But I want to know why :o
Ok! So the default state of the mod's goal is to give a good starting point from which the player can balance in either direction they want. With that, the map gen settings for all the ores are the same as iron, so perhaps the player can make space science more rare, while increasing the amount of blue science etc.
With all of the ores map gen settings the same, and the complexity being removed from science pack production (only require one item to make a pack rather than multiple tiers of processed items) the mod makes the game a lot easier. To counter act this I made the ores a throughput problem, hence the ever increasing amount of ores per science recipe.
Now you are right in that the values are pretty arbitrary, but given the default map gen settings I thought they were reasonable default values. I still wanted chemical science to be a large hurdle as it is a classic brick wall in the game.
I think I still stand by the default values, I don't think they are perfect by any means, but they capture the general idea I want to hit as blue science is considerably harder(more complex) to set up than military, and I would say the same when comparing utility and production science. To make up for the lack of complexity, I compensated by upping the throughput requirement.
However, at the end of the day, that is why I put settings for this mod, so ultimately the player can choose.
Thanks for bringing this up and giving the mod a try!
Edit: fixed markdown formatting + typos