Mica Goldstone
Having looked at the teleporter tech manuals, it has been discovered that they are well out. At the time of creation (along with a billion other items) we used generic sequential trends.

This was wrong in a few places, e.g. shields - where the production cost increased with mk while the blueprint production allowance decreased. We have found all these and sorted them some time ago.

It also is also wrong on certain lines where the item was easier to make (lower production) with higher technologies although with diminishing returns. In this case, where the output was constant, i.e. a set number of modules per complex, either production costs or mineral resources were the function.
Unfortunately, teleporters were treated as production rather than mineral cost. Production is not really an issue with teleporter modules (their use is so limited), so the mineral costs should be the function. This meant higher mk blueprints allow for improved use of minerals. Changes have been made to the production values.
Now all teleporters require Metals, Celesium, Collidium and Fibrillium (along with some other factors). Yes this means that now the DEN also need to include fibrillium in their production. Sorry, but it has to be this way to remain consistent.
If players have spotted other issues such as this, please bring them forward before they become a widescale issue.

A general point on higher technology:
Diminishing returns - as technology improves, the steps between the mk's shrink. This means that there is always a substantial leap from mkI to mkII, but the difference between mkIII and mkIV is close to neglibible. Teleporters should be no exception.
This change has been implemented immediately! (Mica - the most unpopular man in the world sad.gif )

MkI teleporters
25 metals
5 Celesium
5 Collidium
5 Fibrillium

MkII teleporters
20 Metals
5 Celesium
2 Collidium
1 Fibrillium
1 Pulac
1 Precious Metals