Distant Worlds Universe Refreshed Race Balance Changelog
==========================================================

This update introduces the first pass of race balance changes for DWUR-EM version.
The goal is to ensure every race feels distinct and has a clear identity
rooted in its lore, with meaningful strengths and weaknesses that make each one
interesting to play or encounter.


DRUSHOCKA
---------
The Drushocka were significantly overtuned relative to their place in 
the galaxy. Their troop strength exceeded even the Shakturi, which 
didn't match their lore as slow, rock-like creatures with a feudal 
society. They remain tough and durable, but are no longer the single 
strongest ground force in the game.

  - Troop Strength: 170 → 130
  - Satisfaction Modifier: 60% → 30%
  - Troop Maintenance Savings: 50% → 20%


AKHEMAL
-------
The Akhemal machine-consciousness drones were statistically comparable 
to the galaxy's most powerful military races despite their lore 
positioning as one side of a bitter civil war. Their bonuses have been 
trimmed to better reflect a race consumed by an endless conflict rather 
than one thriving because of it.

  - Troop Strength: 150 → 120
  - Ship Maintenance Savings: 20% → 10%
  - Troop Maintenance Savings: 20% → 10%
  - War Weariness Attenuation: 20% → 10%


MORTALEN
--------
The Mortalen are described in lore as "almost certainly the best 
fighters in the galaxy," yet several less warlike races had higher 
troop strength. This has been corrected. The Mortalen now have ground 
combat prowess that matches their fearsome reputation.

  - Troop Strength: 135 → 150
  - War Weariness Attenuation: 20% → 30%


SLUKEN
------
As close relatives of the Boskara and one of the galaxy's more 
dangerous insectoid races, the Sluken were underperforming. They now 
have improved fleet sustainability and a modest espionage capability 
reflecting their intelligent and aggressive nature.

  - Troop Strength: 120 → 130
  - Ship Maintenance Savings: 0% → 10%
  - Espionage Bonus: 0% → 10%


SECURAN
-------
The Securan previously shared an identical resource bonus profile with 
the Banoserit, despite the two races having completely different 
cultures. The Securan resource profile has been reworked to reflect 
their performing arts, culinary traditions, and hospitable nature.

  - Resource bonuses reworked with new resource types
  - New bonuses emphasize happiness, income, and population growth


PARATIS
-------
The Paratis previously shared an identical resource bonus profile with 
the Ketarov. Their resources have been reworked to reflect their 
aquatic nature, missile weapons expertise, and competitive culture.

  - Resource bonuses reworked with new resource types
  - New bonuses emphasize weapons research, troop strength, and morale


ZAKKAL
------
The Zakkal were mechanically a near-clone of Humans, sharing the same 
resource profile and having no unique technology. As engineered 
Human/Securan hybrids who survived exile on a harsh desert world, they 
deserved their own identity. The Zakkal now have a unique special 
component, improved reproduction reflecting their hybrid vigor, and a 
distinct economic profile.

  - NEW: Adaptive Genetics Lab — a unique medical center component 
    reflecting their engineered hybrid biology (replaces the obsolete 
    Lipid Host Medical Center, which was a leftover from removed 
    content)
  - Reproduction Rate: 1.17 → 1.26
  - Resource Extraction Bonus: 10% → 15%
  - Resource bonuses reworked with unique desert-survival themed types
  - New bonuses emphasize population growth, construction speed, and 
    development


DESSEN
------
The Dessen have had their espionage and trade bonuses increased to 
better reflect their lore as subtle manipulators who draw other races 
into their orbit.

  - Espionage Bonus: 20% → 30%
  - Trade Bonus: 0% → 15%


ATUUK
-----
Despite being a primitive race that rarely achieves spaceflight, the 
Atuuk had one of the highest satisfaction modifiers in the game. This 
has been reduced. They retain the highest reproduction rate in the 
galaxy (1.4) as their primary strength, but their colonies are no 
longer unusually happy for a technologically stagnant society.

  - Satisfaction Modifier: 40% → 20%


ZENOX
-----
The ancient Zenox are keepers of galactic history and secret knowledge, 
yet their research bonus was no higher than many younger, less 
intellectually focused races. Their research capabilities have been 
improved to better reflect their deep scholarly traditions.

