First part
the eco in the 3599 unleashed:
there is 2 major buff for all the faction
the t2 mass fabricator and the t3 mass fabricator
you can now around a t2 power generator put 6 mass fabricator t2
I adjusted the cost in that way that 1 power gen t2 + 6 mass fabricator t2 = cost of 1 mass extractor + 4 mass storage
mean +6 mass income and 0 energy
you can now feed a t3 mass fabricator with one power generator t3 which will be the cost of 1 mass extractor t3 + 4 mass storage
mean +21 mass income and 0 energy
Still the way like we did until now will be cheaper but there is an alternative to get the precious mass on some difficult situation
The aim is to be able to spam as much as possible unit which include exp
Second part the shield
each faction become a buff in their shield
third part the change in the air tier
two categories have been adjusted
the transport
exp
the transport hp back to 3596
t1 850 hp
t2 ~ 3100 hp( depends on the faction )
making the ghetto gunship one of the strongest unit in early game stress
means rushing like a pig without at least some ints will be your doom
the exp cost cut to half ( mass, energy, build time ) roughly exp land same cost as exp air
means you have the choice how will look like your attack if your opponent don't scout you already won
just for info the air exp can really be killed easily( 15 asf kill a czar in the blick of an eye ) but if you have enough air to protect it you can use it like a base defense against land exp or imba navy
even shielded or/and mixed will not last
4th part
land balance has been adjusted almost exclusively on t3 and some unit t2 ( aeon part and sera )
the buildrate of aeon and sera t2 and t3 eng have been adjusted because they don't have kennels or hive but even so kennels and hive are faster but not like before
(I adjusted the destroyer aeon also)