Keeping this one seperate from the mods thread as it's an overhaul and still wip , will be interesting to see if it turns into a conversion!
The Mars Effect aims to do five things:
1. Overhaul ship balance with a greater focus on capital ships, and to provide a greater emphasis on fighter/bomber squadrons, while simultaneously boosting the anti-fighter frigates’ power.
2. Change the diplomacy and pirate aspects of the game so that the penalties for not completing AI quests is lessened to various degrees, and the time between pirate raids is greatly increased, as is the maximum pirate raid strength.
3. Greatly reinforce planet defenses to the point where it requires an actual assault to take fortress worlds
4. Overhaul the capital ship and logistic point system to allow for multiple fleets to better function on larger maps, while balancing it such that this mod will still function on smaller maps due to higher maintenance and research costs
5. Make minor modifications to ships without changing overall balance to both provide more visually stunning battles.
More Impressive Firefights
· Done via burstcount and burstdelay, etc. Damage untouched.
· Some minor changes to weapon types (larger emphasis on cannons for TEC, more beams on Advent battleship, Vasari stays the same)
Ship Changes
Capital Ship Balance
· 20% more HP to all capitals' starting HP, 20% increased HP per/level;
· Battleships gain an additional 0.1 armor increase per level as compared to their old armor increase level
· Carriers start off with an additional squadron, gain more squadrons per/level
· Colony ships gain additional command points per/level
· Seige capships have a 50% seige damage increase
· Support capships (including Vasari scout) have a 25% increased AM pool increase per level, and 10% increased AM regeneration rate increase per level
Cruiser Tweaks
· Carriers now have two squadrons, but 20% increased cost
Frigate Tweaks
· Illuminator tweaked to have 5000 range, 15% shorter cooldown
· Vasari assailant tweaked for longer (7000) range
· Anti-Fighter frigates now have increased damage [50%], increased range [10%], and decreased cooldown [20%] to better deal with greater numbers of fighters/bombers
Fighter/Bomber Tweaks
· Squadron size increased by one for Vasari, 2 for TEC, and 3 for Advent
· Build time decreased by 50%
· Individual damage decreased by 15% for Advent
Defensive Changes
· Phase Inhibitor overhauled
o Phase inhibitor now covers entire mavity well
o Phase inhibitor has 10X increased effectiveness
o Phase inhibitor has 50% increased HP
o Phase inhibitor has 10X increased build time
· Range on all defensive platforms increased, Damage increased by 25%, HP increased by 50%, resource cost increased by 50%, build time increased to 75
· Defensive Hangars now host one additional fighter/bomber wing per/platform
· TEC Planetary Shields module HP increased by 50%
· Vasari Nano Weapon Inhibitor module HP increased by 50%
· Advent Anti-Matter recharger ability restore rate increased by 50%, Max AM increased to 500, AM regen to 1.0
General Gameplay Changes
· Logistics techs changed
o More capital ships allowed (max 30 now); +10%, + 15%, +20% increase in cost of research for the last 3 techs, resp.
o Logistics points scale to a higher end level (5000 max), but with a higher upkeep cost (70% at the highest; keeps it feasible to large empire only)
§ 15%, +17.5%, +20% increased cost of research for the last three levels; Vasari costs increased by 15%, 20%, and 30% (due to tech advantages of larger fleet)
· Vasari Dark Fleet cooldown increased by factor of ten
Diplomacy Tweaks
o Increased time between quests
o Increased amount of time granted to complete a quest (50%)
§ Exception of tribute quests, which were not lengthened
o Decreased happiness penalties for failure to complete quest
§ Quests with higher rewards reduced less, i.e. raid missions
§ "Maintain relationship" quests left the same, i.e. +/- 10%
Pirate Tweaks
o Increased pirate maximum raid strength
o Increased amount of time until first raid
o Increased amount of time between raids
o Increased amount of notification player has before raid commences.
