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Zgłoś problem z tłumaczeniem
I'm not sure if how much you've played the v125+ series but several of the items you've shared have been corrected or changed:
The most significant reason for the game slowly down in the later stages is not the number of units, but the actual number of ship movements that happen during turn execution. As the game progresses, there are more ships which can move further with technology each turn and this is very taxing. With every single movement of an object, the game has to update its vision etc. So in a game with 10 players with 50 ships each that move 8 spaces, that's 4,000 potential moves. The same game could have 10 players with 400 ships that move 12 spaces and now you have 48,000 potential moves. I'm sure the game has some optimization for doing this work, but it still adds up. This is the main reason the systems in the mod were scaled down from the original game. In the soon to be posted v126, retreat is disabled so some of the combat processing will be faster.
Sphereworld blocked radius was changed to 1 in v125.
Red Giants have a larger blocked radius because of their massive size. It kind of makes sense that you can't build around them (not that any intelligent race would be around such an unstable object).
Religious components in v120 and beyond can't be used with Master Computers. When you suggest the Vengeance Totem doesn't work, is it because the weapon damage stats don't change on the design or you have observed the actual damage not receiving the bonus during combat?
Since some of the stellar manipulation technologies are generally less useful for the AI, I don't have them explicitly pursue things like Black Hole Manipulation until more or less everything else is researched.
AI players base their target ship levels on a number of facilities with the assumption that vehicle cost will stay roughly proportional to resource production throughout a game. There are modifiers for excess availability of resources but I can see that since they are not proportionately based (just a % increase if resources are high in general) that your adjustments wouldn't result in many more ships. I should probably make this modifier based on a ratio of the excess resources to the existing maintenance costs.