﻿'Distant Worlds Race file - 1.9.0.0



'Name: name of the race
Name						;Lipid

'Picture index: index of picture used for this race from race pictures contained in Images\units\races\ folder or Customization\YourTheme\raceImages\ folder
PictureIndex				;25

'Race Family: 0=Humanoid, 1=Ursidian, 2=Insectoid, 3=Reptilian, 4=Amphibian, 5=Rodent, 6=Machine
RaceFamily					;4

'Reproduction rate: base rate of population growth. This rate is also modified by other external factors
ReproductionRate			;1.25

'Intelligence: intelligence level (normal = 100). This factor influences research rate and smartness of interaction with other empires
Intelligence				;115

'Aggression: aggression level (normal = 100). This factor influences interaction with other empires, level of military ship building
Aggression					;115

'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				;105

'Loyalty: loyalty level (normal = 100). This factor influences how likely to stick to treaties with other empires
Loyalty						;115

'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	;41

'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		;0

'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		;0

'War Weariness Attenuation: percentage rate of reduction in war weariness
WarWearinessAttenuation		;0

'Satisfaction Modifier: percentage rate of happiness bonus at colonies
SatisfactionModifier		;15

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

'Espionage Bonus: percentage rate of skill bonus for all intelligence missions
EspionageBonus				;20

'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
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
TechFocus2					;22

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

'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			;137

'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, 51, 324, 330, 344, 486, 294, 318, 295, 319, 472, 296, 68, 275
EnergyResearchProjectOrder	;123, 95, 105, 363, 166, 465, 477, 479, 115, 106, 167, 501, 96, 74, 133, 145, 116, 107, 172
HighTechResearchProjectOrder;212, 204, 219, 227, 364, 249, 253, 457, 188, 182, 198, 583, 205, 213, 221, 183, 199, 214, 405, 224, 215, 185, 184, 207

'Special Government: -1=NONE, 0 or greater = GovernmentId of special government
SpecialGovernment			;14

'Preferred Starting Government: -1=No preference, 0 or greater = GovernmentId of preferred government
PreferredStartingGovernment	;14

'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		;1.0

'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

'Additional Intelligence Agents: number of extra intelligence agents allowed above normal limit
AdditionalIntelligenceAgents;1

'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		;1.0



'Default primary color: 0-19
DefaultPrimaryColor			;1

'Default secondary color: 0-20
DefaultSecondaryColor		;3

'Default flag design: 0-38
DefaultFlagDesign			;37

'Name of ancient home system
HomeSystemName				;Azul

'Troop strength: raw strength of new troops for this race. Minimum value = 50. Maximum value = 200
TroopStrength				;125

'Troop name: default troop name, e.g. if 'Strike Battalion' then troops named '1st Strike Battalion', etc
TroopName					;Lipid Host Battalion
TroopNameArmored			;Lipid Armored Host
TroopNamePlanetaryDefense	;Lipid Host Defense
TroopNameSpecialForces		;Lipid Host SpecOps



'ResourceType: -1=None, 0-41 (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				;3
Resource1Effect				;2
Resource1Amount				;5
Resource1AppliesOnlyToSource;N
Resource2Type				;15
Resource2Effect				;6
Resource2Amount				;5
Resource2AppliesOnlyToSource;N
Resource3Type				;21
Resource3Effect				;8
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: 0=None, 1=Universal Hive, 2=Galactic Archives, 3=Lava Palace Resort, 4=Underwater Palace

' 20% = Happiest population
Condition1Type				;6
Condition1Value				;0
Condition1Proportion		;20
Condition1AdditionalData	;0

' 20% = Carry out most successful intelligence
Condition2Type				;19
Condition2Value				;0
Condition2Proportion		;20
Condition2AdditionalData	;0

' 20% = Intercept most intelligence missions
Condition3Type				;20
Condition3Value				;0
Condition3Proportion		;20
Condition3AdditionalData	;0

' 20% = 25% of ocean worlds
Condition4Type				;2
Condition4Value				;25
Condition4Proportion		;20
Condition4AdditionalData	;3

' 20% = Own 3 largest Ocean worlds
Condition5Type				;3
Condition5Value				;3
Condition5Proportion		;20
Condition5AdditionalData	;3


'Race Events 1&2
'Type: 0=None, 1-29=events (see Modding Guide)
'Frequency: proportion of time event will be triggered when chance arises

' A Fine Vintage One year Happiness bonus to all colonies that produce Nepthys wine
RaceEvent1Type				;1
RaceEvent1Frequency			;1.0

' Historical Discovery Research boost when explore ruins
RaceEvent2Type				;29
RaceEvent2Frequency			;1.0


'random character appearance chance: Minimum=0, Normal=1.0, Maximum=3.0
CharacterRandomAppearanceChanceLeader			;0.5
CharacterRandomAppearanceChanceAmbassador		;1.3
CharacterRandomAppearanceChanceGovernor			;1.0
CharacterRandomAppearanceChanceAdmiral			;1.0
CharacterRandomAppearanceChanceGeneral			;1.0
CharacterRandomAppearanceChanceScientist		;1.0
CharacterRandomAppearanceChanceIntelligenceAgent;1.3
CharacterRandomAppearanceChanceShipCaptain		;1.0
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		;1.0
ResearchColonizationCostFactorMarshySwamp		;0.5
ResearchColonizationCostFactorOcean				;0.25
ResearchColonizationCostFactorDesert			;3.0
ResearchColonizationCostFactorIce				;2.0
ResearchColonizationCostFactorVolcanic			;4.0

ColonyConstructionSpeedFactorContinental		;1.0
ColonyConstructionSpeedFactorMarshySwamp		;1.0
ColonyConstructionSpeedFactorOcean				;1.33
ColonyConstructionSpeedFactorDesert				;0.67
ColonyConstructionSpeedFactorIce				;1.0
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					;1.2
KnownStartingGalacticHistoryLocations			;0
TourismIncomeFactor								;1.0
FreeTradeIncomeFactor							;1.0
MigrationFactor									;1.0
TroopRegenerationFactor							;1.2

'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				;-1

ImmuneToPlagues									;N
