"Now these values seems to be the balanced ones but to have some action in game and ships which arent obsolete few turns after they were built the PROD MUST RULE"
I don't think that the comparison of RPs and PPs helps much to illustrate the problem. It is fuzzy to compare them (seems you are aware of this) since it isn’t easy at all to derive an "exchange rate". The nominal values itself are meaningless because the utility of RPs depends on several factors like the tech tree (especially the placement of the economical key technologies there) etc.
Therefore I prefer to look at the techs directly. Even when I dislike to look at these nominal “RP-numbers” I agree (already stated here in the thread) that a slowdown of the exponential growth would be fine.
“... and bring robos into better position.”
The idea of these expensive robos was taken from db. I liked it because in regular moo you just need robos and monsters and further prod tech is uninteresting in most games and the whole construction path is almost unused. Further, we have in regular moo just 2 early prodtechs (afacts and robos) and both strengthen uni because of the multiplier effect. But I agree that robos at 1150RPs seems to be too expensive and it hurts uni too much at moment. I don’t wanna give up the idea of expensive robos completely...but robos at 900 RPs might be better.
Additionally, I am unhappy with the recyclotron. It’s true that this tech isn’t that effective like robos to produce a bb-fleet on monster planets. But this tech gives u decent prod on tech planets. There is no trade-off between teching and prod at moment...cause recyclotrons give you enough prod to build a decent high-tech fleet on such planets...when necessary. When I move these prod techs there might be also further options for rhull and hvarmor then. At the moment I prefer sth like this for the next version:
Construction Path :
250: Battlepods, Rhull, Missile Base, Fighter Bays
400: Battlestation, HvArmor, Robotic Factory, Powered Armor (mebbe too)
650: Assault Shuttle, Bomber Bays
900: Robominers, Art. Planet Constr.
1150: Recyclotron, Stock Exchange
But this is just brainstorming.
“I propose to kill early supers...”
I prefer to kill early vnet. (See Steps proposal, also Cabman thinks that 30/20 percent morale for dict/demo should be enuff IIRC – but I am not sure about the right field for vnet at moment, mebbe simply back to gal. Cybernet, i.e. de facto removing it) Also the cheap sociology path is now too attractive. I think it should have the old RP-costs after the spaceports field.
These steps should be a significant slowdown. We will see if it is enuff.
“Make tol not 11! but 10, uni 8 if u dont like unitolprod and lith 11.”
I looked into the lith-thingi a bit recently. In regular moo Lith is the most attractive pick to solve the food-problem for a non-uni race. So it seems counterintuitive that Lith is just 9 in dc. I agree that especially a techrace has to solve the food-problem but there are alternatives in dc.
For example you can replace lith with aqua 2food and large hw (this alternative costs 13 picks in regular moo). I tested some maps with dict sub lith +growth art hw (which was used in several dc games recently) and replaced the lith pick there with this alternative. I have to say that this alternative worked quite well for this race on the maps I tested. At turn 70 the lith was still some turns ahead in tech but because of the large wet art hw the aqua race was closing the gap. So it depends here on wets/natives near hw.
When we talk about the food issue it seems to me that lith is not the dominant problem. One could argue that it is a bit boring that u have to start with at least 4food per farmer (or better 5) but actually we have almost the same problem in regular moo (with the big exception uni tol because of its amazing prod). I agree that it would be nice that races with less food should work and a more expensive lith pick could accomplish this BUT only in combination with more expensive food picks. I think food1 for 3 and food2 for 5 picks might be a good idea.
“About tol and lith: i think it would be ok if both costed 10 points.”
I agree, we could try the following:
Tol 10
Lith 10
Food1 3
Food2 5
Uni 8 (PKs idea to avoid uni tol prod)
Rich hw again 2 (to compensate the Uni increase)
(At moment I try to figure out to increase the negative picks. I have disabled it already...but no clue what I changed actually
When I finally get it subtler pick costs of 2.5, 3.5 etc. should be possible when we double negative and positive picks.)