CompEnhancement

Created new "standard" mounts for bases, sattelites, and weaponplatforms.  Increased range of all mounts for those types by +2 (to allow for the standard mounts "base" +2) and halved the cost of weaponplatform mounts.
Created "PD" mounts for weaponplatforms / bases.  Weaponplatforms get +6 range and +100 accuracy and 50% cost; bases +4 range and 40 accuracy.
Created armor mounts for bases, satellites, and weapplatforms.  Bases get 5x strength, WP 10X strength 1/2 cost, and sats 1/5 cost.
Made sats have 1/5 weapon cost.
Weaponplatforms have 1/2 cost weapons.

Removed stealth armor / scattering armor from mount system; will replace with "coatings" that use scalled mounts.

Settings

Damage points to kill one population increased to 100.
Remote Mining does *not* decrease value.
Riots set to 10% production
Combat base-to-hit at 75%.
Bases can join fleets.
Made every twenty population units yield 1% construction (2000 = 100%, 4K = 2x, and so on)

Components

Stripped shielding from sat/drone/weapplat
Increased shield regenerators to 10X old power.
Split base / ship shielding, bases get 5X the power ships do.
Made shields leaky.
Deleted small armor
Reduced scattering armor to size 30.
Made Emissive armor size 10
Split ship / base space yard components; ships have 1/2 planetary rate, bases 2X planetary rate.
Created temporal space yards.
Created fire control centers -- increases planets chance to hit by 100 / 150 / 200.  Takes up *large* amounts of space -- FCCs + ECM + Combat Sensors + Command takes up full space on largest available weapplatform (FCCs increase in size and ability with weapplatforms).
Created similar FCCs for bases, with 50 / 75 100 improvement to hit.  250 / 500 / 750 size.
Deleted emissive armor; made regular/organic armor leaky and split into heavy/light with six tech levels.
Made crystalline armor very weak "normal" armor with 3X tonnage-HP ratio at highest level; no shield from damage.
Created seperate light unit armors with light armor strength ratio (even for heavy armors) -- no partial damage
Made armor skipping components quad damage to shields (2/3 again damage after shields)
4X damage to shields made 2X (1/3 again damage after shields)

"commented" stealth / scattering armor out

Facilities

Increased temporal space yards to 2X normal space yard rate.
Created planetary shield generators than run from "shields" tech area.
Increased effectiveness of solar collectors.
Increased effectiveness of value improvers.

PlanetSize

Increased cargo space 10X.

WILL DO:

Create larger sizes of ships and bases.