Spirecraft changes look awesome. I'll probably use those spirecraft now. Golem changes look good too, with one persisting problem.
Couple questions: does the AI response to your champion go down when you have alternate progress?
I definitely think it should, because you miss out on 3 modular forts (worth roughly 9000 k), hordes of minions (I'm not sure what a set of 7 minion starships is worth, probably 1-1.5k k), and 500 actual k per scenario. Plus the one-time dyson gatlings/allied enclaves.
Can I have one alternate and one traditional champ?
Golem tests:
Cursed has enough health to run away if ships catch up to her.
Armored's survivability against multiple small engagements (like if you send him to clear a planet) has increased substantially, but large engagements are problamatic.
Widow's survivability has also gone up a bunch, but only when you keep her moving.
Artillery is basically unchanged, but is almost never closely engaged anyway.
Regen is no longer a major embarrassment to the the golem family. They still prefer not to talk about him, though.
Botnet is better able to abscond when things get out of hand, though he is still suffering from the waves-have-lots-of-starships-now change.
Hive no longer evaporates instantly. It takes a little bit, and the swarm lasts longer, and inflicts more damage. However, it's still kind of pathetic. A heavily alerted mkII system still usually has survivors. Same with dormant mkIII. Any mkIV or higher system, any system with a fortress, any fleet presence over a couple hundred, or any gravity withstands the swarm without much issue.
A double swarm bumps the effectiveness up a little less than a mk level. Even a double swarm evaporates for no noticeable impact on an exo.
Hive golems are my favorite; I remember their description inspiring me to buy the expansions.
Please help them:
wasp dps to 500,000 (note that they almost never get their full dps).
Possibly even more wasp health (3 million). Or just allow swarms of 1000 per golem