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KobRa_RRThe main challenge is to find the right numbers so that it doesn't slow down so much that it becomes useless!
Regarding the Moon, here's a suggestion: from the start, thanks to its special ability, it has a 10% bonus to the wall's damage, and then it gains an additional 10% for each level, up to 100% in total. This means that it has maximum damage from the wall only at level 10, which is around the second week, when, for example, Moner with meat and two upgrades of Psykers takes, say, a Consul 2-3.
If we estimate the numbers, the Moon will have Fire Expert and approximately 7 SP (net) at level 10, which gives us 240 damage from the wall (with the Moon's 100% bonus at level 10). Plus bonuses from various upgrades; perhaps armor for SP will work; we can count on 10 SP by level 10. This results in 300 damage from the wall, 600 from a double wall, which can take down a Consul 2, a Nagashnik 20, and a maximum Gnomnik. If we consider the early stages, up to level 3-5, it can be upgraded without a wall at all (it will still be weak), but starting from level 5, one wall will give about 150 damage (5 SP, Fire Expert, 50% bonus), a double wall 300, respectively, so a Consul 1 can be taken down by about day 3-4 thanks to the wall (Moner takes a Consul 1 around day 5, with the construction of Psykers). Plus, as a small boost for the low-level wall, it can always be a 3-cell wall for the Moon.
Meanwhile, Moner will have about 10-12 attack at level 10 (~8 native plus upgrades and weapons), Attack Expert, and at least 5 Psykers (if switching to the second week with the Citadel), plus a solid stack of air units (20-30), and various other creatures. Plus, if there is also oil, a Consul 3 can be taken quite normally, as well as a Nagashnik.
We can adjust the bonus towards a more stepped growth (20% bonus at the start, and 20% for every 2 levels up to 100% in total), but this will not make a big difference compared to the original version.
P.S.: I hope I didn't make too many mistakes with the upgrade numbers :D