  - Research Bonus: 10% → 20%


LEMERESH
--------
The mysterious Lemeresh are one of the galaxy's oldest and most 
powerful civilizations, yet their stat bonuses were modest for a race 
that "most fear will be unequalled in power." Their research 
capabilities and societal stability have been improved.

  - Research Bonus: 10% → 20%
  - Satisfaction Modifier: 0% → 10%


JINTUS
------
The Jintus had the second highest reproduction rate in the galaxy, 
behind only the Atuuk — a race whose lore explicitly emphasizes rapid 
breeding. While the Jintus are prolific pack-dwellers, their 
reproduction has been brought in line with other high-growth races.

  - Reproduction Rate: 1.37 → 1.30


CALEPH
------
The Caleph's carrier fighter tree is their core identity, but their 
base race stats were overtuned. Ship maintenance savings 
and war weariness attenuation rivaled almost all races, with no lore
justification for exceptional fleet sustainability or war tolerance.
These have been trimmed while preserving their carrier specialization.

  - Ship Maintenance Savings: 30% → 15%
  - War Weariness Attenuation: 30% → 10%


KETAROV
-------
The Ketarov Krusher gravity weapon was dealing more than double the 
DPS of the standard Graviton Pulse at significantly longer range, 
despite unlocking at a lower tech level. The damage has been reduced 
to keep it distinct from the generic gravity path without being 
overwhelmingly superior.

  - Ketarov Krusher Damage: 65 → 50


AMONKRIE
--------
The Amonkrie previously had access to the ShadowGhost ECM line 
alongside the Kiadian. However, stealth and electronic warfare do 
not fit their lore as paranoid xenophobic isolationists. They have 
been removed from the ShadowGhost tech tree and instead given a 
modest espionage bonus representing their vigilant, suspicious 
counter-intelligence culture.

  - Removed: Access to ShadowGhost ECM research line (now Kiadian 
    exclusive)
  - Espionage Bonus: 0% → 15%


PARATIS (additional changes)
-------------------
The Paratis retained a 50% espionage bonus from their old 
Ketarov-clone profile, which did not match their reworked identity 
as competitive aquatic missile warriors. This has been redistributed 
into fleet sustainability stats that better support their naval 
combat playstyle.

  - Espionage Bonus: 50% → 0%
  - War Weariness Attenuation: 0% → 15%
  - Ship Maintenance Savings: 0% → 10%


ZAKKAL (additional changes)
------------------
The Adaptive Genetics Lab's medical effectiveness was excessively 
high at 5.5x the standard medical bay, available from tech level 3. 
It has been reduced to 3.5x — still a meaningful advantage reflecting 
hybrid vigor, but no longer a dominant outlier.

  - Adaptive Genetics Lab Effectiveness: 550 → 350


==========================================================
GOVERNMENT CHANGES
==========================================================

Four new government types have been added to better represent 
the political cultures of races that were poorly served by 
existing options. Preferred starting governments have also been 
assigned to several previously-unassigned races based on lore.


NEW GOVERNMENT: WARRIOR MERITOCRACY (ID 16)
--------------------------------------------
Leadership is earned through combat prowess, honor, and martial 
achievement. Designed for the Mortalen, whose warrior code and 
tribal leadership traditions had no proper government to match. 
Military Dictatorship was the closest existing option, but it 
represents authoritarian military control — not an honor-based 
meritocracy where leaders prove themselves through combat.

  Strengths: Low war weariness, high troop recruitment, low 
  maintenance, moderate approval
  Weaknesses: Below-average research and income
  Leadership: Rare succession via combat challenge (coup), 
  drawn from military pool
  Assigned to: Mortalen (special + preferred)


NEW GOVERNMENT: THEOCRATIC OLIGARCHY (ID 17)
----------------------------------------------
A priestly ruling class governs through spiritual authority, 
with material wealth seen as divine favor. Designed for the 
Ylta, whose lore centers on spiritual awakening and 
wealth-as-ascension — a poor fit for Technocracy, which 
represents science-driven meritocracy.

  Strengths: High approval, good income, strong stability
  Weaknesses: Below-average research (dogma), above-average 
  corruption (priestly tithes)
  Leadership: Rare, low-disruption succession from governor 
  pool (priestly administrators)
  Assigned to: Ylta (special + preferred, replaces Technocracy)


NEW GOVERNMENT: ARENA REPUBLIC (ID 18)
----------------------------------------
Governance through formalized competition — political power is 
won through structured contests of strategy, debate, and 
intrigue. Designed for the Paratis, whose elaborate "Game" of 
political maneuvering and competitive social displays was a 
direct contradiction of Hive Mind (total collectivism).

