Mod: SAR-Species Overhaul V.4.2

Description: The new citizen types are pretty bare bones. This mod tries to flesh them out a little. Currently elves, dwarves, plants, demons, catgirls and vampires have improvements. Catgirl improvements are separate, so people can opt out if they want. Adjusted some stats for other species

Notes: The improvements are meant to emulate the DLC buildings some factions have, but without the random spawning. Picking one will block the others. There is a bug that the dwarven deep city shows up for every species but that is an issue of the vanilla game.

Change Log:

V.4.2
Human Guesthouse correctly spawns entertainers now.
V.4.1
Added new improvs for mushrooms, lizards, felines and canines. Dwarven Warriors Hall is now a player wonder.
V.4
General update for the new patch.
V.3.9
Dwarves can build the Deep City improvement again.
V.3.8
Hellgate now produces energy as it's described of doing that all the time and Megastructures has an energy production stat. Deep City is a colony unique again. Was never intended to be freely buildable.
V.3.7
Humans removed. Added "Frogboy's Workshop" as special improvement for both frog species.
V.3.6
Changed control cost for vampiric embrace to 2. Human base approval is now 50%.
V.3.5
Lowered Zpherian expextations from 25 to 12 as 25 was cripplingly high. Seculoid growth upped to 0.75. Other adjustments to update the mod for the new patch.
V.3.4
Removed Phamshyt. Other adjustments to update the mod for the new patch.
V.3.3
Increased demon resolve. Base approval of demons and lizards now 50%. Humans included. Approval for humamns up from 40 to 45. Reduced the bonus for having Snugglers down from 10% to 3% approval (catgirls 5%) DLC species snuggler bonus set to 3%. Zpherian high expectations reduced from 25 to 8. Elves pollution approval lowered to 33% as the popular image doesn't fit elves caring less about the planet than humans.
V.3.2
Adjusted some stats.
V.3.1
Changed the cyborgs so they don't need food or have growth as they are fully synthetic now.
V.3
Removed some changes to humans and Phamshyt. Renamed the mod to version 3 to circumevent possible confusion.
V1.6
Deep City is now a colony unique. Readjusted some dwarven buildings
V1.5
Fixed missing text for the dwarf mine and adjusted its stats.
V1.4
Found the issue with the vampires. Merged the vampire mod with the general species overhaul mod.
V1.3
Transferred the vampire buildings to this mod and increased their growth rate, as turning other species into vampires doesn't work anymmore since the new patch for some reason.
V1.2
Reworked the space demons
V1.1
Floating Island changed and corrected.
V1.0
Initial release