Done. Ridiculously easy.
What settings/map/strategy were you using?
I chose very simple settings since it has been quite a while since I've really played the last time. I wanted to take it easy.
Ancient Shadows is disabled because I hate some of it's bonus ships. Tackle Drone Launchers and Spire Railclusters being the main reasons.. although I had Fast Drones disabled anyway..
derp. I kind of feel bad for having it disabled. Ancient Shadows' Core Guard Posts would have made the AI Homeworld assaults more interesting. It would have been a bit harder and I'd have had to use more Armored Warheads. Aka it would have just taken a bit longer. Aka I would have had to deal with the 14 hour 30 minute 46000 ship CPA.. but I was prepared for that too. I was going to nuke it.
AI 2 Homeworld took only one attack.. yes I destroyed it in one go. That was funny. AI 1 Homeworld took 2 attacks. During the first attack I managed to destroy everything else but the AI Home Command Station. So the second attack was just 2 Assault Transports full of Bombers which destroyed the Command Station.
-I always play with "Simple" map type.
-Zenith Traders' toys are borderline OP. The toys are very powerful but on the other hand they're very expensive so they take a long time to build. I built a SuperFortress, Zenith Power Generator and a Mark II Radar Jammer. I would have won without the Trader stuff too but they did make it easier. I would have had a Missile Silo and at least 1 Mark I Lightning Warhead on each whipping boy. Will disable Traders for my next game.
-Nowadays Zenith Dyson Sphere does absolutely nothing. The Dyson Gatlings are obliterated by Needler and Laser Guard Posts so it had no effect on the gameplay.
-Cookie Monster didn't really seem to effect the gameplay. It does like to eat some AI ships but nothing major. But it does help the player a little bit. It's just fun having the Cookie Monster roaming around the galaxy.
-Exodian Blade.. oh I forgot I had this enabled. Forgot to take a look at the "Exile" display mode on the Galaxy Map. Oh well I'll try it at some point.
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4/4 Hybrid Hives don't do anything. ~90 Hybrids attacked one of my whipping boy during a big wave/reprisal/whatever and all of them were obliterated in a matter of seconds. The Hybrids just sat next to my whipping boys until a CPA arrived.. then they started the "operation meat shield". Should have turned it to at least 8/8.
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4/4 Hunter doesn't do much. First of all there were only a few dozen Missile Guardians.. and late game they were countered by Counter Missile Turrets so they just worked as cannon fodder for the AI and Metal income for me. Secondly.. the Hunter/Killers.. the whole Special Forces fleet has
ONLY 1 HUNTER/KILLER.. which I literally 1 shot with Bombers so it never got to do anything. I mean it's a
Hunter/Killer.. it's supposed to be scary (no?). Should have turned it to at least 8/8.
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4/4 Preemption. I didn't notice this at all. I tried 10/10 at some point and it killed me early game so I though I should take it easy and turn it to 4/4. Now it didn't do
anything. Should have tried 8/8.
-Recently I've not been a big fan of CSGs. I will enable them for the next game though.
-I hate Swallowers
-I despise Fast Drones
-Hmm
why did I disable Dire Guardians? Will make sure to have it enabled the next time.
Also as you can see from the unused Hacking Points.. I got lazy because it was way too easy and just wanted to finish the game.
About strategy
I used my usual strategy which goes roughly something like this:
Setup the whipping boys and the core of the empire. Then scout and destroy some AIP reducers. Make Tachyon Sentinel free highways and setup beachhead planets. Go for the important objects like Advanced Factory and Super Terminal and setup more beachhead planets
(temporary/disposal planets I don't care if I lose and only use for organizing attacks/hacks/whatever). Destroy more AIP reducres. Clear the way to AI Homeworlds. Kill the AIs.
During the whole game I gathered 79000 Knowledge of which 45750 (~58%) was used for defenses.
Turrets: 26750
Fortresses: 7000
Force Fields: 9000
Minefields: 3000
I had Mark IV Bombers and Mark IV Munitions Boosters.
All Mark II Munitions Boosters were used to boost turrets on planets that were under attack. I had a Space Dock on all planets that had hostile Wormholes ready to build Mark II Munitions Boosters. A cap of Mark II Munitions Boosters was enough to provide all the Turrets on that planet with double damage
(Turrets have an attack boost limit of +100%). Thanks to Mark III Gravitational Turrets and Mark II Munitions Boosters even Mark I Hunter/Killers melted even before they got in range to shoot at anything.
My typical AI Homeworld assault fleet:
Mark IV Munitions Boosters give 2,70 attack damage multiplier so you can imagine how fast those AI Mark V Force Field Generators melted when I attacked with almost ~400 Bombers.
Warheads were used to destroy the Strategic Reserve and the Core Guard Posts. Especially Armored Warheads are very good at destroying Core Guard Posts.. actually they're good at destroying anything. Mark I-III Cloaker Starships are there to keep the Warheads alive as long as possible. I though I'd try to use Scout Starships to boost the Cloaker Starships so they would stay alive longer but it didn't really seem to work.
The difficulty needs a hefty buff.
I think it's more that some human units need a nerf.
I kind of wouldn't like to say this but..
..Assault Transports might be overpowered. Also Economical Command Stations might be. I had a Zenith Power Generator but I think I would have been fine without it too. I had a SuperFortress which costs 300000 Energy and Mark I and II Fortresses. I also had a lot of Turrets.. although I didn't have any permanent beachheads and I had only 7 permanent planets.. 3 of which had Turrets. Sooo I'm not really sure if Economical Command Stations need a nerf. The map layout
did make chokepointing easy.
If you're playing on a map that doesn't favor chokepointing and you want/need strong defenses Economical Command Stations are the only option because defenses use so much Energy. Military Command Stations are for big fleets.. not turret balls.
Trader toys are probably overpowered. I'm not sure that's a reason to nerf them though. Traders can always be disabled.
EDIT: I looked at "kills made by" stats at STATS-->Ships By Player/Types By Player and..
..holy shit Area Minefields have 74304 kills. Increase Area Minefields' Knowledge cost to 3000? 4000?
Other stuff:
I only had Mark I Sniper Turrets and they still have 28620 kills. It seems like they are really overpowered.