So, two hours later and I'm doing the Riker Run.
It's hasn't been horrible but it's not pretty.
So, I take the fleet west and using primarily the Rebel Fleet as my vanguard, we knock down the warp gates surrounding Solar Moon and clear the Eyes off Solar Moon and Argyle. Not a huge deal but took a pretty good bite out of my Rebels, so they went home while the main fleet moved in with a colony ship and research vessel onto Solar Moon and started building while the fleet went off and nerfed Green Lantern and Camel. Options were Zenith Bombers, Autobombers, or Eyebots. 2/3 ain't bad and I roll the dice, get Zenith Bombers.
Well, I saw a raid warning pop up and having killed all the gates I didn't pay much attention to it. Then I see 500 ships on Solar moon.. Wait, wut? Dammit, Gate Guardian on Blackjack.
Fleet heads back, and we defend. Take about half the wave out before the rest escapes to Blackjack. That actually helped me some. As soon as we finished with the half that stayed the fleet goes after the other half and mops up. Continue local cleanup after popping said gate guardian.
There's a Warbird factory here that I pick up as well. I steal some Engis from all over the place to help them build and drop warp gates for fabs and Fact IVs on Llama as my staging area.
We head west and I use the Rebel Fleet to completely clear Argyle and Pai Gow in preparation of arrival. Once I get there and setup in Pai Gow, the spur system, I head to Argyle for my ARS and remember I'm a dunce. I blew the cmd station. Well, crap, this one was ick and I really didn't want these space planes. Ah well. Well, at least I've got a bit of hacking at 0 I could play with. I haven't mapped the last system yet and haven't seen my SuperTerminal, so that could be very handy.
Well, after abusing Ceasar and it's Fact IV with the Rebels and the main fleet coming in, I steal a bunch of turrets off the Whipping Boy / Dyson Ball (Yes, it's now a Dyson Ball, call it what it is, there's no other name for 600+ dysons) and pound my way into the corner and... no SuperTerminal. Rats. K Raids? eh, maybe. I'm really spread out and don't want to deal with the offworld spawns right now. Not for a few thousand K.
So I finally get all of that cleaned up and the resultant threat it ensues, along with two backtracks to clean up after I leave systems and mini-threatballs show up to harass my new colonies.
Map looks like this:
Waves are wildly disproportionate. I'm very glad I'm Dyson supported right now:
I head for Llama and get the fleet fully built. I step Blade Spawners and Maws up to MK III so I can build IVs as well. Bomber IVs have been producing for a bit too.
My previously excess currency has been invested in a small Mercenary fleet on the homeworld. I have a full cap of Merc Fighters and they're building out Beam Frigates and bombers depending on what I'm heavy of when one hits 1 mill in the bank. I haven't built any Econ IIs, instead choosing to protect the ZPG on Pai Gow (2 ZPGs, woot!) and the Fact IV with Mil I stations. There's also a Fighter V and Translocator fab on Argyle behind Pai Gow, but I'm not really worried about either of those.
I head down the Riker arm and take down Krupp, the last CSG I need to pop. AIP is now at 221 after all warp gate pops and the like are completed. Krupp had an Armor Rotter V factory that I produced some out of before I lost it later. I hammer my way into Three Kings with the Rebels on vanguard again and the fleet coming in behind after the orbital mass and 2x ions go down. We clean that up but Krupp falls while we're in the final stages. I've gotten eyes on Riker, though.
Nothing extravagant, shouldn't be too hard to take out on my next pass. I forgot to get my K from Krupp though, so at 15:00 I'm on Llama and rebuilding, and I'll bring down some Science IIs and another colony ship so I can get my 3000 K, and then head in for Riker. Intent is to blow up everything except the Command Station, leaving it for later, as I mentioned about ... 3 pages ago?