MWAHAHAHAHAHAH!!!!!!
Got the second AI home command down!!
and Wow, this is by far my most epic game of AI war so far.
Gametime: 29:32:33
AIP: 701 This AIP includes the second AI's command station death aswell as the 100 AIP from the 3rd rebel colony I did not rescue.
14 Systems captured, 2 of those being rebel colony systems I would not have captured otherwise.
Youngling Commando as my special ship.
Attached the endgame stats at the bottom. Note my fortress kills, 37.5% of my total kills are from my fortresses, which would include the Avenger. On defense, nothing comes even close to touching a fortress.
Anyways, here's my overall thoughts on the game:
First, my setup was 80 planets, AI 7 for both, single planet start, youngling commandos as my special ship, all minor factions on, one AI with hybrids enabled (not advanced). I actually don't think the advanced hybrids option was available on the version of AI war that I started my game on. I played the capture only what you need to win the game style.
Hybrids: Not sure I can comment, I played the early game with the pre-nerf hybrids and found them quite hard, but broke through. Mid-game was on the patch where the AI was actually scrapping the hybrids, end game with what the hybrids are at today, my defenses were so powerful they essentially didn't matter any more.
Except for fortress systems. Due to how the map was split, with the first AI off by itself on the bottom, I gave the hybrids hours worth of gametime to build fortresses systems. I have a couple systems bordering my defensive line that have x30 Force Field Generators and x20 Neinzul Clusters that have been build by the hybrids. I'm not sure if that's a bad thing or not, I did give the hybrids 15-20 hours of gametime to fortress those systems, but the only way I can see to break that is Missile spam which would shoot your AIP up.
I'd be okay with leaving the hybrid builders as they are, if we could see hybrids from adjacent systems like we can a devourer so we could go "Oh, need to clean those hybrids out" or "I won't need that system, let them build".
Fortresses: How much more can I wax eloquent about these? I'm going to try and play my next game without fortresses, but I think these have spoiled me. Depending on how my game without fortresses goes, I'm probably going to start making them my first or second unlock. They make defense so much easier.
Preservation Wardens: Ummm, no comment? It may have been because fortresses hard counter these so easily but I didn't even notice these. I'd stopped even bothering to switch to the system when the preservation wardens attacked it. They are supposed to get more powerful the more harvesters you have running and my gross metal (not net) when I won was only 800. Maybe they'd have been a worry if I had more systems?
Roaming Enclaves: Now these I noticed. They weren't powerful enough to actually affect anything, but they were closer then the preservation wardens, especially after their buff in the last patch. Getting 1000 younglings thrown in your face makes you stand up and take notice. With how weak younglings are, these are pretty okay, if younglings get a buff (as has been talked about in other threads), these may need further tweaking.
Buildable Enclaves: A nice feature, but hard to use with hybrids enabled. These are designed to support deep strikes out of supply, but because hybrids come after you no matter where you are in the system, deep striking is problematic and much harder then it would be otherwise. I did unlock the Mk I of these but never got to use them as intended because you really need Mk II or III to make deep strikes effective and I never had enough free knowledge to unlock those. These could be *very* powerful, but in very limited situations.
Neinzul Clusters: Now these are interesting. They are actually enough of a threat that I stopped trying to even deal with them normally, I just missile-ized them. I did deal with the first few systems worth normally and they were a pain. (Keep in mind I was playing a Cluster Bomber and a Viral Enthusiast). With the massive range on their gun, these became my primary target in a system, even before mass drives, fortresses or ion cannons. I'd say they are pretty close, especially in the anti-siege starships role. The swarms they spawn are also about right, they never actually overwhelmed me, but I never risked attacking one of these without most of my fighters present, which is how they should be working imo.
Siege Starships: Too nice. As soon as I'd gotten all the Clusters and Mass drivers down, I brought in my sieges, supported by my flagships and the system was done. 5 Mk Sieges and 3 Flagships could clean out a Mk IV system once I'd killed the Clusters and Mass Drivers. It did take a long time, but I didn't lose a ship. I'm not sure if this is working as intended, maybe make a range increment so Mk I sieges can outrage Mk I & II laser turrets, but Mk III laser turrets can match a Mk I siege's range? The concept of the siege's is good, just at the moment a single mark I siege can clear all the structures in a Mk IV system, except for a very select few, and I see that being OP for a Mk I ship of any type.
New guard posts: Good concept overall, but there was only 4 types of guard stations in my game. Counter Attack, Shields that made the Command Station immune, Long Range Missile because they could fire back on my sieges, and everything else. Because my sieges outranged all the other types, their differences didn't matter, it just took a few more or few less siege shots to kill them. I'm thinking the others could use some sort of on-death effect, maybe trigger a reinforcement wave, spawn a single powerful missile, or something else that's not just "guns, but mounted differently."
Mk IV and V systems: I don't know if it's due to the recent ship cap changes or because I'm used to a harder difficulty AI, but I found Mk IV and V systems to be easy to crack with the fleet size I had by that point. Especially with sieges. Probably not so much Mk IV worlds, but Mk V worlds need something. Maybe a faster reinforcement rate with your fleet in the system, give the AI home command station a more powerful version of the Cluster's main gun, just something to spice it up. I had more issues with the systems that the hybrid builders had fortified then I did with either AI homeworld.
Or just buff Mk V ships? I'm not sure what the answer is, but I think the latest round of ship cap reductions for the AI per system has made the late game Mk IV's and V's easier then intended.
Avenger: This is a nasty piece of work. Having said that, it's also pretty much balanced for what it is, a single ship that's overwhelmingly powerful.
Golems: Broken in economic terms. Even after capturing the second AI homeworld and it's 12 resource points, I could not afford the metal and crystal to operate one, let alone repair it. On their actual use I think there are about what they should be from the one engagement where I did get to use it, but they simply cost too much to use.
Rebel Colonies: Perhaps my favorite minor faction now. When one of these popped up, the game when from a slower paced "okay, hmmmm, that looks good, let's do this" to a "EVERYONE HERE NOW, ATTACK!!! GOGOGOGOGOGO" type of game play. It's a very nice change to mix things up while you rescue the rebel colony.
Younglings: Weak as they are and need something. Make them stronger, decrease their self-attrition rate, increase their ship cap, something. They aren't broken really, just weak.
Overall, a great game though. That avenger was nasty to say the least, but it's right where it should be. I ended up spending a lot of time activating a golem I ended up only using once and I was always rushing around after one of the minor factions as I had everything enabled.
More thoughts to come as I think of them.
D.