I'll restart with a mix of incredible and the one below it. One other thing I think might need to be changed. The optimization techs almost always offer us a choice of +% increase in stat, -% reduction in mass or -% reduction in cost. Well cost is probably the most useless as once you get your wealth/industry planets up and running it doesn't matter. In vanilla size reduction might have been a decent choice (barely) but in the mod it isn't worth it now. This is especially true for engines. A 10% reduction in mass is just one mass. So +% stat increase is the only thing that makes sense.
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I dunno, costs scale a lot now. They're more use than they were. And while engines are only 10 space each, if you've got 5 or 6 then that's an extra gun.
In addition to this I only trade for mass reduction techs. This way I will have my stat increase and the mass reduction. I don't think the AI does this at all. But this most likely needs a complete rebalancing in the base game.
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Yes, the AI doesn't appear to trade techs very much. I'm hoping 1.4 might have some changes there.
When it comes to terraforrming I think the AI isn't researching those techs. For the ones they have researched they do terraform. It's just that this is so powerful right now and the AI probably doesn't realize it. Maybe give those techs a bump for research as we approach the end of the colonization period.
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It's not quite so easy as that; I have 6 weights which can be tweaked. This makes it very hard to tell it 'research this at this point'.
I'm going to reduce resources even more for the next game. Even at half of your base I had some resources over 200+ without even trying. But before I do is there a reason why you have them so high? Does this help the AI in some way?
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I'm hoping to put back in the resource costs for many things later (at an earlier stage, hulls used durantium). Presently, the AI ignores these costs and can get massively minus resource quantities.
I know you did a rebalancing of carriers but even now they are way too strong. On a large hull I can fit two of the expanded carrier pods for 6 fighters. I had a single fleet with 8 of these ships plus one ship that contained sensors and some jamming. Against even tech level ships, even some with hugh hulls, the carriers won everytime without taking any damage. Seems the best thing to do is not build them unless the AI does.
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There's been further rebalancing in my 1.3.5 release candidate - namely, carrier modules have been reduced in size a little but now only carry 1 fighter each.
One last point/question. I know you changed the maintenance costs to be colony only. There are still techs that the AI picks to reduce social maintenance costs. Aren't these wasted techs? And with all the big terraforming I can pack a planet with 20-30 industry or research and not have to worry about costs. Combine this with the AI not terraforming at the same level means the player greatly benefits over the AI.
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The techs reduce colonial maintenance now rather than improvement-specific maintenance, so they're not as useless as they appear. I've just not updated the tooltips. I do need to do a massive update of all the text in the mod; been kind of putting it off because, well, text updating is boring and mechanics updating is fun. I'll press-gang my gf into it at some stage.