I am an avid modder of XML in GC2, and I really enjoyed the Super Abilities in GC2, but wished to mod them, and so the new abilities in GC3 create new customization options and challenges. That is, options for new effects and combinations, but challenges in emulating the former super abilities of yore...
I'm already building custom races on a spreadsheet, and updating some favourites I made for GC2. (I made many for GC2, often based upon Traveller, Babylon 5, Star Wars, Star Trek, and other sources, as well as original ones. With GC3 I'm keen to refine my repertoire of civilizations to play/play against!)
So race/civ abilities are on my customization agenda.
Firstly, I don't have a copy of the Beta yet but learned from seeing the tool tips in the Dev Stream casts the following info:
Engineers - ship production always 100% any range from source worlds.
Ancient - gains research from Precursor artifacts.
Patriotic - no approval penalty for empire size.
Star Fairing - immune to Nebulae; 1st SB module free (is that for each SB founded?).
Colonizers - ?
Unwavering - culture flip takes twice as long, i.e. worlds are 2X resistant.
Prolific - 2X initial population when founding colonies.
Paranoid - ?
Zealots - +1 ideology point per planet invaded.
Entrepreneurs - +2 trade routes; both parties gain approval.
Synthetic - pop growth requires factories; capped at 16.
Intuitive - starts with free research.
Unrelenting - no cost to invasions.
Wealthy - starts with tourism enabled + extra credits.
Adaptable - can colonize tier 1 extreme worlds.
Knowledgeable - knows locations of other civs homeworlds.
(Please correct me if necessary; and, any one know what exactly Colonizers, and Paranoid offer?)
So I'm thinking out loud, and making some comparisons between GC2 and GC3:
Super Diplomat (more frequent interaction) - no match apparent in GC3
Super Dominator (spawning extra corvettes when going to war) - no match apparent in GC3
Super Organizer (getting like minded civs to support you if you are attacked) - no match apparent in GC3
Super Warrior (your ships gain first strike) - no match apparent in GC3
Super Breeder - closest match in GC3 is Prolific
Super Isolationist - minimal match in GC3 through Adaptable, but nothing to slow alien ship speeds in one's territory
Super Trader - closest match in GC3 is Entrepreneurs + Wealthy
Super Manipulator (getting other civs to back stab one another) - no match apparent in GC3
Super Hive (factories built very fast) - no match apparent in GC3
Super Adapter - closest match in GC3 is Adaptable
Super Annihilator - no match apparent in GC3, but I hear all tech trees are getting "planet busting" weapons...
Super Spy - closest match in GC3, but it's a stretch, is Knowledgeable
It looks like there's a lot to do/to mod to try and emulate the old Super Abilities, although I am mindful that implementations are intended to be different in the core game of GC3.
Any thoughts? What further abilities do you think are possible through modding, or perhaps forthcoming officially?