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FinellyTrained

Colonel
14 Badges
May 31, 2019
925
261
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Nemesis
Foreword
This is in support of https://www.reddit.com/user/Valloross/ challenge of beating crisis x5, 0.25hw, 5tc, GA, no scaling, ironman, all advanced AIs.
Check the https://www.reddit.com/r/Stellaris/comments/essv4z/how_to_properly_beat_a_x5_crisis_with_a_x5_tech/ if you are interested.
My starting settings are set to max advanced AIs, because that was the original challenge proposed to him IIRC. (And it should be noted as alexti pointed out somewhere, if you are using early rush, maximising advanced AIs makes game easier, not harder).
To make things more interesting (and lazy), I am role-playing default United Nations, leaving default policy of resettlement prohibited and switching to utopian abundance asap. Robots will also get full citizenship as soon as the first event regarding their sapience fires.

Valoross was kind enough to waste a lot of time in his game and achieved victory in 2622, so it is not much of a pressure to win at least a little bit sooner.

I generally avoid using game breaking exploits, like running your economy at zero energy, rushing ascension paths, fishing for Horizon or corvette rushing some neighbour in 2215.
However, I make one exception in this game. Since it is the 2nd attempt and the first one has ended with UN being boxed at the edge map at 6 systems with one planet, this game I am doing early corvette rush to get 2nd planet from the start.

This is also going to be a super long AAR. I have got over 600 screenshots to choose from. So it will probably end abruptly too, but I will try to include as much useful information as possible without making it a second installment of War and Peace.

Shall we begin...

Settings
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Roleplay limitations
Default United Nations empire. Keep default no resettlement policy throughout the game, switch to utopian abundance as soon as the first unemployment event fires, give robots full citizenship as soon as first event relating to their sapience happens, keep the starting civics, keep demands of xenophilic and egalitarian factions always fulfilled. Tall playstyle, no galaxy wide conquest, no wars initiated by us (except the first one, tribute to the Mass Effect series First Contact War with Turians and a somewhat necessary step on these difficulty settings to avoid restarting to get planets in the starting cluster for early expansion). No cheese, trying to keep as close as possible to the gamedesigners' intentions regarding game mechanics. Also no psionic, synth or genetic ascensions, humans must stay human.

The Humble Beginnings
1. 2200. Earth is but a blue pale dot in the sea of stars. North-eastern quadrant midway between the rim and the core.
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2. 2204. The strange cultist movement, that appeared from nowhere necessitated the creation of Earth's armed forces. Discovery of close neighbour further strengthened the position of the hawks. Bordering system of Bonos was taken and starhold constructed with haste, while Earth was hastily building the fleet of 20+3 corvettes to defend in a war that seemed inevitable.
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3. 2219. By the year 2019. The attacking neighbour's fleet was decimated in the battle of Bonos, where UN admiral midway in battle ordered a retreat to save the fleet. The damaged attacker was unable to take over Bonos starhold and full strength UN fleet managed to take over Ganvos starbase and ensure the successful invasion of Ganvos. Diplomatic corps had some claim to the Ganvos system in place which allowed successful annexation.
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The first tree taken is expansionist tree, so it is not always necessary to go supremacy first, have militaristic trait and build 30-40 corvettes to do an early corvette rush. Though this was a pretty close call.


4. 2219. United Nations have doubled their population and secured three more planets for colonization. And was looking strong facing the new civilizations to the north.
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The Imur empire in the north has its capital system isolated by another empire. Both of them are 1 planet empires due to low setting of habitable worlds, so we should be fine in the short term.


