ZombiesRus5 ZombiesRus5

[SotF] Fall of Kobol (The only Battlestar Galactica Mod)

[SotF] Fall of Kobol (The only Battlestar Galactica Mod)

 

 

 Fall of Kobol

Current Version:

 Fall of Kobol Downloads

 

No longer enhanced but available:  

 SotF: Fall of Kobol Diplomacy/Trinity 1.043 

 
Instructions:

 How To Install Sins of the Fallen

Important: RESTART Sins of a Solar Empire after activating the mod. This will avoid a common mini-dump after starting a game. If the game mini-dumps attempting to deactivate the mod (i.e. similar issue), then delete the EnabledMods.txt in your rebellion mod folder.

 How to Activate Sins of the Fallen


Sins of the Fallen: Fall of Kobol

A Battlestar Galactica mod for Sins of the Solar Empire

Release Date: TBD

 NOTICE: This fan based modification is completely unofficial and is in no way endorsed or affiliated with Syfy(formally Sci-Fi), NBC, Universal Studios, Relic, Sierra, Aspyr, Stardock or Ironclad Games. All trademarks, logos, sounds, and video are the property of their respective owners. This fan based modification is strictly non-commercial and may not be used for any commercial purposes!

 

* This mod uses some assets from Sins of the 13th Tribe (credit will be listed in the readme when released).

Quick synopsis

This mod introduces the colonial and cylon factions to the Sins of the Fallen universe. Both races will be playable with any of the planets, addons, and races included in Sins of the Fallen including the stock races. Both the colonial and cylon's factions will be balanced against the stock factions to support this approach. 

 

Colonial Fleet

Relying on heavily armored and armed ships the colonial fleet is always on the defense looking for cylon incursions. Lacking shields of any kind Battlestar Point Defense systems are used to intercept incoming weapons and minimize damage to nearby frigates and cruisers supporting the fleet.

 

Colonial Fleet


Colonial Sound Dialogue Script (link)

 

 

  

Cylon Armada

 

 

If you can edit text files, talk coherently or otherwise provide thoughtful feedback you can help this mod complete.

Contributions can be emailed to: zombiesrus5 at gmail dot com

Number Six: Status is given to those that had a significant impact either on this mod or the original Sot13T.

Members: Koobalt, Kyogre12, Coxxon, Kreeargh, Unknown Sexy Cylon Voice

Centurian: Status is given to those that are senior modder, preferably connected to Eclipse and making active changes to the mod through SVN.

Please email me for development SVN access which is different from the playtest SVN noted above.

Members: ZombiesRus5

War-era Centurian: Status is given to those that actively contribute to the mod.

Members: Crazyfrywad, Mord_Sith84, Cylon_Luvr, UnassumingWhiteGuy

U-87 Cyber Combat Unit: Status is given to those that have contributed at any point to the mod. 

Members: Stalcore, JonJay

Civilian Model: Status is given to those that help test or otherwise provide valuable feedback.

Members: Unikraken, SpardaSon21, holybeast

Toaster: You like to play the mod which is good enough. Check into the forums if you want your call sign added.

Unknown Members: 2500+ souls or machines

Known Members: Alexbond45, danny1199, Dedzone007, vackillers, MackyG, TheTrueLost

:cylon:

Modding Contributions Needed

Particle Effects
  • Anyone that wants to contribute effects is more than welcome as I'm not planning on making any myself.
 
! if you see anything you think could use a change shoot me a query and I'll let you know if it's worth pursuing !
 
* remember if you add a new file locally when modding it needs to be added to the entity.manifest!

 

 

8,578,627 views 3,050 replies +1 Loading…
Reply #2001 Top

Z, this is my take on credits for cylons:

Cylons cannot generate tax or credit from planets at game start, and the Cylon homeworld at game start should have a population of 0. Cylons cannot start collecting tax credits until they have researched "Reproduction Farms" (this is for both Loyalist and Rebel). 

The Rebel faction will specialise in reproduction with many available research items (Are You Alive?, Procreation and Nanorobotics) and will eventually be able to generate significant credits from tax. 

The Loyalist faction can develop "Reproduction Farms", but that's it. They will not derive many credits at all from tax. Loyalists will generate a majority of their credits through system hacking and trade.

