Colony looks awesome! I imagine that it will have a population like the Vasari starbase? Would make sense... Starbase should be moderately powerful when it comes to firepower, with autocannon's and missle launchers, but it strength should rest with the number of raider squadrons it can launch. Would also make sense if it could build frigates and capital ships... (if it is possible to build cap ships from a starbase...). The other thing about the Colony is that it is FTL capable i.e. when Cavil moves the colony immediately before the Cylon civil war. Not sure if this could be built in.
The colony won't be a star base as I don't want a bunch of these created. This means population is out the door, but it will be FTL capable. My plan is to make it a Titan which could still simulate some of what you suggested though not in the same way.
I do wonder, What good is planet population for Cylons? Population isn't a resource by itself but instead drives how many credits are earned based on population size and allegiance. What good are credits to the Cylons? Should Cylons even earn credits or should their entire economy be based on Resources?
My rough thought is make the Cylons completely resource based. This means access to Refineries and Extractors and NO tradeports. The odd looking constructor would be replaced with something more organic looking and would also function as a resource extractor from the planet when not building structures (think resource drain). This would allow juicier worlds that can support more constructors like Terrans to generate more resources than a Asteroid world. After additional constructors are unlocked via planet logistic and tactical research.
Agree with Koobalt and Unikraken regarding Cylon gamelplay... Should definitely be able to transmit a Virus, similar to the Advent's Mass Disorientation ability.
Transmit virus is cool... though it won't be as devastating as the movie. Colonial systems should be able to employ counter measures in their systems to prevent total shutdown like what was portrayed in the movies. I'd be ok with Mass Disorientation ability when it occurs though. The Colonial version of this will be the EMP blast that impairs the Cylon's ability to target.
The Cylon race is also dependant upon Cap ships, and gameplay should encourage Cylons to build lots of these (will balance out as Cylon cap ships are much less powerful than colonial). Their support ships should be the resurrection cap ships (lots of abilities but very weak firepower). Cap ships should also be very fast and manoeuvrable
Sounds good. With Resurrection the AI should build lots too.
In Kyogre12's version, it was possible to build the old school basestar's from the first Cylon war... Not sure why the Cylons would want to build a hopelessly obsolete design.
The old era Basestars are by far more powerful than the current Hybrid Basestar.
The original Basestars were heavily armored and gunned (though less maneuverable) compared to the colonials at the start of the war. It was only until the Colonies started producing Battlestars that the Cylons became outnumbered due to the lack of resources required to build them. The Cylons also intentionally kept their Basestar numbers low in the original wars because they couldn't commit their scarce resources to overruning the Colonials without giving up their other projects (like human hybrid research). Even at the end of the War Colonials didn't have enough firepower and the Cylons didn't have enough resources to rebuild their Basestars resulting in their stalemate and eventual armistice.
Any plans for the Resurrection Hub (which I think looks great in Kyogre12's mod)? I think he was planning on using it as the Cylon starbase... Should have some central importance where it's loss in battle would have some major impact. I know that Kyogre had originally used it as the repair module... He did nail the communications array though from Razor and the communications module. Wasn't a fan of his cap ship factory and frigate factory... not a great design, and the texture/colour was very off.
I have the Resurrection Hub model and am torn on whether to make it a star base or not. Technically the current cylons don't have the knowledge to build the Hub on their own making it a one of a kind structure which Sins doesn't support very well. Additionally it should be able to phase jump (FTL) out of danger. I'm also not inclined to make it a Titan as it's not really a ship to put in harms way. If only star bases could phase jump, I'd make a starbase you only get a game start.
I'd also like the Hub to control whether resurrection can occur in the Cylon fleet. Meaning once the Hub is destroyed the ability to restore lost experience is gone too. Any capital ships built near the hub or not previously resurrected passing the Hub will be immediately resurrected.
A hybrid option unless something changes with Rebellion could be to start the Hub as a Starbase Constructor and allow the player to upgrade it as a Star Base if they decide to entrench. I could even allow the player to move it again though you'd lose all the star base upgrades and it would look like an explosion during the process.