Today's todo list- 
  races.xml-
    two files- one for removing base destruction, one for removing steal tech
	might remove suitability until colonization/ migration is fixed 
  planetaryfacilitydefinitions.xml-  
    add ColonyIncome to planetary administration buildings to help offset borked economy.  see: https://www.matrixgames.com/forums/viewtopic.php?f=10151&t=381813
	  center complex dist metr meg
  componentdefinitions.xml-
    reduce energy usage of colonization components so they can actually work with autobuild AI
	optional more gradual hyperdrive speed increases over first three hyperdrives.  skip drive to 45K, bubble to 120k, gerax0 to 250k
	  might also bump up TL 4-6 one level, which would allow room for another early hyperdrive
	add my vectoring engine mod to the modpack
  orbtypes.xml-
    reduce chance of research anomally by 50%, but double effect
	two files- one doubles min and max abundance of hexodorium and dryilium, one only doubles max abundance
  resources.xml-
    add ColonyDevelopment to construction resources so they are consumed by planets
	
  Continue to be Tyler's guineapig. 
  
  changes-
   construction yard- +2 yards, +2 docking
   colonization pods- 10 static engergy
   
   race policies- no sabotage/ tech stealing
   
   construction resources get used by planets
   
   planetary admin facilities add income 

day fininshed notes-
  race policy will be availible in mod loader in next update (1.08)
  ShipHulls.xml will also overwrite .shmmd files, allowing changes to ShipHulls.xml to take effect without deleting .shmd files