On the other hand, was your Spirecraft minor faction the hard variant? Spirecraft exos get harder as AIP gets higher.
SC was on medium, so no troubles there; I was just surprised there was no Super Terminal anywhere. In the end, the regular waves didn't really give us much trouble despite the AIP. The only warp gate 'receptacle' system had an armor inhibitor, armor booster, black hole machine, MkII Radar Jammer, full caps of lightning turrets MkI-III, electric shuttles MkI-IV, SC attritioners MkI-III, two thirds of my entire non-spire fleet, two fortresses and about 250 other assorted turrets. Everything that entered instantly melted and took my framerate with it.
Heh, no, not intentional actually. Remind me, though: it gave you a foldout for the refugee outpost and each of the shipyards so you could build your own capital ships to a separate "cap", right? But it doesn't give you foldout-likes for the hab centers or reactors (which would be a significant boost to the number of defense modules for a city as well as a boost to your income from the hab center). The latter I tend to waffle on a bit but code-wise it would be problematic to have modular foldouts, etc.
Yes, fold-outs for shipyards and refugee outpost only, with my own cap of spire ships, determined by the total number of shipyards no matter who owns them (as intended I believe). However, I was able to build my shipyards and hab centers without any of my own reactors because the reactors of my ally allowed me to do so, even though he had 'saturated' his reactors already. In the end, he had 14 reactors and 14 ship yards, while I had 0 reactors and 10 shipyards.
You don't have to take the planet to get the shard, just bring your spire flee-oh. Homeworld-defense exo, right? Yea, pretty rough
Anyway, assuming you can deal with the defensive exo you can just park your spire fleet with your survey ship in the middle and when the shard shows up have your fleet group move with the shard back home. Don't even have to blow up any of the guard posts (except perhaps the neinzul translocator ones, those can be pretty troublesome).
Huh. Did not know that, interesting. In the end we just bulldozed our way there only to find out we had to kill another Core Shield gen somewhere else, come back later, and then kill everything. I guess we were just following spire fleet SOP.