Author Topic: AAR: Cha Dawn and The Cult of Planet - Will to power  (Read 3466 times)

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Offline lolada

Re: AAR: Cha Dawn and The Cult of Planet - Will to power
« Reply #30 on: May 12, 2020, 09:59:07 PM »
Part 9

M.Y. 2293


Cultists in Trial of Fire stare in awe of magnificent Locusts in nearby fungus field – first ever observed.  Fungus has seen strange changes recently - native life creatures are stronger and scarier, and there are even fliers now. Unfortunately Locust swarm was aggressive and quick to attack and prepared Trance Scout had to kill it to save the base.



Air skirmishes continue with Drones doing lots of damage. The Cult's Tachyon Tacticals retaliate, but get destroyed quickly in following fights. Several formers were destroyed and terraforming of south completely stopped.



The Drones ended up with air supremacy for quite a long time thanks to their superior production and morale. They used airforce as cover up for invasion attacks. Their airforce did not risk attacking The Cult native defenders and when they did they lost the fights.



First conquest – M.Y. 2305

Cha Dawn decided to abandon effort to win war in south for now, Domai had simply too many bases around. Efforts were made to attack northern ex-Usurpers base that Domai's probe teams infiltrated.
First attack with several Sealurks already failed by killing one or two defenders for three or four Sealurks and rest of attackers stayed back in bases to heal. Next attack was  initiated soon after, this time with support of single Tachion Penetrator 10-1-12*2 as well. Penetrator made a great deal of damage, but got destroyed in process.



The effort was not in vain as Sealurks strike all the way from Consecration Pit killing Probability Sentinels together with two armored probes.



Unfortunately victorious Sealurk submerged in triumph and photographers missed the exact moment of victory.  With defenders dead Sealurk captured the base. First cultists conquest!



Foreman Domai finally lost north stronghold and The Cult could now concentrate forces to the south. Other Usurpers base to north, Scorch Island, was also under Drones control for a while. Aliens probe teams managed to infiltrate and liberate it after brief fights.

Guardian H'minee

With north front finished  for now, Cha Dawn turned his attention for a moment to east – Guardian H'minee domain.



Intel reported aliens as curious society focused on industry and growth and form of idealistic comfortable eudaimonic lifestyle. No wonder they were allied with Drones! They sure had a lot in common, Domai likely detest Planned economy, but he's opportunist and is likely using aliens for his benefit. This kind of alien society had one important downside, their efficiency and research skills are subpar. And it was observable in war, they couldn't innovate as well as The Cult and Drones and their units started to lose skirmishes. Eudaimonic lifestyle also wasn't adopted to war environment, but they seemed unable to change their nature. Conqueror Marr wouldn't have that issue, Cha Dawn thought. Nevertheless, Caretakers Planet and defense expertise made them tough opponnent.

Heroic mindworm

Drones are becoming increasingly dangerous in attacking efforts in south. Latest attack consist of multiple infantry units and Neutronium armored probes.



Luckily, heroic mindworm kills 3 units in a single year and stops attack while more defenders came to help. Gamma Sector was also fortified, but The Cult lost  units trying to kill armored probes. Neutronium (10) is really tough to crack even with Fusion (10) lasers and territory bonus. Gamma Sector scrambled to rush build extra Probe team to protect itself.

Doctrine:  Initiave – M.Y. 2309.

Doctrine: Initiative marks very significant moment in The Cult's wars. It finally opens up the attacking prospects for cultists: advances in sea-based warfare allowed Amphibious attacks from ships to sea-bases, but as well from land to sea bases. The latter was very significant as Cha Dawn ordered joyously training of first Amphibious Shard Invaders.



Unfortunatelly Shard (13) weapon technology was new and very expensive, especially coupled with Neutronium armor. Cheaper option was to build unarmored Shard Invaders and upgrade their armor afterwards – but that was at considerable energy credit expense.  Equipping cheaper weapons was out of question as Drones also fielded their first Neutronium units – and even Shard (13 ) Invader could easily fail to destroy Neutronium (10) Sentinel behind Perimeter Defense.  Cha Dawn also prepared several Shard Artillery units 13-1-1*2 to soften up defenders when attacks begin.