  Strengths: Balanced stats, good war weariness resistance, 
  low maintenance
  Weaknesses: Low stability (constant power struggles), 
  below-average troop recruitment
  Leadership: Frequent, low-disruption elections (The Game 
  determines winners)
  Assigned to: Paratis (special + preferred, replaces Hive Mind)


NEW GOVERNMENT: CYBERNETIC COLLECTIVE (ID 19)
-----------------------------------------------
A technologically-networked society where cybernetic implants 
enable partial consciousness sharing while preserving individual 
identity. Designed for the XHumans, who "embrace cybernetic 
implantation" and are "much more collectivist" than Humans, but 
retain individual personalities, relationships, and ambitions — 
neither a hive nor a standard democracy.

  Strengths: Good research, low corruption (networked 
  transparency), solid approval, high stability
  Weaknesses: Below-average troop recruitment and population 
  growth
  Leadership: Moderate succession via networked consensus 
  (election)
  Assigned to: XHumans (special + preferred)


PREFERRED STARTING GOVERNMENT ASSIGNMENTS
------------------------------------------
The following races previously had no preferred starting 
government (random assignment). They have been given starting 
governments that match their lore:

  - Mortalen → Warrior Meritocracy (honor-based combat culture)
  - Dhayut → Military Dictatorship (aggressive, treacherous, 
    ruthless arachnids)
  - Kiadian → Republic (careful evaluators, honor code, loyal 
    allies, checks and balances)
  - Lemeresh → Monarchy (insular, centralized, powerful 
    ancient civilization)
  - Amonkrie → Republic (governing groups with checks and 
    balances)
  - Zakkal → Republic (friendly, communal, adapted through 
    collective ingenuity)


==========================================================
EMPIRE POLICY CHANGES
==========================================================

A comprehensive pass across all 46 race policy files to ensure 
AI behavior matches race lore and identity. Previously, 30+ 
races shared near-identical behavioral profiles, meaning the 
galaxy's fiercest warriors, shrewdest merchants, and most 
reclusive scholars all played essentially the same way. This 
pass introduces meaningful behavioral differentiation.


TRADE PRIORITY REDISTRIBUTION
------------------------------
Previously 35 of 46 races had TradePriority=4, making trade 
behavior indistinguishable across the galaxy. The new spread:

  TradePriority 4 (9 races): Ackdarian, Dessen, Haakonish, 
    Human, Napoar, Riktoh, Securan, Teekan, Ugnari
  TradePriority 3 (17 races): Banoserit, Caleph, Enton, 
    Jintus, Ketarov, Kiadian, Paratis, Quameno, Shandar, 
    Tairoshan, Tarapin, Visareen, Wekkarus, XHuman, Ylta, 
    Zakkal, Zenox
  TradePriority 2 (14 races): Abbidon, Atuuk, Boskara, 
    Dhayut, Drushocka, Ikkuro, Khemal, Lemeresh, Mortalen, 
    Naxxilian, Ortain, Phaerax, Sluken, Yor
  TradePriority 1 (6 races): Akhemal, Amonkrie, Gizurean, 
    Keskudon, Mechanoid, Shakturi


ATUUK (Policy)
--------------
The friendly, primitive Atuuk had war willingness equal to 
Humans, aggressive bombardment settings, and a sophisticated 
military apparatus. Their AI now reflects a primitive society 
that avoids war and seeks protectors.

  - War Willingness: 3 → 1
  - Colony Bombardment: 1 → 3 (Never bombard)
  - Counter-Intelligence: 50% → 25%
  - Armor Recruitment: 1.5 → 0.5
  - Special Forces Recruitment: 1.5 → 0.5
  - Alliance Priority: 1 → 3
  - Subjugation Priority: 2 → 1
  - Exploration Priority: 4 → 2


MORTALEN (Policy)
-----------------
The best warriors in the galaxy had an identical behavioral 
profile to Humans. Their AI now fights more aggressively, 
values martial culture over trade, and never retreats.

