I think that you guys will find the new additions to be really cool. I don't usually play as the Korx but I did today to test them, and the new abilities are very fun.
+ NEW: Added War Profiteering ability, which allows you to profit from other civilizations' wars.
+ NEW: Added persistent trade route ability, which prevents your trade routes from cancelling after your mini-freighter has been destroyed too many times.
+ NEW: Changed creativity to randomly finish the tech you are researching
+ NEW: Updated AITEST command line parameter to work with QUICKSTART parameter so that you can start a game in test mode and have it immediately start running
+ NEW: Mining starbases now have a particle system that indicates how much of the resource is being mined. (more, bigger, and faster means more bonus)
+ NEW: Victory message if you use a terror star to kill two or more enemy civilizations in a single attack to win the game
+ NEW: Interest Rate ability now decreases base cost of purchasing units immediately
+ NEW: Ship module, Righteous fleet defense: Expensive but relatively small sized module to boost to your fleet defenses.
+ NEW: Ship module, Defense Meditation Module: Expensive but powerful defense module for ships.
+ NEW: Ship module, Offensive Meditation Module: Very expensive but extremely powerful fleet attack module that also provides a 20% boost to ships attacking in their zone of control.
+ NEW: Drath Enabled
+ Drath Imp: Dark Energy Weapons Lab
+ Drath Imp: Biosphere Modulator (improves planet quality by +3). This may eventually require a good civilization tech.
+ Drath Imp: Doomsday Generator (galactic achievement that provides a 50% HP bonus to ships built on that planet)
+ Drath Imp: Drathian temple
+ Drath Imp: Shrine of the Mithrilar
+ Drath now have a lower than normal population growth ability
+ Drath now have a unique technology tree
+ Drath defense techs are better than other civs.
+ NEW: Korx Enabled
+ Korx Imp: Freighter Command ( trade routes can’t be destroyed)
+ Korx Imp: Mercenary Academy (make 5% of the income of civs at war)
+ Korx now have a negative loyalty penalty on game start up.
+ Korx now have a unique technology tree
+ Korx get super trade starbase module
+ Korx get two new galactic resource modules (they can get more out of resources than anyone else)
+ Korx get new tech tree path called the Starbase Victory strategy.
+ Korx get a set of cheap, easy to get starbase defense techs (annihilator & shredder)
+ Korx get Imperium starbase module which provides a 50% cultural influence bonus.
+ Korx get the Hyperfield starbase module which speeds ships in their zone by +2
+ Korx get the Defense Jammer starbase module that gives their ships a +2 attack bonus in all categories in the starbase zone of control.
+ FIXED: Made it so that when you destroy a race's last planet with a terror star, it pops up the cutscene for a civ being eliminated.
+ FIXED: Made CanIAttackThisShip check to see if the ship is underneath a planet, which fixes a stuck turn/lockup bug.
+ FIXED: Bug in save games that would break save games every time new abilities were added
+ FIXED: Bug in TechTreeEntry when checking for restricted techs
+ FIXED: Added checks so that old save games shouldn't be broken
+ FIXED: Bug in AI code to trade techs that was passing in the wrong value for the tech IDs, which caused AIs to get techs no one had
+ FIXED: Added code to GetSerialNumber to look for TA serial if all others fail
+ FIXED: Added functions CanIAttackPlanet, CanIAttackStar, and CanIAttackMiningBase. Checks to see if you're allied, UP laws, etc - hit detection code uses these to prevent lockups
+ FIXED: Crash when trying to upgrade a ship
+ FIXED: Bug where an armed colony ship got stuck trying to colonize an inhabited planet
+ FIXED: Bug where some civs could use advanced invasion tactics immediately after researching Planetary Invasion.
+ If the invasion tactic’s required tech is not in the civ’s tech tree, the tactic is now unavailable to the civ. (It used to waive the requirement)
+ FIXED: Bug where fleets would sometimes use more than one move when attacking
+ FIXED: Numbers on Missile Bloom, Beam Multiplier Field, and Omega Cannon starbase modules. These used to go from level I to III (no level II) Now there is level I – IV.
+ FIXED: Typo in Beam Weapon Theory description
+ FIXED: Potential crash in Custom Ship Style window
+ FIXED: Bug in TransferAllTech function which could cause the civ to transfer incorrect technologies
+ FIXED: Processes in scene view windows and the fleet combat screen are killed when they are deleted (fixes memory leaks)
+ FIXED: Bug where minor race planets used a procedurally generated texture instead of pre-designed high-res texture
+ FIXED: "String not found" in tooltip for planetary defense bonus on Tech Details screen and Planet Improvement Summary screen
+ FIXED: Bug in Place Agent window will now display icons for "super project", "galactic achievement", and "trade goods"
+ FIXED: If you click on an icon for peace treaty or surrender you can only talk to the race if you met them
+ FIXED: Bug where if an AI traded for a tech from another AI that was in its own tech tree, it could not use that tech
+ FIXED: Bug where if a survey ship landed on an anomaly, it got stuck there. Now it takes the anomaly, which means that you could pop around the galaxy a few times if you keep landing wormholes.
+ FIXED: Bug where destination was not cancelled if your ship on auto-explore tried to move on to a class 0 planet.
+ TWEAK: adjusted the Iconian tech "Precursor Legacy" so that it cannot be traded nor stolen.
+ TWEAK: Tech Details window now displays research cost for the tech
+ TWEAK: Tech Details window now displays a civ logo if the tech is unique to that civ
+ TWEAK: Tech Details window now displays a message if the tech cannot be traded
+ TWEAK: Updated S1 style thumbnails using the new textured models
+ TWEAK: In the Terror Star attack animation, mining base bonus lines (for bases which will be destroyed) are hidden when the shockwave appears from a Terror Star attack
+ TWEAK: Willingness to trade is initialized to 50 (this is the same default used in the editor)