Doom Ray - Base Size: 10
Multiplier: 4%
Damage: 22
Cost: 150 bc
Black Hole Eruptor - Base Size: 11
Multiplier: 2%
Damage: 25
Cost: 160 bc
Black Hole Generator - Base Size 6
Multiplier: 4%
Damage: 16
Cost: 100 bc
The stats say it all. Doom Ray is the worst of the top of the line weaponry. The big gun, Black Hole Generator, has good smash-to-size and bang-for-buck ratios, but it's research line is filled with lots and lots of weak mass driver weapons(except for the 5-damage Nano Ripper and 10-damage Psyonic Shredder).
get a chance to grab Psyonic weaponry from an evil AI.
you can't benefit from the tech if you don't have the alignment.
in case I ever need a different kind of defense
you do realize, i hope, that it's gonna cost absurd amounts of money to upgrade fleets to new defenses - unless you're planning to only produce warships in times of war.
another thing to consider is that at very advanced tech levels, it's better to keep your big ships out of fleets. it's aberrant behavior in many players' opinions, but it's still how it works out best.
These challenges are only in the case of the Yor since they're the only ones who can effectively deny free access of my forces to their space. Hopefully, when I actually get down to the game, the Yor will fall to someone else earlier on; they are only a threat if they hold several planets near the endgame.
i think you're also over-estimating the Yor in general. i find they're rarely much of a threat in my games, just a big annoyance. but that might just be my idiosyncratic experiences. in practice i've found it's pretty easy to swoop in and take over their planets faster than they can respond - and in 1 turns time, making their isolationism meaningless. i've found the korath are the only consistent thorn in my side, and that's only because they produce their military so singlemindedly.
I'll build fleets only when relations with someone get low or someone is conquering too much. I'll upgrade fleets only when a war breaks out, and upgrade only my more experienced fleets(and sell off the rest). BTW, how are upgrade costs calculated?
Also, why would I want to keep my big ships out of fleets(like the Dread Lords do)? What's the gain?
Aah, I see your anti-Yor strategy... Send in your military, take out their orbital defenses, and send in turbo-transports within one turn. Dang, for some reason I haven't designed any super-transports yet.
As for the Korath(and other Drengin), if they are still alive by endgame(I expect them to be), and begin building Spore Ships, I'll just keep destroying them, locking down their planetary improvements with spies, and keep destroying their starbases, space mines, constructors and trade ships too fast for them to respond, using hit-and-run bomber raids and avoiding their main battle fleets until I see an opening and take their planets. They don't have Isolationist, so I can hit them from anywhere I want.
This is, assuming that the Spore Ships are unarmed cargo hulls like Transports are.
Hopefully, several AIs will go to war during mid-game and weaken themselves, so I would be able to 'fiddle while the galaxy burns', but I don't think this will happen so easily, so I'll try to ally up with anyone who is willing to and anyone who has a strong enough military.
For 9850 RP, you can get Photon Torpedo. For 9525 RP, you can get Phasors 3.
Photon Torpedo - Base Size: 9
Multiplier: 2%
Damage: 5
Cost: 55 bc
Phasors 3 - Base Size: 5
Multiplier: 4%
Damage: 3
Cost: 40 bc
Of course, Phasors 3 is slightly closer to DR than Photon Torpedo is to BHE, but Photon Torp is the much better weapon for the time being.
One more thing: Is it effective to buy military ships from others, fight your wars with those ships, then sell them off or scrap them once the become obsolete, and buy more imported ships when you have to fight another war? I suppose it would require a very strong economy, but your opponent will never be able to adapt their defenses if you buy ships from several other races. What if the ships you buy are too far away from your sphere of influence?
Edit: My political party will be the Universalists, for their 25% luck bonus as well as other small bonuses. Hopefully, the luck bonus will result in outnumbered or outgunned fleets being able to fight an equal war, with their higher rolls.