Unarmored units were in mortal danger of Drones air attacks as well. Another advantage of Neutronium armor would be, if Invaders would capture the base, they could act as powerful defender.  The Cult bases were at a time in process of building Energy Banks in and fungus energy extraction was in advanced stage.  That helped, but without advanced reactors – that Drones had for some time now, Shard Invaders were hard to train and ultimately few in numbers.



Doctrine: Initiative also made it possible to initiate The Maritime Control Center secret project to upgrade naval capabilities, but The Cult was already way too late to start it. Surprisingly, Gaians were the ones to complete it and Drones failed. It was happy day for The Cult – upgraded Drones ship would fight toe-to-toe with Sealurks. This gives The Cult better chances to eventually win naval supremacy.
In following years cultists got their hands on more technology, this time by Probe team infiltrators. After successful steal of Matter Compression, Planetary Networks and Eudaimonia were downloaded from „secure“ enemy datalinks.



Eudaimoniac lifestyle was already known from Alien observations, nothing that Cha Dawn would allow in The Cult. The Virtual World was certainly useful project designed for controlling the masses though Internet, but Cultists were more of the outer fungus field wandering type. And besides Cha Dawn had best police methods on Chiron to quell any rebellions. Greedy Drones were of course the ones to build The Virtual World. Theory of Everything, secret project that Dawn on Planet was keen to build, ended up in Data Angels hands.

Rare mistreat

M.Y. 2311. Terror's Delight at the edge of Garland Crater makes a rare mistake.



Due to overzealous resource extractions fungus bursted around the base and unaware  miners didn't notice lifeforms hidden in fungus field. Attack was strong and decisive, defenders killed and Mindworms rampaged through the Terror's Delight destroying Children's Creche and Genejack Factory. Cha Dawn at least didn't have to punish anyone, as offenders already died in PSI terror. A delight.

Attack preparation

M.Y. 2311. Cultist start to amass units near Staples of Life. Bombardments begin, Sealurk is close.  More are being trained, Shard Invaders should be available soon enough. Lots of logistics is needed, there's also issue of protecting conquered base from Probe teams counterattacks.



To north a funny sight: Aliens are scared of giant Sealurk and unable to cruise through Channel. Their target likely freshly conquered Hornbill's point - ex-Usurper, ex-Drones base.






« Last Edit: May 14, 2020, 08:14:17 PM by lolada »

Offline lolada

Re: AAR: Cha Dawn and The Cult of Planet - Will to power
« Reply #31 on: May 15, 2020, 10:02:25 PM »
Helping Deirdre

Troubled Deirdre calls Cha Dawn with technology exchange proposals. Gaians  have been losing the war vs. aliens and now seek any edge they can get. Gaian scientist are more of experts in environment matters, unfit for military science applications and they do not excel in fighting; yet that does not stop them to get weapons for their somewhat extremist tendencies. Deirdre wants Plasma Shard (13) weaponry and offers  Quantum Chamber Reactor in exchange. Quantum powered suits and vehicles are up to 20% more efficient than Fusion reactors making that much units more affordable – the offer Cha Dawn can't refuse. Shard Invaders, Penetrators and Speeders are now faster to produce.






Next, Planetary Networks are exchanged for Environmental Economics – Deirdre gets required technology to develop Gaians version of Internet and in turn they offer insights into Environmental Economics. It is new experimental way into developing sustainable resources production through nurture and adaptation of Earth based plants on Chiron. Gaians developed Tree Farm cultures that made sustainable 2-2-0 yields of Earths forest on Chiron. Cha Dawn wasn't really interested in forests on Chiron, he much preferred fungus fields, but he wanted to help friend in need - especially the one who was in war vs. Guardian H'minee. It would be really bad if aliens conquer entire continent for themselves and double their land. And besides Environmental Economics is one more step to human survival on Chiron.

