Friend to kittens everywhere
Staying at range would make missile-heavy builds more viable, I would think.Sigh. I keep stopping playing the game to find or write a mod to improve some subsection of it.
It turns out to be pretty hard to get ships to stay at range. The 'stay at range' command for the AI doesn't seem to do that. You can get the AI to alternatively charge and flee to maintain a range, but larger ships don't turn that fast, so don't do it that well. Thankfully, there's an 'orbit' command that does the job.
Also, the ship AI only maneuvers in relation to it's target, so you can't tell it to stay at range from all ships.
Have come up with some better ways to implement a 0 pop royal family second species civic, as long as you have it from the start of the game, and only one empire has that civic. You can do a zero pop main species thing, but that breaks non-biological ascension; that's why I was working on a zero pop second species.