Aren't there occasional "super" exo golem waves too? I save at 99% exo golem since i received this exo wave once: 3 artillery golems, 2 regenerator golems, 2 armored golems, 55 bomber starships mk4, 40 raid starships mk3, and ~100 other starships. I guess i did ok all things considered, but when i reloaded at 99%, instead of that i got 3 small attack groups that between them in total had less than a third of that.
That's a pretty nasty one, wow. But it's not that it had a higher total budget, it was just one of those referred to by the (current) last line of the wiki article:
One important point for this article is that the Golems and Spirecraft variants have a certain chance to use an alternate allocation that puts more of the budget into the lead ship, and/or concentrates the whole strikeforce into a single battlegroup.
Yeah i had read the forums and stuff and that's what i knew it was supposed to do, but when i reloaded i got 3 pretty wimpy attacks by comparison (instead of total 7 golems and ~200 starships i had a total or 3 golems and ~60 starships). I have repeated the experiment of reloading with an exo wave at 99% to see if total attack power can differ significantly and it certainly did, just not to such an extent.
Initially it was always using the same allocation and the same make-multiple-strikeforces logic as FS exos. But the golem and spirecraft waves just have an overall lower magnitude than the FS waves, in general (once you've got two cities in FS your max-cap is higher than either of the other two sources can ever be, and it only gets much worse from there). So people were finding it too easy since they knew the exos would just spread out a bit and kind of splat on the fairly beefy defenses they'd built up. So I gave it a random chance of doing something very different so you couldn't predict exactly what it was going to do and had to accommodate some degree of uncertainty.
Of course, it makes it prime save-scumming time since you can easily "force" it to do one or the other that way. But that doesn't bother me too much, strong exos tend to leave the player with no choice but to save-scum until they've gotten used to the mechanic
I don't mind the big assaults, they are in fact very fun since even at 900aip in a lv9 game with 5 entry points in my territory, with all the stuff i have (everything except the spire stuff basically, that's my big game i started last year and only play a few minutes here and there, it's more or less in the already won just have to grind down the end category) "regular" attack groups (3-4 groups each with one golem and a few dozen starships) don't hurt much anymore, so the big ones provide some good fights for my own golem groups. It's just that once in a while the big single exo golem wave is double the size of a regular big single exo golem wave, and in that special case, it was like 3 times the size of regular big single exo golem waves.
Oh, i guess i should have filed it but it's so hilarious i never did, but every once in a while my artillery golem goes all frenzy and will shoot something like 15-20 bullets within a minute, but i've only ever seen it do that vs exo golem waves (but it means if that choke point receives a small exo golem attack group the artillery golem single handedly destroys it all when it triggers). Sadly that choke point has never received a big single attack group, maybe next time! Anyway, the recharge bar will start counting down as usual and then instantly finish charging up, sometimes shooting multiple times within a single second.