Well after testing for quite some time here are a few remarks:
Buildings chains
Many buildings chains are off. You seem to not be able to create some even though you have the technology/resource (I guess it's because many still have inside them but I may be wrong.
Besides, you often end up with a building needing a specific resource that can only be unlocked by another tech that you did not get. (ex: dm_power_plant_1 can be researched before the dark matter resource reveal).
The resource thing we're clearing up in the current tech pass. Buildings, you're probably just not unlocking the higher-tier ones yet; techs are in transition and should work much better once we've implemented the tree method (harder to miss early vital techs because you're always going to be offered about half of them).
Fleet combat
Right now, even though torpedoes have the highest range they are heavily countered by PD (the player is clever) and it's the projectile artillery which is king. I decimated a fallen empire with 10 battleship almost full of kinetic artillery lvl 2 without any real danger. It is usually enough to trump any fleet even corvette spam. (I may have hit bonus from buildings/admiral but it is still a definite advantage)
Always nice to hear multiple opinions of which is best/worst. Need lots of feedback on this aspect because it's hard to get a lot of data on it alone (compared to economy or AI).
Ideal size of empire
Due to the tech cost increase per pop higher than vanilla, expansion is even less cost effective tech wise. Besides as the growth rate is reduced and robot pop do not contribute to research before synth, tall seems to be the ideal strategy. Keeping 25 pop for most of the game allowed me to distance the AI effectively in tech which allowed me to get battleship/long range weapons before everyone and destroy any opposition. The stategy was to expand via frontier outpost and maximize research stations anywhere. I did a pacifist run so could not purge any xenos, but an expansion strategy that would be without fail would be to take planet, build outpost, purge and move on to the next conquest. It involves transforming most of the homeworld into a bank but you can get the better tier quicker thanks to the cost effective tech research.
Interesting hypothesis. We'll see how that pans out as the economy tightens, though. For example, in the current testing build for 0.5, banks use energy, which limits your ability to stack them pretty severely, and mineral output from colony hubs has been nerfed heavily, making a one-world strategy harder to pull off.
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