Re: Babylon 5 Mod
Two things:
1) AIs vs components.
Which components will it be hard for the AI to choose during ship design?
What 'useless' abilities do we have available to help give the AIs a clue?
2) Tech Areas.
I think we are a bit short on general research areas.
The pure research kind of area, one that can be applied to many fields.
IMO, we need more areas like Physics, industry, construction, engineering.
When those are researched, they can branch out into tech-specific areas, such as "Armor Engineering".
Considering that we are starting with fission engine technology in a B5 universe, many more scientific branches should be represented.
Some examples:
- Geology
- (Advanced) Agriculture
- Atomic Physics
(to get the first few advances in resource extraction)
Nuclear Physics
Particle Physics
Quantum Mechanics
Low/High temperature physics.
Meteorology (Req'd before researching conditions improvement/terraforming?)
Genetics
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