Weapon Cycle V1.1.0 has been uploaded to the File Archive.
* some tech tree description fixes (e.g. Arcaen Weather Control does not actually open up terraforming now)
* adjusted weapon tech costs, some of them were a little wonky at the higher levels. Thinking back, I meant to look at these in 1.0.2 but must have missed it. In general, driver tech is 15% cheaper than beams, and missiles are 10% more expensive than beams.
* adjusted defense tech costs at the high end. They were a little too cheap; defense tech costs don't inflate near as much as weapons techs do and I hadn't taken that into account originally.
The AI has no trouble at the higher end. It seems to be building reasonable capital ships, although I haven't figured out exactly how it decides how many HP modules vs weapon modules vs defense belong on a specific design.
The Drengin, Korath, and Yor continue to impress. One game in particular was quite a monumental clash of titans when the gigantic Terran and Drengin, each five times my size, faced off. I was a mouse scuttling inbetween the toes of elephants.
I'm done with Immense maps for now. My computer is old and turns start to take a while to calculate after the first few hundred. But I can definitely say that Weapons Cycle is ready for prime time. At least, I'm happy with it.
@Mabus: this is based off the latest available CU 5.7.2. I know there were a few typos, etc that you had put in but not released, hopefully that doesn't cause any issue.