A bit of a theme play here. I decided I'd try a 'even' match up game based around the Champions and the new Heroic AI type, and at the same time do a little experimentation to see exactly how powerful Champions can be.
Diff 10 Heroic AI
Diff 10 Spire Hammer AI (2 Heroic AIs would be a little boring, so I picked the closest thing. Plus, I've never beaten a Spire Hammer before.)
The AI gets 2 Homeworlds? I'll pick 2 Homeworlds.
The AI gets a bunch of Champions? I'll get a bunch of Champions. All 8, in fact.
AI doesn't colonize worlds. Therefore, neither will I. Only exception to this will be the absolute minimum number necessary to take down the CSGs.
To get the maximum number of available scenarios, I picked a 120 system map.
Summary:
10/10 Heroic / Spire Hammer
8 Human Champions
2 Human Homeworlds
120 systems, Clusters - Microcosm
Here's the settings screen:
Ok, my HW picks allowed for only 1 exposed system, and my starting types were ZBombard and Space Tank. Ok, not bad ships, so let's run with it.
Start the game and check out Nebula Wormhole availability:
Ok, not bad. Some close nebulas, and a bunch in the 6-8 hops range.
I start out by unlocking HBCs, Grav Turrets, and Harvester 3s. I'll be unlocking Fortresses ASAP, and building a lot of them, so my economy will really need the extra Oophm from the Mk IIIs.
In the mean time, I build a full cap of ships, and lots of missile and sniper turrets.
The Champions run around on the nearby systems, killing Guardposts and gathering XP. When they reach level 4, they'll have 3 XP - that's enough to unlock Shields Mk II and Missiles Mk I and Mk II. With that, I can switch to my nebula layout (1 Mk II shield and 1 Mk II Missile module per Champion) and go do a few nebulas.
First double wave is about 200 Impulse Reaction Emitters and 200 Missile Frigates. Comes with an extra helping of 1 Spire Destroyer and 1 Human Destroyer with it. Those guys are TOUGH, but with all my defenses, I take them out. Much of my fleet is killed in the process, which is inconvenient.
Second double wave from the Spire Hammer comes a few minutes later - Fighters and Chameleons this time. 2 Spire Destroyers along for the ride. Kill 'em, and start the rebuild. I've unlocked Fortresses and started my first one. The Champions are up to level 3, just another 20-30 high level guardposts, and the Champions will be ready to enter the Nebula and start REALLY powering up. That's only 4-5 neutered systems, so I go out there and get busy.
And that's were things start to go wrong.
See, the Heroic AI type doesn't only add Champions to the waves, it creates an extra Champion or two to 'Patrol' its territory and act as a threat to the humans. Well, about 22 minutes in, I see the number of ships in the system next to me jump, and included in the count is 'Ship modules' and 'drones'. Ok, time to speed back to the HW (aka, Scrap/rebuild) with my Champions: this stuff's about the get real.
How real? Here's a look-see about 15 seconds after the AI Champions (and friends) entered my system:
Yeah, that's 17 AI Destroyer Champions. 17. Destroyers. With all Mk III modules. Including drones. Including Shields.
Here's 30 seconds later.
Took less than a minute in total for the AI Champions to utterly crush everything. I didn't even manage to kill a single one of them. 2/3 of them rushed stright to my Command Center, desroying my entire fleet and all my Champions along the way, then destroyed a full double cap of FFs. In about 45 seconds total.
I know 10/10 is supposed to be very hard, but this... this was just silly. 17 Destroyers with Mk III modules would be able to do serious damage to a Spire Capital fleet. They could crush golems without even noticing.
I replayed this same setup over a dozen times. Always, 17 Destroyers. Always death. I tried building harder defenses - Once I managed to get 2 Fortresses running (but nothing else). Once I just unlocked and build FFs - that made me live over 3 minutes, but I still couldn't kill even a single enemy Champion. Don't even get me started on the time it was 17 Spire Destroyers! *shiver* When all 17 AI Champions were in a stack (most of the time) their shields protected each other, leaving this glowing blue ball, with hot red beams of death spearing out... my fleet, my fortresses... just dust in the (solar) wind.
I don't know what mechanic is used to produce the 'Patrolling' Champions, but I would suggest it could use a little tweaking. At 10 AIP - having done NOTHING - this unbeatable death wave is horribly out of place. I did some experimentation, playing a similar game at 9/9 vs 2 Heroic AIs. In that game, the 'patroller' Champions were always 7 frigates. Even as the AIP mounted over 100, it was still - 7 frigates. I supposed if I had gotten to Tech Level II, it would have become 7 Destroyers. This implies that the patroller count and spawn rate is independent of AIP, nebula, or any other human action. And that seems a little off to me.
Basing the patrollers on AIP, nebulas won, human system count, time passed, or SOMETHING that allowed them to scale up and for the human to prepare for them would be a dramatic improvement.