Re: Balance Mod Available for SE:V
That's great! At the very least it can make the AI much harder when given bonuses, and in general create a more interesting game with the bigger variety of ships and units.
Might want to consider putting Supply Depot as the first facility? Since spaceports take 5 turns, that means a total of 8 turns before the AI gets supplies in that system, as opposed to 3 turns if the Depot is prioritized. Spaceport is probably less urgent since the colony will probably be too busy building facilities to construct ships the first few turns.
Satellites at warp points will be great. Does the computer have any way of placing them optimally, though? I've noticed that's a big issue in SE V: unless the Satellites are placed all around the warp point in the sector view, just about anything can get through and run away.
Is the AI prevented from agreeing to / proposing no-research and expansion-hindering pacts in 0.92? I've noticed alot of the AIs in my games have such pacts, which obviously is rather silly considering there's already enough AI problems: we don't need AIs that purposely wont do any research or colonize new systems because of a pact.
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