Re: Balance Mod
What's the big deal with a slightly longer build time?
So you get 19 colony ships out in the first 20 turns instead of 21... but you give those colonies a jump start.
Most of the time is going to be spent in transit anyways.
That said, supplies and ordnance are not as useful as you might think.
The wandering ships won't get supplies while passing through the sector unless there is a resupply depot pushing supplies. Unless a load cargo (supplies) order is given, the ships won't get any.
Slapping an anti-planet weapon on them can help. When faced with the inevitable competition for worlds, glass the enemy colony and then land yourself.
Cargo for extra population is probably the best, and if you can squeeze on a couple fighters or a platform to defend the new colony, that's great.
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