5. 2220.
This is the way to make quick money early game. Alloys have the biggest added value to them and their price rarely goes below minimum. Not in the early game at least. Simple way to boost energy production to allow a lot of scientists and science ships for surveying the galaxy.
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6. 2220. Intending to be a peaceful empire UN's primary goal is to stay on good terms with its closest neighbours. Diplomatic decision is to rival the Imari Combine, which has its capital isolated by Sacrosanct Lozavata Imperium, so that Sacrosanct would be more inclined to have good relations with Earth. Conflict between those two seems inevitable, so our diplomats are supporting the side, which has more territory.
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Pretty simple straightforward decision. We need to prevent those two to unite against us, so we need to spoil relations with the one that is farther and improve relations with the one that is closer. Rivaling somebody your nearest neighbour does not like is a way to improve relations with the said neighbour. This case is just a bit strange because further neighbour actually has systems bordering us, but it is the capitals that count.


7. 2220. While news headlines throughout the UN inform the readers about "contacting the third alien empire", the official UN propaganda promotes the idea that the First Contact War has been more of a civil conflict rotating around the question of which race is assuming the leading role in the common state.
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Dorbolan Intersolar is a megacorp. Finding a megacorp in your galaxy and getting commercial pact early is a nice way to ensure some additional income. Dorbolan Intersolar is behind my nearest neighbour, so befriending Dorbolan allows me to expect them to be on my side in case of a very likely war with our nearest neighbour. Not that we want it, but they are militaristic authoritarian spiritualists.


8. 2220. Sancrosancts demonstrate an improved relations with UN due to common rival. As expected.
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9. 2220.
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This is x5 tech cost game, so science is going to suffer. Limited lifespan of scientists is also a problem.

10. 2222. Megacorp almost immediately opens its first branch office on Earth.
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11. 2223. East side of the galaxy. Sathori and Kazzakar are our neighbours in the south. Sathori are xenophile and Kazzakar are egalitarian, both ethics that we have, so we probably have not much problem staying on good terms.
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12. 2224. AI is trying to have a war with us over the territory of another AI friendly to us.
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13. 2225. Result is a bit predetermined. They have an equal fleet, but they attack our chokepoint, where starbase gives us another 900 or so military power.
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14. 2226. Guess who we ran into. Wulhubb Bloodletters are the fanatical purifier of this game. The Foyar above them will be the toughest sons of birds in this game because they will survive. Well, what's going to be left of them, after they consequently fight against neighbours in the south, north and east.
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Megacorp keeps opening branch offices. This is the basic diplomatic setup of this game. We make friends with close neighbours, we have the megacorp for branch offices. It looks good for the rest of the game.

15. 2228. We happen to have a cluster for ourselves isolated by the spiritualist FE. Combination of luck and early war gives us the ability for a relatively peaceful development.
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16. 2229. Imperium of Tebazed, south of the galaxy core. Honorbound warriors, like the Sathori, fanatic xenophiles, which makes them like us outright. Not that it matters so far away from our borders, but it is nice to see friendly face in the galaxy.
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17. 2239. Uri Shipping Alliance, megacorp, xenophile, militaristic, materialist. Could be an alternative to Dorbolans as the friendly megacorp. Because you should always have a friendly megacorp with commercial pact on, but we already have one. Relations are outright cordial with +80 opinion.
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18. 2240. First ascension tree, Expansion completed. First perk Technological Ascendancy.
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19. 2242. Pouo is the Rubricator system. A bit too far from the capital, but relic world is still a relic world. Merope and Wemoil have sacred worlds, not an option for colonisation yet.
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20. 2242. Nagyari Monopoly is a criminal syndicate. This is another reason to always have a megacorp establishing branch offices on your planet, so these bad guys won't establish theirs. :) Xenophobic spiritualists. We won't like them and won't like us. So we can rival them outright for extra influence.
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21. 2242. Commercial guilds are a good source of rr. It allows us to have rr stockpiled when we initially find use for it, so we can pay up 50 rr cost for upgrade per building.
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22. 2243. Dorbolan Intersolar, our favourite megacorp. Very good that they have 5 planets, in 0.25hw game it makes them very strong, so there is a good chance they will survive and so shall their branch offices on our worlds.
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23. 2248. Patron of the Arts deal is no-brainer, since we can afford it. Also we bought 5 arts installations and used them on our planets.
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Do not neglect a festival option too.