  - War Willingness: 3 → 3.5
  - Trade Priority: 4 → 2
  - Subjugation Priority: 2 → 3
  - Alliance Priority: 1 → 2
  - Battle Caution: 2 → 1 (fearless)
  - Fleet Flee When: 4 → 5 (never flee)
  - Invasion Overkill: 2 → 2.5
  - Troop Garrison Level: 0.5 → 1
  - Tourism Priority: 2 → 1


HAAKONISH (Policy)
------------------
The galaxy's master merchants (Mercantile Guild) had an 
identical profile to warrior races. Their AI now prioritizes 
trade alliances and tourism over military ambitions.

  - War Willingness: 3 → 1.5
  - Alliance Priority: 1 → 3
  - Tourism Priority: 1 → 3
  - Diplomacy Gift Amount: 10000 → 20000


KIADIAN (Policy)
----------------
The cautious genius strategists with a legendary honor code 
had a generic behavioral profile. Their AI now fights 
carefully, forms strong alliances, and never breaks treaties.

  - War Willingness: 3 → 2
  - Battle Caution: 2 → 3
  - Alliance Priority: 2 → 3
  - Break Treaty Willingness: 1 → 0.5
  - Trade Priority: 4 → 3
  - Counter-Intelligence: 50% → 60%
  - Tourism Priority: 1 → 2


YLTA (Policy)
-------------
The aggressive wealth-seeking spiritualists had a completely 
generic profile. Their AI now aggressively pursues resources 
and is willing to betray allies for material gain.

  - War Willingness: 3 → 3.5
  - Subjugation Priority: 2 → 3
  - Break Treaty Willingness: 1 → 2
  - Trade Priority: 4 → 3
  - Restricted Resources Priority: 2 → 3


ZAKKAL (Policy)
---------------
The friendly communal survivors were identical to aggressive 
empires. Their AI now strongly prioritizes alliances and 
diplomacy, avoids war, and properly colonizes desert worlds.

  - War Willingness: 3 → 1.5
  - Alliance Priority: 2 → 4
  - Break Treaty Willingness: 1 → 0.5
  - Trade Priority: 4 → 3
  - Colonize Desert Priority: 2 → 4
  - Colonize Continental Priority: 4 → 3
  - Diplomacy Gift Amount: 10000 → 15000


PARATIS (Policy)
----------------
The competitive schemers were set as passive as Zenox 
scholars. Their AI now reflects a culture of intrigue and 
political maneuvering.

  - War Willingness: 1 → 2.5
  - Break Treaty Willingness: 1 → 2
  - Espionage When: 2 → 1 (more proactive spying)
  - Trade Priority: 4 → 3
  - Counter-Intelligence: 25% → 20% (offense over defense)


LEMERESH (Policy)
-----------------
The secretive ancient civilization had oddly high treaty-
breaking willingness. Their AI now reflects a powerful but 
insular civilization that protects its homeworld.

  - Break Treaty Willingness: 2 → 1
  - War Willingness: 1 → 2
  - Homeland Defense Priority: 2 → 3
  - Protect Leader At All Costs: N → Y


DESSEN (Policy)
---------------
The subtle manipulators had harassment disabled, limiting 
their shadow war capabilities. Their AI now conducts 
harassment campaigns and invests heavily in counter-intel.

  - War Harassment: N → Y
  - Counter-Intelligence: 33% → 45%
  - Alliance Priority: 2 → 3


ADDITIONAL POLICY DIFFERENTIATION
----------------------------------
The following races received targeted behavioral tweaks to 
better match their lore:

