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https://www.dropbox.com/s/tq7gwqgcofkl3lz/al_longer_production_vro_shippack.rar?dl=0
Here it is. I just added the new replaces under your xml, and the dependencies in the content.xml. These are all based on the VRO values of course.
Now, as I mentioned, I *believe* if someone doesn't use the ShipPack in theory it shouldn't do anything bad (some errors in the log I guess), but of course the mod dependency in the content xml would instead cause issues. That's however needed to ensure this mod loads last, otherwise you'd need to change the mod name to go in alphabetic order. Anyway, mentioning this just in case you wanted to experiment to see if there's a good solution to avoid having to maintain two different versions of the mod, just for a shortlist of values.
Oh, there's also a Xenon ship in the list (units_size_l_xenon_ls_02_ware), which you might want to take out. I put it here 'cause I'm using your Xenon tweaks too and couldn't be bothered to separate the edit.
If you are interested in keeping a version for that too I can quickly put up the xml for you somewhere (I believe it should be universal anyway, as it just replaces values: if it doesn't find them, like it would happen for DLC ships if you haven't the DLC, nothing should happen). Doesn't take long anyway, it's just about 50 ships so it took about 15 minutes, but hey, nevertheless it's here if you want ;)
I do like the premise of this mod and completely agree with you synopsis, don't worry. I would certainly download a version which nerfs the Xenon in one or both of the ways I suggested, while having the realistic ship building and station output for the rest. Would likely be well received given how many have talked about the Xenon problem.
In any case, feedback is definitely welcome. This is actually a down tune (making it easier) from Spiny's original Mod. Could be room to move in either direction tbh. I made this firstly because I thought it was farcical that I could build a destroyer in like 5 minutes, secondly to boost the xenon relatively, and thirdly to make cap ship acquisition a bit harrier to counterbalance the effective boost I gave them in the travel mod.
Eh but they always steamroll after 3-4 hours anyway. I don't think this will help that at all. If anything we need a mod which increases the resource requirement for the Xenon, given they only use 3 resources which are very easy to acquire. Even just extending the build time for the Xenon would help.
If you make that mod, I'll download it in an instant. This is a good concept though, as well as the Travel Mod, keep it up!