timmy_r_p wrote:Is it me or are growth rates for minor races incredibly low? This makes the option of conquering them, or proposing membership to them very unattractive until the system is nearly fully population, and then you have the problem of dealing with a very developed orbit defence system for conquering. I'm typically saying each planet add 0.1% to 0.3% grow rate even for large terran planets. In my current games the Vulcan system has a in impressive maximum population of 500, but a growth rate of 0.7%
As Nighthawk pointed out, this is a side effect of smoothing minor race growth. Although it's a side effect, it was received very well amoung the players, since it balances minor races
The_Nighthawk wrote:The Romulans, and it seems the Ferengi also, neither builds extra farms.
This problem has been reported a few times. Romulan colonies will start with 2 farms in v1.1b. Haven't heard of the Ferengi doing the same. Their systems seem to grow all right. But Ferengi colonies will start with 3 farms in v1.1b, so if there's a problem, it will be gone as well
The_Nighthawk wrote:The Klingons do not expand. At all. They colonize the systems around Qo'Nos, and that's it. Those systems do reach max pop.
Sometimes the AI has problems trying to expand (not mod-related). I just loaded a test game that I did with v1.1a, and the Klingons had 15 systems (no minor races in that game).
The_Nighthawk wrote:There is still an issue with Cardassian battleships under player control not firing their phasers most of the time. I haven't checked to see if this was an issue in Vanilla or not, but the weapons are there.
Thanks, I'll check that.
The_Nighthawk wrote:The Ferengi are a little too strong (who am I kidding, way too strong) with their money. I think the income from trade routes could be dropped a little, maybe by 25% for everyone.
Income from trade routes will already be reduced drastically in the next update
The_Nighthawk wrote:And I really think they should only have medium range Colony Ships.
And why?
The_Nighthawk wrote:Lastly, the Klingons really seem to have the short end of the stick. They need higher industry or cheaper costing ships. Especially TT's. Until Battleships, the Klingons really do not have an orbital blocker.
Looking at the stats of the Vor'cha cruiser, the only problem would arise at tech level 5, where a (non-Cardassian) OB does 625 damage. However, since the lower Vor'cha upgrade levels will already be different in v1.1b, this "gap" won't be there anymore
The_Nighthawk wrote:
Otherwise, think the mod is extremely well done. I had a lot of fun playing each of the empires, and can't wait to get a little multi-player action in for further review.
Cheers Gowron, thanks for the hard work bringing this to life.
You're welcome, and thanks for your review
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