Keith, all those changes look good to me.
I don't think the Economy is super imbalanced at this point, I just think it offers too much for the Knowledge cost. Looks like your changes address that. The "Lazy-AI" idea looks incredible. Seems to satisfy people on both sides of the fence.
Thanks for reading all our feedback and making a solution that works for everyone.
My problem with nerfing it is that the gain from harvester upgrades is they don't look like that much. Sure, once you look at the numbers of mark 3 harvesters giving you 275% of your base harvester income for 4.5k knowledge/harvester it looks good but the mark two upgrades "only" look like 50% more income and I'd hate for the upgrades to be nerfed to where they look bad for any player not in the know.
This is just spitballing numbers here, but what if the following was done:
* Base harvester income reduced by 5, and starting resources raised to compensate (trickiest part)
* Tier 2 harvesters remain the same, gain an increase to 3k knowledge cost
* Tier 3 harvesters lose 10 income and increase to 3k knowledge cost
You're still getting what is effectively tripled resources from your knowledge investments, but it costs a bit more and the ceiling and base is a bit lower for it. Alternate is to make them 20/4/60 production and then just absurdly K expensive (like 4 or 5k per upgrade).
The alternate route is to implement some form of deployable flat resource generator that outshines harvester upgrades in low planet games, and retune harvester upgrades specifically to be less good for a player unless you're going for a medium or high planet game. Then you get to do stuff like fragile exploding magic resource makers
The other possible route is to display on the higher mark harvester tooltips how much production you'd jump up to along with how much you're at now, so you can empirically evaluate the effect of the upgrade without save scumming.