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				 Re: Captains and Governors 
 Nifty idea, 'tho might be hard to balance -- perhaps they should cost more Organics and fewer Radioactives?  An unbalanced resource cost would increase build (training) time... 
 I notice that you don't have a technology requirement; the most obvious candidate in the default tech tree seems to be Advanced Military Science.
 
 Other ideas, although I haven't checked whether or not the abilities would work --
 
 - Engineering experts.
 [AMS + Ship Construction + Repair]
 
 Provides some repair ability (damage control).
 MAY provide a tiny maintenance bonus, but be very careful balancing it.
 
 
 - Astrogation experts.
 [AMS + Astrophysics ]
 
 Provides bonus movement points.
 
 - Recon experts.
 [AMS + Astrophysics + Sensors]
 
 Advanced form of above.  Bonus move, plus
 basic passive ECM sensing, MAYBE long-range   scanning at a very short range.
 
 - Tactical combat experts.
 [AMS]
 
 Possibly bonus combat move, and some +att /
 +def.
 
 
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 -- The thing that goes bump in the night
 
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