So this a balance mod that follows my thoughts here: https://forums.uberent.com/threads/of-investments-energy-metal-and-reclaiming.65512/ Current changes: reduce the metal cost of all t1 buildings to 75% exception: teleporters and turrets reduce price of all t1 fabbers to 75% increase t1 fabber hp to 150 reduce the metal build rate of all t1 fabbers to 75% reduce the energy usage of all t1 fabbers to 50% reduce the t1 mex metal income to 5 reduce t1 combat fabber price to 100 metal increase t1 combat fabbers hp to 150 reduce metal rate of t1 combat fabbers to 20 metal/s teleporters cost 50% more metal: trying to make sure people dont use them too often as they are available from combat fabbers which are expected to be part of normal armies now. enable units to have wrecks again. They do block movement to some degree, can't get rid of that. We'll see how that works out most things drop wrecks with 10 times the health of the unit so it should stay after fights Now on pamm - server mods EDIT: Some test games: http://pastats.com/chart?gameId=232883 http://pastats.com/chart?gameId=232897 http://pastats.com/chart?gameId=232890 http://pastats.com/chart?gameId=233378 in both of them I was limited by metal (apart from some really bad "oh damn I forgot energy" phases) and wrecks were quite tasty. Looks promising imho, though 2 games obviously are not enough to say more than that. Wrecks and pathfinding do interact ... good imho. Yes big wreck fields can make it harder to attack constantly from the same angle, but I don't see an issue with that. Also wrecks look good from a pure visual standpoint. I like them.