There have been a number of proposals aimed at lifting the hard cap on weapons counts by introducing some variant of a control points system. The thought occurred to me that we could have a more general version of this, applicable to all devices (not windows, obviously). Thus, what I propose is a computational resource (called Computational Units, or CU for short (alternate name suggestions are welcome)) that would be provided by a new type of device similar to the existing core, and would be consumed in varying amounts by device according to its computational needs. The base unit is the CU and is roughly equivalent to 1 PFLOPS (to have something concrete to tie all of this to). All cores start off providing 10 CU (so the starting efficiency is 2 CU/kW, and 1.25 CU/m^3). Ideally, one could just add additional cores (which would have the added benefit of making combat less focused on coring ships) to get additional CUs. I'd also envision a 2x2x2 T2 core that provided 100 CU (for 60 kW). CU-hungry devices would mainly include constructors (precise positioning of atoms), weapons systems (tracking and firing upon fast-moving targets), and propulsion/navigation systems (get a warp jump calculation wrong and you might fly right through a star. . .). Preliminarily, I'd propose the following: constructors: small constructor: 4 CU large constructor: 8 CU advanced constructor: 20 CU furnace: 10 CU food processor: 4 CU weapons: turrets: sentry: 2 CU HV: gatling/rocket: 3 CU homing rocket: 4 CU laser/plasma: 5 CU artillery: 10 CU CV/BA: gatling/cannon: 5 CU flak/rocket/laser/plasma/drill: 10 CU homing rocket/repair: 15 CU artillery: 20 CU fixed: SV/HV: gatling: 2 CU rocket: 3 CU laser/plasma/railgun: 4 CU homing: 5 CU CV: laser/plasma: 5 CU rocket: 10 CU thrusters: SV/HV: directional: 1 CU medium: 2 CU jet: 3-5 CU warp drive: 10 CU warp drive tank: 2 CU hover: 1 CU T2 hover: 3 CU CV: directional: 2 CU medium: 4 CU large: 7 CU XL: 12 CU warp drive: 50 CU warp drive tank: 10 CU rcs: SV/HV: 1 CU CV T1: 5 CU CV T2: 25 CU misc: generators: SV/HV generator: 1 CU small generator: 2 CU large generator: 5 CU T2 large generator: 25 CU ventilator: 1 CU repair bay: 50 CU automation/logistics module (speculative): 100 CU shield emitter (speculative): 10 CU shield charger (speculative): 5 CU shield capacitor (speculative): 5 CU The foregoing values aren't completely balanced (since the underlying devices aren't completely balanced), but this should illustrate the general idea. Notably, one can construct a simple SV or HV armed with a single weapon without needing to expand the vehicle's computing power (ditto a simple base with a large constructor). Also, devices that are switched off don't consume CU, which gives some tactical options (for this to work optimally, I think devices/systems (particularly weapons) probably should have finite startup/shutdown times, but this is not strictly necessary). The overall goal is a flexible system that lets device count limits be lifted, but also discourages spamming of devices without proper support.