I just realized Spirecraft's asteroids can be mined even when they are in an AI-controlled planet. For some obscure reason, I thought I needed to capture a planet before being able to mine its asteroids.That throws me in a whole new level of strategy about the spirecrafts. Now I feel the whole galaxy is mine ! (Mine... to mine... pun-pun-pun). I thought spirecrafts were precious and I barely never used the one-time-use ones (martyr, ram, shield). Now I feel like I can spam martyrs or stash a huge pile of them for the final homeworld assaults. Strangely, even in the """hard""" version, I feel this MF is a bit overpowered. Eh, the golems were overpowered too... Don't you feel even the hard versions of Golem and Spirecraft gives too much power for a not so terrifying trade-off? I didn't play with the golems since a long time but I remember feeling a big difference in difficulty when I decided to play without them.
Questions:
1) Did you know?
2) Do you feel it's balanced?
3) What about an alternate version (difficulty "extra hard"?) where only captured planets can be mined?
Yeah, I seem to remember this came up for discussion once before (2? 3? years ago), and it's... kind of abuse-able? You can save some AIP by not capturing the systems.
On the other hand, you've got to travel to an AI controlled world, secure the system long enough to produce your Spirecraft, which for high-mark units can take a long time, and then escort your new Spirecraft back to your territory.
If this is easy for you, then you've already got complete control over AI space, have the Special Forces under control, and don't need your fleet to defend anything. If the game is going that well for you, what does a few Spirecraft matter?
On the other hand, if this is hard for you to do, then what's the harm in letting the player get a few Spirecraft in exchange for pulling off an expensive, difficult, and long raid into AI territory?
I, personally, don't feel it is unbalanced.