
People kept complaining that mods don't replace the TA econ Spring has hardcoded so I lua'd something else...
Fibre's economy partially resembles the game Perimeter. You start with a citadel and can spawn nodes and other buildings. The citadel and nodes provide area for you to build stuff on, outside of that area only nodes can be built (the range circle on a node is the distance it will connect to other nodes at). Resources are local, every node maintains a charge (charges at a rate of 10 per step unless its area overlaps with other nodes) which is used to power buildings and construct stuff in the node's area. Nodes need a connection to the citadel to function, if the connection is severed the nodes (and all attached buildings) turn neutral and become property of the first player to make a connection to them.
Units aren't free moving in Fibre, a factory will produce a certain number of units depending on its type (though v1 has only one type) that will move to the beacon that belongs to the factory. Units can't be selected, they can only be moved by moving the beacon, if the beacon is moved on an enemy unit or building that's an attack order. The beacon can only be moved within a certain radius of the factory so even factories need to be made near the frontline.
This version is ugly, incomplete (missing many units), unbalanced and probably buggy. No idea what'll happen if it's used on 75b2, it's made for SVN (and needs a patch for alwaysvisible projectiles at the time of writing).