This is a mod for the turn-based space strategy game Space Empires IV, developed by Malfador Machinations, and published by Strategy 1st.

The AI is based on AI from the TDM Modpack. Requires the latest version of the Imagemod.

The mod adds the following racial traits:
Drone Masters
Megascale Masters
Stealth Masters
War Masters
Travel Masters
Troop Masters
Assimilation Masters
Fighter Masters
Defense Masters
Resource Masters
Psych Masters
Trek Masters

Revision History:
1.51
increased range and decreased size of Disruptor Cannon
decreased range of Trek torpedos and Assimilation torpedos to a more sane level
increased Assimilation Torpedo to-hit penalty to -20%

1.5: Where No Master Has Gone Before
fixed Praetorian AI -- wasn't using Resource Masters
fixed Crew Quarters Node - Auxiliary Control ability would only let you add 1 per ship
moved 10 intel point generation from Bridge Cluster to CQ Node
increased strength of Assimilation Torpedo
added Hardened Shield Mount to Defense Masters
fixed Hyperspace Jump Gate tech levels
fixed Eee AI -- wasn't selecting advanced racial traits for 5000pts
added Trek Masters trait
added Borg, Federation, Romulan, and Klingon races (special thanks to Atrocities)
AI for Borg and Federation optimized for Trek Masters trait
added Hot Rodded hull sizes to Travel Masters
added Highliner hulls to Megascale Masters
added Central Control Cluster to Assimilation Masters (They were just too vulnerable to Subversion cascades)
increased the size of the Megastation to 5000kt
reduced Ship Construction requirement for Transport Barge to 4
decreased cost of Remote Assimilation
increased tech requirement of Blanket Cloak
(special thanks to Pax for the following additions)
re-balanced Megascale facilities
re-balanced Orbital Academy
added Orbital Battle School
added Mega Space Yard Facility
added Mega Space Yard component
reduced size of Scrith

1.4
Yes, that's right. We've skipped a version number.

1.3
added Mind Static Shield facility to Psych Masters
fixed bug with Psychological Defenses that prevented the mod from loading

1.2: Foundation and Masters
added Psych Masters racial trait
fixed Structural Integrity Field bug

1.1
added defensive bonus to Drone Master drones
added supply storage ability to Strategic Drones

1.0
Initial release

Drone Masters
    Your race has mastered the art of using and constructing drone units. You start will small tactical drones that you can build in large numbers. Standard drone hulls can be made incredibly powerful due to the small size of your drone components.

        * Drone Engines
        * Drone Mini Warhead
        * Drone Submunition
        * Drone Magazine
	  * Drone Control Unit
        * Tactical Drones
        * Strategic Drones

Megascale Masters
    Your race has mastered the art of managing huge megascale construction projects. Your economy will get an early boost from the construction of space elevators, and larger ship hulls will help you as the game progresses. Persistent research into resource generation technologies will yield Arcologies and Orbital facilities, huge cities that generate a tremendous ammount of resources. You will also find the construction of ringworlds is actually within your reach during a long game... if you last that long. (had to nix space habitats and artificial planets due to technical probs)

        * Space Elevator
        * Arcology
        * Orbital Tower
        * Orbital Ring
        * Battlemoon
        * Megastation
	  * Artificial Moon
        * Heavy Colony Ship
        * Transport Barge
        * Scrith
        * Diamond Nanocables
        * Small & Medium Ringworld Generators
	  * Highliner hull sizes
	  * Mega Space Yard facility and component

Stealth Masters
    Your race has mastered the art of stealth technology. The stealth scout hull will give you an early exploration advantage and allow you to form invisible wolfpacks to attack your opponent's logistical assets, while powerful cloaking devices will help your battlefleets later on.

        * Stealth Module
	  * Target Scrambler
	  * Holo-Scrambler
        * Blanket Cloak
	  * Smoke Screen Generator
        * Planetary Cloaking Device
        * Stealth Scout
        * Stealth Fighter

War Masters
    Your race has mastered the art of war. You have access to high tech tracking and defense systems that will let your fleets strike at will throughout the galaxy, and render them more effective than fleets twice their size. Seeker and torpedo hardpoints will let your ships strike first and ask questions afterwards.

