Hi all,
For a while now, I've been suspicious that ship upkeep costs in SiS are far lower than they ought to be. Thus I've started testing a build of the game that ramps up upkeeps dramatically, which makes for very different gameplay in a number of ways.
The most obvious result is that money becomes more important, fleet sizes get smaller, and metal becomes less of a critical resource. That leaves players with more opportunities and incentives to invest in research; when everyone has relatively small fleets, you want to make sure your ships are as well equipped as possible.
In addition to ramping up upkeep costs, I've also made some complementary changes, reducing refit costs so that keeping your ships up to date is a bit easier, and nerfing foreign trade routes to put an effective cap on the amount of income you can gain from trade charters.
I'm liking the results I'm seeing thus far from the changes. I think managing battles between smaller, better equipped fleets makes the game more fun. Finding optimal strategies in a high-upkeep game also becomes more complex; as deciding how much of your income to devote to ship upkeep at any point in time becomes an important strategic decision. This added complexity means the AI has generally gotten weaker. That said, I've spent some time tweaking the algorithms, and as of the latest revisions, I think the AI should still provide a challenge on the harder difficulty modes.
I've just rolled out the candidate changes to the various 'testing' servers (r37999). Technically, this patch won't break old save games; but you'll almost certainly want to start a new game with the new balance, as older saves will have very inconsistent ship upkeep costs, making for very strange gameplay.
Let me know what you think of the changes.