either I screwed up my installation or it's an oversight because I'm having 100 percent allegiance on all my planets regardless of distance
That's a change I forgot to list. No more allegiance penalties for distance. Culture can still be used as a weapon for reducing the resource output of enemy worlds though. I just found it stupid that allegiance could get as low as like 25% and how it affected income. It was like people stopped paying taxes and stuff.
I'll figure out what's wrong with the pirate raids. For now, try not to bid so much.
2) If possible I think you you should increase the size of the militia fleets to reflect the fact that a single capital ship can crush them without breaking a sweat.
3) There really are too many asteroids. After I had 5 planets, I could no longer even come close to spending all I earned without selling it in the market. This was exacerbated by the long research time, which kept me from researching the fleet techs. Overall the extra resources and longer research times are good, I just think they need a little tweaking to keep the game on balance.
I haven't figured out yet how to increase the size of militia fleets but it's definitely on my to-do list.
I wanted to change the gameplay so that when new ships were finally unlocked, you have the resources to start mass producing them (I also wanted the worlds to feel more populated) and use them to serious effect while your opponent(if he hasn't been doing recon and gathering intel) will have a serious disadvantage until he researches the proper counter. This also makes research stations into a strategic target. The increase in resource income and the decrease and ship cost and build times was to make large fleet battles much more common while making the late-game techs still feel like they're late-game.
I didn't like how in vanilla sins, everybody would just build up a single massive fleet and prepare for one big battle that would determine the winner of the game. I basically changed the way you make your strategies so you have to ask yourself things like:
1. Do I need to send scouts to my opponent's ship production worlds to see what he's been researching and what he's been building?
2. Should I launch raids against his research stations to stop him from getting more advanced ships?
3.Should I hit his capital shipyard while that new cap ship is building so that he wastes all those resources?
4.Which world do I send reinforcements to?
It's new strategies like these that I wanted to implement in 1.6. It really made multiplayer against my friends a lot more fun. We'd be sending reinforcements into a single gravity well, making a fleet to fleet battle last over an hour. By the time it was over, there was so much debris that my high-end alienware actually chugged a little bit. We felt like there were real "front lines" and the sizes and frequency of these battles made it easy to distract and flank(hence the reduced speed and maneuverability). A fleet that attacks another fleet from the flank can deal a devastating amount of damage before the defenders can turn to engage. I really wish the devs put in the ability to select the facing of your fleet.