  Amonkrie: WarWill 1→1.5, TradePri 1, AlliPri 0.5, 
    CntrInt 50%, HomeDef 3 (xenophobic isolationists)
  Ackdarian: WarWill 1, AlliPri 3, TourPri 3 
    (peaceful, friendly shipbuilders)
  Boskara: InvOverkill 3, TourPri 0.5, BrkTrty 2 
    (relentless slavers)
  Dhayut: BrkTrty 3, InvOverkill 2.5, AlliPri 0.5, 
    TourPri 0.5 (treacherous aggressors)
  Gizurean: AlliPri 0.5, TourPri 0.5, BrkTrty 2, 
    ResPri 2 (aggressive, unintelligent)
  Ikkuro: SubjPri 3, CaptureShip 3, AlliPri 1 
    (boarding specialists)
  Naxxilian: SubjPri 3, CaptureShip 2 
    (phaser/assault aggressors)
  Shandar: WarWill 1, ExplPri 2, TourPri 3 
    (laid-back volcanic loungers)
  Securan: WarWill 1, TourPri 4, AlliPri 3 
    (hospitality and performing arts)
  Phaerax: WarWill 3.5, TourPri 0.5 
    (war-ready military culture)
  Sluken: TourPri 0.5, BrkTrty 2, AlliPri 1 
    (dangerous insectoid aggressors)
  Yor: ExplPri 4, SubjPri 3, AlliPri 0.5, TourPri 0.5 
    (expansionist swarm)
  Zenox: WarWill 0.5, BtlCaut 3, TourPri 2 
    (cautious scholars)
  Quameno: WarWill 0.5, BtlCaut 3, ResPri 4, TourPri 2 
    (brilliant but fragile scientists)
  XHuman: WarWill 3.5, BrkTrty 2 
    (aggressive collectivists)
  Wekkarus: WarWill 1, AlliPri 1, HomeDef 3 
    (peaceful isolationist tech builders)
  Tairoshan: AlliPri 4, TourPri 3, GiftAmt 20000 
    (peaceful diplomats)
  Jintus: AlliPri 4, GiftAmt 15000 
    (alliance manipulators)

COLONIZATION PRIORITY FIXES
----------------------------
  - Banoserit: Continental 4→3, Desert 3→4 
    (Desert native, was prioritizing wrong planet type)
  - Zakkal: Continental 4→3, Desert 2→4 
    (Desert native, was prioritizing wrong planet type)


==========================================================
DESIGN TEMPLATE CHANGES
==========================================================

A targeted pass across 14 races (33 template files) to ensure 
ship designs reflect stated weapon preferences and racial 
identity. Primary weapon types were already correct for most 
races; these changes focus on reinforcing unique specializations 
and breaking cookie-cutter loadouts where multiple races shared 
identical templates despite different lore.


KIADIAN — ECM Specialist Identity
-----------------------------------
The Kiadian's entire identity revolves around the ShadowGhost 
ECM, yet their ship templates had exactly the same ECM count 
(1) as every other race. All five military hull classes now 
have increased CountermeasuresSystem (1→2), with capitals and 
cruisers gaining ScannerJammer=1. Torpedo counts slightly 
reduced to compensate for added ECM size.

  - All military ships: CountermeasuresSystem 1 → 2
  - Capital ship: ScannerJammer 0 → 1, Torpedo 20 → 18
  - Cruiser: ScannerJammer 0 → 1, Torpedo 10 → 8


SHAKTURI — Missile Support Added
-----------------------------------
The Shakturi policy file lists Missiles as a tech focus, but 
zero Shakturi ship templates included any missile slots. 
Missiles have been added to capital ships and cruisers, with 
torpedo counts slightly reduced to maintain total size balance.

  - Capital ship: Missile 0 → 5, Torpedo 24 → 20
  - Cruiser: Missile 0 → 3, Torpedo 12 → 10


CALEPH & YLTA — Fighter Supremacy
------------------------------------
These races share an exclusive fighter tech tree 
(Wyrm→Wyvern→Dragoon) but their templates were only marginally 
better than generic fighter-capable races. Carrier fighter bays 
increased from 10 to 12, capital ships and cruisers carry more 
fighters, and point defense increased to protect fighter wings.

Caleph capital ships also shifted from torpedo-primary to 
fighter-primary (Torpedo 10→6, FighterBay 4→5), reinforcing 
their carrier identity.

  - Both races: Carrier FighterBay 10 → 12, Carrier PD 5 → 7
  - Both races: Capital FighterBay → 5, Capital PD → 6
  - Both races: Cruiser FighterBay → 3
  - Caleph capital: Torpedo 10 → 6 (fighter-primary shift)


CALEPH/SECURAN/TAIROSHAN — Cookie-Cutter Broken
--------------------------------------------------
All three shared identical Torp=10/FighterBay=4 capital ships 
despite very different identities. Now differentiated:

  - Caleph: Fighter-primary (see above)
  - Securan: Fewer weapons, more shields and PD (reluctant 
    fighters). Capital Torp 10→7, FBay 4→3, Shields 15→20, 
    PD 4→6. Cruiser Shields 10→14.
  - Tairoshan: Defensive orientation. Capital PD 4→7, 
    Shields 15→18.


