Just a quick question. Me and a friend is playing your mod in Multiplayer to great satisfaction but for the purpose of human to human multiplayer the 80% penalty on populations incurred when playing Rogue is a bit rough
Sure, look for the file BuffRogueCapitalColonizeSelf.entity.
The easiest way to mod this would be to change the numEntityModifiers from 1 to 0 and remove the entitModifier listed below.
Now... on to the more curious questions because I had thought about removing most of the home planet population income too (excluding home planet bonus) because no one likes rogues in their system. This would cut their home planet income a lot if I did this!
Do you research the Extortion Techs? The top too cyber hacking research lines are pretty powerful once empires start buying and selling on the black market and setting up trade ports.
The bottom two techs in extortion make ships and structures cost less credits and improve your black market discount.
Also, nearly all the pirate ships have abilities that earn credits too, though they are a bit weak without shields.
There's also the Mercenary Pact in Intimidation that gives additional fleet supply with no overhead.
Any other suggestions you can think of but still keep the Rogues semi unique?
Starting the Rogues with a Pirate Hideout with population might be an option.
Adding population upgrades to the Pirate Hideout in general is another option too (still have 1 free slot). Basically I don't want planet populations to be a significant source of income but want them to be competitive.