@kalimakhus
Another note: So many techs are only there to lead to other techs. If you don't intend to flesh them out with some contents (units, building, civics, or promotions), you may think of merging them. The advantage of less techs is to remove the clutter and help the player choose his next research without digging in the Civilopedea to find out the right sequence.
I admit that some of the techs are there purely to get the flavour of B5 but i do intend to flesh out as many of them as i can.
So far i have corrected the building problems and reduced the barb ship speeds by 1 and removed their first strikes ability.
You may have noticed that there are no values in the game at present, well, i'm trying to bring them back in to the game but in a modified format. Instead of having the 5 Values that FF has i am trying to have separate values for each Civ, The problem i am going to have is when i want to start changing the main xml files after i have used the basic 5 values. I am fairly sure this involves "schema's"

more of which later. At the moment i have changed the Religion Value to Minbari Values and attached it to the 1 individual starting tech of the Minbari. There will also be an individual building, as with all religions/values. I intend to do the same for all of the other Civs as i test out each one. The new Values wouldn't be able to spread to other Civ's until after Galactic Diplomacy has been researched (or the Babylon Project completed, which isn't yet in the Mod) This will have the knock on effect of having to change the Civ's starting traits.
Which brings me neatly to another problem, i would like to restore the standard civ leader traits to the B5 mod but when i tried it i got some rubbish about schema's

, can't remember exactly what it was now. So if anyone has any instructions on how to put the standard leader traits back into Final Frontier i would be eternally grateful, and you would get a credit when it's done.

I'll post more later as i try to figure things out.