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Since I never use bots - I always end up with dozens and dozens of injured beavers at all times.
And I was playing the Folktails, so my observatories became obsolete once I figured this out (was my first time with the mod).
By itself the power to science conversion is fine, but the various science projects increasing power gained from water wheels and windmills quickly super charged this. Another factor is resource cost and space used for power generators, on a medium or bigger map you end up over-producing power anyway usually. I'm thinking a way to balance it could be diminishing returns or a % based ratio. Don't know how the code works though so might not be viable.
And this isn't a complaint at all, I really love this mod family. I'll poke around at tweaking it for my taste later.
2. I have heard about it. Not sure why because it's half the science of the Numbercruncher. If you build Numbercruncher, you get double the amount of science for that much power :P
3. There were discussion about it here and on Discord. Someone said they would make a balance mod for this one but unfortunately I haven't seen one. You can actually make one very easily, it would be a JSON mod, no code needed. See the guide in the description.
2: Turning excess power into science points is hilariously overpowered.
3: Most of the science projects are too easy to get and too powerful all together.
Great mod though!!