<?xml version="1.0"?>
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	<id>http://flocke.bplaced.net/botf/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DCER</id>
	<title>BOTF-Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://flocke.bplaced.net/botf/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DCER"/>
	<link rel="alternate" type="text/html" href="http://flocke.bplaced.net/botfwiki/Special:Contributions/DCER"/>
	<updated>2026-04-17T22:47:45Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.42.1</generator>
	<entry>
		<id>http://flocke.bplaced.net/botf/wiki/index.php?title=Library_of_Subroutines&amp;diff=169</id>
		<title>Library of Subroutines</title>
		<link rel="alternate" type="text/html" href="http://flocke.bplaced.net/botf/wiki/index.php?title=Library_of_Subroutines&amp;diff=169"/>
		<updated>2011-06-14T16:30:08Z</updated>

		<summary type="html">&lt;p&gt;DCER: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Suggested syntax: asm-address, short description (optional: Input &#039;&#039;&#039;/&#039;&#039;&#039; Output -registers)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
438630: Save Game&amp;lt;br/&amp;gt;&lt;br /&gt;
 call @45866A = automatic save&lt;br /&gt;
 call @4F003D = manual save&lt;br /&gt;
4387F0: Load Game&amp;lt;br/&amp;gt;&lt;br /&gt;
 call @4D0816 = continue&lt;br /&gt;
 call @4F00D4 = load menu&lt;br /&gt;
439F90: Morale Event (eax=race ID, edx=event ID / )&amp;lt;br/&amp;gt;&lt;br /&gt;
43A684: Get shipyard IDs for majors (eax=race ID / eax=building ID)&amp;lt;br/&amp;gt;&lt;br /&gt;
43B380: Add star system to owner (eax=race ID, edx=system ID / )&amp;lt;br/&amp;gt;&lt;br /&gt;
43D6C0: start new game&amp;lt;br/&amp;gt;&lt;br /&gt;
443300: Shipyard powered? (eax=system ID / eax 0=no)&amp;lt;br/&amp;gt;&lt;br /&gt;
444D40: Shipyard present? (eax=system ID / eax 1=yes)&amp;lt;br/&amp;gt;&lt;br /&gt;
445270: Building output-type present? (eax=system ID, edx=output ID / eax 0=no)&amp;lt;br/&amp;gt;&lt;br /&gt;
445300: Building output-type present? (eax=system ID, edx=output ID / eax 0=no)&amp;lt;br/&amp;gt;&lt;br /&gt;
445770: Building present? (eax=system ID, edx=building ID / eax 0=no)&amp;lt;br/&amp;gt;&lt;br /&gt;
445DF0: Add building (eax=system ID, edx=building ID / )&amp;lt;br/&amp;gt;&lt;br /&gt;
4464F0: Shipyard check (eax=system ID / )&amp;lt;br/&amp;gt;&lt;br /&gt;
4491D0: Remove Ship (eax=fleet ID , edx=ship ID / )&amp;lt;br/&amp;gt;&lt;br /&gt;
4504B0: load edifice.bst entry (eax=building ID, edx=address / )&amp;lt;br/&amp;gt;&lt;br /&gt;
453680: GetRaceTechLevel (eax=race ID, edx=tech ID / eax=tech level)&amp;lt;br/&amp;gt;&lt;br /&gt;
458120: End Turn&amp;lt;br/&amp;gt;&lt;br /&gt;
 call @4B9F74 = strategic timer&lt;br /&gt;
 jmp  @4D8550 = user invoke&lt;br /&gt;
48B2E0: load lexicon.dic entry (eax=text string index / eax=pointer (memory address) to the loaded string)&amp;lt;br/&amp;gt;&lt;br /&gt;
4AED50: load race.rst entry (eax=race ID, esi=address / )&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>DCER</name></author>
	</entry>
	<entry>
		<id>http://flocke.bplaced.net/botf/wiki/index.php?title=Library_of_Subroutines&amp;diff=168</id>
		<title>Library of Subroutines</title>
		<link rel="alternate" type="text/html" href="http://flocke.bplaced.net/botf/wiki/index.php?title=Library_of_Subroutines&amp;diff=168"/>
		<updated>2011-06-14T16:29:26Z</updated>

		<summary type="html">&lt;p&gt;DCER: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Suggested syntax: asm-address, short description (optional: Input &#039;&#039;&#039;/&#039;&#039;&#039; Output -registers)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
438630: Save Game&amp;lt;br/&amp;gt;&lt;br /&gt;
 call @45866A = automatic save&lt;br /&gt;
 call @4F003D = manual save&lt;br /&gt;
4387F0: Load Game&amp;lt;br/&amp;gt;&lt;br /&gt;
 call @4D0816 = continue&lt;br /&gt;
 call @4F00D4 = load menu&lt;br /&gt;
439F90: Morale Event (eax=race ID, edx=event ID / )&amp;lt;br/&amp;gt;&lt;br /&gt;
43A684: Get shipyard IDs for majors (eax=race ID / eax=building ID)&amp;lt;br/&amp;gt;&lt;br /&gt;
43B380: Add star system to owner (eax=race ID, edx=system ID / )&amp;lt;br/&amp;gt;&lt;br /&gt;
43D6C0: start new game&amp;lt;br/&amp;gt;&lt;br /&gt;
443300: Shipyard powered? (eax=system ID / eax 0=no)&amp;lt;br/&amp;gt;&lt;br /&gt;
444D40: Shipyard present? (eax=system ID / eax 1=yes)&amp;lt;br/&amp;gt;&lt;br /&gt;
445270: Building output-type present? (eax=system ID, edx=output ID / eax 0=no)&amp;lt;br/&amp;gt;&lt;br /&gt;
445300: Building output-type present? (eax=system ID, edx=output ID / eax 0=no)&amp;lt;br/&amp;gt;&lt;br /&gt;
445770: Building present? (eax=system ID, edx=building ID / eax 0=no)&amp;lt;br/&amp;gt;&lt;br /&gt;
445DF0: Add building (eax=system ID, edx=building ID / )&amp;lt;br/&amp;gt;&lt;br /&gt;
4464F0: Shipyard check (eax=system ID / )&amp;lt;br/&amp;gt;&lt;br /&gt;
4491D0: Remove Ship (eax=fleet ID , edx=ship ID / )&amp;lt;br/&amp;gt;&lt;br /&gt;
4504B0: load edifice.bst entry (eax=building ID, edx=address / )&amp;lt;br/&amp;gt;&lt;br /&gt;
453680: GetRaceTechLevel (eax=race ID, edx=tech ID / eax=tech level)&amp;lt;br/&amp;gt;&lt;br /&gt;
458120: End Turn&amp;lt;br/&amp;gt;&lt;br /&gt;
 call @4B9F74 = strategic timer&lt;br /&gt;
 jmp  @4D8550 = user invoke&lt;br /&gt;
48B2E0: load lexicon.dic entry (eax=text string index / eax=pointer (memory address) to the loaded string)&lt;br /&gt;
4AED50: load race.rst entry (eax=race ID, esi=address / )&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>DCER</name></author>
	</entry>
	<entry>
		<id>http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=167</id>
		<title>Savegame File-Listing</title>
		<link rel="alternate" type="text/html" href="http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=167"/>
		<updated>2011-05-27T10:04:58Z</updated>

		<summary type="html">&lt;p&gt;DCER: /* SphOfIn0 to SphOfIn4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of the explored content within the save games.&lt;br /&gt;
For learning to use this information, also have a look at [[Editing_Savegames]]!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most of the following data has been explored by using a vanilla singleplayer savegame at turn 1 with following settings:&lt;br /&gt;
* tech 1&lt;br /&gt;
* small galaxy&lt;br /&gt;
* irregular&lt;br /&gt;
* no minors&lt;br /&gt;
* impossible&lt;br /&gt;
&lt;br /&gt;
At later turns there are additional files stored within the saves. These may have been partially discarded.&lt;br /&gt;
For turn 1 saves, most unexplored data seems to be relatively unimportant and often can be zero!&lt;br /&gt;
Please aware that some information might be incomplete or even incorrect. &lt;br /&gt;
&lt;br /&gt;
So, after extracting a savegame with UltimateEditor you get quite a ton of files. Here&#039;s an overview about them and the hexcode they contain:&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
=== version ===&lt;br /&gt;
* for me it&#039;s always 08&lt;br /&gt;
&lt;br /&gt;
=== gameInfo ===&lt;br /&gt;
* filename&lt;br /&gt;
* gamesave name&lt;br /&gt;
* galaxy shape&lt;br /&gt;
* galaxy size&lt;br /&gt;
* minor race setting&lt;br /&gt;
* difficulty level&lt;br /&gt;
* random events on/off&lt;br /&gt;
* strategical timer&lt;br /&gt;
* tactical timer&lt;br /&gt;
* actual and next turn&lt;br /&gt;
* player race&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* races with ships (major + minor)&lt;br /&gt;
* races beaten&lt;br /&gt;
* goal (vendetta/dominance)&lt;br /&gt;
* empire status informations (occupied systems, science, economy, military)&lt;br /&gt;
* statistic&lt;br /&gt;
* player names (if MP)&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000D(?) filename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000D to 0x003E savename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 last turn (for savename)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C 00 = singleplayer 01 = multiplayer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0250 player empires bitmask&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0252 player empire (00 = card, 01 = fed, 02=ferg, 03=kling, 04=rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0253 predictor for starting EL of minor races&lt;br /&gt;
Offset 0x0254 to 0x0258 technology starting levels for each major (card, fed, ferg, kling, rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0260 galaxy shape (00 = irregular, 01 = elliptic, 02 = ring, 03 = spiral)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0264 galaxy size (00 = small, 01 = middle, 03 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0268 Minor Races setting (0=none, ..., 3=many)&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x026C difficulty level (00 = simple, 01 = easy, 02 = normal, 03 = hard, 04 = impossible; attention, deviation with dynamic key variables)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x026E random events (0=OFF, 1=ON)&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x0270 races in game (bitwise XOR, little endian (8bit packets) =&amp;gt; order is the same with alienInfo)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0278 beaten empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0280 to 0x0285(?) races with ships&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0290 tactical mode (0=DETAILED, 2=ABSTRACT)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0294 a cheat button bitmask&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0298 (test nz) 1=trade guild strike, 2=subspace anomaly, 8=end trade strike, 10h=end anomaly&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A0 generated monsters bitmask ([http://www.armadafleetcommand.com/botf/modules.php?name=Forums&amp;amp;file=viewtopic&amp;amp;t=611&amp;amp;start=22 not loaded by game])&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x02A4 strategical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A8 tactical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AC current turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AE last turn points (for statistic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02BA(maybe less)+ statistic of the cards&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x04AE(maybe less)+ statistic of the feds&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x06A2(maybe less)+ statistic of the fergs&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0896(maybe less)+ statistic of the klings&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0A8A(maybe less)+ statistic of the roms&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0C84+(?) empire state (intelligence)&lt;br /&gt;
* Offset 0x0C8E+ military&lt;br /&gt;
* Offset 0x0D06+ economy&lt;br /&gt;
* Offset 0x0D1A+ science&lt;br /&gt;
* Offset 0x0D92+ occupied systemsOffset&lt;br /&gt;
0x0DBC victory condition (00=single/Multi player dominance 01=Muilt player team dominance, 02=vendetta)&lt;br /&gt;
&lt;br /&gt;
=== empsInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 444&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists information about majors&lt;br /&gt;
* empirenames&lt;br /&gt;
* name of the emperor&lt;br /&gt;
* credits&lt;br /&gt;
* number of running dilithium sources&lt;br /&gt;
* number of ships under construction&lt;br /&gt;
* population (total ?)&lt;br /&gt;
* moral shown in empire state&lt;br /&gt;
* ship-population support&lt;br /&gt;
* empire-wide ground combat bonus&lt;br /&gt;
* known empires (for diplomacy)&lt;br /&gt;
&lt;br /&gt;
is stored in blocks of 0x01BC length for every major&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one (card) gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 empire name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x004F emperor name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 address of empire province list(8 bytes per system), at[+4] number of held systems&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 credits (for F1 emps info display)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B income (for F1 emps info display, not updated properly for AI players, due to cheats)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F real ship support cost ? (- pop support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 number of running dilithium sources&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 number of ships under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = current research points different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006C to 0x006F population (?main system or total?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 to 0x0073 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0074 to 0x0077 = current morale ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B current intel different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x0093 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0094 to 0x0097 ship-population support (not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0098 to 0x009B credits&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x009C to 0x009F empire strength indicator&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x00A0 to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = research at end of last turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00B3 temporary store for starting pop(originaly thought to be ship-population support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B4 to 0x00B7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B8 to 0x00B9 moral shown in empire state (signed integer, little endian! 0xFCFF = rebellious, 0xFFFF = apathetic, 0x0000 = normal, 0x0300 = fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BA to 0x00BB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BF = intel total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00C0 to 0x00D7 (6 tech areas * 4bytes) = cumulated research bonus in percent&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00D8 to 0x010D unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x010E to 0x010F empire-wide ground combat bonus in percent (from buildings like the Hall of Warriors)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0110 to 0x0123 (5empires * 4bytes) = treaty label: 0=Neutral, 1=War, 2=Alliance, 3=Peace&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0124 to 0x0137 (5empires * 4bytes) = territory accessible: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0138 to 0x014B (5empires * 4bytes) = trade allowed: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x014C to 0x0157 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0158 to 0x015F known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0160 to 0x01AF unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B0 to 0x01B3 random events bitmask&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x01B4 to 0x01B7 = cumulative build costs of fleet (ship functions 0-4)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B8 to 0x01BB unknown&lt;br /&gt;
&lt;br /&gt;
== Aliens ==&lt;br /&gt;
=== alienInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 64&amp;lt;/span&amp;gt;&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0040 for every possible race&amp;lt;br/&amp;gt;&lt;br /&gt;
in same order as races in stbof.res or UE&amp;lt;br/&amp;gt;&lt;br /&gt;
only first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 = 01 if race is alive&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 = starID of homesystem&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 = known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 = known races (IDs 0x20+)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 (5empires * 4bytes) = treaty level (minors) 0=Neutral, 1=Friendly, 2=Affiliated, 3=Member, 4=War&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C = (for minors) 0=free diplomacy, 1=subjugated, 2=restricted diplomacy(membership)&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
=== galInfo ===&lt;br /&gt;
* galaxy shape (irregular, elliptic, ring, spiral)&lt;br /&gt;
* galaxy size (small, medium, large)&lt;br /&gt;
* count of sectors&lt;br /&gt;
* count of stars&lt;br /&gt;
* count of anomalies&lt;br /&gt;
* count of outposts/starbases&lt;br /&gt;
&lt;br /&gt;
Offset 0x0004 to 0x0007 = galaxy shape (0=irregular, 1=elliptic, 2=ring, 3=spiral)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = galaxy size (0 = small, 1 = medium, 2 = large)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = number of stars&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = number of anomalies&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0011 = number of outposts/starbases&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0015 = number of sectors&lt;br /&gt;
&lt;br /&gt;
=== sector.lst ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 104&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all sectors&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* outpostID &lt;br /&gt;
* anomalyID&lt;br /&gt;
* starID&lt;br /&gt;
* sector scanned by race&lt;br /&gt;
* sector explored by race&lt;br /&gt;
* sector influenced by anomaly (?)&lt;br /&gt;
* claim&lt;br /&gt;
* owner of the sector&lt;br /&gt;
* actual scan value by race&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0068&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = map row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = map column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = outpostID from starBaseInfo or -1 if none&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = anomalyID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = claim (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = 00 00 00 00 if owned by card, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = 01 00 00 00 if owned by fed, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = 02 00 00 00 if owned by ferg, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = 03 00 00 00 if owned by kling, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = 04 00 00 00 if owned by rom, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = [raceID] if owned by minor, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = explored by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0031 = sector scanned by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom, 20 = blackhole)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = scanpower of card (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = scanpower of fed (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = scanpower of ferg (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = scanpower of kling (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0054 = scanpower of rom (signed, little endian)&lt;br /&gt;
&lt;br /&gt;
=== stellInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 88&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all anomalies (in ID order?)&lt;br /&gt;
* anomaly type&lt;br /&gt;
* anomaly name&lt;br /&gt;
* anomaly map picture&lt;br /&gt;
* anomaly map picture position (x/y)&lt;br /&gt;
* wormhole connections&lt;br /&gt;
* visited by majors&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0058&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = type of anomaly (00 00 00 00 = blackhole, 01 00 00 00 = X-ray pulsar, 02 00 00 00 = nebula, 03 00 00 00 = neutron star, 0A 00 00 00 = wormhole, 0B 00 00 00 = radio pulsar)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x002B = anomaly name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x003F = galaxy map picture file (00 terminated string: blackhole = &amp;quot;blkh&amp;quot; = 62 6C 6B 68, X-ray pulsar = &amp;quot;xp-&amp;quot; = 78 70 2D, nebula = &amp;quot;neb-&amp;quot; = 6E 65 62 2D, neutron star = &amp;quot;ns&amp;quot; = 6E 73, wormhole = &amp;quot;worm&amp;quot; = 77 6F 72 6D, radio pulsar = &amp;quot;rpls&amp;quot; = 72 70 6C 73)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = anomalyID for wormhole connection, else FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0042 to 0x0043 = 00 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = sector visited by major (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&lt;br /&gt;
