Hmm, good point! I'll give it a try, but I have no idea what other effects removing the alien tag from them might have. And yeah I expect it'll take a while to get much feedback on the balance, I've got my hands full trying to implement all the building stuff at the moment anyway! Sorry if it wasn't clear. I've been changing the actual effects of these buildings (as listed above), and I'm also planning on changing some of their locations. In the case of the Augmentary, my current change is to have the building give +1 yield to ALL specialists throughout the empire (there doesn't seem to be a way to do it locally in the city, it's leftover code from the statue of liberty). That's a big bonus, and it stacks - so building augmentaries in three cities will give +3 science to scientists, +3 food to growers, etc - throughout the empire. That is ridiculously huge already, and allowing more than three copies of the building would have some fairly game-breaking effects. The alternative is putting in a 'softer' limit - have a huge firaxite cost so that it's only practical to build a few at most, especially if you want to build other firaxite-heavy units/buildings. And potentially also require local firaxite, to further limit building options. The problem is that requires a lot of finely-tuned balance to ensure that players don't have 300 firaxite available from spamming cities and the weird trade route resource thing that's going on at the moment. Perhaps further down the road, when things are more polished.