A.D. 4958
Let’s start your next turn. You should have completed Composite Armor, allowing you to build a plethora of new units at your Factory and Fort. Click “OK” to go to the Tech Research screen. Let’s peruse each of the available technologies, click on Immunology and click “Archive”:
Immunology
(250) Hospitals
|
(450) Immunology
|
|++ (1850) Resistance to Necrosis
Immunology will allow us to research Resistance to Necrosis with another technology. Let’s see what else Resistance to Necrosis requires, click “Contents” and then Resistance to Necrosis (slightly more than halfway down):
Resistance to Necrosis
(1150) Guardian Bacteria +
(450) Immunology
|
(1850) Resistance to Necrosis
Resistance to Necrosis requires Guardian Bacteria and Immunology. Go to Guardian Bacteria via the contents and take a look at it (3 above Resistance to Necrosis):
Guardian Bacteria
(850) Advanced Bacteriology (-2)
|
(1150) Guardian Bacteria
|
|++ (1850) Resistance to Necrosis
It requires Advanced Bacteriology so let’s go there (above Guardian Bacteria or click the "Previous" button):
Advanced Bacteriology
(600) Genetic Manipulation (-1)
|
(850) Advanced Bacteriology (-2)
|
|-- (1150) Spore Delivery (-6)...
|
|-- (1150) Guardian Bacteria...
|
Build Arborium...
It requires only Genetic Manipulation, which we can’t quite research yet, but Genetics and Pharmaceuticals are its prerequisites. Also note that Advanced Bacteriology will allow us to build Arboriums. Let’s go to Psychopharmacology (5 from the top):
Psychopharmacology
(250) Pharmaceuticals
|
(450) Psychopharmacology (-3)
|
|-- (700) Combat Drugs (-6)
|
|++ (3700) Wetware (-5)...
Psychopharmacology seems to be the start of going against the Church’s technological wishes. At -3, it may be proscribed before too long, and Combat Drugs and Wetware are already proscribed by the Church since their Church Dislike Negative is less than or equal to -5. Let’s go to Genetics (4 below Psychopharmacology):
Genetics
(100) Microbiology Tech
|
(250) Genetics (-1)
|
|++ (600) Genetic Manipulation (-1)...
This path is the start of getting Resistance to Necrosis as we saw above. Let’s go to Xenobiology (below Resistance to Necrosis):
Xenobiology
(100) Microbiology Tech
|
(250) Xenobiology (-1)
|
|-- (450) Barren Environment (-4)...
|
|-- (450) Frozen Environment (-4)...
|
|-- (450) Jungle Environment (-4)...
Xenobiology allows 3 different Environment technologies, but the Church isn’t too keen on these. Let’s look at some of the Physics techs, click “Close”, then click on Electron Microscopes and click on “Archive”:
Electron Microscopes
(250) Energy Physiks
|
(450) Electron Microscopes
|
|-- (700) Nanotechnology (-3)...
|
|-- (700) Monopols (-1)...
|
|++ (850) Ceramsteel...
|
+
+
Build Covert Legion in Fort...
Researching Electron Microscopes will allow Nanotechnology, Monopols, and Ceramsteel and also allow us to build Covert Legions in a Fort with at least one other technology. Let’s take a look at Nanotechnology (around the middle on the left):
Nanotechnology
(450) Electron Microscopes
|
(700) Nanotechnology (-3)
|
|-- (1000) Monofilament (-1)...
+
+
Build Mini Missile Submarine in Well
Nanotechnology allows Monofilament and with at least one other technology, the construction of Mini Missile Submarines, which are quite effective at harassing your enemies, but Nanotechnology has a -3 Church Dislike Negative. Let’s go to Monofilament (right below Nanotechnology or click "Next"):
Monofilament
(700) Nanotechnology (-3)
|
(1000) Monofilament (-1)
|
|-- (1350) Wireblades (-1)
|
|++ (2050) Advanced Nanotech (-4)...
|
|++ (4150) Discontinuity Field Generator (-5)...
|
|<> (350) Web Missiles (-4)...
|
|>< (525) Aircraft Surveillance (-3)
|>< (1225) PTS Meson Cannon (-1)
|>< (875) Special Forces (-5)
+
+
Upgrade Infantry to Heavy Infantry at Fort
Build Trans-Orbital Shuttle in Starport
Build Heavy Grappler Mech in Starport
Monofilament is a prerequisite for Wireblades and a co prerequisite for Advanced Nanotech and Discontinuity Field Generator. It is also a prerequisite for Web Missiles and a co prerequisite for Aircraft Surveillance, PTS Meson Cannon, and Special Forces. It also allows (with at least one other technology) Infantry to be upgraded to Heavy Infantry, construction of Trans-orbital Shuttles, and construction of Heavy Grappler Mechs. It will probably be a while before we can get these technologies to build these units. Let’s go to Monopols (5 down from the top left):
Monopols
(450) Electron Microscopes
|
(700) Monopols (-1)
|
|-- (1000) Cyclotron (-1)...
|
Build Fusorium
+
+
Build Starbase in Starport...