The talks concluded with exchange of Cultist Neutronium Armor, a significant upgrade over Probability Sheath, for Gaian world map. It was another favor for Deirdre who proved as valuable ally when The Cult needed help.




Later it turned out that files on Environmental Economics Gaians revealed inner workings of interactions between alien Manifolds, Chiron's Bioresonance field and fungus. Apparently, using progenitor artifacts it was possible to extract resources through Monoliths and fungus fields. Drones got to them first! Now the only way to acquire same capabilities was to take it all by force. It was going to be long term Cha Dawn's goal. Difficulty being – The Manifold Harmonics – as this project was called, was located in Drones HQ, Free Drones Central. The good news was that Drones were unlikely to know how to tap into this resource pool. They were in business of ruining the Planet ecosystems, not coexisting with it.



Data Angels map revealed that their faction was isolated on its own landmass similar to the Cult. Initial observations concluded that Data Angels are not really better developed than The Cult or Drones. They were somewhat isolated and busy with their virtual worlds all this time.



Conqueror Marr's faction, The Usurpers, were located north on its own smaller landmass. Conqueror was unfit to develop economically strong faction on its own. To his detriment, survival on Chiron demanded much more than tactical war skills.



M.Y. 2314. Shard Invaders attacks

First Shard invaders using amphibious technology attack surprised aliens. Aliens are only having Plasma Steel (3) armored defenders – that was not gonna cut it vs. high-tech Shard (13) weaponry. Aliens seemed to underestimated their defense capabilities. They have Probability Sheath (6) armors, but they didn't bother to upgrade all their defenders.



Cultist tried to recruit some more Shard Invaders units – now surplus Trance Scout infantry could be retrained for the purpose. Training was quite expensive, but it was done on several occasions none the less.



Similar attacks were performed on Drones Staples of Life sea base. Base was exposed so it was easier to overwhelm defenders. Cultist made one big logistic mistake and after heavy fighting and killing defenders, they failed to occupy undefended base. Prior to amphibious attacks Drones heavily raided The Cult's terraformers as deep as in Garland Crater! Big part of that airforce retreated in time to Staples of Life to bolster defense.



But that was perhaps blessing in disguise. Shard Artillery (13)-1-1 was in range to bombard unarmored Needlejets and Shard Invaders attacked again as soon as they could. Needlejets crew didn't stand a chance and were being picked off one by one. Foolish Drones were better to let the base fall.



The Cult couldn't mass attack due to equipment lack, but Drones airforce was stuck and destined to be wiped.



Tech espionage and Industrial Nanorobotics

On other side of continent, far from major battles covert probe teams twice infiltrated Drones datalinks. Drones were technologically ahead of The Cult, especially in engineering.  Cha Dawn learns about The Citizens Defense Force project – the system Foreman Domai developed to protected every Drones base. Each Drones base had Perimeter Defense prepared doubling their defense against conventional attacks, like those of Shard Invaders. Good news was that Perimeter Defense had nothing to counter PSI attacks so Cha Dawn could effectively use Mindworms and Sealurks to attack their bases.
As for Advanced Ecological Engineering secrets, The Cult had already good fundamentals in the field thanks to The Weather Paradigm project. New tech did allow construction of even more efficient Super Formers that were put to good use in following years.



A bit later cultists scientist on its own, in effort to increase war production, develop industry to new level.



Technology on Chiron was finally catching up with that on Earth, prior to space flight. Developed industrial base allowed for first Robotic Assembly Plants, which also solved workforce issues present on Chiron. Robotic plants were expensive to establish and maintain, but in combination with Genejack Factory workers could double the base mineral output!
Efforts didn't stop there – path was open to nano-machines, Earth had it, so can Chiron. First step that could be done is developing of Secret project, The Nano Factory.  Nano-robots could help with synthesis of complex materials and designs – first use being in advanced military technology – primarily keeping The Cult's army in the state-of-art protection. Applications were endless, one other significant was in medicine – nano-probes that could heal and patch up soldiers quickly anywhere on the field. Dawn of Planet production centers immediately engaged works on the project. Intel was sure that Drones didn't yet have the technology for such project and that The Cult could gain significant edge by first completing it.

