So, having beaten my head on the wall a bit lately with AI 10 and wanting a nice calm game, I booted up a dual AI 9 game. The intent here is to play at each level from AI 9 through AI 10 on the exact same seed and have an idea of just how the ramp up is currently, and to determine if I can recommend any tweaks to polish off the incline.
So, how's it going? Not bad. The setup:
40 planet map
AI 9/9 Vanilla / Mine Enthusiast
Special Plots: Schizophrenic
Minor Factions: Dyson Sphere, Rebel colonies and revolts, Zenith Traders.
AIP Increments: 1/30 mins
All expansions
So, I crank myself up a nice little game on a Tree Map, find a decent starting point close to an edge but not in a dead end (which has a Maw, rock on!), and detangle the map. I do a little scouting while building up the starter fleet, and I end up with this:
Things start off nice and easy. I wreck the locals a bit. We'll need a map with names on it to make more sense, so bear with the next map, it's from much later, but it's a reference point.
I explore my locals first, and lo and behold, right off my doorstep is a superterminal in a MK II system. Awesome.
Checking out the back corner reveals an ARS in Fraggle Rock, and a Blade Spawner V and Younging Weasel V in Huge, along with an AI Eye. Janeway's got a fortress II in it, and my count of Spire Shield areas is inane.
I start working my way west with the starter fleet after bouncing off two weak waves. The AI has: Space Planes, Blade Spawners, Munitions Boosters, and polarizers. My Maws inhale the blade spawns so no huge deal at this moment. I chew up Shawshank and decide I'm going to chew on the Mk III world (roulette) before I proceed much further. I've decided I'm going to whipping boy on my homeworld while I contain the western flank.
I get my scouts out to Macross and it's got 3 Ion Cannons on it and has a good long run from Craps towards the SuperTerminal and Dyson wormholes. I don't realize this early the Dyson's on Dyson, and AIP is so low I don't notice the reinforcements yet. My little Scout Is only go so far.
My opening research was Warp Sensor, Grav Turret, and Tachyon Turret. Nothing else, I wanted to stay mobile while I poked around. I pound down Roulette, retreating off and on to deal with invasions into Sushi, the homeworld. A couple of grav turrets were all that got dropped on the homeworld at first. Over time I built it up with five turrets here, five there. Eventually it has about 20 snipers, 30 lasers, and 30 basics on it, along with 3 more FFs on the wormhole from SuperTerminal (which I let send in waves until I went east) and a bunch of tractors.
At about 20 minutes in I research Scout IIs, and start looking east deeper. I find the Dyson and decide we need to wake him up and start clearing out the eastern arm so I don't have to brawl my way through, so I shove my scouts in there until one finally lives. Craps has nothing of interest and Kerensky has another ARS, but it's way out of reach.
I decide Macross will definately be my whipping boy with Dyson next door to feed in support units as well. SuperTerminal is going to be ignored for yet a little while longer.
At 25 minutes in I take Shawshank and research Econ IIs. I'm 500 K short of Econ III so I let that build up. While my fleet of MK 1s has been being replenished, I built off a set of Raid I starships. I drive into Fraggle Rock, deciding that's the most important target in the rear, since I've given Roulette a good nerfing. Once I get 500 more K I research Econ III and build one on Shawshank.
Waves are still reasonable and in the 300-400 realm. Because I haven't gate raided yet I'm bouncing back and forth between Raid assault, using my main fleet after ions are dead and moving the raids to the next target (and rebuilding them), and using my main fleet as a mobile defensive unit, because homeworld just can't stand on its own yet.
Along the way after building the earlier turret build, I decide I'm going to try the new lightning turrets. I slap down ten under the FFs on the entry and go back to where I was, cleaning out Fraggle Rock. I eventually pop it and send in a construction unit to start building another Econ III down that way. A wave heads for Sushi so that gets my attention.
I LIKE the new Lightning Turrets. I like them so much I slammed in an entire cap after defending that wave. 40 ship max/burst or not, they chew up little things like it's nobody's business. Hiding under the FF they last long enough for usage too, and at 75% they're nothing to shake a stick at. I'm probably going to drop another 1500 k on them for my whipping boy eventually.
So, I get the ARS on Roulette and it's Blade Spawners. Oh, ROCK. Time to deal with Janeway. I need to Raid the Eye on Huge out before I head for Roulette, so I warp gate raid Roulette so Sushi is taking the brunt (yes, my homeworld) and pound Janeway down. I'm keeping an eye out on Macross to see when I need to deal with Dyson.
