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This one is a vanilla problem as dalo said and the Superlaser assertion problem is cause i forgot to add text to specify the correct size.The minimun size is quite high.
Assert: Size>200
The problem with the plate armor appeariing to be better its the adjacent bonus it gives its only based on hp so more hp armor more bonuses .I am gonna get rid of this mechanic dor most of the armor types as only forces the player to create ships with armor inside without any tactical purpose more than giving the adjacent bonus.
The problem with the infinite pop is known and its going to be changed in next patch.But the armor problem is new for me so i am gonna investigate it.
Outpost upgrades seem to actually decrease the overall defense value they generate, even after giving it a moment to recalculate, though it does improve the maximum number of support ships as intended.
Mechanoid research for decreasing the labor requirement for population doesn't decrease it at all.
Mentioned in another post, Mechanoid has a Cultivation research, which is useless as they don't use food.
... At least I hope so. As far as I know, we don't really change that part of the Outpost's functionality anyway, so it shouldn't be broken like this.
As for the Population Matrix stuff... it's supposed to trick the game into thinking you've created X less population than you actually have, which WOULD decrease the Labor cost. From my understanding of the code, it should work just fine; besides, I think Alar probably tested it when he originally implemented it.
Anyway, I think this is an instance where it's hard to make Population Matrix truly on par with Metropolitan Engineering without making it overpowered at one stage of the game or another. Buff it too much, and you make it a must-have for Mechanoids in the early game in addition to the intended effect of being viable in the late game.