So I won my 80 planet game on difficulty 5 against Random All (one turned out to be an Easier one a Harder) using only six planets. My main objective was to keep the AI progress down, and it never went above 10 (~100 in the new system) and spent most of the time between 6 and 8. I spent at least half the game estabslishing a strong defensive position and building up raiding parties strong enough to punch through to data centres allowing me to advance into new sectors without worrying about the AI teching up. Starship scouts gave me massive range without having to invest any of my precious knowledge resources in higher tech scouts.
We won with raids which had to make about seven hops to reach AI planets, wiping out most of the resistance in the previous sector to provide a place to gather forces... and parasites rock, I had little armies of core ships among my forces having ensured engineers were on hand to repair them
. The game needs a graph for Core ships, it's possible to get them
Once it was over though I wanted something more dangerous, the AI was too passive, the wormhole in my backgarden was too easy to shutdown with turrets and a small force as I kept the AI progress well under control, and the other AI was a camping SOB who denied me a few sectors with his super fortresses. I also liked what Fast and Dangerous did when I enabled it late on, it reminded me of switching Sins of a Solar Empire to fast mode with high resources, brings the game to a more bearable pace for the number of options available to you.
So I've tried a few games at difficulty 7, personality random all, complex ships and schizophrenic modifier. First game didn't go too bad, at first I was hurting for raids and expansions were shot down, but I switched from my favourite bomber/cruiser combo to go heavy on the fighters and suddenly blowing away the enemy ships wasn't a problem (taking the sectors was). We setup defences, turrets and mines, and autocannon minipod things started turning up and roaring on through, so we planted some sniper turrets and a mobile fighter defence force. All went well until I decided I was going to take a neighbouring Ion Cannon, failing to account for it being MkII and the enemy ships all MkIV. We destroyed their control station, planted our own, the defenders left their command posts, killed my force and then slaughtered my home system.
Next game I sent my scout into each neighbouring system and planted resource harvesters everywhere, then I setup a few turrets... whoops, the AI is raiding with minipods, now it has taken down my docks before I could react aaaaaaaaaaannd I'm restarting.
So this time we plant harvesters and then mass queue a force of mainly fighters with a few bombers and the odd cruister (6/3/1), the autocannon/pod things come in but now we're blowing them out the sky. Once I have the raids/commando station patrols under control we build up turrets, but autopods (I don't remember their name, damnit!) are coming in cloaked. Now it's time to spend research money on exoshields and tachyon positions (astro trains kill the droids) thus safeguarding my resources. After forty minutes we're secure enough to start vying for territory. While we can take out many of the neighbouring starships, gates and command stations, the MkII and MkIII shields are stopping us from being really secure, and attempts to setup command stations come under constant attack from patrols and sniper turrets (pathetically I've only just remembered counter-snipers). An hour in and we've barely made it out our home system, though that is looking pretty secure.
AI progress is at 30 and tech III.
Things I've learned at 7:
1. Get stuff coming out the docks ASAP, fighters being the best bet, they're cheap, fast and easy to get in numbers early on.
2. Don't stick your troops in the middle of the sector on free-roam, before you know it raiders will have pwned your docks.
3. Teleport Raiders suck. Hard. Good against autopods maybe, but nothing else, so with a schizophrenic AI there will always be something kicking their ass, and I can't picture them as being good against any AI sector.
4. Shields are irritating as hell, especially as the AI never seems to have MkI shields. Still, that's partly because I never think to use counter-snipers, because I'm an idiot.
5. Putting all your engineers on free-roam is a bad idea, they'll end up moving as a clump and stuff will die. Keep an engineer per wormhole and maybe one on free-roam.
6. AI core IV tech in neighbouring systems puts an enormous crimp on expansion, it takes me almost an hour to make any progress outside my home, I don't know if this is normal for this level or not.
7. Vampire ships thus far seem to specialised and the foes they're good against are too fast for them.
8. I love parasites and miss them real bad.
9. Difficulty 7 is very different. In a good way.