Planetary Projects are useless.
- +5% per 10 Manufacturing is a terrible joke. No matter what, you will never want to use this. You will always have better options.
- +5% for the first 0.1 Manufacturing is easily abused, but not even worth the effort .
- There is no reason to diversify planets anymore. Planets should always be specialized now.
Large empire penalty is too high.
- -0.2 scales even more quickly than -1% does.
- I find it odd to have a 'large empire penalty' with only 1 planet.
Old Issues:
Strategic Resource Improvements are weak.
- Durantium Refinery should give Manufacturing instead of Production. Durantium is too common, so maybe the Antimatter Improvement could get Production.
- Antimatter Power Plant leaves Antimatter Containment doing nothing. Rename Antimatter Power Plant to Antimatter Reactor or something else. Rename Antimatter Containment to something else. Insert _____ Power Plant and fix the tech tree.
- Strategic resource improvements should:
*Be strictly better than a Basic Factory or Research Laboratory.
and could:
a. Give a +5% Civ-Wide Bonus
or
b. Receive +10% per level
or
c. Give multiple types of adjacency bonuses.
Cargo Hulls have too much Capacity at 90.
- Immediate access to double constructors. (Strictly better than regular constructors)
- Recommend reducing capacity to 80.
Carrier modules are bugged/too small.
- Transportation Specialization reduces carrier module mass by 30%.
- Assault Carrier Module only costs 49(70), Drone Carrier Module only costs 31.5(45), Guardian Drones Module only costs 31.5(45), and High Capacity Carrier Module only costs 49(70).
- Allows for multiple carrier modules on a single ship.
Old Bugs:
Skilled (Benevolent ideological Trait) does not appear to do anything.
Farmers Race Trait modifies max population instead of Food.