To compensate for limited credits from tax, Cylons (both Rebel and Loyalist) will have massive bonuses for mining. They will generate 3 or so points of metal and crystal per respective asteroid, per second. They can sell this on the black market to generate credits. Ships are also cheaper. 

Also eventually both Rebels and Loyalists will generate tax from Colony Pods on starbases/moons, and both have access to "Hybrid Hacking Programs" to generate tax from Capital Ships (only one research item though for Rebel, where Loyalist specialises in it with many research items). 

Is this what you have in mind Z or something different? 

Reply #2002 Top

Quoting Cylon_Luvr, reply 2001

Z, this is my take on credits for cylons:

Cylons cannot generate tax or credit from planets at game start, and the Cylon homeworld at game start should have a population of 0. Cylons cannot start collecting tax credits until they have researched "Reproduction Farms" (this is for both Loyalist and Rebel). 

The Rebel faction will specialise in reproduction with many available research items (Are You Alive?, Procreation and Nanorobotics) and will eventually be able to generate significant credits from tax. 

The Loyalist faction can develop "Reproduction Farms", but that's it. They will not derive many credits at all from tax. Loyalists will generate a majority of their credits through system hacking and trade.

To compensate for limited credits from tax, Cylons (both Rebel and Loyalist) will have massive bonuses for mining. They will generate 3 or so points of metal and crystal per respective asteroid, per second. They can sell this on the black market to generate credits. Ships are also cheaper. 

Also eventually both Rebels and Loyalists will generate tax from Colony Pods on starbases/moons, and both have access to "Hybrid Hacking Programs" to generate tax from Capital Ships (only one research item though for Rebel, where Loyalist specialises in it with many research items). 

Is this what you have in mind Z or something different? 
End of Cylon_Luvr's quote

Well I don't think it's a good idea

1. The black market is dynamic, when you want credit it will blast off the price, and in multi when several player play as cylon?

2. If Cylon don't generate credits, their ship/building should not required credit to be build (only logic), so i don't see a point  to give them research to gain credits, maybe just for black market use but that's all.

3. I think that would drastically break the balance of power for the game. 

edit:

some more testing: the starbase jump before i make the research, the heavy basestar are losing fighter/bomber when jumping (it leave them behind)

 

 

 

 

Reply #2003 Top

Edit - nvmd, I'm not sure where they came from now... Replacing with TEC standard until a new one presents itself.

 

Reply #2004 Top

Quoting Stalcore, reply 1999

Hey Z I have been working on the Tenorias planets GasGiant not being able to colonise. I have found how to fix it. I was wondering what you want the cost and stages to be set at?
End of Stalcore's quote

Ah, thanks for pointing this out. It's actually templated so I modified my template to have them colonizable with the same stas as the generic gas giant.

All the planet code is created by feeding the planet textures into a scripted build.

 

Reply #2005 Top

Also, I need to resize several units for game engine reasons. Let me know if you have suggestions.

The Cylons light basestar is too big for the pathing for this unit type. I need to make it smaller to keep units from bumper car effect for example.

Reply #2006 Top

Quoting Cylon_Luvr, reply 2000
I have also included the updated English.str file. However, I still haven't added the descriptions for all the abilities for capital ships etc... Will work on that soon. 
End of Cylon_Luvr's quote

Can you edit the Cylon_stringinfo.txt and Cylon_English.str file at this link?

https://www.dropbox.com/sh/h5lzmr77v2rbrvx/76mHKjyDnn

It would simplify integrating string changes greatly as these are the two templated files I use.

 

Reply #2007 Top

 

Quoting ZombiesRus5, reply 2005

Also, I need to resize several units for game engine reasons. Let me know if you have suggestions.

The Cylons light basestar is too big for the pathing for this unit type. I need to make it smaller to keep units from bumper car effect for example.
End of ZombiesRus5's quote

Well if we take the capital ship size as 1, i propose the frigates reduce to 0.3 to 0.4, the cruiser 0.6 to 0.7, capital 1, and the titans 3 to 4.

 

 

Reply #2008 Top

Quoting koobalt, reply 2007

 
Quoting ZombiesRus5, reply 2005
Also, I need to resize several units for game engine reasons. Let me know if you have suggestions.

The Cylons light basestar is too big for the pathing for this unit type. I need to make it smaller to keep units from bumper car effect for example.

Well if we take the capital ship size as 1, i propose the frigates reduce to 0.3 to 0.4, the cruiser 0.6 to 0.7, capital 1, and the titans 3 to 4.

