Here are a few other ideas for Galactic Capitol research:
- Improved Weapons: Reduce cooldown of all weapon modules on all Fallen Spire ships and cities by 1s.
- Improved Shields: Regeneration over time for all shield-modules for Fallen Spire ships and cities continues even under fire; so long as the module has not been destroyed, it will regenerate each tick.
- Defense Grid: Spire modular forts for distributed defense, planetary cap 1 everywhere. Can use any modules from Ancient Shadows regardless of whether AS is enabled or not and whether champions are enabled.
- Superfortress: Spire modular superfortresses for city defense, planetary cap of 1 for planets with Spire Hub. Can use any modules from Ancient Shadows regardless of whether AS is enabled or not and whether champions are enabled. (This would have to be ridiculously expensive, such that it wouldn't be affordable by anybody just going for a mere five spire cities, but only somebody facing truly large FS exos with sky-high AIP making regular waves deadly. 20k knowledge, perhaps?).
Hmm, I wonder what the stats of a hypothetical spire modular superfortress should be?
Main weapon:A normal human modfort has 30x1600/6s main damage, range 53,000 (that same as a mark 1 fortress), a normal spire modfort has 1x30,000/1s, range 28,000. A superfortress has 250x1600/6s, so a spire supermodfort could have 8x30,000/1s, range 28,000 and call it a wash.
Armour: 5000 like the superfortress
Hitpoints: 1,500,000 like the superfortress.
A normal modfort has 8 small and 4 large slots - a spire supermodfort should probably have extra large slots as well to go with the general spire theme as seen on their dreadnaughts, so let's say 12 small, 6 large, 3 extra-large.
Yes, it is proven once again beyond doubt: pulling numbers out of the air and making wild suggestions without any balance considerations can be great fun!
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My favourite, by far, of those already mentioned and those I here propose remains the passive construction speed bonus.