4: Believe Steve has posted that he's fixed those bugs for next version.
Fixed 'Object reference' bug when gaining tech points to complete a non-active research project.
In v.1.11, command and control systems are treated as a single tech line for disassembly, so CIC might give points for AUX. In v1.12, all C&C systems are treated individually.
5: Either a)Pick them up and dump them on a storage colony on a useless(unpopulated anyway) world
or b) turn on SM mode and delete them from 'Economy>Civilian Economy tab
1: Never have enough Research Labs, tho I suppose on average I have 15-25% of construction set to RL. RL are population & wealth hogs tho
So I prefer to setup colonies (say on Luna) that do nothing other than import research labs & civilian sectors(financial centers) from places with minerals/construction facilities. Automated Mining colonies (on planets, not lg) that only export are ok for this too tho if colcost/terraform potential isn't too bad an option, tho keeping rl's in Sol reduces transport overheads & risk to terraformers.
This might be a bad idea in games with invaders, when dispersal of assets is dangerous even within the same system, haven't had them flagged since c# launched tho.
As to #2:
Agree with Jorgen, would add that Earthers are concerned with Earth & some STO's can stave off annihilation of the HW, almost useless if you're running close to the bone on minerals and have to maintain complete control of Sol assets ofc.
If you get a mineral heavy venus/mars then early defence of Sol is easy.
Umm, which makes me think... The big numbers (millions of minerals on a planet) are not meaningless, but the important thing is the accessibility, it takes decades to mine the meager even at 1. This is obvious, but I (and I suspect many ppl) am still (somewhat irrationally) drawn to the big reserves.
That construction rate for rl's depends on stuff tho ofc, i mean, as with everything else, more construction facilities means less % for same construction rate, but if your mines aren't keeping up..
Current game has 15% of Sol's employed pop as scientists.
so having been dabling for a few weeks im finally playing a game that's lasting longer than a couple days before getting demolished but from my last game had a few questions/issues.
1. how many research labs do people tend to build up? i thought I was doing fairly well rushing to 50 earlier on but when I ended up stumbling on a couple npr's they were so far past me tech wise there was no chance of fighting them.
2. similarly. how early do you start a military force and how much of your research goes into military technology? my small fleet of 1x24kt 6x12kt and 10x6kt did well at fighting a couple ships I assumed were precursors but upon encountering an npr their military made mine look like that you'd find for a minor race in other games.
3. if im mostly using spaceports, is there any reason to use shuttle/ordanance transfer stations, etc. ?
and last part for now.
Having excavated ruins i ended up with a bunch of stuff and had some issues. some of this may be bug related and ill search for that next.
4. when disassembling to get research from components I started getting spammed with "Object reference not set to an instance of an object" with various error numbers. sometimes 5-10x in a row depending on how many I was disassembling.
if I can repeat this again ill post in the appropriate channel but seemed to happen with weapon and electronic warfare systems.
also had an issue where tech points I gained from disassembling actually reset a tech I was close to completing back to 0% progress.
5. and related to shuttle/ordanance stations. . . . how do you get rid of installations you arent using to free up manufacturing worker population. ie. recycling excessive terraformers, ground force complexes, genetic modification centers, or other ones im not using. . . . ?