Janeway takes a bit, primarily because I'd thought Spire Shields needed supply, they don't. The fortress was easy enough without supply though.
I had to retreat and deal with a bit of backwash back in Shawshank who's packing 20 basics now for minor annoyances, but otherwise we're good to go. Research is going strong and I'm sitting on a decent supply of K that I'm just waiting for usage. I'm about an hour in now. I research up Maw IIs since they're being so dang useful on defense and offense (damned spawners) and start building them off.
I poke my head into Macross and the Dyson's about done chewing up the locals. It's time to set them free. I start working my Raids through to Dyson, and it takes two tries to get in there and pop both the command station shield post and then the command station with all those enemy dysons hunting down my wee ships. I get 'er done though about 1:15.
Which is when an AIP 100 wave hits. I've popped 4 systems now, plus a gate, plus little things here and there like SF forces. My Raids are in the back working over Huge, and I've got a 257 ship + 880 ship wave coming into Sushi. Well, alright then.
It's blocked easily. I stick the maws under the FFs on the wormhole, leave the main fleet out of range, and let the lightning turrets go to work with other turret support. It chews through all the little guys and I send the main fleet in to deal with the starships who got stuck in the FF pocket.
I start going back to work on the west and realize I'm going to need the whipping boy, and soon. It's time to head east, but I don't want to break the existing blockade on homeworld until I'm ready. I leave Huge and Roulette nerfed and head to Macross to thump it across the back of the head. I get in there, Raids fly out to deal with the ions, and I nerf SuperTerminal's 3/4 guardposts while I micro the raids around.
The raids get done with their job and start getting a little friendly support from Dyson. Perfect. I get my main fleet in there and we mop the floor with Macross. Transport over 5 Engi Is and a colony ship and start building off my new whipping boy. I look at Sushi for a second to figure out my next move and my new station is blown to pieces. Damned space planes. Repeat process, surround with fleet, try again. Much better. I build a Combat I station in Macross.
It's time to get down to business, I need more FFs. Open up HFF Is. Start building out the primary Whipping Boy with 2 FFs on the Ion III/V, 1 FF on the Ion I, 2 more on the Cmd Station, 3 on the wormhole from Craps. 20 Tractors, a string of Grav turrets from entry to any point of interest, and a spare FF on the Dyson FF just in case. That's sucking down Crystal like it was a joke so I've got no real defenses other than the fleet. I send the Raids down to Dyson to clear out everything but the local Ion Cannons (which I still haven't taken yet) and chill out waiting for things to build. Glad I didn't take out SuperTerminal, they sent another wave at Sushi, where my defenses are still sound.
Which was good, I'm getting about 1000 ships this wave. Blocked and stopped, no problem, rebuild the fleet for a few minutes. at 1:30 I decide it's time to make SuperTerminal a neutral and crank up Macross as a full on turret ball. I drop into SuperTerminal, pop the CmdStation, and head Macross for now to defend it in case anything pops in the meanwhile. I drop in a full stack of everything, and then start destroying/moving turrets and extra FFs from Sushi to it. Hardened edge of the shield. If Macross goes, there's nothing behind it to hold onto.
My AIP is ~120 at this point and I'm feeling alright. I ignore SuperTerminal for now, I want to clear out my backfield. I head for Roulette and Huge and crank through them, having raided them into uselessness. At ~1:45 my AIP is 166 and I get a 1700 ship wave. Macross and the Dysons handle it incredibly easily.
Well, alright then, I don't need to save scum. I was still working on Huge when it announced. I get Econ III's built throughout the backfield and start sending all troops from homeworld and the Fabricators to Macross.
AIP is now 181. It's time to start working SuperTerminal while I get some scouting done. I build off a Military I station in ST, drop an FF on each of the exits, a few grav turrets between the ST and the way out, and start going to work. My fleet needs a bit of a build anyway and my science guys are going to work. I build off two Science IIs in Macross, let them go through their routine, and send them (cloaking is nice) into Dyson to get that too. Meanwhile the guys in the back go through the rear planets and I let them soak ST's Knowledge too.
Having had 0 AIP reduction so far I'm inhaling the ST's troops pretty easily, particularly with 10 maws sitting there. For those curious, every 75 AIP reduction increases MK by 1. You're reducing by 2 for each burst of troops, but adding one. It's mostly to mess with the floor. It also does one other thing. My AIP never crossed the 200 threshold, but the AI now has Cutlasses.