More here
http://forums.sinsofasolarempire.com/?forumid=443&aid=301007#_Toc191556395
The Mars Effect aims to do five things:
1. Overhaul ship balance with a greater focus on capital ships, and to provide a greater emphasis on fighter/bomber squadrons, while simultaneously boosting the anti-fighter frigates’ power.
2. Change the diplomacy and pirate aspects of the game so that the penalties for not completing AI quests is lessened to various degrees, and the time between pirate raids is greatly increased, as is the maximum pirate raid strength.
3. Greatly reinforce planet defenses to the point where it requires an actual assault to take fortress worlds
4. Overhaul the capital ship and logistic point system to allow for multiple fleets to better function on larger maps, while balancing it such that this mod will still function on smaller maps due to higher maintenance and research costs
5. Make minor modifications to ships without changing overall balance to both provide more visually stunning battles.
More Impressive Firefights

· Done via burstcount and burstdelay, etc. Damage untouched.
· Some minor changes to weapon types (larger emphasis on cannons for TEC, more beams on Advent battleship, Vasari stays the same)
Ship Changes
Capital Ship Balance
· 20% more HP to all capitals' starting HP, 20% increased HP per/level;
· Battleships gain an additional 0.1 armor increase per level as compared to their old armor increase level
· Carriers start off with an additional squadron, gain more squadrons per/level
· Colony ships gain additional command points per/level
· Seige capships have a 50% seige damage increase
· Support capships (including Vasari scout) have a 25% increased AM pool increase per level, and 10% increased AM regeneration rate increase per level
Cruiser Tweaks
· Carriers now have two squadrons, but 20% increased cost
Frigate Tweaks
· Illuminator tweaked to have 5000 range, 15% shorter cooldown
· Vasari assailant tweaked for longer (7000) range
· Anti-Fighter frigates now have increased damage [50%], increased range [10%], and decreased cooldown [20%] to better deal with greater numbers of fighters/bombers
Fighter/Bomber Tweaks
· Squadron size increased by one for Vasari, 2 for TEC, and 3 for Advent
· Build time decreased by 50%
· Individual damage decreased by 15% for Advent
Defensive Changes
· Phase Inhibitor overhauled
o Phase inhibitor now covers entire mavity well
o Phase inhibitor has 10X increased effectiveness
o Phase inhibitor has 50% increased HP
o Phase inhibitor has 10X increased build time
· Range on all defensive platforms increased, Damage increased by 25%, HP increased by 50%, resource cost increased by 50%, build time increased to 75
· Defensive Hangars now host one additional fighter/bomber wing per/platform
· TEC Planetary Shields module HP increased by 50%
· Vasari Nano Weapon Inhibitor module HP increased by 50%
· Advent Anti-Matter recharger ability restore rate increased by 50%, Max AM increased to 500, AM regen to 1.0
General Gameplay Changes
· Logistics techs changed
o More capital ships allowed (max 30 now); +10%, + 15%, +20% increase in cost of research for the last 3 techs, resp.
o Logistics points scale to a higher end level (5000 max), but with a higher upkeep cost (70% at the highest; keeps it feasible to large empire only)
§ 15%, +17.5%, +20% increased cost of research for the last three levels; Vasari costs increased by 15%, 20%, and 30% (due to tech advantages of larger fleet)
· Vasari Dark Fleet cooldown increased by factor of ten
Diplomacy Tweaks
o Increased time between quests
o Increased amount of time granted to complete a quest (50%)
§ Exception of tribute quests, which were not lengthened
o Decreased happiness penalties for failure to complete quest
§ Quests with higher rewards reduced less, i.e. raid missions
§ "Maintain relationship" quests left the same, i.e. +/- 10%
Pirate Tweaks
o Increased pirate maximum raid strength
o Increased amount of time until first raid
o Increased amount of time between raids
o Increased amount of notification player has before raid commences.
More here
http://forums.sinsofasolarempire.com/?forumid=443&aid=301007#_Toc191556395