One of the things that bugs me and bugs others is that some of the numbers, especially for abilities, get morphed when they're factored into your production. That's from play balancing and such.
But now that the game's been out a couple weeks, we have been able to play around with the values based on how people play.
For instance: Abilities.
The way research, social production, and military production are going to work is that players will see X% increase in their production. Half of that production will be "free" (i.e. won't be charged) and the other half won't.
But to go along with that, we're going to tweak the starbase mining modules as well as the starting abilities. But this way, players will see a much more direct correlation between what they're picking and what they're seeing.
Another area we're going to be tweaking is how much factories and labs produce. We're going to "nerf" these a bit. But before anyon panics, understand that the buildings are doing less because the abilities are providing more of a bonus AND because social production now goes into military production. The effect of that is that we're seeing units getting cranked out a lot faster. So we're trying to keep the pacing the way people like it and not have things go crazy.
While in the starbase module area, we're going to make some tweaks to influence modules. First, resources will lose a bit of their power on their own but the abilities (like I mentioned) are more important. So not much of a net change there. However, the first influence module you add will be very expensive. However, after that, they'll be free. It's just tedious going through a bunch of piddly "pay X" modules where X is not very large. In addition, we're going to decrease the # of modules a bit but make the remaining one more powerful. The effect should be that it'll require slightly fewer constructors to get your cultural conquest going.
Overall, the goal is to streamline some of the statistical game mechanics so that you can focus on your strategies and less on number crunching. We'll have a beta of this out this week and you'll be able to give us some feedback on those numbers.
But I do want this build (1.1) to be the build that we stop playing with these numbers so that people (fan sites, wiki pages, etc.) can table-ize this stuff.