DWUR component changes - salemonz/DWUR GitHub Wiki
This update addresses weapon balance across the component and research files. The goals are: smooth tech tier progression within each weapon family, distinct identities between weapon types, and closing the gap where endgame torpedoes outperformed dedicated super weapons on a per-size basis.
ENDGAME TORPEDO REBALANCING
The three endgame torpedoes — Sub-Space, Gravitic, and Tachyon — were dramatically overpowered relative to every other weapon system in the game. The Gravitic Torpedo delivered 142.9 DPS at size 12 (11.90 DPS/Size), exceeding the Death Ray super weapon (2.52 DPS/Size) by nearly five times on a per-size basis. The Tachyon Torpedo's negative damage loss produced 400 effective damage at max range from a base of 200. These weapons rendered all other conventional weapon systems irrelevant once researched.
All three remain the strongest conventional torpedoes in the game and are still clearly superior to the X-variant line, but they no longer eclipse super weapons in space efficiency.
GRAVITIC TORPEDO (Component 151)
The most extreme outlier. At TL10 with a research cost over 64 million, raw power is expected — but 142.9 DPS in a size-12 slot was beyond what any non-super weapon should deliver.
- Damage: 500 → 225
- DPS: 142.9 → 64.3
- DPS/Size: 11.90 → 5.36
- Effective Damage at Max Range: 468 → 153
Still the single hardest-hitting conventional torpedo per shot, and still rewards the enormous TL10 research investment.
TACHYON TORPEDO (Component 162)
The negative damage loss mechanic (-25 per 100 range) is a unique and interesting design that rewards long-range engagement. The damage reduction preserves this identity while bringing the numbers into line with other endgame weapons.
- Damage: 200 → 140
- DPS: 100.0 → 70.0
- DPS/Size: 8.33 → 5.83
- Effective Damage at Max Range: 400 → 280
Retains the "gains damage over distance" identity. Still the best torpedo for long-range engagements by a wide margin.
SUB-SPACE TORPEDO (Component 148)
The TL9 Sub-Space Torpedo previously jumped from the best X-variant (17.1 DPS) to 50.0 DPS — a 190% spike in a single tech step. This smooths the transition while keeping it a clear upgrade over the X-variants.
- Damage: 100 → 75
- DPS: 50.0 → 37.5
- DPS/Size: 4.17 → 3.12
The progression now reads: X-Shockwave (17.1) → Sub-Space (37.5) → Gravitic (64.3) / Tachyon (70.0), with each step roughly doubling rather than the previous 3x-8x leaps.
LIGHT RAIL GUN — ENERGY EFFICIENCY
LIGHT RAIL GUN (Component 107)
The Light Rail Gun and Light Mass Driver compete for the same role (rapid-fire, low-damage-per-shot rail weapon) at the same size of 12. The Light Mass Driver was strictly superior in every stat once researched, leaving the Light Rail Gun with no reason to exist past mid-game.
Reducing the Light Rail Gun's energy cost gives it a niche as the energy-efficient suppression option: cheaper to fire, better suited for smaller ships with limited reactor capacity, while the Mass Driver remains the higher-DPS choice for ships that can afford the energy budget.
- Energy Per Fire: 10 → 6 (base and all research improvements)
- Damage Per Energy: 0.50 → 0.83 (base), making it the most energy-efficient rail gun in the family
Research improvements updated:
- Improved Light Rail Guns (TL3): Energy 10 → 6
- Advanced Light Rail Guns (TL4): Energy 10 → 6
TYPE I MISSILE — EARLY GAME VIABILITY
TYPE I MISSILE (Component 128, Research Project 48)
The Type I Missile's TL1 research improvement brought it to only 2.4 DPS — worse than every other weapon available at the same tech level, including the Pulse Blaster (4.0 DPS at half the size). Its only advantage was 1000 range, but at 2.4 DPS that range was meaningless in practice.
The TL1 improvement now brings it to 3.2 DPS, matching the base Type II Missile and making the research investment feel worthwhile as a bridge to the TL2 missile upgrades.
