I agree with your assessment Haagenti, but unlike you i do not build cruiser mk2s at the start, in the end its not like you need them for defense but, there are some things (especially raiders) which will raid your metal facilities and you won't be able to do a thing against them with cruisers (they are much slower). But i do unlock them, including parasites MK2 at the start ( i guess thats what you do? )
I research II Cruisers, II Parasites and also II Engineers at start. I need the II Engineers to interact with the Parasites (I Engineers are too slow) and to defend my metal/crystal in a somewhat abusive way
Against Raiders and other cloaked/tractor-immune riff-raff:
- I wait until they are attacking the metal/crystal in question so I can see them. In the case of non-cloaked ships (like raiders) I can already see where they are going, so I go to the next step
- build a few I short-range turrets right next to the metal/crystal (these cost 100/100: almost nothing) and use the teleporting II Engineers to complete these turrets quickly
- the turrets kill them before they kill the metal/crystal, the engineers then repair the metal/crystal
- I leave the turrets for a possible next attack and when my I short-range turrets start to run out (usually much later), I can scrap the turrets where I don't need them. They are so cheap that it really doesn't matter.
and going research raiding with my MK1 stuff (it usually survives long enough for that ,p) I don't find it necessary to build MK2 right from the start at my dif levels...
I look at the game as a form of resource generation/expenditure. A ship destroyed equals resources permanently lost. I will play without these resources for the other 10+ hours the game takes, which is a huge price to pay. I only wish to do so if I gain something commensurate.
I therefore don't do research raids in the beginning, since it costs ships and only gains temporary knowledge (I will get the knowledge later anyway). I would only do so when I can use the knowledge in a permanently gainful way, but I can't at start: my starting planet cannot contain enough energy to build more ships than I already have.
I tend to conserve ships, build a big fleet ASAP and start conquering planets. Conquering planets gains permanent income, using big fleets with II cruisers means less losses (less resources lost for the rest of the game).
This works in this game since the time penalty is so low at start: raids are extremely small, garrisons increase very slowly and the AI increases at 2/hour (to be upgraded by X soon).
I do research raids later on, but only against planets that I do not intend to conquer.
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In 1.14 i would also contest that you could out produce a serious attack with MK2 cruisers, their buildtime is slow if you don't boost it to the maximum with engineers, and they cost -60 the entire time, so your resources are going sky diving when raiders attack you
I haven't looked at 1.14 at all, so I take your word for it. But raiders are no problem for teleporting engineers