Here's the starting map
Notable settings are:
Realistic hubs - 80 planets
No Astrotrains
1 Ai progress per 5 mins
Fast and dangerious
Mad bomber + parasite feeder
8.3 diff
Starting ship: Munitions booster
Whats going to be different from what you might expect:
Not going to kill a single warp gate.
Probably not going to take more than 8 or 9 total planets.
Should be able to keep the ai progress <100(ideally <50) up to the point where I am within striking distance of both ai homeworlds.
Decided to try something new this game, mass snipers turrets at the start supported by munition boosters. Also going to mostly use my munition boosters mk 1's for defense(boosting turrets).
Launched my first attack at about the 30 minute mark with about 80 each of mkII fighters/bombers/cruisers, but all this attack had to acomplish was to secure the area around the wormhole of an adjacent planet.
Once I secured that area, I built what I've come to term as a "turret ball"(actually a picture of the 2nd one I built and I don't have the missile turrets up in the picture yet):
I generally place them at about this distance from the wormhole to my planet.
I generally try to put them on tier I or II enemy planets, and they usually consist of about the following:
10 laser mk 2's
10 mrls mk 1's
10 basic mk 1's
10 missile mk 1's
1 counter sniper
1 mk II energy plant
1 mk I engineer
1 mobile construction
(and 1 sci vessel until I have all the knowledge for the planet)
The advantages of these are many fold.
1: They allow me to build a mkII power plant on the planet, meaning if I have enough of these, all of my energy generation is at the most efficient rate.--Will occasionally lose one or two, but just need to keep a few extra on low power mode for these times.
2: They keep the wormhole cleared, so when I want to travel through it in the future, I don't have to lose troops there.
3: They bleed ai troops(both wandering troops that venture into the system and any troops that the ai spawns on the wormhole).
4: They act as a first defense against cross planet waves(as the wave generally attacks the turret ball before heading into the planet, both wasting a good number of ai troops and gaining me time if I need it).
By about the 1:20 mark, I've knowledge raided(mostly) and turret balled the 4 adjacent planets and scouted enough to find an advanced factory and an advanced lab. The lab is about 4 hops away, and will be my 2nd planet. I still need to build up my defenses a bit more(have weathered about 3 raids so far--300 mkII units at ai progress 22 is nasty), but my attack force is ready to go.
Here's what I've managed to scout by this point(P0 means I'll prob ignore unless I want to take that P1 planet at the top for knowledge reasons--P2 means I have a turret ball up, P9 is adv research, P7 is advanced factory):
Knowledge wise: I've unlocked tier 2 fighters, bombers and cruisers, mk I and II laser's, missile mk I's and mk II engineers.
Current KTL: 768%--partially due to the fact that one of the ai's has infiltrators which die like crazy to snipers
Save is attached if you want to check anything out.
Edit: Feel free to ask questions/make comments if my reasoning for actions isn't clear.