Thanks for praise!
Below an overview of the extra abilities that the MOO2 1.31 hands out for the different races on Hard and IMP level. These sets are fixed and chances to get a set are 1/3.
The game always forces these abilities, no matter how you design your race. Example, if you would design the Gnolam to be UNI, the game will make them DEMO in 2 of 3 sets on IMP, regardless.
Am trying to localize the code for these extra sets now, so I can mod these.
It is a real pitty for example that Alkari are made Feudal 1/3 and Democracy 1/3 on IMP level.
Also the vanilla Sillicoid are Lithovore, and on IMP they are made Uni in 1 case!? Mindboggling and it was the reason I made Silicoid no longer Lith in ICE 10.
Also you can play with this mechanic to your advantage, for example Klackon are made 1 set F+2, P+2, RHW and second set P+2, Aqua. So I replaced their base F+1, P+1 with other abilities growth and sub, resulting in a 2/3 chance to get an awesome OP race on IMP level.
Bulrathi and Sakkra are made Repulsive in 2 out of 3 sets, which is why I made the base races Rep. so I could use these points to buy other abilities. Btw, I think Repulsive is one of the worst traits for an a.i. to have (apart from -money and -growth), coz it then cannot swap techs with other a.i. which is the reason the vanilla Silicoid always exand greatly but get stuck in mid game with crappy techs. (well, the root cause is offcourse that a.i. has little clue how to do research in the first place, but at least all the tech swapping mitigates this shortcoming)