OK!
I'm a good chunk into my next game. I've done things quite differently this time; different map style, multiple homeworlds,higher difficulty AIs, the spirecraft and golem options set to "hard" and so on and so forth.
I've learnt quite a lot, but I'm once again facing some issues with some specifics.
The most urgent one is Neinzul youngsters. I've basically learnt how to use neinzul enclaves to (I think) good effect; unlock the relevant turret technology which will be useful anyway and then spawn drones in any appropriate situation. On the other hand, I recently picked up a MkV fab for youngling commandos. Obviously, I'd like to use these, but even a top-tier enclave starship would be unable to produce them in the field; they can only be produced at the fab. This is, in fact, the first time I've had the option of using younglings, so I may be missing something here. With no option of producing them in the field, I believe I have to produce them beforehand and then store them in a transport or something. I then have to transport them to the desired battlefield and release them there. Ideally, I then re-collect any survivors and transport them back to a regeneration chamber between battles. In other words, unlike lower level versions which can be produced in the field anywhere you have an enclave starship of an appropriate level present, the MkV versions are strategically very limited and finicky. You have to produce them beforehand, organise them and transport them. Mk I to IVs, I can produce anywhere, anytime with the necessary knowledge investments in enclaves. Considering the likelihood of getting Mk II younglings from an ARS and the usefulness of the MK II turrets, it seems fairly likely that in most games, I'd make the investment to Mk II enclaves at least.
It seems... wrong... that the Mk V version is actually rather less useful than the lower marks. More powerful, yes, but more useful, not really?
Second, a purely technical question as I've come to realise that my defence set ups are not very effective (I have tractor turrets moving incoming hostile ships off mines), I need to do a little experimentation. If I place a forcefield between my turrets and incoming hostiles, will that affect their firepower? For example, if I do some really crude ascii art, w = wormhole where hostiles will enter, s = the area covered by the forcefield, t = suitably long-ranged turret
w
sssss
sssss
sssss
ttttttt
will the turrets still be able to fire at full strength at targets by the wormhole? (Oops! Who left those EMP mines lying around?)
Another question is why my galaxy has no, I repeat, no reptite? Not so much as a single rock of it. I've got a rather small amount of pysite (61 rocks across the galaxy. With 9 homeworlds, my ship cap of Mk I Ion Blasters is 72. There's no possibility of getting an effective number of ships with this number of rocks). On the other hand I've got tons of xampite and I have ebonite coming out of my ears! I presume that this is some weird effect of having multiple homeworlds (I went for 9, to be different from the last game and to try out a bunch of different ships). I had originally assumed that it would just scale up the number of each kind of rock by roughly nine, but that doesn't seem to be anything like the case. I'm not really complaining about the amounts of xampite and ebonite, but the scarcity of pysite and complete non-existence of reptite has made getting basic level spirecraft very difficult (well, actually impossible in the case of reptite-requiring ships) and is significantly reducing my effective overall ship cap. I've played with creating new maps and full visibility on to check and this seems to be true for all maps with a fairly high number of player homeworlds.
Looking forward to more useful answers!