Oh. The Pirate ship was going the opposite direction. Oh well. My cowardly scout has already left the scene.
More pirates? This area is infested. Maybe I'd be best if I started planning a retreat for my scout...
Tech obtained! The next tech on the list is essentially like the tourism tech, but for research(More highly dense the system is, the more it pays for itself).
You won't escape my defender, little scout.
I start producing another defender at the Home System. About half way through this update I stop taking screenshots of production, since we're looking a bigger picture from there.
Level up!When a hero levels up you pick from a list of attributes. The list depends on the traits of the hero and his previous attributes. I naturally pick one that increases the hero's offensive skills, which correspond to higher weapon damage.
See, I switched the words attributes and skills. Makes more sense in my mind. Why hello Craver scout. What are you doing all the way over here?
Tech...got? I guess I didn't take a screeny of the tech gaining. Anyway, from here I'm a little worried of my military position. The military techs are pretty standard, just upgrade one weapon type + 1 armor type most of the time. I will research up towards lasers, unlocking missiles and better armors on the way. There are also two defensive buildings, which are only mildly useful.
On the hunt now. Going to try and corner the pesky Craver scout with my 2nd defender (The scout disappeared...)
Our scout to the east meets more unexpected foes. Cravers! But wait. I thought they were past the wormhole...
My mind leaps to two thoughts, one scarier than the other.
The Craver empire is huge and I'm just one dot in its vastness.
The Craver Scout went beyond its normal operational range and came in at a weird angle.
I like the 2nd explanation. Let's go with that. The scout will die though, as you can't turn around mid-flight.
I manual the battle, just to show how it works. Also note how if you scroll over the enemy ships, you get
vital stats. I now know the Craver is designing his ships with flak(?) and kinetic weapons.
Combat is in real time, and you get to influence it with card plays. At the bottom of the screen, a blue bar will go in a complete circle, with what part its in representing the phase. The first phase is arrival, where the ships size each other up.
Typically you'll play your cards during this time.
The cards each have their own advantages and disadvantages. Each card type counters another, IE rock paper scissors. When countered, the card that was the 'loser' in the countering has no effect, and the one that 'won' has a boosted effect. When no countering occurs, which is what happens most of the time, the cards both play their effects. More cards can be unlocked via heroes and research.
I go with defense cards to increase my shielding against kinetics, on the chance possibility I survive.
As you can see, both our cards are played, no counters are made. Note I can also change the cards for the next rounds if I desire.
As you can see, I switched my card to engineering for medium range.
A little tidbit about weapons: Missiles are best at long range, lasers at medium, and kinetic at short. They still fire at longer/shorter ranges, but aren't as effective.
As to be expected.
Hm. The Craver's capital. Definitely won't be sending scouts that way for a while.
Techs secured! For the greater glory of violence!
A snapshot of what's going on in the human realm. The Craver scout escaped me, somehow.
Level up!I grab the next offensive skill.
Tech exhumed! Next I work on wormhole travel. I'm rather curious if the Cravers really did set up a colony right behind our Home System. Hm...
Seriously. I was just there a second ago with a previous defender. Stupid pirates. Just have to be there when I send the colony ship.
I send the defender forward first. Usually my defenders can best pirates 2vs1.
Welp. That didn't go too well. In such an even fight, the card countering made a huge difference.
At medium range we both successfully play our cards. I change to a more defensive stance, with my ship being in a disadvantaged position.
I then go for repair. Hopefully I'll be able to salvage some damage off of this.
One enemy pirate down.
Draw. Not what I was hoping for.
Since there was only one pirate ship, I try attacking again. I succeed, which surprises me a little. I'd figure it would be one attack per fleet, but eh. *Shrug*
I'll skip to the part where I fail.
I was unsure of what to do with the colony ship. I was unable to colonize the system when I reached it (I assume the pirate's fault), so I sent it off to another, less suitable, potential colony.
Essa has a food producing planet and some more Bluecap Mold, so its an ok 4th Colony.
The newest defender off the production line rushes to the scene. Vengeance shall be his.
I grab another 'ok' colony in the mean time. It will take a while to grow, but it has a good research rate. Its also on the border of the western wormhole, so it will act as buffer, for whatever is beyond the wormhole.
Tech absorbed! I already had two scouts read to venture through the wormholes. What mysteries shall we find?
The next techs are for colonizing arid and deserts. With potential colony candidates running out, I'd figure it'd be in my best interest to grab these cheap techs.
Cyan? What.
Er. New diplomatic contact! Wasn't expecting that. The warlike bird race. Just a stone toss away. Hmm.
Tending to other matters, I finely finish off that pirate fleet.
They destroy my scout (moving through a wormhole uses up all movement points). I don't quite remember if I looked at their ship weapon stats. I believe it was kinetic/armor, but I'm not sure.
Tech discovered! Next tech on the line is desert colonization.
~~~~~
Summary4th Place? Well. At least its not last. I'm not sure how scoring works either.