New game with normal difficulty, oval small galaxy with default settings:
- Upkeep of Ashar Light Cruiser is not higher then that of Escort Carrier which is fair even if a bit strange (due to size difference and later being much furhter in the tech tree). I do imagine the Ashdar as having the Liht Cruiser as an endgame tech left over from the great war so it fits in with that concept as most what they produce is weaker in the end I like this concept and roll with that
- Ashdar Missile Cruiser if finally usefull: either with missiles or torps, both give it enough of a punch to be worth the time to build it!
- Reduced the number of mines I build and placed research labs and markets instead. First leads to faster tech progress, later to me being able to produce ships again which is strange: I do not actually fele the limit (which I do not mind at all) due to this, but the AI has some issues:
- AI does not seem to be able to build ships but its not clear why. Thely mostly seem to have the money and metal
- Especially in early game (first 100 turns) they lack the number of ships necessary to defend their territory: it is very easy to attack them in a chosen location and after they loose a coupel fo ships they are effectively crippled
- Upgrade of AI ships seems ot be working well: I do not see outdated ships hanging around for long
- Refit is crazy cheap in the beginning but quite expensive later so I would say its ok
- Same goes to mid-game: they tend to form a strike fleet with all their ships leaving theit entire empire defensless
- Still: I think they should not offer up colonies: getting a fully developed colony (or even 3) is a huge advantage to the player as no time is spent amassing tanks, and no pops/improvements are destroyed due to bombing
- Ashdar Fleet Carrier is ok, it seems to fit with the overall tectics of the race better then its tanky past form. It did not get another hangar, but the price reduction must have helped as it is on par with the mid sized carrier
- Planetary Defenses are powerfull as expected and can hold a planet realtively well into the mid-game on their own withouth starbase
I have to defend the Yoral torp destroyer though strange that it might sound: First the number of torps matches the art which is reason anough to have 8 of them
, but there is another reason and that ties into the other obviously OP tactics like Tinkers+missile only config, Ashdar Light Cruiser, Boarding in general, Phidi mercs, or Yoral everything: I begin to see these in a broader concept similarly to 40k
There are OP concepts, but there are so many and enought combination of them to balance each other out. Yes there are huge differences in power level but every faction has access to at least one of these, and if not, they can steal/get it form the others. Even the larger ship numbers reduce the effect of these tactics in a way