05 Foil chassis Sometimes is needed immediately to expand.
IMNSHO it absolutely has to be a Tier 1 tech, to keep AIs from stagnating on small or tiny island starts. I also did changes to world generation settings to get rid of the tiny islands. Small islands are still a problem at times though. Given that, it would be
reasonable to give the Foil chassis away for free at the beginning of the game, as some modders have done. I didn't go that route, you have to actually research C1 Doctrine: Flexibility.
10 Speeder chassis Not critical but usually nice to have earlier for exploration and probe chassis.
If you do any substantial exploring, you will acquire some Unity Rovers for free anyways. Experimenting with not having Speeder available is a reasonable possibility for modding. I have no opinion on whether it will be interesting or boring.
15 Heavy artillery Not critical but nice to have earlier for combat variety.
I currently have it as a Tier 1 tech, on the justification that Doctrine: Flexibility is a C1 tech and one may wish a land based defense against ship artillery. As I don't give anyone a real weapon that early, they can't do much to units, except to destroy other artillery units.
However, they can obliterate your terrain improvements, and that is an important aspect of warfare. The AI
loves to do that sort of thing, it's pretty compulsive about it. I'm actually wondering if having the land based artillery too early, is too tedious and spammy, because of what the AI does with it. Previously I removed all the excessive artillery costs, but now I'm considering putting them back, to curb the AI. I don't have a conclusion about any of this yet.
15 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.
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.
Pretty much how I did it.
25 Spore Launcher No strong opinion. Just placed them somewhere between Mind worms and Isle of the Deep.
I give them with mindworms. I've never found them to be particularly special as artillery units. I don't see any inherent mystique or advantage.
30 Isle of the Deep Time to support naval forces with psi. Plus more protected transport.
I've got 'em in Tier 4, same as Doctrine: Initiative, but on different paths. D:I was on Tier 5 for quite awhile. A long time ago I thought about making the tech for Isles a prereq for D:I, on the principle that you'd need to know something about getting through sea fungus to have big shipping having any chance of working. But I didn't do that. I thought parallel paths were more interesting than required paths. I notice that my version of the Pirates likes to make a
lot of Isles.
30 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.
40 Sealurk Cheaper than IoD and has ability to attack shore units. Nice addition to naval combat.
I never, ever use them. I never, ever see the AI use them.
60 Hovertank chassis No strong preference.
I put it fairly early, Tier 4, same as D:I. The AI will build a few of these, but not many. I haven't used them much for continental assault because I generally prefer to build mag tube lines straight to someone's doorstep. My jury is out on whether it's a game destroying way to wipe out a continent or not. I've had some games, I can't remember what my weapons were like at the time, where making a pile of Hovertanks just seemed to bounce off a distant enemy. I needed a lot to get jobs done, and I don't recall them being particularly satisfying to use. Hovertanks combined with Fusion Power would probably be a lot more deadly.
70 Copter chassis No strong preference. Copter may appear earlier if its speed is reduced.
It should never, ever appear before Needlejets and air units in general should never, ever be given to anyone early in the game.
80 Missile chassis Missile = PB. As an ultimate weapon this one should come quite late in a game.
Mine can hit anywhere on Planet. It is the ultimate
tedious weapon, trying to use Conventional Missiles en masse against someone distant. Yes, you can do it. You
will get tired of it. The problem is all those Missiles have to be steered to their targets, and they get hung up on anything along the way, pestering you with questions about whether you want to keep moving.
90 Gravship chassis An ultimate chassis obsoleting all others. Should give all others enough time to be appreciated.
I never, ever use them. I've never seen the AI use them, possibly because I've usually beaten AIs into a pulp before they'd ever get the chance. I think of them as a toy for sandboxers.
20 Hypnotic trance Give it relatively early but price it high enough to discourage player from slapping it to every garrison unit.
I disagree with pricing it
high. I did make it cost. In fact, pretty much everything I set cost=1. If some ability is "powerful", I handle that by putting it later in the tech tree. I encourage / discourage through research, not its cost. If you've made it that far in the game to get it, heck, crank it up and win the game already. Like for a Dissociative Wave or whatnot.
30 amphibious pods No exact preference but coastal attacks need to be appreciated as an option before air combat is available.
I think the mystique of being unable to attack a coastal city directly is kind of dumb, a holdover from Civ II has no place in a sci-fi future. So in my mod this is a Tier 2 tech. You may not get any weapons that make any use of it in that tier, but if you want to try some Marine tactic early, you can. Up to players to figure out what they like to do with such things. In general, I put "interesting" abilities early, "boring" abilities, weapons, and armors late.
