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Most of the mods that I have published will rarely need updating especially not every single patch that Egosoft does
In other words, the mod may need a little more oomph, due to the larger NPC fleets in 7.6.
The other mod I'm running is Xenon Repairs (from Nexus) which gives the Xenon additional ressources. I'm not sure if Xenon Jobs+ Lite performs better with fewer active Xenon clusters on the map. In my game, all the default clusters are active due to the ressource boost. They're all been in a stalemate for more than a day of playtime though.
Also combined with VRO will make the vanilla argon disc platform available instead of the one with reduced turrets from VRO.
I assume FOCW and this mod aren't really compatible, but I figured it won't hurt asking in case they actually do work together.
Xenons no longer get absolutely curbstomped and didn't lose all the systems down by scale green pact within 20 hours as it did in my last game.
The Xenons also started actually taking down FRF stuff in Ravine 8 and regularly do small pushes into litany of fury 9 instead of fighting for their life
Getsu Fune is still a bloodbath littered with xenon corpses but that's because of pathfinding issues so eh.
faulty logic and the matrix 152 area was still overrun by HOP before I even got around to explore that part of the galaxy
Teladi took over Matrix 451, but in exchange xenons nearly have full control of Fires of victory.
All in all, a lot better than my last galaxy, and the xenons are still held back most by their AI just sending tons of their ships into meatgrinders with no chance of surviving
Player intervention is still needed to prevent the AI from losing, long term. Vs. the non-lite mod, which pretty much was long term *and* short term.
Overall a much more enjoyable experience, with the AI *just* being able to stop the invasions, and the player being the decisive factor.