Dominik for some late game industry power

Dominic oversees in Zinius


Sadly the tab crashes and we loose pictures and story from a bit of t26 and start of t27. The very short summary is that we did several probing missions with scouts, we discovered we had planned influence requirements badly as well as resources and troops and had to refocus techs for these things.  We design a new behemoth class and prepaired for upgrading to air power while fighting lumeris and unfallen.


(savegame start of t27: ADA start of t27.sav)
Status of map:



With that we ended the turn.


Start of t28 savegame:ADA start of t28.sav

The great horatio greets us


Pirates keep attacking our knowledge fleet .. i dont mind the free keii




Doria the lumeris will PAY for this she slaughted a poor poor Galvran :( ! !! 



We meet the potential tech partners sophons


The cravers want corana just as bad as us and is sending a millitary behemoth vs our tier 1 ships. It has one weakness in having very bad short range - hopefully we can reach to the short range before blowing up


Phew the tactic worked wonders albeit we lost our first ship - the kodachi captain will be remembered and honored and a honor fleet in rememberance to the 4th liberators will be created in the future. 

Map exploration going well



The ground battle at genimos continues - we WILL avenge the fallen galvran !


Put the lumeris are putting up a heavy fight! We need airpower NOW



We reboost z'vali (tech) and sisters of mercy (for religion politics) 



Dominic levels up focusing on influence



Norn levels up focusing on influence as well


Alezne levels up gaining a useless dust skill



Construction que finished:





Techs finished - nighthawk is a needed fighting design


as well as hunter design - air power is sadly 1 turn away :( 


Luxuries keep increasing.


We design the Wakizashi class a fairly well rounded support ship



Argosy settles in nihal 



The fight in Genimos sadly rages on. Any war that becomes attrition war should never have been waged at all so we need to rectify this situation soon




We declare war on the unfallen


We siege and probe as we do not yet have air power and they have a formidable defence on corana


To our west we have the riftborn - they look far more ripe for conquest



Minters fleet having arrived god knows how long ago as I seem to have forgotten it now starts mining missions


2nd exploration force guards the hadar mining operations (can one loose mining probes to enemy attacks / plunder?) 



Riftborn gets weary


3rd liberator and the expeditionary force is merged



We decide to redesign the wakizashi class for influence gains



Construction ques:



Cardano and Janus will do a blood ritual since our conquest is halting and we need KEII







We sell 68 hydromiel for a cash in


Buying in kuma to boost it


And nerod as well



And isso



Map status



And with that we end t28.


Savegame start of t29:ADA start of t29.sav


We upgrade to air power at once


Ofcourse that does not help the armor on genimos where the war rages on.


Atleast a minor victory this turn



We keep exploring on the map



And we triggered a quest gaining us much needed KEII


We hire spies to try to trigger political crisis and do election cheating (we want religious to stay in power since we have a religious senetor)


An old quest triggers giving us a tech


not too bad +1 resource tech


It was from clever fake event


Galvran needs to be boosted again for 34 bluecap mold that we buy and reboost


11 system grow but we sacrificed 2



Construction finishes






We finish techs for more behemoths


and ofcourse more command points and air power


We can also unlock more tactics

We add a long range tactic



Elections are in - unsurprisingly militarists are increasing. We should boost our militaristic hero for senate duties in case he gets there. 



We find a minor civ - with a nice bonus!



We explore on amosa finding void stones - now that is someting I would want to system develop !


On niss we find ademantian sources need to get a mining ship there asap :)


and redsang



2nd exploration guards fights horatio on hadar



Horatio is not so happy about that



There is a battle at corana



We invade but numbers are not highly in favor it will be a long fight


We blitz and with the technological advantage we manage to eek out a minor victory



In oyera we fight the minor faction


Gaining some KEII !