40 AAA Tracking Should come a little bit earlier than air units to give weaker faction counter air ability.
People debate this, but I believe that people who don't do their Doctrine: Air Power research,
deserve to die. Or, they have better found some advantage in their chosen path through the tech tree, that makes D:AP not so critical. If you are rather distant from an enemy, you may not care about Needlejets so much, for instance. Mag Tubes are the One True Method for invading at long distances, as they're the only way you can push lots of units without an undue number of mouseclicks.
The AI is not effective with air units, generally limiting itself to going after your Formers. I might feel differently if the AI were a genuine air threat, but they aren't.
The AI is effective and
annoying with popping you with Conventional Missiles. That's part of why I made them more expensive, so that the AI can't spam you as fast with them.
05 basic terraforming
30 advanced terraforming Make it available relatively early to start appreciating advanced terraforming.
I have never seriously considered a game where basic terraforming isn't a Tier 1 tech. That said, recently I've played the Caretakers without bothering with terraforming for a bit. I think I can get away with it with them, because they can do directed research, and they start with 3 cities. I just spread to "the best" city spots for a little bit, grabbing resource bonuses, making people happy as needed. I'm not sure this is viable with blind research. Terraforming is a way to improve your power without being dependent on tech. What are the Believers going to do, for instance?
70 Mag tube Switching to free movement about the 2/3 into the game.
Nah, I make it early midgame. It is way too valuable as a means of conquest. This is
not the 19th century, there is no realism in "inventing a steam engine". In my mod, mag tubing is a completely viable way to wipe everyone else out, compared to a Marine blitz, or an air campaign. You will in fact be mag tube capable before either of those options, although you need a
lot of Formers to make good use of that approach.
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.
I made it come late. Not until you get Advanced Ecological Engineering, which is Tier 5 in my mod. Comes late midgame, depending on how you focused your research.
20 Perimeter defense No strong preference but I like to have defensive abilities earlier.
This also seems to be good for the AI's survivability.
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.
I think it is unimportant / worthless against AIs. Frankly I don't need Perimeter Defenses
in general against the AI. Might need to defend 1 specific strong point on a front. Mostly, the AI is not good enough at projecting force at a long distance, to worry about defense much. I think over-garrisoning and perimeterizing is a bit of a player disease, a sort of Completionist compusion. You Ain't Gonna Need It.
70 Flechette defense system Should come a little bit earlier than PB to give weaker factions a defensive chance.
No, players who don't get PBs should have to deal with the threat of annihilation. This game isn't slack off on your research, I don't have to do anything. If you're a research-challenged faction, you should be intervening militarily on the ground before anyone can hurl PBs at you. And you have to consider whether to commit atrocities carefully, because if you let such factions survive, they
will hurl PBs at you. PBs are an important diplomatic aspect of the game. No free and easy defenses to them. Pointedly, my PBs can hit anywhere on Planet.
40 Geosynchronous survey pod No strong preference. Indestructible sensor. Put it early in light of "defense early" paradigm.
I never use them. I even made them available with Orbital Spaceflight, I have such contempt for them. It's just a gewgaw that I don't think anyone's going to remember to build. By the time I've gone Orbital, I'm not worrying about defending individual bases anymore.
Phew this is getting long, where's lunch?20 Hologram theater Roughly about the time the second drone facility may be needed. Could vary.
I made this cheaper to buy and maintain, and available at Tier 2.
10 Recycling tanks No preference. It is not critical for survival.
As a free facility it overpowers the Aliens and I took it away from them as a factional ability. They have to build these things same as anyone else. RTs are helpful, but they can also
hinder growth if you obsess about building them too early. I find that in practice, I often have to build a Rec Commons sooner than a RT.
Generic approach: make sea bases effective earlier to give expansion alternative to war for land.
Beware that the Pirates are
already that. If you make it easy for everyone else to expand on water, Pirate advantage on water is going to become
massive.
30 Tree farm Make this available early to fight early ecodamage.
I think you'd be giving away too many effective minerals too early, because of the food that is made available along with those minerals. Putting this early is in danger of creating a One True Strategy for the player to pursue. I use the more traditional pace of the game, putting this at Tier 4.
40 Genejack factory Why not having it early if it is already beneficial?
Eco-damage, too much military advantage.
FACILITY - SPACE STATION
These are game breakers. I only offer them
late.
90 Psi gate Instant transportation between continents. Let mag tubes to work for a while.
In practice, a sandboxing toy.