Thank you so much! Feels me with joy that you're having so much fun. My modmaking philosophy has always been, if you can do the best, why settle for less
Well now, let me see if I can help you with your problems.
1. Bases. No, it's just Random Gods hating you. Academy & Trader bases do spawn, the thing is, chances for a base of *any* kind being spawned are slim. There are no Raider, Govt, Smuggler or Humanist bases, though (but you don't need their highest ranks to complete the game... actually, they're missing any kind of real Commanders).
2. Star Gods. You need to capture the lowest rank - Star God Guardian - first (or catch the Public Enemy). Which is a problem as they're hard to distinguish from much more prevalent Operatives, and can only be found in larger deployments. Only after interrogating him (which requires only VooDoo), you can go up the command chain; catching an Operative is relatively trivial, then you have to find a Coordinator. And now that's a problem since there are only three missions when they appear:
- Sway Local Govt (very rare and you have to down a Cruiser)
- Base (very rare, either down a Cruiser or find the guy on the base)
- Retaliation Attack Run (nowadays Star Gods do not launch Crackdowns, but very rarely you can get an out-of-the-blue Star God raid on your base. This happens only if you shoot down several Star Gods vessels in a row. Down the Cruiser with Sabres or greet them at you base)
Once you have the Coordinator (along with the three remaining Commanders) interrogated, and Death or Glory! researched, you can research & build Teh Avenger. This last thing is pretty easy... but won't stay so forever, I'm thinking about doing away with the Avenger altogether and having the player to build a MASSIVE ship to get to Mars
Myself I'm using TFTD manufacturing rules, but if you don't want to use them (the game is definitely easier with them as you can run a veritable alcohol empire... but also less "true", so I can only admire not using them), break down your production amongst many bases and products. X-Grog gives you $16 profit per worker hour, Rum gives $14, Harpoon Tranquilizers $12, Darts $12.5, the rest you have to figure out by yourself (the total running cost of a fully stacked Workshop, about $10 per worker hour, has been already deducted from these). Never throw more than about 40 Runts per each product and you'll have full profit. Diversification is the key to conquering markets
And finally I'm attaching a zip with all my maps, it's not a part of the normal mod but why I should leave you in your peril. The missing parts are probably Civilian's farms, they have never been uploaded to the modsite afaik... (you can always temporarily disable Piratez_Compatible_Terrain_Pack.rul to solve the problem with a missing map). I should probably add these maps to the next version...
PS. I love receiving people's saves, this really helps me understanding different playstyles and rebalancing the mod accordingly.