We declare war


and invade, should be a 1 turn blitz with air power


Yup


We conquer the system


Gaining industry contracts


1st exploration guard sends probes then heads for upgrades



More fighting on corana with scout ships




We declare war on riftborn.. (yes we are at quite many wars currently ^^)


Then blitz ghykra



For conquest ofcourse


The fleets then head for xiu where we ground invade again





Exploration guards head for ghykra



We sell some luxuries and buy hero and put it on a newly formed fleet


The fleet in honor of the 4th liberators is formed with more advanced weaponry to counter the new threats surfacing and with high enouhg manpower to smash through some of the stronger defences 


Hero ship is modified as well


It heads for Jovanus to battle test the new technology in a small scale battle



Construction queues















We select system modernization as we have a transwine source now



With that we end the turn.


Savegame start of t30: ADA start of t30.sav


We are close to conquest victory! 



We finish several quests:


Finally we have koimachi academies


I think this means a probe ship can actually trigger the objective if he probes 4 different resources so thats pretty cool to know!


We select to flourish


And we will try to own the system with most industry in 10 turns



Argosy is ready again


Sophon finds the academy. Hmm might want to trade with them for maps



11 system gains pop while we sacrifice 2 



Construction finsishes





Tech wise we finish technologies to build better ships and upgraded behemoths




Expediton on isso III




Drux our fleet captain selects free movement bonus


Norn levels up as well and select resource boost


Alazne levels up some crappy dust (yes this ability should be boosted somewhat) skill



Dominic levels up and starts focusing on industry. Not the last time he will do that.



Ground battle on corana rages on.


Another minor victory. It will be a hard fought battle.



The battle on genimos wages on as well


Finally after 3 turns the defence is overrun with our tired troops thankfull for some recouporation.


We conquer the system ofcourse as this is the orders of our president ada to claim conquest victory at all costs and as fast as possible



We create the Daisho class



In Xiu 1st miners help out in combat operations to allow tactical flexibility (fleet actions) for the other invasion fleet


And also mine more transwine (oohh that rimed)


Ghyrka is explored and reveals quadrinix sources! Definitivly something for the mining operations to work on


Fighting a pirate at the system as well



Gaining some stuff too apart from resources


A quite nice fleet accelerator for fleet movement!



Riftborn is not happy


The 2nd exploration guards heads for xiu to continue exploration


3rd liberator fleet heads for dorato 



We invade dorado perhaps a bit optimistic given they have infantery vs air 


We gain a minor victory but at a cost of many airplanes



We test out our new battle tech hardware in jovanus

With a strong victory also gaining us influence and hero xp!


Very one sided and our battle tech for now seems superior to what the lumeris can throw at us


We invade Jovanus


4th eyes of the republic is upgraded and sends out probe missions


1st liberator fleet is upgraded


1st exploration guards explore finding adimantian sources and probes and then head for supporting 1st liberator fleet.



The fleet in honor of the 4th liberator fleet heads for farver to battle test in more large scale ground invasion operations



Battle wages on Genimos

2nd liberator fleet is upgraded and waits a turn to restock manpower


4th liberators and 2nd eyes are merged to face the craver threat


Tactical analysis shows a majority of ships are weak at short ranges and turtle tactics are selected


Again the 4th liberator fleet proves great honor to president ADA with 2 fallen ships managing to compleatly destroy the 2nd devouring horde


990 lives where claimed in the battle deemed acceptable losses. 




A lone scout explores on Zinius finding even more quadrinx ! we need the tech so we can mine all this good stuff



Reverence to the 4th liberators is created and heads for the riftborn battlefields




3rd exploration guard is created on cardano it heads for ykima for probing and exploration missions



4th exploration guard is created on janus and heads for nihal for defensive operations so we can allow more flowing of civilian ships again without risk of loosing population



Gamma operations is added to the tech queue


The trading corporation Cardano found sees heavy investments into freighters



Construction queues













We also traded a bit









With that we end t30, savegame: ADA end of t30.sav


Status update: we have 11664 industry 14266 science and 169 population with 18 star systems 14 away from a conquest victory or 16 as the tooltip says. I think this is very much achievable in the next 20 turns and perhaps even so in the next 10 turns as well. A sub 40 turn victory I would consider a pretty good game. 





Politically the different parties are starting to become more spread out and the scientist lead is getting less and less. We might need to focus on making sure the party remains in power.


Strategy source wise we are starting to get a much better position however our industry and millitary demands even more resources so this is still a very important erea to cover. We might want to get another mining behemoth for one of our battle fronts.



