That is already in the v2.2 changes.
I'm expecting to get shot down here, but I'll ask the question: Are you working much towards a v2.2 release at the moment, @Steve?
I'm personally really looking forward to the fix to the spoiler spawns, so I can play an early start game with spoiler races and not get curb-stomped. Ground unit template and update mechanics and organisations, Ground unit construction and other GU QoL stuff looks exciting as well!
I've no date in mind. I'm playing a long campaign at the moment, although not posting much in terms of updates. I plan to continue it until I defeat the invaders (by having more than 100% racial boost from constructs) - that may take a while. I do have a new campaign in mind, so I will probably release v2.2 before that.
out of curiosity
I assume you are in late game Steve ( 2100 and past equivalent)
can you share what is your pace at this moment ?
Mine has slowed down considerably and I try to find how best model pace can look like
It is a WH40k campaign using role-play rather than optimal ship designs that required a large variety of starting systems. The starting fleet has missile launchers, railguns, particle beams, lasers and gauss turrets and includes beam warships, hybrid beam/missile warships and carriers. Due to the high RP requirements, I used the following starting setup.
• Starting population is two billion with standard installations for that population size, except for 800 Maintenance Facilities instead of 600.
• Research Points are double normal to allow for the variety of starting weapons.
• Starting Build Points are double normal, on the assumption the Imperium has been building up the largest army and fleet it can support before venturing into the galaxy.
• Shipyards are customised for the ship classes. This results in a large number of shipyards, although the vast majority have only a single slipway. Also, the Imperium doesn’t have the resources to use them all.
• Ruin chance is increased from 20% to 25%.
• All spoilers active. NPRs can activate Precursors and Raiders
• 5 NPRs. 50-100 LY
• NPRs can generate other NPRs with a 10% chance.
• Limited Research Admin (my new favourite option)
• Hostility Modifier +20
Despite the extra research I started with Gas-Core Drives due to all the various RP requirements.
Its now 4027 so I am currently in the 28th year of the campaign. I've met five NPRs, seven different Swarm races, a lot of precursors and had numerous encounters with the raiders. There are three Aether Rifts but only survey ships so far. So far, I am up to 449 systems. I've found a deserted intact colony, four ruined cities and various smaller ruins and discovered sixteen dormant constructs, of which 13 are active and 12 have 1m+ populations. I have 74 labs at the various construct locations and 54 on Earth.
Naval tonnage is closing on 3m tons and due to a series of upgrades, most of that is now using Inertial Confinement Fusion Drives. Commercial tonnage is 56m tons. There has been a lot of combat, mainly with precursors and swarm. Three of the NPRs are in a war that has lasted many years, so I have been sneaking into their systems to salvage wrecks and have established small outposts within their territory to act as logistic support. I am also surveying their systems. This has led to many diplomatic incidents and some dire warnings, after which I have stayed out of the way for a while, then sneaked back in. I am currently planning a major attack on the closest of the NPRs and I hope I can finish that campaign before any serious Invader force arrives.
This is probably a faster pace than you were expecting, but I always explore very aggressively and then try to handle whatever I find. I've benefitted a lot from ruins and salvage in terms of minerals, wealth, supplies, fuel, etc., as well as all the installations I have recovered.