For the record, I hate the new per planet turrets. The results are terrible.
Playing the 7/7 ignore AIP test game, I find myself setting up chains of planets for reprisal waves/CPAs to plow through. My defenses are designed to attrition the "nasty teeth" and do so effectively. I plan to lose about 6-8 planets during each CPA and it takes 45 minutes or so to rebuild them.. but aside from grinding forward, I'm not feeling like the waves pose any threat.. even if they take out a planet or 2, and this is possible with level 1 turrets and just mini-forts at AIP in excess of 500.
Pardon me, but this part - I cannot comment on the multiplayer part - reads to me as an argument in
favour of per-planet caps, not an argument against them.
After all, what you describe certainly sounds like something that can also be done with per-galaxy cap turrets, rebuilding the full set of level 1 turrets as each individual planet in the chain is falling and the reprisal wave/CPA and moves on to the next.
Doing it with per-galaxy caps requires you to save up metal in advance in addition to the substantial metal income you'll have from harvesters and salvage due to paying for the construction of the
n planets worth of level 1 turrets over a shorter period of time than you do in the per-planet example, where you might wait until all have fallen, which argues using logistics rather than military stations.
Thus the issue you describe doesn't seem to be so much a question about a boring strategy of doing something that is possible because of per-planet caps and wouldn't be possible with per-galaxy caps, but instead it seems a variant of another strategy, both of which would be considered tedious.
Per-galaxy:+ Since the turrets for the n planets are not active at the same time, the energy overhead is only for one set of turrets, allowing more energy to be spent elsewhere.
+ Less tedious rebuilding when reconquering the chain as you only put the level 1 defences into place at the chains end.
- Need to prepare a certain metal stockpile before a large reprisal wave is triggered or CPA unleashed. (As you control the first and the second comes with a warning well in advance, this is something that should be trivial for you to do, but it
is an added consideration.)
- More tedious micromanagement rebuilding along the wave of advance
- The level 1 turrets are not available to defend at your whipping boys while doing it. If you feel your whipping boys with their level 2+ turrets aren't capable of doing the job, you'll need to operate with a longer chain of planets to win more time and have level 1 turrets at the whipping boys when needed. (This seems a low percentage scenario given we are talking about hundreds of AIP by which time higher level turrets should be unlocked in large amounts.)
Per-planet:+ You can get all the tedious rebuilding ordered in one go after dealing with each wave.
- This requires a substantially larger constant energy investment, since your actual energy expenditures more closely reflects the defence you actually put up. (EDIT: I should perhaps mention that from a
game-balance perspective I actually consider this a positive rather than the negative it is for the player, though of course nobody prevents you from circumventing this issue by only building the turrets as needed and effectively turn the per-planet approach into the per-galaxy approach)
++ Fortunately, you can build the higher level turrets per-planet too, which means you don't need to set up as long a chain, which while it may not save you all that much metal or number of clicks to rebuild, means that the whole state of affairs gets resolved in less time.
This might not have been possible to do effectively do with level 1 turrets with per-galaxy caps before salvage was added to the game, but on the other hand, at that time you might very well have performed a MUCH more powerful distributed chain defence than anything you can do with level 1 turrets by using whatever mark V turret controllers you had unlocked. (And in a game running hundreds of AIP, surely that would be at least a few.)
So either way, I have a really hard time seing this sort of tedious defence as being something introduced by per-planet caps on the unlockable turrets.
EDIT2: I realize I made an implicit assumption above, namely that if you are playing a conquest game with hundreds of AIP, you've unlocked mark III engineers to be able to rapidly build/repair wherever you want on very short notice. It
seems a safe assumption to me, but I guess it is possible that other players do things differently.