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				 Balancing Race Construction 
 I'm considering making a Balanced Mod, and seek your input on a few topics...
 Problem 3:  Race Characteristics.  There seems to be little balancing given to the point costs of racial characteristics.  As far as I can see, unless you are role-playing a race, the following characteristics should always be bought up to their normal-cost maximum (ie, stop buying when the point cost is quadrupled):
 
 Intelligence (research)
 Defensiveness
 Mining
 Construction
 Maintenance
 
 and the following should always be dropped to at least 80%:
 
 Farming (unless you are organic, of course)
 Refining
 Repair
 
 Suggested fix:  Double the costs of the 5 top traits.  Remove "repair aptitude" from the list of traits
 
 Problem 4: Advanced Traits.  The point costs here seem a little off too.  What do you think of the following changes:
 
 Advanced Power Conservation:  500
 Mechanoids:	250
 Lucky:		250
 Natural Merchants:	250
 Propulsion Experts: 1000
 Ancient Race:	1000
 Advanced Storage:	1250
 Hardy Industrialist:	1250
 Psychic:	1000
 Religious:	2000
 Temporal:	1000
 Crystallurgy:	750  (alternately, make their armor-piercing weapon a lot stronger)
 Organic:	1500
 Emotionless:	250
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