Let me know in big bold letters if we start to take any of these revisions seriously.
What I am considering seriously at the moment, as a major step but not necessarily the last, is:
1) Add new "Energy Collector" building:
- built from same menu and in same way as existing reactors
- cap 1 per planet (scales up with multi-HW games; edit: might actually have it scale the
output, instead of the cap, to avoid clutter)
- requires friendly planet
- produces the equivalent of a current EnergyI + EnergyII + EnergyIII
- costs nothing to run (no m+c, etc)
- no stacking efficiency penalty (not that there would be, with a cap of 1)
- cannot be put in low power
2) Add new "Matter Converter" building:
- build from same menu and in same way as existing reactors
- no cap
- requires friendly planet
- produces the equivalent of a current EnergyI + EnergyII + EnergyIII (I'm very open to feedback on this number, just seems like a good starting point)
- costs m+c to run such that its e/(m+c) is near that of a current EnergyII running at minimum efficiency (so like the 10th energyII on a planet right now; the inefficiency malus has capped out long before that point iirc) (again, very open to feedback, the idea is that it's inefficient, but limitless)
- no stacking efficiency penalty
- cannot be put in low-power; you can scrap them if you no longer need the excess capacity, but no quick twiddling back and forth (we've found the twiddling to not be much fun)
3) Remove the existing EnergyI, II, and III from the game (probably converting them to Matter Converters when converting old saves; the player can then build their Collectors and scrap whatever Converters they don't want; open to feedback on a kinder way to handle the transition)
4) Make low-power mode no longer reduce energy expenditure on anything (I'm open to feedback on whether golems should still take less e on low power; I can see both sides of that)
5) Something of an aside: rebalance the ZPG to be competitive in the new model (probably take its token (m+c)/second cost off, and certainly boost the output)
Done
After that, if we want to have a cloaked variant of the collector for hard-to-defend planets, or whatever, we can figure it out from there. I just think that the above is the core step towards a more sane energy model, and would be a very positive thing even if that's all we did in the near-term.
All that said, if your reaction is "GAHH!" then I'll just move on to something else and see if another major contender comes out of this discussion