Going to cut these to relevant bits for this reply
I don't buy the "I don't care about ARSes" argument.
Essentially "free" ships? As in, not costing knowledge? What could be more win? These are central to the game, and always have been. The fact that some players don't value them is... well, my read is that's been created by the culture of rushing and uber-low-AI-Progress that some advanced players have come by. If the AI progress were higher, you'd want all those ships. Put another way: if you just had to capture 8 more planets than you normally would choose to, I'd bet that 3-4 of those would be ARS planets in most cases.
2. So, now you have some random new ship type. What do you do with it? Your strategic milieu has just expanded in an unexpected and unpredictable fashion. Maybe you just throw the mark 1 ships into your mix of defensive ships. Or maybe this is a unit that changes everything about how you formulate your fleets on this map, based on what the AI has and what you are doing. It makes you play with ships you'd otherwise completely ignore, and -- surprise -- you might find some really new things to love while doing that. It's assumed that players will just pick from their stable of favorite bonus ship types, and thus they wind up restricting them to just a tiny percentage of ship types. With all the expansions, there are now 54 bonus ship types. The only way most people will explore most of those is by discovering them in an ARS. And so many of those ship types can be used in fascinating combinations people wouldn't casually think of from reading about them in the game lobby: again, something that only gets discovered via the ARS.
This is why I'm so fond of it making the players take the ARS planets, at least four of them. In 1.0 and thereabouts, you had NO HOPE of beating the AI home planets without taking 3-4 ARSes, and that was great. But as the game evolved, that's no longer true. And the game is better for it, in many ways (less grind, more interesting/powerful starships, etc). So I think of this as sort of a retroactive fix to bring back that one positive aspect of the 1.0-era design that has since been lost by the other many positive changes that have come since.
Referring back to my "this actually opens up some different kinds of choices" section, in the case of taking a distant ARS planet you have just incurred irreversible AIP, right? And you have a new ship for it. But now you also have this planet that may be in a weak position, that may require protection, and so on. It's not part of your core blob. You can just abandon it, if you like. But you paid for it. In an AIP sense, it's yours for free now. So are the resources worth it? Do you hold it? For how long? Do you abandon it and come back to hold it, briefly, later? You get none of this sort of interplay if you're always able to choose the planets you take.
ARS are largely useless because knowledge is generally too limited and only maybe 10 ships are practically useful for efficient wins. MRLS, FFB, Tank, Autobomb (wave defense), paralyzers, planes (maybe, power cost is very rough), new strength snipers (maybe after the above are mk 3) and a few others like the boosters (particularly if you have FFBs so they don't explode so fast). You're better off making sure the triangles are all unlocked to mk 3, as well as MRS, the entire flagship series, all the beam cannons, the entire chain of economy and/or logistics bases and many more above all the ships except FFBs, MRLSs and tanks. FFBs are irreplaceable and provide the ONLY counter in the game to AE damage units, to the point I think they or a weaker version of them should be default units in case the AI gets autobombs or other AE special units, MRLS are generally better than cruisers unless you really want to micro, tanks are like combination bomber/fighters. If old school research raiding were in again, taking an ARS would potentially be more valueable unless you get stuck with something inefficient like raiders (very expensive for a 3x triangle cap unit and quite flimsy so the cost racks up quick) since you could actually bump up even relatively useless ships to mk 3 without the tedium that is using mk 3 research stations. As is, however, knowledge is too scarce and almost everything an ARS would give gets out-prioritized by many other things.
Power is also a big limiter in single player because you can't stack a set of efficient power for every player on every planet like in multiplayer and you have to continually place mk 3 power generators and micro them to keep their upkeep from sucking up 1/2 your income. You just can't afford the power to make mk 1 anything unless it is a ship that is REALLY good at mk1 like autobombs, paralyzers or FFBs. Just making mk 2 and 3 of frigates, bombers and fighters + 1 special ship type plus the flagships for attack boost and the mk 1 bomber and raid starships you need to kill AI Eyes, you're talking several hundred thousand power, and you haven't even factored in all the turrets you need to build for defense.
Also, I played pre-Zenith (that is 1.stuff right?) and I did the same floor AIP strategy then too. It was far far FAR easier back then and games in under an hour at 7 difficulty with 4-5 planets weren't too hard to pull off. This was because of space plane and eyebot supremacy mostly in addition to the floor AIP thing though. There's no super-ships nowadays that build rapidly for dirt cheap and blow absolutely everything up quickly. Shields made things kind of wacky back then. I believe I mentioned strategy this back then but not much came of it back then beside nerfing planes before I quit due to boredom. It wasn't nearly as refined then though because it really didn't need to be with the superplanes. Old style research raiding bumped things up then too, but things also cost far less so it was a double effect on that.
My one main response is regarding deepstrike games. Why do I have such a vendetta against them? Aren't they valid? In my opinion, not really.
Deepstriking is a map-scale tactic, not a game strategy. The strategy at fault for shortcutting the strategic depth and relatively trivializing difficulty is the low/floor AIP. Deepstriking should be one tool in the arsenal. With the previous low/floor AIP strategy that was the culprit or breaking the game into trivialty, deepstriking was just the only compatible map-scale tactic. Now that flooring isn't so easy, and the mk1 wave multipliers are smoothed out so that low AIP isn't so trivial to defend vs mk 2 AIP, defense may end up a bigger concern and drain some of the fleet that would have gone entirely to deepstriking before and promote a slightly broader strategy. That's not to say it wasn't overpowered as a tactic in a lot of cases, but other things have ameliorated that effect already for now.