&lt;br /&gt;
=== RToSInfo ===&lt;br /&gt;
RToS = race to star (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
races are in the following order 1: Card 2: Fed 3: Ferg 4: Kling 5: Rom&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
lists StarIDs of the homesystems of all races, if not available = FF 00&lt;br /&gt;
&lt;br /&gt;
=== SphOfIn0 to SphOfIn4 ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: [GalaxyMapWidth]&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
relevance unclear&amp;lt;br/&amp;gt;&lt;br /&gt;
gives a view of the galaxy map for every empire&amp;lt;br/&amp;gt;&lt;br /&gt;
decreasing values around home system position&amp;lt;br/&amp;gt;&lt;br /&gt;
might be relevant for the influence of systems to mark the territory&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Some observations regarding the ownership claim and the sphere of influence value:&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- sectors owned by an empire are only under that empire&#039;s influence&amp;lt;br/&amp;gt;&lt;br /&gt;
- non-membered minor race sectors can be under the influence of more than one empire&amp;lt;br/&amp;gt;&lt;br /&gt;
- disputed sectors are under the influence of at least two empires&amp;lt;br/&amp;gt;&lt;br /&gt;
- unclaimed sectors may be under influence of empires as well&amp;lt;br/&amp;gt;&lt;br /&gt;
- the value of the influence is not the deciding factor whether a sector is claimed or not, for example a sector with value 10 may or may not be claimed&amp;lt;br/&amp;gt;&lt;br /&gt;
- editing sector.lst claim data and setting empire influence in the sector to 0 will not remove the empire&#039;s claim of a disputed sector&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Systems ==&lt;br /&gt;
=== systInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 76&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all starsystems&lt;br /&gt;
* system name&lt;br /&gt;
* race (owner)&lt;br /&gt;
* race (population)&lt;br /&gt;
* population count&lt;br /&gt;
* population orders (work assignation)&lt;br /&gt;
* moral (value)&lt;br /&gt;
* moral (shown text)&lt;br /&gt;
* dilithium&lt;br /&gt;
* system visited by race&lt;br /&gt;
* star type&lt;br /&gt;
* star picture&lt;br /&gt;
* star picture position on map (x/y)&lt;br /&gt;
* planet count&lt;br /&gt;
* planetnames&lt;br /&gt;
* planet animations&lt;br /&gt;
* planet types&lt;br /&gt;
* planet sizes (small/middle/big)&lt;br /&gt;
* terraforming value total&lt;br /&gt;
* terraforming value done&lt;br /&gt;
* planet bonuses (population/energy/food =&amp;gt; pure/normal/much)&lt;br /&gt;
* incoming traderouts&lt;br /&gt;
* traderoutes of the system&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on planetnumber, traderoutes and if it&#039;s a player&#039;s system&lt;br /&gt;
only one example starsystem with a single planet gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 uninhabited = 00 00 00 00, AI = 00 00 00 01, player = 00 00 00 02&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x002F = system name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 = system type (0=home, 1=native, 2=non native, 3=subjugated, 4=affiliated, 5=independent minor, 6=conquered home, 7&amp;amp;8=invalid?, 9=any, A=rebel, B=empty)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0031 = star type (red giant=04, orange=05, yellow=06, white=07, green=08, blue=09)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0032 to 0x0035 = star picture&lt;br /&gt;
* red giant = 73 2D 72 2D&lt;br /&gt;
* orange star = 73 2D 6F 2D&lt;br /&gt;
* yellow star = 73 2D 79 2D&lt;br /&gt;
* white star = 73 2D 77 2D&lt;br /&gt;
* green star = 73 2D 67 2D&lt;br /&gt;
* blue star = 73 2D 62 2D&lt;br /&gt;
Offset 0x003F = system explored by empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = population (uninhabited = FF FF)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = race of population&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004D = raceID ( = owner, noone = 23)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = people assigned to economy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B = people assigned to energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F = people assigned to food production&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 = people assigned to science&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 = people assigned to intelligence&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006A to 0x006B = number of planets &amp;lt;= 09 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006E = dilithium resource level (0, 1, 2, 3, 4, 5, or 10), set by subroutine 4B7A50, if&amp;gt;0 dilithium icon gets shown (F1-map), also used to set the dilithium flag&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006F = unknown (majors = 05, uninhabited = 00, ? = 02,...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0071 = dilithium flag: 0x08 = Dilithium&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0072 to 0x0077 unkown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x007F = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0080 to 0x0083 = ORDER ECONOMY (typeID) 1=build building, 2=upgrade building(s), 3=build ship, 5=tradegoods, 7=unrest order&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0084 to 0x0087 = invested industry&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0088 to 0x008B = ID of building/ship under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x008C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = ? number of entries in strcInfo ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00BB = base offset of planet entry array ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BD = max population * 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0220 unknown (=32 for colonys (?))&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0298 to 0x029B = FF FF FF FF (used as base offset for moral entries)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02C4 to 0x02C7 = current industry output&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DC to 0x02DD = moral value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DE to 0x2DF = moral text (signed integer, little endian! : -4 =  Rebellious, -3 = Defiant, -2 = Disgruntled, -1= Apathetic, 0 = Content, 1 = Pleased, 2 =  Loyal, 3 = Fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F0 to 0x02F2 = base morale&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F4  to 0x02F7 unlocks positive/negative morale events if 0(random manipulated starting default 50dec)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0304 to 0x0307 = random events bitmask&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x0309 unknown (for majors = 01)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0328+ list of all planets of that starsystem&lt;br /&gt;
----&lt;br /&gt;
Offset 0x0328 to 0x034F = planetname (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0350 to 0x0357 = planet animation filename (= ****.ani)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0358 to 0x035D = 00 FB 57 00 30 59 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x035E to 0x035F = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0360 to 0x0361 = planet size (small = 00 00, middle = 01 00, big = 02 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0362 to 0x0363 = terraforming value total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0364 to 0x0365 = terraforming value done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0366 to 0x0367 = food bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0368 to 0x0369 = energy bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036A to 0x036B = population bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036C to 0x036D = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0370 planet type (00 = arctic, 01 = barren, 02 = desert, 03 = gas giant, 04 = djungle, 05 = oceanic, 06 = earthlike, 07 = vulcanic, 08 = methanic, 09 = AUS, &amp;gt;09 = other)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0372 to 0x0373 = 00 00&lt;br /&gt;
----&lt;br /&gt;
Offset [0x0328+0x004C*numberOfPlanets] to Offset [0x0328+0x004C*numberOfPlanets+0x0004*numberOfPlanets-0x0001]&amp;lt;br/&amp;gt;&lt;br /&gt;
(for one planet that&#039;s Offset 0x0374 to 0x0377) = unknown (mostly 00 ... 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if traderoutes are available:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = (number of incoming traderouts + number of system traderoutes) * (0x0002 length (16bit) raceID + 0x0002 length (16bit) tradeRouteNo. (tradeRouteNo + raceID = tradeRouteID))&amp;lt;br/&amp;gt;&lt;br /&gt;
] (don&#039;t know if and where the number of traderoutes is stored)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if it&#039;s a players system:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = unknown, length = 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
what a complicated file...&lt;br /&gt;
&lt;br /&gt;
=== strcInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 4&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all buildings for each star&lt;br /&gt;
* starID&lt;br /&gt;
* number of entries for each star&lt;br /&gt;
* building type&lt;br /&gt;
* building count&lt;br /&gt;
* number of activated (powered on) buildings (for special buildings and orbitals)&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on number of different building types&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = number of entrys&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of entrys:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0005 = building count&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0006 to 0x0007 = building type (same order as in [[stbof.res]] and UE, it&#039;s the building ID in [[edifice.bst]])&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = number of activated buildings&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
=== techInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists science by raceID&lt;br /&gt;
&lt;br /&gt;
Contains:&lt;br /&gt;
&lt;br /&gt;
* science levels&lt;br /&gt;
* technology levels&lt;br /&gt;
* science points done by science type&lt;br /&gt;
* actual science assignation&lt;br /&gt;
* actually buildable buildings&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;General file structure&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0001 = number of races in the game (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0047 = list of tech entry indexes (35 slots for 35 races each 2 bytes in size, slots for races not in the game usually point to the first tech entry index -&amp;gt; 0)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x00AB = list of empire science assignations (20 bytes per empire)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x???? = unknown list for minors, 8 bytes per minor race in the game (total entries = number of races in the game - 5)&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
followed by a list of tech entries that have the same structure as those in [[racetech.tec]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;List of empire science assignations&amp;lt;/b&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Contains 5 entries - one for each empire.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Entry structure:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0006 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;List of tech entries&amp;lt;/b&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Number of entries equals number of races listed in this file. The list of tech entry indexes links each race to it&#039;s tech entry. The first entry carries the index 0, the next 1 and so on.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Entry structure:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = technology level / science level sociology&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x000B = buildable special buildings (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
* &amp;amp;0x8000000000000000000000 = phenix device&lt;br /&gt;
* &amp;amp;0x4000000000000000000000 = dilithium raffinery&lt;br /&gt;
* &amp;amp;0x2000000000000000000000 = orbital cannon&lt;br /&gt;
* &amp;amp;0x1000000000000000000000 = communication network&lt;br /&gt;
* &amp;amp;0x0800000000000000000000 = charge collector&lt;br /&gt;
* &amp;amp;0x0400000000000000000000 = bunker&lt;br /&gt;
* &amp;amp;0x0200000000000000000000 = simple replicator&lt;br /&gt;
* &amp;amp;0x0100000000000000000000 = improved replicator&lt;br /&gt;
* &amp;amp;0x0080000000000000000000 = shipyard&lt;br /&gt;
* &amp;amp;0x0040000000000000000000 = isolinear scanner&lt;br /&gt;
* &amp;amp;0x0020000000000000000000 = listening post&lt;br /&gt;
* &amp;amp;0x0010000000000000000000 = subspace scanner&lt;br /&gt;
* &amp;amp;0x0008000000000000000000 = subautomatic simulator&lt;br /&gt;
* &amp;amp;0x0004000000000000000000 = thery simulator&lt;br /&gt;
* &amp;amp;0x0002000000000000000000 = private farm&lt;br /&gt;
* &amp;amp;0x0001000000000000000000 = oceanic farm&lt;br /&gt;
* &amp;amp;0x0000800000000000000000 = obsedian congregation&lt;br /&gt;
* &amp;amp;0x0000400000000000000000 = reeducation center&lt;br /&gt;
* &amp;amp;0x0000200000000000000000 = union yard&lt;br /&gt;
* &amp;amp;0x0000100000000000000000 = shield generator&lt;br /&gt;
* &amp;amp;0x0000080000000000000000 = wind turbine&lt;br /&gt;
* &amp;amp;0x0000040000000000000000 = trade goods&lt;br /&gt;
* &amp;amp;0x0000020000000000000000 = trade center&lt;br /&gt;
* &amp;amp;0x0000010000000000000000 = agrarian store&lt;br /&gt;
* &amp;amp;0x0000008000000000000000 = trade tower&lt;br /&gt;
* &amp;amp;0x0000004000000000000000 = trade commission&lt;br /&gt;
* &amp;amp;0x0000002000000000000000 = holo cinema&lt;br /&gt;
* &amp;amp;0x0000001000000000000000 = fantasy land&lt;br /&gt;
* &amp;amp;0x0000000800000000000000 = inquisition&lt;br /&gt;
* &amp;amp;0x0000000400000000000000 = work camp&lt;br /&gt;
* &amp;amp;0x0000000200000000000000 = command center&lt;br /&gt;
* &amp;amp;0x0000000100000000000000 = hidden sensor grid&lt;br /&gt;
* &amp;amp;0x0000000080000000000000 = laws of war&lt;br /&gt;
* &amp;amp;0x0000000040000000000000 = utopia planetia&lt;br /&gt;
* &amp;amp;0x0000000020000000000000 = starfleet academy&lt;br /&gt;
* &amp;amp;0x0000000010000000000000 = federation council&lt;br /&gt;
* &amp;amp;0x0000000008000000000000 = daystorm institute&lt;br /&gt;
* &amp;amp;0x0000000004000000000000 = genesis sciencelab&lt;br /&gt;
* &amp;amp;0x0000000002000000000000 = festival of fun&lt;br /&gt;
* &amp;amp;0x0000000001000000000000 = franchise office&lt;br /&gt;
* &amp;amp;0x0000000000800000000000 = astronomic academy&lt;br /&gt;
* &amp;amp;0x0000000000400000000000 = singularity facility&lt;br /&gt;
* &amp;amp;0x0000000000200000000000 = center for fighttests&lt;br /&gt;
* &amp;amp;0x0000000000100000000000 = police state&lt;br /&gt;
* &amp;amp;0x0000000000080000000000 = tactical school&lt;br /&gt;
* &amp;amp;0x0000000000040000000000 = big hall&lt;br /&gt;
* &amp;amp;0x0000000000020000000000 = prison mine&lt;br /&gt;
* &amp;amp;0x0000000000010000000000 = hall of warriors&lt;br /&gt;
* &amp;amp;0x0000000000008000000000 = military yard&lt;br /&gt;
* &amp;amp;0x0000000000004000000000 = federation yard&lt;br /&gt;
* &amp;amp;0x0000000000002000000000 = federation replicator&lt;br /&gt;
* &amp;amp;0x0000000000001000000000 = alliance yard&lt;br /&gt;
* &amp;amp;0x0000000000000800000000 = tribunal&lt;br /&gt;
* &amp;amp;0x0000000000000400000000 = fleet academy&lt;br /&gt;
* &amp;amp;0x0000000000000200000000 = talshiar main quater&lt;br /&gt;
* &amp;amp;0x0000000000000100000000 = imperial senate&lt;br /&gt;
* &amp;amp;0x0000000000000080000000 = industrial center (of the Bencites)&lt;br /&gt;
* &amp;amp;0x0000000000000040000000 = architectural center (of the Bandi)&lt;br /&gt;
* &amp;amp;0x0000000000000020000000 = bajoran jalanda forum (of the Bajorans)&lt;br /&gt;
* &amp;amp;0x0000000000000010000000 = harvest complex (of the Antedians)&lt;br /&gt;
* &amp;amp;0x0000000000000008000000 = examination base (of the Anticans)&lt;br /&gt;
* &amp;amp;0x0000000000000004000000 = supersoldier academy (of the Angosians)&lt;br /&gt;
* &amp;amp;0x0000000000000002000000 = andorian war school (of the Andorians)&lt;br /&gt;
* &amp;amp;0x0000000000000001000000 = acamerian clanhall (of the Acamerians)&lt;br /&gt;
* &amp;amp;0x0000000000000000800000 = cinetic laboratory (of the Malcorians)&lt;br /&gt;
* &amp;amp;0x0000000000000000400000 = ktarian game studio (of the Ktarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000200000 = edo palace (of the Edos)&lt;br /&gt;
* &amp;amp;0x0000000000000000100000 = gladiator arena (of the Chalnoth)&lt;br /&gt;
* &amp;amp;0x0000000000000000080000 = science thinking factory (of the Caldonians)&lt;br /&gt;
* &amp;amp;0x0000000000000000040000 = planetary computer (of the Bynare)&lt;br /&gt;
* &amp;amp;0x0000000000000000020000 = cosmetic center (of the Bolarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000010000 = councelor academy (of the Betazoids)&lt;br /&gt;
* &amp;amp;0x0000000000000000008000 = defense network (of the Talarian)&lt;br /&gt;
* &amp;amp;0x0000000000000000004000 = physical institute (of the Takarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000002000 = biotec center (of the Sheliak)&lt;br /&gt;
* &amp;amp;0x0000000000000000001000 = examination base (of the Selay)&lt;br /&gt;
* &amp;amp;0x0000000000000000000800 = collector place (of the Pakleds)&lt;br /&gt;
* &amp;amp;0x0000000000000000000400 = recruitment center (of the Nausicaans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000200 = monument of subjugation (of the Mizarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000100 = mintaca farm (of the Mintacarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000080 = imperial yard&lt;br /&gt;
* &amp;amp;0x0000000000000000000040 = orgenic regenerator&lt;br /&gt;
* &amp;amp;0x0000000000000000000020 = military academy (of the Zakdorn)&lt;br /&gt;
* &amp;amp;0x0000000000000000000010 = intelligence (of the Yridians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000008 = science academy (of the Vulcans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000004 = archive of psycho history (of the Ullians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000002 = science committee (of the Trillian)&lt;br /&gt;
* &amp;amp;0x0000000000000000000001 = mythology library (of the Tamarians)Offset length 0x001D = buildable normal buildings / upgrades (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
Offset length 0x0008 = unknown (always 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Intel ==&lt;br /&gt;
=== intelInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 16&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown - seems to include intel reports&lt;br /&gt;
* actual intel assignation for every major&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x02D7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
[for all five majors: blocklength = 0x2C1C&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0070 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = intelligance assignation of internal security&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
