Interesting. Speed is so important in my mind that I have a hard time not upgrading everything to use new engines. I usually balk at any refit that is going to cost more than 50% of the ship's basic cost, although the current Reich refits are really close to that (if not over a little).
I too have only been selectively upgrading systems. For example, the Reich decided not to upgrade old ship designs to newly developed armor. While it would have either freed up space for something else or allowed extra armor to be installed, the Reich decided it was too expensive. Instead, an upgraded design of the class was created with the new armor, and this upgraded design was used for new production. This meant that several different designs of the same basic class were in service at the same time, but it hasn't been a big deal as they all have about the same speed and capabilities.
Everything Kurt says about speed is my belief too. Not only in warships (where the ability to run away is very important), but in survey and colonization efforts, high speed makes the game go faster. My standard speed is about 6000 (forget the units) - a little lower for freighters and a little higher for colony ships.
What I tend to look at is the cost of the freighters/colony ships vs the improvement in journey time. In other words, is it more efficient to build two slow freighters or one fast freighter, taking into account the time spent loading and unloading. With the more expensive engines, the cost of cargo holds, etc is only a small part of the freighter cost.
The downside here is that, ever since the precursors left, I tend not to encounter alien races with a high enough tech (and big enough economy) to be interesting enemies. I'm a little curious as to how Steve consistently finds such races - my assumption has been that he's enhancing the automated tech generation with role playing ideas about the race's tech philosophy and then using instant research to get the aliens up to a "challenging" tech level given that design philosophy. So all my lovely theories about using gunboats for homeworld defense might come crashing down if a hostile race with significant missile capability showed up.
The Precursors should be back soon. I currently have a race running in my own campaign that is being completely controlled by the program. It is deciding what installations to build, what to research, which missiles it's ordnance factories should build (based on the total amount of each missile type needed by its forces and the number in service) and what ships to build in its shipyards. It will also build new shipyards and upgrade the existing ones. Survey ships are surveying automatically and exploring new jump points by themselves. Any warships will automatically investigate sensor contacts and attack if they get an active contact. The race is also deciding on suitable colony worlds and its freighters and colony ships are carrying out colonization by themselves. There is a long way to go though before it can truly play itself because it can't make decisions (yet) about what installations to transport between colonies.
I am currently working on automated ship design so an NPR race can create its own ships and update the designs after researching new technology. As part of that I have just completely redone the random tech generation. Instead of being completely random, a race will now research tech in groups based on a table. For example, the engine and missile tech groups are the most likely with about a 6% chance of each. If the program randomly selects engines it will first select the next available power plant tech. If sufficient research points are available it will then choose the next engine and the next level of fuel efficiency. After that it will potentially select additional engine techs. 1/3rd chance of researching the next engine platform (GB or Fighter), 1/3rd chance of the next power efficiency tech, 1/4th chance the next thermal efficiency tech and a 1/5th chance of hyperdrive efficiency. If research points still remain it will choose another tech group. For missiles, it will select warhead strength, then missile speed, launcher reload rate, missile agility and active sensors. It will potentially also research missile ECM (50%), reduced size launchers (50%), enhanced radiation warheads (33%), max tracking vs missiles (25%). In the cases where something has pre-requisites from another tech group (such as missile speed needing engine tech), it will only be researched if the pre-requisite tech has been researched. Otherwise it will skip that option and spend no points. More useful technologies will be selected more often. For example it is ten times more likely the program will select an increase in research rate than an increase in maintenance production and three times more likely than an improvement in planetary sensor tech. I hope this will provide NPRs with more sensible starting tech. I will also be working on code to create some starting tech systems beyond just engines and passive sensors.
With regard to the actual size of any alien races, this is currently (in v3.2) based on the average population of player races. The formula is:
BellCurve = RandomNumber(45) + RandomNumber(45) + RandomNumber(45) + RandomNumber(45)
Pop = Average Player Race Pop x (BellCurve / 100)
If players are finding this is not sufficiently challenging, I could increase their size. Or perhaps even better I could add an alien pop size modifier to the game window as a difficulty modifier.
In terms of the starting tech points, the forumla is:
Starting Tech Points = Starting Research Labs * (Game Years + 20) * 300
Perhaps I could base this on average player race tech points instead, regardless of the number of research labs.
Steve