24. 2250. Earth 50 years. Competing for the Galactic Market. (Spoiler with 2 boost nominations and exceptional offer we still will lose. Not everything in this game goes our way).
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25. 2251. South of the galactic rim. Pacifistic authoritarians. Perfect for rivalling, otherwise irrelevant.
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26. 2254. Their authoritarian militaristic neighbour. Irrelevant. How will they steal the Galaxy Market Hub is beyond me.
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27. 2254. And for the map that is half unrolled.
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28. 2254. It pays to have friends.
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29. 2256. Pelisimus Corporate Holdings. Third megacorp (4th if we count the syndicate). Egalitarian spiritualists. Too far to matter. +70 opinion from the start though.
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30. 2257. Lox'Ungrak-Va Multitude. Collective consciousness, which we got in contact with after some refugees from them arrived to Ampal Dir Prime. Nobody cares about hive-mind in a galaxy that already has a fanatic purifier. It is nice that they have a common border, gives them something to be occupied with. Ancient caretakers have their rings on the north edge of hive mind, right next to next to FP. I wonder if FP ever tries to take on the FE.
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31. 2266. Myrran Associated Domains. Honorbound warriors. Again. This galaxy would have been perfect for us with so many xenophiles if it had not been for so many damned spiritualists, who at this point have established their own faction.
Blank space is the xenophobic FE with its exclusion zone.
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32. 2267. We get Fen Habbanis. 2nd relic world is not as good as Cybrex ring, but still, it's good. 6 planets is the recipe for success.
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33. 2268. Our diplomatic corps have done the near perfect job. All our neighbours are friendly. Chertan (hiding behind the menu in the bottom right corner) is 40% habitability planet in the home cluster, which we released as vassal to see how well they can develop on their own and avoid that cg upkeep.
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34. 2270. The stage is set. All actors on the stage.
We skipped some Ess'Jaggon Allied Colonies, 4 o'clock near the galaxy core. They don't like us, which is o'k, because it makes them Sathories' punching bag. It is always good, when guys you want to stay friendly with have a punching bag, so they don't consider you as potential one. In relative power we don't look like much, but it is the usual for non-aggressive play-style.
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35. 2271. Check out our exclave between Sathori and Figyar. Measly 2 alloys deposit system that we took is going to be shipyard staging the 2nd fleet later. Also we allowed Figyar and Sathori meet their borders by leaving that area uncolonised, it useful for them to have border tensions of their own, which would make our relations with Sathori stronger.
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36. 2273. We decided to change our trade policy to marketplace of ideas. It did not work well.
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37. 2281. Homecluster.
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38. 2282. Just research window.
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39. 2299. I think somebody switched the living standard to utopian abundance somewhere around here. It sure created some problems.
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40. 2300. Z-z-z. Not much going on in the galaxy far-far away.
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41. 2323. Good relations usually result in a federation. North neighbour and south neighbour invite us. Pretty typical, if you understand pretty basic Stellaris diplomacy.
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42. 2329. Winning (stealing) Galactic Market nomination can be bad for your empire, I guess.
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43. 2339. Score, if anybody is interested. FEs always eventually fall back compared to normal AIs, but in this game it is way slower because of x5 tech cost and x0.25 habitable worlds.
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44. 2341. First habitat (Venus).

