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I think a slight cost reduction is fine. The terraforming costs add some complexity to the development of your own colonies, so I don't want to reduce it too much, though.
I would personally actually either see a decrease of the 'hate' on those terrains, or let liked terrain give a slight upside (like +2 modifier). I personally would rather see the first one, because happiness actually being a recource is something I personally prefer. In the base game happiness didn't matter after a certain point because it didn 't carry over, and happiness spam was only useful if you did get it at once to trigger happiness events instead of all at once and loosing a lot due to overflow.
Is it possible to add a research/tech that makes the terraforming cheaper? So that you can't expand as good early game, but once you get certain techs, have no longer problems going on a warpath and absorbing your enemy colonies?
I have the opposite problems. Early game I am low on both energy and casting points and then I have both so making terraforming cheaper early game would be the best for me. I played a game where I started terraforming on turn 1, it was an awful idea, I missed doctrine because 8 turns was too much to wait (it is still 6 turns after the nerf from 16 to 12 operation points).
Though I do like the idea of making it easier to absorb enemy colonies.
Sometimes you don't really want to t erraform certain sectors either, leaving you kinda crippled and forced to research and build certain structures.
On a sidenote, I also dislike the mountainous sectors. They are already quite punishing in that you can't build housings there, leading often to suboptimal development. I can understand that only Dvars have the technology to terraform them, but they also giving penalties on top makes it really punishing starting in an area with a lot of mountains.
For what is the military infrastructure in the capital city good? It seems the military is there on max from the start while one other colonys it does not seem too strong at all.