I'm not able to get beyond Outposts with them and even that happens only with the very early ones around my capital. As said earlier, the Terraformed civic helps in theory, but appears when its already to late (means FC is already crippling high).
I could try increasing the farm upgrade bonus of Terraformed?
it appears to me that fungus is still growing too fast outside faction borders - even after 300 turns there is still a decent amount of surface unsettled and here fungus has evolved into a kind of carpet.
Certain areas being fungus carpets is intentional. Though I'd wish more of the land and less of the sea were fungal carpets...
Also their expansion speed seems to dwindle over the curse of the game[/B]...they don't seem be interested in settling oversea islands, if they are more then a few tiles away and often they start to lose cities to native life in the midgame, while being only occasionally able to recapture them.
Hmm, I've been playing a game with the Believers, and so far the AI has been very good at building overseas bases. And only one base, alone on an isolated island, has fallen to native life. Perhaps these two rule changes have made a large difference?:
10. Native Life spawns due to eco-damage (negative Planet) will be immobile for a turn.
11. Native Life spawns due to eco-damage can only spawn on fungus. So no fungus => no spawns.
and you can have a whole army of captured native life. Since the limit is calculated from the total accumulated positive planet values, it increases over time. Now in 2408 I could have 89 captured native life forms, actually having 14.
Well, when I coded in this feature, I just added a random planet requirement per capture number which seemed about right, knowing full well it would need to be rebalanced. It would be very easy to increase the required accumulated planet to capture an extra worm. However just increasing the number overall might make it too hard to capture native life in the early game. So I'm rather thinking the first couple native lifeforms should require less accumulated planet. And I have no inspiration right now how to code this.
Anyway, not a huge problem at the moment I guess. If you actually manage to assemble a 90-worm army, and that army is much bigger than what your opponents can field, then it'll become a priority to find a solution.
- The seemingly missing cap for missionaries can cause AIs to spam them (see picture)
As a last-minute change for patch g, I set the national limit for missionaries to 10. The reason for removing the cap was because I gave all missionaries a medic promotion, so they have an additional purpose.
I guess I'll need to have a look how FfH solved the endless missionary problem.
- The victory screen displays an insane amount of subspace generators needed for victory (see picture)
Yep I know. Unfortunately I don't know the cause or solution.
you give an order, which leads over a land tile, the drop-ship will auto-unload
I'll check it out. Perhaps I could make the auto-unload for the AI only or something.
- I think a council vote every 6 years is too much, especially as long as there are not more cool things to voted about.
Ideas for interesting repetitive council proposals are welcome.

Anyway yeah, I think the Planetary Council and the White Pines council (renamed 'the Concordat'?) are gonna be the next big thing I'm gonna focus on.
In other news, in my Believer game (with the aforementioned fungal bloom changes included) I tried to cause as much eco-damage as I possibly could. There was a decade (the 2170's IIRC) where I had to spend all my resources on building units replacing the ones I lost in native life combat. However once I focused on clearing out all the fungus in a 7x7 square around my super-polluting headquarters (it had the Unity Mining Laser), it was easy cruising. I also built three Bunkers positioned around New Jerusalem, so that I could range strike at any native life spawns, and significantly reduce my own losses in direct combat. However by the time I built those, I had just about finished clearing all the fungus. If fighting native life needs to be further made easier, I could place Bunkers earlier in the tech tree, at Superconductor. However with the fungal bloom changes in this latest patch g, fighting native life seems very doable to me. Your experiences with these changes would always be nice to hear!