45. 2354. More for purposes of RP fun than effectiveness we will keep the starting civics.
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46. 2360. Hard to tell why we still don't have any ecu from relic worlds, but here it is: alloy foundries on a habitat. o_O
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47. 2360. One system vassals really don't do well on their own, so probably I will not try this again.
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48. 2376. We have found the head of Zarqlan some time ago, so when somebody hired the mercenaries to raid us, they got destroyed and never came back. Curiously it didn't occur to me to colonise the two available sacred worlds, which Chosen of Zarqlan can do without angering the FE.
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49. 2390. We get the federation presidency.
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50. 2403. It is unwise to say no to the members of your federation who have claimed some stuff and want a war to get it. Just make sure that have a claim on something real good, if there is any, before you vote 'yes'. In this case we get a three planet system.
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51. 2425. An unexpected outcome of attempting to vassalise Figyar Administration, the new vassal created from occupied systems by status quo peace has no planets and will disappear momentarily leaving their systems behind.
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52. 2426. Earth should have been a research ecumenopolis long time ago. But better later than never, right?
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53. 2428. Bigger powers get bigger.
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54. 2428. Rubricator ecu is up. Foundries are essential for lategame alloy production to meet the needs of the crisis fight. By this point we don't care about the sprawl penalties anymore.
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55. 2438. Federation members suggested a war with Uri Shipping Alliance, we demanded vassalisation and suggested our own war instead with vassalisation war goal. Fed members will still get their claims and we will get the rest and have an option of integrating it later (though even not caring about the sprawl, nobody wants that much junk).
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Also "user-friendly solutions" is hysterical. God, I love this game.

56. 2438. Our corvette blueprint. Nothing fancy.
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57. 2441. Neither Earth, nor members of the Federation have battleships yet.
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58. 2446. Corvettes are switched to disruptors. Guess previous version didn't fly well.
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59. 2447. In relative power we are looking good. Not that it matters, but some people care.
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60. 2454. Score, if you care.
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61. 2465. And here it hits the fan. Instead of crisis we get FE awakening. I cannot overstate how correct was the decision made about 2428 to abandon the keep the sprawl down policy.
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62. 2471. And scourge joins in on the fun.
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63. 2472. Xenophobic FE awakens and we lead the Non-Aligned Powers League (which is actually kinda neat, because I could never get to lead it before).

64. 2473. Galaxy divided. Scourge picked the NW edge to introduce themselves. All things considered, it is a lucky thing. If they had landed on our side, this would have been the end of this report. Prethoryn Vanguard is 168k power per fleet.
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65. 2474. Usually I don't pick Galactic Contender, but in this game I definitely have to. Megastructures would have been hot a hundred years ago.
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66. 2477. Spiritualist FE got to our border system with 2 habitats and had some sweet time bombing one of them. Which didn't do much because this game habitats have 3 fortresses and on those two planetary shields were constructed. So, we got some fleets and caught the besieging fleet. PD Corvettes perform well, they only lost 2-5 per fleet. Fed fleet which has heavier ships doesn't feel so good.
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67. 2479. AI looks very good this game. Like these fed fleet reinforcements that smartly go around the enemy territory.
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68. 2482-83. Initial FE fleets were like 90k power. When we got to their capital 112k showed up, and we killed that 236k which came from nowhere.
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69. 2483. Normal Prethoryn fleet. 388k.
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70. 2483. Another 180k FE fleet came to their home system. Judging by zero to armor, fed fleet by this point has lost all the heavy ships, so it is only disruptors damaging hull and PD damaging shields.
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71. 2485. Interesting overtaking mechanic. Bardegan is the capital system of FE, containing two planets. When we took the station it allowed to repair ships, when we took the first planet it allowed to build ships. Though still did not allow to replace modules.
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72. 2485. Strategic situation could not have been better. We are dealing with FE in the east, while Scourge and 2nd FE keep each other occupied in the west.
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73. 2488. Prethoryn most powerful fleets have 432k power. Oh, we will need Defender of the Galaxy perk for sure.
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74. 2491. Relative power, if you care.
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75. 2494. This is a particularly smart FE admiral. Engages, deals damage and retreats without casualties. We will fight this task force 4 or 5 times before their luck changes and they get decimated.
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76. 2502. Fallen Empire colonies have a lot of defence armies. Without repeatables, the only sensible option is to bomb them out before invading.
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77. 2503. State of the galaxy. Eastern FE is almost done. Also, population 3.5k, we are still behind on it, compared to 3k in 2400 target, but less than 100 years behind.
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78. 2503. Nothing brings opposing ethics together better than a common threat.
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79. 2504. Balancing economy with a lot of trades.
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80. 2504. Typical habitat layout this game. Usually I do five fortresses instead of three, 1 gas and 1 crystal instead of two and 2 commercials instead of 1 commercial + 1 holotheater. Since I don't have usual options to compensate for housing resettling robots in and resettling biological pop out, habitats are running low on housing, so holotheater is to compensate with extra amenities. Most habitats are mineral, with mineral districts instead of generators.
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81. 2504. Our Sathori allies actually managed to take over a system from western FE.
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82. 2504. Even with one planet eastern FE is still trash talking us.
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83. 2505. Eastern FE has lived.

