Incidentally, if you go back to I think 3.x, but definitely 2.x, you DID flat-out run out of energy depending on your territory. Originally you could only have a couple of large, small, and medium energy reactors on every planet. It made it so that if you didn't have a certain amount of territory, you also couldn't have an army above a certain size.
Really? I think by the 3.x days, or at least late-January 2010 when I started working on the game, you could build any number of any mark of reactor on any of your planets. But each past the first got hit with an increasingly harsh inefficiency penalty. Though that penalty would only go so high so past a certain point there was a particular mark of reactor that you could just put down hundreds of to get as much energy as you needed. At the expense of
having an economy, of course, and that's where turning them off and on came in.
But perhaps in the 2.x days this was not so.
I currently have 32 matter converters on my Homeworld
So a per-planet cap of 10 would at least cause you to need to be more nuanced about this?
Perhaps the Spire Habitation Centers are contributing to this problem because the AI usually ignores them and goes straight for my HW after a point, which means that I'm receiving a ton of metal from those as well.
Ah yes, those were recently buffed like 60% on their metal output, which was already pretty high. I think they now give 1000 metal per second. This may be excessive, or perhaps the AI needs to be more deliberate about killing them. In general I've not encouraged the AI to scour defeated spire cities, as needing to rebuild them from scratch isn't precisely fun.
I'm not sure how the situation would look attempting to use this "strategy" on a normal game, I was just excited to try the FS campaign after all the changes you made.
I suspect things would be different, but it's a valid concern that it works on FS. This is Diff 8, right?
By the way the "hacking" changes are fantastic, I really love it as a mechanic.
Glad you're enjoying them
Though they're part of what lets you get away without holding much territory, as you can hack fabs/etc to gain those designs permanently, whereas previously you'd have lost all your fabs long ago, etc. But hacking is also finite, especially on repeated applications of the same kind of hack, so it can be balanced.