they will create a base at the quality tier of the unit that is used / consumed to make it ( base game functionality ) then my mod will act on that.
when that occurs my hook captures a new base spawning and just applys the same generic logic using its current tier as the starting point. thus a base starting at a higher quality has the same upgrade chances but at a higher starting point so you will see the same amount of "rare" units make legendary bases as you do normal units making rare bases.
hope this simple example helps explain that.
variation 1: Rare unit attempts to make a new base
variation 2: normal unit attempts to make a new base
in this example variation 1 has the same chance of being a legendary base as variation 2 does of being rare.
this in turn means if you clear biters back very far as they slowly expand into you they will tier up along the way and get stronger every time they expand ( on average ). This forces you to be aware if you push them out of your pollution cloud then stop doing it you will be punished as they take the land back and become higher and higher tiers as they get closer, becoming "more entrenched"