Thanks for all the advice. I ended up giving up on that particular game (decided I had made too much of a mess) and tried again on a slightly lesser difficulty. That was much more successful, but was too easy (4/5, same parameters). I beat both homeworlds by creating a moderate homefront of about 12 planets set up on 3 chokepoints, then using my fleet to run through and neuter about 20 other planets, then deep struck the harder homeworld, followed by the easier one. It wasn't too hard, and I found that speed does matter to a certain degree. Nevertheless I won my first game
.
But, being a computer programmer who loves to figure out how game AI algorithms work
I needed to up my difficulty. Soooooo....
Current game is a 6/5 with same params (50 planets, no auto AP, no expansions, lvl 4 human resistance, others default). I picked a crazy map setting, and chose Shield Bearer for my special type. Everything was going good, until I was making the move to strike the first homeworld...... Once again the AI has gotten carrier happy and tho far less than my 7/7 game (200 instead in most carriers) they are still annoying...... And here are some other thoughts. Feedback is appreciated.
1. My AIP is currently at 560 something. Yes yes I know that is high, but the map (and the game rolls - see below) kinda prompted my taking of 25 planets to defend at chokepoints. The only two mark 4 factories were BOTH relatively close to the AI homeworlds, and far from any viably defensible position I could have without doing what I did. I did take out most of the data centers to offset this a bit, but keeping it lower wasn't working for me. I know that AI tech thresholds and ship types are influenced by AIP, but what else is, and at what points?
2. Gate raiding isn't working really well for me. I am finding that the border aggression is still becoming a huge problem even without the warp gates (carriers now right through neighboring wormholes). However, my research into the game does indicate a potential strategy... How about taking out ALL of the warp gates except one (as opposed to just the ones on bordering wormholes)? My analysis indicates that these gates actually warp IN reinforcements from the other galaxy, not out into my planets. So, by that logic cutting off all warp gates except one (on a mark 1 planet) should bottleneck most AI reinforcements (and limit them to mark 1 ships) to that one particular region..... right?
3. I need some advice on proper turret defense. I did do the HBC/Grav turret setups, and they are quite effective in many cases. However, if the AI sends forces in excess of 500+ ships they fail as well simply due to the fact that the grav turrets get destroyed before the HBCs finish killing them. To make matters worse it seems that most of the other turret types are rather useless except as cannon fodder for the AI ships. Even sniper turrets don't hold up well against a force of 1000 ships. Any ideas where I am going wrong here?
4. Here's another thought... so, the way the game works it seems is that every AI planet has ships based on its mark (mark 1 has mark 1 ships, mark 2, mark 3, etc...). I have noticed that mark 4 planets also send out mark 5 ships (which are really really really bad news...). I have read on these forums that planet neutering is effective on border worlds, and it is.... to a point. But those mark 4 planets are downright annoying ESPECIALLY the core world ones that spawn a seemingly endless supply of mark 5 ships while alerted and/or fighting. I started a strategy of targeting mark 4 and the core worlds for full neutering, and it does appear to be effective (the one coreworld has been almost completely inert with about 460 something ships in it, while the bordering mark 1 planet continues to mass produce carriers full of mark 2 ships, easy targets
). I am having trouble neutering the other 2 coreworlds near this homeworld, but I think that may be due to the AIP being high, and think that if I had gotten to them sooner then I may have succeeded. Is this a good strategy just prior to hitting the homeworld? And no, I have not alerted any of the coreworlds or homeworlds permanently (made that mistake one - never again
).
My strategy is based off of the following facts that I believe to be true (unless you experts tell me otherwise
):
1. Guard posts determine how many reinforcements an AI planet gets, and destroying all of these posts effectively limits their forces to a number around 500 in said planet and effectively neutralizes said planets ability to MOBILIZE (not prevent passing through forces tho) any attack/carrier force.
2. Destroying guard posts also curtails the AI's ability to keep their number of ships in this galaxy ACTIVE, which prompts carriers for rapid deployment of massive forces without having to activate the smaller ship until they are deployed. This seems to be the counter for the "neuter everything you can" tactic, with the following point also making it worse...
3. Destroying guard posts and warp gates does NOT limit the reinforcements coming from the other galaxy into this one at all. In fact it just makes the reinforcements come from the untouched planets (like the coreworlds and homeworlds, which only get mark 5 ships....). This with point two makes the "neuter all" tactic a rather bad idea
.
4. Taking into account the 3 above mentioned facts going after the mark 4 planets for neutering (as well as border worlds) would effectively limit the number of more powerful ships while still allowing the AI to seem happy with reinforcing with less powerful ones (mark 1 and 2 ships are so squishy LOL). This should in theory make any game much easier especially when preparing for the end game run on the homeworlds, with their pesky coreworlds effectively out of commission, the AIP rather low (having neutered but not wiped out the command posts), and only briefly alerting said planets when attacking to neuter and to finish off the homeworld they protect.
Am I thinking on the right track here? Anyone have any feedback to offer? Thanks!!!
Saved game attached.