That machine of yours is jynxed
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About ship names, maybe adding some form of abbreviation of the ship's type before the class would help?
eg, COL Conestoga Class, CON Berlin Class, CRU Enterprise Class, etc.
About the moons issue, it only makes larger systems even larger, and smaller systems don't really benefit all that much. Smaller systems have lower pops, so they take longer to build the habitation modules, and they generally have less moons, so they get a lower increase in pop. They'll probably have less energy available too (if they're made to take energy). Larger systems benefit a lot more from this, for the same cost, which is exorbitant for what it does, taking 25~40 turns to build.
One aspect that hasn't probably been considered yet: what happens when you sabotage the habitation modules? Pop will die, but *which* pop? If it's pop allocated to farms or power plants, that's additional problems.
Type 1 University is producing 12000 research (instead of 12). Probably a leftover from testing. Just a heads-up for the next release.
I read somewhere that systems would always get at least one colonisable planet. I got a system with absolutely no planets, asteroids, nothing: Max Pop 0, Growth 0%. Also got some with asteroids, and/or gas giants only. Nothing against it, just checking if it's intended.
The +X% Industry bonus [Ministry of Justice (Rakhar), Replicator Plants, etc.] only applies to production from structures, not to pop-related base industry. Just an observation, as it is kind of misleading (because of the base industry from population that was introduced in Supremacy).
+x% Growth Rate structures: they seem too expensive for their benefits (a % on the %, something like ~+0.2 or 0.3%). Most of them don't have an energy cost, and/or have another bonus, but look at Ice Breaking Stations. True you can toggle it off once the planet reaches max pop, but that's yet another reason to make this structure odd. Even with a future possible use due to a pop decrease event.
None of the minors' special structures have any tech requirements (except the shipyards), so they can be built as soon as they join your empire. Granted they usually have a high cost, but still, it's inconsistent. In fact, I think it's the other way around, it's most of the empires' structures that are only unlocked by research to kind of make the research matrix more important (the Reman Dilithium Mines issue, which also applies to say the Starfleet Academy and equivalent structures for the other empires - where do your Officers graduate from?!). There are even descriptions of minors / first contact messages that tell you that they have this and that, and in fact they have the tech, but they have to actually build the structure...
The defense structures of minors don't show in the Encyclopedia, except for their Orbital Batteries.
Also, doesn't make sense that their Orbital Batteries are available to *all* the minors, even those that get none of the defensive structures (because of tech level limitations).
The Research Complete screen displays Orbital Batteries twice, when you get to the point of being able to build them (level 3). They also show twice in the Build List display (for both your native systems and for minors' systems that have joined), one with Obsoleted Items = Orbital Batteries, the other without. The Descriptions are also slightly different, the difference being the word Phaser in the former. One is the empire's (in the case the Federation), the other is the minors'.
If in a minor's system that joined your empire you build their Orbital Batteries first, you still get to build your empire's OBs, so you can have both built. If you build yours first though, theirs are not available for building.
When a minor joins your empire, that system gets both the Basic Shipyard (if not built yet) and the empire's level 1 shipyard as building options. Only one should show. [incidentally, the Basic Shipyard is better than any empire's level 1 shipyard, which is a bit of an oddity]
In a minor system that joins your empire, if you build the Molecular Shield, you can still build the Planetary Shield (doesn't obsolete it). You can have the Molecular, Positron, Gravitron, Advanced Gravitron,and Planetary shields, all activated at the same time. [again, most Shields of minors are better than the standard Planetary Shields, some much better, which is even odder]
The Combat Grid (minors) should get the OpS restriction, or you can build as many as you want (in case the default OpS is fixed).
The Tachyon Defense Grid (minors) doesn't have any Prerequisites, or Restrictions. Should also get OpS and HS.
