Hello thar!
I haven't gotten a chance to play the mod yet, so take my words with a grain of salt. I am very interested and will be downloading it shortly
!
1)
The Stations: I don't quite understand the
gripes about the stations being spawned further away from the capital? The original spawn placements were the most annoying things I've encountered every game. I always run retrograde thrusters, count 7 tiles, mentally place my future cities, and then a station lands a few turns later just to ruin it. I love the rework.
If people don't like stations being further away, because for some reason that messes up their game so horribly, then why not revert the change and make the stations fade away faster if there are no active trade routes. If the station is so important, then initiating a trade route would be the first thing you'd do. If not, it won't mess up the rest of us waiting to build our colonist.
2)
Rejinaldo: I think the passive is pretty strong, not the 10% more melee strength, that's a joke in my eyes. I'll iterate: 10% of a marine's strength is basically 1, even 10% of a late game melee is 4-5 more damage... So I do appreciate the creative addition of moving after attacking, but maybe make it melee foot-soldier units only? In addition, how does adding the perk play into the affinities that grant that passive? It really is a neat concept and I can finally play Brazil.
3)
The Trade Routes: The only reason I play Beyond Earth is because of the trade routes. My first game, Civ 5 tainted me and I produced as many routes as possible with foreign cities, I quit after turn 100 because it was taking so long to build anything. Next game I made inter-city trade routes and I fell in love. My gripe is this, I think 2 trade routes is perfect. I believe trade depots should only allow for one, and then auto-plants allow for an additional 1, so there's 2. 3 trade routes is what created the overkill, in addition to the overwhelming amount of production, which as I understand from the change-log has been adjusted.
So, now that those are taken care of, I have one tiny inquiry?
1)
Quests: Is it possible to add more beneficial quests involving buildings? The culprits that come to mind would be the Launch Complex, Repair Facility, Surveillance Web, and I swear there's another... Oh well. In 90% of my games I don't even bother building them because they aren't cost efficient. I want to say Ultrasonic Fence, because I always get the trade route immunity, which means making anymore than 1 fence is a waste. Thus I come to two ideas: Remove the option to build Ultrasonic Fences after that option is selected, OR, a more balanced and practical solution, make the change to trade routes for that cities routes only, so I'm still forced to build it in the rest of my cities. Also that option should read, "Aliens ignore trade routes," not "Aliens ignore trade convoys," As 'trade convoys' don't include 'trade vessels.'
I'm trying to think of more prudent things in the game that demand balance, and I can't really think of anything, primarily because I want to return to this current match, finish it, and then download your mod. All I can think of is waiting for an expansion that releases more maps, civs, buildings, units, and technologies. I don't understand how the only flying unit is a Tacjet- a joke before the 3rd upgrade. We've mastered the art of space travel, but not trade routes via air? I was also hoping that aliens would become stronger and more diverse as the game progressed, an evolving species. My civilization transforms, yet the aliens are content with 14 strength land units and the hope that Krakens can control the sea- granted they can, very well.
Thank you for your time, sorry if it's tl;dr material
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