 

 
End of koobalt's quote

So here's what I'm going to start with.

Capital Ships

  • Basestar +15%
  • Guardian Mk1 + 20%
  • Guardian MkII + 12%
  • Resurrection Ship + 25%
  • WorldStar + 36%

Frigates

  • Carrier 60% of current
  • Envoy 50% of current
  • Siege 30% of current
  • Light Basestar 40% of current
  • Heavy Basestar 70% of current
Reply #2009 Top

Quoting ZombiesRus5, reply 2005
The Cylons light basestar is too big for the pathing for this unit type.
End of ZombiesRus5's quote

Out of curiosity, what's it's unit type and max bounding radius? Edit: Derp, Lavo here, forgot to log out of this account.

Reply #2010 Top

Quoting SoGE-Team, reply 2009


Quoting ZombiesRus5, reply 2005The Cylons light basestar is too big for the pathing for this unit type.

Out of curiosity, what's it's unit type and max bounding radius? Edit: Derp, Lavo here, forgot to log out of this account.
End of SoGE-Team's quote

It's the long range frigate. And it's bounding radius was 309.

 

Reply #2011 Top

I did some scaling... I think the resize tool does some wierd stuff when damage effects are applied so I'll likely redo them in XSI when I get a chance.

Also made some various other fixes. I'll try and get another patch out today.

 

Reply #2013 Top

Quoting ZombiesRus5, reply 2004


Quoting Stalcore, reply 1999
Hey Z I have been working on the Tenorias planets GasGiant not being able to colonise. I have found how to fix it. I was wondering what you want the cost and stages to be set at?

Ah, thanks for pointing this out. It's actually templated so I modified my template to have them colonizable with the same stas as the generic gas giant.

All the planet code is created by feeding the planet textures into a scripted build.

 
End of ZombiesRus5's quote
Cool. I was also working on the Colonial StarBase random names in the english string file. my question is, is it possible to change the name character length or is it hard coded?

Reply #2014 Top

Quoting koobalt, reply 2002


Quoting Cylon_Luvr, reply 2001
Z, this is my take on credits for cylons:

Cylons cannot generate tax or credit from planets at game start, and the Cylon homeworld at game start should have a population of 0. Cylons cannot start collecting tax credits until they have researched "Reproduction Farms" (this is for both Loyalist and Rebel). 

The Rebel faction will specialise in reproduction with many available research items (Are You Alive?, Procreation and Nanorobotics) and will eventually be able to generate significant credits from tax. 

The Loyalist faction can develop "Reproduction Farms", but that's it. They will not derive many credits at all from tax. Loyalists will generate a majority of their credits through system hacking and trade.

To compensate for limited credits from tax, Cylons (both Rebel and Loyalist) will have massive bonuses for mining. They will generate 3 or so points of metal and crystal per respective asteroid, per second. They can sell this on the black market to generate credits. Ships are also cheaper. 

Also eventually both Rebels and Loyalists will generate tax from Colony Pods on starbases/moons, and both have access to "Hybrid Hacking Programs" to generate tax from Capital Ships (only one research item though for Rebel, where Loyalist specialises in it with many research items). 

Is this what you have in mind Z or something different? 

Well I don't think it's a good idea

1. The black market is dynamic, when you want credit it will blast off the price, and in multi when several player play as cylon?

2. If Cylon don't generate credits, their ship/building should not required credit to be build (only logic), so i don't see a point  to give them research to gain credits, maybe just for black market use but that's all.

3. I think that would drastically break the balance of power for the game. 

edit:

some more testing: the starbase jump before i make the research, the heavy basestar are losing fighter/bomber when jumping (it leave them behind)


 
End of koobalt's quote

Thanks for your feedback Koobalt. Responses below: 

1. Cylons do not solely rely on the black market, crystal etc. They simply receive higher bonuses for resource extraction to compensate for their slower credit rate. Both Loyalist and Rebel will be able to generate significant amounts of credit through research. The "Hacking" research doesn't literally mean that they Cylons are taking resources from the Black Market, it is simply the same as the Vasari "Civilian Evacuations" research where capital ships start to generate tax credits. 

2. Cylons do generate credits, and therefore they can build ships using credits. However, they must initially complete research to generate it. 

