Well, first I'd say slight cheese is used. +300% handicap is put in, but it is probably not needed. Also, multiple bonus ships are edited in, but are not actually used in this situation. Look at the two saves, I will explain.
Definition: "Hard Stop" => Stopping without any micro, intervention(except for replenishing dead Engineers and Rebuilders), FRD spamming, Warheads or other superweapons, in one single world that spells the final destination of an incredibly strong AI force.
First, thanks to Kahuna's great guide! Now, my condition. 13000 K as provided with my sole Homeworld. At 10/10 Diff. First CPA sends ~10000 ships plus a synced wave(already destroyed in the saves). Here, you can see those supporting turrets are really, really awesome! Just load and watch. Don't need to do anything.
My first success was using EVERY single galactic capped turrets to support, plus spamming all those Neinzui things. Then another success with spamming only Railpods. Then another one without spamming anything(the first save). Then finally another with slightly more than half the support turrets(second save). There might be some sweat moment, but no, nothing ever got a shot on my station.
I failed a few times before this, and I noticed that all of them failed to those CARRIERS. Spider was useless unlock, since having them means either no HBC or no Laser III. I reloaded a really ancient save and changed my unlocks, and it was:
- Needler/Missile II
- Laser II/III
- Tractor II (added)
- Mil II
- HBC I (added)
Every bit of K were used. Also, I experimented with a few arrangements, and found that Mines are basically useless if I put them at the wormhole, because they can only be used once. Now look at the saves, Mines are mostly in range of my Rebuilders. Also, two clusters of Tractor IIs are really good at stopping loose ships at my minefield. Tractor IIs are unlocked because Grav MkIII can't really give me enough time, Tractor IIs alone can't stop such a huge wave, and Spider I does not stop enough ships(actually, even in general waves, they are creating more trouble than being useful).
Another trick used was to align force field so that Carriers can't get pass unless it completely destroys the FF, so that I have plenty of time to have all my Anti-Carrier stuff to shoot at it.
Now, I noticed that the salvage is about 9000M/s, with 40% efficiency. I am running 7 Matter Converters to keep my turrets up (two less if using the half-turret configuration), so my consumption is 1400M/s. Just make sure there are enough storage to drain before the CPA hits, and salvage alone with a Logistics I+/Econ II+/Mil II+ can support this death grinder, without the need of +300% resource modifier. Of course, that means you need some fancy flash-build microing...
And largely my defence successes are because Carriers have a strange habit of deploying... I don't know why, because the more they deploy, the better my defence is, because it just deploys directly in range of my Tractors... And the big reason I can stop themselves long enough is the Force Field jamming trick.
Oh, and HBCs must be manually set to target Carriers, or they will shoot at useless things, like Tachyon Microfighters.
Oh, and Lightning Turrets are really awesome. Awesome because they absorb so many fire from my other turrets, and they really wreck loose ships, especially Eye Bots, Bombers, Bombers, and Bombers. I can see them drain health from a huge group of ships, even with MkI only.
And I tried a cheat game before and got all HBC's in my HW, and even a CPA of entire galaxy won't really get pass my first line of defence. Wow!
Now, it's time to see whether I can break this 10/10 game(may I call it Brutal Cheese II?). Easy 40 planet, two Vanilla/Chivalric, +300% resource, 4 Neinzui Bonus Ships, Lazy AI, no CSG no DGL no Swallowers.
P.S. I am really surprised that Diff 10 starts with Tech II
Final question: How do I see which turrets have done the biggest damage?