#author- SharkMolester w/ help from Tyler

official discord-		https://discord.gg/v39EY2YFYh
modding discord-		https://discord.gg/vHaXVwxwhn
subreddit-			old.reddit.com/r/DistantWorlds/
This Mod's Forum thread-	https://www.matrixgames.com/forums/viewtopic.php?f=11899&t=381784&sid=cdec0c71b9de802622be198874a0d0bc

#  the files that come pre-loaded in the CMP folder are the ones i recommend everyone use.  i consider them significant quality of life enhancers.


#1.1.0 - 4/8/21 ******
#  added-
#    all_ships_start- adds most ship and base models to the starting techs, instantly unlocking them.  pre-warp battleships, baby.
#    reproduction_div_by_five- reduces reproduction rates to 1/5 vanilla.  vanilla sees a 2 billion homeworld increase in size by about 80-160 million in it's first year, 
#                           depending on species and starting options.  Which is a doubling rate of about a decade if my horrible napkin math is correct.  
#                           That's full homeworlds in just 3 or 4 decades.  This should slow that down to a century or more.
#    nuke_suitability- removes suitability from the game.  now 'quality' - 50 = suitability for all races.  no more juggling races on planets to get them to where they want to be.  
#                           colony ships still probably need the correct race to colonize x planet type without corresponding research, not sure.
#    assimilation_rates- decreases the length of time that races on newly conquered planets take to assimilate
#    mining_div_by_five-  testers suggested that 1/5 resource rate is a nice sweet spot, leaving 1/3 original for those who aren't quite as brave
#  
#  changes-
#    various fixes in syntax to align with 1.1.0 and later modloader, some files changed to update-all, more changed to that standard by next release
#
#  requests- 
#    vector_engine_rebalance_mod feedback, i threw the values together without testing them this time
#    construction_yards- is 2 enough? 3?
#
#1.0.2 - 3/27/21 ******
#  added-
#    adm_build_income- adds a progressive income bonus to administration buildings to help offset borked colony revenue formula- 
#                           see: https://www.matrixgames.com/forums/viewtopic.php?f=10151&t=381813    intended for higher than normal difficulties
#    col_mod_less_energy- reduces static energy consumption of colonization modules, so autobuild colony ships can actually be used in early game- 
#                           should help AI colonize even more than usual
#    construction_yards- vanilla yards have 1 construction bay and 1 docking bay, increased to 2, hopefully helps with private ship crunches
#    resources_get_eaten- added colony development +1 to construction resources, which causes them to be consumed by planets, thanks to forum user Mercbeast
#    scarcity- intended to help offset a possible imbalance of decreased mining rates- doubles the abundance of hexodorium and dyrillium when they are found on a planet-
#                           does not increase the chances of a spawn, but doubles the amount when they do spawn
#    vector_engine_rebalance_mod- my original mod that rebalanced vector engines.  the devs included minor buffs to them in the vanilla game, but this increases them even more
#
#  changes-
#    reproduction_halved- changed to formula instead of value, so you can edit the rate more easily
#
#1.0.1 -3/26/21 ******
#  ftr_engines files updated to include vectoring thrust
#
#1.0.0 -3/25/21 ******
#  engines_doubled
#  engines_halved
#  ftr_engines_1point25
#  ftr_engines_1point5
#  ftr_engines_doubled
#  ion_missile_cmp
#  ion_missile_rsch
#  mining_reduced
#  reproduction_halved

There's 5 mods here, and you have a few choices to make, so let's go through what they are.  Check mod.json file for more information.

1- Reproduction Rate Halved-  Reduces reproduction rate for all races by 50%.  Why?  Because worlds fill up in just a couple of decades.  Makes immigration more important.  Makes Mature worlds more important.  

2- Reduced Mining Rate-  Reduces the mining rate of Mining Engines to 1/3 of vanilla.  Because many people have been complaining about resources being too abundant.  
		Well, activate try-hard mode.  Extreme/Harsh players eat your hearts out.

3- Ion Missile-  Having both Ion Missile files activated will add a test component and research to the tech tree.  It's right at the top of the tech tree, you can't miss it.  
		I do not know how auto design will feel about this weapon, it might ignore it.  It is not balanced, it's just an example and a test.

4- Fighter Engine Rebalance-  Some people have noted that fighters are barely faster (even slower sometimes) than ships.  You have three levels of buffs to choose from- thrust x1.25, x1.5 or x2. 

5- Ship engine Rebalance- An option for doubled or halved thrust power for ship engines.

For #3, both files have to be in the folder to active the missile.  For #4 and 5, the mod loader will combine the files if you choose more than one.  
		So for example, leaving both ship engine files in will do nothing, since halving and doubling cancel eachother out.  
		While for the fighter engines, they will act on eachother multiplicatively- 1.25*1.5*2=  3.75. (250+ speed early game fighters)

Check mod.json file for more information.