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As Peter34 mentioned, reduction in mineral cost would either be too good, or not good enough. Even with the same setting. Not to mention, adding in such a reduction could be a bit more complicated.
More Aux slots, tougher hull, faster speed are all possible. Build time might be possible, but I doubt it. Something I'll look into though.
I haven't had a lot of spare time recently, though, so I don't guarantee a time frame.
Thumbs down.
I do like the idea of a Tier-2 Construction ship with more Aux slots, faster base speed, and so forth, but I doubt that it's possible to mod in the ability to have the ship crewed by a Leader, even though I've been hoping since 1.0 to see a new Engineer Leader type that is necessary for big projcts, not just Megastructures but also upgrading a Planetary Capital to an Empire Captial, and similar.
Science module slots are based off of the ship's hull and not the sections, so that would have to be an entirely separate ship. Plus, last I tested, the science modules had some issues and weren't working properly.
"Civilian" ships also don't engage in combat. You can put weapons on them (I've tried!) but those weapons won't fire in "combat"
some suggestions:
-add a second science module slot (maybe by research latter in the game)
-add compatibility for "ship power stations" mod
-add mybe a slot for point defence weapons
Apart from that, I like it a lot.
Yes, this means the Curator Archaeology and Curator Explorer labs don't do anything either. I've already posted a bug report on their forums, but that probably won't be fixed with the Banks update.
I know Survey Speed works as a technology modifier, so I may look into that. Might also see what other things can be done via research.