- Enhanced Type I Missiles (TL1) Damage: 6 → 8
- DPS at TL1: 2.4 → 3.2
GUARDIAN POINT DEFENSE — DPS CAP
GUARDIAN APD (Component 190, Research Project 627)
The Human/Khemal/XHuman Guardian APD at TL7 max research reached 57.1 DPS at size 3 — the highest DPS/Size ratio of any weapon in the game at 19.05, exceeding even the Gravitic Torpedo and Death Ray on a per-size basis. While point defense weapons have targeting restrictions that limit their offensive utility, the raw numbers were disproportionate to every other weapon system.
The TL7 improvement has been softened. The Guardian APD remains clearly superior to the generic Terminator AutoCannon (31.2 DPS at TL7) and the Annihilator AutoCannon (40.0 DPS at TL8), preserving its value as a race-specific advantage.
- Guardian PD Mk4 (TL7) Damage: 20 → 18
- Guardian PD Mk4 (TL7) Range: 425 → 400
- Guardian PD Mk4 (TL7) Speed: 750 → 725
- Guardian PD Mk4 (TL7) Fire Rate: 350ms → 400ms
- DPS at TL7: 57.1 → 45.0
- DPS/Size at TL7: 19.05 → 15.00
Still the best point defense weapon in the game by a comfortable margin. The race-specific identity is preserved without the numbers being absurd.
CASLON MISSILE — FIRE RATE IMPROVEMENT
CASLON MISSILE (Component 154)
The Caslon Missile shared the 10,000ms fire rate of the late-game Anti-matter and Neutron Missiles, but with significantly less damage. At TL3 base, it delivered only 4.5 DPS — worse than the Assault Missile (6.0 DPS) that unlocks two tech levels later. The Caslon is the gateway to the heavy missile archetype, and its alpha-strike identity is preserved, but it should feel viable as a weapon in its own right rather than pure dead weight until Anti-matter.
- Fire Rate: 10,000ms → 8,000ms (base and all improvements)
- Base DPS: 4.5 → 5.6
- DPS at TL4 (Enhanced): 5.5 → 6.9
- DPS at TL5 (Advanced): 6.5 → 8.1
Research improvements updated:
- Enhanced Caslon Missiles (TL4): Fire Rate 10000 → 8000
- Advanced Caslon Missiles (TL5): Fire Rate 10000 → 8000
DEFENSE BALANCE CHANGES
MEGATRON Z4 SHIELDS — TL8 CAP (Research Project 386)
The Megatron Z4's TL8 improvement (Megatron Flux Skin) pushed it to 600 strength / 25 recharge per second — more raw shield HP than the TL9 Sub-Space Shields (500/30) at a full tech level less investment. This made Sub-Space Shields a pointless research target, since the Megatron already exceeded them in strength and nearly matched their recharge.
The TL8 improvement has been brought in line so that Sub-Space Shields remain a meaningful upgrade worth their significant research cost.
- Megatron Flux Skin (TL8) Strength: 600 → 500
- Megatron Flux Skin (TL8) Recharge/s: 25 → 22
- Str/Size: 60.0 → 50.0
- Full Recharge Time: 24.0s → 22.7s
The Megatron Z4 remains the best TL8 shield for total shield budget — higher strength than Talassos Mk II (300) and faster recharge than Deucalios Mk II (7/s). Sub-Space Shields now offer a clear upgrade with the same 500 strength but 36% faster recharge (30/s vs 22/s).
Shield identity summary at max research: Talassos: 250 str, 30/s — fast recharge specialist Deucalios: 400 str, 6/s — raw HP tank Meridian: 400 str, 25/s — balanced mid-late option Megatron Z4: 500 str, 22/s — premium balanced (TL8) Talassos Mk II: 300 str, 40/s — ultra-fast recharge (TL8) Deucalios Mk II:500 str, 7/s — ultra-tank (TL8) Sub-Space: 500 str, 30/s — best overall (TL9)
S2F4 REPAIRBOT — IDENTITY REWORK (Component 96, Research Project 118)
The S2F4 RepairBot was strictly inferior to the S2F7 in every dimension: larger (size 3 vs 2), lower damage reduction (600% vs 750%), and slower repair (3s vs 2s). It also unlocked later (TL5 vs TL3). There was no reason to ever build one.
The S2F4 has been reworked into a "damage sponge" — significantly higher damage reduction than the S2F7 at the cost of slower repair times. The two RepairBots now represent a real design choice:
S2F4: Components take less damage in the first place. Best for capital ships and stations that absorb sustained fire.
