It turns out there was some unusual behaviour with the AI in the mod that I need to look into some more so that is what the current delay is. On the other hand, the new colony type modifiers seem to working out good. Unfortunately I won't be able to include a little routine I wrote for replacing facilities with better ones - ie Monoliths or adding Robotoid Factories etc - since a few built-in functions need to be added by Aaron.
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I've noticed in the test game and it has been reported at SE.net that ships going for retrofit trigger "Can't be retrofit no SY present" message, but retrofit anyways. I'm thinking this might be an SE:V error because it didn't crop up in v1.02 of the mod until SE:V v1.25 rolled out.
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The new RUNTURNS cheat is a godsend! Just type in ~RUNTURNS 50~ and watch tv for 30min and SE:V just computes away.
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I've also made a poll over at the SE.net Balance Mod forums asking if I should make retreat disabled by default in the mod. Find the poll here:
http://www.spaceempires.net/home/ftopict-2278.html