84. 2505. Eastern FE vassals are still at war, cease fire will be signed 4 days later.
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85. 2505. State of the galaxy.
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86. 2506. It makes no sense to me, that UN has to pay double the price for slaves, because slavery here is prohibited, but slaves go free as soon as they are bought. If anything UN should have a discount.
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87. 2510. Sol is indisputably the most densely populated system in the galaxy.
Habitats are marked M - mining, R - research, G - generators, T - trade.
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88. 2510. Capture the Queen event chain. The prospect of finally getting that achievement is so tempting, that we will take some (in hindsight) unnecessary and stupid risks to get it.
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89. 2511. Under current conditions, Defender of the Galaxy is a must, though usually I don't pick it.
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90. 2511. First run in with the Scourge. It immediately demonstrates, that plasma corvettes and plasma cruisers are subpar to the proton launchers of battleships. Our fleet has like a 1k corvettes and 8 battleships, yet battleships deal like 2/3 of the total damage to hull. I usually used mass corvette fleets (yes, only run on tech cost x5 is enough of a challenge to consider improving the tactics), but it is likely that at least without repeatables and against the scourge proton launchers are vastly superior. Also, scourge deals most damage with missiles, our corvettes will have to be refitted with PD.
Also if anybody is interested, swarm strikers are completely useless. At least against a mass corvette fleet.
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91. 2512. Another engagement.
Here we have two scourge fleets. 4 screenshots give us a better analysis of the weapons' effectiveness.

Scourge damage (armour / hull):
Missiles 218k / 223k
Acid blast small 67k / 160k
Acid blast 29k / 82k
Swarm strikers 0.8k / 4k

Humans damage (armour / hull):
small plasma cannon 926k / 350k
proton launchers 293k / 155k
particle lance 113k / 23k
medium plasma cannon 70k / 6.6k
guardian point-defence 6.6k / 12k
flak cannons: 0.003k / 0.019k

It is less corvettes this time (around 500), probably the same 8-10 battleships (since at this point federation members are building the fed fleet, they should be making the same all around composition). Though corvettes contribute the most damage (roughly 60%), they suffer the most casualties too. Battleships with their low numbers contribute about 25%. We need to increase amount of battleships. Scourge mostly deal damage with missiles, so PDs still make sense.
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92. 2512. We are nearing on megastructures, unfortunately alloys will be much better spent on battleships.
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93. 2513. Economy balanced without monthly trades.
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94. 2514. Technology cost raised to triple of the standard amount. That's triple of starting x5, so x15 to nominal.
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95. 2516. UN still doesn't have proton launchers, so we are building federation battleships.

