Not sure your fixes work. After researching my first physics tech, nuclear fusion power cores, I have no more tech choices.
EDIT: I just declared war so I could see his planets and I couldn't see any minerals being built. Would be nice if someone else could confirm they build any apart from myself and Nas (and the capital world doesn't count because everyone starts with 1-2 refineries).
No-one starts with more than 1 refinery (having 2 would make them begin in mineral deficit - you can check this in the empire initiializers). So if you see 2 refineries on a capital world, the AI has built one of them during the course of the game. I also literally saw one in the process of finishing one (watched it count down from 20 days to zero) on a secondary world, but it had to wait for the T2 colony hub so it takes maybe 25 years to be able to do it.
Usually, the AI appears to build a second mineral processor within the first 20 years or so and then spends the bulk of it's minerals on colonizing and stations. It doesn't like building empty buildings, so it waits for spare slots; this makes it kinda slow to develop (it seems to really kick into action after 50-60 years presently). I can tweak this behaviour in defines to some extent eventually.
I might also unlock mineral processors on colony shelters, so the AI can build them on brand-new planets. Or at least do like a level 0 version of the building.
Level zero versions would be good.
Mostly want to avoid creating a building which gives minerals for free though. Have currently just unlocked the T1 one to be used on basic colonies.
In other news, we're presently in the process of sorting out the tech framework. We've not managed to add new disciplines, so we're stuck with physics, social and engineering (at the moment), but we've added lots of new categories. Every category will offer 1 tech at a time with long prerequisite chains, upto level 20.
In order to keep the possibility of dangerous and rare techs, some will be added in. These will mostly be used as 'crossover' techs - so for rare tech A you might need low-tier techs from 3 or 4 separate categories.
So, for example, Mass Drivers will increase in a fairly predictable way. Mass driver 1 unlocks basic mass drivers, mass driver 2 unlocks improved mass drivers, and mas drivers 2 requires you to have already learned mass driver 1 before it is offered.
However, Doom Cannon might require Mass Driver 3, Plasma 2, and Theoretical Physics 3 to appear.
That way, we can keep rare and dangerous tech but keep it from crowding out 'real' techs.
* Influence points are far too easy to accumulate, and quite useless. After about 20 years I was at the 1000 Inf Point ceiling and stayed that way for the next 40 years, as I had nothing to spend them on. I was using as many edicts as I could as well. A new series of edicts would be good?
* I cannot technologically enlighten a primitive civilization. Don't know if this was intentional to help with testing.
* Too easy to accumulate credits. They're less useful early game, but by the time they become useful (year 20), I've already solved my mineral problem and can afford to spam banks and their upgrades. Exponential growth from then on.
* As much as I love the idea of new resources, they eventually all become worthless once I make enough minerals.
* Tritantium is far too common and available - I can spam asteroid mines, and have more than enough Tritantium forever
* Refineries are worthless compared to just spamming new colonies. It gets to the point where creating new colonies just trumps everything because of the capital mineral production. But then once I have like 3 or 4 planetary administrations, I'm swimming in resources, and no longer have much of a need to colonize further, beyond conquest for its own sake. Then I'm just colonizing for research points and banks ad-nauseum
* Food and Nutrients are trivial to acquire
* Any size of space torpedoes dominate everything, primarily due to range.
* Autocannons are too weak, even with their rate of fire
* Lasers have too short of range
* Influence points are far too easy to accumulate, and quite useless. After about 20 years I was at the 1000 Inf Point ceiling and stayed that way for the next 40 years, as I had nothing to spend them on. I was using as many edicts as I could as well. A new series of edicts would be good?
* I noticed a 3 planet Fanatic Materialist/Individualist empire devoured another 3 planet empire in one or two years around year 25
* AI empires either expand vigorously, or stay on one planet.
* Scientists receive too many traits too quickly. Most of them completely unrelated (a bad thing in my mind) and contradictory, and all of them eventually get the trait 'stubborn'
* Could we get an option to retrofit stations, like we do with ships?
* Too many tech options for orbital hydroponic farms. And food is trivial to acquire anyways
inside them but I may be wrong.is_listed = no