Adding to this thread rather than starting yet another new thread...
I'm getting very frustrated by the surprise difficulty spikes in this game.
The latest issue is the chase for the second Fallen Spire city shard. I had figured it would be somewhat tougher than the first city shard chase, but compensated by my nice Spire fleet from the first city (said fleet had just torched a CPA+FS exo combination without the slightest difficulty). Instead I faced literally as many ships in the chase as I'd faced in the entire game previously - 30k. Which I know because I got the "killed 30k ships in one game" achievement early in the chase. That was ... not survivable, let's say. Spire ships are good, but not that good, especially when stuck escorting a speed 36 shard for a substantial distance.
Having seen many other threads just casually assume the acquisition of Spire cities at will, and some such threads advocating building the first one as hab + 5 reactors from the start (which I agree is a desirable end state for a chokepoint city, but how the heck you could ever get the second shard without shipyards at the first city is baffling
), this was quite unexpected. Given the scale of opposition, I don't see how to move forward. Beachheading is just throwing a snowball at a supernova at this scale, as is teching up some fleetships. Lots of warheads would probably work, but is every city really supposed to cost 6ish AIP?! Five mk1 forts might help, though that's a lot of resources (including matter converters to power them).
Do people normally lay waste to the entire region around the system the shard spawns in, so that the chase happens entirely in friendly territory and all the AI spawns have to travel several systems just to reach the shard? I wasn't planning on expanding in this direction until City #4, if then... Plus I'm not sure how Fallen Spire calculations care about AIP -
https://wiki.arcengames.com/index.php?title=AI_War:How_The_Fallen_Spire_Campaign_Really_Works seems to say that these chase waves don't include AIP at all (which is also my understanding for FS exos), but on the other hand I have quadrupled my AIP (from 20 to 80) since the first city chase and the severity seems about 4x worse, so maybe the wiki is outdated here as in so many other places.
Is the Fallen Spire transceiver victory considered significantly more difficult than a regular victory? Aside from lingering worries about the scaling of Alt Champ Nemesis exo waves, I'm reasonably confident that I'd win by stopping at one Spire city and proceeding toward normal homeworld assaults from now on (though that's really not what I had planned for this game). It's super-weird that attempting to take the next step toward the alternate victory results in nearly instant death.