I believe the only time the AI pays for Starships oddly is in waves, where it gets X starships. This mechanic assumes all starships are created equally. In Exos and such I believe it pays more of a true cost, so the recent changes should result in fewer zenith/spire starships spawning. So really, it is just waves that are an issue. I think making them officially Mark II should go a long way to helping early-game wave difficulty by making spire/zenith not eligible.
The thing is, I don't think the costs it pays for exos were adjusted.
The exos I faced trying to build my first Spire city last night were heavy on the new spire and zenith starships, to the tune of only 2 spirecraft to 19 spire and zenith SS in the wave.
I fear a Spire SS more then I fear most Spirecraft at the moment so that feels way off to me.
Now, after one night all I have is what I feel, not real feedback, but I'm pretty sure this SS change has resulted in a much harder Exo wave that I'm currently trying to beat. (6.011 as compared to 6.010)
@chemical_art: If they went back to true mk I's at a cap of 4, but kept their buffed stats, you would still never use them? Is is just a starships thing where you never unlock/build them?
I hear (not aimed at you chemical) a lot of people talk about "independent action", but 2 or 4 starships are not supposed to be able to clear a Mk III system with any notable number of defenders (at least in my personal understanding of the game).
If you want a unit truly capable of independent action, you are looking at golems. Starships are supposed to be roughly equivalent to fleet ships but tradiing firepower for more health. If a cap of fleet ships would shrivel up and die when sent after a target, a equivalent cap of starships will also shrivel up and die.
Starships are supposed to be equivalent to fleet ships, just they deal with things different because they prioritize survival instead of firepower like fleet ships do.
D.