[again, minors seem to benefit more from defensive strucutres than the empires, they have more of them, which are not upgrades]
Molecular Shield, Resistance Network, Basic Shelters, Civilian Reserve (Coridan), Isolinear Scanner: Upgrade Options blank.
Positron Shield, Gravitron Shield: both Upgrade Options and Obsoleted Items blank.
Advanced Gravitron Shield: Obsoleted Items blank.
Global Defense Net should probably give an Anti-Ship Defense (-> Defence) bonus, and not a +% Anti-Ship Defense - if there isn't already an ASDef value, GDN does nothing, and its description sounds silly (and misleading).
Bunker Network (OpS, Home System) upgrades to Resistance Network (OpS, Non-Native System)... inconsistent.
Also, Bunker Network doesn't have the OpE restriction.
Should the minors' defensive structures obsolete this one? Same applies to other stuff.
Surplus Depot has an energy requirement. What happens to mothballed ships when it is toggled off? Seems like one of those structures that you'll only power up when you want to scrap ships (besides the mothballing, if it's actually useful).
Some structures are set to not be universal, but they're not in any empire's techtree: Aquaculture Centre, Commerce Centre, Commercial Exchange, Commercial Hub, Subspace Jammer.
(The Aquaculture Centre could actually help the Romulans at game start)
Low-Grav Resort (Elaysians)
The Non-Native System restriction is not really necessary.
Card Obsidian Order
Is still missing the One Per Empire restriction.
Aquasphere
The description mentions a Biotech research bonus; Statistics says +100 Research (global) though.
Starfleet Intelligence
Doesn't have the One Per Empire restriction. For consistency only.
Starfleet Academy
It's a OpS and OpE facility, shouldn't it also have the Home System restriction?
Fed Gravitic Sensor Array
Doesn't have the One Per Empire restriction. For consistency only.
Fed Global Defense Net
No restrictions whatsoever. Should probably have OpS (in case the default OpS is fixed).
ASDB Complex
The Dilithium restriction is a bit redundant because Sol has the Dilithium bonus by default. Even if it were made not to have, then the facility wouldn't make sense.
Same thing for the Dilithium Cracking Station of the Coridans (BTW, its description text sounds more like a first contact text than the description of a facility of a race which *already* is allied with you...)
Asteroid Sweeper
It kind of overlaps with the Federation's Mining Corps/Geosurvey/Harvesting line of techs (for the Federation only of course, since it's universal).
Trade Centre upgrades to Trade Hub, but Trade Hub does not obsolete Trade Centre. They shouldn't be cumulative.
Trade Centre doesn't have any restrictions (which makes Trade Hub not have too), should probably have OpS (in case the default OpS is fixed). Same happens with the Fed Replicator Plants.
The Cardassian Relocation Program has energy cost 200, and restriction NonNativeSystem, while the Romulan and Federation equivalents have zero and Moons respectively. The Klingons and Dominion don't have these?
The Cardassian Union Broadcast Network doesn't have any Restrictions. Besides the OpS default that is, but if that is fixed, it isn't restricted in number. Since it grants +1 morale empire wide, even the OpS might be a bit much.
The Klingon Mark 1 and Mark 2 Replicators don't have an upgrade/obsoletion link. They also have no restrictions. They're worthless because of the Basic Food Processor, which is supposed to not have any restriction, and is much cheaper and consumes much less energy.
The Klingon Apothecaries doesn't have any restrictions.
Rom Imperial Mining Program doesn't require the system to have Raw Materials. It also has no other requirements.
The Romulan, Klingon and Federation Fleetyards don't require a Native system, the Cardassian and Dominion do. The Romulan one doesn't have a Shipbuilding bonus. Is that intended?
The Utopia Planitia shipyard doesn't have the One Per Empire restriction.
The Data Imaging tech unlocks the Daystrom Institute structure, the description of which says Daystrom was awarded prizes for his studies in Duotronics. It just so happens that the Duotronics tech comes right *after* Data Imaging in the Computers line of research...
TechTrees.xmlThe Axanar, Coridans, Kazon and Tellarites shouldn't have the Basic/Medium/Advanced Shipyards, since their special shipyards are supposed to obsolete them.
The Alsaurians have shipyards but have no ship designs.
The Brekkians have one ship design but no shipyards.
TechObjectDatabase.xml / TechTrees.xmlFor easier reference:
HYDROPONICS_DOME

