![star ruler 2 terraform star ruler 2 terraform](https://www.spacesector.com/blog/wp-content/uploads/SR2R-1.jpg)
The Feudal Fungus is the king of glowing mushrooms and a counterpart of the Mushroom Monarch with 1,200 (1,440) health. The Mushroom Monarch drops Mushium, which is used to craft the Mushium Armor set. It serves as the first challenge presented to the player, and because of that, it has a relatively simple AI. It is summoned using the Intimidating Looking Mushroom. The Mushroom Monarch is the king of red mushrooms with 1,200 (1,440) health. that's even with 20,000 spacing which is still only about 15-30s between systems. but when you turn the spacing up too high they have difficulty expanding, although if they feel threatened and declare war on you they will aggressively try to encroach on your territory just to piss you off (even crossing the gap between galactic arms when your empires have plenty of empty space on other sides. With a moderately increased interstellar distance, the ai competes for the valuable high level and unique resources in the inner rim. This is my experience after running a few games with 999-star galaxies up to the point of having a few hundred worlds. A big part of it is that "trade border" area, once the interstellar spacing is more than 15,000 or so, it affects the number of systems that fall inside that border for any given system, and most AI empires prefer to stay in one contiguous area.
![star ruler 2 terraform star ruler 2 terraform](https://www.spacesector.com/blog/wp-content/uploads/SR2R-6.jpg)
Ive found that the AI handles large numbers of stars much better than large distance between stars. If you're thinking "Wow having sublight travel be that slow sounds really boring and difficult", maybe if I tell you that I also like Dwarf Fortress that would explain a lot. I tried it again with 10,000 and it's still loading but I need to leave for work. I remember with SR1 if you tried to make the galaxy too big, the game would start being buggy about things locations jumping around, due to rounding in the coordinates. Unfortunately I tried generating a galaxy with 150,000 star spacing just now and the game just crashed. It would be helpful if the "move" command was always presented like the skip drive command, where it shows the distance and ETA.
![star ruler 2 terraform star ruler 2 terraform](https://sidegamer.com/wp-content/uploads/2020/05/colonization_technology-600x337.png)
You would definitely be using the time speed adjustment a lot. Interplanetary travel takes non-trivial time, and strategic management of your interstellar travel is critical so as not to shoot yourself in the foot mismanaging your time. Now everything that goes on inside each system is much more complex and important. With ABEM you can also turn up the frequency of moons. Now you see why it also makes sense to turn planet frequency, asteroid frequency, system size, etc ALL the way up. So the star spacing should be 150,000 units. My math is pretty sloppy here, but I'm thinking for a "realistic" (lol) hard-sci-fi strategy game, let's say we can reach 0.99C pretty quickly and it takes 5 years to slowboat from Sol to Centauri. Stars near the galactic center would be closer together, but I don't think SR2 can do that without a modded map generation code. Sol and Proxima Centauri are about 4.3 LY apart. If you set the star spacing to 50,000 units, it takes 5 minutes for the default scout in the beginning of the game to cross that distance at sublight speed, or about 1.66 years. I like to think of each budget cycle (3 minutes) as a "year" in game. Sublight travel between stars should take a LONG time, even neighboring stars, even if we generously decide "sublight" is very close to the speed of light. Hyperdrive is really pretty close to the top speeds you reach at sublight, the difference is you skip the long acceleration and deceleration. In my opinion sublight travel is way too fast. I ignore the warnings that it will kill my computer, and crank up the settings to 1000 stars, 400% system size, lots more planets and asteroids per system, and - this is the important part - turn up the star spacing to 5 digits.
![star ruler 2 terraform star ruler 2 terraform](https://forum.quartertothree.com/uploads/default/original/2X/8/84d798878d552954f4a79973d7beffb6cdbb3015.png)
Does anyone else think the defaults are way too small? The game setup screen suggests having about 10-20 systems per empire, which seems crazy to me.