Monopols allows Cyclotron and will let us build Fusoriums. Additionally with at least one other technology, Starbases can be built in Starports. Let’s go to Cyclotron (2 below Monopols):
Cyclotron
(700) Monopols (-1)
|
(1000) Cyclotron (-1)
|
|-- (1350) Singularity Tech...
|
|++ (1750) Hovertech (-3)...
|
|-- (1350) Cold Fusion Cells (-2)...
|
Build Cyclotron
Cyclotron is a co prerequisite for Hovertech and is a prerequisite for Singularity Tech and Cold Fusion Cells. It also allows us to build Cyclotrons. Again, this looks like a pretty substantial technology branch in which to invest. Let’s go to Ceramsteel (1 above Nanotechnology, around the middle left):
Ceramsteel
(250) Composite Armor +
(450) Electron Microscopes
|
(850) Ceramsteel
|
|++ (1750) Hovertech (-3)...
|
|++ (2150) Powered Csteel Armor (-2)...
|
|<> (300) Atmospheric Fighters
|<> (300) Submarine (-2)
|
|>< (825) PTS Fusion Cannon...
|>< (575) Assassin (-6)
|>< (475) Tracker Legion
|>< (625) Genetic Warrior Legion (-6)...
|>< (975) MKII Space Carrier
|>< (650) Armored Freighter (-2)...
|>< (1150) Raider Stealthship (-4)
|>< (650) Assault Lander
|>< (600) Advanced Minor Watercraft
|>< (775) Direwolf Fusion Tank (-1)...
|>< (875) Violator Assault Gun (-6)
|
Upgrade Officer to Spy at Palace...
Upgrade Medium Tank to Assault Tank at Factory
Build Scout Tank in Factory
Build Seraphim Space Fighter in Starport...
Build Prophet Space Torpedo Bomber in Starport...
Build Ceramsteel Plant
+
+
Upgrade Infantry to Heavy Infantry at Fort
Build Special Operations Craft in Well
Upgrade Space Torpedo Bomber to Martyr Torpedo Bomber at Starport+++
Upgrade Anti-Infantry Tank to Reaper Tank at Factory+++
Upgrade Starbase to Fusion Starbase at Starport+++
Build Bulk Hauler in Starport...
Build Scout Mech in Starport
Build Light Mech in Starport
Build Light Grappler Mech in Starport
Build Light Anti-Air Mech in Starport
Upgrade Space Torpedo Bomber to Jump Torpedo Bomber at Starport+++
Ceramsteel is a co prerequisite for Hovertech and Powered Csteel Armor. Also Ceramsteel is a prerequisite or co prerequisite of a plethora of technologies and allows several different units to be constructed - both by itself and with other technologies. This path looks very appealing. Click on Close and go to Fractal Metaphysics:
Fractal Metaphysics
(250) Meditation
|
(450) Fractal Metaphysics (-4)
|
|++ (1800) Symbiot Psychology (-9)...
|
|++ (950) Cyber-Robotics (-6)...
These technologies look like nothing but trouble from the Church. Note that Cyber-Robotics is a Physics tech. Let’s go to Symbiot Psychology (about the middle of the list):
Symbiot Psychology
(450) Fractal Metaphysics (-4) +
(1250) Alien Psychology (-4)
|
(1800) Symbiot Psychology (-9)
|
|>< (1325) Xyll Warbeast (-9)
+
+
Upgrade Noble to Noblesse Elitesse in Palace
Upgrade Rebel Partisan to Commando at Hospital
To research Symbiot Psychology we’re going to need to go through the Church!
