Would like a mod that does the following: Starting Loadout: Mex PGen Bot fac Bot Fabber, Stinger, Dox, +15% Dox Damage, +10% Dox HP Vehicle Fac Bolo, Skitter, -30% Bolo Speed Air Fac Hummingbird Naval Fac Orca Single Laser Defense Tower Missile Defense Tower Orbital Launch Astreaus, Avenger Cards: Combat Bots Grenadier, Combat Fabber, Boom, T2 Bots (Missing fabber and combat fabber), +20% Dox RoF, +40% Dox Damage, +15% Dox Health Combat Tanks Vehicle Fabber, Inferno, Spinner, T2 Veh (Missing fabber), +43% Bolo Speed (Brings it to normal amount) Combat Air Air Fabber, Bumblebee, T2 Air (Missing fabber and pelican) Combat Naval Narwhal, Sunfish, T2 Naval (Missing fabber) Advanced Defenses Laser Defense Tower, Wall, Torpedo Launcher, Umbrella, T2 Defenses (Does not unlock T2 fabber), Anchor (Unlocks Orb Fabber), Anti Nuke Launcher Advanced Intel Firefly, Radar, Sunfish, Orb + DS Radar, Radar Satellite, Adv Radar Sat (Does not unlock Orb Fabber or Orb Factory), Advanced Radar (Does not unlock T2 fabber) Advanced Transportation Pelican, Teleporter, Air Fabber, T2 Air Fac Advanced Economy Storages, T2 Fabbers, T2 Eco, +30% T1 Economy Output, Orb Fab, Orb Fac, Solar Array Artillery Grenadiers, Pelter, Holkins (Does not unlock T2 Fabber), Catapult, T2 Veh Fac, Sheller, Nuke Launcher, T2 Naval Fac, Stingray Advanced Orbital Orbital Fabber, Orbital Fac, Radar Sat, Advanced Radar Sat, Anchor, SXX, Halley, Orbital and Deepspace, Umbrella Advanced Fabrication Combat Fabber, T2 Fabbers, Orb Fabber, T2 Facs, T1 Fabbers, -50% T1 Fabber Eco Usage Advanced Assault +25% Dox/Slammer Damage, +20% Dox/Slammer Health, T1 Veh Fabber, T2 Veh Fac, T2 Bot Fac, Slammer, Leveller, T1 Naval Fabber, Leviathan, T2 Naval Fac Advanced Bombers +25% Bomb Reload Time, -25% Bomber Cost, +50% Bomb AoE, +20% Bomb Damage, -25% T2 Air Fac Cost, -20% Hornet Cost, -25% T2 Air Fac Metal Usage, T1 Air Fab, T2 Air Fac, Hornet Aaaand I think that's about it for now. If you could increase the number of loadout slot drops while you're at it, that'd be great. Goal of this is to create fewer stalemate situations and have progression be closer to in a traditional RTS campaign. As a bonus, there are no longer throwaway techs that can't benefit you.
I like your idea. TBH, I think all tech should be allowed, but by default EVERYTHING costs 300% more, and anything "unlocked" cost regular 100% original cost. This way, you won't use tech you don't have because it is too expensive as a go-to, but you can if it is literally the only option in that layer. Generally, I like how your cards actually do what the current cards attempt to do, either enforce current tech, or advance the tech. Yours just ensures the prerequisite. I am not sure if this was a serious mod request, but I like the idea nonetheless. It is short sighted, it assumes GW won't change dramatically and have the tech change or the starting blueprints change or how you obtain tech change or how planets display it's tech available changes...
I've been fiddling with Galactic War cards and everything you've suggested should be doable. I might start working on something like this, but for now I'm just going to keep playing with giving commanders flamethrowers n stuff.