﻿'Distant Worlds Race file - 1.9.5.0



'Name: name of the race
Name			;Hiigaran

'Picture index: index of picture used for this race from race pictures contained in Images\units\races\ folder or Customization\YourTheme\raceImages\ folder
PictureIndex	;40

'Race Family: the RaceFamilyID of the race family that this race belongs to. Should match a race family in raceFamilies.txt
RaceFamily		;0

'Reproduction rate: base rate of population growth. This rate is also modified by other external factors
ReproductionRate	;1.18

'Intelligence: intelligence level (normal = 100). This factor influences research rate and smartness of interaction with other empires
Intelligence	;110

'Aggression: aggression level (normal = 100). This factor influences interaction with other empires, level of military ship building
Aggression		;110

'Caution: caution level (normal = 100). This factor influences interaction with other empires, level of military ship building
Caution			;110

'Friendliness: friendliness level (normal = 100). This factor influences likelihood of forming treaties with other empires and general interaction with other empires
Friendliness	;110

'Loyalty: loyalty level (normal = 100). This factor influences how likely to stick to treaties with other empires
Loyalty			;120

'Designs picture family index: index of default ships pictures used for this race from ship pictures contained in Images\units\ships\ folder or Customization\YourTheme\shipImages\ folder
DesignsPictureFamilyIndex	;45

'Design names index: index into default design names
DesignNamesIndex		;0



'Ship Maintenance Savings: percentage rate of savings on maintenance costs for ships and bases
ShipMaintenanceSavings	;10

'Troop Maintenance Savings: percentage rate of savings on maintenance costs for troops
TroopMaintenanceSavings	;0

'Resource Extraction Bonus: percentage rate of speed increase for all mining operations
ResourceExtractionBonus	;10

'War Weariness Attenuation: percentage rate of reduction in war weariness
WarWearinessAttenuation	;20

'Satisfaction Modifier: percentage rate of happiness bonus at colonies
SatisfactionModifier	;10

'Research Bonus: percentage rate of speed increase for research
ResearchBonus			;0

'Espionage Bonus: percentage rate of skill bonus for all intelligence missions
EspionageBonus			;0

'Trade Bonus: percentage rate of bonus for colony income
TradeBonus				;0



'Overall Ship Design Focus: 0=Balanced, 1=Speed/Agility, 2=Power, 3=Efficiency
OverallShipDesignFocus	;0

'Tech Focus 1: 0=None, 1=Beams, 2=Phasers, 3=Rail Guns, 4=Torpedoes, 5=Bombard Weapons, 6=Missiles, 7=Area Weapons, 8=Ion Weapons, 9=Fighters, 10=Armor, 11=Shields, 12=Reactors, 13=Main Thrust Engines, 14=Vectoring Engines, 15=HyperDrives, 16=Hyper Disruption, 17=Construction, 18=Damage Control, 19=Targetting, 20=Countermeasures, 21=Sensors, 22=Medicine, 23=Recreation, 24=Tractor Beams, 25=Assault Pods, 26=Graviton Beams, 27=Gravity Area Weapons, 28=Super Beam Weapons, 29=Super Area Weapons
TechFocus1				;3

'Tech Focus 2: 0=None, 1=Beams, 2=Phasers, 3=Rail Guns, 4=Torpedoes, 5=Bombard Weapons, 6=Missiles, 7=Area Weapons, 8=Ion Weapons, 9=Fighters, 10=Armor, 11=Shields, 12=Reactors, 13=Main Thrust Engines, 14=Vectoring Engines, 15=HyperDrives, 16=Hyper Disruption, 17=Construction, 18=Damage Control, 19=Targetting, 20=Countermeasures, 21=Sensors, 22=Medicine, 23=Recreation, 24=Tractor Beams, 25=Assault Pods, 26=Graviton Beams, 27=Gravity Area Weapons, 28=Super Beam Weapons, 29=Super Area Weapons
TechFocus2				;9

'Native planet type: 0=Continental, 1=MarshySwamp, 2=Desert, 3=Ocean, 4=Ice, 5=Volcanic
NativePlanetType		;2

'Special Component: -1 = None, 0 or greater = ComponentId of special component. Be careful not to set a special component to a race that is also required by other races
SpecialComponent		;-1

'Research Project Order: scripted research project path. Comma-delimited list of Research Project IDs here will be researched in the specified order. Once list is completely researched, remaining projects will use default AI research pathing
'  separate paths for Weapons, Energy and HighTech research trees
WeaponsResearchProjectOrder		;67, 293, 57, 51, 6, 48, 324, 330, 486, 304, 553, 555, 318, 305, 319, 472, 63, 276, 306 
EnergyResearchProjectOrder		;123, 95, 105, 363, 166, 465, 477, 479, 115, 106, 167, 501, 96, 74, 133, 145, 116, 107, 172 
HighTechResearchProjectOrder	;212, 219, 227, 364, 249, 253, 262, 269, 188, 182, 204, 198, 456, 224, 446, 258, 442, 220 

'Special Government: -1=NONE, 0 or greater = GovernmentId of special government
SpecialGovernment		;-1