This is 5.026, most recent release. Cutlasses got a bit of a boost. They're not super-deadly, at least not with gravity, but you're not laying waste to these guys anymore. Even with 50 Lightning 50 Flak sitting there, they're able to retreat a goodly portion of them. I'm not sure how to block the auto-retreated threat of these guys. Luckily, I'm schizo, so it's not like waves of 2000 of just those are coming in.
But it was a surprise, I hadn't realized it was a big deal. I get my AIP down to around 120 and decide it's time to neuter my neighbors. Which means, I need more firepower if I'm going to knock down wormhole guardposts sometime before the ice age. I research up Bomber II, Bomber III, Fighter II (I meant to do bomber II earlier but misclicked on Fighter II. Literally wasn't worth mentioning till now), Missile Frigate II, and Scout III. I've got exactly 3k left, so I research up Fortresses for K-Raids later and emergency defenses now in case the ST gets out of hand on me (I hadn't figured out exactly how it worked yet for incrementation).
I start nerfing Craps and blow through a huge (500+) ship stack sitting on the other side of the wormhole while my new tech ships start building. I've added Starship Is, Bomber Star Is, and Siege Is to the main fleet now. My Blade Spawners are on their own hotkey and hang out at the edge of the fight.
It's a brawl, but I clear Craps enough to get scouts through finally. I retreat to heal and start doing deeper scouting. I'll give you the update on that soonish. It's about 2:15 now and the map looks like you see above, just with less AIP.
Well, I decide I'm going to lick my wounds and work the ST some more, so I do. While my fleet builds out I just hammer on the ST for 15 minutes, dropping my AIP to 66ish before my fleet's rebuilt. ST is now at MK III units but my upgraded fleet is handing them their butts.
Along the way the traders came through again, so I dropped a Z Gen on homeworld (along with a backup set of armor increasers/reducers and radar jammers) and a full set on the Whipping Boy. None of it's even remotely close to built, and with the cutlasses I REALLY need them to visit again so I can get a black hole generator. My income is ~1500/s of each material, and that's basically keeping the fleet operational. I've only just started to make a profit so I've started to build up the whipping boy's structures. Power's solid for the moment so the ZGen is chilling in the background, waiting for resources.
I brawl my way down to Cyborg, and run into a massive, continuous stream of troops. I check F3 to see what's going on and there's ~2000 ships between free and special forces, just using this as the highway. I soak as much of them as I can, reducing those values by about half (Kerensky really chewed me up a bit) and retreat what's left back to Macross to pick up the rebuilds.
So, for the last hour I really haven't done much but utterly neuter Craps, nerf Kerensky and Cyborg, and clean up a whole stack of enemy free-floaters, gotten in deeper scouting, and reduced my AIP to 69. Hm, alright, that's not exactly nothing.
So what I'm looking at is ARS's on Kerensky, SolarMoon, and Eridani. Cyborg has a fat stack of fabricators (Armor V, Bombard V, StarBomb IV). There's Co-Processors on Craps (which means I can't K-Raid yet) and Pai Gow.
My next step is to pop Kerensky and hold it for however long I can. Get the ARS, and use the neutral world (I'm not defending it) as a stepping stone to deep strike down to LLama, Ceasar, PaiGow, and Solar Moon, to clear the way for my scouts to get that much deeper. Blackjack and Eridani have Eyes on them, and PaiGow has both a fortress and a SuperFortress on it.
So, I expect the next hour or two will simply be deep space combat, working these systems down to nothing and opening the doors to whatever I'm looking to do. I'm hoping to find the other two Co-Processors soon so I can break the supply lock on Craps and K-Raid it. My guess is AI homeworlds are Canopus and Riker, but we'll see. It might be Riker and Davion/Liao but that's unlikely. Threat's low, power's good, resources are taking a pounding but I'm back down to 400-500 ship waves so I'm pretty sound on the whipping boy. I've got a ton of Dyson allies in the backfield from when I took SuperTerminal for a while so I've got a 'spare' force in the back if any of those cutlasses actually do sneak in.
Research plans are to get Military IIIs up for the whipping boy +100% boost to turrets, and then will make rest of my decisions based on what I find in Kerensky and SolarMoon's ARS.
I'll be back. Is it bad that I'm considering AI 9 a 'relaxed' game? The super-Terminal's nice but Macross could handle the 190 AIP I'd be at normally right now. Really, I'm not entirely sure giving the AI cutlasses to reduce AIP was in my favor. I'm really, really, really not that sure.