Some more remarks from a 1.19/1.77 game:
AI Diplomacy
- AI asks for military help without having a corresponding treaty: 1st time it (can't remember which one) asked for ships in some system , while we had only 15% trade / non-aggr. in all systems/share mine codes / share medical; 2nd instance was the Xi'Chung, who had only a "neutrality pact" with non-aggr. in all systems - nevertheless they send "We immediatly request any and all military assistance ..."
- AI is (still) too eager to offer intersettling treaties, preferably as an update to an existing treaty after relations have become good.
- AI "updates" basic treaties (non-aggression etc.) without changing the treaty name. Having "non-interference treaties" which in fact are intersettling treaties is slightly confusing, IMHO.
AI shipbuilding
I checked several AI nations in my ongoing game (turn 142 with standard research), where everyone has shields, some emissive armor, ECM etc.:
- generally, the AI uses to few PD guns, sometimes even none at all, e.g. missile ships of the Sergetti (crys.), and therefore are easily killed with missiles on warppoints.
- mixing beam/missile weapons on attack ships generally doesn't really work out with "optimal range" in my experience: they either stay away too much, and never use the gun(s), or they get too close and fried by a bunch of fast-firing short range beam weapons. Yet the AI seems to be set up to do exactly that ... . So my suggestion: go with "shielded missile boats" based on FF/DD hulls, as those have too little tonnage anyway for armor/shielding, ECM, sensors etc., what you all would want for a beamer ship that goes toe-to-toe.
- AI is overly fond of armour, at the expense of PD, offensive weapons and -at least on smaller hulls- shields/rechargers. Having 1 gun, 1 PD, a single shield, but 3 heavy/ 2 light std. armours on a DD doesn't make much sense to me: 2 shields, 3 guns would win any time ?! Likewise, a medium transport mine-/satellite layer does not really need to carry 11(!) heavy armours, I guess.
- AI builds Kamikaze Ships with order "Optimal Range", what does not work. I saw such a ship wander right
into a space station, but no ramming occured, and the warheads didn't go off. Results against ships wheren't any better.
component balance
- CSM damage seems to high, what is especially bad considering the low PD usage (suggestion: ~80%)
- Small Rocket Pods: are the ultimate fighter weapon; due to very high damage and long delay, the fighters swoop in to deliver tremendous damage, then retreat back to relativly safety at roughly max PD range. Fighters with "real guns" need not only more time to deliver the same amount of damage, but tend to stay in the PD envelope and get killed pretty fast. Compare to "Fighter Kamikaze Warhead" - it's the same size, similar damage, but the warhead fires only once, and the carrying fighter is destroyed as well. On ground troops, SRP are absolutly devastating too. My suggestion: damage down to 50-67%, and make them unable to target e.g. fighters.
- especially bad seems to be the "Small Ripper Beam", which is essentially useless, unless for some reason one manages to get his fighters un-hittable (maybe because the opponent does not use combat sensors), which is unlikely ..
Minister
- the "Renaming Minister" (or however you called him) does rename even ships after they've been given a "special name", without any retrofit involved. As not the complete name is overwritten, the result is somewhat ... remarkable, e.g. "SpecialTransportShip" turns into "Pop Trans IV 0009hip". Guess there ain't much what could be done 'bout this - or would it be possible to check if the first 3 letters of the ship name correspond with the type name, and only rename if that's true, so a "Pop Trans III 0009" would become a "Pop Trans IV 0009".
That would come in especially handy for Base Space Yards, which I tend to name after the planet they're orbiting ...
Happiness
- pop gets unhappy because of "ship losses" if you lose some troops conquering an enemy planet in the same system .. oh, wait, maybe that's realistic, must check the society settings