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Im not really sure if the last update improved the situation with Mothership-Fleets (I didnt build them again after the Desasters I've seen) but before the last patch (and probably still) that was so bad that a Fleet of motherships that should've taken 7 turns (time estimated by the game) took TWENTY-FIFE turns for that movement. I didnt really understand why that happened until i saw what the AI does with those ships in combat and that the strategical movement works the same.
Think a problem with moving a whole fleet is when part of the Area it has to move to is already occupied, you basically would have to rely on the AI again to re-arrange the fleet to fit in that Area.
And yea with the Fleet-numbers needed (i dont attack an enemy system with less then 3 full fleets) you can pretty much forget about doing those battles yourself.
First time i played i had this mothership-desaster and was really pissed by how easy the economy was to turn into a money-machine and just rush-build everything.
I tried it again after the patchnotes announced that Battle-AI should be better now and the economy was tweaked.
The economy-part at least is correct, it takes longer now to reach the point where rush-building becomes a viable option (it still does but ok at a certain point thats hard to avoid when such a factor is in game), so the early game became more enjoyable, since i actually had to do some planning when to build what.
On the Battle-AI im still unsure, it actually runs better then in my first games, but idk if its from me now using Cruisers instead of motherships or if their is an actual betterment.
Would have to build big Mothership-fleets again to test it and to be honest i didnt pay for this game to become playtester.
Another thing i now do after seeing that the very bad manoeuverability of those motherships seemed to be the main-problem for the AI to cope with, i normally take the Engine with the best manoeuverability available over those with more speed. (again not sure if it really helps and again: not a solution that makes the actual battle-model and battle-AI good, but maybe helps you with the actual state of the game)
One thing that i discovered lately that could use some tweaking is the number of Transport-ships you need for an actual planetary Invasion.
Even with full bonusses (techlevels all 10) against a much inferior opponent i need two fleets full of maxed out transportships to be on the save side.
And since those need then to be refilled to take the next Planet. Meaning they must travel back to my next system and refill their troop-compartments, then travel back to the frontline, it normally takes 7 turns minimum.
As it is the quick genocide-option of bombing the Colony into Oblivion and re-settle it (rush-building the buildings) is the much more viable option to keep the front moving.
Especially in the Endgame there is pretty little incentive to go for Conquest, since the higher Income a Planet with a Pop in the Billions has over a newly established Colony doesnt really mean much with a big Empire. (While in the early game building 20+ Transports instead of actual Warships isnt really attractive either.)
So having bigger Troop-Compartments or the Option to at least rush-buy the Troop-Fill at a firendly Planet would make actually Conquering enemy Colonies a lot more attractive.