--Perhaps the morale increase could be related to the population increase?...perhaps the morale could receive a multiplier based on whether the space has a fertile bonus on it the same way the population limit does?
An interesting idea, but, sadly, not possible. All game mechanics are hardcoded. I cannot change them.
--Thalan Industry and Research. I know their buildings are supposed to have the exact same output, only changing the cost to maintain them but would it help the AI into thinking the upgrades were attractive if the buildings "slightly" improved? Perhaps the first building adds 15, the second 16, third 17? (or first building 14, second 15, third 16).
The answer is apparently "no". I already tried this, despite not being very fond of the idea, but the AI kept behaving like it always did. Maybe I should have tested it a bit more, but the apparent lack of any change in behaviour at all made me abandon this approach pretty quickly.
--It's been mentioned that the AI economy gets hurt by building upgrade costs while players just skip upgrades until practical or until they reach the top level building, then do the upgrade just once. We can't stop the AI from upgrading each time even if their economy can't handle it but could the costs be additive?...in other words not possible to skip the upgrade cost at each upgrade? Then players wouldn't have the advantage of skipping these costs either. In other words, either a building couldn't be upgraded to level three until it first upgraded to level two OR the cost to upgrade two levels at one time be made twice as much?
The main problem is, that the cost of the buildings are extremely high, the further up the tech tree you go. I fixed this by significantly reducing the cost of the improvements, and using a fixed value for the cost-increase (instead of big jumps, like it is in the vanilla game). This had also the effect of making it easier to build up new planets, later in the game.
As for skipping upgrade-costs, this is already addressed by the game itself. The value of the upgrade-cost is the difference between the cost of the original building and the new one. At least as far as I know. The time for each upgrade sometimes seems to take more (or less) time than it should, but I haven't yet figured out why. Plus, it is again something I cannot change, even if I knew why it is happening.
Hey Gaunathor, why do you have to do the quicksave fix for the minors on this and prettymuch every other smart minors mod?
The minors still use their old AIP at the start of the game, despite it being set to a different one. The quicksave fix forces the game to update the AIP to the correct one. If you don't do this, the minors will not be able to colonise planets, and pretty much behave like they always do. Well, until the first time you load the game, that is. All the other changes to make the minors smarter work even without the quicksave fix.
Also, have you adressed the Market Center becoming Terran only by either removing the requirements or cloning it?
I changed the requirement from NeutralHistory (the InternalName for A History of Extremes and A History of Perseverance in the vanilla game) to my new Capitalism tech, which I added to all appropriate races. The minor races have their own version of it, because they could loose access to it, depending on what major races your are playing against. I also had to make a copy of the Market Center for the minors, due to this, because the game doesn't like it when an improvement has tech requirements from two (or more) different tech trees.