I picked up the game a week or so ago. I have only actually lost one game, but my other games I stopped playing after realizing that I let the AI entrench too much. Part of this is likely due to my fear of causing the AIP to advance too rapidly. Hence the reason for my questions, this is for a vanilla game with no expansions, AI level 7 with Easy AIs, with 80 planets. I realize that the questions are dependent upon play style, and the game state, I'm looking for an average game:
1) How many planets should I expect to have in the mid game?
2) How quickly should I aim to have these?
3) What are some good beginning special ship types to use?
4) How long should a typical game last?
5) When does the mid game usually begin time wise? Late game?
Thanks!
In the end, you'll need to capture at least 8 worlds: 4 with CSG-As, and 1 each of CSG-B, -C, -D, and -E.
In addition to that, you'll want to capture some Fabricators for the additional ship strength, but it is not required.
The exact order and timing varies, as you said, with play style and map layout.
Personally, my play style:
Early game: Scout the entire galaxy. This usually requires capturing a world or two to stop the deepstrike threat. Primary goals are locating the ARSs, clearing a tachyon-free path to them, and finding out what ships that might supply. Secondary goal is finding all the other CSGs, fabs, etc, that are potentially useful. This phase takes several hours, and ends when I've identified all the systems I intend to capture during the remainder of the game. I also hunt down and destroy all the Data Centers during this phase.
Early game AIP is usually in the 10-20 range.
Mid game: This is when I start expanding. First I aim to get the ARS systems, since these provide an immediate strength increase to offset the increased AIP. I'll also try to get a few Fabricator systems. Once I've gotten at least one (if it is very good), or two or more fleetships or starships unlocked to Mark III, it's time to pick up an Adv Fac or ASC.
After a few systems have been captured and your AIP has gone up off the floor, it is time to destroy the Coprocessors. I leave them until mid-midgame because the AIP Floor increase is enough to cause a significant increase in AI strength during the early game. Once you've picked up some extra stuff, that increase becomes less important.
Towards the end of midgame, I start hacking stuff from those systems I don't want to capture. I use the SuperTerminal to reduce AIP to the floor, pick up some extra Fabs, download or corrupt some stuff, etc.
The final step in the midgame/the first step of the endgame in my mind is when I capture the last planets to approach the AI Homeworlds. Usually, this includes a CSG-D or CSG-E world, since those systems rarely have anything else of value in them. At the same vein, Spire Archives are always adjacent to Core Worlds, and I leave those alone until my final approach.
Midgame AIP starts at around 20, and ends in the 150 range. Going over 200 before the Homeworld attacks begin is something I try to avoid.
Endgame is the final fleet buildup and attacks on the AI Homeworlds. Capturing a staging area (for forward production or warp gate placement) happens here. So would any last-minute captures for extra Knowledge, if I suddenly feel the urge for more. I'll usually have 15 worlds; sometimes 20 if the map layout was in favor of it. At this point, AIP is not much of a concern - Going up an extra 20 AIP is not as high a percentage increase, and you only need to survive the increase for a little while as you kill the AI.
Each Core Guardpost adds +10 to the AIP Floor, so even if you've been keeping AIP very low, you'll still likely end the game with AIP in the 250-300 range.
Most of my games take about 20-25 hours, since I am not a speedy player. I'd say early game takes me 6-ish hours, sometimes 10 or more when scouting and raiding is difficult. Midgame is 10-15 hours. Endgame, 5-ish. A bad endgame, where it takes several complete fleetwipes to clear a single homeworld, can stretch that out to double or more.
As for good bonus ships: Try the Protector Starship, Spire Blade Spawners, or Youngling Fireflies as powerful and simple to use ship types.