It's been a long time, so I'm sure my memory may be questionable in some areas. I don't think I was using beta builds, but if I was, it's even possible that some of my memories come from super-obscure things.
All that said, as different as this game is, much of it is still the same, so approaching it as entirely new isn't quite necessary. It's just the little details that trip me up every now and again
. I think I've got the hang of most of the changes now in any case.
Some examples of things that haven't changed:
*Scouting still as important as ever
*Energy still acts as a global 'food cap'
*Resources are still about controlling flows, as long as your fleet is attritioning at a equal to or less than you are gaining income, you are good.
*raid starships still great for killing data centers
*transports still great for moving around (within the 'hop' limit)
*turret/mine defensive layouts/theory hasn't changed significantly.
*ARS and Adv. Facts still very valuable.
Also, as many things that have caught me off guard and 'hurt' me in some way, there things that have
helped:
*New toys: heavy beam cannon, spire starship, riot starship, zeneth starship, Fabricators. I am thankful for every bit of additional firepower. Some of the additions are significant additional firepower.
*Stuff that used to cost knowledge (at least I think it did) seems to be free now. This opens up choices for what strategic route to follow rather than grabbing a set of utility unlocks you'd always get anyway.
*No AI turrets
--Popping a command center and letting the AI come to you is both easier and faster than before.
--Turrets made many worlds grindy. Many times I'd have to try to establish a beachhead, and try to fight turrets with turrets. Being Tractor beam turreted was one of the most annoying things ever, too.
*Resources did seem more stable/higher. I remember having to be significantly more conservative with my fleet. I remeber building a single starship being a very resource intensive endeavor.
I think the thing I am strugging with right now is the ever-mounting boarder aggression at higher AI progress levels. I used to remeber that ~350-400 AIP was very grindy, but you weren't really in danger of dying outright. the amount of constantly released threat to boarder agression (which I am not used to dealing with) is causing me some headaches.
I'm consdering trying to set up a 'weak link' in my defensive chain so the AI attempts to funnel the freed threat there, with a clean-up fleet situation a system or two away in an attempt to funnel all the freed threat there. I suppose I could also try for lower AIP games, but I guess I'm a traditionalist who wants to end the game at the 'suggested' 400-600 AIP. I have played around a bit with keeping the AIP lower, and it seems much more powerful to do so now than I remember.
At this point, I consider overflowing boarder agression threat to be my biggest problem. Waves are a non-issue and I'm not really all that concerned about CPAs either; I pull back the entire fleet and prepare to greet them with a fleet-based mobile, multi-stage defense. What I am strugging with is conducting effective offensive operations with the constant (and never reducing) free threat stalking my every move-out. Every time I manage to bring the threat down to something reasonable with 'threat clearing' ops, it spike right back up by the time I'm actually ready to move out again.
I suspect some of these problems may be coming from especially high defensive reinforce rates (do easy defensive computer personalities get bonus defensive reinforce rates?) Without turrets now, I assume this means in many cases they are getting bonus defensive reinforcement spawns... which turn into free threat through the new (to me) boarder aggression mechanic. I suspect this is actually making my games harder, and that I'd perhaps have fewer problems with a more 'aggressive' AI.
I think the other problem I'm having is I should focus a bit more on turret defense also. I primarially focus on fleet upgrades (that is, getting as many Mk III's and IV's as possible). This is probably a holdover of trying to reach 'critical mass' to break the AI homeworld door down; a critical mass beeline-zerg-the-command-station-down seems less necessary with the way AI homeworlds are set up now.