Hi, 63 works fine for me, usually doesn't even crash when repeatbuilding more, they get lost tho..
Did yesterday impossible game with UniTol race (huge, 8pl, prewarp, average, all on.. my 1st win on that setup.. took around 350 turns) had around 50 spies at end of game with 50% agent bonus, and still 1 enemy stealed particle beam from me, spying is bit tricky yea..
High score was just a test, thats why I don't want to fill my score table by trying get absolute maximum, some 100pts more..
Now I am trying a race with just "clear" button used on options, impossible seems bit too difficult at beginning so trying 1st hard to train a bit. Maybe going later to try feudal government race too.
Some time ago completed civ1 on king mode (earth, max enemies and stuff) around AD 1950, I feel it was much "harder".. Actully the combats were crazy, I don't know what hacks that game do use, but veteran battleships did get used to lose when attacking settlers made me "bit" confused.
At end I did bit testing .. It seemed to need around 10 veteran (made with barracks on) armor 10-5-3 to kill 1 enemy rifleman/mech inf 2-5-1, 6-6-3 in their town, 1 town did often have 2-5 units. For that kind siegecrafting would of needed 50tank grps to keep 1 battle last less thatn 100 years. ;P So compared to that MoO2 actual combat is awfully easy.
Or almost.. My 1st impossible win was on creative researcher race (Almost 100% psilon race), I had just 1 solar system with 5 planets, Xantus (75%) and Matrix (pool, but giving spy bonuses..) leaders.
At turn 410 I had 4 tech in physics, rest 1 and 9 doomstars. Still got that saved game.
It took quite a time to 1st finish that scenario. At some point all enemies was against me and bit after 1 enemy did gain galactic leader.. Then enermous doomstar&etc fleets (I counted best time around 100 ship fleets I think, they were in like 6 lines. At that point I think I had 30 doomstar with all 5techs; 1 stellar converter 1 bomb, 10 AF disrupters and rest AF, HV Disrupters (50 or so) + Structural Analyzer, Reinforced Hull, Heavy Armor, Battle Pods, Hyper-X Capacitors, Inertial Nullifier, Shield Capacitor and High Energy Focus. Stellar was must for preventing enemy recolonizing conquered areas, I found disrupters with those mods most efficient whipeing out their fleets.
All defending doomers had to be ultraelite or enemy did get 1st turn ( No idea what causes that, but was only way to do defending without losing 50% of defender doomers to get that 1st turn..) And their enormous fleets was coming like every turn, so there wasn't really such option to lose my ships.
My defending or attacking fleets did usually kill their whole doomstarfleets(with X-armor and X-shield and 2-3 stellars each, but tbh, their boarder ships were even more annoying..) in 1 turn All that fighting took around to turn 600, fights were "long" like 1 or 2 turns always, but lots of clicking.. But before that win I thought impossible really was impossible
, now ive succeed that scenario in like turn 450, Demoliths and Unitols around turns 350.