So I have been working on New Suggestions for each race when it comes to Control Options. I Feel this helps to make each race that much more unique and gives them a cool ability or two to help them out. Let me know what you think and feel free to make other cool suggestions that go along with each races theme!
Racial Special Control Options:
Xeloxi: Pirate Cooperation: Allows them to Select either a Planet or Pirate ship(or fleet) and it falls under Xeloxi control. (Already in the Game now)
Drengin: Labor Camps: Select a population on a planet, this Kills the population but it gives a permanent boost of 10% to production across to board(or maybe 20-30% for just that planet) One thing I feel the drengin still lack is production bonuses, and I feel like they should be among the leaders in this category.(even though they are my least favorite race)
Mimots: Ship Duplication: Select a single ship, and duplicate it but both ships receive a 20% penalty on hitpoints, this just goes along with their already existing theme. but it makes it possible to do some really cool stuff I feel in the end game to help a player balance things out on the higher difficulty levels.
Corporate Sector: Bribe Starbase: Select a starbase they DO NOT control and for 10-20 turns they receive the production from that starbase instead of the player who owns it. I think this just gives them a cool feature that makes sense with their vast wealth.
Terran resistance: Training Simulators: Select a fleet and gives 5 XP for each ship in the fleet. I think this Idea just goes along with their XP Themed Empire already.
Manti: Birthing Pool Fertilization: Select a planet, BAM instant +2 Population
Krynn: Follower of the Way: Select any planet with a single population. This planet influence flips to the Krynn's control(Obviously with a heavy control cost)
Altarian: Harmonize : Select a planet, it gets +20% approval for a short period of time(say 10 turns) and there is a small chance it will turn one of the existing population into an empath(say 2% chance per Intellect point?)
Iconian: Focused Research: When selected, completes 50% of the current research.
Terran: Exploration Drifting: +2 movement to all ships for 10 turns.
Tractor Beam: Select a Military starbase, Enemy ships receive -75% movement through the area for 10 turns
Torian: Defense School: on any Oceanic Planet, this Gives 3 Planetary Defense ships that can't leave the planet.
Navigator: Seize Strategic Resources: Spawns a Constructor ship in the Selected location (I feel this goes along with their theme of Far away expansion, they are always skipping all over and seizing planets in weird locations I have noticed instead of building hubs)
Festron: Food Abundance: Select a world with at least 3 population of a race other then Festron. Convert all population to Festrons at once, gain +20% approval Empire wide for 30 turns, and Gain a Culture point. (I see their culture as a purging the universe type of society and this action would advance them Culturally after such a momentous occasion)
Arcean: Archaic Defense Formations: +20% to all ship defenses for 20 turns (flavor Text: "When something works, Don't fix it")
Yor: Orbital Industry: Selected planet gains 2 yor population
Drath: Fortify the Legions : Select a fleet a gives the fleet +20% hit points
Onyx Hive: Promethium Worlds: Select a planet (dead or other) in the range of a starbase that is mining Promethium, and turn it into a colonizable 5 world or gives +5 tiles on an already existing world in that range
Baratek Grove: Seed the stars: Select a starbase, and any planets within the starbase range get +1 Random tile on them. I do not think this should affect dead worlds as there are places where that would be incredibly broken, creating 7+ level 1 planets