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Saktoth: At current, morphing essentially gives you 'free buildpower' (Which is the third resource of an OTA based mod). This wasnt so bad when it was just mohos, but its becoming a real problem now. Honestly, i wouldnt be against removing morphing entirely as not needing a t2 constructor breaks another important dynamic (Logistical cost of t2 structures).

quantum: I'd make nanotowers the source of morph buildpower. When they are not assisting something, their build power would go towards morphs. In addidtion, you could assist normally, if you wanted. This option would reduce micro, keep the buildpower dynamic, and would not increase complexity by much. Also, we could set a t2 constructor as the pre-requisite for t2 morphs.

Licho: idle nanos are bad idea. Managing them would take even more micro (stopping them and then enabling to guard factory, conflict with nanotower gadget etc). Also constructor being pre-requisite is very bad idea. You could build several for allies. Its set for T2 factory for a reason..

SirMaverick: 7 sounds good. Should be fair. Upgrade centers make it even more complex. 1 is bad because when you want to build a Moho mex on a free metal spot you would have to issue 2 orders (make metal extractor and later morph it).

quantum: You're right about the T2 cons, Licho, but I don't think that the nanos would create much micro. Daily crazy idea: make the alliance share the same upgrade power. It would reward teamwork and specialization.

Andariel: i personally love the morphing feature, to balance it i say the costs needs to be either a bit higher as building it an/or the morphing itself to be a real resource chewer in its short time span

KingRaptor: If you make morphing require con buildpower in order to be carried out at all then you just make morphing a slightly less annoying version of manually upgrading.

Licho: yes. Imo the best way to deal with it is the most "conservative". Keeping morphs, keeping T2 worker options, but - equalizing buildtimes and morph times - so that building with T2 worker is not 100x slower than morphing. Where it can't be done increase morphing cost instead to compensate for shorter buildtime.