Mod has now been updated to v1.2...here are the changes since the last version...
First, Debris Vortex has been fixed so that it now properly upgrades to lvl 2...
Second, pirates have been tweaked, if ever so slightly...the time between pirate raids has been increased to 900s (which is the time between game start and first attack), so pirates attacks in general will be a little less often...also, the proportion of pirate ships that are pirate pillagers (the siege ones) has been decreased...
I would also note that the pirate threshold values have been doubled...this means one of two things...one, pirate fleets are about half their original size or two, the descriptions of pirate fleet size (ex "Severe") will actually describe a fleet half the size...I'm not real sure which so I'm hoping for some feedback on this...it's been a while since I've played with pirates on and quite frankly my intuition on what is a typical pirate fleet is off...at any rate, my understanding is few people play with pirates so I figured it was worth to risk to put in this change...feedback is appreciated...
Third, Docking Booms (TEC SB upgrade) now affects the starbase itself...TEC don't have Jam Weapons, TK push, overseers, repulsion, debris vortex, deflection shield, meteor storm, mass disorientation, or any of the extra things that Advent and Vasari have to protect their SBs (all TEC have is the red button)...so, docking booms now gives the TEC SB a little more survivability provided the player chooses this ability...
Fourth, Paradise planets now have only 3 logistic slots (technically 12), similar to asteroids...
Fifth, Gas giants now have 9 logistic slots (technically 36) instead of zero, which is similar to desert planets...gas giants are also rarer than they use to be (in general, they now have a weight of 2 instead of 3)...
Sixth, Subversion has been buffed slightly...Subversion will now prevent passive planet health regeneration for the duration of the ability...in order to do this, the subversion buff actually does .000001 planet damage every 2 seconds as a periodic action...the actual damage to the planet is unnoticeable, but because any damage is done, the planet will not regenerate health until the ability expires...
Technically, this also reduces planet population growth by 50% (due to recent bombardment)...if anyone knows the exact population growth rate (without bonuses), it would be possible to set it up such that there is no net population growth, though this may not be necessary...
Here are some things I may look at in the future...
Mobile Phase detection -- This ability is pretty much useless on the overseer...I've almost considered completely pulling it from the game so that it is not a prerequisite for researching jump degradation (which actually has some use now)...
Insurgency -- There has been some recent discussion on possible ways to buff this ability...as of right now, I don't see any good way to do this without throwing free experience at the enemy or making it OP (like pirate raids), but perhaps someone has a good, balanced idea that isn't too hard to implement...
Starbases -- I'm still have some problems with these...for one, I'm having a hard time getting Vasari to build them...I made some changes to the AI use times that I though made a difference, but over time it appears my initial tests were just flukes...also, I'm trying to see if there is any way to get the AI to choose SB upgrades like meteor storm, etc...even if SB upgrade limits are removed, I never see the AI put abilities on their SBs (easy to tell by looking at the SB's max AM points)...I've seen the Vasari put one of their 2 abilities on, but I don't know which and I never see them actually use the ability...
The change log states that the AI use time and target conditions for Vasari "Deploy Starbase" (under their colonizer ship) has been changed...however, the files in v1.2 do not reflect these changes because they don't seem to make a difference...if I find some settings that seem to work, the change log will be updated appropriately...if you feel like experimenting with this, I'd recommend playing on cruel or vicious as these AIs won't ever be limited by resources...