This is a discussion about SP cost in WtP. I'll start with excellent analysis by
lolada.
Keep in mind that this is preliminary discussion and cost may change if we curb economical growth in here:
http://alphacentauri2.info/index.php?topic=21451.0
Early special projects
They feel good - those in first 100 turns - cost of 300-600 minerals and techs trade between AI. So usually factions get at least 1 special projects and player can snatch 1 or 2. Its expensive enough that player can't start and finish two at a same time on trascend - and thats great. I find it when I can get two of the projects i want game becomes super easy. (For example get HGP and Virtual world and drone problem solved easy game).
I like that you priced The Merchant Exchance at 200. Its fringe SP. The Command Nexus is strong, but 800 was way too much. Its 400 now.. but you are right that morale is strong. I wouldn't mind even 500 min cost there.
Conclusion here: early to mid plays fine.
Note 1: crawlers are unused here, maybe even not researched.
Mid projects
This is the area of 400-800 cost projects. I think it stills plays fine, bases gets 20-30 minerals and in general it takes 20-30 turns. Now one can get projects quite faster - for example Drones are notorious with 20% discount, but ok thats their strength. Presumably player can pick up +2 industry (Fund + Planned). Actually one can trick this and pick this SE config near the end of projects just to finish it and save 20% turns - say 20% of 30.. save 6 turns. Or switch to +2 industry (or more) and just rush it cheaper.
Note 2: Crawlers are available - and they can swing into player favor significantly (120 minerals is a lot). Apparently AI can use crawler - but i doubt its anywhere as good as player - i didn't notice they use it but i want watching carefully
Note 3: Energy rushing - again Thinker AI can energy rush but i didn't observe it yet. I think it heavily favors the player.
Now its not that bad yet this can stay as is.. its hard to build crawlers and there is no many bases. Energy is still limited. And many AIs are alive and well and they compete. So lets say its fine.
Note 4: There's one offender here: The Cloudbase Academy - its 1200 minerals. Now thats a lot and its not good. Bases with 30 minerals are rare - at this point there's no even Genejack Factory or it just gets available and its hard to get 20+ minerals due to ecological damage. This means it takes 30-50 turns to build it.. reduce for good industry somewhat. Here's the problem: it takes so much time to build that player has ton of time to steal techs and prepare now 3-4-5 crawlers or more and build this project. I played 4-5 full games and i could build Cloudbase Academy in every if i wanted. AI actually got much faster to tech than me and they can't finish the project anyway.
I think this big issue - and it gets worse later. Now good thing is The Cloudbase Academy is not that good

Its good but Needlejets are awful for base attack. And they die in raids so its not like they are so great - one can build them without Aerospace Complex. I usually build 2-3 Aerospace Complexes for morale edge. So it turns out that its mostly good for Interceptor morale and for very late game Satellites. You moved them back to E11 - good move - so i often didn't even rush to get this special project. But for example in my AAR i got it anyway just because AI was taking so long to build it.
Note 5: If you had made this SP cost 600 or 800 then its totally possible AI would get it before player which would be good thing. I lost other cheaper SP becuase i couldn't get tech in time.. Gains got Superconductor, Drones got Manifold Nexus (i didnt even get the tech in time).. Angels got Theory of Everything - and i started that one - it took me some turns to amass crawler. Or as you said if you amass crawlers and spend on one SP you can't get other. But if its so expensive you have time for 3-4 waves of crawlers.
Late mid-game and late game
Here are 800-3000 special projects. Now these have that same issue, but there's more to it. First base mineral production does not go as fast.. you are lucky with 50 mineral base - and it does go to 70 in late midgame. Eco damage slows down mineral rise a lot.
That means that for example The Cyborg Factory (2000) takes at least around 30-40 turns. Depends on when you get it.. its quite possible to get those techs earlier and it takes 50 turns to build.. industry might help a bit. Now this is infinite time for player - one can always build this before AI. Singularity Inductor (+50% minerals everywhere) is same and there are a few.
Note 6: you have made Cloudbase Academy issue worse. AI will never get this projects unless player lets it. Its not fail all SP - AI will manage to build some 600-800 lategame secret projects (like Neural Amplifier, Nethack Terminus and thats great) - because AI do get these techs before player.
Note 7: game scale - now its not ok to build secret project for 30+ turns.. Its ok to build secret project 30 turns at mid game.. say the game takes 250 turns. If i build it at t150 i get to use it for 50+ turns thats ok. Even 20 turns is ok. But if I get SP at turn t200-t210 its not ok to build it say 30-40 turns. AI will never get any use of it and that perspective matters. Late projects should note take as long or longer to produce than early projects. Its game over, it should be quicker.