        * Command and Control
        * Logistics Command
        * Data Hub
	  * Orbital Battle School
        * Orbital Academy
        * Shield Buster Missile
        * Seeker & Torpedo Hardpoints
        * Seeker Decoy
        * Chaff Dispenser
        * Flak Gun
        * Armor Piercing DUC

Travel Masters
    Your race has mastered the art of interstellar travel. Rocket Boosters and external fuel tanks will let you build one-shot colony ships, giving you an early colonization advantage. Your ships are the fastest in the galaxy, and later tech levels open up new methods of transportation that are simply beyond the understanding of your galactic counterparts. (removed Light Sail due to AI conflicts)

        * Warp Engine
        * Inertial Dampener
        * Rocket Booster
        * Hyperdrive
        * Fuel Cell
        * Nuclear Reactor
        * Antimatter Reactor
        * Hyperspace Jump Gate
	  * Disposable Fuel Tank
	  * Hot Rodded ship hulls

Troop Masters
    Your race has mastered the art of ground warfare and space-based invasions. You can start building troop units at the very start of the game, and armored drop pod components will help your invasion forces pass through the initial barrage of defensive fire. Dedicated troop transports and mobile ground command centers will help lead your troops to victory.

        * Armored Transport Module
        * Command, Support, and Comm Relay
        * Prefabricated Fortifications
        * Theater Shield
        * Infantry
        * Armored Vehicle Unit
        * Artillery
        * Electronic Warfare Unit
        * Military Garrison
        * Small - Huge Army

Assimilation Masters
    Your race has mastered the art of ship capture and assimilation. Built-in repair abilities will help you make  those captured ships serviceable again. Specially designed weapons will allow you to capture enemy vessels from a distance, and assimilation facilities will help you break down and analyze captured technology.

	  * Bridge Control Cluster
	  * Life Support Cluster
	  * Crew Quarters Node
        * Assimilation Torpedo
        * Assimilation Nanites
        * Assimilation Squad
        * Mobile Vinculum
	  * Small Nanite Injector
        * Deconstruction Facility
	  * Planetary Nexus
	  * Planetary Assimilation Unit
	  * Remote Ship Assimilation
	  * Remote Planet Assimilation
	  * Central Control Cluster

Fighter Masters
    Your race has mastered the art of fighter and carrier-based combat. Your tactical fighters are cheap and numerous enough to overwhelm any attackers, and the supercarrier hull can act as a mobile command center.

        * Fighter Supply Tanks
        * Launch Rail
        * Tactical Fighters
        * Strategic Fighters
        * Strategic Bombers
        * Escort Carrier
        * Supercarrier
	  * Fighter Control System
	  * Fighter Atmosphere Controls
	  * Fighter Engines
	  * Fighter Missile
	  * Fighter Autocannon

Defense Masters
    Your race has mastered the art of defensive thinking. Your ships are tough and use dense hull reinforcements, and the different types of shields and armor available to you will force your enemy to rethink their offensive strategy. You are also able to protect your core worlds with planetary shields.

        * Leaky Armor
        * Navigational Shield Generator
        * Structural Integrity Field
        * Stasis Field
        * Shield Receptor
        * Basic Armor
        * Planetary Shield (& Phased) Generator
        * Planetary Shield Projector
	  * Hardened Shield Mount

Resource Masters
    Your race has mastered the art of gathering and refining resources. Special facilities will enhance your planet-based economy, while resource-generating space stations and Resource Ships let you generate resources without relying on colonization.

        * Orbital Foundry, Refinery, and Hydroponics
        * Minerals Enrichment Facility
        * Ecological Sanctuary
        * Irradiation Facility
        * Ecology Center
        * Resource Ship

Psych Masters
    Your race has mastered the science of psychology. Your race's acute knowledge of the psyche gives you an early happines bonus. You'll also have access to techs that can demoralize your opponent, or persuade them to do things for you. Later research will uncover the science of Psychohistory, which lets you tweak galactic events to suit you.

        * Government Center
        * Legislative Center
        * Great Monument - just for fun
        * Immigration Center
        * Advanced Psychology
        * Psychology Cell
        * Encyclopedia Foundation
	  * Mentalist Enclave
        * Gaia Facility
        * Psychological Interpretation Intel
        * Emotional Influence Intel
        * Psychological Defenses
	  * Mind Static Shield

Trek Masters
	Your race has mastered the use of technology found in the Star Trek universe. In addition to normal SE4 techs, your race will be able to use powerful weapons like Phasers, Disruptors, and Photon Torpedos to help you crush your enemies, as well as efficient propulsion systems like Warp and Transwarp Drive, and Leaky Shields.
        * Warp Engine
        * Laser Cannon
	  * Phaser
	  * Disruptor Cannon
	  * Warp Core
	  * Photon Torpedo
	  * Quantum Torpedo
	  * Trek Shield Generator (leaky)
	  * Multiphasic Shields (leaky)
