Damn you and your hyper fast updates.
Time to start over.
I'll probably be concentrating on bug fixes for the moment, so might slow down to a 2-week cycle to give people more chance to give feedback.
Oh yeah, one of the reasons the Reapers were so powerful in my game is because the modder custom designed speed 18 default colony ships for them.
This makes a big difference.
I think changing the default colony ship design for the AI will make a big difference in eventual AI power.
I've already significantly changed their colony ship designs. They need sensors and stuff too, though, since on Normal it can't just see everything in the universe on day 1.
Universal Soil Adaptation is still called Universal Soil Adapter_Name and it now cannot be built anywhere, period.
Hmm, it should be available on any tile with >60% land mass. Might switch it to 1-per-colony and 0% land requirement, since they'll unlock later terraforming techs to get the rest anyway.
A paltry -700 .. I am at -3400+ per turn and the dang budget folks want me to cut back on the fleet ... never. fortunately I had just done the 3 ships per system and then sold them all off so an over 140k in funds.
Minor issue that has occurred for beam weapons ... they have 0 mass effectively after all the reductions got for them (at plasma). I mean on a tiny ship I can get a heck of a kick. Outside of the main game this be the only mod using that impacts mass, I think. Can not say if this be the culprit but hey who needs dreadnaughts when can get over 1000 attack on tiny ships
Just noting this to see if any one else has similar wonder turn up. This was on 1.2, gonna go to 1.2.2 and start a new game as current keeps hanging when eject ships from stations half the time.
Yeah, I have a list of stuff which is currently getting miniaturized too much. I'll be doing a pass to eliminate anything which is getting -100% of anything for the next release I think; miniaturization in general is going to be getting a visit from the nerf bat soon anyway, since it's still a bit of a no brainer.
Naselus,
I mentioned imposing a cost for military production. Perhaps this could be done by the same means you use to reduce production based on Approval?
I'm afraid not; the Approval-Produciton relationship is defined in a special table in GlobalDefs, and we can't add an equivalent table for linking other stats. I'm not really sure a cost-per-% effect is really something we can implement directly, though increases to maintenance costs will do so indirectly (for example, being able to spend 100% on mil manu doesn't mean you can actually afford to support the ships that you build - especially when medium hulls can cost 20 cash per turn each and bigger than that even more).