3. I'm not sure what you mean? Could you please go in to more detail as to why you think it will break the balance of power? There is no imbalance.... Cylons generate higher rates of resource extraction because they cannot generate as many credits from planet populations compared to other races, so it is balanced.  

While I respect your opinion Koobalt, I suggest that if you don't like my idea, then it is only suitable that you would put forward an alternative idea? What do you think would work? Keep in mind that if you would like the mod to be true to cannon, Cylons had not developed natural procreation in the reimagined TV series, and therefore would not be able to have significant population growth, other than creating/growing more humanoid models? (however in the past, i.e. the alternative Earth, Kobol etc Cylons were actually capable of procreation). 

Z, what do you think about all of this? 

Reply #2015 Top

Quoting ZombiesRus5, reply 2006


Quoting Cylon_Luvr, reply 2000I have also included the updated English.str file. However, I still haven't added the descriptions for all the abilities for capital ships etc... Will work on that soon. 

Can you edit the Cylon_stringinfo.txt and Cylon_English.str file at this link?

https://www.dropbox.com/sh/h5lzmr77v2rbrvx/76mHKjyDnn

It would simplify integrating string changes greatly as these are the two templated files I use.

 
End of ZombiesRus5's quote

No worries. 

Quoting ZombiesRus5, reply 2008


Capital Ships


Basestar +15%
Guardian Mk1 + 20%
Guardian MkII + 12%
Resurrection Ship + 25%
WorldStar + 36%

Frigates


Carrier 60% of current
Envoy 50% of current
Siege 30% of current
Light Basestar 40% of current
Heavy Basestar 70% of current
End of ZombiesRus5's quote

Sounds good to me!

Reply #2016 Top

Quoting Cylon_Luvr, reply 2014


Quoting koobalt, reply 2002

Quoting Cylon_Luvr, reply 2001


Thanks for your feedback Koobalt. Responses below: 

1. Cylons do not solely rely on the black market, crystal etc. They simply receive higher bonuses for resource extraction to compensate for their slower credit rate. Both Loyalist and Rebel will be able to generate significant amounts of credit through research. The "Hacking" research doesn't literally mean that they Cylons are taking resources from the Black Market, it is simply the same as the Vasari "Civilian Evacuations" research where capital ships start to generate tax credits. 

2. Cylons do generate credits, and therefore they can build ships using credits. However, they must initially complete research to generate it. 

3. I'm not sure what you mean? Could you please go in to more detail as to why you think it will break the balance of power? There is no imbalance.... Cylons generate higher rates of resource extraction because they cannot generate as many credits from planet populations compared to other races, so it is balanced.  

While I respect your opinion Koobalt, I suggest that if you don't like my idea, then it is only suitable that you would put forward an alternative idea? What do you think would work? Keep in mind that if you would like the mod to be true to cannon, Cylons had not developed natural procreation in the reimagined TV series, and therefore would not be able to have significant population growth, other than creating/growing more humanoid models? (however in the past, i.e. the alternative Earth, Kobol etc Cylons were actually capable of procreation). 

Z, what do you think about all of this? 
End of Cylon_Luvr's quote

ok, sorry maybe I didn't explain correctly, what I'm afraid is that when cylon will need credits to build ship/building, and to get credits they will need to make research, and to make research they will need to build the research center, and in mean time my enemies (colonial) will build fleet, and research colonization, weapons etc..., no to mention that we don't know how the AI cylon will react to this. 

 

Well i prefer to remove credits completely from cylon faction (set income to 0 and all requirements for building/research set to 0 for credit and change it to metal or crystal), but i think it's against the game mechanic.

So far I think that current system is ok.

But maybe your system will work ok, we wont know until we try it.

Sorry if You feel offended by my previous post.

Reply #2017 Top

Quoting Stalcore, reply 2013
Cool. I was also working on the Colonial StarBase random names in the english string file. my question is, is it possible to change the name character length or is it hard coded?
End of Stalcore's quote

Hardcoded.

https://www.dropbox.com/s/lz5iyt94bctynvu/Colonial_English.str

https://www.dropbox.com/s/jvbrzithedvowv6/Colonial_stringinfo.txt

 

Reply #2018 Top

Quoting Cylon_Luvr, reply 2001
Is this what you have in mind Z or something different? 
End of Cylon_Luvr's quote

I'm still mulling over all the comments. 

