12:30 AM. The struggle resumes.
MY 2438. Domai needs 10 turns. I have to sacrifice some old units to remove a Spore Launcher that's sitting on top of a Sensor Array I need to destroy. After that it's easy to get through the next base.
MY 2439. Domai needs 9 turns. I have a Grav Probe Team with 5 movement that could reach Free Drone Central, if only the roads weren't clogged with so many units. There's a wall of mindworms and spore launchers in front of me and most of my units are not effective against them, either on offense or defense. String Artillery is the only thing that works well, inflicting grievous wounds and allowing me to finish them off with a cheap unit. I've switched to making more of them. My own mindworm reserves are pretty much depleted from the unequal fights, but I've decided to make a few more of them for tactical reasons.
I've planted a lot of fungus around my forward cities. In the short run, this leaves me quite vulnerable to enemy mindworm attack. However this turn, I figure they'll probably just kill Formers, which can be replaced in 1 turn if need be. Long term, the fungus gives me massive production, 2-4-5 per square. My empire is about double the size it was, and the rate at which I produce units is increasing. That's needed because Domai can spam out anything he likes in 1 turn!
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Assault on Ascent |
MY 2440. With 9 turns to go, I begin an assault on the Ascent to Transcendence. Taking of Steelfount this turn gave me an alternate route to Domai's capitol, thanks to various rails he halfway laid down for me. I don't even need to use the expensive Grav probe team to begin the attack. The odds seem to be the same as any other targeted sabotage I've done elsewhere, but my 1st team dies. My 2nd team prevails and lives to tell the tale! This is the single biggest loss of production due to sabotage I've ever seen in any game.
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Mission Accomplished! |
Domai's doomsday clock is set to 26 turns. Domai's counterattack is gonna suck next year, but it's definitely worth it to push the clock back. Now, it is more about making a war with all of his mindworms.
I've realized that I could have the same level of productivity he does, if I want it. My low factory output was always about fear of global flooding and mindworm stacks, but I think with the Voice of Planet active, it doesn't happen anymore. I get fungal pops but no stacks, and I've seen no flooding. Still, I somewhat feel like roleplaying the principle of the thing. There's also the fact that soon I will take the Bulk Matter Transmitter. I'm leery of the mineral increase effect it may have, so no need to add fuel to the fire just yet.
3:30 AM. I do something else for awhile. 5 AM I resume.
MY 2441. I take an unimportant city. The rate at which Domai is spamming units is now a problem. Fortunately the AI seems to be a little too timid to just come overwhelm me. So I have to build up enough units to crush a base, to end its spamming. Wet, lather, rinse, repeat. This game definitely isn't won, but seems winnable.
MY 2443. Domai came down with a whole pile of mindworms and spore launchers, taking back a city. But a city full of Trance units
does stop the advance. When his mindworms are in my territory and not supported by Sensor Arrays, they become killable. Perhaps he had Geosynchronous Survey Pods in
his territory bolstering them before?
I've also discovered that I can afford Cost 4 Empath Song units in practice, with the amount of minerals cities have. After experimenting with Trance and Empath units, I came to favor mostly Empath hovertank designs. They can destroy Domai's mindworms and spore launchers just fine, and without an "invincible" horde, there's really nothing stopping me from eventually beating him. He'll spawn, but he'll move his units poorly, and it's only a game of whack-a-mole.
6:30 AM. Know what? I'm quitting / declaring "victory". The game is definitely winnable, it's just an incredibly tedious formal exercise to do so. There's no point vs. other ways I could be spending my game developer energy.
TEST CONCLUDED.