S2F7: Damaged components get fixed quickly. Best for escorts and raiders that take spike damage and need fast recovery.
Base (Component 96): - Damage Reduction: 500% → 700% - Repair Time: 5s → 8s
Enhanced Robotic Repairs (TL6): - Damage Reduction: 600% → 1000% - Repair Time: 3s → 6s
Comparison at max research: Damage Control: 400% reduction, 15s repair (Size 4) S2F4 (new): 1000% reduction, 6s repair (Size 3) S2F7 (generic): 750% reduction, 2s repair (Size 2) S2F7 (Ikkuro): 900% reduction, 1s repair (Size 2)
ENGINE & MOVEMENT BALANCE CHANGES
MULTI-VECTOR JETS — ENDGAME BUFF (Research Projects 149, 150)
The Multi-Vector Jets unlocked at TL5 but peaked at 20 thrust (TL7), while the Swift-Vector Jets — available three tech levels earlier at TL2 — peaked at 25 thrust (TL7). There was no reason to invest in the later-unlocking component when the earlier one was strictly superior.
The Multi-Vector's improvements have been buffed so that it rewards the later research investment with best-in-class endgame performance.
- Advanced Maneuvering (TL6) Thrust: 17 → 22
- Ultimate Maneuvering (TL7) Thrust: 20 → 28
Vectoring comparison at max research: Directional Jets: 5 thrust (TL1) — starter Maneuver Jets: 11 thrust (TL4) — early upgrade Swift-Vector Jets: 25 thrust (TL7) — available early, solid Multi-Vector Jets: 28 thrust (TL7) — unlocks later, best
PHOENIX JUMPDRIVE — INIT TIME FIX (Research Projects 161, 162, 397, 398, 401)
The Phoenix JumpDrive was the only hyperdrive in the game whose jump initiation time increased with research — from 30 seconds at base to 60 seconds at TL9. Every other drive's init time decreases with research, making the Phoenix's behavior counterintuitive and almost certainly a data entry error.
The init times have been corrected to decrease with research, matching the pattern of every other hyperdrive. The Phoenix retains its identity as a high-speed drive with a longer init time than the Kaldos — it starts at 30s vs the Kaldos's 10s — but research now reduces this penalty rather than compounding it.
- TL5 Enhanced Phoenix: Init 35s → 25s
- TL6 Improved Phoenix: Init 40s → 20s
- TL7 Advanced Phoenix: Init 45s → 15s
- TL8 Optimized Phoenix: Init 50s → 10s
- TL9 Transcendent Phoenix: Init 60s → 5s
Hyperdrive comparison at TL9 max research: Kaldos: 20000 speed, 1s init, 300 en/s (fast jump) Calista-Dal: 22500 speed, 10s init, 40 en/s (fuel efficient) Phoenix: 35000 speed, 5s init, 300 en/s (fast + powerful) Dhayut: 60000 speed, 1s init, 185 en/s (best overall)
FIGHTER BALANCE CHANGES
OMEGA STAR-BOMBER (Fighter ID 18) — DPS FIX
The TL8 elite torpedo bomber dealt only 10.7 DPS — a 56% DPS drop compared to the TL6 Torpedo Assault Bomber (24.4 DPS). Since the AI auto-selects the highest tech level fighter, researching the Omega was effectively a downgrade to your bomber fleet's damage output.
The Omega's weapon damage has been raised to provide a meaningful upgrade over the generic line while preserving its elite survivability, longer range, and reduced damage loss.
- Weapon Damage: 29 → 75
- DPS: 10.7 → 27.8 (+14% over Torpedo Assault Bomber)
The Omega retains its elite defensive profile (45 shields, 91% countermeasures, 2.0 shield recharge, self-repair) and superior range/accuracy (400 range, DLoss 1) as additional advantages over the generic line.
"BLACK EDITION" STAR-BOMBER (Fighter ID 19) — DPS FIX
The TL8 elite missile bomber dealt only 10.3 DPS with a slower fire rate (3600ms) — a 16% DPS drop compared to the TL6 Missile Assault Bomber (12.2 DPS). Same auto-select problem as the Omega.
The damage has been raised and the fire rate normalized to the standard 2700ms used by every other bomber in the game.