Let’s go to Prana-bindu (3rd from the top):
Prana-bindu
(250) Meditation
|
(450) Prana-bindu (-1)
|
|-- (700) Psychosonic Manipulation (-1)
|
|>< (475) Tracker Legion
Here Prana-bindu is a prerequisite for Psychosonic Manipulation and co prerequisite for Tracker Legion. Next let’s go to Parapsychology (below Symbiot Psychology):
Parapsychology
(250) Meditation
|
(450) Parapsychology
|
|-- (700) Theurgy
|
|>< (250) Viper Militia (-2)
Parapsychology is a prerequisite for Theurgy and a co prerequisite for Viper Militia. Let’s look at Theurgy (right below Parapsychology or click "Next"):
Theurgy
(450) Parapsychology
|
(700) Theurgy
|
|-- (1000) Indoctrination (-1)...
|
|-- (1250) Alien Psychology (-4)...
|
|>< (425) Dervishes (-2)...
|
Build Church...
Theurgy is a prerequisite for Indoctrination and Alien Psychology. It also is a co prerequisite for Dervishes and allows us to build Churches. This is quite a bit different than standard EFS - it may take a while before we are able to construct our own Churches.
So many choices, which one should we pick? Let’s pick parapsychology (you’ll find out in a minute why we picked this one).
We just finished producing a Freight Hauler, let’s go to the build screen. There are a lot of units available now! Most of these units we can’t build because we don’t have the resources, but we can purchase the resources we need from the League. Let’s build a Jet-propulsion Fighter (2nd from the bottom) purchasing the required resources from the League. We’ve finished building another Clergy, but we now have Fanatic Legions available. Let’s go ahead and build a Fanatic Legion! We’ve finished producing an Officer Corp at the Palace, let’s build another one, purchasing the resources as needed.
Now we’re done with the production queue. Respond to your messages. If you captured a unit that routed from the Rebel Mine last turn, it may have been attacked and destroyed by Rebels! We will get revenge soon enough. If you again have any more offers to exchange Tech for Firebirds, do it.
Let’s begin moving your units. Let’s start with your Freighter orbiting Byzantium II. Land, pick up 1 Rebel Art and 1 Rebel ATG in your Fort
and send the Freighter back to Criticorum. Let’s continue with scouting on Byzantium II. Move your scouts as you see fit except for the Rebel ATG located near the Agora. Move the Rebel ATG east towards the cluster of uncovered cities.
You should find another Agora. Purchase another 200 Metal and leave the Cargo Pod where it is.
Once you have moved all of your scouting units, you may be taken to Kish with your 4 Rebel units
(I have 3 Rebel Artillery and 1 Rebel Flak) outside the Mine with the Assault Lander. If you didn’t capture any routed units last turn then the Mine will be recaptured, but if you did, then the Mine will still be yours. Depending on the case, there will either be Rebels in your Mine, or in the hex northeast of the Mine (they may be hidden).
Take your Bulk Hauler in orbit and land in the Shield city. Load 1 Militia and 1 ATG from the Shield city aboard.
Go to the Factory and take a look at the Freight Hauler (Wagon). The Wagon is a cargo unit that can carry 2 units and has 8 movement points. It can be used to carry units short distances. Load 1 ATG aboard your Freight Hauler,
move the Freight Hauler to the Church, load the Artillery aboard,
and then move it to your Shield city. Transfer the ATG and Artillery to your Bulk Hauler.
In Hyperion there are a few variants of cargo carrying units and so you can use these to ferry troops around without using any of your troop’s movement points. Blast the Bulk Hauler into space.
If the Mine has fallen into Rebel hands then we have to land in the hex southwest of the Mine otherwise, we can land in the Mine itself. If the Mine is owned by us, just land the Bulk Hauler into the Mine.
If the Mine is owned by the Rebels, then we have an interesting decision to make. My Bulk Hauler has 65% Health and so I think it is still healthy enough to land on the ground and survive, but it is a little risky. If your Bulk Hauler is below 60% Health let’s not risk it. If you’re Bulk Hauler is healthy enough, select it and return to the hex southwest of the Rebel Mine. My Bulk Hauler was reduced to only 29% Health, so I don’t think I will be doing that again any time soon!
If you landed in the Mine, then be sure to move all of your units in the hex southeast of the Mine into the Mine.
Next, unload all of your units and select only the Militia.
Attack the Rebels in either the Rebel Mine or the hex northeast of the Mine. Your Militia will most likely be easily killed (or if you're lucky, he'll route), but at least you’ve revealed that
there are 2 Rebel Partisans and 1 Officer (and the Smyter spotted earlier) in that stack. Now that the Rebel Partisans have been spotted, they will be easier to kill. Let’s give this battle a shot! Select all remaining units save your Bulk Hauler (it has 0 movement)
and let’s attack the Rebel stack (if you have any units with less than 50% health remove them from the stack). I have a stack of 8 units with 3 Rebel Artillery (89%, 100%, and 92% health), 1 Assault Lander (73%), 1 Rebel Flak (72% Health), 2 ATG’s (both 100%) and 1 Artillery (100%). Let’s attack! I lost 1 ATG, but the remaining units all survived, with 5 routing.
