﻿'Distant Worlds Race file - 1.9.5.0



'Name: name of the race
Name		;Zenox

'Picture index: index of picture used for this race from race pictures contained in Images\units\races\ folder or Customization\YourTheme\raceImages\ folder
PictureIndex		;10

'Race Family: the RaceFamilyID of the race family that this race belongs to. Should match a race family in raceFamilies.txt
RaceFamily		;5

'Reproduction rate: base rate of population growth. This rate is also modified by other external factors
ReproductionRate		;1.17

'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		;90

'Caution: caution level (normal = 100). This factor influences interaction with other empires, level of military ship building
Caution		;129

'Friendliness: friendliness level (normal = 100). This factor influences likelihood of forming treaties with other empires and general interaction with other empires
Friendliness		;87

'Loyalty: loyalty level (normal = 100). This factor influences how likely to stick to treaties with other empires
Loyalty		;105

'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		;21

'Design names index: index into default design names
DesignNamesIndex		;9



'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		;0

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

'Satisfaction Modifier: percentage rate of happiness bonus at colonies
SatisfactionModifier		;20

'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		;3

'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		;4

'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		;11

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

'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		;36

'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, 33, 6, 51, 324, 330, 344, 34, 15, 318, 336, 486, 35, 16, 504, 472, 30, 506, 17, 68, 31, 32, 584, 585, 275 
EnergyResearchProjectOrder		;123, 95, 105, 465, 363, 166, 477, 479, 86, 167, 501, 106, 115, 107, 133, 145, 74, 87, 172, 116, 163, 164, 88, 165, 75 
HighTechResearchProjectOrder    ;212, 227, 219, 364, 249, 253, 188, 182, 204, 446, 258, 442, 228, 456, 198, 213, 224, 220, 225, 236, 238, 199, 413, 237, 454 

'Special Government: -1=NONE, 0 or greater = GovernmentId of special government
SpecialGovernment		;8

'Preferred Starting Government: -1=No preference, 0 or greater = GovernmentId of preferred government
PreferredStartingGovernment		;8

'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

'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		;1.0



'Default primary color: 0-19
DefaultPrimaryColor		;13

'Default secondary color: 0-20
DefaultSecondaryColor		;20

'Default flag design: 0-38
DefaultFlagDesign		;1

'Name of ancient home system
HomeSystemName		;Zenox

'Troop strength: raw strength of new troops for this race. Minimum value = 50. Maximum value = 200
TroopStrength		;104

'Troop name: default troop name, e.g. if 'Strike Battalion' then troops named '1st Strike Battalion', etc
TroopName					;Zenox Guard
TroopNameArmored			;Zenox Warrior
TroopNamePlanetaryDefense	;Zenox Battery
TroopNameSpecialForces		;Zenox Commando



'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		;29
Resource1Effect		;1
Resource1Amount		;5
Resource1AppliesOnlyToSource		;N
Resource2Type		;17
Resource2Effect		;2
Resource2Amount		;5
Resource2AppliesOnlyToSource		;N
Resource3Type		;2
Resource3Effect		;4
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
Condition1Type		;24
Condition1Value		;0
Condition1Proportion		;25
Condition1AdditionalData		;22

Condition2Type		;53
Condition2Value		;100
Condition2Proportion		;25
Condition2AdditionalData		;0

Condition3Type		;4
Condition3Value		;0
Condition3Proportion		;25
Condition3AdditionalData		;0

Condition4Type		;17
Condition4Value		;0
Condition4Proportion		;15
Condition4AdditionalData		;0

Condition5Type		;18
Condition5Value		;0
Condition5Proportion		;10
Condition5AdditionalData		;0



'Race Events 1&2
'Type: 0=None, 1-28=events (see Modding Guide)
'Frequency: proportion of time event will be triggered when chance arises
RaceEvent1Type		;28
RaceEvent1Frequency		;1.0
RaceEvent2Type		;29
RaceEvent2Frequency		;1.0



'random character appearance chance: Minimum=0, Normal=1.0, Maximum=3.0
CharacterRandomAppearanceChanceLeader		;1.0
CharacterRandomAppearanceChanceAmbassador		;1.3
CharacterRandomAppearanceChanceGovernor		;1.0
CharacterRandomAppearanceChanceAdmiral		;0.8
CharacterRandomAppearanceChanceGeneral		;0.8
CharacterRandomAppearanceChanceScientist		;1.3
CharacterRandomAppearanceChanceIntelligenceAgent		;1.0
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		;0.25
ResearchColonizationCostFactorMarshySwamp		;0.5
ResearchColonizationCostFactorOcean		;3.0
ResearchColonizationCostFactorDesert		;1.0
ResearchColonizationCostFactorIce		;2.0
ResearchColonizationCostFactorVolcanic		;4.0

ColonyConstructionSpeedFactorContinental		;1.33
ColonyConstructionSpeedFactorMarshySwamp		;1.0
ColonyConstructionSpeedFactorOcean		;0.67
ColonyConstructionSpeedFactorDesert		;1.0
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		;1.0
KnownStartingGalacticHistoryLocations		;2
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		;24

ImmuneToPlagues		;N
