Given the name of the next expansion, I thought I'd give the AI some more reasons to direct that vengeance at me:
70 planet Spokes 265230677 Fireflies
Marauders 4 (apparently this means a lot of pirates)
Resistance 10 (and they still don't show up very often)
Rebellions 4 (haven't survived long enough to see these yet)
Roaming Enclaves 4
Golems 4
Spirecraft 4 (survival possible?)
Spire Civilian Leaders (want to win with these enabled)
10/10 Feeding Parasite/Vanilla (Vanilla is actually harder...)
Normal+champ, comp-vis, schizo, no plots.
And the AI has tackle drone launchers. OW. I have regularly faced groups of 40 of these things. The mk hubI started with 17. These need a nerf in AI hands, otherwise it basically says "no fleetships allowed." Everywhere. My fleet's been small enough to be covered by diplomatic immunity so far, though.
They also have infiltrators, because the AI should always have something with both cloaking and forcefield immunity
===Operation Collaborator Termination====I immediately unlock Harvester IIIs, conquer my only neighbor, and put down the full cap of missile turrets. These, fireflies, fighters, and Negotiation take me past the first couple waves.
Conquered the next world before it reinforces, gaining access to pysite. Jumpships (buffed indirectly by the starship changes) and raid/bombers kill the 8 data centers, terminate 5 collaborators, and free 3 civvies by gametime 1 hour.
Pause was used extensively, because I hate time pressure.
Cleaned up threat fallout, conquered next two hubs (one had a co-p, annoyingly) repaired the cursed golem, and I'm set to free the other two civilians with jumpships, though this will require eating two counterwaves. I'll also pop the other 3 co-ps, to keep AIP close to reasonable.
I've also colonized the three civvies I freed, one coming with a black widow, as yet unrepaired.
Fireflies mkI-III really help when you need to move fast.
===Operation Civilian Freedom====They'd better be grateful.
Wasn't actually that complicated. Unlocked flagship/bomber starship mkII, and freed the remaining two leaders, one at a time, with the youngling stream, cursed golem, and Negotiator handling threat fallout. Pulled back the cursed to deal with counterwaves, and the fleet to deal with a double normal wave.
Golems seem to be made of tissue paper, these days. Maybe it's just that the AI always targets them above anything else. I think golems (and spirecraft, to a lesser extent) need some rebuffing. They don't feel like like superweapons anymore, when they lose to a ~500 mark II ships.
Anyway, I have the last two hubs (one ARS; scapegoats) and last two leaders (one with a hive, one with a core paralyzer fab) colonized by the time the first CPA declares.
It threatballs on the choke, except for ~500 hiding on a core world. Widow runs under champ shield reduce it to mostly TDLs, which are a certifiable nightmare in AI hands.
It's like when the low-cap ships were designed, someone went through what they thought those ships would be vulnerable to, and then gave them all of those immunities.
Hmm, really getting sidetracked today. Stopping here. Gametime 3:19, AIP 98
K unlocks: fortress, harvester IIIs, riotIIs, fireflies II/III, missile turret II, HBC, grav Is, miniforts, hardened ffs I, flagshipIIs, heavy bomber starship IIs, warp jammers. 9750 k unspent.
Captures: Cursed and Widow (active), Hive (unrepaired), 1 ARS (scapegoats), and three fabricators (core etherjets, core paralyzers, core electric bombers).
State of Empire: