Achilles' Heel
Need help with this mission
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Need help with this mission

I feel a little silly responding to a 4 year old post, but I'm having problems with the same scenario.
Problem number one, the DL are just too strong. I had 6 of the 13 planets on the map (Terran 6, Altarian 4, Arceanian 1, Torian 1, DL 1). A DL Transport with 10M took one of my planets that had a population of 500M, with no casualties. I sent a small fighter with better numbers than the Snark against the DL home planet with no success. In Siege I had the faster ships and led the DL ships away from the action like a mother bird. Not now, they are faster.
Problem number two, my allies are no help (playing on tough). My general approach has been to take any deal (not including much money) my allies would accept that included a tech for me. Never mind I was giving up techs valued 5 times as much sometimes, as long as I got something. I didn't just give them techs since it was apparrent I would need techs later to trade for the AI's next tech. I guarded my money carefully and took bits of theirs when possible since I seem to use it more effectively.
Now, in November of the first year, the Altarians and Arceans are bankrupt. Their ship maintenance is more than their income and they are out of money. Ergo, no research or production of any kind. The Torians will be bankrupt soon. I'm afraid if I just give them credits, they will spend it on more ships and be bankrupt again soon (kind of like dealing with grown kids). If I give them techs to improve their economies they don't have the ability to build the banks or whatever.
This looks hopeless!
I appreciate the advice of other posters here. If I must start over I'll set the difficulty level higher, I'll only grab two extra planets and get more transport killers deployed quickly. Sigh!
One basic problem I see here is that your ships are too slow. You cannot have space superiority against the DL's unless you've finished a good part of the Techtree, and this usually takes years. Which leaves you only to evade their strong ships, while aiming at vulnerable targets (bases, weakly guarded planets).
Another thing is that you absolutely must ensure that you won't loose planets to them. 500m people is waaayyyy too less - rather go for >10b.
Still struggling! I guess from the Maiden666 response I'm trying to move too fast. Before I got that message I went back and tried to go faster. I set the difficulty up to crippling to help my allies. I used a two step rush to build all my early ships (buyan empty hull and then upgrade it). I beelined colony ships to the two planets closest to Teth. Since in my first game the DLs only defended Teth with a beatable looking ship (Sarak 2/0/0 0/0/0) for a long time my plan was:
Take the two closest planets to extend my range.
Bring in medium sized ships that could beat Sarak.
Follow quickly with 2 transports with 1B troops each.
As I was getting close to achieving those steps, I got close enough to see the DL had an extra defender, and a strong one at that.
I hoped to lure the strong defender out by building a military starbase nearby. That didn't work and now there's a DL scout with 11 speed lose in the galaxy.
I got the plan in place in about 3 months but It doesn't look like it's going to work. As I understand the tie rule, no number of single medium ships will ever eliminate a much stronger DL ship. As I wait to discover logistics abilities, I feel like I have lost the window of opportunity for a quick first strike.
I spent nearly three years hunkering down and developing. I made as many tiny beamers as I could and grouped them eventualy in fleets of 8 ships, 16 logistics. I intercepted the DL transports and killed the escorts and fighters that came out to fight. Several times I thought my protecting group was cut too small but I was always able to rebuild before the DL attacked again.
I built a military starbase 8 spaces from Teth. I assembled my ships between the mil starbase and Teth. I stationed a Paper Tiger west of Teth to intercept DL transports. My allies were very helpful. If I saw they were researching a tech I had I would trade that tech plus whatever for one of their ships.
In December of 2229 Teth was only defended by a Defender and Sarak. I had three fleets of 8 tiny beamers in range and 2 transports (1B troops each) within 2 turns. Done deal!
The scariest part was trying to get to a standoff. Once I achieved a standoff, I just out researched and produced them.
In this kind of missions I go for a strategy that follows in this order:
1. When facing the Dread Lords, I guess its a good idea to spend points in these abilities; speed, soldiering, hit points, research, and as always creativity.
And the federalist is my favorite. I go for it mostly. As the first economic points cost 2 points, I use this points on other abilities instead, as the federalist gives the 20% economic boost.
