My apologies to everyone, particularly Kahuna and Faulty Logic. Congratulations on your 10/10 wins. My silence wasn't on purpose, I was just left with mouth agape and not a hell of a lot to say after your magnificent wins... and I got distracted arguing with Dwarven Science for a bit.
So, I suppose I should chime in. Btw, you two can fight over my 10/10 crown, I left it on the throne over there. Y'all can have that until I get back into form.
Don't worry, it's a musical chairs kind of seat.
Looking over their descriptions of their wins, a few things stand out to me.
The Botnet's already on the chopping block, otherwise Kahuna had a rather cheeseless win. Kahuna doesn't tend to get into the nitty gritty of what happened and when, so it can be hard to tell if there are specific items or tactics that were more (or less) effective. However, that was a pretty significant combo of Minor Factions, particularly allowing for the Super-Hybrid/Dyson plot in any form.
The only other significant tactic that I was able to witness was instead of using Military CCs logistics were used to slow the enemy and a reliance on kiting and long range turrettry. Kahuna, tell me if that's inaccurate?
For Faulty, you really have to look at the starting options, even though they were semi balanced the scales are exponential as you go up from four. In particular, Resistance 10, Dyson 10. Preservation Wardens and Roaming enclaves will force you to keep rear defenders, sure, and the Fallen Spire if I read his AAR correctly was nearly ignored.
Also, again, there was a reliance on Logistics + Kiting with ED. Also, the HWs spawned heavy on the Eyes. And regarding nukes and eyes... I'm chagrined to mention I'd never thought to look if they weren't immune.
Add to this a SuperTerminal ride to the ground (which was very well done and included a wave defense with his fleet in the middle) with dyson and resistance support. Also include speed boosters (which I never can seem to keep alive) allow for lightning response times for the fleet, allowing for lower AIP than expected from not forcing gate raids. The final assault of primarily experimental MK V fab ships and starships under cloak worked a lot better than I'd expected, as well. Also, fine use of missiles during the final moments when AIP no longer was a serious consideration.
Please note, I'm merely trying to put the successful tactics and methods involved into a single coherent though. I'm not for or against any of them, just making sure I understand them.
So, from a vanilla standpoint, only two significant items stand out. The first is Riot Starships are able to kite far too easily in a defensive standpoint, particularly when coupled with a Logistics station. Two minor tweaks would ease this and bring things more in line with expected research. First, Logistics command stations should have a 10%/25%/50% slowdown affect through their research tree, alongside similar bonuses from Military stations. Secondly, drop riot Starships down to frigate speed, 44, so they can't directly outrun any triangle fleet ship.
The second 'standout' of this is Data Center luck. Find them early and you're golden, find them late and you're screwed. A more explicit seeding pattern would help in balancing. Say, for the 6 in 10/10, figure the range between the hw(s) and the AI HWs and place two 1/3 out, two 2/3's out, and two near the AI HWs themselves (perhaps on a coreworld). Leave the halfway mark for the other 2 that usually spawn in anything under 10/10.
I can't say for sure about the rest of it as I'm sure Keith is doing other analysis, but these are the pieces of their strategy that allowed for successful 10/10 wins.