What I'm considering right now is to:
- change the base scaling from 9 to 10 such that 9 is basically what 9 is now, 10 base wave sizes are roughly 1.8x what they are now, 9.8 is roughly 1.4x what 10 is now, 9.6 (or whatever the next lowest is) is roughly what 10 is now, and 9.3... well, haven't figured out all the numbers, just a general idea.
- remove the double-waves rule for 10
- going back and forth on this, but perhaps changing the minimum-of-one-full-cap per wave to a minimum of half a cap. Right now (except for schizo) it's kind of "pegging" all early waves on all difficulties to the same size which seems kind of odd.
Basically 10 would get slightly easier (I might do 2x instead of 1.8x to avoid that) and 9.6 and 9.8 would get harder but would be more of "training for 10" as opposed to the jump from 9.8 to 10 being double-death.
But whenever my thoughts are of the form "to balance 10..." I'm reminded that 10 isn't supposed to be balanced, it's supposed to be doom So dunno.
I've been thinking this over.
Honestly, I'm not looking to 'balance' AI 10. I'm looking to be able to get it off the ground, so to speak. You could even set it for 'first wave gets 1x, everything after gets 2x' and that'd be at least workable. Think of it as the AI gearing up for war in a galaxy it thought it had pacified.
The scaling + removal of double wave rule could be useful too. For example, my scale of 43 bombers x 1.8 = ~75 Bomber II's (min capped to 88) + 2-3 starships. That's a lot more reasonable than 166 of them + 4-6 starships.
Heck, you could leave it as is and just move the wave counter buildup to start at 10 minutes in or the first aggressive player action(the AI needed time to realize the Humans woke up). That would mean everyone would start with a fleet build for the first ten minutes, but it gets rid of the 'Holy mother of gods' econ assault you need to outperform before you've even started playing.
As it stands, it's not skill to get 10 going, it's luck. You have to get a perfect opening wave (or only use particular AIs), do everything perfect, and hang on for the ride, hoping the second wave is delayed till after 15:00 or they split their wave arrivals, just in case you survive the first one. The double capped wave + TII is a wrecking ball at 8:15 by itself.
On your side note: The minimum wave value does seem kind of odd, offhand. I'm picturing booting up a level 2 game and getting 160 bombers in the first wave. Admittedly, at that level, they'd arrive at around 40 minutes in, but still. Actually thinking of it that way maybe it's not that odd. AI won't bother until it's got enough to send that's worth the fight. Erm, um, hrm.
9.8, from what I can tell, is roughly similar at this moment to 10, just 1x waves and slightly lower buildup rates. I'm going to boot up a game or two and play it out a bit. That might help give me a few epiphanies towards a 'Hey, what about this?' ideas. I may try AI 10 on schizo just to bring down the sheer mass of things it sends at me a few times as well. Schizo is supposed to be harder, not easier, though...
Edit: Confirmed. AI10/10 Wave 1 is survivable on schizo without 4x capped waves. That's with a horrible starter planet (4 metal 8 crystal). To wit: Snipers to level 2, both econ boosts, additional 40x crystal - metal converters, maxxed off triangle ships. That's it. Another build: IREs to see if they'd handle the starships better. They did, slightly different micro. 5/7 world.
It's the sheer mass of that first wave on standard. Well, if turning on the 'hard' option makes it easier, I'm all for it. Of course you could get a capped wave early if it only rolls one ship type, but... well... *shrug*.
Side note: Leech IIs are damnably hard to kill with base units.
I'm going to play out the sniper one a bit (the worst of the econ setups for my choices). I just cranked open bomber IIs to help with starship waves (and fortress baron's forts) and started scouting at about 11:30 in.