Unfortunatelly CPAs and Exos make Warp Jammers completely useless. You can't protect an Advanced Factory or a Fabrocator with a Warp Jammer. CPAs and Exos will still attack them. You would have to make the Advanced Factory or Fabricator planet one of your whipping boys.. in which case using the Warp Jammer would be pointless. 2 whipping boys is max. 2 whipping boys is a minimum needed to protect your home planet (in most (simple) maps) because CPAs and Exos will go around 1 whipping boy. Sometimes even around 2. This is a problem.
^^big problem imo.
Solution:
Make Warp Jammers to "mess" with the AIs so the AIs think the Warp Jammer planet is friendly (like Zenith Miners or a firewall stealthing a port/computer from a hacker). Warp Jammer planets should NOT attract CPAs nor Exos. CPAs and Exos could move trough the planet though so they wouldn't "block" AIs movement. And if they do they would attempt to destroy the player's stuff on that planet. If there are AI ships on a Warp Jammer planet the Warp Jammer would be temporarily disabled. That planet would attract threat, CPAs and Exos just like any other planet as long as there are AI ships on that planet. Also the surrounding AI planets would be on alert as long as the AI ships on the Warp Jammer planet has been destroyed. But before that AI would think that planet is friendly. This way Warp Jammer planets would be safe IF they are located so CPAs and Exos don't go though them. Now Warp Jammers would actually do their job and the player would have to think how position them.
This would make capturing Zenith Power Generators
(capturing this would be a disaster unless you're going to make that planet one of your whipping boys), Fabricators
(~6 hops away from home planet , Advanced Factories
(~6 hops) and (Experimental) Starship Fabricators
(~9 hops) a viable option. None of those can be captured and held unless you make that planet one of your whipping boys. You need to make sure that ZPG/Fab/AF/(S)SF planet has defenses so strong you can stop a CPA or an Exo or 2 (without spamming missiles).
..and..
Increase turret energy costs and caps by 50%.
ORIncrease turret energy costs by 50% and add turrets per planet caps.
Change AI wave multipliers so when the player has:
1 planet with hostile wormholes the wave sizes are 105% and time between waves Time*1,04
2 whipping boys: wave sizes 100% and time between waves Time*1
3: wave sizes 95% and time between waves Time*0,96
4: wave sizes 90% and time between waves Time*0,89
5: wave sizes 85% and time between waves Time*0,82
6: wave sizes 80% and time between waves Time*0,75
7: wave sizes 75% and time between waves Time*0,68
and so on..
ORChange AI wave multipliers so when the player has:
1 planet with hostile wormholes the wave sizes are 105% and time between waves Time*1
2 whipping boys: wave sizes 100% and time between waves Time*1
3: wave sizes 95% and time between waves Time*1
4: wave sizes 92% and time between waves Time*1
5: wave sizes 90% and time between waves Time*1
6: wave sizes 89% and time between waves Time*1
7: wave sizes 89% and time between waves Time*1
and so on..
(planet with hostile wormholes=whipping boy=ingress point)
^^2 ways to tweak turrets and waves = 4 combos. Pick your poison.
This would allow players to have more than 2 whipping boys. Turrets and waves would still be balanced.
http://www.arcengames.com/mantisbt/view.php?id=9729