Ya agreed. Right now I just have ugly as hell border-gore, which is something most Paradox fans know to try and shy away from. Sadly I still do it for min/maxing, so my early empire looks ugly AFThough I do think they need to do a bit more balancing with regards to the costs of owning shitty systems. You need to claim everything just to keep pirates at bay (and because for fucks sake PDI games are all about painting the earth/space with your colour!) but it feels such a waste with a shitty system with 2 research and nothing else in. Again, games like these should not penalise you (at least not too much) for expanding.
So how I've been playing it, I'm still thinking in terms of a 1 planet strategy from before, but that strat isn't viable at all now with systems making tech/tradition cost more expensive.I feel like the scaling for empire scale could be done more intelligently with math. Right now the game seems to heavily favor moderate empire sizes in terms of reeeesearch and tradition. Also, pirates are not an issue at all. Keep your military not shit and they are free loot and do.
I play similar. One planet is good for a little but definitely falls off. I grab systems aggressively and aim for expanding into optimal planets while aggressively pushing pops into them with resettlement.
What are your tactics with regards to ship design? I've tried to go both ways since the expansion, one is to have many different types of ships that I micromanage how they are supposed to function, the other is to only use the auto-generated ones. To be honest, I haven't found there to be so much of a difference, at least not one that is worth the extra work of microing the former.
I did notice that the AI is waaaaaaaay less aggressive for empire AI’s after comparing them to the Great Khan crisis tho. I was playing on very hard/high aggressiveness and although I had fought a couple wars against a fanatic purifier neighbor, it was nothing like the aggressive expansion from the Great Khan who spread to a third of the galaxy before the Khan died. Then the successor Khanates behaved just like normal AI and played as cautiously as before.
Yeah if your opponent isn’t fielding much PD or strike craft, torpedo boat corvettes and fast cruisers with double afterburners can easily destroy starbases long before a response fleet can engage them and simply run away.Cruisers are weak now but for me they only have 1 function - playing the role of meat shield for fast movers (afterburner) corvettes to deal with Pirates, Mercenaries, and smaller fleets which try to circumvent your main fleet. Outside of that, I don't use cruisers.
In terms of fleet comp, I generally don't like auto-generate but I also don't like to min-max later in the game. Once I unlock a new hull, I just build 2 different types of ship for that hull (except Covettes and Cruisers, where I make "speed" versions). I use 2 fleets, and here's how each looks:
Speed Fleet
1) Afterburner Corvettes with Missiles
2) Afterburner Cruisers with small guns (they hopefully tank the damage)
Main Fleet
1) Missile Corvettes
2) Short Range Corvettes with kinetic + lasers
3) Artillery Destroyers
4) Medium/short range destroyers
5) Large weapon (With Spiral Mount) Battleship
6) Spiral Mount meat shield Battleship
Yeah it might be a bit of a bug or at least an oversight. If you notice fleets disperse WIDELY upon engagement now but they travel in far tighter packs. So once a fleet engages you'll see fast ships spread out to try to get each ship beyond the retargetting range of torpedoes...Cool advice, thanks!
Still, I've decided to rest this game for a few weeks til the beta patch is officially launched, maybe even a second one. It does seem the game needs more tweaking.
Prior to Cherryh, you’d have to keep your fleet strength pretty close to cap to avoid provoking opportunists and offsetting high border friction, now I think being provocatively weak just gets you claimed on unless you really had a shit fleet.