Conquest of Carapace Point – M.Y. 2316

Continued attacks on unprepared Carapace Point are fruitful. The base falls in M.Y. 2316.



Automated evacuation system was activated – aliens flee in prebuilt colony pods; one gets stuck on mainland. Good, Cha Dawn, thought afterwards, at least we won't have to contend with managing discontent alien population. Cha Dawn would likely destroy the cowards, but there was no way to sink Sea Colony pods and Gurdian H'minee was quick to intervene. Guardian demands truce and compensation of 175 energy credits – a relatively insignificant sum for now developed cultist economy.



Cha Dawn carefully weights the situation. This was not the first time H'minee offered truce – last time she was quick to betray the deal. She, yes Guardian was a female - much more was known about the aliens, also refused to barter - once she sets mind to something she was determined to get it. Aliens clearly could not be trusted, but then, even short truce would be beneficial to The Cult, especially in matters of strengthening its naval and probe team power. Cha Dawn orders fortifying the conquered alien base, more Sealurks were in breeding as well; and truce offer accepted. Maybe the energy credits will satisfy H'minee for a while – she was losing more than The Cult in this war. It was also the experiment in alien behavior, there was much to learn about them. Do they really thinks Humans are this stupid to fall on same trick twice?






Offline bvanevery

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Re: AAR: Cha Dawn and The Cult of Planet - Will to power
« Reply #32 on: May 15, 2020, 11:10:45 PM »
Why accept someone's extortion / demand for tribute, ever?  You can just fight them.  Not like you were losing, or had no army.

Offline lolada

Re: AAR: Cha Dawn and The Cult of Planet - Will to power
« Reply #33 on: May 16, 2020, 11:08:53 AM »
Mostly because i was unprepared for longer conflict on sea - i made a few mistakes. I used Sealurks well in my territory and then went in stupidly trying to harrass aliens, but when i sank one of their ships they countered and kill my Sealurk. Then i also lost another due to RNG. I also tried several times to smuggle probe foils - but AI really considers them a threat and attack escort.. so i lost both escort and probe. Then i lost another probe foil that managed to reach their city - they had defensive one in - that one was before i manage to infiltrate datalinks  :mad:
For example i wanted to use Transport foil to reinforce the city but i couldn't  be sure if it will survive. The pain is that i had to go through their territory and i didn't have high enough armor to be safe.  Also sending anything alone without PSI escort - AI usually mindprobe it. Once i placed hurt Sealurk in sea fungus in their territory - expecting it to have fungus bonus eghm  :-\ it got killed, no fungus bonus on sea tile.

I was basically worried that they will attack the city with 2-3 probes and just mind-probe it back. It wouldn't be expensive because its their ex city.  Thats the main reason. I just went in and checked the save - i can't see any probes around  they will build two in 6 turns. But one might be somewhere in fog i had to check all the cities and didn't. Then also Drones could come and cause troubles. The only defender in city is 13-10-1 Shard Invader that they can't kill. Thats why i had them armored - but darn probes. I went in thinking screw it even if i lose the city its already ruined.. but i forgot they will get those Sea colony pods - crap now they will have even more sea bases. I learned eventually from my stupidity - i had some more fails - but eventually i had invasions much better prepared.

I kind of split my forces attacking both Drones and Caretakers, maybe i shouldn't have. One thing why i did it is because they had weak defense their and those Infantry invaders move sooooo slow. But aliens had high industry (6 minerals per row.. i am at 9, fundamentalist has +1 IND) so they spammed lots of weaker units and probes. It was a pain because they also had +2 planet rating. But it was tempting so i went in - and now i have trouble to reinforce the city. I have to hurry transport foil just to be able to move units inside (its 4 credits per mineral - same as secret project). Peace allows me few extra turns to get more units in around the city. Sealurks are also expensive at 80 minerals - my coastal cities were producing 6-7 mineras.. with one at 11 minerals and just finishing Genejack.. so thats 16. Still takes it 5 turns to build a Sealurk.