GIZUREAN/SLUKEN — Cookie-Cutter Broken
-----------------------------------------
Both shared identical Beam=50/Misl=5/Bomb=3 capital ships. 
Now differentiated:

  - Gizurean: Heavier bombardment (brute force aggressors). 
    Capital Bomb 3→5, Beam 50→45. Cruiser Bomb 2→3.
  - Sluken: Added ion support (intelligence advantage over 
    Gizurean). Capital IonCannon 0→3, Beam 50→47. 
    Cruiser IonCannon 0→2.


RIKTOH — Missile Specialist Focus
------------------------------------
Shared identical loadout with Humans despite different 
identity. Riktoh now leans more heavily into pure missiles 
as mercantile missile traders.

  - Capital: Beam 10→5, Missile 30→35
  - Cruiser: Beam 6→3, Missile 12→15


IKKURO/NAXXILIAN — Boarding vs Firepower
------------------------------------------
Both shared identical Phaser=35/AssaultPod=4 capital ships. 
Now differentiated by emphasis:

  - Ikkuro: More assault pods (boarding specialists). 
    Capital Aslt 4→6, Phas 35→33. Cruiser Aslt 2→3. 
    Destroyer Aslt 0→1.
  - Naxxilian: More raw phaser firepower (direct aggressors). 
    Capital Phas 35→40. Cruiser Phas 20→24.


PHAERAX — Assault Pod Increase
---------------------------------
Had fewer assault pods (6 fleet total) than other boarding 
races (8+) despite "Beams and Assault Pods" lore.

  - Capital: AssaultPod 3 → 5
  - Cruiser: AssaultPod 2 → 3


ATUUK — Primitive Military Reduction
---------------------------------------
Primitive bears had full-size railgun loadouts on 
capital ships. Weapon counts and armor reduced to reflect 
technological limitations.

  - Capital: RailGun 22→15, Armor 40→30
  - Cruiser: RailGun 15→10, Armor 30→25
  - Destroyer: RailGun 8→5


DESSEN — Shadow Warfare Enhancement
--------------------------------------
Already had StealthCloak=1 on capitals and cruisers (good). 
Added ScannerJammer=1 to reinforce shadow warfare identity 
alongside their espionage-focused policy changes.

  - Capital: ScannerJammer 0 → 1
  - Cruiser: ScannerJammer 0 → 1


==========================================================
PIRATE POLICY CHANGES
==========================================================

A full overhaul of all 46 pirate faction policy files. 
Previously, 29 of 37 working pirate files shared identical 
fleet compositions and nearly identical behavioral settings, 
and 9 files were completely broken (all values empty). Pirate 
factions now fall into four distinct archetypes based on 
racial lore, with differentiated combat aggressiveness, fleet 
composition, economic strategy, and tech focuses.


BROKEN FILE REPAIRS
-----------------------------
Nine pirate policy files had all values blank (the game would 
fall back to a generic DEFAULT template with zero tech 
focuses). These have been fully rebuilt:

  Akhemal, Amonkrie, Dessen, Drushocka, Khemal, Lemeresh, 
  Napoar, Ortain, Zakkal


TECH FOCUS CORRECTIONS
---------------------------------
Eleven pirate factions were researching weapons that didn't 
match their race's actual weapon preferences. All pirate tech 
focuses now align with the race's lore-stated weapons:

  Jintus: Shields/DmgCtrl/Missiles → RailGuns/Armor/Shields
  Keskudon: RailGuns/Shields → Torpedoes/Bombardment
  Paratis: AreaWpn/Phasers → Missiles/Armor
  Phaerax: Shields/Missiles → Beams/Assault
  Riktoh: Beams/MainEng → Missiles/Shields
  Tairoshan: DmgCtrl/Recreat → Torpedoes/Fighters
  Tarapin: Medicine/Ion → Missiles/Fighters
  Visareen: Phasers → Missiles
  XHuman: RailGuns → GravBeam/GravArea
  Ylta: GravBeam/Tractor → Beams/Fighters
  Yor: MainEng → Phasers/Bombardment


BEHAVIORAL ARCHETYPES
--------------------------------
All pirate factions have been assigned to one of four 
behavioral archetypes based on racial lore:

AGGRESSIVE RAIDERS (15 races)
  Violent pirate factions that fight hard, capture ships 
  aggressively, harass targets, and build larger fleets. They 
  bid on attack missions but refuse smuggling contracts.

