First Perks, Miner Template and juicy Bounty #2 - X3 Mayhem 3 'Human Supremacy'

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Mayhem mod download:
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Litcube's Universe:
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Music by "Dreamstate Logic"
using creative commons tracks from this playlist:

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With the transporting, trading and income each civilian ship is capable of, is removing their maintenance cost really that important? What about your larger military maintenance? Are you not able to make enough credits to keep up with the 5 trader/agent/4 miner slots per Outpost/Sector? If you remove sections of gold sink, your economy will become imbalanced in your favor, with more currency coming in than going out. This means you no longer have the depth of needing to make sure both your military and civilian capabilities operate within your budget, that your civilian sector is always running at a decent profit, not needing to make decisions of rising ongoing maintenance costs vs upfront cost of replacing ships for lower maint costs and i feel like generally takes away a part of the challenge and overall gameplay. Otherwise if it's too tedious to replace them as needed, leaving the feedback on the Mayhem forum thread and ask for an auto replace at % maintenance option might be the way to go.

whiskizyo
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What is the best way to give feedback to the mod creator? I think there is a slight error in station resource consumption. Chelts space aquarium consumes 20 ecells each cycle(crystal fab for example 24 per cycle).and produces 20 meat. The rastar refinery on the other hand needs 24 meat per cycle. As each cycle is 1 minute it creates a bit of an unbalance for the input resources. I mean its not major 😊

dmitriymarkin
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What happens if you take a bounty on someone like a Boron or Paranid (not a pirate)? Will you lose standings with that faction? Seems like a quick way mess up standings. I also noticed you had a Transporter device automatically added on your new Mining ship. How does this help a miner? Thanks.

platiusmango
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Hi, is there a way to acquire your rebalance mod? Or see the full list of changes?

dmitriymarkin