96. 2517. A strange 62 swarmling Prethoryn fleet of 337k (probably no big ones, because vanguard). Proton launchers shine, missiles are effectively countered with PD. Almost no casualties.
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97. 2517. A standard Prethoryn fleet of 388k. It gets to CQB, so corvettes play their part, but again proton launchers of 40 battleships outperform plasma cannons of 1.2k corvettes. Scourge missiles deal the most damage but have a 29% hit ratio, doubt that we can lower it any more.
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98. 2521. That "who are you again" moment.
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99. 2523. Perks of playing xenophile, you get to see a lot of factions.
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100. 2529. Five infested worlds.
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101. 2533. Galaxy view. Opinion mode against UN for a change. Not much changed since 2473. A lot of Prethoryn killed, very little accomplished.
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102. 2535. Typical habitat layout. Same as before, just mining instead of generators. Mineral habitats are backbone of powerful economy.
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103. 2535. Ran the minerals into the ground eventually, buying some to compensate.
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104. 2538. Shipyards get renamed to keep track of them. Each fleet has its own homebase. Useful, if you need/can jump retreat to heal or upgrade them all. F is home for federation fleet. 1 is titan's homebase/shipyard.
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105. 2539. This is a smart Prethoryn admiral. Same annoying tactic of retreat jumping.
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106. 2547. 258% tech cost penalty on top of x5 tech cost penalty. So, tech cost is almost 18 (eighteen) times higher than normal.

107. 2550. Robots have some signs of sapience, so we give them citizenship. In line with our RP of the best guys ever.

108. 2551. State of the Galaxy. Diplomatic view for a change.
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109. 2551. By this point we are able to make a deep run into the Prethoryn territory, taking out bases and cleansing planets. NW sector of the galaxy, where they initially landed. We are trying to get the queen for achievement.
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110. 2553. 6 worlds infested, 2 cleansed.
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111.2554. Operation Queen reached its goal, but the fleet found itself cut off behind enemy lines. Attempt to keep pushing to get back through a couple of wormholes ended in emergency jump. Fleets have sustained heavy losses and will be unable to do anything useful for awhile.
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112. 2558. Ascension perks.
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113. 2560. This is just to illustrate what we are fighting. Also fleets are finally properly rearranged and renamed. Fed fleet, titan fleet, 2-6 corvette fleets, 7-9 heavy fleets, 10th fleet consists of cruisers just to check what we can do with them. R&R is a stupid leftover of 4 fed fleet capacity.
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114. 2560. One of our allies miraculously controls a gate in the west surrounded by scourge systems and close to western FE systems. So this is where we will start operation "Righteous Fury".
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115. 2561. Heavy fleets suffer no losses anymore. 4th fleet is bombing something. Remnants of 5th, 6th and 10th are bombing something else.
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116. 2562. Scourge retaliates, but we can fight their response fleets with acceptable losses.
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117. 2562. This scourge fleet got spawned from one of the starbases.
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118. 2563. 4 infested worlds. 4 cleansed. Operation Righteous Fury was a success.
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119. 2564. Operation Bottomline. We are going to the south edge of scourge territory with the same aim to destroy infested world.
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120. 2566. Successful ending of operation Bottomline.
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121. 2568. 2 infested worlds left.
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122. So we did some boring sieges of western FE core worlds, a lot of bombing and ground assault. Nothing interesting really, we've killed the eastern with just corvettes.

123. 2581. We have traded sleeping FE for some living metal, because we have got none on the map, but having a lot of living metal still does not allow to use living metal edict. Which is a shame.
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124. 2585. 8 worlds cleansed, 0 infested
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125. 2585. Score, if you care.
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126. 2586. Long sought after "Last, Best Hope".
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127. 2587. Sacrosanct, our old neighbour, fought us, joined us, betrayed us in favour of FE and now they are asking to be forgiven. Well, they did not do anything we would not have done.
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128. 2590. Federation screen. Though federation members are lagging behind, they have done impressive job through the 267 years. Mostly secondary stuff, like helping in ground combat and bombing enemy planets, but still.
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129. Opinion screen from the Scourge point of view. Galaxy is a pretty scary place for them.
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130.
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