Been playing mostly SP because games are hard to find and the laggy UI makes me not want to play competitively, so most of these are found in the campaign mode:
- if the AI places pirates, they sometimes flicker
- if the AI places pirates, and you quit and reload the game almost immediately, the pirates can vanish, but still affect the original targeted area indefinitely
- AI will bid high amounts (over 40K) on a geothermal engineer on maps with no geothermal vents
- AI will maintain grids of power plants even when power has been at $1 for several days
- the campaign popup menus will ALWAYS popup, regardless of if you've played the campaign before or not. A "do not show toggle" with an option in the settings menu could be added later.
EDIT* can't post due to limit, so I'll just post it here:
Game design things:
- the AI has an easily exploitable tendency to attack the patent lab (especially when playing scientific). Buying goon squads at first is nearly mandatory, as it not only protects the lab but also protects all my other stuff from attacks since the AI is so predictable
- the AI can be running a full food production (or any resource production) but still use the hacker array to short the resource or just refuse to sell things to maintain a high price point. Some games where I don't go food, and I see the AI with a grid of 7 interconnected food production, the price of food will consistently still be rising to over $600 by day 7. This is more problematic since food affects growth. In SP, players are basically required to produce all of the colony-required goods, because the AI won't.
- Campaign time limits have changed from too short to a bit long, more visible on medium and large maps, where the colony can be finished growing by day 5 or 6, and the rest of the time is spent just accumulating money. This is especially noticeable when the player has access to an engineering lab or offworld market.
- Speaking of offworld and engineering labs, the balance of these two structures (or the balance of the hacker array and pleasure dome) really need to be adjusted. I can pretty much assume I will win heavily (like 20-x shares of the colony) if I have a sustainable duo or trio of chem labs, and an engineering lab, or two offworld markets and two goon squads. One possible idea to up the power of the hacker array is to make its affects permanent like the colony modules do for shorts, a consistent but slow increase in good prices, or a much slower progression on the cost of surplus-ing a good.