Are you running on Golems medium and that's where the AIP is coming from? Otherwise, you should be fine with a temporary AIP spike.
Right. I've brought two Golems online so far, so that's +50 AIP. On the bright side, between my heavy defenses and my Regenerator and Black Widow Golems, I've pretty much proven invincible when it comes to defense. The allied Roaming Enclaves that have shown up have proven very helpful as well, since one of the planets I've been unable to take thus far is a Mark IV only two hops away from my home planet. The Enclaves camp out on my home planet, and there's about eight of them thus far. Whenever anybody threatens New Texas, they suddenly find themselves swamped in 2000+ Neinzul Younglings of various kinds.
Anyway. I've definitely hit the middlegame now, with easy expansion ground to a halt in favor of knock-down drag-out battles for juicy pieces of territory, Gate-raiding, attempting to clear paths for scouts, and so on. I've just passed the seven-hour mark. Notable events thus far include:
- My first ever CPA, repulsed easily.
- A "natural" wave and Counter-Attack Post wave slamming into my primary whipping boy, New Kansas, in rapid succession, both over a thousand ships strong and both getting absolutely shredded by the combined might of my Golems and the Military Command Center there. The Military CC has earned my appreciation, and will see a lot more use in future.
- A wake-up call that impressed upon me once and for all the importance of keeping your Energy Collectors intact. A Threatfleet attack at one of my outlying, lightly-defended planets, New California (named as such because it was a resource-rich planet that
also contained the Regenerator Golem, and me beating a path to it through a Mark IV planet was considered my own personal gold rush), took out its Energy Collector, and a few eager ships jumped through the nearby wormhole to New Washington and took out
that Collector as well. The resultant Energy crisis was only
barely salvaged at the last moment by the initial arrival of my now-indispensable allied Enclaves. I now have backup plans in place to install Matter Convertors on my home planet as soon as any Energy Collector falls.
- My first real slug-fest battle, for a planet called New Arizona which contains a wealth of resources, a broken Artillery Golem, a Core Shield Generator, and the freaking
Botnet Golem. Transports again proved their worth here, as transported Bombers, Heavy Bomber Starships, and Fighters proved all that was capable of even reaching the planet's Special Forces Guard Posts (yes, multiple), let alone taking them out, and the Special Forces were absolutely murdering my ships every time I attempted an attack.
- The return of my old nemeses, the Tractor Trains. I seriously cannot even count how many ships I lost to those buggers until the fall of New Arizona, as the Train Station located there is obviously
very close to another one on the other side of my whipping boy. The Tractor Trains would just bounce back and forth across New Kansas over and over, dragging my fleet away whenever they were engaged in a fight against aggressive Threat ships.
As another note, both AIs have Astro Trains at 2/10. In the course of these seven hours, AI 1 has completed two major construction projects, while AI 2 has completed one. I'm fairly sure that AI 1 is a Train Master, though, so that makes sense. AI 2 is quite definitely an Experimentalist.
As for the Stats screen printout, LordSloth, here ya go.