Holy hell this thread is moving fast.
As a Fallen Spire player who is trying out non-X map styles (I'm currently working on a cluster with two entrances, after having failed badly at getting three chokepoints in a 'simple' map), I don't find Mini-forts too amazing (and I have them, in every system) -- they just don't deal with anything at 800 AIP. Not even counterattack guard posts waves (which are one of the things that, in the past, chokepoints didn't protect against).
That's one of the things that led to my question; I figured it'd become intertwined with the ongoing non-chokepoint strategies discussion, but I at least wanted to understand the point of having both limitations (power and cap) on a static defense.
For me, Mini-Forts are cute, and I've unlocked them in every game since they came out (which isn't that many games, really), but in terms of defense on their own, they don't really do much (though I need to see how they match up against hostile Enclaves). Granted, I play more "Sherman march to the sea" / "WWII European theater" in that I tend to have a mostly connected chain of planets to the AI HWs, as opposed to the "Island Hopping" / "WWII Pacific theater" approach that I know is popular. But I just don't see the "couple of AI fleetships" come into my border planets (i.e., bordered by the AI, but shouldn't get waves due to gate raiding) that the Mini-Fort addresses. If something comes into a border planet, it's either going to be the threatfleet, the Champion Nemeses (which the Mini-Fort is useless against), Exos or something similarly "non-trivial."
Is that others' experience as well, or an artifact of my playstyle, or me just not paying attention?
And to be clear, I'm not suggesting that Forts be changed --- I know that a lot of playstyles (e.g., Cinth's) depend on them. However, I do like the earlier suggestion of two separate research lines: one for common / galaxy-wide buildings, one for per-planet buildings. I remember Keith mentioning having per-planet turret lines during one of the Crystal alternative discussions; I don't see any reason why we couldn't just fold that idea back into here for regular resources, given that Crystal is looking like it'll be changed to Hacking (an idea I love).
If I had to say something specific that I wanted, it'd be this. Previously, nemeses spawned at the hour mark, meaning that I had an hour to try to build a buffer around my HW and put down enough defenses so that the nemeses (for 3 champs) would stay out. A complete chokepoint wasn't possible on that map (Simple layout), meaning that my defenses were stretched so that by the time the 3 Exos showed up at the 3 hour mark, it didn't matter where they came through at, they were going to reach my HW. Now, nemeses will spawn a little later, giving me time to set up my position better, but the core problem of having to stretch my defenses too thinly will remain. I'd like some way of dealing with this --- it doesn't necessarily have to be more firepower, but
something.