=== treaty ===&lt;br /&gt;
completely unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
for turn 1 it&#039;s 00 00 00 00 00 00 00 00&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
=== trdeInfo0.cnt to trdeInfo4.cnt ===&lt;br /&gt;
number of traderoutes for each empire&lt;br /&gt;
&lt;br /&gt;
=== trdeInfo0 to trdeInfo4 ===&lt;br /&gt;
partially unexplored&amp;lt;br/&amp;gt;&lt;br /&gt;
lists traderoutes&lt;br /&gt;
* raceID&lt;br /&gt;
* traderoute number (+ raceID = traderouteID)&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
== Ships &amp;amp; Task Forces ==&lt;br /&gt;
=== alienTFInfo0 to alienTFInfo[numberOfRaces] ===&lt;br /&gt;
lists fleetIDs of every race&lt;br /&gt;
* number of taskforces/fleets&lt;br /&gt;
* shipIDs&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = number of controled fleets&amp;lt;br/&amp;gt;&lt;br /&gt;
[for [numberOfRaces]:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
=== shipname.dat ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
is divided into several shipname categorys&amp;lt;br/&amp;gt;&lt;br /&gt;
shipnames aren&#039;t in the same order with these in shipname.bin of stbof.res!&amp;lt;br/&amp;gt;&lt;br /&gt;
this file also influences the shipIDs for newly builded ones&lt;br /&gt;
* first given shipname&lt;br /&gt;
* next given shipname&lt;br /&gt;
* counter of repeatings (for name endings A, B, C,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x000C&amp;lt;br/&amp;gt;&lt;br /&gt;
block position equals shipname category position in shipname.bin of stbof.res as well as category position in UE&lt;br /&gt;
Each race has its own categorys, seperated for different ship types&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Warning! shipID for new constructed ships gets wrong, if distance between first and next name is wrong!&amp;lt;/span&amp;gt; (next name reffering number can be less as well as higher than first, distance is based on list iterations)&amp;lt;br/&amp;gt;&lt;br /&gt;
If next reffering number reaches first reffering number, counter gets increased&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = first given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = next given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = counter of repeating/iteration or if no name of this category has been used yet = FF FF (defines the appendix of the shipname: A, B, ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00&lt;br /&gt;
&lt;br /&gt;
=== ShipCntr ===&lt;br /&gt;
next shipID&lt;br /&gt;
&lt;br /&gt;
=== TForceCntr ===&lt;br /&gt;
next fleetID&lt;br /&gt;
&lt;br /&gt;
=== GShipHead = GTForceHd = GWTForceHd = GTFStasisHd ===&lt;br /&gt;
&lt;br /&gt;
These are global list headers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Header&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;List&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Contains&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GShipHead&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GShipList&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Ships&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTForceHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTForceList&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Task forces&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GWTForceHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GWTForce&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Task forces&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTFStasisHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTFStasis&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Identified fields:&lt;br /&gt;
&lt;br /&gt;
* slot size&lt;br /&gt;
* total number of slots in list&lt;br /&gt;
* number of occupied slots (slots with data)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
File structure (40 bytes):&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000F = unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = slot size&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = total number of slots&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = number of occupied slots&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x0027 = unknown&lt;br /&gt;
&lt;br /&gt;
=== GShipList ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 116&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
list all ships with&lt;br /&gt;
* shipname&lt;br /&gt;
* raceID&lt;br /&gt;
* shipID&lt;br /&gt;
* fleetID&lt;br /&gt;
* shield&lt;br /&gt;
* hull&lt;br /&gt;
* ship type (manufactoring type / =shiplistID in shiplist.sst)&lt;br /&gt;
* experience bonus for beam accuracy&lt;br /&gt;
* experience bonus for torpedo accuracy&lt;br /&gt;
* experience bonus for defense&lt;br /&gt;
* crew experience value&lt;br /&gt;
* crew experience level&lt;br /&gt;
* base ground combat strength&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0074&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 = shipname&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID (only for ship icon)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = shipID (NOT shiplist.sst ID)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = experience bonus for beam accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = experience bonus for torpedo accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = experience bonus for defense&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = shield (can lead to crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = hull (leads to crash in tactical fight if too high)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = crew experience value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = crew experience level (0=green,.. , 4=legendary) accessed for stars, raid, intercept &amp;amp; damage control&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0053 = ship type (manufactoring type, used as shiplistID in stbof.res, e.g. in shiptech.sst and is in same order as in UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x005B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F = shipfunction/=value:[0/8, 1/10, 2/6, 3/2, 4/4, 5-8/0, 9/1] +shiptech.sst computer +propulsion tech requirements&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 = (for warships only /function 0-4) value at 5C + map speed&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 = (for warships only /function 0-4) shiptech.sst computer + weapon tech requirements&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006C to 0x006F = (for TTs only) 50 times shiptech.sst construction tech requirement&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 to 0x0073 = base ground combat strength (i.e. TT production value /10)&lt;br /&gt;
&lt;br /&gt;
=== GTForceList = GWTForce ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
differences only exist in behavior&amp;lt;br/&amp;gt;&lt;br /&gt;
in later turns there might remain fragments of old turns at the end of the list - they get ignored by botf&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all fleets&lt;br /&gt;
* fleetID&lt;br /&gt;
* shipIDs&lt;br /&gt;
* raceID&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* first Colony ShipID&lt;br /&gt;
* control category&lt;br /&gt;
* contains colony ships&lt;br /&gt;
* scan range&lt;br /&gt;
* flight range&lt;br /&gt;
* speed&lt;br /&gt;
* order (evade, attack,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
data fragments at the end of the file happen if fleet count decreases&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = ship count of that fleet&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = shipID of first fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000F = shipID of second fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = shipID of third fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = shipID of fourth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = shipID of fifth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = shipID of sixth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = shipID of seventh fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = shipID of eighth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x002B = shipID of ninth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = order/command - seems only to define the display: systemattack remains if changed&amp;lt;br/&amp;gt;&lt;br /&gt;
* 00 = invalid&lt;br /&gt;
* 01 = terraform&lt;br /&gt;
* 02 = colonize&lt;br /&gt;
* 03 = rade&lt;br /&gt;
* 04 = intercept&lt;br /&gt;
* 05 = evade&lt;br /&gt;
* 06 = attack&lt;br /&gt;
* 07 = build outpost&lt;br /&gt;
* 08 = build starbase&lt;br /&gt;
* 09 = crew training&lt;br /&gt;
* 0A = expand&lt;br /&gt;
* 0B = invalid&lt;br /&gt;
* 0C = scrap&lt;br /&gt;
* 0D = into wormhole&lt;br /&gt;
* 0E = attack system&lt;br /&gt;
* &amp;gt;0E = invalid&lt;br /&gt;
Offset 0x0030 to 0x0033 = for TT based system attacks  (1 = conquer, else liberate)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = sector row (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = sector column (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = first Colony shipID (same as one of the ship slots values)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = control category (1 - major empire, 2 - minor race, 3 - alien)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = contains colony ships (0 - no, 1 - yes)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0053 = scan range, keeps only one turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005F = flight range, keeps only one turn (double precision floating point number; short = 0, middle = 1, high = 2)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0067 = speed, keeps only one turn (double precision floating point number; values 0 to 5)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = cloaking (01 00 00 00 = cloaked, else 00 00 00 00)&lt;br /&gt;
&lt;br /&gt;
=== GTFStasis ===&lt;br /&gt;
unknown (was thought to be number of starbases/outposts)&lt;br /&gt;
&lt;br /&gt;
=== starBaseInfo ===&lt;br /&gt;
&lt;br /&gt;
* outpost name&lt;br /&gt;
* owner raceID&lt;br /&gt;
* outpostID&lt;br /&gt;
* ship function (valid values are 6 for outpost and 7 for starbase)&lt;br /&gt;
* ship type (links to shiplist.sst entry)&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* production/build cost (usually same as ship build cost in [[shiplist.sst]])&lt;br /&gt;
* production invested (outpost completion is production invested/production cost)&lt;br /&gt;
* hull&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Stored in blocks of 92 bytes.&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0027 = outpost name (ASCII)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = outpostID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002D = ship function&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002E to 0x002F = ship type&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = sector row / y coord&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = sector column / x coord&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003F = production cost (8 byte floating point number - double)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0047 = production invested (8 byte floating point number - double)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = scan range&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = hull&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x005B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== monster.lst ===&lt;br /&gt;
unexplored&lt;br /&gt;
&lt;br /&gt;
== AI / Agents ==&lt;br /&gt;
&lt;br /&gt;
=== AINumAgents ===&lt;br /&gt;
number of AI agents&lt;br /&gt;
&lt;br /&gt;
=== AIAgtIdCtrl ===&lt;br /&gt;
next agentID (for filenames)&lt;br /&gt;
&lt;br /&gt;
=== AIAgent0 to AIAgent[NumAgents] ===&lt;br /&gt;
mostly unexplored&lt;br /&gt;
* agentID&lt;br /&gt;
* raceID&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = agentID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = 01 00 00 00 if major, 02 00 00 00 if minor&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x00CB = unknown&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0.cnt to AgtSy[NumAgents].cnt ===&lt;br /&gt;
number of systems to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0 to AgtSy[NumAgents] ===&lt;br /&gt;
starIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0.cnt to AgtSh[NumAgents].cnt ===&lt;br /&gt;
number of ships to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0 to AgtSh[NumAgents] ===&lt;br /&gt;
shipIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0.cnt to AgtDp[NumAgents].cnt ===&lt;br /&gt;
number of entrys in AgtDpxx&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0 to AgtDp[NumAgents] ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 266&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
unknown - mayby diplomatics&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0.cnt to AgtTk[NumAgents].cnt ===&lt;br /&gt;
number of tasks for that agent&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0 to AgtTk[NumAgents] ===&lt;br /&gt;
TaskIDs (for TskSh and TskSy filenames)&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt.cnt ===&lt;br /&gt;
number of AI controled systems&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
starIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt.cnt ===&lt;br /&gt;
number of AI controled ships&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 24&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
shipIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0018&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = shipID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = unknown (if not 05 00 for colony ships, AI doesn&#039;t colonize)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0017 = unknown&lt;br /&gt;
&lt;br /&gt;
=== AINumTasks ====&lt;br /&gt;
number of Tsk-files&lt;br /&gt;
&lt;br /&gt;
==== AITaskIDCtr ===&lt;br /&gt;
next TskID for filename (of TskSh/TskSy)&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== provInfo0 to provInfo4 ===&lt;br /&gt;
lists starIDs of every major empire&lt;br /&gt;
* star count&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
=== ordInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 84&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Mostly unknown, includes peace proposals, system and fleet orders...&lt;br /&gt;
&lt;br /&gt;
Each entry in this file contains two segments - a header and a body.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Header structure&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Size of the header is constant for all entries and is 32 bytes.&lt;br /&gt;
&lt;br /&gt;
It contains:&lt;br /&gt;
&lt;br /&gt;
* entry hash&lt;br /&gt;
* turn of occurrence&lt;br /&gt;
* raceID&lt;br /&gt;
* order type&lt;br /&gt;
* body size in bytes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Detailed structure:&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = entry hash - unknown hashing function, applies either to the body only or the whole entry (exluding the hash)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = turn of occurrence&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = order type (0 - system order, 2 - fleet order, others unknown)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x001B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = size of the body in bytes&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Size of the body depends on type - it might even vary independent of type.&lt;br /&gt;
Body size of orders for fleets and systems seems to be 52 bytes which together with the header amounts to 84 bytes per entry.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Fleet order body structure (type 2)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Contains:&lt;br /&gt;
&lt;br /&gt;
* target sector row&lt;br /&gt;
* target sector column&lt;br /&gt;
* source sector row&lt;br /&gt;
* source sector column&lt;br /&gt;
* fleetID&lt;br /&gt;
* scan range ?&lt;br /&gt;
* map speed ?&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Detailed structure:&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = target sector row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = target sector column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000F = source sector row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = source sector column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x001B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001D = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001E to 0x002B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = scan range ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = map speed ?&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The source sector row and column mark the sector that the fleet was in when it initially received the order not the current location. For ships terraforming planets the source location is usually set to row -1 and column -1.&lt;br /&gt;
&lt;br /&gt;
=== SeedInfo ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== result.lst ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== incident.dat ===&lt;br /&gt;
completely unknown but normally it&#039;s 00 00 00 00&lt;/div&gt;</summary>
		<author><name>DCER</name></author>
	</entry>
	<entry>
		<id>http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=166</id>
		<title>Savegame File-Listing</title>
		<link rel="alternate" type="text/html" href="http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=166"/>
		<updated>2011-03-19T22:10:48Z</updated>

		<summary type="html">&lt;p&gt;DCER: /* ordInfo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of the explored content within the save games.&lt;br /&gt;
For learning to use this information, also have a look at [[Editing_Savegames]]!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most of the following data has been explored by using a vanilla singleplayer savegame at turn 1 with following settings:&lt;br /&gt;
* tech 1&lt;br /&gt;
* small galaxy&lt;br /&gt;
* irregular&lt;br /&gt;
* no minors&lt;br /&gt;
* impossible&lt;br /&gt;
&lt;br /&gt;
At later turns there are additional files stored within the saves. These may have been partially discarded.&lt;br /&gt;
For turn 1 saves, most unexplored data seems to be relatively unimportant and often can be zero!&lt;br /&gt;
Please aware that some information might be incomplete or even incorrect. &lt;br /&gt;
&lt;br /&gt;
So, after extracting a savegame with UltimateEditor you get quite a ton of files. Here&#039;s an overview about them and the hexcode they contain:&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
=== version ===&lt;br /&gt;
* for me it&#039;s always 08&lt;br /&gt;
&lt;br /&gt;
=== gameInfo ===&lt;br /&gt;
* filename&lt;br /&gt;
* gamesave name&lt;br /&gt;
* galaxy shape&lt;br /&gt;
* galaxy size&lt;br /&gt;
* minor race setting&lt;br /&gt;
* difficulty level&lt;br /&gt;
* random events on/off&lt;br /&gt;
* strategical timer&lt;br /&gt;
* tactical timer&lt;br /&gt;
* actual and next turn&lt;br /&gt;
* player race&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* races with ships (major + minor)&lt;br /&gt;
* races beaten&lt;br /&gt;
* goal (vendetta/dominance)&lt;br /&gt;
* empire status informations (occupied systems, science, economy, military)&lt;br /&gt;
* statistic&lt;br /&gt;
* player names (if MP)&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000D(?) filename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000D to 0x003E savename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 last turn (for savename)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C 00 = singleplayer 01 = multiplayer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0250 player empires bitmask&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0252 player empire (00 = card, 01 = fed, 02=ferg, 03=kling, 04=rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0253 predictor for starting EL of minor races&lt;br /&gt;
