I also have some slightly critical feedback about the current version of Nex specifically; it's about that old bugbear, rebellions.
In a few of my recent runs, I've gotten invested in trying to make a rebellion succeed. These were both on fairly large planets (Sivie from Diable and Fuyutsuki from HMI, for the record) and while it started as just selling stuff for profit, I got interested in seeing a rebellion actually win and what it took for that. The Sivie one I just delivered a ton of supplies of all three kinds, and it never really managed to win and ended in a stalemate after the occupiers sent fleet after fleet to counter my efforts. With Fuyu I decided to see just how many fleets I needed to intercept in order to help the rebellion win, once it was at -5 and better supplied than the government.
Ultimately, I had to intercept six pacification fleets before the rebellion actually won. And five of them looked like this:
https://imgur.com/a/HRyJTsh
Basically 400-or-so CR fleets with 7-8 cap ships apiece. In the end, it was a larger force than invaded the planet in the first place. It would have been far easier to just invade the planet and give it back to HMI.
That... kind of doesn't feel satisfying, especially if you are "third partying" a rebellion and get at all invested in it. It seems basically impossible for a rebellion to succeed without fleet interception (short, I guess, of selling so many goods to the rebel market that it becomes heavily unprofitable to do so) and these fleets are ridiculous and losing them doesn't really seem to slow down a faction's industry otherwise. It does break immersion a little bit, I think, that a faction would go this far just for one planet that wasn't their own originally.
It's good that rebellions now have more gas in the tank and aren't trivial for an invader to get rid of, but they still feel like they can't really succeed without massive direct intervention on the player's part, and I'm not sure how I feel about that; currently, it's intervention to such a degree that just invading is easier and less resource-heavy.
Frustratingly, I don't think I can really offer solutions, either, just the feedback that the current system feels... off.
As always, I love and appreciate the mod, but this definitely left me feeling a bit dissatisfied.
Thanks for the feedback! I think I can make some tweaks, at least.
Quick check: Are you using the latest version of Nex? The suppression fleet scaling was changed in v0.10.2d; previously it got ridiculously huge on larger markets (doubling for each point of market size), but it might need further adjustments.
I've also doubled the average interval of suppression fleets in dev; the old value of 60 days seems too short now, particularly since rebellions last longer than they used to. (Note: the very first fleet for a rebellion event only takes 25-30% of the normal time)
Next major version, invasions will also be harder and more expensive (but having an ongoing rebellion makes it easier), so that's another consideration in terms of instigating rebellions vs. invading.
I have an idea; I love using derelict empire, but I havent experienced the new story because I have to use random sector to use derelict empire.
Thus my idea: a seperate custom scenario wherein the derelict (and possibly a quarter or sixth of them redacted) colonies ONLY spawn in the absolute fringes, with everything that goes along with that; there would be invasions going to and from the core worlds, and perhaps the colonies spawned by the ai factions would have special world bonus/detrimental affects a la being inhabited by automated systems (the derelict "colonies" do they have humans or is it all automated? Are the facilities even designed for any direct human interaction?)
Hmm. The idea behind Derelict Empire is that the human factions initially have to expand by taking derelict worlds; if they're functionally just robo-Pirates+ that's arguably not interesting enough for me to want right now.
On having humans: The fact that human factions can use and produce from the derelict markets immediately after taking them sort of implies an already existing human population. But lorewise, there's no reason for humans to be there while it's under derelict control. So, uh, this is just a gameplay-ism.