'Preferred Starting Government: -1=No preference, 0 or greater = GovernmentId of preferred government
PreferredStartingGovernment	;-1

'Disallowed Governments: comma-separated list of GovernmentIds that this race cannot normally use
DisallowedGovernments	;

'Can Change Government: Y/N value. Determines whether race can manually change governments during the game
CanChangeGovernment		;Y

'Expanding: indicates whether this race will colonize new planets or not (Y/N). Set this to 'N' to create a static empire that does not colonize
Expanding				;Y

'Can be Pirate: indicates whether this race can be a pirate faction or not (Y/N)
CanBePirate				;N

'Can be Normal Empire: indicates whether this race can be a normal empire or not (Y/N)  (e.g. may set as only CanBePirate, but not CanBeNormalEmpire)
CanBeNormalEmpire		;Y

'Playable: indicates whether this race can be selected by the player as their empire's race at start of game or not (Y/N)
Playable				;Y



'Periodic Change Interval: number of years between change to racial characteristics (defined below), 0=no periodic changes
PeriodicChangeInterval		;0

'Periodic Change Length: number of years changed racial characteristics last (defined below), 0=no periodic changes
PeriodicChangeLength		;0

'Periodic Factors - Growth: periodic change to growth rate
PeriodicFactorsGrowth		;1.0

'Periodic Factors - Aggression: periodic change to aggression level
PeriodicFactorsAggression	;100

'Periodic Factors - Caution: periodic change to caution level
PeriodicFactorsCaution		;100

'Periodic Factors - Friendliness: periodic change to friendliness level
PeriodicFactorsFriendliness	;100

'Race event that occurs during change cycle: 0=None, 1-28=events (see Modding Guide)
PeriodicChangeCycleEvent	;0



'Ship Size Factor Civilian - resize factor for maximum civilian ship sizes
ShipSizeFactorCivilian		;1.0

'Ship Size Factor Military - resize factor for maximum military ship sizes
ShipSizeFactorMilitary		;1.1

'Disallowed Research Areas 1,2,3: areas that this race cannot research: 0=None, 1=Torpedoes, 2=Missiles, 3=Area Weapons, 4=Ion Weapons, 5=Fighters, 6=Armor, 7=Hyper Disruption, 8=Sensors
DisallowedResearchArea1		;0
DisallowedResearchArea2		;0
DisallowedResearchArea3		;0

'Disallowed ComponentIds: comma-separated list of component Id values that cannot be researched by this race
DisallowedComponentIds		;

'Additional Intelligence Agents: number of extra intelligence agents allowed above normal limit
AdditionalIntelligenceAgents	;0

'Construction Speed Factor: increase or decrease construction speed. Faster construction speeds can especially affect colonization, allowing fast building of new colony ships. Minimum value = 0.3. Maximum value = 3.0
ConstructionSpeedFactor		;1.2

'Default primary color: 0-19
DefaultPrimaryColor			;1

'Default secondary color: 0-20
DefaultSecondaryColor		;8

'Default flag design: 0-38
DefaultFlagDesign			;41

'Name of ancient home system
HomeSystemName				;Hiigara

'Troop strength: raw strength of new troops for this race. Minimum value = 50. Maximum value = 200
TroopStrength				;121

'Troop name: default troop name, e.g. if 'Strike Battalion' then troops named '1st Strike Battalion', etc
TroopName					;Infantry Battalion
TroopNameArmored			;Armored Division
TroopNamePlanetaryDefense	;Security Force
TroopNameSpecialForces		;Marine



'ResourceId: -1=None, 0-XX (which resource, see Modding Guide)
'ResourceEffect: 0=None, 1=HappinessBonus, 2=DevelopmentBonus, 3=ConstructionSpeedIncrease, 4=RecruitedTroopStrengthIncrease, 5=ResearchBonusWeapons, 6=ResearchBonusEnergy, 7=ResearchBonusHighTech, 8=PopulationGrowthRate, 9=WarWearinessReduction, 10=IncomeBonus, 11=BaseMaintenanceLowered
'ResourceAmount: amount of effect, may be percentage
'		- HappinessBonus: value from 0-20
'		- DevelopmentBonus: value from 0-20
'		- ConstructionSpeedIncrease: percentage from 0-100
'		- RecruitedTroopStrengthIncrease: value from 0-100
'		- ResearchBonusWeapons: percentage bonus from 0-10
'		- ResearchBonusEnergy: percentage bonus from 0-10
'		- ResearchBonusHighTech: percentage bonus from 0-10
'		- PopulationGrowthRate: percentage from 0-100
'		- WarWearinessReduction: percentage decrease from 0-100
'		- IncomeBonus: percentage from 0-100
'		- BaseMaintenanceLowered: percentage from 0-100
'ResourceAppliesOnlyToSource: effect only applies when resource is naturally occurring at colony (i.e. mined here)
Resource1Type		;40
Resource1Effect		;1
Resource1Amount		;5
Resource1AppliesOnlyToSource		;N
Resource2Type		;0
Resource2Effect		;4
Resource2Amount		;5
Resource2AppliesOnlyToSource		;N
Resource3Type		;14
Resource3Effect		;2
Resource3Amount		;5
Resource3AppliesOnlyToSource		;N

