Regarding that economic station change, is that
really going to be worth spending hard-earned knowledge on in anything but Fallen Spire games?
Compare:
- Military station: Adds a lot to the defensive strength of the planet it is on, provides tachyon coverage, and makes it much harder to kill the station on a non-homeworld. The free stations spawned on your homeworld aid considerably in its survival with knockbacks and tachyon coverage. At tier three there's perfect tachyon coverage.
- Logistics station: Increases the speed of friendlies and decreases that of enemies on any planet, has a higher metal cap than the other stations, and generates a lot more salvage than the other stations when it is station on a non-homeworld. (But if it is a system under frequent large attack where that salvage would be important, why do you have a logistics station there rather than a military? Somebody must be feeling very confident.) The free stations generated on the homeworld aid considerably in its survival due to the speed changes. At tier three there's perfect teleportation countering.
- Economics station: Provides more metal than the other stations and now also provides a considerable amount of energy. Contributes nothing to the defense of the planet it is on, except indirectly through increased metal/energy income if there's anything to spend it on, and likewise the free stations on the homeworld to not contribute anything to the defense directly. Has nothing special at tier three.
In short, even with the increased energy generation, the economic station remains a station that is pretty much worthless if you have a large realm, as you'll gain more than enough metal and energy income from your many planets, while if you have few planets, you are unlikely to have 2-3 planets worth of surplus knowledge to spend on something that does not aid you directly in combat.
Given the salvage mechanics and the ability to transform metal to energy via mass converters, as currently constituted they are unlikely to ever be anything but "nice to have's" for anything but very large realms, where the increases metal generation may speed up fleet replacement a bit and there's K to spare. (Just like the current Harvester unlocks.)
As such, and I am sure this has been suggested umpteen millions of times, but why let that stop me when I'm on a roll, I'd suggest to giving them impact on combat, just like the two other stations, thus guaranteeing that regardless of what your energy or metal needs are, unlocking them will give you a small permanent bonus in the home system. I am thinking something that would reflect a planet with a greater industrial might; Obvious examples would be:
One or more of the following:
- Efficient energy grid: All turrets and forts in the system fire 10%/20%/30% faster depending on mark.
- Improved building standards: All buildings in the system have 10%/20%/30% more hitpoints.
- Hardened structures: All buildings in the system have 500/1000/2000 extra armour.
- Swift yards: All buildings and ships construct and repair 10%/20%/30% faster. (Though to be fair, this one arguably should be a Logistics station perk)
(Numbers pulled out my arse rather than deliberately calculated with game balance in mind.)
Unique Tier 3 perk: Defensive measures: Provides Protector style defenses for the command station in range 5,000. (I.e. large enough to cover the homeworld command station for the free station spawned).
This tier 3 perks isn't nearly as good for the purpose of defeating attackers as the Military station's active defenses are, but then, it is an Economic station, not a Military one, and the main purpose is to defend the important economic structures from becoming casualties while the military does the killing and the logistical supports the fleet.