Some of the factors that make the various racial techs more powerful are not being considered here.
Not only is Organic weaponry more powerful 'pound for pound' than almost any other weapons, it can target MORE things than other weapons. The Acid Globule, for example, is a torpedo, but it can target satellites and fighters. It is a
very powerful weapon when you consider this additional fact. Similarly, the Seeking Parasite may do less damage than the standard CSM but it fires 1/3 faster, meaning it does more total damage in a combat engagement. Add organic armor and the population enhancing and protecting facilities to the mix and you've got a very nice package.
Similarly, Crystalline tech is more powerful than many realize because the armor is much harder to destroy than its damage ratio would indicate. Also, there is the 'Energy Dampener' which can slow down the fire rate of enemy weapons if they get close enough to be within its relatively short range. So even though I agree that the shard cannon is under-powered, this is still another of the best racial techs.
Temporal is a bit of a disappointment but not too bad off. The weapons are incredibly powerful, stripping or skipping shields at a ratio that's very difficult to compensate for with either higher tech levels or altering designs. I have requested a special 'defensive' tech for it several times but apparently MM is happy with the current package. If we could have a 'time displacement device' that would give a flat percentage chance for any weapon (even a missile) to miss then Temporal would seem much more balanced.
Psychic technology is primarily dependent on the Mental Flailer and the Allegiance Subverter. These are fairly effective weapons, too. The 'TKP' and the 'MSG' are also good weapons but don't have any special powers. The Psychic Training facilities are really nice, though. This is about the only way the AI can have fully trained ships and fleets.
The default abilities for Religious tech are a bit low compared to the others. I've modded them to have slightly higher bonuses, and to have a few additional
sorts of bonuses for things like the Time Shrine. This tech is apparently designed for the 'long term planning' approach because almost everything it offers accrues bonuses over time. If you live long enough to get decent returns from all the facilities, and research the Talisman, it is fairly powerful. But you don't get the cool combat toys early in the game like you do with the others.
[ June 27, 2002, 00:17: Message edited by: Baron Munchausen ]