So I was thinking, I haven't played a full game in a while (partially busy, partially due to things being broken and being too lazy to down step my patch version), so I'll try a couple of the new things(namely riots, heavies, golem changes and the new explore map type where you don't see wormhole connections).
I'm a bit rusty, so I decided to step down the difficulty a little(7.6). Randomed two ai's and got feeding parasite and camouflager(well actually my first game was a fail due to miss-set auto-AIP, so I recreated with them picked). Don't think I've ever actually played camo yet, so that will be interesting, though so far it hasn't been that bad at all.
Other settings: Astotrains off, rebellions on (might be interesting if one pops up and I have to figure out how to get there), dyson, devourer, traders and miners on. On top of this I pretty much always play with schizophrenic and f&d. Since I wanted to relax a bit, I went with 1 aip per 10.
Starting with Anti-armors since I've always contended they are pretty awesome, and they got a reasonable buff recently. I knew what units I wanted to play around with, so I unlocked my standard heavy bomber mk II, frigate mk II and laser turrets off the start + riots and anti-armors mkII(and missile turrets when the knowledge came in).
At this point I pretty much follow a basic routine when trains are off defense wise, scattering a good number of turrets around all the wormholes, starting and pausing a mkII ion cannon when the good trader eventually makes an appearance, and building a Light Starship and a good mix (about 1:1:2 of b:c:aa) of my mkII units and mkI fighters in prep for attacking my first world. I love to rush an adjacent world at about the 15 or so minute mark when I have a reasonable fleet, but before it gets much in the way of reinforcements, just enough to clear the wormhole, any specials on the planet(say a distribution node), and then build a turret ball for an extra mkII power plant.
After getting up the turret ball I decide to take a closer look at what the scouts had been up to (I had been playing around with the new auto-explore feature and just churning them out and letting them suicide wherever up to that point).
Turns out that I have 2 advanced research labs within easy striking distance (2 hops each) though neither is on a great resource planet, but ah well. While scanning the other planets revealed what do I notice but 2 adjacent Zenith power generators, 2 and 3 hops away from my home planet, and with only 3 surrounding planets. Now, one of them happens to be a mk IV planet, but I figure I'll cross that bridge when I get to it. It also turns out that the shortest path to the 2 hop planet goes through a fortress which I'm a bit leery of, so I avoid it for now, and take a slightly longer 3 hop path(through a mkI and a mkII planet, so no big threat there).
Alright, so its about the 30 minute mark and I send the force I just used to secure my turret ball + a few replacement reinforcements( and a riot starship that had just finished) to hit the first of the power plant worlds. Takes about 10 minutes to clear it and one of the gates en-route: 1 cc + 2 gates left to go.
While this is happening I know the ion cannon is going to be a huge problem on the mk IV world, so I switch over to producing mostly anti-armors (both mk I and II) and fighters at my space dock, since ions are less effective against them(since they are cheaper/have a higher cap and die at the same rate).
Around the 45 minute mark I've pretty much hit my energy cap with my two mkII plants and have about 500 mk I/II ships(~200 anti armors, 150 fighters and ~75 each of mkII bombers + cruisers).
Honestly I didn't switch over to heavy anti-armor production nearly soon enough, but it was enough to get the job done--At about the 1 hour mark I've managed to kill everything but one wormhole defense, while losing everything but the riot.
So I still have an unknown planet at the other end of the mkIV to take out(turns out to be a mkIII without an ion cannon, so pretty easy to do a gate raid on later), and another gate raid against a fortress before I want to risk putting up the command stations. Since the first target is the fortress, I go into heavy mkII bomber production and get about 80 out augmented by a hundred or so mixed other forces and second riot as well. This is more than enough to take out the fortress and then both of the gates I need to take out. I proceed to get colony ships to both of the other planets and then get shields and turrets up.
So its now around the 1:30 mark, and I've managed to not only secure both of the planets, but to eliminate all of the adjacent gates so I don't have to worry about the 2x raids. AIP is quite a bit higher than I'm used to at this point(78), but I have about 460k extra power with just those two plants running. I'll be working on getting both of those adv. research labs asap, since I need things to burn my power on. The only real drawback is that I lack any high level zenith reserves or golems close by to really abuse this extra power (two mkI reserves out there that I can see).
(f9's are the labs, f7's are the powerplants)
Save attached if anyone else wants to play from this ridiculous position.