Offset 0x0254 to 0x0258 technology starting levels for each major (card, fed, ferg, kling, rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0260 galaxy shape (00 = irregular, 01 = elliptic, 02 = ring, 03 = spiral)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0264 galaxy size (00 = small, 01 = middle, 03 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0268 Minor Races setting (0=none, ..., 3=many)&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x026C difficulty level (00 = simple, 01 = easy, 02 = normal, 03 = hard, 04 = impossible; attention, deviation with dynamic key variables)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x026E random events (0=OFF, 1=ON)&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x0270 races in game (bitwise XOR, little endian (8bit packets) =&amp;gt; order is the same with alienInfo)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0278 beaten empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0280 to 0x0285(?) races with ships&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0290 tactical mode (0=DETAILED, 2=ABSTRACT)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0294 a cheat button bitmask&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0298 (test nz) 1=trade guild strike, 2=subspace anomaly, 8=end trade strike, 10h=end anomaly&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A0 generated monsters bitmask ([http://www.armadafleetcommand.com/botf/modules.php?name=Forums&amp;amp;file=viewtopic&amp;amp;t=611&amp;amp;start=22 not loaded by game])&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x02A4 strategical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A8 tactical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AC current turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AE last turn points (for statistic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02BA(maybe less)+ statistic of the cards&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x04AE(maybe less)+ statistic of the feds&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x06A2(maybe less)+ statistic of the fergs&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0896(maybe less)+ statistic of the klings&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0A8A(maybe less)+ statistic of the roms&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0C84+(?) empire state (intelligence)&lt;br /&gt;
* Offset 0x0C8E+ military&lt;br /&gt;
* Offset 0x0D06+ economy&lt;br /&gt;
* Offset 0x0D1A+ science&lt;br /&gt;
* Offset 0x0D92+ occupied systemsOffset&lt;br /&gt;
0x0DBC victory condition (00=single/Multi player dominance 01=Muilt player team dominance, 02=vendetta)&lt;br /&gt;
&lt;br /&gt;
=== empsInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 444&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists information about majors&lt;br /&gt;
* empirenames&lt;br /&gt;
* name of the emperor&lt;br /&gt;
* credits&lt;br /&gt;
* number of running dilithium sources&lt;br /&gt;
* number of ships under construction&lt;br /&gt;
* population (total ?)&lt;br /&gt;
* moral shown in empire state&lt;br /&gt;
* ship-population support&lt;br /&gt;
* empire-wide ground combat bonus&lt;br /&gt;
* known empires (for diplomacy)&lt;br /&gt;
&lt;br /&gt;
is stored in blocks of 0x01BC length for every major&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one (card) gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 empire name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x004F emperor name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 address of empire province list(8 bytes per system), at[+4] number of held systems&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 credits (for F1 emps info display)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B income (for F1 emps info display, not updated properly for AI players, due to cheats)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F real ship support cost ? (- pop support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 number of running dilithium sources&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 number of ships under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = current research points different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006C to 0x006F population (?main system or total?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 to 0x0073 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0074 to 0x0077 = current morale ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B current intel different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x0093 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0094 to 0x0097 ship-population support (not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0098 to 0x009B credits&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x009C to 0x009F empire strength indicator&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x00A0 to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = research at end of last turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00B3 temporary store for starting pop(originaly thought to be ship-population support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B4 to 0x00B7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B8 to 0x00B9 moral shown in empire state (signed integer, little endian! 0xFCFF = rebellious, 0xFFFF = apathetic, 0x0000 = normal, 0x0300 = fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BA to 0x00BB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BF = intel total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00C0 to 0x00D7 (6 tech areas * 4bytes) = cumulated research bonus in percent&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00D8 to 0x010D unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x010E to 0x010F empire-wide ground combat bonus in percent (from buildings like the Hall of Warriors)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0110 to 0x0123 (5empires * 4bytes) = treaty label: 0=Neutral, 1=War, 2=Alliance, 3=Peace&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0124 to 0x0137 (5empires * 4bytes) = territory accessible: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0138 to 0x014B (5empires * 4bytes) = trade allowed: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x014C to 0x0157 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0158 to 0x015F known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0160 to 0x01AF unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B0 to 0x01B3 random events bitmask&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x01B4 to 0x01B7 = cumulative build costs of fleet (ship functions 0-4)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B8 to 0x01BB unknown&lt;br /&gt;
&lt;br /&gt;
== Aliens ==&lt;br /&gt;
=== alienInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 64&amp;lt;/span&amp;gt;&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0040 for every possible race&amp;lt;br/&amp;gt;&lt;br /&gt;
in same order as races in stbof.res or UE&amp;lt;br/&amp;gt;&lt;br /&gt;
only first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 = 01 if race is alive&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 = starID of homesystem&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 = known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 = known races (IDs 0x20+)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 (5empires * 4bytes) = treaty level (minors) 0=Neutral, 1=Friendly, 2=Affiliated, 3=Member, 4=War&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C = (for minors) 0=free diplomacy, 1=subjugated, 2=restricted diplomacy(membership)&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
=== galInfo ===&lt;br /&gt;
* galaxy shape (irregular, elliptic, ring, spiral)&lt;br /&gt;
* galaxy size (small, medium, large)&lt;br /&gt;
* count of sectors&lt;br /&gt;
* count of stars&lt;br /&gt;
* count of anomalies&lt;br /&gt;
* count of outposts/starbases&lt;br /&gt;
&lt;br /&gt;
Offset 0x0004 to 0x0007 = galaxy shape (0=irregular, 1=elliptic, 2=ring, 3=spiral)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = galaxy size (0 = small, 1 = medium, 2 = large)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = number of stars&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = number of anomalies&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0011 = number of outposts/starbases&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0015 = number of sectors&lt;br /&gt;
&lt;br /&gt;
=== sector.lst ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 104&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all sectors&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* outpostID &lt;br /&gt;
* anomalyID&lt;br /&gt;
* starID&lt;br /&gt;
* sector scanned by race&lt;br /&gt;
* sector explored by race&lt;br /&gt;
* sector influenced by anomaly (?)&lt;br /&gt;
* claim&lt;br /&gt;
* owner of the sector&lt;br /&gt;
* actual scan value by race&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0068&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = map row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = map column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = outpostID from starBaseInfo or -1 if none&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = anomalyID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = claim (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = 00 00 00 00 if owned by card, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = 01 00 00 00 if owned by fed, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = 02 00 00 00 if owned by ferg, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = 03 00 00 00 if owned by kling, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = 04 00 00 00 if owned by rom, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = [raceID] if owned by minor, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = explored by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0031 = sector scanned by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom, 20 = blackhole)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = scanpower of card (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = scanpower of fed (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = scanpower of ferg (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = scanpower of kling (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0054 = scanpower of rom (signed, little endian)&lt;br /&gt;
&lt;br /&gt;
=== stellInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 88&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all anomalies (in ID order?)&lt;br /&gt;
* anomaly type&lt;br /&gt;
* anomaly name&lt;br /&gt;
* anomaly map picture&lt;br /&gt;
* anomaly map picture position (x/y)&lt;br /&gt;
* wormhole connections&lt;br /&gt;
* visited by majors&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0058&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = type of anomaly (00 00 00 00 = blackhole, 01 00 00 00 = X-ray pulsar, 02 00 00 00 = nebula, 03 00 00 00 = neutron star, 0A 00 00 00 = wormhole, 0B 00 00 00 = radio pulsar)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x002B = anomaly name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x003F = galaxy map picture file (00 terminated string: blackhole = &amp;quot;blkh&amp;quot; = 62 6C 6B 68, X-ray pulsar = &amp;quot;xp-&amp;quot; = 78 70 2D, nebula = &amp;quot;neb-&amp;quot; = 6E 65 62 2D, neutron star = &amp;quot;ns&amp;quot; = 6E 73, wormhole = &amp;quot;worm&amp;quot; = 77 6F 72 6D, radio pulsar = &amp;quot;rpls&amp;quot; = 72 70 6C 73)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = anomalyID for wormhole connection, else FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0042 to 0x0043 = 00 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = sector visited by major (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&lt;br /&gt;
&lt;br /&gt;
=== RToSInfo ===&lt;br /&gt;
RToS = race to star (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
races are in the following order 1: Card 2: Fed 3: Ferg 4: Kling 5: Rom&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
lists StarIDs of the homesystems of all races, if not available = FF 00&lt;br /&gt;
&lt;br /&gt;
=== SphOfIn0 to SphOfIn4 ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: [GalaxyMapWidth]&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
relevance unclear&amp;lt;br/&amp;gt;&lt;br /&gt;
gives a view of the galaxy map for every empire&amp;lt;br/&amp;gt;&lt;br /&gt;
decreasing values around home system position&amp;lt;br/&amp;gt;&lt;br /&gt;
might be relevant for the influence of systems to mark the territory&lt;br /&gt;
&lt;br /&gt;
== Systems ==&lt;br /&gt;
=== systInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 76&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all starsystems&lt;br /&gt;
* system name&lt;br /&gt;
* race (owner)&lt;br /&gt;
* race (population)&lt;br /&gt;
* population count&lt;br /&gt;
* population orders (work assignation)&lt;br /&gt;
* moral (value)&lt;br /&gt;
* moral (shown text)&lt;br /&gt;
* dilithium&lt;br /&gt;
* system visited by race&lt;br /&gt;
* star type&lt;br /&gt;
* star picture&lt;br /&gt;
* star picture position on map (x/y)&lt;br /&gt;
* planet count&lt;br /&gt;
* planetnames&lt;br /&gt;
* planet animations&lt;br /&gt;
* planet types&lt;br /&gt;
* planet sizes (small/middle/big)&lt;br /&gt;
* terraforming value total&lt;br /&gt;
* terraforming value done&lt;br /&gt;
* planet bonuses (population/energy/food =&amp;gt; pure/normal/much)&lt;br /&gt;
* incoming traderouts&lt;br /&gt;
* traderoutes of the system&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on planetnumber, traderoutes and if it&#039;s a player&#039;s system&lt;br /&gt;
only one example starsystem with a single planet gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 uninhabited = 00 00 00 00, AI = 00 00 00 01, player = 00 00 00 02&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x002F = system name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 = system type (0=home, 1=native, 2=non native, 3=subjugated, 4=affiliated, 5=independent minor, 6=conquered home, 7&amp;amp;8=invalid?, 9=any, A=rebel, B=empty)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0031 = star type (red giant=04, orange=05, yellow=06, white=07, green=08, blue=09)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0032 to 0x0035 = star picture&lt;br /&gt;
* red giant = 73 2D 72 2D&lt;br /&gt;
* orange star = 73 2D 6F 2D&lt;br /&gt;
* yellow star = 73 2D 79 2D&lt;br /&gt;
* white star = 73 2D 77 2D&lt;br /&gt;
* green star = 73 2D 67 2D&lt;br /&gt;
* blue star = 73 2D 62 2D&lt;br /&gt;
Offset 0x003F = system explored by empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = population (uninhabited = FF FF)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = race of population&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004D = raceID ( = owner, noone = 23)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = people assigned to economy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B = people assigned to energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F = people assigned to food production&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 = people assigned to science&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 = people assigned to intelligence&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006A to 0x006B = number of planets &amp;lt;= 09 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006E = dilithium resource level (0, 1, 2, 3, 4, 5, or 10), set by subroutine 4B7A50, if&amp;gt;0 dilithium icon gets shown (F1-map), also used to set the dilithium flag&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006F = unknown (majors = 05, uninhabited = 00, ? = 02,...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0071 = dilithium flag: 0x08 = Dilithium&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0072 to 0x0077 unkown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x007F = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0080 to 0x0083 = ORDER ECONOMY (typeID) 1=build building, 2=upgrade building(s), 3=build ship, 5=tradegoods, 7=unrest order&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0084 to 0x0087 = invested industry&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0088 to 0x008B = ID of building/ship under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x008C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = ? number of entries in strcInfo ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00BB = base offset of planet entry array ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BD = max population * 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0220 unknown (=32 for colonys (?))&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0298 to 0x029B = FF FF FF FF (used as base offset for moral entries)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02C4 to 0x02C7 = current industry output&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DC to 0x02DD = moral value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DE to 0x2DF = moral text (signed integer, little endian! : -4 =  Rebellious, -3 = Defiant, -2 = Disgruntled, -1= Apathetic, 0 = Content, 1 = Pleased, 2 =  Loyal, 3 = Fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F0 to 0x02F2 = base morale&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F4  to 0x02F7 unlocks positive/negative morale events if 0(random manipulated starting default 50dec)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0304 to 0x0307 = random events bitmask&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x0309 unknown (for majors = 01)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0328+ list of all planets of that starsystem&lt;br /&gt;
----&lt;br /&gt;
Offset 0x0328 to 0x034F = planetname (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0350 to 0x0357 = planet animation filename (= ****.ani)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0358 to 0x035D = 00 FB 57 00 30 59 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x035E to 0x035F = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0360 to 0x0361 = planet size (small = 00 00, middle = 01 00, big = 02 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0362 to 0x0363 = terraforming value total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0364 to 0x0365 = terraforming value done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0366 to 0x0367 = food bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0368 to 0x0369 = energy bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036A to 0x036B = population bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036C to 0x036D = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0370 planet type (00 = arctic, 01 = barren, 02 = desert, 03 = gas giant, 04 = djungle, 05 = oceanic, 06 = earthlike, 07 = vulcanic, 08 = methanic, 09 = AUS, &amp;gt;09 = other)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0372 to 0x0373 = 00 00&lt;br /&gt;
----&lt;br /&gt;
Offset [0x0328+0x004C*numberOfPlanets] to Offset [0x0328+0x004C*numberOfPlanets+0x0004*numberOfPlanets-0x0001]&amp;lt;br/&amp;gt;&lt;br /&gt;