2. Try to get as many planets as possible, (colonyrush), the more planets you have the more ships can be built (if you have a starport in the planets will say). If I remember right I think you start with around 10000BC in this mission so its not a bad idea to buy colonyships directly, so you can be first to get the planets. The colonyship cost is around 1300BC.
3. Once you have the planets get ships on them so you can be avoided from invading DLs transports. Build ships with no maintainance (no weapons and that stuff and takes not much weeks to complete). Why no maintainance on ships? - because in the begining you don't have the weapon tech that are able to withstand DLs combat ships. The point is to block the DLs transports from invading. And about planetary improvements get at least 2 industri buildings and the great "Recruiting Center", as it gives 10% economy and 20% population growth for your planet. A good start for new colonies.
4. Try to have one of your planets specialized. That is to say, one that have lots of research improvements (research lab or even the better ones) and lastly build the technological capital on it and after that click on the research focus button on the planet. This will be your research planet. The point is that you get the needed tech faster for the strategy.
5. Now research the sensor techs. Try to get the ultimate sensor tech so you can build the "Eyes of the universe". But if it gets too difficult just go for ships that you equip with lots of sensors and range support. The point is to see the DLs ships (especially the transports) from long range. And more important is to have your ships with sensor equipment speed stuffs (Impulsedrive, or 2 Iondrives), so that you can outmanuvere the DLs attack ships. After that go for weapon techs and avoid researching weapon tech that the opponet have defense tech for. Specialize a ship (small hull) that have some sensor, impulsedrive, range support and lastly weapons so it have up to 4-6 attacks. The point for this ship is both - to take out the incoming DL transports and when a DL combatship targets your specialized ship try to avoid it from catching you (run in circule with it). Reasearch the "Planetary invasion" tech and get at least 2 transports.
6. As you now can manage to take care of the DL transports and the DL combatships you are able to build up your fleet, get them somewhere at the side of the galaxy map with the 2 transports and surround the fleet with a few specialized ships so that if a DL combatship are on the way to your fleet can instead target the specialized ship. It should work to get this DL combatship outmaneuvered by the specialized ship. Build many small ships with lots of attack, and research logistics techs (as the DL are not strong in number). Get one constructer so your ships are able to reach the DL planet.
7. Finally. First send some specialized ships to scout the sector where the DL planet are. And secoundly go forward with your fleet and transports. Take out the DL ships from orbit and invade with your transport as a fleet, (that will be 2000t.), take the massdriver or tidal disruptor invading tactics. This should end with you having taken the planet by a high probability.
I hope someone understand my point with this strategy, if not just ask so we can better understand it. ![]()
I think your strategy is sound and much better formulated than mine was a month ago. I'm confident a beginner could take your suggestions and win this scenario.
I'm retired and spend hours a day gaming so I've progressed a great deal in a month. I have a few comments to stir discussions.
Hit points won't help much. The DL ships may hit for 100 damage a shot. Just assume every shot will kill one of your ships whether it has 8 or 18 HP.
I would chose 2 speed, creativity and morale. Two speed will let you get away from the DL warships. You'll need to slingshot around a planet to create separation.
I think it is always a better idea to take one extra turn to save nearly 40% on the ships. Design an empty cargo hull and buy one every turn for a while. It costs 492. On the second turn, design a bare colony ship and upgrade the empty hull for another 302. On turn three load up some colonists and head out. You've just saved 500BC per colony ship at the cost of one turn.
Great Idea! I never thought of putting unarmed ships on planets to keep out the DL transports.
I start every new colony by purchasing a Recruiting Center (take the short lease). Unfortunately, it's not a 20% growth. It's a 20% increase in your growth. You won't go from 100m to 120m. If you were going to increase from 100m to 110m without the RC, you will go to 112m with it. It still makes a significant difference in the long run since it compounds.
More important, reduce taxes until the morale is 100%. At 99% morale (and I think any other green percentage) you getabout 5% growth and 100% morale gets about 10%. Spend that money you are saving on colony ships! While you are at it put military spending at zero and production at 100%.
In my version (2.02 TA) the Eyes of the Universe increases all ships sensor range to 15, so take sensors out of all future ship designs. It won't be over 15 sensor range no matter how many sensors on a ship design.
