Maybe some of these are undesired behaviours, I'm not sure. I can envision reasoning behind each, but maybe it's time to tweak some... This report stems from this thread by @Redlegdaddy, where he rightly identified that all spawn activity ceases if you stay still. Even if you kill all the spawns around you (e.g. with long range weapons, like Avalanche launcher missiles) no more spawn. You then need to move beyond 100m or switch techs (on the spot) in order to end the spawning drought. I've summarised more findings in this reply: For example, I'd suggest tweaking the spawn algorithm so that it spawns all around with even odds while you are stationary (for extended periods). Rather than biasing strongly to in front of your selected tech. Other tweaks I'm not so sure about, since there's positive and negative consequences... Attached saves: • "SpawnTest CPT5 a" - new world campaign with drought in progress for a demonstration. • "SpawnTest CampOld a" - a 0.7.5 world with drought, plus a 180 degree arc of turrets set up in front between 200-300m, blocking spawns (so that nothing spawns even if you switch techs - actually an odd one can sneak in, a little over 300m).