Swapped Ship- and Station-Designs (V1)
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Since I wasn't satisfied with the vanilla ship- and station-Designs for the different default races, but also wasn't able to alter them myself (at least not without using the complex Stride editor), I simply swapped the designs respectively races in order to make them more suitable for my taste. :) 

Here is what I changed:

RACES:             	swaped DESIGN    

Ackdarian	->	Human
Human	     	->	Ackdarian
Haakonisch    	->	Bosskara
Zenox	     	->	Haakonisch
Bosskara	->	Mortalen
Mortalen	->	Zenox

Teekan          ->      (unaltered)

(I also put some example-pics of the new design-allocations and their related homeworlds in an exemplary game in some other Zip-files that you can downlod on Matrix Games, if you want - just if you want to know how those designs would look like in game ;-)) (see source-Url at the end of this document)

PLEASE NOTE: The file is compatible with ver. 1.0.4.6 of the game and I tested the Designs with each race (and double-checked with Notepad++), but since I didn't mod/change anything else there might be some issues in the later game. - Use them at your own risk. (but if you want to help me and find some later issues, you can always tell me. ;-))

Also: The changes will only take effekt with a completely new game (and might cause some serious issues with other savegames, too - and can NOT be used with any mods that use the same ShipHulls.xml - i.e. unless you edit them manually) !
Additionally it  will only work, untill a newly game patch will overwrite the ShipHulls.xml in the data-folder, but it also works with any savegame that was stored with the fixed file in use. !

Additionally the file is now fixed (again), because I found some little bugs In the design-templates for some the Zenox ships that make it impossible to use the default engine-component-bays (or don't limit them at all):

- <ShipHullId>572, <Role>Escort -> <EngineLimit>2 for 3 (!) engine-component-bays
- <ShipHullId>581, <Role>Escort -> <EngineLimit>2 for 3 (!) engine-component-bays
- <ShipHullId>582, <Role>Escort -> <EngineLimit>-1 for 3 (!) engine-component-bays
- <ShipHullId>576, <Role>ExplorationShipt -> <EngineLimit>-1 for 3 (!) engine-component-bays
- <ShipHullId>599, <Role>ExplorationShipt -> <EngineLimit>4 for 5 (!) engine-component-bays
- <ShipHullId>617, <Role>ExplorationShipt -> <EngineLimit>-1 for 5 (!) engine-component-bays

I'd guess that there are several more, but I haven't tested this further more. Those are only the ones I've come across, so far.

This not only makes it impossible to use their full engine-potential (in cases where the limit is below the number of given component-bays - see above), but also cripples them optically (see here: https://www.matrixgames.com/forums/viewtopic.php?p=4992268#p4992268)

Because of the fact that the Devs are still very busy with solving more serious problems, I have fixed this manually by myself in the meantime. ;-)
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To use the file simply copy (and and replace) it in the "data"-folder of the game (and don't forget to make a backup of the originally used file beforehand ;-)). - Have fun.  :D 

Source: https://www.matrixgames.com/forums/viewtopic.php?f=11899&t=381249&sid=4e413dd9dd49927c1edb72e9d1d0a36d

VS-Villingen, 01.05.2022