Hello!
I use the "Scalartech Solutions" mod(https://fractalsoftworks.com/forum/index.php?topic=18845.0). The largest ship has a modular structure and each module can also have modifications, including built-in ones.
Your mod prohibits embedding modifications without experience, but ship modules do not accumulate it. Thus, ship customization is noticeably reduced.
Could you do something about this?
In general, I solved this by disabling the mod in its settings file, embedding modifications in the ship modules, and turning it back on in the settings.
Overall, the built-in modifications actually have a huge impact on the ship's capabilities. It is for this reason that I was looking for an alternative to the vanilla mechanics, since “story points” do not seem like such a valuable resource, since they only have to be invested into a ship once. Especially closer to the endgame, when there is already a decent amount of these points, from which any new ship in the fleet instantly receives a significant advantage.
In this sense, your project introduces the need to spend time on additional pumping of the ship, somewhat lengthening its path from insignificance to maximum efficiency, but still, in the end game, you can get the opportunity to use all the slots at once in a couple or three battles, since by then enemy fleets are always large.
I would like to offer you a different concept based on the same experience.
Firstly, being able to integrate all modifications at once, like in vanilla, would be more preferable and logical, since the actual mechanics of the mod are not any significant difficulty anyway.
Secondly, the cost of embedding for “story points” should be initially exponential, so as not to seem like such a simple resource.
Thirdly, it would be logical if the experience gained by the ship was divided between the built-in modules, if any, and their initial effect was set equal to zero. So that during operation, the ship’s crew would learn to manage such upgrades, and the experience gained would gradually increase their effectiveness, but the more slowly the more experience accumulates (for example, when the built-in module reaches 50% of the experience, it would already have 75% of the effect of this module, but the remaining 25% of the effect would open more slowly the closer its experience scale is to 100%).
And the values of experience should be made very large. Now it looks too simple. And the problem of gaining experience by other ships of the fleet can be solved by transferring experience from one ship to another, with the obligatory loss of a certain amount, explaining this, for example, by rotating part of the trained personnel of the ship with the personnel of another, which does not participate in battles and, obviously, cannot gain experience.
Thus, the ship's experience acquisition fits more organically into the context, and built-in modifications become not just an option, but additional mechanics that require development.
On top of everything else, you can add a temporary increase in the effect of built-in modules for using experience points, which will continue to accumulate beyond the limit, and some other resources.
Also, because of the recognition of the scale of such an investment, the idea of being able to remove built-in modifications seems to cease to upset the balance.
In general, the very concept of embedding modifications is a very powerful thing and with your can unlock this potential.