Productivity Modules:
![Image](http://puu.sh/ubxeL/f64f5dfca8.png)
Rather well balanced. Lower tier ones return their investment quickly, but give little benefit, while tier 3 ones allow for some incredible resource multiplication if used in multiple steps of a production chain. They are mostly balanced due to the interaction with speed beacons and that this combo needs A TON of power.
My only problem here is that the lower tiers have the same speed penalty than higher tiers and of course that the jump from T2 to T3 is large (4% -> 6% -> 10%) while energy ratio improves as well to T3 (1:10 for T1/2 but 1:8 for T3).
Speed Modules:
![Image](http://puu.sh/ubxcy/9be6397f60.png)
Speed to energy ratio improves slightly with tier, offsetting the increasing cost. I think they are probably the most balanced in themselves. Using them with efficiency or productivity modules together is to be honest quite useful and fair.
Efficiency Modules
![Image](http://puu.sh/ubxkY/81e2f9f52f.png)
Now this is where it gets interesting.
I think Efficiency 1 modules are actually very strong. For what they cost to produce (no blue circuits) they are incredibly useful. Energy is not hard to get, but during the long game phase after getting modules and red circuits and before you are rich enough in production to do producitvity/speed beacon setups they allow you to basically ignore building any energy sources. They don't feel like they are way out of balance, but I found myself using them nearly everywhere and throw them around like candy.
Efficiency 2 has kind of a niche use - to double the effectivity in machines with two slots (all oil machines, assemblers 2). They would otherwise need 40% power/produce 40% pollution and with them it's 20% respectively. That's a relative increase of 100%. That seems fine to me since you need much more than four times the resources to make them. In absolute numbers the gain isn't large at all. Their production cost isn't as insane as T3 modules though so I can live with that. They could definitely need a buff, but I honestly can't see how to improve them. Two caps out the energy consumption at -80%, so if they were as good as efficiency 3 they wouldn't actually be any better. Only in combination with other modules.
This does give an interesting possibility though - no matter how powerful you make efficiency 2 modules their use alone will always stay as it is right now - so you could totally balance them for the use with other modules. For example, if you make them reduce energy consumption by 60% you could negate the negative effects of the other tier 2 modules with them and do setups like 2 Efficiency 2 and 2 Speed 2. I'm not saying they should get buffed this much, but it's nice we can essentially balance them for "use alone" and "use in combination" separately because of the -80% cap.
Now the biggest issue: Efficiency 3.
They are just so useless! For what they cost they offer nothing. Using them by themselves is absolutely pointless because in every machine the tier 2 variant is enough to cap out energy at -80%. One could massively buff them, so that their value in combination goes up, but this wouldn't do much in my opinion, because of the productivity/speed interaction.
Anyone who has done the math (if you haven't, look at my link at the beginning of this post, especially at the second table (the column labels are in the first picture)) - knows that productivity modules need speed beacons to bring their energy/unit and unit/time values to reasonable levels (and make the whole "free items" thing worth it).
There is just no place for these.
So what do about them? I say nerf em! Make them reduce energy consumption by 25% only! (Value up for debate) - but make them, and just them, multiplicative with other types of modules (still additive with themselves). So if a machine is taking 400% power due to other modules and you put an efficiency 3 in it, it gets reduced to 300%, put another one in it and it's down to 200%.
Please don't get stuck on the exact values for now, but grasp the two general ideas here - Efficiency 3 -> multiplicative interacting with other modules.
What do you think? What is your balance assessment of the nine modules? Any other ideas what to do about the lower tier productivity and the higher tier efficiency modules?