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Could you perhaps elaborate on how the economy develops? Do the factions keep expanding, building more shipyards and stations, etc.?
Eco is kinda rough at start, so i'd recommend a custom start with 1 or 2 stations and a few miners to help your faction kickstart.
factions will still try to expand with default ship quotas - i'd recommend looking into mods that reduce number of ship jobs for game easier on CPU
Clear Universe starts really light on CPU but has potential to expand to usual game over time
I also have to check if the spear of the patriachry start is bugged because of clear universe or a different mod. But the starting destroyer turns to hostile for some reason.
But I started in your other mod with normal xenon and so far it's working out good.
Outer boron sectors are all xenon so intro quest will have some xenon dodging. Shipyard rebuild side quest will show up and picking that one will auto complete it
I haven't tried split and paranid quest lines, but i think they should work fine
I usually start with Terran Cadet, do that quest chain, then others
Might be worth giving them Silent Witness I or Morning Star III so they have an avenue to expand from? Not sure how the AI process expansion however.
Only played 1 game with the mod so far, about to start a second, so not sure if this is consistent behaviour.
I am thinking about doing a game with this mod, and some that add sectors but using a mod that closes the gate for xenon so they cannot expand and having dynamic diplomacy so I can fight as a merc and try to claim some tiles for my own future empire etc.
No changes to free ships and PHQ
what about all the free ships? can you still obtain them?
in my tests they took over few sectors and then slowed down when they hit other factions, and i figure players that want to block them can drop tons of laser towers and build defense stations.
https://drive.google.com/file/d/1nobCghIMfVNoPIMgZwdB-fRY81M2MC_h/view?usp=drive_link