  Profile: WarWill=2+, FleeWhen=4 (shields 20%), 
  MilConstruction=High, CaptureShip=Always, Harass=Y, 
  FleetSize=14, BiggerShips (Cap=10%, Cru=20%)

  Races: Akhemal, Boskara, Dhayut, Drushocka, Gizurean, 
  Keskudon, Mortalen, Naxxilian, Phaerax, Shakturi, Sluken, 
  XHuman, Yor

  Notable extras: Mortalen FleeWhen=5 (never), Dhayut 
  BreakTreaty=3, Boskara/Keskudon/Akhemal enslave 
  populations, Shakturi exterminate


MERCENARY CONTRACTORS (11 races)
  Balanced pirate factions that take attack and defense 
  contracts, accept smuggling missions, and fight competently 
  but disengage at moderate damage.

  Profile: WarWill=1.5, FleeWhen=3 (shields 50%), 
  MilConstruction=Normal, BidAttack=Y, BidDefend=Y, 
  FleetSize=12, BalancedShips (Fri=24%, Des=18%)

  Races: Amonkrie, Caleph, Human, Ikkuro, Khemal, Kiadian, 
  Lemeresh, Ortain, Paratis, Ylta

  Notable extras: Caleph/Ylta build more carriers, Ikkuro 
  always captures ships (boarding specialists), Kiadian 
  higher research priority, Lemeresh higher military 
  construction (powerful ancients), Paratis BreakTreaty=2


SMUGGLER NETWORKS (9 races)
  Economically-focused pirate factions that avoid combat, 
  invest heavily in smuggling infrastructure, and flee at the 
  first sign of trouble. They accept defense contracts but not 
  attack contracts.

  Profile: WarWill=0.5, FleeWhen=2 (attacked), 
  MilConstruction=None, SmuggleLevel=1.5 (high), 
  TradePri=3, FleetSize=8, SmallShips (Fri=28%, Esc=22%)

  Races: Banoserit, Dessen, Haakonish, Jintus, Ketarov, 
  Riktoh, Tairoshan, Teekan, Ugnari

  Notable extras: Dessen uses espionage/sabotage anytime 
  (shadow ops), Riktoh TradePri=4 (most mercantile pirate), 
  Tairoshan high diplomacy gifts (15000), Jintus/Tairoshan 
  seek alliances


OPPORTUNISTIC SCAVENGERS (15 races)
  Timid pirate factions that flee early, operate tiny fleets 
  of small ships, and grab whatever they can. They don't bid 
  on missions and prefer to operate independently.

  Profile: WarWill=0.5, FleeWhen=2 (attacked), 
  MilConstruction=None, BidAttack=N, BidDefend=N, 
  FleetSize=6, TinyShips (Fri=30%, Esc=25%, Cap=3%)

  Races: Abbidon, Ackdarian, Atuuk, Enton, Mechanoid, 
  Napoar, Quameno, Securan, Shandar, Tarapin, Visareen, 
  Wekkarus, Zakkal, Zenox

  Notable extras: Quameno ResearchPri=3 (even pirate 
  Quameno prioritize science), Securan TourismPri=3 
  (hospitality even as pirates), Zenox ResearchPri=2


==========================================================
PIRATE DESIGN TEMPLATE CHANGES
==========================================================

A full overhaul of pirate ship design templates across all 46 
races (493 files affected). Previously, 12 races had no pirate 
templates at all, and the remaining 34 races shared one of six 
near-identical weapon loadouts with no secondary weapons, no 
racial flavor, and no archetype differentiation.


MISSING PIRATE TEMPLATES CREATED (12 races)
------------------------------------------------------
The following races had no pirate/ subfolder in their design 
templates, forcing the game to fall back to empire templates 
that weren't tuned for pirate gameplay. Full pirate template 
sets (28 files each) have been created:

  Banoserit (from Ugnari base), Dessen (from Dhayut), 
  Enton (from Haakonish), Lemeresh (from Ikkuro), 
  Mechanoid (from Gizurean), Napoar (from Mortalen), 
  Ortain (from Jintus), Quameno (from Ketarov), 
  Shakturi (from Boskara), Wekkarus (from Sluken), 
  Zakkal (from Jintus), Zenox (from Kiadian)


PRIMARY WEAPON FIX
-----------------------------
  - Amonkrie: Changed from Beams to Railguns+Missiles 
    (matching lore and policy tech focus)


WEAPON DIFFERENTIATION & SECONDARY WEAPONS
-----------------------------------------------------
All 46 pirate factions now have unique weapon loadouts on 
capitalships, cruisers, destroyers, frigates, and escorts. 
Each loadout includes the race's lore-appropriate primary 
weapon, secondary weapons where lore specifies them, and 
pirate-appropriate boarding equipment (assault pods and 
tractor beams) scaled to the pirate archetype.

