for some reason I thought HK > Mothership!
Ah, right, yea, that would explain it
The HKs were added into the tiers just below the mothership, giving the AI something more dangerous than a golem but less game-ending than a mothership to play with.
As I said I fully appreciate that I tend to play to "daft" extremes, and wouldn't expect a balance to those settings, but it was the easiest way I could think of spawning one to finally see it :p
Yea, that was certainly an effective method of provoking them
If you wanted to increase the challenge you could set the AI diff higher: the exo budgets get larger as the diff goes up (first AI diff in this case). at 7 it's 1x, at 8 it's 1.5x, 9 is 2x, 10 is 3x. It's also multiplied by homeworld count so you were actually getting about 12x the normal amount.
And of course you could reduce your handicap, which would increase the time it takes you to build up and thus increase the number of offensive exos and thus increase the size of the eventual homeworld-defense exo. It would make sense, though, if you could instead increase the AI handicap to speed it up (and thus save you time), but actually I don't think the AI handicap is being factored into exo size right now. That's something I can fix
And of course playing on a map with more connections makes you work harder defensively, but it's more of a tradeoff than a "make the game easier" option, as anyone facing CSG->CRE->RE can tell you.
The range between the Cruisers and the HK started at about a half-planet's width - there was a good 10 seconds of travel before the defence wave got into range of the Cruisers.
Hmm, the mothership should have done a good bit of damage to your fleet in that time, will need to check the HK's range too.