Game 1 completed!
My plan for Game 2 is to do the Fallen Spire victory condition. The main question I'm trying to decide is how much to crank up the difficulty. 7/7 random Easy turned out to be pretty easy once I got into the game, with the obvious exception of the first homeworld assault. So I'm thinking 8/8 random Moderate. Or would increasing both the numerical difficulty and the AI type difficulty at one be over-ambitious?
Other parameters - probably concentric map, nomad planets, spire civilian leaders, spirecraft (moderate), some sort of spire starting bonus ship. I'll have to look over the other starting options I haven't tried yet and see what I want to turn on. No golems since I did golems (moderate) in game 1; like with spirecraft, that's my "let's see what this does" setting.
Not sure about a champion. I don't think I'll do the nebulae again, so either alternate champ progress or just leaving it off. The free ModForts make leaving it off hard to do though...
Anything crazy here? I'm a bit unsure of the interaction between nomad planets and spire cities, since the latter need to have no hostile wormholes to upgrade to level 2. Presumably an AI-controlled nomad wandering by might delay such an upgrade for a bit, but it shouldn't downgrade an existing level 2 city. Though with the amount of !!fun!! in this game, who knows.
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In case future new folks come by with similar problems with the difficulty spike of a homeworld assault (particularly Wrath Lance), my solution was a combination of lots of cheese and "if a little brute force is good, too much must be better".
Assault Transports can shoot, and are neither starships (OMD) nor fleetships (ion cannons, Teuthida). And they're really fast, which helps both with charging the Bad Thing you're trying to get rid of, and for delaying when the WL beams catch up to you. That was the cheese, obviously. Armored Warheads were the brute force - *just* got one within range of the WL before the beams caught it.
HW1 wiped most of the fleet, for a reprisal 4 and two cycles of the Raid Eye. But at 7/7 that was literally a "Pfft, whatever, don't care" situation, turrets plus the few ships that weren't involved in the HW assault were plenty to make them go away.
HW2 went pretty well. Ceremonial nuke to start things off, transports rushed the OMD, one unloaded a full cap of mk5 neinzul railpods, and their double-salvo took out the Warhead Interceptor. The transports and champion (BB hull!) managed to kill the Teuthida before the warhead got there, so the warheads were just a bonus to make things go faster rather than a decisive factor. The mk5 Zenith Reserve on a core world did a great job wiping the strategic reserve.
I could see HW2 being possible without transport cheese (though without the railpods, maybe not...). No idea how to do HW1 without cheesing the hell out of it though. I've seen people not use Assault Transports because they're so oddly powerful, but I don't know how they do it. Very impressive!
I wish I could get by without them.