Given the feedback I've seen here and before, I think AIP itself is fine, at least with the rest of the game the way it is now.
But there is a significant design challenge I keep bumping up against, that I think gets at the original post's point from a different perspective:
(warning, stream of consciousness incoming)
If I don't make moderate AIP (say, the 100 to 200 range) hurt
really bad (at least on the higher difficulties), then many of you never get challenged, because
you never go higher than that.
Basically the game has trained you "never ever take AIP unless you absolutely need to" and you
have learned that lesson well Such that I then have to "chase" by bringing the serious AIP consequences down to where you keep it or the game's going to be a cakewalk (unless you have some non-AIP-based threat enabled like hybrids or FS, which can pose moderate to serious problems of their own).
And I don't think there's actually anything wrong with that. But I do think you aren't being motivated enough to take AIP. There's of course the CSGs, but let's be honest: that was us forcing you to take more AIP, and it's not really adding much fun to the game. That kind of sledgehammer approach isn't healthy. So CSGs were made optional. Even with them, all it's done is raise the "floor" a bit: you still don't take more than you absolutely positively are definitionally required to by the scenario. Well, not all of you stick that close to the floor, but you get the idea. And balancing the game to keep low-AIP wins from being too easy just pushes everyone else towards low-AIP.
Again, not necessarily a problem. Everyone either plays low-AIP, super-low-AIP, or on a lower difficulty, or whatever. I don't think that's actually making the game less fun per se, though it does put the crimp on capturables and whatnot because the implicit costs in getting them are so painfully high.
But I do wonder what it would take to motivate people to take more planets. In theory, simply the need to have enough m+c income should drive you to take a fair bit of territory, in order to be able to produce the high-mark stuff and do it quickly and so on, but instead y'all scatter in
basically every other direction conceivable:
a) You avoid building high-mark stuff (unless it's really durable), so you can get by with less income.
b) You pay a ton of knowledge getting either harvester upgrades or econ station upgrades, so you can get more income from fewer planets.
c) You just wait a long time for your lower income, watching netflix or whatever, so you can get more income (overall) from fewer planets.
d) You complain in the forums that the game isn't giving you enough m+c
Not so much anymore, but mainly because we made the harvester upgrades so incredible.
The problem there, I think, is that the game is swooping in with evil-villain cape on, saying "Hahahahaha, with these dastardly-high costs for effective units you are thereby compelled to take more planets so I can get more AIP and threaten you more! ... wait, what are you doing? You're not taking planets... you're... watching a movie. Oh, I guess that is kind of a viable alternative, hrm." It's just not a very effective villain tactic, to be honest.
There is a way I could fix that: make the AI just keep hitting you fast/hard enough that you can't survive waiting an hour for m+c, or at least that you're spending more m+c on defense than you're getting from your low income. So when you played on too-high-for-you difficulty you wouldn't be choosing "AIP or tedium", you'd be choosing "AIP or death". Which would translate to "spectacular death a little later or less-spectacular death pretty soon", so everyone's happy, right?
But something tells me that wouldn't go over so well