That was a rough battle - ouch!
Let’s go to Criticorum, select your Vlad Cruiser, and bombard the planet. Let’s select the city in the upper left region of the map by the mountains and tundra and attack.
Go to that city and take a look at the units.
There is a Militia, ATG, and Artillery in this stack (I destroyed the ATG).
Go back to your Vlad Cruiser and let’s attack another city. This time attack both cities in the lower middle portion of the map (both cities are on the shore).
The Mine has
2 Militia and 1 Artillery (I destroyed the Artillery), while the Well is much better defended
with 2 Militia, 2 Artillery, and 2 Rebel Artillery. Let’s capture the Farm we attacked first. Land your Assault Lander in the hex southeast of the Farm
and unload both Power Lgns. Return to space and transfer the two units from the Freighter to your Assault Lander
and land in the same hex. Unload all your units and attack the Farm with all but the Assault Lander.
If any units route, be sure to capture them.
Notice that there is a Monastery close to where you landed, get this with one of your Rebel units (I discovered Xenobiology!). Move all of the units (including your Assault Lander) into the Farm (if any of your units routed, load them onto the Assault Lander and then move it into the Farm). Be sure to unload all units in the Farm before going on.
Go to the Palace on Kish and select 1 Officer and 1 Infantry Lgn.
Move them into the Lab and Sentry them. Next, go to your Church, select the 2 Clergy,
move them into the empty Chemicals Plant, and Sentry them. Continue to Sentry or Skip units until you get the end turn message and say “No”.
Select your Fort on Byzantium II and click “Build”. Notice that we can now build an Infantry Legion. Let’s build 1 Infantry Legion. Return to Kish, select your Fort, and build another Infantry Legion there. Select your Well and notice that there are also a lot of units available here. Wells in Hyperion are the center for the construction of Naval units. There are also a few ground units that can be built here as well, like the Flame Thrower Legion. Let's go ahead and build a Flame Thrower Legion here (second from the bottom in the list) purchasing resources from the League.
Click Archives and go to Volume 5: Military Units and then to Militia/Infantry/Viper Militia in the upperleft. Click “Next” twice to go to the section on Viper Militia. Note that with the completion of Parapsychology (we already have Energy Physics) we’ll be able to research Viper Militia. Continue reading about Viper Militia and note that with the research of Viper Militia we’ll be able to build a Sniper and Security Specialist in our Farms and with at least other technology, we'll also be able to build Fertilizer Specialists. Click "Next" and you'll notice that the other technology required for Fertilizer Specialists is Pharmaceuticals. We already have Pharmaceuticals, so we’ll be able to produce those as well once Viper Militia has been researched. Click “Close” when you’re done.
Let’s try to acquire some planet maps of the other House homeworlds, click on “Diplomacy” and select Hazat. Trade your map of Kish for their map of Aragon. Do the same with the other Houses: Decados (Severus), Hawkwood (Delphi), and al-Malik (Istakhr). Click “Exit” when you’re done.
Let’s go back to Byzantium II and take a look at the orbiting League ships. Right Click on the League stack and take a look at the units.
Note that in Hyperion, the League uses special Bulk Haulers called League Bulk Haulers (Executers). There may also be another Bulk Hauler type, a Cybermorph Bulk Hauler (Universe) or Stealth Bulk Hauler (Galaxy). Cybermorph and Stealth Bulk Haulers aren’t researchable until late in the game, like Stealth Assault Landers. Note the Executor’s weaponry. These League Bulk Haulers are a lot more heavily armed than the standard Bulk Haulers.
To find out more about Bulk Haulers, click “Exit” and then go to Volume 5: Military Units on the Archives Menu. Click on Bulk Haulers (just above halfway down on the right) and take a look at the units listed here. Notice that League Bulk Haulers are not listed here. To find them, click "Exit" and then go to Volume 1: The Known Worlds and click on Leagueheim and League Units (6th from the top on the left). Click “Next” until you see League Forces in the upper right and then click “Next” one more time to read about League Freighters and Bulk Haulers. Again, since these are secret vessels, only a guess of the technologies used is listed.
Click “Close” and let’s go to the surface of Byzantium II. If you spotted any units in the cities around the 2 Agoras,
take a look at them
and find information about those units in Volume 5: Military Units. When you are done, end your turn.
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