If deepstrike games take 1/4 of the time as a regular game, you only have to win them 25% of the time for them to be equally viable to the main game style.
You're losing 3/4 of your games. That's terrible unless you're ok with losing. At any rate, I would win 100% of games with the previous floor strategy unless I started dipping into the 9s or 10s or taking crazy combos like backdoor hacker + tech sledge, so winning rate isn't really relevant to the discussion other than that it was quick, efficient, quick, easy and bypassed 95% of the stuff in the game. The game length isn't really the problem either. The only thing that really mattered for planets was the number of new warp links you would have to destroy when taking a new planet to keep it down to a maximum of one open warp link. Anything else was useless clutter. Even mk 4 factories were just ships that you could't readily afford and didn't need to make, and thus were a time drain if you tried. The only thing remotely useful were Zenith power generators since power was pretty precious with that few planets.
Note that in games of Civilization, for instance, there's no way you can just quickly rush your enemies and win.
Actually, this is a really big problem in all the Civ games against the computer unless you play on the higher difficulties where they start starting with a bunch of military units and multiple settlers. You just don't do it because it's boring unless you just like easy wins to tell the computer "HAHA! I win again!". You do something besides rush them or stop playing the game after rushing them a couple times. It's a little more gambly in Civ though than AI War, but only slightly so. You still can't quite rush in AI War. In the comparative phase you would be ready to take an AI HW in a floor AIP game, you're well beyond the "rush in that early game phase where the computer has a terrible army" phase in Civ 4. It's more comparable to a swordsman era fight, which while the AI was still pretty weak at on even terms, was at least a little more prepared for than warrior rushing.
That's fun to do a few times, but it's not really a strategy game that is long-term fun. Most of them that used that heavily are no longer in the forums, I might note. Haagenti and others, I'm thinking of here.
This is why I quit back in the 2.0 era shortly after Zenith. It was dreadfully dull, and I couldn't quite force myself to hold to a middle ground. Anything different I did than floor AIP and deepstrike to try to win less hard felt kind of hollow because I knew I was just holding back.
To some extent, I have to watch out not only for what players want, but I also have to protect them from themselves. I'm a prime example of that: AI War was designed to not let me play the way I normally would, because my normal playstyle kills my interest in all other RTS games. Normally I get the strongest economic civ, turtle like crazy, then find a pair of ube-strong units that I can spam and boom out with, destroying the opposing AI.
It would be great if this too were a viable strategy, in addition to others. I am sort of doing this in my current game right now. Building up behind a hard chokepoint in smaller chunks then when I have a base set up I'm going to nomadically deepstrike the necessary locations then pile through to the AI from bases two steps away. A combination of things, as it should be in my opinion. It is still fairly similar to what I was doing, but I may end up taking more planets for economy before starting my nomadic war in AI territory since the mk 2 gap isn't a huge wall of difficulty anymore, and floor AIP is really hard to keep with the removal of core planet data centers. That's also because I lose more ships due to planets ganging up and resupplying across 10 AI owned planets is tricky, so dragging some colony ships along to build docks and quickly harvest knowledge while I am out having to blow up AI planets isn't a bad idea.
The irony is that if one of those games had been altered to prevent my strategy, it probably would have lost me as a player. I would have been pretty frustrated, I think. But on the other hand, if those games hadn't allowed that sort of strategy from the start, then I would perhaps still be playing one of them, and AI War might not exist.
There actually was no reason to mar your strategy, because it already wasn't the best one and was just you hampering yourself in the name of what you wanted to do as fun. That hurts no one at all. The people who have fun winning hard are the ones doing infinite city spam for the free unit upkeep and more in Civ 3 or rampant tech brokering exploiting the computer diplomacy modifiers on deity in Civ4, or infinite city spamming with horsemen and tradeposts using Alexander to get tons of food from maritime cities in Civ5. Those strategies all still use significant sections of the strategic depth in those games though, unlike the previous floor AIP strategy which skipped over everything. Civ5 certainly has balance issues at the moment though and are taking their sweet time doing anything about it.
I think they wanted a solution that made deepstriking fixed, and more difficult, but I don't think that's really possible. No matter how you balance it, the risk/reward ratio just isn't there. Either the chance of success is just so remote that no one in their right mind would do it, or there's some secret technique that makes it a lot easier to do and thus unbalanced, or there's a pretty good chance of doing it and it makes the actual game of AI War seem pointless because there's this easier-and-faster thing that can let you win at the expense of not really playing the game as a 4X, just a sort of large-unit-count RTS.
Not necessarily true in my opinion. There doesn't need to necessarily be one clearly best and superior strategy (and certainly not to the extent that floor AIP was), and there doesn't necessarily always need to be a shortcut. There probably will be to some extent or other though with this many numbers flying around like in AI War though, but the difference can be minimized to promote a more diverse range of possible strategies and tactics to use at any given time, instead of focusing the game towards one specific strategy and tactic.
My response was to kill the deepstriking permanently and without ambiguity, which I think is the right call. Regardless of the mechanics that ultimately wind up being here, I think that core thing is the right call. It's less about choice, and more about "please play this as AI War, not Starcraft," if that makes sense.
Rest assured, you haven't killed deepstriking, and I am still playing it like an elongated game of Starcraft. Starcraft has base expansions and research upgrades and so on too. Floor AIP strategy seems fairly dead though which is good. Deepstriking is still a valid tactic however. Although, I think the change to make planets gang up helped a lot to keep the overwhelming firepower effect from keeping such a huge K:D in favor of the humans for those REALLY REALLY deep strikes across a hundred (literally) planets to make the extremes of it less extreme.