It's built on the Balance Mod, but most of the major stuff is changed, so I now feel confident in calling it a mod in its own right and not just a tweak of the BM. The basic idea is this:
- 1. There are 3 ship sizes: Destroyer, Cruiser, and Battleship. These are all available to build from the start and have their own strengths and weaknesses, and they all get bigger as Large Scale Construction is researched. Destroyers are fast, hard to hit and can use an accuracy boosting mount for direct fire and point defense weapons. Cruisers have an all-purpose mount and a powerful but innacurate heavy mount for taking down battleships. Battleships are the largest ships and can use the bombardment mount, which doesn't have a prayer for hitting other ships, but does 50x damage. Perfect for taking out starbases and fortified planets.
2. There are 4 starting weapons: Pulse lasers, beam lasers, nuclear missiles, and mass drivers and their point defense equivalents. There are 100 levels to these, although one should not expect to ever see level 100. Shields and armor also have 100 levels. Pulse lasers are accurate at range, beam lasers fire continuously and are excellent at shooting down lots of small targets, nuclear missiles have great range and damage, and mass drivers have a high refire rate and good damage but use ordnance.
3. There are two breakthrough techs. The first grants access to Advanced Armor, Phased Shields, Advanced Space Yards, Pulse Phasers, Beam Phasers, Photon Torpedoes, Blasters, and many of the stellar manipulation techs. These start at lvl 1, so they might not beat the Tier 1 techs right away, but with some research they will quickly surpass them. A player who rushes the breakthrough tech too early can be crushed by someone who researches the Tier 1 techs, but someone who waits too long could be stuck with lasers against someone with phasers, and such a conflict never ends well for the guy with outdated tech.
The Final Breakthrough tech gives Ultimate Armor, Null-Space Shields, Ultimate Space Yards, Pulse Nullifiers, Beam Nullifiers, Quantum Torpedoes, Black Hole Cannons, and the rest of the stellar manipulation techs. The same logic applies to the final breakthrough, although it is decidedly late game and many games may never see it.
Mod can be downloaded here. File size is under 3 megs.