Just a few mod ideas. - Special research option for hangers for the Rebel Alliance. Instead of the facility being a seperate entity, add launch bays to mining facilities. Rebels launching fighter craft from hidden bases? WOW! Restrict the available squadrons to a maximum of 3, with only access to X-Wing and Y-Wing craft. More advanced fighters/bombers? > Space stations and larger ships with launch bays. - Faster 'phase jumps' for Republic/Empire/New Republic? I believe in Star Wars cannon, only the empire has access to faster hyperspace engines. Naturally this goes for the Republic as well since it evolved from this institution. Once the Empire reverts back to the New Republic this side gets the tech boost. - Centralized construction facilities/starbases. Centralize all construction facilities in one space station. Let it follow the Empire at War evolution. First only small craft, invest in an upgrade (research related?) and you are able to access larger ship types. Space stations receive a visual modification as well. The higher the tier craft that are available, the more defensive capabilities it receives as well. Allow a maximum of production facilities, so players can choose what to invest in. Of course, tier 1 unlocks tier 2, tier 2 unlocks tier 3. So a station with 3 tier one shipyards is possible, or a station with one tier 1 and two tier 2 shipyards. To get to tier 3, you have to add a lot of diversity (and also protects other players from capital ship spamming players). - Starbase ranks? As a related feature, can space stations achieve ranks? It would be interesting to see how a battle would turn out after multiple assaults on the same planet with the space station surviving, resulting in a level 10 space station with assorted abilities (tractor beams etc, or even something like an advanced hyperspace beacon allowing travel to even unlinked systems).