(for one planet that&#039;s Offset 0x0374 to 0x0377) = unknown (mostly 00 ... 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if traderoutes are available:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = (number of incoming traderouts + number of system traderoutes) * (0x0002 length (16bit) raceID + 0x0002 length (16bit) tradeRouteNo. (tradeRouteNo + raceID = tradeRouteID))&amp;lt;br/&amp;gt;&lt;br /&gt;
] (don&#039;t know if and where the number of traderoutes is stored)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if it&#039;s a players system:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = unknown, length = 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
what a complicated file...&lt;br /&gt;
&lt;br /&gt;
=== strcInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 4&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all buildings for each star&lt;br /&gt;
* starID&lt;br /&gt;
* number of entries for each star&lt;br /&gt;
* building type&lt;br /&gt;
* building count&lt;br /&gt;
* number of activated (powered on) buildings (for special buildings and orbitals)&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on number of different building types&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = number of entrys&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of entrys:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0005 = building count&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0006 to 0x0007 = building type (same order as in [[stbof.res]] and UE, it&#039;s the building ID in [[edifice.bst]])&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = number of activated buildings&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
=== techInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists science by raceID&lt;br /&gt;
&lt;br /&gt;
Contains:&lt;br /&gt;
&lt;br /&gt;
* science levels&lt;br /&gt;
* technology levels&lt;br /&gt;
* science points done by science type&lt;br /&gt;
* actual science assignation&lt;br /&gt;
* actually buildable buildings&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;General file structure&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0001 = number of races in the game (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0047 = list of tech entry indexes (35 slots for 35 races each 2 bytes in size, slots for races not in the game usually point to the first tech entry index -&amp;gt; 0)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x00AB = list of empire science assignations (20 bytes per empire)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x???? = unknown list for minors, 8 bytes per minor race in the game (total entries = number of races in the game - 5)&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
followed by a list of tech entries that have the same structure as those in [[racetech.tec]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;List of empire science assignations&amp;lt;/b&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Contains 5 entries - one for each empire.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Entry structure:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0006 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;List of tech entries&amp;lt;/b&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Number of entries equals number of races listed in this file. The list of tech entry indexes links each race to it&#039;s tech entry. The first entry carries the index 0, the next 1 and so on.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Entry structure:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = technology level / science level sociology&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x000B = buildable special buildings (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
* &amp;amp;0x8000000000000000000000 = phenix device&lt;br /&gt;
* &amp;amp;0x4000000000000000000000 = dilithium raffinery&lt;br /&gt;
* &amp;amp;0x2000000000000000000000 = orbital cannon&lt;br /&gt;
* &amp;amp;0x1000000000000000000000 = communication network&lt;br /&gt;
* &amp;amp;0x0800000000000000000000 = charge collector&lt;br /&gt;
* &amp;amp;0x0400000000000000000000 = bunker&lt;br /&gt;
* &amp;amp;0x0200000000000000000000 = simple replicator&lt;br /&gt;
* &amp;amp;0x0100000000000000000000 = improved replicator&lt;br /&gt;
* &amp;amp;0x0080000000000000000000 = shipyard&lt;br /&gt;
* &amp;amp;0x0040000000000000000000 = isolinear scanner&lt;br /&gt;
* &amp;amp;0x0020000000000000000000 = listening post&lt;br /&gt;
* &amp;amp;0x0010000000000000000000 = subspace scanner&lt;br /&gt;
* &amp;amp;0x0008000000000000000000 = subautomatic simulator&lt;br /&gt;
* &amp;amp;0x0004000000000000000000 = thery simulator&lt;br /&gt;
* &amp;amp;0x0002000000000000000000 = private farm&lt;br /&gt;
* &amp;amp;0x0001000000000000000000 = oceanic farm&lt;br /&gt;
* &amp;amp;0x0000800000000000000000 = obsedian congregation&lt;br /&gt;
* &amp;amp;0x0000400000000000000000 = reeducation center&lt;br /&gt;
* &amp;amp;0x0000200000000000000000 = union yard&lt;br /&gt;
* &amp;amp;0x0000100000000000000000 = shield generator&lt;br /&gt;
* &amp;amp;0x0000080000000000000000 = wind turbine&lt;br /&gt;
* &amp;amp;0x0000040000000000000000 = trade goods&lt;br /&gt;
* &amp;amp;0x0000020000000000000000 = trade center&lt;br /&gt;
* &amp;amp;0x0000010000000000000000 = agrarian store&lt;br /&gt;
* &amp;amp;0x0000008000000000000000 = trade tower&lt;br /&gt;
* &amp;amp;0x0000004000000000000000 = trade commission&lt;br /&gt;
* &amp;amp;0x0000002000000000000000 = holo cinema&lt;br /&gt;
* &amp;amp;0x0000001000000000000000 = fantasy land&lt;br /&gt;
* &amp;amp;0x0000000800000000000000 = inquisition&lt;br /&gt;
* &amp;amp;0x0000000400000000000000 = work camp&lt;br /&gt;
* &amp;amp;0x0000000200000000000000 = command center&lt;br /&gt;
* &amp;amp;0x0000000100000000000000 = hidden sensor grid&lt;br /&gt;
* &amp;amp;0x0000000080000000000000 = laws of war&lt;br /&gt;
* &amp;amp;0x0000000040000000000000 = utopia planetia&lt;br /&gt;
* &amp;amp;0x0000000020000000000000 = starfleet academy&lt;br /&gt;
* &amp;amp;0x0000000010000000000000 = federation council&lt;br /&gt;
* &amp;amp;0x0000000008000000000000 = daystorm institute&lt;br /&gt;
* &amp;amp;0x0000000004000000000000 = genesis sciencelab&lt;br /&gt;
* &amp;amp;0x0000000002000000000000 = festival of fun&lt;br /&gt;
* &amp;amp;0x0000000001000000000000 = franchise office&lt;br /&gt;
* &amp;amp;0x0000000000800000000000 = astronomic academy&lt;br /&gt;
* &amp;amp;0x0000000000400000000000 = singularity facility&lt;br /&gt;
* &amp;amp;0x0000000000200000000000 = center for fighttests&lt;br /&gt;
* &amp;amp;0x0000000000100000000000 = police state&lt;br /&gt;
* &amp;amp;0x0000000000080000000000 = tactical school&lt;br /&gt;
* &amp;amp;0x0000000000040000000000 = big hall&lt;br /&gt;
* &amp;amp;0x0000000000020000000000 = prison mine&lt;br /&gt;
* &amp;amp;0x0000000000010000000000 = hall of warriors&lt;br /&gt;
* &amp;amp;0x0000000000008000000000 = military yard&lt;br /&gt;
* &amp;amp;0x0000000000004000000000 = federation yard&lt;br /&gt;
* &amp;amp;0x0000000000002000000000 = federation replicator&lt;br /&gt;
* &amp;amp;0x0000000000001000000000 = alliance yard&lt;br /&gt;
* &amp;amp;0x0000000000000800000000 = tribunal&lt;br /&gt;
* &amp;amp;0x0000000000000400000000 = fleet academy&lt;br /&gt;
* &amp;amp;0x0000000000000200000000 = talshiar main quater&lt;br /&gt;
* &amp;amp;0x0000000000000100000000 = imperial senate&lt;br /&gt;
* &amp;amp;0x0000000000000080000000 = industrial center (of the Bencites)&lt;br /&gt;
* &amp;amp;0x0000000000000040000000 = architectural center (of the Bandi)&lt;br /&gt;
* &amp;amp;0x0000000000000020000000 = bajoran jalanda forum (of the Bajorans)&lt;br /&gt;
* &amp;amp;0x0000000000000010000000 = harvest complex (of the Antedians)&lt;br /&gt;
* &amp;amp;0x0000000000000008000000 = examination base (of the Anticans)&lt;br /&gt;
* &amp;amp;0x0000000000000004000000 = supersoldier academy (of the Angosians)&lt;br /&gt;
* &amp;amp;0x0000000000000002000000 = andorian war school (of the Andorians)&lt;br /&gt;
* &amp;amp;0x0000000000000001000000 = acamerian clanhall (of the Acamerians)&lt;br /&gt;
* &amp;amp;0x0000000000000000800000 = cinetic laboratory (of the Malcorians)&lt;br /&gt;
* &amp;amp;0x0000000000000000400000 = ktarian game studio (of the Ktarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000200000 = edo palace (of the Edos)&lt;br /&gt;
* &amp;amp;0x0000000000000000100000 = gladiator arena (of the Chalnoth)&lt;br /&gt;
* &amp;amp;0x0000000000000000080000 = science thinking factory (of the Caldonians)&lt;br /&gt;
* &amp;amp;0x0000000000000000040000 = planetary computer (of the Bynare)&lt;br /&gt;
* &amp;amp;0x0000000000000000020000 = cosmetic center (of the Bolarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000010000 = councelor academy (of the Betazoids)&lt;br /&gt;
* &amp;amp;0x0000000000000000008000 = defense network (of the Talarian)&lt;br /&gt;
* &amp;amp;0x0000000000000000004000 = physical institute (of the Takarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000002000 = biotec center (of the Sheliak)&lt;br /&gt;
* &amp;amp;0x0000000000000000001000 = examination base (of the Selay)&lt;br /&gt;
* &amp;amp;0x0000000000000000000800 = collector place (of the Pakleds)&lt;br /&gt;
* &amp;amp;0x0000000000000000000400 = recruitment center (of the Nausicaans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000200 = monument of subjugation (of the Mizarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000100 = mintaca farm (of the Mintacarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000080 = imperial yard&lt;br /&gt;
* &amp;amp;0x0000000000000000000040 = orgenic regenerator&lt;br /&gt;
* &amp;amp;0x0000000000000000000020 = military academy (of the Zakdorn)&lt;br /&gt;
* &amp;amp;0x0000000000000000000010 = intelligence (of the Yridians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000008 = science academy (of the Vulcans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000004 = archive of psycho history (of the Ullians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000002 = science committee (of the Trillian)&lt;br /&gt;
* &amp;amp;0x0000000000000000000001 = mythology library (of the Tamarians)Offset length 0x001D = buildable normal buildings / upgrades (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
Offset length 0x0008 = unknown (always 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Intel ==&lt;br /&gt;
=== intelInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 16&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown - seems to include intel reports&lt;br /&gt;
* actual intel assignation for every major&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x02D7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
[for all five majors: blocklength = 0x2C1C&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0070 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = intelligance assignation of internal security&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
=== treaty ===&lt;br /&gt;
completely unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
for turn 1 it&#039;s 00 00 00 00 00 00 00 00&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
=== trdeInfo0.cnt to trdeInfo4.cnt ===&lt;br /&gt;
number of traderoutes for each empire&lt;br /&gt;
&lt;br /&gt;
=== trdeInfo0 to trdeInfo4 ===&lt;br /&gt;
partially unexplored&amp;lt;br/&amp;gt;&lt;br /&gt;
lists traderoutes&lt;br /&gt;
* raceID&lt;br /&gt;
* traderoute number (+ raceID = traderouteID)&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
== Ships &amp;amp; Task Forces ==&lt;br /&gt;
=== alienTFInfo0 to alienTFInfo[numberOfRaces] ===&lt;br /&gt;
lists fleetIDs of every race&lt;br /&gt;
* number of taskforces/fleets&lt;br /&gt;
* shipIDs&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = number of controled fleets&amp;lt;br/&amp;gt;&lt;br /&gt;
[for [numberOfRaces]:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
=== shipname.dat ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
is divided into several shipname categorys&amp;lt;br/&amp;gt;&lt;br /&gt;
shipnames aren&#039;t in the same order with these in shipname.bin of stbof.res!&amp;lt;br/&amp;gt;&lt;br /&gt;
this file also influences the shipIDs for newly builded ones&lt;br /&gt;
* first given shipname&lt;br /&gt;
* next given shipname&lt;br /&gt;
* counter of repeatings (for name endings A, B, C,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x000C&amp;lt;br/&amp;gt;&lt;br /&gt;
block position equals shipname category position in shipname.bin of stbof.res as well as category position in UE&lt;br /&gt;
Each race has its own categorys, seperated for different ship types&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Warning! shipID for new constructed ships gets wrong, if distance between first and next name is wrong!&amp;lt;/span&amp;gt; (next name reffering number can be less as well as higher than first, distance is based on list iterations)&amp;lt;br/&amp;gt;&lt;br /&gt;
If next reffering number reaches first reffering number, counter gets increased&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = first given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = next given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = counter of repeating/iteration or if no name of this category has been used yet = FF FF (defines the appendix of the shipname: A, B, ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00&lt;br /&gt;
&lt;br /&gt;
=== ShipCntr ===&lt;br /&gt;
next shipID&lt;br /&gt;
&lt;br /&gt;
=== TForceCntr ===&lt;br /&gt;
next fleetID&lt;br /&gt;
&lt;br /&gt;
=== GShipHead = GTForceHd = GWTForceHd = GTFStasisHd ===&lt;br /&gt;
&lt;br /&gt;
These are global list headers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Header&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;List&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Contains&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GShipHead&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GShipList&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Ships&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTForceHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTForceList&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Task forces&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GWTForceHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GWTForce&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Task forces&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTFStasisHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTFStasis&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Identified fields:&lt;br /&gt;
&lt;br /&gt;
* slot size&lt;br /&gt;
* total number of slots in list&lt;br /&gt;
* number of occupied slots (slots with data)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
File structure (40 bytes):&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000F = unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = slot size&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = total number of slots&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = number of occupied slots&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x0027 = unknown&lt;br /&gt;
&lt;br /&gt;
=== GShipList ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 116&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
list all ships with&lt;br /&gt;
* shipname&lt;br /&gt;
* raceID&lt;br /&gt;
* shipID&lt;br /&gt;
* fleetID&lt;br /&gt;
* shield&lt;br /&gt;
* hull&lt;br /&gt;
* ship type (manufactoring type / =shiplistID in shiplist.sst)&lt;br /&gt;
* experience bonus for beam accuracy&lt;br /&gt;
* experience bonus for torpedo accuracy&lt;br /&gt;
* experience bonus for defense&lt;br /&gt;
* crew experience value&lt;br /&gt;
* crew experience level&lt;br /&gt;
* base ground combat strength&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0074&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 = shipname&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID (only for ship icon)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = shipID (NOT shiplist.sst ID)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = experience bonus for beam accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = experience bonus for torpedo accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = experience bonus for defense&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = shield (can lead to crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = hull (leads to crash in tactical fight if too high)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = crew experience value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = crew experience level (0=green,.. , 4=legendary) accessed for stars, raid, intercept &amp;amp; damage control&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0053 = ship type (manufactoring type, used as shiplistID in stbof.res, e.g. in shiptech.sst and is in same order as in UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x005B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F = shipfunction/=value:[0/8, 1/10, 2/6, 3/2, 4/4, 5-8/0, 9/1] +shiptech.sst computer +propulsion tech requirements&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 = (for warships only /function 0-4) value at 5C + map speed&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 = (for warships only /function 0-4) shiptech.sst computer + weapon tech requirements&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006C to 0x006F = (for TTs only) 50 times shiptech.sst construction tech requirement&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 to 0x0073 = base ground combat strength (i.e. TT production value /10)&lt;br /&gt;
&lt;br /&gt;
=== GTForceList = GWTForce ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
differences only exist in behavior&amp;lt;br/&amp;gt;&lt;br /&gt;
in later turns there might remain fragments of old turns at the end of the list - they get ignored by botf&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all fleets&lt;br /&gt;
* fleetID&lt;br /&gt;
* shipIDs&lt;br /&gt;
* raceID&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* first Colony ShipID&lt;br /&gt;
* control category&lt;br /&gt;
* contains colony ships&lt;br /&gt;
* scan range&lt;br /&gt;
* flight range&lt;br /&gt;
* speed&lt;br /&gt;
* order (evade, attack,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
data fragments at the end of the file happen if fleet count decreases&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = ship count of that fleet&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = shipID of first fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000F = shipID of second fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = shipID of third fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = shipID of fourth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = shipID of fifth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = shipID of sixth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = shipID of seventh fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = shipID of eighth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x002B = shipID of ninth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = order/command - seems only to define the display: systemattack remains if changed&amp;lt;br/&amp;gt;&lt;br /&gt;
* 00 = invalid&lt;br /&gt;
* 01 = terraform&lt;br /&gt;
* 02 = colonize&lt;br /&gt;
* 03 = rade&lt;br /&gt;
* 04 = intercept&lt;br /&gt;
* 05 = evade&lt;br /&gt;
* 06 = attack&lt;br /&gt;
* 07 = build outpost&lt;br /&gt;
* 08 = build starbase&lt;br /&gt;
* 09 = crew training&lt;br /&gt;
* 0A = expand&lt;br /&gt;
* 0B = invalid&lt;br /&gt;
* 0C = scrap&lt;br /&gt;
* 0D = into wormhole&lt;br /&gt;
* 0E = attack system&lt;br /&gt;
* &amp;gt;0E = invalid&lt;br /&gt;