'Victory Conditions 1-5
'Type: 0=None, 1-58 (types defined in Modding Guide)
'Value: value used to modify condition, e.g. percentage threshold
'Proportion of Total: percentage proportion of overall race victory value - all conditions should total to 100%
'Additional Data: any extra info required by condition
'			- PlanetTypes: 0=None, 1=Continental, 2=MarshySwamp, 3=Ocean, 4=Desert, 5=Ice, 6=Volcanic
'			- ShipTypes: 0=None, 1=CapitalShip, 2=Carrier, 3=ResupplyShip
'			- CreatureTypes: 0=None, 1=GiantKaltor, 2=SpaceSlug, 3=SandSlug, 4=Ardilus, 5=SilverMist
'			- ResearchIndustry: 0=None, 1=Weapons, 2=Energy, 3=HighTech
'			- Wonder: -1=None, 0-XX=PlanetaryFacilityID of wonder from facilities.txt

' Control your Homeworld
Condition1Type			;1
Condition1Value			;0
Condition1Proportion	;30
Condition1AdditionalData;0

' Control the largest Continental World
Condition2Type			;3
Condition2Value			;1
Condition2Proportion	;20
Condition2AdditionalData;1

' Control the largest Desert World
Condition3Type			;3
Condition3Value			;1
Condition3Proportion	;20
Condition3AdditionalData;4

' Control 25% of all Continental Worlds
Condition4Type			;2
Condition4Value			;25
Condition4Proportion	;15
Condition4AdditionalData;1

' Control 25% of all Desert Worlds
Condition5Type			;2
Condition5Value			;25
Condition5Proportion	;15
Condition5AdditionalData;4


'Race Events 1&2
'Type: 0=None, 1-28=events (see Modding Guide)
'Frequency: proportion of time event will be triggered when chance arises

' character trait
RaceEvent1Type			;13
RaceEvent1Frequency		;1.0

' scientific breakthrough
RaceEvent2Type			;17
RaceEvent2Frequency		;1.0



'random character appearance chance: Minimum=0, Normal=1.0, Maximum=3.0
CharacterRandomAppearanceChanceLeader			;0.25
CharacterRandomAppearanceChanceAmbassador		;1.0
CharacterRandomAppearanceChanceGovernor			;1.3
CharacterRandomAppearanceChanceAdmiral			;1.3
CharacterRandomAppearanceChanceGeneral			;1.0
CharacterRandomAppearanceChanceScientist		;1.0
CharacterRandomAppearanceChanceIntelligenceAgent;1.0
CharacterRandomAppearanceChanceShipCaptain		;1.3
CharacterRandomAppearanceChancePirateLeader		;1.0

'character starting traits: 0=None, 1-XX = specific trait (see Modding Guide)
CharacterStartingTraitLeader				;0
CharacterStartingTraitAmbassador			;0
CharacterStartingTraitGovernor				;0
CharacterStartingTraitAdmiral				;0
CharacterStartingTraitGeneral				;0
CharacterStartingTraitScientist				;0
CharacterStartingTraitIntelligenceAgent		;0
CharacterStartingTraitShipCaptain			;0
CharacterStartingTraitPirateLeader			;0

ResearchColonizationCostFactorContinental	;0.5
ResearchColonizationCostFactorMarshySwamp	;1.0
ResearchColonizationCostFactorOcean			;3.0
ResearchColonizationCostFactorDesert		;0.25
ResearchColonizationCostFactorIce			;2.0
ResearchColonizationCostFactorVolcanic		;4.0

ColonyConstructionSpeedFactorContinental	;1.0
ColonyConstructionSpeedFactorMarshySwamp	;1.0
ColonyConstructionSpeedFactorOcean			;1.0
ColonyConstructionSpeedFactorDesert			;1.33
ColonyConstructionSpeedFactorIce			;0.67
ColonyConstructionSpeedFactorVolcanic		;0.5

ColonyPopulationPolicyGrowthFactorExterminate	;1.0

'usually avoid natural disasters at specified colony type: 0=None, 1=Continental, 2=MarshySwamp, 3=Ocean, 4=Desert, 5=Ice, 6=Volcanic
ImmuneNaturalDisastersAtColonyType		;0

SpaceportArmorStrengthFactor			;1.0
KnownStartingGalacticHistoryLocations	;0
TourismIncomeFactor						;1.0
FreeTradeIncomeFactor					;1.0
MigrationFactor							;1.0
TroopRegenerationFactor					;1.0

'Pirate Default playstyle: 0=Balanced, 1=Pirate, 2=Mercenary, 3=Smuggler
PirateDefaultPlaystyle					;0

'Designs picture family index when race is Pirate: index of default ships pictures used for this race from ship pictures contained in Images\units\ships\ folder or Customization\YourTheme\shipImages\ folder
'-1 = default random pirate ship images, 0-50 = normal ship design family index
DesignsPictureFamilyIndexPirates		;22

ImmuneToPlagues							;N