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Re: AAR: Cha Dawn and The Cult of Planet - Will to power
« Reply #34 on: May 16, 2020, 04:37:32 PM »
Would you now agree that taking sea bases basically isn't worth it at all?  As you said, the AI just mind controls them, undoing anything you thought you were accomplishing.  I doubled mind control costs in my mod, to try to curb this problem.

You could gas the sea base...

Offline lolada

Re: AAR: Cha Dawn and The Cult of Planet - Will to power
« Reply #35 on: May 16, 2020, 07:44:39 PM »
No, I disagree there certainly. Sea bases are excellent energy producers. They are excellent energy producers in vanilla as well, but there forest and tree/hybrid forests are better - so people prefer land bases. In this mod forest is 1-2-0, Tree farm is 2-2-0 and its kind of bad for energy. Hybrid forest comes late and its 3-2-1 tile. So you are meant to rely on some solar collectors or sea squares for energy. Fungus is actually good energy source in the mod - its low on minerals, but can sustain itself with 2 food once you are in midgame (Centauri Psi makes fungus 2 food i think). Fungus is 2-1-3 currently for me, Drones have it at 2-1-4. One must have positive planet rating to get resources from fungus as far as i know. For example Miriam cant get resources from fungus - i found it a bit weird how great is to actually go to +planet even with Miriam and use fungus tiles until you can terraform everything with condensers for example.

This is the best energy production Drone base in M.Y. 2309.



This is my cap - its my best base:



You can see that energy wise its comparable to my best city. It does take a bit longer to setup but these sea bases become huge energy producers mid to lategame.

This is Staple of Life before conquest. It already has 8 minerals and 12 energy. AI likes to waste lots of production on support.  But its easy to sea that for example after getting Network Node, Energy Bank and maybe Fusion Lab.. one can convert mines to energy (or use fungus here) and produce say 30 energy *2  (from facilities). Its a lot.



Basically what needs to be done is stack 2 defensive probes in there (i used lots of cheap 0-1-1 designs) and its ok. I had up to 4-5 for a time in this base when AI focused it a lot. Later 1 per base is enough and rest is handled by naval units.

Offline bvanevery

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Re: AAR: Cha Dawn and The Cult of Planet - Will to power
« Reply #36 on: May 16, 2020, 09:33:47 PM »
Well admittedly in my mod I don't offer easy energy bonanzas.  Forests are normal, and pretty much the expected means of early productivity expansion.  I don't see much point in picking on forests, yet making other things a giveaway.  I notice you have the Manifold Harmonics as of 2312 and to me that's quite a giveaway.  In my mod version 1.42 it already comes later than that, and I'm pushing it much later than that for 1.43.  In general all the Explore secret projects keep getting pushed later, because they really are that powerful and shouldn't be so easy to get.  My M.H. also costs 800 when you get it, not 540.  I should probably bump that up to 1000, because I did just move it to Tier 10.

I also am made to wonder if "producing energy" even works as a strategy.  In my recent 1.43 mod test, it didn't work!  The AI factions just kept even with me the whole time.

I would be concerned about conquering any Alien base.  They depopulate to 1.  A lot of facilities get destroyed when conquering.  So it's not likely to produce a lot of energy any time soon.  If the geography is valuable, it would probably be better to wipe out the base and build my own base in the same place.

Re: AAR: Cha Dawn and The Cult of Planet - Will to power
« Reply #37 on: May 16, 2020, 10:39:35 PM »
Whew, man, just finished to read it through.
Amazing work. Just amazing. I always love AAR. Especially so well composed: with a nice evolution story with sci-fi elements, maps, technical blueprints and description. Feels like a real historical empire development scriptures. Pretty talented. Enjoyed it very much.
😊

Offline bvanevery

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Re: AAR: Cha Dawn and The Cult of Planet - Will to power
« Reply #38 on: May 17, 2020, 12:09:21 AM »
Welcome back, Tim!  I assume not from the dead, but I was beginning to wonder.