Tech wise we are at an OK tech pace but now for t30-35 my goal is carriers and upgraded weapon techs and enough behemoth techs for a mining behemoth. 


Manpower wise we are doing fine with 2.5K manpower per turn. If we had more strategic resources for ships we might need more than this but currently it is enough to support the ongoing battle campaigns. 


Hero wise we should get another fleet captain soon


Quest wise we keep triggering quest and it is going very fine



Diplomatically we are in 3 wars and 2 cold wars and should try to make atleast 1 friend for trading purposes. Sadly the trades are extremly one sided and not worth it so far so no reason to make friends.


It seems we will be able to trade with the sophons something to consider as a goal for the next turns



Goals for the next turns:

- Gain one more fleet hero

- Gain enough resources for more advanced battle fleets 

- Build an advanced battle fleet and upgrade older fleets with more advanced weaponry.

- Use manpower efficiently and keep conquest at a good pace.





Updated 6 years ago.
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6 years ago
Aug 10, 2018, 11:39:52 PM

If anyone has any experience with millitary campaigns and want to discuss how I can speed up the conquest I am all for a good discussion. Sub 40 win would be amazing and sub 50 turn win I am happy with as well. So far I am halfway to that point.

Oh and the fact that I played to 1am says how much I am enjoying endless space 2 .. Just one more turn...

Updated 6 years ago.
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6 years ago
Aug 10, 2018, 11:41:18 PM

After some review I think the following is some goals for t30-t35:

- I should increase food production in 2 turn per pop colonies

- I should initiate diplomatic relations with sophons using quadrinix

- gain a fleet captain or two with movement bonus to fleet

- i need to reduce my titanium dependencies and introduce manpower boosting modules that does not require titanium

- i should add one more mining behemoth as a way to gain more strategic resources

- I should add trade subsidiaries for faster trade growth to fuel influence gains from senetor skills


Key technological targets:

- Climate engineering for making fertile planets as well as science boost

- Gamma absorbation for quadrinix

- Improved fleet managment for bombers as well as manpower modules that does not require titanium

- Galactic security charter for 2 subsidiaries as well as 25% star system trade value

- Cultural invertics to keep pop growth on industry sterile planets

- Liquid composites to prepair for carrier ships

- Hardened alloy for fleet CP

- Ultratough materials for industry boost as well as troop boost


Updated 6 years ago.
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6 years ago
Aug 11, 2018, 1:26:50 PM

Macro strategy wise we have two industry clusters that is suited for supporing the two fronts with 4 enemies



Manpower wise we look to average around 2.5K manpower per turn. Our goal of a conquest before or on t40 means we have some 25000 Manpower to play around with with current estimates.  If our enemy averages around 50 tanks (15 manpower each) per system we need 2250 Manpower for a 3-1 advantage. We have thus roughly 10 fleets with 2500 manpower to play with. With 18 out of 32 systems conquered we need 1.55 systems per turn (14/9 turns) to achieve this goal. 

 

Movement wise we are looking at some 40+ to reach the front and another 20-30 move points to keep conquest on the riftborn/lumeris front


On the craver/unfallen front we need some 50 Move points and then roughly 30 movepoints to follow up with enough system conquests


Clearly then we need to design some fleets with roughly 2500 Manpower and roughly 10 moves or more per turn to reach our goal of sub 40 turn conquests. Assuming they will on average conquer every 3rd turn we need 1.55x3 =4,65 fleets (not accounting for the fact they need to be built instantly on this turn so real number is somewhat larger.)  IF we build 10 fleets with 2500 manpower it seems thus theoretically possible with a safe margin to achieve our goals. We need to redesign our fleets with less titanium cost as this is currently an area we are lacking. We thus need better manpower modules from improved fleet managment. Fleet CP wise we are already at 19 max and that should easily fit 2500 manpower if we can manage an average around 150 per cp. We will build 5 fleets on each front and from each industry cluster as fast as possible. 

Tech wise we need the 30% damage for troop fastest as fast blitzes needs to be ensured to both keep our KEII growth up and our tempo.




Updated 6 years ago.
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