Thanks for the feeding. Things are new, and I do not have the real time to playtest with. So things are subject to balance.
Current effect is 2.5% reduction each time, which is about reverting half a tier in evolution progress. I think it is the appropriate amount, as I do not want to revert a whole tier each time, but neither want it too small in effect. (Otherwise, users will think it is a waste of resources.)
Also, once some users have requested for a non-violent way of obtaining alien artifact. Hence, introducing bio-satellites was my response to that. So here we also have some "pacifist" style players, not everyone came here for weapons. ;-) So I feel these ecology techs would fit their playstyle well. Compact bases and limited expansion, instead of triggering hostile actions.
I guess the controversy actually comes from the research cost. Ecology techs are the only infinite ones that are linear in cost, others are all exponential (like all the damage or productivity bonus tech.) I have set these linear, as I fear it may gets prohibitively expensive at some levels if being exponential.
Yet I am open to this. I will see where users would prefer this to be linear or exponential more.