[quote=@duck55223] Need to do a few things first so I am just skimming, but I can already say that even if there just escorts, 10208 ships is way to much. Mothballed ships also needs to be turned down. I also feel that a Megacorp should have quite a few less then 2000 ships. [/quote]Given the size of the megacorp 2000 ships seemed like a reasonable amount to protect their interests. Albeit given your response in the "full review" that may change. As for my escort count, why is that even an issue? I don't remember you putting up a hard cap for fighters, land vehicles and soldiers. You only limited warships. Escort vessels are between fighters and warships in size with the expected decrease in fighting power compared to warships. Fact that 8 escorts (if not more) roughly equal to one warship is telling already. Albeit if we go by math and convert escorts to warship equivalent count then I suppose I went a little over the limit (3000+). Oh well, I reduce my fleet size anyways so this issue is most likely void. [quote=@duck55223] [@Willy Vereb] Full Review: Replicators are an absolute no in my eyes, and you will need to remove them. The power of the beehive missile needs to be turned down, and one of your weapons mentions use of antimatter in weapons for ground units, this is also a absolute no in my eyes. One more minor thing, besides ship count adjustment which I already mentioned, is that again, we dont have hundreds of civilizations. While it is extremely minor I dont want a new player to read your app and see that, and thus get the wrong idea. [/quote]IIRC, many of your previous space NRPs had replicators as a nearly standard tech. What caused the turnaround now? If you are worried I may abuse this like grey goo, instant ship construction or as free factories on infinite loop then there's nothing to be afraid of. Quantum Forging isn't anything as convenient. True it can allow creating matter out of energy but even in this futuristic world power won't be free, neither truly inexhaustible. Assemblies for vehicles or mining raw materials are still very prevalent. I don't wish to portray replicators as something which makes economy or industry meaningless. That being said if even with these restrictions you don't wish to deal with replicators then fine, I'll remove them. As an alternative is it fine to have "transmuters"? As in devices which can turn one type of matter to another? My replicators are already mostly working by this mechanism because they're such power hogs so this could let me keep my tech while closing off any loopholes. Beehive type missiles are really just fridge brilliance. In the age of nanoscale forging it isn't difficult to create nanometer thick pellets and since this is a space opera style NRP that means acceleration is easy/cheap, too. Creating a relativistic KKV is easy. I just did that and added the feature to spread massive amounts of pellets to generate a large screen. Basically I just used my head. That being said Beehive warheads aren't all that superior. They work the best when there's still quite a distance between the ship and the targets to intercept. Beehive missiles require some time to accelerate and they need to spread their pellets from distance. As you can expect to get them spread to 1000km radius I'd need to detonate the mini charges some thousands of kilometers in front of the enemy, sometimes much more. Furthermore deployment of the Beehive's pellets depend on the projected distance of the enemy. Say the charges detonate 4000km away to make formation with 1cm wide gaps. If it hits from 2000km distance then the pellets would be 0.5cm away and cover the radius of only 500km. If it hits from 8000km away then the gaps would grow to 2cm and the "cloud" radius to 2000km. This may not matter at times or even allow a degree of flexibility but the heart of using Beehive warheads is good planning and sufficiently long engagement ranges. Besides it always bothered me how close ships/fighters stay to each other in most media. What's the gain in that? At least my opponent would get a good reason to put their fighters in a looser formation here. Antimatter weapons are similarly just "common sense" in a setting like this. Where ships casually expend tons of antimatter or its equivalent then the same force should be able to spare a few grams or micrograms to their ground troops. And how do you make an anti-vehicle weapon compact yet powerful? Give them something truly energetic to throw at the target. That's the antimatter projector here, the nightmare of vehicular armor. I can throw these out if you want but as I said it was just common sense to have something like this for my ground troops. But without anti-matter projectors I have to use the plain-old anti-tank missile concept which is honestly boring. [quote=@duck55223]One more minor thing, besides ship count adjustment which I already mentioned, is that again, we dont have hundreds of civilizations. While it is extremely minor I dont want a new player to read your app and see that, and thus get the wrong idea. [/quote]I had to repeat this paragraph to check I am not just seeing things. Excuse me what? The galaxy has 300 billion stars and roughly billions of habitable planets yet apparently there aren't even a hundred places where sentient life managed to develop? What happened? Did the "precursor civilization" mentioned in the OP systematically murder most of the other races? Actually, this is the most major change for my faction of all. white Corps has contact with hundreds of civilizations but that's by no means all of them. Evidenced by the fact Keith White III managed to quadruple his client base in 10 years by actively searching for new civilizations to make contact with. Similarly this means I don't have literal hundreds of amusing alien race types I can just invent for the entertainment of the readers (none of them are really powerful... just different). In addition of course if there aren't anywhere near to hundreds of civilizations then the size of White Corps decreases considerably. That means I pretty much need less of everything else which is good. But it also makes me feel less like a galaxian capitalist as I wanted Keith White to be. Aside from me, it's also sad for other players. I mean they can't have random encounters with new and different species because literally most of the alien races will be just other players. Well, interacting with a player is better but people like me tend to prefer more variety.