I know that many things are not implemented and not balaced as they should but I want to give some feedback how the game feels for me at this point.
Survivability of scouts
The scout you are given at game start is now much more able to survive a pirate encounter than a month ago. The unmodified scout is easily able to survive an encounter with 2 Gremak Marauder destroyers and barely able to survive 2 Human pirate ships. It can also get away from 4 Gremaks but 4 Human pirates will obliterate it. (I did encounter 4 Human pirate destroyers quite early in the game it happened when I had a pirate encounter and my neighbor scoutet the same system a few turns later. When I checked the ships in the system, there were 4 pirate ships plus the scout they captured. If the scout is fitted with a PD Laser Turret, it can survive 2 human pirate ships easily.
Summary: As long as you repair your scout between encounters, it can last far longer now which makes the early game more enjoyable. You will eventually run into a wall of nuclear missiles, but that's life...
The best weapon in the early game: Marines
I was so royally upset when the pirates started capturing my destroyers in the early game phase until I tried that myself. And boy did that go well!
My current strategy for the early game is:
- Scout near systems
- Hope for a habitable planet in a pirate free system. If you do not find one before your cash runs dry things get hairy.
- Found colony and set up a trade route. Cash flow should turn around now.
- Build a few factories on homeworld then build 4 destroyers. (Destroyers with system slots are even better as they can house more marines)
- Engage any pirate fleet with 2 ships in the neighbourhood and capture the ships - as wepaons are so weak destroying them takes ages anyway. Every encounter will provide 2 more destroyers. I only destroy ships when I run out of marines to capture them.
- Engage all pirate fleets with 4 ships. By now my destroyer fleet is large enough to overbear these, too.
- Tech to Military transports and start invading independants.
If you play humans you can even refit the captured human pirate destroyers wich allows them to get even more powerful as pirates tend to have quite low-tech weapons.
Summary: Capturing ships is quite effective at the moment. I read a post from Arioch where he was aware of that "problem" (its not that problematic for me...) so I'll enjoy ot while it lasts...

Pirate infestation
In the last 2 games I counted the systems with pirates vs the systems without pirates. The results were 50% pirate infestation in the first and 80% in the second game. In both games it felt like "a lot". In one game I had trouble finding a suitable planet for colonization before my cash ran dry. In onother game I could not find a planet fast enough. Since there is virtually no opposition (see next topic blow) I can "sit it out" and simly wait until my economy allows building destroyers to clean the surrounding systems but with working AI these games would probably be lost in the first 10 turns.
On the other hand, if you DO manage to get a foot on the ground despite these odds, it DOES feel good.
Medium to Late game observation
Quite contrary to the threads title, something that is bugging me since the beginning of the beta: Are the AI empires supposed to do anything? In each and every game I played until now they didn't do much except use their one colony ship to colonize a second planet in their home systems and very rarely a second system. I have never encountered an AI empire with more than 2 planets.
After that they chain build scouts and send them to me or a pirate infested system where they lose them. Very rarely (I think I saw it only twice) they build a fleet of warships with which they go to town. But even then they still don't found new colonies or capture existing ones. I suspect the pirate presence to be a major road block fpr AI empires, they seem to be locked in a "need to scout but can't" cycle.
Now I know its a beta and many things are not finished so I only want to ask one question: Is this above behavior "normal" for AI empires in the current state of the game or is there something wrong?