05 Foil chassis Sometimes is needed immediately to expand.
10 Speeder chassis Not critical but usually nice to have earlier for exploration and probe chassis.
15 Heavy artillery Not critical but nice to have earlier for combat variety.
15 Probe teams Approximate time of contacting many neighbors.
20 Mind worms Not early than that to let +PLANET factions appreciate their innate bonus.
Not too much later too to give room for other native types.
25 Spore Launcher No strong opinion. Just placed them somewhere between Mind worms and Isle of the Deep.
30 Isle of the Deep Time to support naval forces with psi. Plus more protected transport.
30 Cruiser chassis No strong opinion. Cruiser chassis does not change situation critically.
40 Sealurk Cheaper than IoD and has ability to attack shore units. Nice addition to naval combat.
60 Hovertank chassis No strong preference.
70 Copter chassis No strong preference. Copter may appear earlier if its speed is reduced.
80 Missile chassis Missile = PB. As an ultimate weapon this one should come quite late in a game.
90 Gravship chassis An ultimate chassis obsoleting all others. Should give all others enough time to be appreciated.
20 Hypnotic trance Give it relatively early but price it high enough to discourage player from slapping it to every garrison unit.
30 amphibious pods No exact preference but coastal attacks need to be appreciated as an option before air combat is available.
40 AAA Tracking Should come a little bit earlier than air units to give weaker faction counter air ability.
05 basic terraforming
30 advanced terraforming Make it available relatively early to start appreciating advanced terraforming.
70 Mag tube Switching to free movement about the 2/3 into the game.
70 raise and lower terrain Don't let this earlier as lets changing map shape and add more land. Let players work ocean squares first.
20 Perimeter defense No strong preference but I like to have defensive abilities earlier.
60 Tachyon field Since it is a generic upgrade it should come after all specific ones.
I think it is better to have it around to protect against pretty nagging neighbor.
70 Flechette defense system Should come a little bit earlier than PB to give weaker factions a defensive chance.
40 Geosynchronous survey pod No strong preference. Indestructible sensor. Put it early in light of "defense early" paradigm.
20 Hologram theater Roughly about the time the second drone facility may be needed. Could vary.
10 Recycling tanks No preference. It is not critical for survival.
Generic approach: make sea bases effective earlier to give expansion alternative to war for land.
30 Tree farm Make this available early to fight early ecodamage.
40 Genejack factory Why not having it early if it is already beneficial?
FACILITY - SPACE STATION
90 Psi gate Instant transportation between continents. Let mag tubes to work for a while.
Quote15 Probe teams Approximate time of contacting many neighbors.
Whether you contact many neighbors is map size dependent. Far more important is whether you contact a hostile neighbor, or whether you want to be hostile to someone. Also, the Data Angels need to be able to get this ability in a reasonable period of time, or you are crippling them. In my mod, SE choices to improve probe team strength are nerfed. Fundamentalist doesn't do a darned thing for probe teams. Only Thought Control does, and that comes late midgame.
Quote30 Cruiser chassis No strong opinion. Cruiser chassis does not change situation critically.
Cruiser Probe Team is damn better than a Foil Probe Team. Cruisers and the Maritime Control Center are also what you need to win the game with a blitz of Marines, particularly on larger map sizes where it's too tedious to push units over water any other way.
Quote40 Sealurk Cheaper than IoD and has ability to attack shore units. Nice addition to naval combat.
Quote40 Genejack factory Why not having it early if it is already beneficial?
Eco-damage, too much military advantage.