(1) This could severely decrease the challenge of diff 7 play.
To some extent, yes, but to to what degree was energy a limiting factor on that difficulty before? Or m+c, for that matter? Simply taking another planet if you needed more energy/econ isn't really a nail-biting decision there.
energy has never been a limiting factor, it's always in the net m+c income. Decoupling base energy from resources gives you extra boost per planet regardless of how many deposits there are on it - and having an extra +200 per second in the early game is pretty good for rebuilding forces and keeping your flow up. So, every game is easier. In the sense of keeping the player moving rather than waiting, it's a keeper. In the sense of not worrying about energy at all in difficulty <8, it's not so hot.
The game I was referring to -> it went to extremes simply because I wanted to see at what stage the mark-III and mark-IV drones will tend to come into play, rather than attacking both HWs ASAP.
I ended up with 1.9e+6 required Energy, which is easily satisfied by 15 planets. Yet, to get to that amount of energy req, I'm using up the knowledge of ~35 planets. I had no golems/spirecraft to artificially pad my energy usage, nor was I useing Space-Time manipulators.
This is because, forts aside (it's ALWAYS forts
), most unlocked assets will use up <<1 planet's energy provision, but 1~2 planets worth of knowledge. Perhaps, if you raised the energy requirements of some things dramatically, such as laser technologies, it becomes much more interesting. Restoring the previous steep energy usage of grav turrets II and III, etc. will also help.
Just depends on which direction ppl want to go.