At the end of Apocalypse I had over 100 DL warships chasing my "transport hunters". With my speed around 15 and theirs at 6 it was easy to decoy the warships and occasionally break off and shoot down a transport and then resume trolling.
It sounds very smart about the colonyship build thingy, very. Thanks for sharing the idea! ![]()
Yeah, thanks for that. That's one that I hadn't figured out yet either. Now I'm a little sad that I spent most of my money on purchasing colony ships in a game I started yesterday.
I wish I could take full credit. Or even give credit. I read a similar suggestion and tried it and made it part of my standard approach. I think the same author suggested converting beginning constructors to colony ships and rebuilding the constructors later. I don't do that as much, but it would have been useful in some scenarios. (Apocalypse)
Another upgrade trick you can use when at war: Copy the design of your main warship into a similarly named design. You might have Thor V2 and Thor V2a. When your warship gets badly damaged far from a starbase, you can upgrade it to the "partner" design and repair it very quickly and cheaply. This is really handy when you have a "Command Center' carrying equipment that helps the whole fleet. If that ship has any weapons it will be the first attacked. Repairing it after almost every battle is essential.
This is a bit of a necro, but I wanted to share an easy (and very fast) way to beat this mission in case others are still having trouble.
I'm playing with everything patched up to the latest versions and on Normal difficulty. I haven't tried it on other difficulties.
For abilities, I recommend getting Creativity, the first level of Speed, and then whatever else you can into Soldiering. I don't think even all that's necessary, though.
When you start, set your anomaly ship to Auto Survey. It will provide you with some goodies while you rush through the mission. Send your Constructor up towards the target planet and build a starbase at the edge of the Constructor's range when it gets there. It doesn't matter what kind, you just want the extended range. And send the scout ship up towards the target planet.
Start building on your planets, but buy the first couple buildings. I like to buy a Factory and Research Lab, then build the Recruitment Center (or buy it if you want). Set the production spending (or whatever it's called) to 100% and set your taxes down towards 15%, or whatever will get you 100% happiness. Start researching Antigravity, and once that's done, start researching Planetary Defense.
Buy a Colony Ship and send it up towards the planet closest to the target planet (off to the right of it). I don't believe this step is necessary, but I do it anyway to make sure I have the range along with the starbase. I just set the slider to 25 when launching it, as I don't intend to do anything on this planet.
After you've progressed through a few turns, speak to each of the races and see what ships they have. Two of the races will get 4-5 frigates each. Try trading your treaties, new technologies, and any reasonable amount of money for them. See if you can get the third race's ships, too. It may take a number of turns, so keep checking.
Once you get a large number of the ships, immediately send them up towards the target planet. You can buy a Battle Axe or two if you want, but it's probably not necessary.
Buy two transports at your homeworld. You should only need one, but two just to be safe. Send them up towards the target planet with full troop compliments.
By now you should have a large number of ships moving towards the target planet. Hopefully as you do this, your Creativity ability will let you finish Planetary Defense ahead of schedule (if not, don't worry). Keep checking the other races, as they'll replace their frigates and you can often get more.
You should be able to see the DL planet with your scout ship, so keep an eye on what they have in orbit. If you're really fast (or maybe lucky), only Sarak will be there. In that case, all these ships aren't necessary and you can just use one and a transport to win. If they have a real defender, though, you'll be glad you have all those ships from the other races.
At the very worst you'll only have one defender and Sarak to deal with. With all those frigates, it won't be an issue. Wipe out what they have by sending them in one by one to chip away at the defender. Eventually you'll kill it and Sarak, then invade with your troops. Pay for Gas Warfare to give you better chances and hopefully it only takes one transport. If not, that's why you have two.
Congrats, you just beat the mission!
To sum up, extend your range to the DL planet immediately and barter for the other races' frigates when you can. Buy yourself a couple troop transports and send everyone up to the DL planet. Win.
But after the tech "Artificiellgravity" you don't unlock the tech "Planetary Defense" or do you mean the "Planetary Invasion" tech? I guess its after the tech "Space Weapons" you unlocks does techs.
You start that mission with various techs already unlocked. I'm pretty sure you can jump right to Planetary Defense.
I see.
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