Hey folks! Notes:
1. Yes on name appending. I love that, too.
2. Folks are right to point out that things like the specific mechanics of a bulletproof tech are not important now.
3. That said, part of the idea of "candy techs" is to be attractive but bad for you in bulk. There are some legit cases where bulletproof would be a good idea on fighters, and if you put bulletproof on a bunch of your ships (goodbye, lots of science!), then you don't have to worry about that insta-kill stuff just taking over something else instead. Is it a Bad Idea(tm) to do it, though? If so, that's okay! That's very much part of certain candy techs, like warp sensors.
4. Makes total sense on the fewer unit types being less overwhelming, I had not thought of that part of it. Hopefully we can get the number of units actually WAY down using this method, but have the number of permutations WAY up. That's a great example of "friendlier to new players, but more options in total depth" right there. I'm actually really excited by that prospect.
5. If you haven't noticed (you have, I'm sure), I've started referring to knowledge as science. I just feel like that's more common to the genre, honestly. While we're lowering barriers to entry...
6. As for what to call core AI worlds, I feel like those should probably be "AI Homeworlds," since the explanation of "what is a core world" is always "it's the AI homeworld."
Having some sort of nasty symbol for "scary stuff" that is basically those special units that are worse than a V seems like a good idea to me.
7. I've made a new "Section 6: Terminology Changes" based on the above.
8. Hacking was gone? I don't really recall saying hacking was gone, although maybe I said or implied I wanted to remove it. Maybe that thread about hacking came to the conclusion it needed to die? I haven't poked my head back in there lately (there are a lot of threads, and I'm juggling the best I can, and circling back to each periodically). Anyhow, I think of hacking as being alive at this point, though I was more iffy a bit ago.
9. That said, the other fixes to the stuff relating to advanced factories and core fabs was that once you control one, you can build them from any space dock. The player warp gates are something I'd like to see die in a fire if we can: those were always a band-aid, and I'd prefer to avoid having band-aids as much as possible. The change mentioned there really solves that issues, which was the most fundamental one (that meaning that even if the position was defensible, the situation was annoying). Hacking adds that final touch to indefensible positions, of course.