Map update time.
Murdoch (at the center of the X) is my chokepoint and has pretty much everything that can be thrown at it. Superfortresses are surprisingly good at killing Astro Trains. I've wiped out pretty much all of the tractor trains, and most of the tachyon ones (so my mines are working sometimes). Does the AI get more trains if I keep wiping them out? Oddly the range on the fort with Z shows as wider than the actual range is. Not sure what's up with that.
In conquering Northeastern branch a piece at a time, I've picked up a rebelling human colony, a Plasma Siege V fab, a Factory IV, a Needler V controller (now have that and Lighting V) and Spire Corvettes from an ARS (not great when I've got a Fallen Spire fleet, but still useful). What's frustrating is that once I finish taking over this entire area, I'll still only have two SCLs. I expected more for controlling half the map. I will have the Superterminal at least, which will let me lower AIP below 1000.
I now have a lot of rocketry corps silos, and I discovered while dealing with those that military command stations (even mk I) can push back lightning warheads the same as it can starships. That has made dealing with the silos really easy.
Champion is up to the Cruiser level, I'm still missing two modular starbases and a lot of modules (no polarizers, IREs, photon lance, or insanity inducers). Also nowhere near level 40, so I don't think I'll be getting that achievement this game. Sadly don't have insanity inducers, so I'm flying around in a Zenith hull and blowing things up instead. Last nebula was Shattered Pillar three way fight, which in a destroyer is pretty easy. Particularly I soloed the Dark Spire bases, since if you run around them in a tight circle the photon lance does almost no damage.
Recent unlocks are Engineer III, Fortress II, Zenith Space Time Manipulators, and something I forget. Upcoming ones are HFF III, HBC IV and maybe Fortress III. Possibly also mini ram II and III now that I have the advanced factory. With AIP this high, the AI is giving the mini rams lots of targets. At some point I'll probably also grab econ II and III and throw them up in the spokes of the safer areas just because, but not until I have nothing else more interesting to buy.
I'm not going to take control of the Superterminal until I clear out the entire area, as I don't want any interruptions once I park on it and go nuts.
As for the vengeance generators... three of them are guarded by a Military Command II and a Fortress II (and some kind of forcefield). One of them is guarded by a Spire City (HBC II's in the hardpoints that allow it, laser III's and railguns in the others). Suffice to say, I don't worry about that one.