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The pirates are difficult... I noticed that too ;) At the last update I moved her spawn backwards. I still have them on my list.
I tested again on vanilla. In the quick test the physics research runs out. Which doesn't necessarily have to happen in a normal run. But I also wrote that the mod isn't ballanced for vanilla. The research doesn't run empty with the modpack.
The reason why this error appears is that i have increased the necessary techs per tier level. It can happen if you don't have enough techs. I reduced the previously unlocked-value during the last updates. That should make it better.
It could be ... that you have to start a new game. I think your gamesave with a lack of research can't be fixed.
To the next update I will test if I still need the tier modification.
I have to test NSR2 apparently more but the AI weight modifiers for the drives are already increased. Finally, I force the appearance of the drive techs after time. That starts for the hyper drive 1 after 100-120 years. 2227 and 5-10 planets doesn't sound dramatic to me. It's "just" a balancing thing.^^
Pre-FTL species... hmm... yes this could be a problem. I have to test what happens to them.
Thanks for your feedback.
Also a primitive evolved from "early space age" to full empire but the outpost in its system didn't automatically spawn, therefore the empire was lacking any indication of its presence on the galaxy map other than the borders of its system.
I'll think about it but the problem is it would be another mod I would have to maintain ...
can you specify which features you mean exactly? Maybe I have an idea, with an easy way.
Could you please release a "Some Space Race" mod, with everything but the slow start?
Thank you for all the time and efforts.