Whoa. Toranth and Kahuna debating 10/10 strategy. That was awesome.
(...) but for me "kahuna-style defense" still works better than any other method in any situation.
You
are Kahuna.
Anyway. That was not Archipelago as I think of it. But before I delve into unfolding this weird playstyle, I want to highlight two little points:
- My "comfortably challenged" level is 8/8. IIRC, I succeeded with this strategy at 7/7 without true difficulties (aside from long rebuilding). I bet I can take it at 8/8 if I didn't achieved it already. (I don't remember.)
- This is not my default playstyle; it's some sort of experimental playstyle, an edge of the AI War's gameplay. I bet it's unreliable at 10/10. But 10/10 is also another edge of the game. (Heck, "difficulty 10 winnable" was considered as a bug in the patchnotes!)
Well. Here we go.
The strategy is to capture barely only CSG planets. This leads to few resources (metal, energy and knowledge) but damn-low AIP. Managed well, never going ahead of 50~ish seems achievable (I often set 0 auto-AIP for this playstyle, because fleet rebuilding with such few metal can be long, but I'm sure some experienced player of yours can go with the default 1/30 min). I almost never gateraid or capture planets for defense purpose. As a result, my planets tend to be rarely adjacent to ally ones. Pairing them when possible is a must: more on that in a sec. I use only military stations, put them on the edge of the well, and use (and K-unlock) only the long-range turrets (missile, sniper and spider; MkV controllers of those are invaluable) (beware the leech starships: they're immune to both sniper and missile). I use no mines, tractors or kahuna-style blockades, because there is too much wormholes. For MkV constructors/controllers and AdvFacto/AdvSShip, I may build a blockade if I'm lucky with the wormholes positions. But for other planets (A-prime with nothing to defend once the ARS is done), it's ok to lose them for a while. (Don't play with sharks.) This is where planet-pairing comes in handy: when one falls, its twin provide it supply and the turrets are able to retaliate even when the OCStation is gone.
This defensive setup may seems fragile and unreliable, but we're playing below 50 AIP there. Even CPA are lightweight.
The other pillar of this playstyle is
raid. I personally use (and abuse) the high-mark raid starships, but what Kahuna said with the assault transport is fine too. The goal is twofold: AIP reduction (even preventively: don't be shy to go "negative" AIP) and neutering. Missile immunity of the MkII and higher is invaluable. Neutering is vital to carve rescue-path for your fleet to join isolated worlds. Raiding also leads to scouting. I often hesitate to unlock the MkII scouts, but I know I shouldn't. Anyway, I never unlock MkIII scouts in this setup: neutering and tachyon raids are enough. Once done, scouts are used for map control. This is why MkII are not a waste of K, because tachyon carving + MkI scouts is enough to explore the entire galaxy, but 10 eyes isn't enough for surveying it all.
As a side-note, I learned that a MkV sniper cap is deadly to Dire Guardians. The trick is: if you must capture a planet adjacent to a DGLair, do it, then beachhead the DGLair planet, clean it (or clean it then beachhead, it's up to you), and crack the Lair open. I did that with MkV sniper & spider plus a high mark of missile: the guardians were slaughtered. I repeated it on several other DGLairs in the same game: same result. I bet it's achievable without the MkV turrets, but still with a good bunch of high-mark long-range turrets.
The truly tricky part is, IMO, to take the first world(s). It's often the nearest A-prime or other CSG. Capturing one (or two
) worlds adjacent to the homeworld is... "acceptable". The true problem is metal at first, then energy when the need for turrets increase. While I'm talking about resources, beware the brownout. Losing a world is common in this playstyle. (At least for me. Maybe one of you will refine this method and use it at 10/10 with sharks...
)
The other tricky part (still IMO) is the very endgame: coreworlds and homeworlds. The knowledge may become a scarce resource then, this is why I save my HaP for K-hack at this point. I often K-hack the planets adjacent to my homeworld, because they are MkI planets and just near the space docks. This last K-grinding is used to buff up the fleet before the final
countdown assault. But if Kahuna says it's okay to assault a homeworld with a MkII fleet, why not. But with so few metal (and energy), I bet armored warheads will be hard to get.
I
think hope I forget nothing.
Maybe I'll do a separated post, more organized and developed. However, this playstyle is so experimental I don't think it would be as worth as a Kahuna defense guide. Anyway, we'll see.
Now, tell me.
Do you think it's bullshit and unreliable?
Would you do things differently?
Well, maybe first you won't play like that at all. And it's sane.
But taking damn-low AIP as a starting point, where had you go?