I don't know how well you guys recieve suggestions or criticisms but these are just a few of my suggestions to make your great Mod even better. - Start the ship selection along the lines of A New Hope, and allow later ships to be built through research. - Adjust the build speed so that the expensive Caps take Alot longer to build then the cheaper ones (Also having to research for the large Caps would make it balanced) - If you can adjust it so the expensive Caps take more Cap Supply that would be a bonus. - Add more selection to the Starfighter choices. Interceptors, Defenders etc, From extensive Research. - Allow all Caps to colonise planets, this allows the start game to progress faster - Have a bunch of starting buildings: Frigate Ship Yards, Cap Ship Yards, 2 Constructors Spawned. ?Defenses? (At the moment the constructors slowly spawn from the first building you build) - Adjust the Asteroid collection and Taxation to compensate for the expensive ships. - Emphasise the difference between the Industrial Empire, and the Inspirational Rebels. e.g. Empire gaining Refineries earlier and Rebels having Cheaper, Faster Culture. Empire allowing cheaper buildings when colonized, Rebels colonising with a bonus population. - Visually it would be better if the range of the starships was reduced so if you zoomed onto 1 ship you can see the other firing onto it. - Allow all ships with Turbolasers to be able to bombard planets. - Create a cheap unit like Sigma Transports to capture extractors OR allow other large frigates to capture extractors. - Also at the moment the jump time is only a few seconds, this reveals that the interdictor's 700% markup on a few seconds, is nearly worthless. It should disable warping completely. - What's with the Acclamator II's Shield Recharge rate?