CARD_HYDROPONICS_DOME
FREE_MARKET

FED_FREE_MARKET
PRIVATE_FARMS

FED_PRIVATE_FARMS
HOLOCENTRE

FED_HOLOCENTRE
AGRICULTURAL_CENTRES

FED_AGRICULTURAL_CENTRES
Ships:All ships should require at least Propulsion 1, which is the Warp Drive (probably Construction and Weapons 1 too, while at it). The Outpost I should also probably require Construction and Weapons 1.
Federation New York Class
Upgrade Options reads Berlin Class (which is the predecessor, Obsoleted Item).
Dominion Battle Cruiser III
Has Range = 0.
A bunch of Cardassian ships have no Dilithium cost.
All Cardassian colony ships have no Work Capacity set, that's why they can't colonise. The Federation Colony Ship III has the same problem. It's easy enough to fix (TechObjectDatabase.xml).
I was under the impression that you said that Federation colonies were supposed to be the best, but the Work Capacity of their colony ships is actually the worst (25 vs 50 for everyone else in Colony Ship I, 50 vs 100/150 in Colony Ship II). That means the colonies start with not only half the pop of others, but also half the initial structures (as they're related).
The Romulan Transport Ship II has Work Capacity = 50 (same as the I), it should probably be 100 like every other empire (the III has 150).
The Colony Ship II for the Klingons and Dominion (they don't have the III) have the same Build Cost (approx.), Raw Materials and Crew as regular IIs, even though they have the Work Capacity of IIIs (and are armed). Maybe an intermediate value?
The Federation Colony Ship I has a value for Population Health, no other colony ship in the game does. Intended?
The Romulan Colony Ship III is a bit on the cheap side, when compared to the others.
Acamarian Raider I: are the Scan Power and Sensor Range values switched?
Angosian Transport: no Crew.
Bilanaian Destroyer: no Tech preReqs, Type = Colony.
Boslic Transport II: no Dilithium cost.
Breen Battlecruiser III: ClassName = Breen Corasta Class

Corasta.
Brekkian Transport: no Tech preReqs.
Bynar Cruiser: Type = Colony.
Caldonian Explorer: Type = Colony.
Denobulan Frigate: Range = 0, no Maneuverability value.
Dosi Cruiser: no Tech preReqs.
Minors:Acamarians
They're described as "With the military infrastructure that they have, they are more than capable of defending their homeworld.", and they're considered Developed, but their techtree only includes the Civilian Reserve and Resistance Cells defensive techs (plus the Orbital Batteries).
Algolians
Should the Algolians be Backward techwise, with the minor structures they get (compared to other minors) and the gift for intellectual capacity they're described as having?
Cytherans
They're supposed to be made of pure energy, but they can build all of the defensive structures for minors (probably because of the Supreme tech rating).
HomeSystems.xml:Arbazan
Arbaza I should be called Arbaza, according to the race's description.
B'Omar
Their homeworld: Bomar

B'Omar
Ba'ku
Their homeworld: Ba'Ku

Ba'ku
Elaysians
Elaya III should be called Elaya, according to the race's and Low-Grav Resort descriptions.
Ferengi
Races.xml, is their homeworld really supposed to be the Oceanic planet, or should it be the Jungle planet instead? The system has both set as mandatory.
Yaderans
Swap homesystem (Yadera Prime) and homeworld (Yadera) names.
Races whose Inhabitants are set as Humans:
Baneans, Malcorians, Mintakans, Pakled
Races that don't force the class of the homeworld:
Bothans, Coridans, Dosi, Sheliak (system has no planets AT ALL)
Star system name and type not defined:
Tilonians
Unnecessary <Planet /> tags (probably leftovers from editing):
Zibalians, Ventaxians, Ullians, Tilonians, Tanugans, Talosians, Takarans, Sikarians, Rutians, Ramatians, Wadi, Trill, Tholians, Tellarites, Son'a