Re: AAR: Cha Dawn and The Cult of Planet - Will to power
« Reply #39 on: May 17, 2020, 02:40:12 AM »
Eh. What is three months? In my life I used to abandon some games for decade before I returned to them.
😋

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Re: AAR: Cha Dawn and The Cult of Planet - Will to power
« Reply #40 on: May 17, 2020, 03:35:39 AM »
Games, sure, but mods, well unless you thought you were done and that's your final release...

Re: AAR: Cha Dawn and The Cult of Planet - Will to power
« Reply #41 on: May 17, 2020, 04:25:15 AM »
I am done with this one. There is nothing left that gives me programming itch to correct it. I played my mod like 20 times and got very satisfied. That's it for big idea. Everything else is just adjusting here and there for followers pleasure which can last forever.

Offline lolada

Re: AAR: Cha Dawn and The Cult of Planet - Will to power
« Reply #42 on: May 17, 2020, 05:22:20 PM »
@bvanevery

You are right about that - i could have gassed the aliens, there's no real diplomatic consequences for it. I am not used to x-weapons, my bad, maybe lost opportunity for nice story ^^. I played lots of games with just basic factions - for long time i didn't like expansion features and factions. Bonus attack would be a big help. Ah well next time, poor aliens.
About forests - they kind of feel a bit meh without energy, but at the same time its nice to move from stale forest-all meta. Having fungus as 2-1-2 and 2-1-3 is nice temporary alternative.. like fungus is ok but its never great (without Manifold Harmonics). Growth is slow, minerals are low - buts its self sustainable with 2 food and doesn't require facilities. Fungus with Gaians +1 food thats strong.  Vanilla forests for example with Tree Forests and Hybrid later are quite awesome.. good food good minerals.

Btw I don't have Manifold Harmonics, Drones got it, i didn't even have the chance to start the project. The thing is Tim placed it as a build-type tech but it does come early (B4 or B5) and its overpowered.  It looks like someone like Morgan or Hive with build focus usually get it - i didn't play enough games yet. Its a bit weird, Explore factions like Gaians just don't go deep into build tech. Maybe if they trade or steal the tech.. but AI usually won't trade techs with special projects. I managed to build Manifold Harmonics in my Gaian game (barely.. turns before Morgan) and it was quite easy from there - resource yields are so strong. In any case I'd move this secret project to lategame and doubled it in cost (its 600 minerals now).

@tnevolin

Thank you for kind comments, glad you like the story. I kind of struggle a bit with language, English is not my native language ^^ Gotta read some Shakespeare for richer vocabulary, but i wanted to start an AAR anyway. Can't get better if you never write.  :danc:  And in the same time i try not to write too much - today nobody has time to read wall of texts.
Glad to have you back. I see that you are mostly done with the mod - if you need some feedback i can try to help. Induktio just put out newer version of Thinker AI so there's maybe one reason for update.



Re: AAR: Cha Dawn and The Cult of Planet - Will to power
« Reply #43 on: May 17, 2020, 05:32:19 PM »
Thank you for kind comments, glad you like the story. I kind of struggle a bit with language

What are you talking about? You make quite a smooth story there. Very nice!
🤩

Glad to have you back. I see that you are mostly done with the mod - if you need some feedback i can try to help. Induktio just put out newer version of Thinker AI so there's maybe one reason for update.

You've already left pretty thoughtful feedback in my thread. I've released version 45 changes thanks to them!
😆

Definitely, feel free to suggest changes. I'm always open.

Offline lolada

Re: AAR: Cha Dawn and The Cult of Planet - Will to power
« Reply #44 on: May 17, 2020, 09:16:46 PM »
M.Y. 2319 - Carapace Point aftermath

With truce in place defenses are being set up in Carapace Point. Two probe teams, one Neutronium armored defender and one Spore Launcher are enough to stop a smaller attacking force. Perimeter Defense protection is also in the works. One Transport Foil ship in base allow easy support from mainland as Foil can transport nearby non-amphibious units into the base.



