Misaligned is probably the word. One thing I thought when I played was that the AI response during shard event felt more appropriate for a 7/10 fallen spire setting than 4/10.
First though, let me establish my view of the FS-campaign gameplay as to avoid confusion on that point. Fallen Spire games are about larger battles, (much) freer conquest of systems, managing movement of the main (spire, and hopefully overwhelming) fleet for both offense and defense, higher (knowledge) spending on turrets/defenses/supportships versus less spending on "classic" fleets/starships (Fighters/Bombers, Zenith/Raid Starship). Add in dynamic control of territory (systems lost/regained to keep overflow of enemies at hold while Spire Fleet is on the offensive, further enhanced by spire cities requiring clean neighborhood).
My first guess is to ease up a bit on the shard chases until the first city is built
I would suggest both ease the AI response during events, as well as making it strong/weaker depending on Fallen Spire setting intensity.
Also, it would be good if we could use spire ships to raid the road to the next sub-signal early on, rather than having to unlock starships for knowledge just like in normal games.
->My recommendation here would be to make spire frigate available just a step quicker. Put in a lower cap for spire frigates, but make each step between outpost and spire city increase slightly the spire frigate cap, making every step completed worthwhile in itself while making the player earn every bit of that firepower.
and substantially buff the FS capital ships (so they can deal with the waves)
A hit-points buff would be very welcome on that regard. By the time you can acquire the spire frigate, the AIP waves tend to be so powerful that the spire-ships firepower is laughably awful.
Literally the only way to make the fallen spire fleet
useful is to use cheesy combo with shield bearer/gravity ripper/ riot+spider, etc...
They cannot at all survive on their own, far less serve as a raiding force to clean guard post... without a combat starship fleet that we already use in normal games. (It's
silly that the human spire-starship variant, despite being more expensive, is tons of time more durable and useful for raiding than a full cap of spire frigate.)
On the other hand, Peter expressed that killing massive-AIP waves with FS ship micro became mindnumbing.
A good way to avoid dealing constantly with AIP-massive waves might be to make the AI borrow ships from the Cross-waves/on galaxy ships for the AI response events, that way we would avoid cross planets-waves after every fallen spire event piling up ships till it's a tedious cleaning-up of the threat ships.
Exo-waves could use the same mechanism, draining strength from cross-planets or on-galaxy ships to buff itself.
*****
Reading Peter message after he posted it, and brainstorming some more ideas.
One was about the spire city neighborhood. It's true that the requirement to clear all nearby systems from AI presence is very annoying, but that should get better if the AIP get less relevant during FS-games.
My first thought involved the fact that the spire-city level up requirement significantly favor chokepoint maps such as X, trees, or those with few branches. So I wondered if it wouldn't be possible to add a way to make more attractive spire cities in heavily connected systems.
Right now there is way too much downside to placing spire cities on systems with 5-8 wormholes: enormous AIP from clearing all systems around, the need to clean those aforesaid systems which are sometime heavily protected, plus the 2 systems between spire cities part. In contrast, it's not only much easier to chokepoint in places with 2-3 wormholes, but also make much easier future spire city placement.
At first I was thinking about something like "need X system allies/neutral connected to level up" or "Need to have maximum X AI controlled systems neighboring" but that didn't quite fit, made too easy to clean warp gate around and tank everything on the main system. Then I read Peter's comment, and thought of the AI core shield generators.
So alternative idea: make spire cities generate a "invulnerability field" to command station of the neighboring systems. Include home, economic, and logistic command stations of all mark. Exclude military station (too cheesy), undecided on warp jammer command station.
To be clear, it would protect ONLY the command station of systems neighboring the spire city, metal and energy generators are fair game. Losing the command station of the spire city (or alternatively, losing all spire-buildings) would break the protection.
That would make rebuilding in neighboring systems far less of a chore. At worst it would be entirely possible to just leave an economic or logistic station alone in the system. Being unable to keep an energy generator could be compensated by avoiding building defenses there, and exo-harvesters would be back in the game as an interesting choice.
->The image of an AI war player having build his spire-city on a 8-wormholes system, confronted with his limited knowledge funding, split between unlocking mark II economic or logistic station when military III are already used to defend spire cities, was the kind of dilemma that inspired me for this. Between knowledge and limited station cap, it has so much potential for hair tearing. And of course, if the player lost the spire city-system... thing could suddenly become
so much worse for all those suddenly no longer invincible stations.