I was hoping you'd link that thread...
Okay, first refineries...
I think cost reduction is a good approach...it seems that there are enough situations refineries outproduce trade ports, so making refineries more productive I don't think is the best route to go...the issue with this is the time it takes to pay them off...I'm going to copy the table you made about this...
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...refineries are more expensive than that: 1500, 125, 175, which gives an effective credit cost of 2850.
Already did so; yes, they do receive from their own well as well as from adjacent wells. They are not affected by loyalty or by extractor technologies.
Refinery (12 rock): 11 minutes
Refinery (9 rock): 15 minutes
Refinery (6 rock): 22 minutes
Refinery (3 rock): 44 minutes
By comparison:
Trade Port (12 link): 10 minutes
Trade Port (8 link): 14 minutes
Trade Port (4 link): 19 minutes
Trade Port (0 link): 24 minutes
So really, 7 or 8 is where refineries start to shine.
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Darvin has already done the number crunching for this...so...the question is, where do we want refineries to be? Here is my feeling...this is an RTS game, people don't have time to sit there and do number crunching during a game, they must have some nice rule of thumb numbers in their head to help them in the decision-making process...having to consider at what point trade ports outdo refineries is hard enough, having to also consider how long it will take to pay off is just not necessary...
Trade ports are 750 - 100 - 125 (1762.5 credits) and refineries are 1500, 125, 175 (2850 credits)...lets say refineries should be more or less the same cost as trade ports...I'm thinking a cost of 1000 - 75 - 100 may be appropriate...that is equivalent to 1787.5 credits and, like the original cost, reflects a higher credit cost relative to resources required...
Now for colony pods...
There are two costs I think need to be considered...the cost of the upgrades, and the cost of the colony pods technology...
The technology costs 800 - 100 - 175 and is a lvl 3 tech...the technology allowing trade to be put on SBs costs 500 - 75 - 125 and is a lvl 4 tech...if this trade port technology is cheaper than most lvl 4 defense techs (and the trade upgrade is better) then I think the colony pods tech should be cheaper as well...
What should the colony pods tech cost then? Well, it is a lvl 3 tech...the TEC trade port SB technology is also lvl 3 and cots 400 - 50 -85...so, I think the colony pods tech should cost the same...
The upgrade itself costs 1800 - 275 - 150 while a trade upgrade costs 1000 - 150 -75 ...not only do both provide a minimum of 1.3 credits/s, the trade upgrade costs less and can expand trade routes and can provide more income depending on the length of the trade route...
So, I think it is reasonable to reduce the cost of Colony pods to at least that of the trade upgrade...
TEC trade upgrades cost 1000 -150 - 75 at lvl 1 and 1800 - 275 - 150 at lvl 2 ...so, I'd say it is reasonable to at least reduce the cost of Colony pods to these values...
Now, these upgrades are also taking up valuable upgrade slots...but on the other hand, if we're comparing colony pods to trade, then I think it is safe to assume we're looking at a SB used to extend a trade route, and not necessarily defend a front line...therefore, the SB was built for trade, not for colony pods, so any costs going into building the SB in the first place are sunk costs and would have been paid for regardless of the power of colony pods...I am hesitant to reduce the cost of colony pods below that of trade upgrades, but I am open to reasons to do that...
Now for induced reverence...again, my issue with this is the cost...I think if the costs were comparable to trade upgrades, this ability would be more useful...I'm hesitant to boost the bonus of this ability, because for very large empires a 30% increase in resource income is actually a 66% boost to an outlying planet's income (45% max allegiance with allure of the unity and culture)...so, how about a cost of 1000 - 150 - 75 for each level of this upgrade?
Being economic in nature, the tech itself I think should also be comparable in cost to trade/colony pod upgrades...since induced reverence is a lvl 4 tech, I think it should cost the same as the Vasari trade upgrade (also lvl 4) which is 500 - 75 - 125...
So, to sum it all up, here are my thoughts...
Cost of refineries reduced from 1500-125-175 to 1000-75-100 (same total cost as a trade port, just more credits/less resources)...
Cost of Colony Pods tech reduced from 800-100-175 to 400-50-85...cost of colony pods lvl 1/2 reduced from 1800-275-150 / 2700-425-225 to 1000-150-75 / 1800-275-150...
Cost of Induced Reverence tech reduced to 500-75-125...cost of upgrades reduced from 1800-275-150 to 1000-150-75...