Remember, any comparisions to CSG's is a no go, since anyone who uses low aip games didn't use
10,000 k is nowhere near enough to win.
You see, since we cannot agree on that, everything else is mot.
10k is plenty.
@chemical_art, are you saying that you can win a game with only spending 10,000 K (or maybe 13,000 K due to the HW's contribution)? Even with non-lazy AI?
Even on Diff 7 I'd consider that alarming. On 8+ I'd consider that a major balance problem.
Edit: wait, now your post says 100k. Which I would agree is plenty, but Faulty was talking about 10k. <developer-confused>
I just tried a very low AIP game with lazy on, on 7.7. The save attached is just before the final assaults.
I got 19750 K left. I spent :
- 9K for ressources, I was always at max.
- 1k for mini fortress which I used to speed up golem repairs.
- 7.5k for lvl 2 of missile, bomber and bonus ship (reprocessor)
- .25k for starship scout lvl 2
- 0.5k for scout lvl 2
- 1k for reinforced FF1, and 2k for standard ff-2
- 5k for warp station.
Total : 23.5.
I did not pop zenith ship cache and got one distribution at one time I rebuild my entier fleet and a golem at the same time to speed up the process.
I think someone more patient, better at planning and playing than me I could have cut those :
- 2k on ff-2 by placing less FF by planets,
- 4.5 or 5k on ressources, and take more time, and use distribution nodes to reinforce between first and second AI assaults.
- 5k.25 on ships (needed the bomber in early game to destroy lvl 3 fortress... + scout scarship lvl 2). I could have used the zenith cache + captures from reclamation instead of the missile.
- 1k for the mini fortress, which was really useless.
I'll admit I got lucky on the fabricators, neinzul tiger is
tremendously good. That puts me under 13k used.
I put all captured ships on my home planet, they stayed there.
Basically until I destroyed the first AI, AIP was below 50 and I got most guard post destroyed in a 3 system radius around my systems. Usually by sending a constant stream of tigers to a planet until it was razed, keeping the fleet to defend with the fabricator's orders being to "V to that planet". Not that at fleet of 400+ was much needed against waves of 50 bombers...
After the First AI was done, the game was a bit more complicated, but with the fabricators, golems, and the fleet built I could easily keep with whatever reinforcement / wave spawned. I lost a armored golem to a badly timed assault on first AI (there was 2 core CPA on this one...).
stuff, on AIP, wall of text, reduction of K/planet to 2K
On this single game, what made victory possible is that with low AIP, if patient enough, I could just destroy half the galaxy's guard posts and starting garrisons by raiding, with a few starting planets, and next to no opposition. Basically I only needed the warp station on late game when forced to take Core shield to keep a clean path to each AI. I took only core A shield planets, with the lvl 5 research center, providing me with a stronger fleet at low cost.
On phase 2 (preparation for the first AI assault) I took a few planets in succession (those with core shields B, C, D, E and, if possible golems). Only after the first AI did I need a bit more defenses (AIP to 120 or so).
Of course, I cannot really extrapolate from a single game. Others on the forum share, maybe, the same experience about low AIP games at higher diffs ? Of course, a lot more defenses were probably needed... but you can see the state of my defenses in the save. Far from efficient, I did not even have gravity turrets and next to no tractor beams.
Anyway :
What I would propose is give a 1 or 2 AIP for each destroyed guard post, increase the number of guard posts on 3-4 planets (or give them a AIP cost of 1 per level ?), and reduce the AIP effects overall. You will have to take planets since the AIP goes up but the K does not, and basically, once you've taken down defenses on that lvl 4 world and lost 15 AIP, is the 20 AIP going to matter much ?