Secondary weapons added where previously missing:
  - Boskara/Keskudon/Gizurean/Sluken: Bombardment weapons
  - Akhemal: Bombardment, Area, Ion support
  - Drushocka: Area weapons, Ion cannons, Gravity Area
  - XHuman: Gravity Area weapons
  - Haakonish/Ketarov: Area weapons
  - Abbidon: Area, Ion support
  - Sluken: Ion cannons (intelligence edge)
  - Teekan/Zenox: Ion cannon support
  - Shakturi: Missile support (matching policy)

Fighter bays added to capitalships for fighter races:
  - Caleph, Ylta, Mortalen: FighterBay=3-4 on capitals
  - Securan, Tairoshan, Shandar, Tarapin, Napoar, Zakkal: 
    FighterBay=2 on capitals
  - Tairoshan/Tarapin pirate carriers fixed (were 0 FBay)

Archetype-scaled loadouts:
  - Raiders (Boskara, Dhayut, etc): Heavier weapons, more 
    assault pods (5-6), more tractor beams
  - Mercenaries (Human, Kiadian, etc): Balanced loadouts, 
    standard assault pods (4), tractor beams
  - Smugglers (Haakonish, Dessen, etc): Lighter weapons, 
    fewer assault pods (3), stealth on Dessen
  - Scavengers (Atuuk, Zenox, etc): Lightest weapons, 
    minimal assault pods (3), smallest ship counts

Special pirate identity features:
  - Kiadian pirates: ECM=2 + ScannerJammer=1 (ECM identity)
  - Dessen pirates: StealthCloak=1 + ScannerJammer=1 
    (shadow warfare)
  - Ikkuro/Khemal pirates: Extra assault pods (boarding 
    specialists)
  - Phaerax pirates: 6 assault pods on capitalship 
    (assault focus)
  - Atuuk pirates: Reduced weapon counts (primitive)


PIRATE DEFAULT PLAYSTYLE ALIGNMENT
------------------------------------
The game applies hardcoded behavioral modifiers to pirate 
factions based on the PirateDefaultPlaystyle field in each 
race file (0=Balanced, 1=Raider, 2=Mercenary, 3=Smuggler). 
Twenty races had a playstyle setting that conflicted with 
their pirate policy archetype, meaning the engine's built-in 
modifiers were fighting the policy tuning. All 20 have been 
aligned so the engine reinforces the intended behavior.

Our SCAVENGER archetype maps to Balanced (0), as the game 
has no dedicated Scavenger option.

  Akhemal:    Mercenary → Raider
  Atuuk:      Mercenary → Balanced
  Banoserit:  Balanced  → Smuggler
  Dessen:     Balanced  → Smuggler
  Gizurean:   Mercenary → Raider
  Human:      Balanced  → Mercenary
  Ikkuro:     Balanced  → Mercenary
  Jintus:     Mercenary → Smuggler
  Khemal:     Balanced  → Mercenary
  Kiadian:    Balanced  → Mercenary
  Lemeresh:   Balanced  → Mercenary
  Mortalen:   Mercenary → Raider
  Napoar:     Smuggler  → Balanced
  Paratis:    Balanced  → Mercenary
  Securan:    Smuggler  → Balanced
  Shakturi:   Balanced  → Raider
  Shandar:    Smuggler  → Balanced
  Visareen:   Mercenary → Balanced
  XHuman:     Balanced  → Raider
  Ylta:       Smuggler  → Mercenary


DIALOG CHANGES
-----------------------------------------------------
Also made extensive changes to the races' dialog text
files. There were massive copy-paste / generic dialog
options (Boskara/Sluken; Human/XHuman/Zakkal).

There were also only 5 races with all dialog keys covered.
Most races had partials, meaning they would default to
the generic responses. This creates very bland/boring
interations.

This was fixed.