I don't think crawlers are that unbalancing, except for their ability to make single turn Secret Projects. That ability I would eliminate entirely. Otherwise, I have never found the the crawler's reputation for broken-ness lives up to reality. Anywhere you terraform for widespread crawler exploitation would be far better put to use by simply planting more bases, if you're evaluating them for return on investment. That's why the fastest transcend game ever documented has NO crawlers, and lots of tiny hyperefficient bases.
There are some realism checks I'd like to impose on crawlers. Making them natively support-free is kind of egregious, and also I think there should be an efficiency mechanic to prevent far flung crawlers from contributing as effectively as nearby ones. I would also bump them up a tad in the tech tree, making them a bit later game in their application.
That all said, I like the fact that a deployed crawler needs to be defended, whereas a worker in a base is sitting pretty behind his base defenses. Teaching the AI to use crawlers effectively shouldn't really be that difficult.
There are some realism checks I'd like to impose on crawlers. Making them natively support-free is kind of egregious, and also I think there should be an efficiency mechanic to prevent far flung crawlers from contributing as effectively as nearby ones. I would also bump them up a tad in the tech tree, making them a bit later game in their application.
That all said, I like the fact that a deployed crawler needs to be defended, whereas a worker in a base is sitting pretty behind his base defenses. Teaching the AI to use crawlers effectively shouldn't really be that difficult.
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