Finally, while 5.084 toned down the bonus Exo-waves get from Champions, I'll say again, I still think this is a problem. With 1HW, 8 Champions, and a single Spire city, the Exo was still charging at 7.5% per minute, 1 Exo-wave every 14 minutes. This IS an improvement; it used to be 10%/minute.
For comparison, though, a 12HW, zero Champion, 7 Spire city Exowave was charging at only 2% per minute - 50 minutes between Exo-waves.
I think there's some confusion here: the max-base-budget and charge-rate of FS exos are based entirely on the number of spire city structures you have. Nothing else. All homeworld-count and champion-count (and difficulty, and handicap) do is multiply the base budget when the AI is actually allocating the points into a real exo. They don't affect the interval between exos at all.
Indeed, I seem to be confused. Why, then, would 1 complete Spire city cause a faster charge rate than 6 complete Spire cities?
Remember, the status thingy states percentage of buildup needed for the next exo, NOT absolute point accumulation.
For example, with some completely made up numbers:
If at 1 city, if it charged at 10 points / minute, and needs 100 points to launch an exo wave, then that would require 10 minutes to fully charge, reporting 10% gain in progress every minute.
If at 5 cities, if it charged at 40 points / minute, and needs 500 points to launch an exo wave, then that would require 12.5 minutes to fully charge, reporting 8% gain in progress every minute, even though the absolute rate has gone up. Yes, the waves come slightly less often, but they come with 5x the strength.
Also, IIRC, the number of points needed to launch an exo wave goes up with each wave (eventually hitting a ceiling). That means that, barring any other chamge, every exo waves starts coming in slower (to a point) even though build up rate is the same, but when they do come, it comes in stronger each time (again, to a point).
Thus, it could be that even though 6 cities are accumulating exo-points much, much faster, the waves may be coming in a bit slower, and thus reporting less percentage progression per minute.
There probably needs to be a log describing this in more detail though, so we can have some hard evidince if we think something is fishy with the strength cutoffs and/or build-up rates.