1:
In the 3.0 version of the game, cleanup drones says they can clean up permanent mines. I have a star where I have killed the command station and I have 10 cleanup drones in the system. They refuse to cleanup these mines. Why is this?
This only functions on planets that you control yourself. Note in the description of the cleanup drone itself: "Also able to dismantle enemy mines on allied planets."
2:
As the game progresses, I get more and more "fronts" and it becomes harder and harder to defend. I end up trying to spend lots of research on turrets and whatnot, but still it always seems to become unmanageable. It is also very hard to defend a system without a FF protecting my base (you only get 15). The AI can always throw a few 100 guys through a gate at my once in a while and I just cant afford all those tractor beams everywhere to handle this, not to mention the local firepower to deal with a large group of enemy ships before they blow the tractor turrets away. Then there is the problem of ships that ignore tractor beams and will just own your command station if there is no FF around it.
This is definitely the challenge of the game, but it can be very straightforward to manage if you are careful about it. Here are a few tips, which you can use individually or interchangeably:
Small Profiles Are Easy To DefendTry to keep as small a profile as possible (as few hostile wormholes as possible, in other words). On certain map styles -- hubs and grid, for instance -- this can be very much harder. On others, like Vines, Trees, and Snake, it is trivially easy. Realistic and Simple are a good balance of the two. If there are fewer possible ingress points, then obviously your empire is vastly simpler to defend.
Large Profiles Require A Variety of Tactics To DefendIf you have a larger profile, then you have three distinct kinds of worry at each of those wormholes:
a. Incoming Waves
b. Special Forces ships
c. "Threat" ships that come from from a variety of sources (ships that were freed during battle, during a Cross Planet Attack, from Alarm Posts, or similar).
Dealing with (a) is by far the simplest, simply do gate raids on the neighboring planets and kill the warp gates to prevent the waves from coming to you at the planets that you don't want them to arrive at. Depending on the AI type you are facing, the waves might be the primary threat against you (Raider types, and other aggressive types in particular), or might be relatively inconsequential (particularly all the turtles, which don't even use waves).
Dealing with (b) is harder, but still something that can be well managed unless you are facing against a Special Forces Captain (and even then, it can be done). Here is a detailed explanation of
ways to mitigate these.
Dealing with (c) is the hardest thing of all, because there simply is no way to completely block ships that are "free" in this sense. They have the same movement abilities and freedom of decision making that you and your ships do. So if you could go through systems to an AI planet, they can similarly come through to your side of things. If you are overmatching the AI on one side of the galaxy, their ships might retreat and then come back at you from the complete opposite side of the galaxy. This is another good reason for keeping a smaller profile.
Take Only What You NeedIn general, AI War is a game about guerrilla tactics and not wanton capturing of the entire galaxy. If you try to capture everything, you are
meant to lose. This can be circumvented with a lot of care and precision, but it is a harder game. Here is a great topic about
minimizing the AI progress and about target valuation.
Don't Try To Permanently Hold Every Planet You TakeSometimes you need to take a planet that is way off in order to capture an Advanced Research Station, or something similar to that. Generally once you get your Advanced Research Station, then research all the knowledge on that planet, there are only two benefits to holding that planet:
1. Gaining whatever resources it has.
2. Providing supply to that and adjacent planets, which could be useful for a variety of reasons including staging further attacks in that area, knowledge raiding, and similar.
On the other hand, holding a planet like that way out in the middle of nowhere also comes with a variety of nontrivial drawbacks:
1. You're probably surrounded, and mitigating that will take way more AI Progress increases than it is probably worth.
2. Long-term, you'll probably spend more resources (and valuable ship cap of turrets, etc) on this planet than it is worth.
3. Going along with #2, basically you're spreading yourself thinner and thinner over the galaxy, and the benefits may really not be worth it after you get the things you were there to capture and the knowledge from that (and possibly from adjacent) planets.
Do note that certain immobile ships, like Fabricators and Rebelling Human Colonies and Advanced Factories, are designed specifically to make you have to potentially defend outposts like this. Choose wisely when deciding if that is worth the ships you get, sometimes there is somewhere easier to defend where you can capture something almost as good. Everything is give-and-take, except when you get lucky.
Try To Form A Resource CoreA common strategy that a lot of players use is to basically build up a set of core planets that will form the backbone of their economy, and which provide some buffer protection to their home planet. If you can make it so that there ideally only one, possibly two, ingress points into this core zone, then you can just focus a lot of defenses there, along with maybe a few staggered defenses for if any AI ships do manage to break through that front door. Then you're freeing up your resources and ship caps for offensive purposes, or for defending the occasional lone planet you might take and hold either permanently or for a shorter while.
Hope that helps! And, yes, this is
going in the wiki, because it's a really good question -- thanks!