Master of Orion/Racial personalities

There are six settings for personality, which determine the diplomatic style of AI-controlled races.
 * Ruthless: Ruthless leaders attack with little or no provocation and will sacrifice starships and people to achieve their goals.
 * Erratic: Erratic leaders are unpredictable. One year they may be peaceful, the next year they will go to war over any excuse.
 * Xenophobic: Xenophobic leaders distrust everyone, halving the effects of positive diplomacy and doubling the diplomatic penalties of hostile actions.
 * Aggressive: Aggressive leaders will attack any time they reach a favorable position.
 * Pacifistic: Pacifistic leaders are eager to maintain peaceful relations. They rarely attack. When at war, they will sue for peace more rapidly.
 * Honorable: Honorable leaders will not attack those they are on good terms with. They react twice as strongly to unprovoked attacks and sabotage.

There are also six settings for strategy, which determine the production emphasis of AI-controlled races.


 * Diplomat: Diplomats concentrate on trade with allies and espionage with enemies. They seek a balance between military buildup, ecological maintenance, and technological research.
 * Militarist: Militarists seek to develop weapons technology. They will build and maintain a large star fleet at all times.
 * Technologist: Technologists focus resources on research, seeking to advance their knowledge in all areas.
 * Ecologist: Ecologists emphasize improving their environment. They concentrate research on planetology and construction, while prioritizing terraforming projects.
 * Industrialist: Industrialists emphasize factory construction. They prioritize research into areas that will increase production capacity.
 * Expansionist: Expansionists hunger for territory. They emphasize propulsion and planetology technology and the building of colony ships. They tend to be aggressive in border disputes over recently settled lands, but hold less interest in attacking well defended worlds.

Each race has a default objective and two alternates. The default occurs most of the time (60%), but the others show up occasionally (20% each).