For the longest time I've generally played without colonies, both modded and unmodded, since the state of "infinite free money" takes a lot of the fun out of the game for me; it just feels like it plays better when I'm constantly hungry for more money (and isn't that just a funny warp on real life...). I've also never really used AI cores for colonies, outside of the occasional temporary gamma core to reduce resource need, due to feeling that they're more of a hassle than they're worth, given Ordos aren't exactly casual pushovers for my normal fleets and the aforementioned "infinite free money" game state has been easy enough to achieve entirely without cores.
That said, for the sake of testing, obviously I went in deep and followed my usual "strategy"; find a nice system, colonise several planets quickly and try to be self-sufficient on as many goods as possible as quickly as possible (usually with 3-4 size 3 planets to get production + their corresponding booster item and an industry improvement or two going). Hoboy did that generate a lot of excitement very quickly.
- Overall I'm definitely feeling the want/need to have a more proper ~200-240-point fleet to handle all the bullying with violence! Makes sense you wouldn’t just randomly start colonies with lots of money but little means to defend yourself.

When I did colonise in the past I used to do it pretty early with 100-150 point fleets already because the pirate annoyances weren't usually a big deal yet, but I imagine that's a lot more costly now to actually deal with the factions.
- Right away I got bullied by Perseans due to proximity (I think?). I didn't have nearly the sort of fleet to fight them when the blockade came (though I think I could've waited them out; one year of -60% access with Megaports plus having the stability goods in-faction probably would've been just fine), so I went to "make a deal".
- I'm kind of surprised I didn't get a corresponding bullying from the Hegemony; wouldn't it make sense that they both moved in on a new polity to force taking sides and not just the Perseans alone? Could it be grounds for a separate "collision of the powers" crisis, maybe? One ending with a Persean and Hegemony fleet coming to blows over you, with the option to take sides yourself?
- The sheer size of the commission payouts has long been a little pet peeve of mine, to the point I've made a habit out of going into settings to change the numbers to favour the faction bounty payout (my current number is cutting the flat rate to 10% of normal and setting the bounty base to 1250) instead of just getting paid 100k credits for doing nothing, but the 20% dues the Perseans demanded makes the huge commission even more noticable of an eyesore for me. They're... Forcing you to take their commission money to then take money back? It ends up feeling really weird.
- If you accept the deal, maybe one of the Enforcement fleets could just stick around in your system? You know, the League charter does prohibit internal meddling, of course, but "for your safety as a fledgling League policy" and totally not to "remind you of the "deal" and the costs of withdrawal..."; plus if it occasionally helped out with pirates or Pathers skulking around that'd be just a neat little nod towards the deal actually giving you *something* except just paying the submission taxes and blocking AI inspections that weren't going to come for me anyway. Maybe you get to feel more like a member if you do it pre-emptively rather than waiting for them to come knocking though?
- I thought it was a neat little thing that the colour ring around my fleets changed to reflect the Persean "deal".

- Actively disruptive fleets in my system being “friendly” sometimes feels weird (Commerce Raiders mainly, Luddic Church to some extent); if they attack your convoys it feels like they should be hostile to you, too, straight away; you could be carrying goods to cover your own shortages, after all!
- The colony crisis bar got really hectic with Sindrians, Luddics of both flavours, TT commerce raiders and pirates all at once for a while, but it might’ve been because I neglected the colony for a bit and due to my "go hard early" colonisation. I could've probably avoided some of that by waiting with fuel production and going easier on straight up making myself into a TT competitor.
- Sindria's bombardment attack was pretty hardcore, but I managed to fight it off one fleet at a time with acceptable losses, having gotten up to a full 240ish fleet by that time.
- Is there supposed to always be a message prompt when a crisis is fixed? I got one for fighting off the Church but didn't notice one for the Sindrians, nor am I entirely sure what effect it was supposed to have. Maybe if all finished colony events could be listed somewhere, whether Important or in Agreements (maybe call the tab something else?) so we know all the results for sure? I'm honestly not sure if I got anything out of beating the Sindrians, in specific.
- It'd be neat if the Luddic Majority tooltip alerted you in advance of what buildings will negate it so you don’t have to find out by building.
- The TT commerce raiding event definitely got me doing stuff I normally wouldn’t have; trade fleet piracy and wanton disruption of industry aren't things I usually bothered with.
- I thought it was neat that I had to have a contact to make a TT deal after "convincing" them to stop with the raiders; I'm all for more concrete uses of contacts given I've had a hard time so this is good! I still do want to make more use of contacts as mission sources, but it's generally more convenient going around to the randomly generated bounties for money, and similarly system bounties (or even AI cores) are more convenient for building faction reputation.
- I haven't seen a Hegemony event (Due to not using AI cores? Due to colonising physically closer to PL systems in the first place? The tooltip on the Perseans implied the latter but I'm not sure) so I don't know what that'd be, and I haven't yet fought the Pathers trying to sat bomb my industry (That's next on the list!) so I can't yet make comment on them.
- By and large I like the way the system is laid out, but it might be too hectic early on; it's not entirely clear to me how much of that is design and how much of that is me blitz colonising rather than taking it more gradually. I imagine once you know the factors properly, you can pretty effectively nudge the game towards the faction events in an order you want; don't do heavy industry until you're ready for Pathers, don't do fuel until you're ready for Sindria, etc.