Atrocapus Viriles (+10% growth) is a little too strong on the larger maps.
The problem is the AI doesn't prioritize it, so as a result in the Diplomacy screen I trade useless things like Snuggler Colonies for it.
The net result is I'm getting +120% growth thanks to having 12 of those things. Combined with your changes to the fertility clinic and my population on many planets is growing at +1.0/turn.
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Yeah, that ought to be nerfed like the others - think I mist've skipped it when I was reducing all the colony resource bonuses because % growth was rubbish then. Will knock it down to +2%.
Also, change the Thalan AI to prioritize expansion + Gaia Vortex + Hyperion Matrix. Given how powerful their tech line is for "wide" empires, they should strive to make a "wide" empire instead of focusing on research in the early game.
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Only real way to do that is switching them from diplomatic to expansionist. I do still need to run through all the tech trees and adjust the weights... That's not going to be a fun job.
Also, the AI needs to prioritize MONEY more in the early game and be less willing to trade it to me (because money means I can expand faster).
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Yes, I've noticed that the money-grubbing AIs do rather well. Though I don't mind them trading with you so much tbh - I've made the AI charge more for stuff, so it'll generally be getting a decent deal from you anyway, and once I've set about balancing the stuff on the diplo screen more effectively it shouldn't matter too much.
Probably a good idea. I am opted in and haven't had any serious issues. Most of the mods seem to work. However, they are not on the scope of yours and I doubted it would work. I look forward to trying it later.
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Yeah, I opted in to try the upgrade last night; game just crashed on building the galaxy (the worst kind of crash to debug). I figured I'm not gonna sit here figuring out how to get it working on a half-built patch that probably won't work when it comes to actual release; I will, however, continue with a 1-release-a-week cycle for the present. Expect the 1.10-compatible version to emerge the week 1.1 goes live, and then I'll start tinkering with cool new stuff from the patch the following week.
In order to reduce growth rates it may be a good idea to add a death rate (or just negative growth rate) as well as a growth rate. Buildings like Hospitals should reduce this death rate while military-related improvements and random plague events could increase it.
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Sadly, not do-able - SD would have to add that into the schema, which we simply can't do anything about.