Offset 0x0030 to 0x0033 = for TT based system attacks  (1 = conquer, else liberate)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = sector row (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = sector column (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = first Colony shipID (same as one of the ship slots values)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = control category (1 - major empire, 2 - minor race, 3 - alien)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = contains colony ships (0 - no, 1 - yes)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0053 = scan range, keeps only one turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005F = flight range, keeps only one turn (double precision floating point number; short = 0, middle = 1, high = 2)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0067 = speed, keeps only one turn (double precision floating point number; values 0 to 5)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = cloaking (01 00 00 00 = cloaked, else 00 00 00 00)&lt;br /&gt;
&lt;br /&gt;
=== GTFStasis ===&lt;br /&gt;
unknown (was thought to be number of starbases/outposts)&lt;br /&gt;
&lt;br /&gt;
=== starBaseInfo ===&lt;br /&gt;
&lt;br /&gt;
* outpost name&lt;br /&gt;
* owner raceID&lt;br /&gt;
* outpostID&lt;br /&gt;
* ship function (valid values are 6 for outpost and 7 for starbase)&lt;br /&gt;
* ship type (links to shiplist.sst entry)&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* production/build cost (usually same as ship build cost in [[shiplist.sst]])&lt;br /&gt;
* production invested (outpost completion is production invested/production cost)&lt;br /&gt;
* hull&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Stored in blocks of 92 bytes.&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0027 = outpost name (ASCII)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = outpostID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002D = ship function&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002E to 0x002F = ship type&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = sector row / y coord&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = sector column / x coord&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003F = production cost (8 byte floating point number - double)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0047 = production invested (8 byte floating point number - double)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = scan range&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = hull&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x005B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== monster.lst ===&lt;br /&gt;
unexplored&lt;br /&gt;
&lt;br /&gt;
== AI / Agents ==&lt;br /&gt;
&lt;br /&gt;
=== AINumAgents ===&lt;br /&gt;
number of AI agents&lt;br /&gt;
&lt;br /&gt;
=== AIAgtIdCtrl ===&lt;br /&gt;
next agentID (for filenames)&lt;br /&gt;
&lt;br /&gt;
=== AIAgent0 to AIAgent[NumAgents] ===&lt;br /&gt;
mostly unexplored&lt;br /&gt;
* agentID&lt;br /&gt;
* raceID&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = agentID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = 01 00 00 00 if major, 02 00 00 00 if minor&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x00CB = unknown&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0.cnt to AgtSy[NumAgents].cnt ===&lt;br /&gt;
number of systems to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0 to AgtSy[NumAgents] ===&lt;br /&gt;
starIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0.cnt to AgtSh[NumAgents].cnt ===&lt;br /&gt;
number of ships to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0 to AgtSh[NumAgents] ===&lt;br /&gt;
shipIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0.cnt to AgtDp[NumAgents].cnt ===&lt;br /&gt;
number of entrys in AgtDpxx&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0 to AgtDp[NumAgents] ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 266&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
unknown - mayby diplomatics&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0.cnt to AgtTk[NumAgents].cnt ===&lt;br /&gt;
number of tasks for that agent&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0 to AgtTk[NumAgents] ===&lt;br /&gt;
TaskIDs (for TskSh and TskSy filenames)&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt.cnt ===&lt;br /&gt;
number of AI controled systems&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
starIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt.cnt ===&lt;br /&gt;
number of AI controled ships&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 24&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
shipIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0018&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = shipID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = unknown (if not 05 00 for colony ships, AI doesn&#039;t colonize)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0017 = unknown&lt;br /&gt;
&lt;br /&gt;
=== AINumTasks ====&lt;br /&gt;
number of Tsk-files&lt;br /&gt;
&lt;br /&gt;
==== AITaskIDCtr ===&lt;br /&gt;
next TskID for filename (of TskSh/TskSy)&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== provInfo0 to provInfo4 ===&lt;br /&gt;
lists starIDs of every major empire&lt;br /&gt;
* star count&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
=== ordInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 84&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Mostly unknown, includes peace proposals, system and fleet orders...&lt;br /&gt;
&lt;br /&gt;
Each entry in this file contains two segments - a header and a body.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Header structure&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Size of the header is constant for all entries and is 32 bytes.&lt;br /&gt;
&lt;br /&gt;
It contains:&lt;br /&gt;
&lt;br /&gt;
* entry hash&lt;br /&gt;
* turn of occurrence&lt;br /&gt;
* raceID&lt;br /&gt;
* order type&lt;br /&gt;
* body size in bytes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Detailed structure:&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = entry hash - unknown hashing function, applies either to the body only or the whole entry (exluding the hash)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = turn of occurrence&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = order type (0 - system order, 2 - fleet order, others unknown)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x001B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = size of the body in bytes&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Size of the body depends on type - it might even vary independent of type.&lt;br /&gt;
Body size of orders for fleets and systems seems to be 52 bytes which together with the header amounts to 84 bytes per entry.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Fleet order body structure (type 2)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Contains:&lt;br /&gt;
&lt;br /&gt;
* target sector row&lt;br /&gt;
* target sector column&lt;br /&gt;
* source sector row&lt;br /&gt;
* source sector column&lt;br /&gt;
* fleetID&lt;br /&gt;
* scan range ?&lt;br /&gt;
* map speed ?&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Detailed structure:&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = target sector row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = target sector column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000F = source sector row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = source sector column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x001B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001D = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001E to 0x002B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = scan range ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = map speed ?&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The source sector row and column mark the sector that the fleet was in when it initially received the order not the current location. For ships terraforming planets the source location is usually set to row -1 and column -1.&lt;br /&gt;
&lt;br /&gt;
=== SeedInfo ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== result.lst ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== incident.dat ===&lt;br /&gt;
completely unknown but normally it&#039;s 00 00 00 00&lt;/div&gt;</summary>
		<author><name>DCER</name></author>
	</entry>
	<entry>
		<id>http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=165</id>
		<title>Savegame File-Listing</title>
		<link rel="alternate" type="text/html" href="http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=165"/>
		<updated>2011-03-19T22:10:01Z</updated>

		<summary type="html">&lt;p&gt;DCER: /* ordInfo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of the explored content within the save games.&lt;br /&gt;
For learning to use this information, also have a look at [[Editing_Savegames]]!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most of the following data has been explored by using a vanilla singleplayer savegame at turn 1 with following settings:&lt;br /&gt;
* tech 1&lt;br /&gt;
* small galaxy&lt;br /&gt;
* irregular&lt;br /&gt;
* no minors&lt;br /&gt;
* impossible&lt;br /&gt;
&lt;br /&gt;
At later turns there are additional files stored within the saves. These may have been partially discarded.&lt;br /&gt;
For turn 1 saves, most unexplored data seems to be relatively unimportant and often can be zero!&lt;br /&gt;
Please aware that some information might be incomplete or even incorrect. &lt;br /&gt;
&lt;br /&gt;
So, after extracting a savegame with UltimateEditor you get quite a ton of files. Here&#039;s an overview about them and the hexcode they contain:&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
=== version ===&lt;br /&gt;
* for me it&#039;s always 08&lt;br /&gt;
&lt;br /&gt;
=== gameInfo ===&lt;br /&gt;
* filename&lt;br /&gt;
* gamesave name&lt;br /&gt;
* galaxy shape&lt;br /&gt;
* galaxy size&lt;br /&gt;
* minor race setting&lt;br /&gt;
* difficulty level&lt;br /&gt;
* random events on/off&lt;br /&gt;
* strategical timer&lt;br /&gt;
* tactical timer&lt;br /&gt;
* actual and next turn&lt;br /&gt;
* player race&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* races with ships (major + minor)&lt;br /&gt;
* races beaten&lt;br /&gt;
* goal (vendetta/dominance)&lt;br /&gt;
* empire status informations (occupied systems, science, economy, military)&lt;br /&gt;
* statistic&lt;br /&gt;
* player names (if MP)&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000D(?) filename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000D to 0x003E savename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 last turn (for savename)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C 00 = singleplayer 01 = multiplayer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0250 player empires bitmask&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0252 player empire (00 = card, 01 = fed, 02=ferg, 03=kling, 04=rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0253 predictor for starting EL of minor races&lt;br /&gt;
Offset 0x0254 to 0x0258 technology starting levels for each major (card, fed, ferg, kling, rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0260 galaxy shape (00 = irregular, 01 = elliptic, 02 = ring, 03 = spiral)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0264 galaxy size (00 = small, 01 = middle, 03 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0268 Minor Races setting (0=none, ..., 3=many)&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x026C difficulty level (00 = simple, 01 = easy, 02 = normal, 03 = hard, 04 = impossible; attention, deviation with dynamic key variables)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x026E random events (0=OFF, 1=ON)&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x0270 races in game (bitwise XOR, little endian (8bit packets) =&amp;gt; order is the same with alienInfo)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0278 beaten empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0280 to 0x0285(?) races with ships&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0290 tactical mode (0=DETAILED, 2=ABSTRACT)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0294 a cheat button bitmask&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0298 (test nz) 1=trade guild strike, 2=subspace anomaly, 8=end trade strike, 10h=end anomaly&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A0 generated monsters bitmask ([http://www.armadafleetcommand.com/botf/modules.php?name=Forums&amp;amp;file=viewtopic&amp;amp;t=611&amp;amp;start=22 not loaded by game])&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x02A4 strategical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A8 tactical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AC current turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AE last turn points (for statistic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02BA(maybe less)+ statistic of the cards&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x04AE(maybe less)+ statistic of the feds&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x06A2(maybe less)+ statistic of the fergs&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0896(maybe less)+ statistic of the klings&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0A8A(maybe less)+ statistic of the roms&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0C84+(?) empire state (intelligence)&lt;br /&gt;
* Offset 0x0C8E+ military&lt;br /&gt;
* Offset 0x0D06+ economy&lt;br /&gt;
* Offset 0x0D1A+ science&lt;br /&gt;
* Offset 0x0D92+ occupied systemsOffset&lt;br /&gt;
0x0DBC victory condition (00=single/Multi player dominance 01=Muilt player team dominance, 02=vendetta)&lt;br /&gt;
&lt;br /&gt;
=== empsInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 444&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists information about majors&lt;br /&gt;
* empirenames&lt;br /&gt;
* name of the emperor&lt;br /&gt;
* credits&lt;br /&gt;
* number of running dilithium sources&lt;br /&gt;
* number of ships under construction&lt;br /&gt;
* population (total ?)&lt;br /&gt;
* moral shown in empire state&lt;br /&gt;
* ship-population support&lt;br /&gt;
* empire-wide ground combat bonus&lt;br /&gt;
* known empires (for diplomacy)&lt;br /&gt;
&lt;br /&gt;
is stored in blocks of 0x01BC length for every major&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one (card) gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 empire name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x004F emperor name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 address of empire province list(8 bytes per system), at[+4] number of held systems&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 credits (for F1 emps info display)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B income (for F1 emps info display, not updated properly for AI players, due to cheats)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F real ship support cost ? (- pop support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 number of running dilithium sources&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 number of ships under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = current research points different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006C to 0x006F population (?main system or total?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 to 0x0073 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0074 to 0x0077 = current morale ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B current intel different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x0093 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0094 to 0x0097 ship-population support (not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0098 to 0x009B credits&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x009C to 0x009F empire strength indicator&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x00A0 to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = research at end of last turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00B3 temporary store for starting pop(originaly thought to be ship-population support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B4 to 0x00B7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B8 to 0x00B9 moral shown in empire state (signed integer, little endian! 0xFCFF = rebellious, 0xFFFF = apathetic, 0x0000 = normal, 0x0300 = fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BA to 0x00BB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BF = intel total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00C0 to 0x00D7 (6 tech areas * 4bytes) = cumulated research bonus in percent&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00D8 to 0x010D unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x010E to 0x010F empire-wide ground combat bonus in percent (from buildings like the Hall of Warriors)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0110 to 0x0123 (5empires * 4bytes) = treaty label: 0=Neutral, 1=War, 2=Alliance, 3=Peace&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0124 to 0x0137 (5empires * 4bytes) = territory accessible: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0138 to 0x014B (5empires * 4bytes) = trade allowed: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x014C to 0x0157 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0158 to 0x015F known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0160 to 0x01AF unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B0 to 0x01B3 random events bitmask&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x01B4 to 0x01B7 = cumulative build costs of fleet (ship functions 0-4)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B8 to 0x01BB unknown&lt;br /&gt;
&lt;br /&gt;
== Aliens ==&lt;br /&gt;
=== alienInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 64&amp;lt;/span&amp;gt;&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0040 for every possible race&amp;lt;br/&amp;gt;&lt;br /&gt;
in same order as races in stbof.res or UE&amp;lt;br/&amp;gt;&lt;br /&gt;
only first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 = 01 if race is alive&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 = starID of homesystem&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 = known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 = known races (IDs 0x20+)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 (5empires * 4bytes) = treaty level (minors) 0=Neutral, 1=Friendly, 2=Affiliated, 3=Member, 4=War&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C = (for minors) 0=free diplomacy, 1=subjugated, 2=restricted diplomacy(membership)&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
=== galInfo ===&lt;br /&gt;
* galaxy shape (irregular, elliptic, ring, spiral)&lt;br /&gt;
* galaxy size (small, medium, large)&lt;br /&gt;
* count of sectors&lt;br /&gt;
* count of stars&lt;br /&gt;
* count of anomalies&lt;br /&gt;
* count of outposts/starbases&lt;br /&gt;
&lt;br /&gt;
Offset 0x0004 to 0x0007 = galaxy shape (0=irregular, 1=elliptic, 2=ring, 3=spiral)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = galaxy size (0 = small, 1 = medium, 2 = large)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = number of stars&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = number of anomalies&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0011 = number of outposts/starbases&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0015 = number of sectors&lt;br /&gt;
&lt;br /&gt;
=== sector.lst ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 104&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all sectors&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* outpostID &lt;br /&gt;