The result is in my 4-5 games so far and in many in vanilla/thinker. I don't build these projects at all - they are not needed, it takes too long. I build two for fun (I got one in AAR) and i could build them anyway whenever i wanted because AI will take forever to finish them. Finally for example Ascent to Transcedence - 5000 minerals. I think it is impossible for player to lose ^^ I started it in one game and Zakharov started it in base that needed 300 turns to complete it. I started it in 100 mineral base and i needed 50 turns - i completed it in 4 or 5 with crawlers.
I hope that was clear ^^. Now to some more disscussion and possible changes.
Leaving it expensive
- It has all downsides described above. Positive is that you force player to spend a lot of crawler or give up getting secret projects. But slowing player this was is not really possible - most will just quick the game and consider it won. I really don't like it because i feel i can win at any time once these OP project become available - i could monitor it but i doubt AI will ever rush these projects. So I'd like this changed.
Making it much cheaper than now
- My first idea was to limit costs a lot - thats one simple and likely good solution. AI is perfectly capable of building up 800 mineral projects in late game before player - I've seen that much. I think this mod is about challenge and trying up features - and good challenge is to let AI get many projects before the player.
Suggestion 1: limit all non-broken projects to 800 mineral cost.. 1000+ is too much for AI.. if player gets ahead its ahead let it be. But on transcend and WTP not many can do that - i think i play at decently high level. One could object but there's no point.. making it expensive doesn't work as explained above.
Suggestion 2: Broken projects
Totally broken: move to Tech 11+ or remove from the game.. removing is a shame i like what you did with Cloning wats just no so excessive - i suggest 1600 min max
Broken - move late and 800 - 1000 min cost to allow players to try them without tediousness
I made secret projects list below at the end for details.
Suggestion 3:
Removing rushing secret projects. Both energy and crawlers. I start to really like this. They can be built manually if they are not too expensive and its fair race then. Someone have better tech, someone has better industry.
alternative: just remove crawlers completely if you can't stop them from rushing projects
Suggestion 4:
Rushing with energy - 1. remove. 2. At least make it even more expensive. If the projects are cheaper in minerals - as they should be i think - then i would double the rushing cost to 8 energy per mineral.
Secret projects - changes and some comments
- Cloning Vats (totally broken) you can leave it at tech 13 and put something normal like 1600 minerals. People can try it for fun.. it is fun.. it takes 16 turns for 100 mineral base someone will build it that way.
- The Bulk Matter transmitter (strong, not broken) - 2 minerals per base - i don't know why you rated this as 3000 minerals - its not that great. its 4-5 mineral per base with % bonuses, it hardly matters lategame.. this can as well be 800 mineral Tech 10 project - it will be fun to see AI gets it before player
- Clinical immortality (broken in sense game over literally) - double votes - just should be late.. once you click this its game over anyway.. you can make it expensive.. now if you want AI to be able to win ever.. price it 1000 minerals not more.
- The Cyborg Factory (strong, kind of broken) - elites everywhere - should be maybe C11, 12 where its now but at 800 cost its fun but it takes time to put to use.. build units and do warfare. There's no point in pricing it high - just place it late enough, tech 10 can be gotten relatively early.
- The Manifold Harmonics (strong, broken) - this should be 800 and at least tech 8-10 in my opinion.. maybe not if you nerf that fungus we discuss
- The Nano Factory - (50% upgrade, heal) - its really great project both healing and upgrades are awesome - you priced it only 400 min.. this should be 600 at least
- The Network Backbone (broken) - having it at D13 or where it is does the job. But then no need to price it more than 800-1000. You won't get to use it more than 10 turns or so
- The Self-Aware colony (very strong or broken) - i never built it actually - its so late.. no need to price more than 800-1000
- The Space Elevator - same as above
- The Telepathic Matrix (strong) - now this one is weird - it comes late but could be used a bit for fun. Its not really needed because everyone solved drones by this point. To put it to use one should scrap all Recreation Commons/Hologram theatres and will save some money. In that sense its not even broke.. it would be broken in midgame.. So I don't see why price this more than 800.. and it can be at tech 9-10.. no need to move it later.
- The Ascent to Transcendence (5000) - if AI won't rush it it should be much cheaper.. 2k or something like that.. its mostly clicking end turn. Someone might even lose the race but i doubt it.
Ah that was a lot, but it was fun ^^. Maybe we can make experimental version and test some of these ideas - it looks good on paper to me. But i have been wrong plenty of time so it will be interesting to see what you think.