after about 15 minutes I had 5 capitals and 3 planets colonized and I wanted to see how the ai was doing so I surrendered just to see the whole map..and it was doing just fine..with one capital..it also had 3 planets colonized, and on each planet it had a lot of structures and turrets.so it wasn't stuck..maybe it just didn't feel the need for another ship..yet..also in my mod the capitals are much stronger starting from 7000 hull. I'll try to lower the price even further to about 500 just to see what the ai does
One thing I noticed is that the AI never builds any capital ship factories, aside from it's home planet. Also When I had the torpedo cruiser still in-game, the AI would build fleets of 100s of them, I had the supply set to zero. I set the cost and slot for Cap factories to 0 but it still refused to build any.
What I think we need to do is trick the AI into thinking that it's building frigates and not capital ships. I put the price of a Sova carrier down to zero, and made it's lasers instant kill, and the AI doesn't build them, no more than one or two.
Details of my mod: TEC only for now.
- No combat frigates except for Krosov. scout, siege, envoy, and colony frigates take zero slots and have no weapons.
- Gauss turrets damage 3 times higher, +2000 range, and 3 times more expensive. Hanger twice as expensive, carries 2 more strike craft.
- Capital ship capacity research yields 3x more slots per research level to a max of 46 (ideally the max you could build with Vasari fleet tech with 2300.) Fleet capacity left untouched.
- Capital ships left untouched. Star-bases removed. All unnecessary tech removed.