This is an instructional series
Required Reading is DavidG's Modding Tool Version 1.73
Part 1. We will be learning how to use the 1.73 modding tool, installing the image mod and setting up the basics for a mod based off the Stock Version of SEIV. Dicussing themes of the mod and some basic tricks of the trade to make modding easier
Part 2. We will be setting up the propulsion system for the mod. as an example we will set up the mod to have the qnp system. We will also look at ships and units
Part 3. We will be setting up the global settings for the mod , cultures , maps , events planet sizes and other stuff

and show how to import stuff from other mods to affect these settings. The Population will be looked at indetail.
Part 4. We will be building new facilities and altering some of the current ones
Part 5. We will be building new components and altering some of the current ones
Part 6. We will deal with the balance of the current mod that is built and ways of testing the mod out.
Part 7. We will create a new advanced racial trait and its facilities and components
Part 8 We will about some advanced modding theories such as The "Economies of scale" idea... No sweepers/few, expensive mines... Leaky shields... Leaky armor... Grid techs... monsters and others
Part 9 We will package the mod for beta release for beta testing and release it to the seiv world for feedback.
Part 10. We will release a production Version of the mod and set it up on PBW for testing and inform the various sites that there is a new mod.
Yes the life and death of a mod.
Now each week may consist of 1 part or more depending on the speed. And there will be some guest speakers who will speak for a few minutes here and there about an area.
For those who are not able to attend the meetings everything will be posted here so you can follow along and ask questions.
Please try to keep this topic on topic.
The follow up to this Series will be a series on modding the ai.