Hey, I'm back

, (i say that because i haven't posted for ages).
There aren't many units in that tech tree or anything... i know you expect us to help you fill it in, but i personally think that your tree may be too specific...
I still hold the belief that my unit tree was the best [cos i'm arrogant], and i don't think the beam troopers and all that really fit into the star wars universe...
As an alternative to this tree, i think i'll draw on one of my previous ideas, and say that each era should represent a wartime - the sith war, the clone wars, the galactic civil war, and the yuuzhan vong invasion [or just general EU]. However, to represent only units that we have seen, or whatever, i think it a good idea that the units don't always fit into the 'war' that they were placed in.
For example, z-95 headhunters are present in sith war, then upgrade #1 in clone wars, x-wings in GCW, and then the nice x-wings in EU. Another example, ARC-170 fighters in sith, TIE droids CW, TIE fighters in GCW, and then TIE advanced or Defenders in EU.
And i know someone made some hint that some troops would be removed a while back - i beg you NOT to remove hoth troopers!!!!!! thats the only unit with moving parts i'm going to dare to try and animate, so if you remove them i won't be best pleased ¬-¬
Back to the tech tree tho, all 4 standard races [empire {E}, republic {R}, rebels {A} and confederacy {S}]will follw a standard tech tree... in era one, basic techs like "droids", "plasteel", "Interplanetary engine", "short range starfighters" etc will be researched. This age, with some big ships, will primarily be used for building up all the planets. The whole mod won't be easily completeably, research time will be heavily increased so that it may take an entire 300 turns or something to escape one of the ages.
Other example techs for each of the ages;
era 2 ; heavy blasters, hypredrive, starships, durasteel
era 3 ; sector defense, missile launcher systems, planetary garrisons
era 4 ; turbolasers, advanced starfighters, star cruisers, capital ships
Each civ will then have unique techs, four or five, which will be civ-specific; e.g superweapons for the empire, bothan spynet for the rebels, so that entirely civ-specific structures can be set up, eg bothan spynet, imperial intelligence agency, etc. This is so that generic 'espionage building' or other such drab names won't have to be used. I can supply a complete tech tree idea (in-game preview

) over the weekend.
That signature was waaaaaaaay too long.
What else do i have to comment on?
Good work with all those units btw *applauds* altho i'm angry at blackhand's units grr you were worse than me last time i checked, and now you're awesome grr...
I like the idea of the senate ruling the republic, but i think valorum / palpatine [not even valorum if he's too much] would be sufficient leaderheads. Possible scenarios could be the sith subversion of the senate, and this could use the spaceship parts... but we'll worry about that later.
I hope that my tech tree which i have worked on while i endured civfanatics disruption [grr i couldnt sign in]... i think we'll need to start a buildings discussion thread soon, because that is a key part to the mod which we havent made a significant move on yet (and yes i do rmeember chris' original suggestions).