Shard Invaders move out of the base and will either go to attack Drone nearby cities or Echo Bay base soon enough. Experience taught Cha Dawn not to relax – aliens will likely attack again.

In other affairs intelligence gathers comprehensive report on completed Secret Projects. Dawn of Planet is currently the only known base thats developing The Nano Factory. Data Angels are working on Ascetic Virtues project – Cha Dawn had special interest in it. Ascetic Virtues teaches mass population virtues of mind control, meditation and self-discipline, skills that are crucial for an Empath.  Potential benefit would lead to ordered and even better organized society on Chiron. The Cult and Cha Dawn, preoccupied with war, did not have yet time nor resources to develop such large scale project.

Most finished projects were of in firm hands of Foreman Domai. Notable Domai had completed Citizens Defense Force, which prepares Perimeter Defenses in each of his bases.  He's also in possession of The Manifold Harmonics project that delves into secrets of Monoliths and fungus production.  Gaians surprisingly managed to build three secret projects, including The Empath Guild,  that was instrumental in electing Deirdre as Planetary Governor. Guardian H'minee built The Command Nexus –  making her troops very strong in combat. Its one of the reasons why both The Cult and Gaians are having a tough time against alien threat. Data Angles completed The Theory of Everything – science boosting secret project.



On matters of science – probe teams steal yet another technology from Drones Datalinks. They were studying Chiron disease outbreaks, most notably Prometheus Virus. This deadly virus has so far two known outbreaks to the Cult, one in Caretakers monsoon jungle and the other in The Cultists eastern cities. Mortality rate is very high, estimated at 50%, but luckily virus do not spread too far from the source. Drones found a way to treat it, but base has to rely on Research Hospital. It is quite expensive facility to build and maintain. The Cult planned to eventually have Research  Hospital in all larger population centers.



M.Y. 2322 Guardian H'minee tests Cultists defenses. Factions are heaving fragile truce for the time being, but covert ops teams never stopped espionage activities.



Logistics were ready, nearby Transport Foil will quickly move in troops to defend the base. Control of this base was of paramount importance as The Cult can now much better control the waters around. Most importantly, this time Cha Dawn strictly ordered Probe teams to be ready to defend conquered base.  This victory significantly increase chance of The Cult to establish naval presence and win future skirmishes in the area.  Spore Launcher will also have more range from the sea base – they proved effective in harassing Drones Skimships.
Foreman predictably comes knocking on Communication channel – he asks for immediate cease fire. Deja vu, we've seen this before, Cha Dawn thought. The truce would come in handy, again, as in case with Caretaker allies, but expectations are close to none. There's no way its honest offer. Cha Dawn starts another experiment – the offer accepted - truce it is.



And indeed, on the first chance Foreman shows his face, surprise attack! Guardian H'minee attacks as well, but defense was always  in place. Fool me once.. Lady Deirdre proves her loyalty and restarts a war versus aliens. They had also signed a truce after long fights. The Cult didn't need this truce anyway, the first one with aliens was somewhat useful. And this time Domai didn't request any compensation.

Spore Launchers in The Cult

M.Y. 2323. Drones air force performs a rare attack on Spore Launcher. There's a good reason why they never dared to attack fortified Spore Launcher in the base. Tachyon tactical barely wounded the creature.



Spore Launchers served both as great defenders and quite effective peacekeepers as well. Due to its social norms The Cult had good public order (+2 Police rating). This discipline allowed Spore Launchers to quell up to four discontent citizen, quite the feat – worth as two drone quelling facilities. Keeping population in order was of vital importance – especially when considered that Genejack Factories were not exactly popular – each Genejack factory created one angry drone citizen in its base. It was impossible to please everyone, but the majority agreed on the need for efficient production systems in this harsh environment.



