I have merged Final Frontier Plus with Kek-Mod (my mod of K-Mod). Advantages of K-Mod over BTS are numerous and can be found on the page linked above. To apply changes simply paste extracted content to the Final Frontier Plus (v1.9 beta) folder and replace all files when asked. (I also recommend erasing UserSettings folder from Final Frontier Plus folder if you wish to reset your BUG Mod options to K-Mod's defaults, and that folder should be in My Documents anyway.) Included dll supports 48 civilizations. Current version: v0.22-alpha (based on FFP v1.9 beta and Kek-Mod v0.22) Date: 27/Nov/2020 Download here. NOTE: Normal pitboss cannot be used with this version, you need PB Mod version available here or here. Be sure to check all the other nice stuff they've got there, some of their things will surely be interesting to any pitboss host. The source code is here as is the commit history. I have not yet written a proper changelog. In short: v0.22-alpha - Fixed some bugs (including a serious game-breaking one). v0.22 - Merged Kek-Mod v0.22. v0.21 - Merged Kek-Mod v0.21. v0.20 - Made the rules (primarily the constants in various xml files) behave more like K-Mod and fixed various bugs. WARNING: This breaks savegame compatibility. v0.10 - Made everything work with K-Mod. WARNING: This breaks savegame compatibility. What I would like to do next is to move implementation of Solar Systems and Planets into DLL to make full use of K-Mod's superior AI, but who knows when will that be. ------------------------------------------------------------------------------------- Original post: Spoiler : I've successfully merged Final Frontier Plus with K-Mod (more precisley with my modmod based on it). In case there is somebody else who is interested in trying this out, I'll upload the code soon after I finish a few more things. There are still a few minor issues that I want to take care of first, but currently it is fully playable and stable. For some time I've wanted to move solar systems from Python to DLL, so I'll probably try to do that next. I did this first because it seemed pointless to go through all that trouble only to end up with bad BTS AI. This way I can try to adjust karadoc's AI to solar systems. (Benefits of K-Mod are numerous even when it doesn't control solar systems; not only does it have much better AI, but also its DLL runs significantly faster, it contains countless OOS bugfixes and a large number of adjustments intended to make the interface, automation and other aspects of the game more player friendly and much less frustrating.) I'm actually posting this to try to get some help about one minor thing. K-Mod includes BBAI features including civ leaders' victory weights, so I need to enter some numbers for FFP leaders. For reference, here under "BBAI Victory Strategy" are BBAI/K-Mod victory weight's for BTS leaders. Those numbers influence how likely the leader is to go after specific victory condition. I think that all those weights follow the convention that their sum is 150 (except barbarian leader who has sum 0) and that they are a multiple of 5 between 0 and 70. I don't really know what should I pick there for FFP leaders so that it makes some ingame-universe-sense. Maybe finding a BTS leader with "similar" personality would be a good idea? I would appreciate some suggestions as they will probably be better than what I would pick myself.