I truly admire the breadth and width of this thread. The sublety with which offensive and defensive actions push and pull at cross purposes as the empire forms, seems truly appreciated by many. Branching out too early or too late can hold some dire consequences.
Rich game design!
I'd like to add some thoughts.
When building an initial planetary network base, I like to be mindful of how to limit my defensive exposures. I try to limit the juncture points of entry to my heartland to a minimum I can defend earlier. The more points I have the more diluted my defense and that in turn, dilutes my offense. At later stages I'll even try to create "safe" rear areas even if they are the middle planet on a line vine of three (at the risk of assuming anywhere can really be "safe").
I like to plan in advance my stages of expansion to envison that in multiple stages. Phase one would be surrounding planets, with phase two being the next leap to a secure nucleus that can be defended. I concurrently plan on isolating AI worlds to place them out of supply in advance of assault where possible. In addition I look for defensive planets that are well positioned to park my defense fleet in advance to defend its entire defensive network with ships reacting from this central position. If I can see it in advance I can stock it appropriately and move ships to positions where they can access multiple wormholes quickly.
Lastly I plan where, as the map allows, I shall end my homeworld empire expansion and then offensively branch out to reach my objectives. This, of course, requires as much scouting as possible, as early as possible and fully depends on my strategies to get my scouts past counter spies and ion cannon/tachyon combo's. I have floundered around aimlessly for many games, dying a WW I trench death, without realizing the necessity of making a plan as early as possible and having tech points on hand to move me to fulfill that plan in my builds. Figuring what type of AIs, buildings, turrets and ships and networks I will encounter as early as I can, points me toward the force mix and tech directions more effectively.
CPAs are exciting and sometimes really profitable. If I choose a leech path opening, I shall be planning for them as a means to not have to invest in Mark II and III technology very early or maybe at all by having my Leeches building my forces early. Saves vast amounts of metal/crystal too. Now that Core technologies can be reclaimed, its very viable to use to prepare to assualt Mark III enemies early maybe in hours two and three. If I choose a max scouting option, I shall be much more willing to invest in Mark II and III scouts and fast mobile forces for tachyon/counter spy knockouts early before the AI starts crowding my routes with tachyons. And if I can detect Advanced factories that are accessible I'll have early access to that trail blazing Mark IV scout that fills in the whole map picture for me.
CPAs therefore can be as much a sought after opportunity as much as it can be a coronary heart failure moment. In military parlance, it can create a planned defensive-offense which I'll welcome.
That said, much has been said that helps me understand further about the dynamics of CPAs. So thanks to X and all for that! This game is a masterful one.
Sky