I've had a report of substantial collisions upon starting a battle with modded ships (more so than vanilla). Is there anything I can do about this? The current theory is that smaller ships are too slow and when larger ships (that spawn in the back) have max speed boosts and are relatively fast for their class they often plow through the front line and even destroy allied ships. Since I nerfed carrier speed rather substantially to prevent kiting and force carrier protection, I also think that could be coming into play if a lot of frigate carriers are deployed.
Probably not much I can do other than increase the speed of smaller ships globally, but figured I'd ask just in case.
------
I'm going to look into the API for some clarity on this, but I'm concerned I'm not seeing enough procurement missions in the campaign simulation which is making it hard to troubleshoot a bug with them. Do I strictly need economy deficits for those to come into play? I'm flying a freighter heavy fleet (I think that is a factor iirc) with plenty of free cargo space yet I only get the occasional mission of that type and though I've had a few mod faction missions, these spawn much more frequently on pirate colonies (which have deficits).
The consideration I am trying to make with this is to give factions more equality of starting industries/resources at players' request. (I gave the Luddic Church fuel production, another large refining colony, a couple more military bases and an orbital works, for instance. I also gave Gilead a high command star fortress to guard it from above.) That being said, I don't want to completely remove procurement missions when playing the campaign stand-alone outside of the volatility of faction dynamics in Nex. Right now in my current build, though factions have strengths and weakness in market share, it's split fairly evenly among most commodities. Any pointers?