Been busy and this has been my first real game since 4.0 came (I'll admit the fact that it was impossible to finish a game in 4.0 if you weren't playing at a breakneck speed probably contributed to this), but here's a few thoughts on fallen spire from someone who's around half-way. I just finished my 5th recovery(just finished my 2nd city), and I have to admit its gotten pretty "samey" already. However, the first few recoveries were a nice challenge/meshed interestedly with the idea that you want to avoid taking too many planets and still have limited resources if you want to attempt to get to the goodies at a decent rate. Game started out challenging enough (diff 7.6, schizo, human colony rebellions, dyson sphere, preservation wardens, fallen spire, spire civ leaders, broken golems (2-med), spirecraft (2-med) support corps + fortress baron ai types, 6 aip per hour).
However, at this point it seems that I don't seem to need to care about AIP quite as much (even 700 mk II bomber's in a wave can only get through a fully upgraded city's mkII shields before dying without doing much other damage to anything), pushing through planets to get to the next shard isn't that difficult, and the slow shard speed does make things a bit tedious, but not that hard (my first few recoverables in contrast were a bit of a thrill, I got most of them back with 10-30% life, this last one made it back to the homeworld with 80+% and none of the units in the attacking waves made it onto my homeworld). I'm strongly in favor of shortening it somehow, or mixing up the missions in some fashion. From what I've read nothing major changes till I have 5 cities now, its just a scaling game, and I seem to scale faster than the AI (or at least I have been so far and if it remains linear, I don't see why that would change), thus the game is only going to get easier if I have good city placement.
I think some variety in (later?) missions would be nice. Not exactly sure if all of these ideas work, but here are a few (some have been suggested in some form in the thread already):
current mission: escort back, durable, slow move speed, medium distance out. (for comparison)
1) Escort back, fragile, slightly faster, short distance out.
2) Teleport back(defend it + self for x time before teleport will happen), far distance out (defensive mission in enemy borders)
3) Long signal research time, friendly territory only, have to defend the signal unit + borders the entire time research is happening, once research done, threat is over (defensive mission in own borders)
4) AI held shard, easy to get back(durable, fast, no/minor waves or fast teleport), have to defeat a nasty defensive setup to free (the AI gets a "prison" type unit, and a large number of extra defensive units and structures on the selected planet) (offensive - assault mission)
5) Raid x AI Jammer units at planets a, b, c,... to eliminate signal jamming, after raiding is done, easy escort mission back (or some subset). (offensive - raid mission)
Could even give the player choice, have 2 possible alternatives at a given time (i.e. after you get your first city upgraded, they find 2 possible signal leads, you get a bit of info about each and get to pick which mission you want-- mutually exclusive choice of course)
I also feel that the spire units synergize a bit too well with the unlocks that also unlock spire things(Laser III's do 6 times the damage of laser I's), making a large subset of them almost "must" unlocks (4k knowledge to jump the shield on the city from 14k to 56k? yes please!--note I already had shield II unlocked at this point). Laser cannons are balanced around the fact that its worth 3500k knowledge for the mkIII upgrade, which doesn't take into account the fact that it also increases cruiser and city dps by a significant amount as well. What about small (500-1k) techs at the spire city hub to unlock these upgrades (that additionally requires the current tech for each of these upgrades)? I.e, spire laser 2 would require laser turrets 2, and an additional 500 knowledge. Spire laser 3 could require laser turrets 3, 2 or 3 city hubs and 1k knowledge? Requiring x hubs for each could also let you have some control over how quickly the cities gain in power, since really the spire units/cities seem to start to be a overwhelming percentage of your offensive and defensive strength.
On a side sorta unrelated note I love the spire civ leaders, they give you incentive to take (and hold) planets you might otherwise not, plus they give a nice sense of urgency in the early game (If I risk a little, can I take that planet before the hour rolls over?). I've made it to the point where I own 4 of them, and the other 6 are out there, meaning that my 4 mostly cancel out not only the other 6, but the 6 aip per hour that I started with, makes me split my forces a bit more to defend from cross planet attacks, but feels like its worth the payoff.