The main problem is so much of the gameplay and balance is setup with all factions having nearly identical access to credit/metal/crystal and they usage of those resources being nearly symmetrical as well.

We would need to design an asymmetrical usage of resources that is somehow balanced against the other factions.

Also, what would the end point be for Cylons with credits. They get Trade ports, Colony pods, Resurrection. I don't want to end up with the Cylon's become overpowered eco wise.

 

Reply #2019 Top

Quoting ZombiesRus5, reply 2017


Quoting Stalcore, reply 2013Cool. I was also working on the Colonial StarBase random names in the english string file. my question is, is it possible to change the name character length or is it hard coded?

Hardcoded.

https://www.dropbox.com/s/lz5iyt94bctynvu/Colonial_English.str

https://www.dropbox.com/s/jvbrzithedvowv6/Colonial_stringinfo.txt

 
End of ZombiesRus5's quote

Ok Cool. I will get you the changes I made.

Reply #2020 Top

Quoting ZombiesRus5, reply 2012

Patch 2: SotF Fall of Kobol Reb.1.52.22.2 (Patch) 
End of ZombiesRus5's quote

You're doing such an amazing job Z... exciting that we're getting much closer now for the Cylons! Complete list of changes for Patch 2 (should be the final changes, then it should be fairly polished): 

- Icons still need to be swapped around for Occupation and Industrial Networks (both Rebel and Loyalist). Not sure if you know what I mean from my past posts, so I'll post an image: 

The Plan research tree says "Null" in the main window (both Loyalist and Rebel):

For Rebels, Fleet Logistics research tab still says "Null" (for Rebel): 

- Defense Systems --> Syphon Credits. I'm going to change this, considering that this research unlocks Colony Pods. In the research tree, please change the research icon to the one used for the starbase Colony pods. Have emailed it to you again. Have changed the research description also. 
- Changed the description for the Colony Ship so that it mentions that it can build a starbase. 
- New sound for "Weapon_CylonCapitalMissileHeavy_Muzzle". Emailed. Please replace with this file. 
- Should there be a detonation effect when a nuclear missile hits a ship?
- Rebels - New icon for D'Anna Biers (current one looks strange). Have emailed.
- Rebels - New icon for Number Six Model (current one looks strange). Have emailed.
- Rebels - Remove "Number One Model" from "The Plan" research tree. Number One is Loyalists only. Replace with "Number Eight Model" research which is currently missing. 
- Rebels - When you build the Boomer Titan, click on it and then hover the mouse over the first ability (red cylon code), the game minidumps.
- When ships are attacking the cylon star base (not sure about other races), they get in too close and looks a bit strange.
- One of the arms on the Resurrection Hub icon (planet tree) looks a bit weird?
- Cylon "Announcement" sound still doesn't seem to work i.e. when a new planet is discovered etc. even though it is in the sound folder.

- Various changes to the String files.

- Please delete the sound "Engine_CylonSupportShip2"

- For some reason, the Light Basestar frigate makes a really weird sound! I think it must be a problem with its engine sound? It should use "Engine_CylonCapitalShip".

- I remember that someone went back through all of the sound files and converted them from Stereo to Mono... they mustn't have used a very good program, because the quality of quite a few of the sounds were affected. I have fixed up a fair few of them and have emailed to you. Please paste them over the existing files exactly as they are. 

- Fixed up a few other sounds as well (effects etc). Have emailed. 

Reply #2021 Top

Quoting Cylon_Luvr, reply 2020
- Icons still need to be swapped around for Occupation and Industrial Networks (both Rebel and Loyalist). Not sure if you know what I mean from my past posts, so I'll post an image: 
End of Cylon_Luvr's quote

It is already fixed in my master texture. I will compress it to dds and get it in the build.

Quoting Cylon_Luvr, reply 2020
The Plan research tree says "Null" in the main window (both Loyalist and Rebel):
End of Cylon_Luvr's quote

String file updated

Quoting Cylon_Luvr, reply 2020
- Defense Systems --> Syphon Credits. I'm going to change this, considering that this research unlocks Colony Pods. In the research tree, please change the research icon to the one used for the starbase Colony pods. Have emailed it to you again. Have changed the research description also. 
End of Cylon_Luvr's quote

It willy say unlocks Syphone Credits. 

Quoting Cylon_Luvr, reply 2020
- Should there be a detonation effect when a nuclear missile hits a ship?
End of Cylon_Luvr's quote

There can be.