Destruction of The Command Nexus

M.Y. 2323 was they year of big loss for the Gurdian H'minee. Distracted in the west, aliens neglected defense of its backward cities. Data Angels surprise attack force captures the Greater Harmonics base.



It was a huge loss – aliens have about 10 strong bases and this one was the location of coveted Command Nexus project. The Command Nexus provided Command Center in each alien base effectively making their land troops 25% stronger – the bonus they might not have in the future. They still could build Command Centers in each base, but facility is expensive at 80 minerals and it costs maintenance as well. Even worse for them, once they reconquered the city – The Command Nexus was permanently destroyed.

It was unknown to The Cult why Data Angels were in the war versus Guardian H'minee, but they sure had their reasons, alien arrogance for one. Aliens likely tried blackmail tactics on wrong faction.

Continuous attacks – Echo Bay

M.Y. 2325 Shard Invaders were in the midst of attacks on Echo Bay sea base. Echo bay was next to Carapace Point and aliens had trouble reinforcing it.



The base falls while alien navy is on the wrong side of peninsula, north of Carapace Point. Unable to perform amphibious attack they attempted landing with Empath trained attackers.
Guardian H'minee proves she understands PSI combat – Empath units are great counter to native life forms and pack +50% stronger offense. But lack of amphibious technology is hurting her efforts; cultists have already terraformed much of a terrain to fungus fields and are adopt in moving through it thanks to The Xenoempathy Dome project.  Invasions of this kind are doomed to fail.
Mindworms naturally move quickly through fungus fields and they also get +50% combat bonuses – invaders never stood a chance.

Liberty plant

To the east, following similar attack patterns, Shard Invaders pummel Liberty Plant sea base.



The base falls, but Drones are completely controlling the sea. Unlike aliens, Drones are swarming the area with swift Cruiser Probe teams and they are attacking bases in waves. The Cult might have overextended - it will be tough to control the bases. Each base had two probe teams in defense  and more were on the way. Cultists also possessed Cruiser designs and used it well – Cruiser Transport, unlike Foil one, could move defenders between bases without threat of dying. For next decade the area was bloody battlefield of probe team infiltrators – luckily defending teams had +50% territory bonus advantage.

The Nano Factory - update

Meanwhile in Dawn of Planet first Supply Crawler arrives full of resources. Another one will be ready soon. The Cult had plenty of reasonably productive bases in M.Y. 2326 – Cha Dawn ordered Supply Crawlers in two of them – not too big diversion of resources.  Dawn of Planet was quite productive on its own as well. Other factions seem not to have the technology for the project, Cha Dawn was happy with this one. Not everything has to be a struggle on Chiron.



Operation Manifold Nexus - M.Y. 2329.


North, super secret long term plan was finally coming to fruition. Mildly frustrated with alien resistance and how tough was to conquer and hold single base, Cha Dawn changed priorities. One base was ordered to halt infrastructure projects and train first Isle of the Deep creature; the other to build single Colony pod – and inner bases were to build several Probe teams. It was tempting to build up infrastructure, but war required sacrifices and there was no other way. There's always some infrastructure to be built and nothing would ever be done on war front with that attitude. Governors swiftly and efficiently executed the orders; once young prodigy was now mature and well-respected, and well-feared to that - not only due to his empath abilities.

M.Y. 2329. Isle of the Deep was transporting the colony pod to The Manifold Nexus location. Settling a base in another faction's territory would usually be a declaration of war and dishonest move – but treacherous Guardian H'minee already declared a surprise war. Its only fair to return the favor.



Guardian H'minee objected - to no avail. Gine Sector base took control of vital location – Manifold location is now secured in The Cult's hands.  A result – The Cult is getting access to improved capabilities of manipulation Chiron Bioresonance fields at the expense of Caretaker aliens. This alone will swing PSI combat by 30% in cultist favor. Aliens also lose the chance to use Manifolds for their research benefits. As if that was not enough, luck favors the bold; the base was settled near unscouted Great Intertwining thermal borehole.




 

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