* anomalyID&lt;br /&gt;
* starID&lt;br /&gt;
* sector scanned by race&lt;br /&gt;
* sector explored by race&lt;br /&gt;
* sector influenced by anomaly (?)&lt;br /&gt;
* claim&lt;br /&gt;
* owner of the sector&lt;br /&gt;
* actual scan value by race&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0068&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = map row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = map column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = outpostID from starBaseInfo or -1 if none&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = anomalyID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = claim (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = 00 00 00 00 if owned by card, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = 01 00 00 00 if owned by fed, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = 02 00 00 00 if owned by ferg, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = 03 00 00 00 if owned by kling, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = 04 00 00 00 if owned by rom, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = [raceID] if owned by minor, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = explored by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0031 = sector scanned by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom, 20 = blackhole)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = scanpower of card (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = scanpower of fed (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = scanpower of ferg (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = scanpower of kling (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0054 = scanpower of rom (signed, little endian)&lt;br /&gt;
&lt;br /&gt;
=== stellInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 88&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all anomalies (in ID order?)&lt;br /&gt;
* anomaly type&lt;br /&gt;
* anomaly name&lt;br /&gt;
* anomaly map picture&lt;br /&gt;
* anomaly map picture position (x/y)&lt;br /&gt;
* wormhole connections&lt;br /&gt;
* visited by majors&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0058&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = type of anomaly (00 00 00 00 = blackhole, 01 00 00 00 = X-ray pulsar, 02 00 00 00 = nebula, 03 00 00 00 = neutron star, 0A 00 00 00 = wormhole, 0B 00 00 00 = radio pulsar)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x002B = anomaly name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x003F = galaxy map picture file (00 terminated string: blackhole = &amp;quot;blkh&amp;quot; = 62 6C 6B 68, X-ray pulsar = &amp;quot;xp-&amp;quot; = 78 70 2D, nebula = &amp;quot;neb-&amp;quot; = 6E 65 62 2D, neutron star = &amp;quot;ns&amp;quot; = 6E 73, wormhole = &amp;quot;worm&amp;quot; = 77 6F 72 6D, radio pulsar = &amp;quot;rpls&amp;quot; = 72 70 6C 73)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = anomalyID for wormhole connection, else FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0042 to 0x0043 = 00 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = sector visited by major (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&lt;br /&gt;
&lt;br /&gt;
=== RToSInfo ===&lt;br /&gt;
RToS = race to star (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
races are in the following order 1: Card 2: Fed 3: Ferg 4: Kling 5: Rom&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
lists StarIDs of the homesystems of all races, if not available = FF 00&lt;br /&gt;
&lt;br /&gt;
=== SphOfIn0 to SphOfIn4 ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: [GalaxyMapWidth]&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
relevance unclear&amp;lt;br/&amp;gt;&lt;br /&gt;
gives a view of the galaxy map for every empire&amp;lt;br/&amp;gt;&lt;br /&gt;
decreasing values around home system position&amp;lt;br/&amp;gt;&lt;br /&gt;
might be relevant for the influence of systems to mark the territory&lt;br /&gt;
&lt;br /&gt;
== Systems ==&lt;br /&gt;
=== systInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 76&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all starsystems&lt;br /&gt;
* system name&lt;br /&gt;
* race (owner)&lt;br /&gt;
* race (population)&lt;br /&gt;
* population count&lt;br /&gt;
* population orders (work assignation)&lt;br /&gt;
* moral (value)&lt;br /&gt;
* moral (shown text)&lt;br /&gt;
* dilithium&lt;br /&gt;
* system visited by race&lt;br /&gt;
* star type&lt;br /&gt;
* star picture&lt;br /&gt;
* star picture position on map (x/y)&lt;br /&gt;
* planet count&lt;br /&gt;
* planetnames&lt;br /&gt;
* planet animations&lt;br /&gt;
* planet types&lt;br /&gt;
* planet sizes (small/middle/big)&lt;br /&gt;
* terraforming value total&lt;br /&gt;
* terraforming value done&lt;br /&gt;
* planet bonuses (population/energy/food =&amp;gt; pure/normal/much)&lt;br /&gt;
* incoming traderouts&lt;br /&gt;
* traderoutes of the system&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on planetnumber, traderoutes and if it&#039;s a player&#039;s system&lt;br /&gt;
only one example starsystem with a single planet gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 uninhabited = 00 00 00 00, AI = 00 00 00 01, player = 00 00 00 02&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x002F = system name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 = system type (0=home, 1=native, 2=non native, 3=subjugated, 4=affiliated, 5=independent minor, 6=conquered home, 7&amp;amp;8=invalid?, 9=any, A=rebel, B=empty)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0031 = star type (red giant=04, orange=05, yellow=06, white=07, green=08, blue=09)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0032 to 0x0035 = star picture&lt;br /&gt;
* red giant = 73 2D 72 2D&lt;br /&gt;
* orange star = 73 2D 6F 2D&lt;br /&gt;
* yellow star = 73 2D 79 2D&lt;br /&gt;
* white star = 73 2D 77 2D&lt;br /&gt;
* green star = 73 2D 67 2D&lt;br /&gt;
* blue star = 73 2D 62 2D&lt;br /&gt;
Offset 0x003F = system explored by empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = population (uninhabited = FF FF)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = race of population&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004D = raceID ( = owner, noone = 23)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = people assigned to economy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B = people assigned to energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F = people assigned to food production&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 = people assigned to science&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 = people assigned to intelligence&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006A to 0x006B = number of planets &amp;lt;= 09 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006E = dilithium resource level (0, 1, 2, 3, 4, 5, or 10), set by subroutine 4B7A50, if&amp;gt;0 dilithium icon gets shown (F1-map), also used to set the dilithium flag&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006F = unknown (majors = 05, uninhabited = 00, ? = 02,...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0071 = dilithium flag: 0x08 = Dilithium&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0072 to 0x0077 unkown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x007F = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0080 to 0x0083 = ORDER ECONOMY (typeID) 1=build building, 2=upgrade building(s), 3=build ship, 5=tradegoods, 7=unrest order&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0084 to 0x0087 = invested industry&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0088 to 0x008B = ID of building/ship under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x008C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = ? number of entries in strcInfo ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00BB = base offset of planet entry array ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BD = max population * 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0220 unknown (=32 for colonys (?))&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0298 to 0x029B = FF FF FF FF (used as base offset for moral entries)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02C4 to 0x02C7 = current industry output&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DC to 0x02DD = moral value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DE to 0x2DF = moral text (signed integer, little endian! : -4 =  Rebellious, -3 = Defiant, -2 = Disgruntled, -1= Apathetic, 0 = Content, 1 = Pleased, 2 =  Loyal, 3 = Fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F0 to 0x02F2 = base morale&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F4  to 0x02F7 unlocks positive/negative morale events if 0(random manipulated starting default 50dec)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0304 to 0x0307 = random events bitmask&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x0309 unknown (for majors = 01)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0328+ list of all planets of that starsystem&lt;br /&gt;
----&lt;br /&gt;
Offset 0x0328 to 0x034F = planetname (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0350 to 0x0357 = planet animation filename (= ****.ani)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0358 to 0x035D = 00 FB 57 00 30 59 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x035E to 0x035F = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0360 to 0x0361 = planet size (small = 00 00, middle = 01 00, big = 02 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0362 to 0x0363 = terraforming value total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0364 to 0x0365 = terraforming value done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0366 to 0x0367 = food bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0368 to 0x0369 = energy bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036A to 0x036B = population bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036C to 0x036D = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0370 planet type (00 = arctic, 01 = barren, 02 = desert, 03 = gas giant, 04 = djungle, 05 = oceanic, 06 = earthlike, 07 = vulcanic, 08 = methanic, 09 = AUS, &amp;gt;09 = other)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0372 to 0x0373 = 00 00&lt;br /&gt;
----&lt;br /&gt;
Offset [0x0328+0x004C*numberOfPlanets] to Offset [0x0328+0x004C*numberOfPlanets+0x0004*numberOfPlanets-0x0001]&amp;lt;br/&amp;gt;&lt;br /&gt;
(for one planet that&#039;s Offset 0x0374 to 0x0377) = unknown (mostly 00 ... 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if traderoutes are available:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = (number of incoming traderouts + number of system traderoutes) * (0x0002 length (16bit) raceID + 0x0002 length (16bit) tradeRouteNo. (tradeRouteNo + raceID = tradeRouteID))&amp;lt;br/&amp;gt;&lt;br /&gt;
] (don&#039;t know if and where the number of traderoutes is stored)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if it&#039;s a players system:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = unknown, length = 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
what a complicated file...&lt;br /&gt;
&lt;br /&gt;
=== strcInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 4&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all buildings for each star&lt;br /&gt;
* starID&lt;br /&gt;
* number of entries for each star&lt;br /&gt;
* building type&lt;br /&gt;
* building count&lt;br /&gt;
* number of activated (powered on) buildings (for special buildings and orbitals)&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on number of different building types&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = number of entrys&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of entrys:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0005 = building count&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0006 to 0x0007 = building type (same order as in [[stbof.res]] and UE, it&#039;s the building ID in [[edifice.bst]])&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = number of activated buildings&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
=== techInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists science by raceID&lt;br /&gt;
&lt;br /&gt;
Contains:&lt;br /&gt;
&lt;br /&gt;
* science levels&lt;br /&gt;
* technology levels&lt;br /&gt;
* science points done by science type&lt;br /&gt;
* actual science assignation&lt;br /&gt;
* actually buildable buildings&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;General file structure&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0001 = number of races in the game (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0047 = list of tech entry indexes (35 slots for 35 races each 2 bytes in size, slots for races not in the game usually point to the first tech entry index -&amp;gt; 0)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x00AB = list of empire science assignations (20 bytes per empire)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x???? = unknown list for minors, 8 bytes per minor race in the game (total entries = number of races in the game - 5)&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
followed by a list of tech entries that have the same structure as those in [[racetech.tec]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;List of empire science assignations&amp;lt;/b&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Contains 5 entries - one for each empire.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Entry structure:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0006 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;List of tech entries&amp;lt;/b&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Number of entries equals number of races listed in this file. The list of tech entry indexes links each race to it&#039;s tech entry. The first entry carries the index 0, the next 1 and so on.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Entry structure:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = technology level / science level sociology&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x000B = buildable special buildings (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
* &amp;amp;0x8000000000000000000000 = phenix device&lt;br /&gt;
* &amp;amp;0x4000000000000000000000 = dilithium raffinery&lt;br /&gt;
* &amp;amp;0x2000000000000000000000 = orbital cannon&lt;br /&gt;
* &amp;amp;0x1000000000000000000000 = communication network&lt;br /&gt;
* &amp;amp;0x0800000000000000000000 = charge collector&lt;br /&gt;
* &amp;amp;0x0400000000000000000000 = bunker&lt;br /&gt;
* &amp;amp;0x0200000000000000000000 = simple replicator&lt;br /&gt;
* &amp;amp;0x0100000000000000000000 = improved replicator&lt;br /&gt;
* &amp;amp;0x0080000000000000000000 = shipyard&lt;br /&gt;
* &amp;amp;0x0040000000000000000000 = isolinear scanner&lt;br /&gt;
* &amp;amp;0x0020000000000000000000 = listening post&lt;br /&gt;
* &amp;amp;0x0010000000000000000000 = subspace scanner&lt;br /&gt;
* &amp;amp;0x0008000000000000000000 = subautomatic simulator&lt;br /&gt;
* &amp;amp;0x0004000000000000000000 = thery simulator&lt;br /&gt;
* &amp;amp;0x0002000000000000000000 = private farm&lt;br /&gt;
* &amp;amp;0x0001000000000000000000 = oceanic farm&lt;br /&gt;
* &amp;amp;0x0000800000000000000000 = obsedian congregation&lt;br /&gt;
* &amp;amp;0x0000400000000000000000 = reeducation center&lt;br /&gt;
* &amp;amp;0x0000200000000000000000 = union yard&lt;br /&gt;
* &amp;amp;0x0000100000000000000000 = shield generator&lt;br /&gt;
* &amp;amp;0x0000080000000000000000 = wind turbine&lt;br /&gt;
* &amp;amp;0x0000040000000000000000 = trade goods&lt;br /&gt;
* &amp;amp;0x0000020000000000000000 = trade center&lt;br /&gt;
* &amp;amp;0x0000010000000000000000 = agrarian store&lt;br /&gt;
* &amp;amp;0x0000008000000000000000 = trade tower&lt;br /&gt;
* &amp;amp;0x0000004000000000000000 = trade commission&lt;br /&gt;
* &amp;amp;0x0000002000000000000000 = holo cinema&lt;br /&gt;
* &amp;amp;0x0000001000000000000000 = fantasy land&lt;br /&gt;
* &amp;amp;0x0000000800000000000000 = inquisition&lt;br /&gt;
* &amp;amp;0x0000000400000000000000 = work camp&lt;br /&gt;
* &amp;amp;0x0000000200000000000000 = command center&lt;br /&gt;
* &amp;amp;0x0000000100000000000000 = hidden sensor grid&lt;br /&gt;
* &amp;amp;0x0000000080000000000000 = laws of war&lt;br /&gt;
* &amp;amp;0x0000000040000000000000 = utopia planetia&lt;br /&gt;
* &amp;amp;0x0000000020000000000000 = starfleet academy&lt;br /&gt;
* &amp;amp;0x0000000010000000000000 = federation council&lt;br /&gt;
* &amp;amp;0x0000000008000000000000 = daystorm institute&lt;br /&gt;
* &amp;amp;0x0000000004000000000000 = genesis sciencelab&lt;br /&gt;
* &amp;amp;0x0000000002000000000000 = festival of fun&lt;br /&gt;
* &amp;amp;0x0000000001000000000000 = franchise office&lt;br /&gt;
* &amp;amp;0x0000000000800000000000 = astronomic academy&lt;br /&gt;
* &amp;amp;0x0000000000400000000000 = singularity facility&lt;br /&gt;
* &amp;amp;0x0000000000200000000000 = center for fighttests&lt;br /&gt;
* &amp;amp;0x0000000000100000000000 = police state&lt;br /&gt;
* &amp;amp;0x0000000000080000000000 = tactical school&lt;br /&gt;
* &amp;amp;0x0000000000040000000000 = big hall&lt;br /&gt;
* &amp;amp;0x0000000000020000000000 = prison mine&lt;br /&gt;
* &amp;amp;0x0000000000010000000000 = hall of warriors&lt;br /&gt;
* &amp;amp;0x0000000000008000000000 = military yard&lt;br /&gt;
* &amp;amp;0x0000000000004000000000 = federation yard&lt;br /&gt;
* &amp;amp;0x0000000000002000000000 = federation replicator&lt;br /&gt;
* &amp;amp;0x0000000000001000000000 = alliance yard&lt;br /&gt;
* &amp;amp;0x0000000000000800000000 = tribunal&lt;br /&gt;
* &amp;amp;0x0000000000000400000000 = fleet academy&lt;br /&gt;
* &amp;amp;0x0000000000000200000000 = talshiar main quater&lt;br /&gt;
* &amp;amp;0x0000000000000100000000 = imperial senate&lt;br /&gt;
* &amp;amp;0x0000000000000080000000 = industrial center (of the Bencites)&lt;br /&gt;
* &amp;amp;0x0000000000000040000000 = architectural center (of the Bandi)&lt;br /&gt;
* &amp;amp;0x0000000000000020000000 = bajoran jalanda forum (of the Bajorans)&lt;br /&gt;
* &amp;amp;0x0000000000000010000000 = harvest complex (of the Antedians)&lt;br /&gt;
* &amp;amp;0x0000000000000008000000 = examination base (of the Anticans)&lt;br /&gt;
* &amp;amp;0x0000000000000004000000 = supersoldier academy (of the Angosians)&lt;br /&gt;
* &amp;amp;0x0000000000000002000000 = andorian war school (of the Andorians)&lt;br /&gt;
* &amp;amp;0x0000000000000001000000 = acamerian clanhall (of the Acamerians)&lt;br /&gt;
* &amp;amp;0x0000000000000000800000 = cinetic laboratory (of the Malcorians)&lt;br /&gt;
* &amp;amp;0x0000000000000000400000 = ktarian game studio (of the Ktarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000200000 = edo palace (of the Edos)&lt;br /&gt;
* &amp;amp;0x0000000000000000100000 = gladiator arena (of the Chalnoth)&lt;br /&gt;
* &amp;amp;0x0000000000000000080000 = science thinking factory (of the Caldonians)&lt;br /&gt;
* &amp;amp;0x0000000000000000040000 = planetary computer (of the Bynare)&lt;br /&gt;
* &amp;amp;0x0000000000000000020000 = cosmetic center (of the Bolarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000010000 = councelor academy (of the Betazoids)&lt;br /&gt;
* &amp;amp;0x0000000000000000008000 = defense network (of the Talarian)&lt;br /&gt;
* &amp;amp;0x0000000000000000004000 = physical institute (of the Takarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000002000 = biotec center (of the Sheliak)&lt;br /&gt;
