I was originally planning to have both Nebula and Akira in but couldn't find a role for them, so I would be interested in seeing what's posted. I'm thinking to switching the Nova with the Excelsior (graphics/text change - same stats).
A couple issues I should have warned people about:
-After a while, you will get python exceptions about the construction ship AI
-After a longer while, turns will get unbearably long
-The Klingons and Romulans don't know to build up their military
Here's some info about conditional events so people know what to look for in case something doesn't work:
-Dominion Surrender: Federation/Klingons/Romulans combined must have 10 cities at turn 181 and Cardassia must be captured
-Federation Surrender: Federation/Klingons/Romulans combined must have 3 cities or less and it must be past turn 181
-Cardassia Switching Sides: Cardassia must be captured
-Bajor entering the war: Bajor must have at least 5 cities, must be after turn 181
I'm also planning a change for the early light ships, to fix cloak issues with the Klingons and to extend the life of the early ships.
-Light I upgrades to Light III, not Light II
-Light II upgrades to Light IV, not Light III
-Klingon BOP replaces Light II, not Light III
I like your new proposal for a change in the upgrade paths.
Personally, I would like to see more unit diversification and a longer technology path. I recently played a game as the UFP and with only 5 systems, I was able to finish future tech 1 on Monarch by turn 200 on Normal speed. By turn 150 or so, everyone's running around with Heavy I ships.
As it is now, there is a very small window to colonize new systems, before you really should shift to fleet production.
I love what you're trying to do. I think the basic mechanics are there. With a longer tech tree, and more unit diversification, I think this would be an awesome mod.
I know you're aware of some of the resource usefullness issues already, so I won't harp on those.
Combat is almost totally a numbers game. If the other guy has 4 light IVs, then I better have at least 6 to win, etc...Bombard the other stack, repeat until you can safely attack. Anti ship missiles don't appear to be that effective, and need to upgrade with time. They are so easily intercepted also.
So basically, my strategy now is to rex to 4 systems, max production, pump out a fleet ASAP, and attack nearest neighbor.
It's not subtle, but it works, but it is darn near impossible to reach a domination victory on Monarch...at least I haven't done it yet, and the strategy seems simple enough...just pump out more and more ships, but the problem is that this fleet build up becomes exponentially more difficult after about turn 170 or so, especially on Normal speed, where the AI can replace their ships so quickly. I have found myself needing a fleet with nearly 20-30 ships in it to effeciently take down an enemy and even then setting up defensive positions behind your main fleet is a further drain, making conquest extremely difficult. On a Large map, forget about it.
I'm not sure what the solution is, but perhaps other victory paths, such as team projects may be in order. As it stands now, culture is the only alternative end game, and that is only slightly less difficult than a domination win.
With a longer tech path, and more unit diversification, other avenues for victory could be opened up.
Then again, so much depends on your start position. If it's a great position, then you can race through all of the technologies in less than 200 turns. If it's horrible, then you're dead meat. If it's so-so, then you might have a chance, if you can worm your way to a better system and avoid any conflicts for a long time.
These are my thoughts based on my own extensive time in your mod. I love the Star Trek setting, and the nice eye candy you have, and I love what you are trying to do. The potential is there and this mod has a bright future. I hope you don't get discouraged by the amount of work that may be left to do.
~Seidrik, Admiral of the UFP in most games
