HitmanN -- I've already explained it pretty much every way I can think of. Of my motivations on the secondaries are clear, I suggest looking at my most recent posts about them again; I'd just be restating them I think we simply disagree at this point, though: I don't think there's much of a misunderstanding here. It seems you disagree that the benefits of the secondaries -- player choice and havoc 4 more planets that must be captured -- are worth their existence. That's okay, but I don't agree with that sentiment.
I've tried to see an answer somewhere, honestly, but I haven't. It's all been very roundabout and vague. I want to understand the necessity of the secondary networks but I just can't, because so far I only know how they work, not what prompted the concept to even begin to materialize in the first place. What prompted the "we need more than one network" mindset. It's as if the secondaries exist for the purpose of existing. If you've really answered these questions directly somewhere, then please, if it wouldn't be too much work, can you copy-paste it, or post a link to it? I'd appreciate it.
I don't completely disagree with the benefits, I disagree with the way the related task is presented. The main point is, it's just such an uninventive an repetitive addition, it cheapens the value of the main network, and it adds more litter around the galaxy, most of which just magically disappears without ever being of any real value. If there was at least some sort of way to benefit from the secondaries instead of the primaries, it'd add choice, and still require expanding around. For instance, choosing to destroy one node from each network, or all nodes from one network, or something of that sort.
Overall, along with many of the changes with 4.0 and beyond, I'm starting to feel the original AI War is sinking under some sort of new gameplay. "Every planet is a choice" was one of the slogans I was often shown back when I bought the base game. This slogan no longer holds true. Can't these new mechanics be introduced in a way where choice remains? That's why I think having a lot of primary nodes and only one network would be much better, with maybe having to destroy half of the nodes, but there being more in total. The nodes would be spread far and wide, and even if you'd choose the easiest ones, you'd still need to spread around half the galaxy, yet you'd have more choices about which noded planets you take. It DOES solve all the problems you listed:
1. You need to take more planets.
2. You have zero chance of attacking AI home before the network is down.
3. You are not forced to take any specific planets, you can choose from a range of options.
4. It is definitely not hard to code, nor to understand.
5. You can't win by turtling, because of the wide-spread layout of the noded planets and necessity to capture a number of them, some definitely far from home.
I'm definitely Mantis-ing suggestions regarding this though, so if you could just one more time try to point me to the answers I'm seeking, and I'll leave it at that for the time being.
Thank you for the patience.