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I think your same exponential approach would work great for these.
H2 tanks, OTOH, seem like a candidate for NOT tiering. Managing the volume of gas tanks preserves gameplay challenges like building/operating gas tankers, protecting tank surface area on warships, etc. And they're not particularly high PCU or system resource intensive.
THe Huge Blocks mods opted to balance increased block performance with increased block size. Both mod approaches are pretty nifty and somewhat complementary trade-offs.
I particularly like how jump drives are a real trade-off -- a low-block courier jump ship isn't going to make efficient use of T4 jump drives. T0 (vanilla) and T1 jump drives still play a role despite me now rolling in platinum, and that's pretty cool.
I'm looking forward to your treatment of power production!
ah i understand.