- Weapon Damage: 37 → 42
- Fire Rate: 3600ms → 2700ms
- DPS: 10.3 → 15.6 (+28% over Missile Assault Bomber)
TYPO FIXES (Fighter IDs 10, 11)
- "Topredo Strike Bomber" → "Torpedo Strike Bomber"
- "Topredo Assault Bomber" → "Torpedo Assault Bomber"
FACILITY BALANCE CHANGES
MERKIDOR PLANETARY FORTRESS (Facility ID 11)
The Merkidor Planetary Fortress colony wonder provided only +20% defense — barely more than the Fortified Bunker standard facility (+10% at TL3 for one-fifth the cost). For a 50000-cost wonder unlocking at TL5, the defensive bonus was not commensurate with the investment. The Dwarf Fortress (TL7, +50%) remained the clear superior option with no meaningful intermediate step.
- Defense Bonus: 20% → 30%
The Merkidor now provides a worthwhile mid-game defensive wonder, while the Dwarf Fortress at TL7 (+50%) remains the stronger late-game option for dedicated fortress colonies.
RACE RESEARCH ORDER CHANGES
HUMAN — WEAPONS RESEARCH ORDER
The Human weapons research order was missing several key systems that align with their lore as missile-focused, well-rounded empire builders. The Caslon → Anti-matter → Neutron heavy missile line (the strongest missiles in the game) was entirely absent, meaning AI Humans would never research their best weapons. Fighters, bombardment, and proximity rockets were also missing.
10 projects added (50 → 60 total), 0 removed:
Missiles (heavy line): - Caslon Missiles (TL3) — inserted after Guardian PD Mk2 - Enhanced Caslon Missiles (TL4) — after Advanced Type II - Advanced Caslon Missiles (TL5) — after Assault Missiles - Anti-matter Missiles (TL6) — after Improved Assault - Neutron Missiles (TL9) — endgame capstone
Fighters: - Hangar Bay (TL1) — end of TL1 block, enables fighters - Interceptors (TL2) — basic air superiority - Missile Bombers (TL2) — lore-appropriate bomber type
Other: - Proximity Defence Rockets (TL2) — close defense option - Planetary Bombardment I (TL3) — lore: "will bombard enemy colonies when facing especially ruthless opponents"
The AI will now develop both the rapid-fire Assault Missile line AND the high-alpha Caslon/Anti-matter/Neutron line, giving Human empires the full spectrum of missile warfare. Missile bombers complement their fleet doctrine, and basic bombardment allows the lore-described willingness to bombard when provoked.
RACE-LOCKED PROJECT REMOVAL (4 races)
Several races had research projects in their AI priority orders that are race-locked to other species. The AI would waste research time attempting to study these projects and fail. All have been removed.
Amonkrie (HighTech): - Removed: Basic ShadowGhost (178), Enhanced ShadowGhost (179), Advanced ShadowGhost (180), Optimized ShadowGhost (181) — all locked to Kiadian only
Dessen (HighTech): - Removed: Adaptive Genetics Lab (583) — locked to Zakkal
Tarapin (Weapons): - Removed: Planetary Destruction (273) — locked to Shakturi, Boskara, Gizurean, Dhayut, Sluken, Phaerax, Keskudon, Ylta
Yor (Weapons): - Removed: Planetary Destruction (273) — same race lock
HEAVY MISSILE LINE ADDITION (6 missile races)
Six races whose lore identifies missiles as their primary or co-primary weapon type were missing the Caslon → Anti-matter → Neutron heavy missile research line. Their AI would cap out at Assault Missiles (14.4 DPS at TL9) and never access the game's most powerful missile weapons (Neutron at 135 damage per hit).
The full heavy missile progression has been added at appropriate tech level positions in each race's weapons research order:
- Caslon Missiles (511, TL3)
- Enhanced Caslon Missiles (512, TL4)
- Advanced Caslon Missiles (526, TL5)
- Anti-matter Missiles (513, TL6)
- Neutron Missiles (514, TL9)
Races updated:
- Amonkrie (Railguns and Missiles)
- Napoar (Missiles and Fighters)
- Paratis (Missiles — also has race-specific Hammerhead line)
- Riktoh (Missiles)
- Teekan (Missiles)
- Visareen (Missiles)