Quoting Cylon_Luvr, reply 2020
- Rebels - Remove "Number One Model" from "The Plan" research tree. Number One is Loyalists only. Replace with "Number Eight Model" research which is currently missing. 
End of Cylon_Luvr's quote

Number eight file had number one icon and text. fixed.

Quoting Cylon_Luvr, reply 2020
- Rebels - When you build the Boomer Titan, click on it and then hover the mouse over the first ability (red cylon code), the game minidumps.
End of Cylon_Luvr's quote

Doesn't on my side.

Quoting Cylon_Luvr, reply 2020
- When ships are attacking the cylon star base (not sure about other races), they get in too close and looks a bit strange.
End of Cylon_Luvr's quote

Happens with the Orkulus too. It's the way ships respond to a moving target. I can't fix this.

Quoting Cylon_Luvr, reply 2020
- One of the arms on the Resurrection Hub icon (planet tree) looks a bit weird?
End of Cylon_Luvr's quote

Might be the dds conversion. The hub needs retextured too. Remind me down the road.

Quoting Cylon_Luvr, reply 2020
- Cylon "Announcement" sound still doesn't seem to work i.e. when a new planet is discovered etc. even though it is in the sound folder.
End of Cylon_Luvr's quote

Like I said... I don't know. It's the only announcement listed in the player entity. 

The announcement played when I found a Cylon faction on the map for me.

Quoting Cylon_Luvr, reply 2020
- Please delete the sound "Engine_CylonSupportShip2"
End of Cylon_Luvr's quote

It's not used in any file. The presence of the file has no affect if not referenced. I can't delete files through 7z patches.

Quoting Cylon_Luvr, reply 2020
- For some reason, the Light Basestar frigate makes a really weird sound! I think it must be a problem with its engine sound? It should use "Engine_CylonCapitalShip".
End of Cylon_Luvr's quote

All the basetars use the exact same engine sound (frigates or capitalships).

Quoting Cylon_Luvr, reply 2020
Have emailed it to you
End of Cylon_Luvr's quote

I'll go through the items in your email.

Reply #2022 Top

Working on Cylon_English.str and Cylon_stringinfo now... will get it through to you soon Z... 

Question... see below: 

ResearchSubject|Cylon|DefenseSystems|ColonyPods|Colony Pods|Infrastructure is built that allows Cylon models to occupy the starbase and provide tax income for your empire.

Should I ever change the 4th item? i.e. "ColonyPods" ... This used to be "Syphon Credits"... and I changed it to Colony Pods. What impact does it have if I change it? Not sure why it says "ColonyPods" and then says "Colony Pods" as the 5th item... ?

Reply #2023 Top

If it's just a name change but the same file will be used don't change it.

ResearchSubject|Cylon|DefenseSystems|SyphonCredits|Syphon Credits|Starbase Hybrids hack into currency and black market exchanges, and transfer credits to your empire

becomes:

StringInfo
ID "IDS_RESEARCHSUBJECT_CYLON_DEFENSESYSTEMS_SYPHONCREDITS_NAME"
Value "Syphon Credits"
StringInfo
ID "IDS_RESEARCHSUBJECT_CYLON_DEFENSESYSTEMS_SYPHONCREDITS_DESCRIPTION"
Value "Starbase Hybrids hack into currency and black market exchanges, and transfer credits to your empire"

* I prefer editing my template as it's much simpler with so many strings across so many factions in fallen

 

If your completely redesigning or adding a new research or ability then you can change it. In this case if it is replacing syphon credits with colony pods then go ahead and change it.

I might suggest keeping Syphon Credits as a research subject though but really make it a black market research subject similar to pervasive economy.

 

Reply #2024 Top

Quoting ZombiesRus5, reply 2021
Quoting Cylon_Luvr, reply 2020

It willy say unlocks Syphone Credits. 
End of ZombiesRus5's quote

Ok. My preference would be to change it to Colony Pods. Obviously your decision though! 

 

Reply #2025 Top

Quoting Cylon_Luvr, reply 2024
Ok. My preference would be to change it to Colony Pods. Obviously your decision though! 
End of Cylon_Luvr's quote

I'm fine with the change after understanding what you meant a bit more. Read my suggestion on keeping the idea of Syphon Credits- but maybe moving it to a different research tree.