* &amp;amp;0x0000000000000000001000 = examination base (of the Selay)&lt;br /&gt;
* &amp;amp;0x0000000000000000000800 = collector place (of the Pakleds)&lt;br /&gt;
* &amp;amp;0x0000000000000000000400 = recruitment center (of the Nausicaans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000200 = monument of subjugation (of the Mizarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000100 = mintaca farm (of the Mintacarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000080 = imperial yard&lt;br /&gt;
* &amp;amp;0x0000000000000000000040 = orgenic regenerator&lt;br /&gt;
* &amp;amp;0x0000000000000000000020 = military academy (of the Zakdorn)&lt;br /&gt;
* &amp;amp;0x0000000000000000000010 = intelligence (of the Yridians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000008 = science academy (of the Vulcans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000004 = archive of psycho history (of the Ullians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000002 = science committee (of the Trillian)&lt;br /&gt;
* &amp;amp;0x0000000000000000000001 = mythology library (of the Tamarians)Offset length 0x001D = buildable normal buildings / upgrades (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
Offset length 0x0008 = unknown (always 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Intel ==&lt;br /&gt;
=== intelInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 16&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown - seems to include intel reports&lt;br /&gt;
* actual intel assignation for every major&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x02D7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
[for all five majors: blocklength = 0x2C1C&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0070 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = intelligance assignation of internal security&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
=== treaty ===&lt;br /&gt;
completely unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
for turn 1 it&#039;s 00 00 00 00 00 00 00 00&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
=== trdeInfo0.cnt to trdeInfo4.cnt ===&lt;br /&gt;
number of traderoutes for each empire&lt;br /&gt;
&lt;br /&gt;
=== trdeInfo0 to trdeInfo4 ===&lt;br /&gt;
partially unexplored&amp;lt;br/&amp;gt;&lt;br /&gt;
lists traderoutes&lt;br /&gt;
* raceID&lt;br /&gt;
* traderoute number (+ raceID = traderouteID)&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
== Ships &amp;amp; Task Forces ==&lt;br /&gt;
=== alienTFInfo0 to alienTFInfo[numberOfRaces] ===&lt;br /&gt;
lists fleetIDs of every race&lt;br /&gt;
* number of taskforces/fleets&lt;br /&gt;
* shipIDs&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = number of controled fleets&amp;lt;br/&amp;gt;&lt;br /&gt;
[for [numberOfRaces]:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
=== shipname.dat ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
is divided into several shipname categorys&amp;lt;br/&amp;gt;&lt;br /&gt;
shipnames aren&#039;t in the same order with these in shipname.bin of stbof.res!&amp;lt;br/&amp;gt;&lt;br /&gt;
this file also influences the shipIDs for newly builded ones&lt;br /&gt;
* first given shipname&lt;br /&gt;
* next given shipname&lt;br /&gt;
* counter of repeatings (for name endings A, B, C,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x000C&amp;lt;br/&amp;gt;&lt;br /&gt;
block position equals shipname category position in shipname.bin of stbof.res as well as category position in UE&lt;br /&gt;
Each race has its own categorys, seperated for different ship types&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Warning! shipID for new constructed ships gets wrong, if distance between first and next name is wrong!&amp;lt;/span&amp;gt; (next name reffering number can be less as well as higher than first, distance is based on list iterations)&amp;lt;br/&amp;gt;&lt;br /&gt;
If next reffering number reaches first reffering number, counter gets increased&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = first given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = next given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = counter of repeating/iteration or if no name of this category has been used yet = FF FF (defines the appendix of the shipname: A, B, ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00&lt;br /&gt;
&lt;br /&gt;
=== ShipCntr ===&lt;br /&gt;
next shipID&lt;br /&gt;
&lt;br /&gt;
=== TForceCntr ===&lt;br /&gt;
next fleetID&lt;br /&gt;
&lt;br /&gt;
=== GShipHead = GTForceHd = GWTForceHd = GTFStasisHd ===&lt;br /&gt;
&lt;br /&gt;
These are global list headers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Header&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;List&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Contains&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GShipHead&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GShipList&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Ships&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTForceHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTForceList&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Task forces&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GWTForceHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GWTForce&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Task forces&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTFStasisHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTFStasis&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Identified fields:&lt;br /&gt;
&lt;br /&gt;
* slot size&lt;br /&gt;
* total number of slots in list&lt;br /&gt;
* number of occupied slots (slots with data)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
File structure (40 bytes):&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000F = unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = slot size&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = total number of slots&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = number of occupied slots&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x0027 = unknown&lt;br /&gt;
&lt;br /&gt;
=== GShipList ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 116&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
list all ships with&lt;br /&gt;
* shipname&lt;br /&gt;
* raceID&lt;br /&gt;
* shipID&lt;br /&gt;
* fleetID&lt;br /&gt;
* shield&lt;br /&gt;
* hull&lt;br /&gt;
* ship type (manufactoring type / =shiplistID in shiplist.sst)&lt;br /&gt;
* experience bonus for beam accuracy&lt;br /&gt;
* experience bonus for torpedo accuracy&lt;br /&gt;
* experience bonus for defense&lt;br /&gt;
* crew experience value&lt;br /&gt;
* crew experience level&lt;br /&gt;
* base ground combat strength&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0074&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 = shipname&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID (only for ship icon)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = shipID (NOT shiplist.sst ID)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = experience bonus for beam accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = experience bonus for torpedo accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = experience bonus for defense&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = shield (can lead to crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = hull (leads to crash in tactical fight if too high)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = crew experience value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = crew experience level (0=green,.. , 4=legendary) accessed for stars, raid, intercept &amp;amp; damage control&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0053 = ship type (manufactoring type, used as shiplistID in stbof.res, e.g. in shiptech.sst and is in same order as in UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x005B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F = shipfunction/=value:[0/8, 1/10, 2/6, 3/2, 4/4, 5-8/0, 9/1] +shiptech.sst computer +propulsion tech requirements&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 = (for warships only /function 0-4) value at 5C + map speed&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 = (for warships only /function 0-4) shiptech.sst computer + weapon tech requirements&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006C to 0x006F = (for TTs only) 50 times shiptech.sst construction tech requirement&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 to 0x0073 = base ground combat strength (i.e. TT production value /10)&lt;br /&gt;
&lt;br /&gt;
=== GTForceList = GWTForce ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
differences only exist in behavior&amp;lt;br/&amp;gt;&lt;br /&gt;
in later turns there might remain fragments of old turns at the end of the list - they get ignored by botf&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all fleets&lt;br /&gt;
* fleetID&lt;br /&gt;
* shipIDs&lt;br /&gt;
* raceID&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* first Colony ShipID&lt;br /&gt;
* control category&lt;br /&gt;
* contains colony ships&lt;br /&gt;
* scan range&lt;br /&gt;
* flight range&lt;br /&gt;
* speed&lt;br /&gt;
* order (evade, attack,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
data fragments at the end of the file happen if fleet count decreases&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = ship count of that fleet&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = shipID of first fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000F = shipID of second fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = shipID of third fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = shipID of fourth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = shipID of fifth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = shipID of sixth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = shipID of seventh fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = shipID of eighth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x002B = shipID of ninth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = order/command - seems only to define the display: systemattack remains if changed&amp;lt;br/&amp;gt;&lt;br /&gt;
* 00 = invalid&lt;br /&gt;
* 01 = terraform&lt;br /&gt;
* 02 = colonize&lt;br /&gt;
* 03 = rade&lt;br /&gt;
* 04 = intercept&lt;br /&gt;
* 05 = evade&lt;br /&gt;
* 06 = attack&lt;br /&gt;
* 07 = build outpost&lt;br /&gt;
* 08 = build starbase&lt;br /&gt;
* 09 = crew training&lt;br /&gt;
* 0A = expand&lt;br /&gt;
* 0B = invalid&lt;br /&gt;
* 0C = scrap&lt;br /&gt;
* 0D = into wormhole&lt;br /&gt;
* 0E = attack system&lt;br /&gt;
* &amp;gt;0E = invalid&lt;br /&gt;
Offset 0x0030 to 0x0033 = for TT based system attacks  (1 = conquer, else liberate)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = sector row (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = sector column (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = first Colony shipID (same as one of the ship slots values)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = control category (1 - major empire, 2 - minor race, 3 - alien)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = contains colony ships (0 - no, 1 - yes)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0053 = scan range, keeps only one turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005F = flight range, keeps only one turn (double precision floating point number; short = 0, middle = 1, high = 2)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0067 = speed, keeps only one turn (double precision floating point number; values 0 to 5)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = cloaking (01 00 00 00 = cloaked, else 00 00 00 00)&lt;br /&gt;
&lt;br /&gt;
=== GTFStasis ===&lt;br /&gt;
unknown (was thought to be number of starbases/outposts)&lt;br /&gt;
&lt;br /&gt;
=== starBaseInfo ===&lt;br /&gt;
&lt;br /&gt;
* outpost name&lt;br /&gt;
* owner raceID&lt;br /&gt;
* outpostID&lt;br /&gt;
* ship function (valid values are 6 for outpost and 7 for starbase)&lt;br /&gt;
* ship type (links to shiplist.sst entry)&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* production/build cost (usually same as ship build cost in [[shiplist.sst]])&lt;br /&gt;
* production invested (outpost completion is production invested/production cost)&lt;br /&gt;
* hull&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Stored in blocks of 92 bytes.&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0027 = outpost name (ASCII)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = outpostID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002D = ship function&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002E to 0x002F = ship type&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = sector row / y coord&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = sector column / x coord&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003F = production cost (8 byte floating point number - double)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0047 = production invested (8 byte floating point number - double)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = scan range&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = hull&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x005B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== monster.lst ===&lt;br /&gt;
unexplored&lt;br /&gt;
&lt;br /&gt;
== AI / Agents ==&lt;br /&gt;
&lt;br /&gt;
=== AINumAgents ===&lt;br /&gt;
number of AI agents&lt;br /&gt;
&lt;br /&gt;
=== AIAgtIdCtrl ===&lt;br /&gt;
next agentID (for filenames)&lt;br /&gt;
&lt;br /&gt;
=== AIAgent0 to AIAgent[NumAgents] ===&lt;br /&gt;
mostly unexplored&lt;br /&gt;
* agentID&lt;br /&gt;
* raceID&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = agentID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = 01 00 00 00 if major, 02 00 00 00 if minor&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x00CB = unknown&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0.cnt to AgtSy[NumAgents].cnt ===&lt;br /&gt;
number of systems to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0 to AgtSy[NumAgents] ===&lt;br /&gt;
starIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0.cnt to AgtSh[NumAgents].cnt ===&lt;br /&gt;
number of ships to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0 to AgtSh[NumAgents] ===&lt;br /&gt;
shipIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0.cnt to AgtDp[NumAgents].cnt ===&lt;br /&gt;
number of entrys in AgtDpxx&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0 to AgtDp[NumAgents] ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 266&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
unknown - mayby diplomatics&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0.cnt to AgtTk[NumAgents].cnt ===&lt;br /&gt;
number of tasks for that agent&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0 to AgtTk[NumAgents] ===&lt;br /&gt;
TaskIDs (for TskSh and TskSy filenames)&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt.cnt ===&lt;br /&gt;
number of AI controled systems&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
starIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt.cnt ===&lt;br /&gt;
number of AI controled ships&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 24&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
shipIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0018&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = shipID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = unknown (if not 05 00 for colony ships, AI doesn&#039;t colonize)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0017 = unknown&lt;br /&gt;
&lt;br /&gt;
=== AINumTasks ====&lt;br /&gt;
number of Tsk-files&lt;br /&gt;
&lt;br /&gt;
==== AITaskIDCtr ===&lt;br /&gt;
next TskID for filename (of TskSh/TskSy)&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== provInfo0 to provInfo4 ===&lt;br /&gt;
lists starIDs of every major empire&lt;br /&gt;
* star count&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
=== ordInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 84&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Mostly unknown, includes peace proposals, system and fleet orders...&lt;br /&gt;
&lt;br /&gt;
Each entry in this file contains two segments - a header and a body.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Header structure&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Size of the header is constant for all entries and is 32 bytes.&lt;br /&gt;
&lt;br /&gt;
It contains:&lt;br /&gt;
&lt;br /&gt;
* entry hash&lt;br /&gt;
* turn of occurrence&lt;br /&gt;
* raceID&lt;br /&gt;
* order type&lt;br /&gt;
* body size in bytes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Detailed structure:&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = entry hash - unknown hashing function, applies either to the body only or the whole entry (exluding the hash)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = turn of occurrence&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = order type (0 - system order, 2 - fleet order, others unknown)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x001B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = size of the body in bytes&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Size of the body depends on type - it might even vary independent of type.&lt;br /&gt;
Body size of orders for fleets and systems seems to be 52 bytes which together with the header amounts to 84 bytes per entry.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Fleet order body structure (type 2)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Contains:&lt;br /&gt;
&lt;br /&gt;
* target sector row&lt;br /&gt;
* target sector column&lt;br /&gt;
* source sector row&lt;br /&gt;
* source sector column&lt;br /&gt;
* fleetID&lt;br /&gt;
* scan range ?&lt;br /&gt;
* map speed ?&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Detailed structure:&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = targetSectorRow&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = targetSectorColumn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000F = sourceSectorRow&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = sourceSectorColumn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x001B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001D = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001E to 0x002B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = scan range ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = map speed ?&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The source sector row and column mark the sector that the fleet was in when it initially received the order not the current location. For ships terraforming planets the source location is usually set to row -1 and column -1.&lt;br /&gt;
&lt;br /&gt;
=== SeedInfo ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== result.lst ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== incident.dat ===&lt;br /&gt;
completely unknown but normally it&#039;s 00 00 00 00&lt;/div&gt;</summary>
		<author><name>DCER</name></author>
	</entry>
	<entry>
		<id>http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=164</id>
		<title>Savegame File-Listing</title>
		<link rel="alternate" type="text/html" href="http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=164"/>
		<updated>2011-03-19T22:08:36Z</updated>

		<summary type="html">&lt;p&gt;DCER: /* ordInfo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of the explored content within the save games.&lt;br /&gt;
For learning to use this information, also have a look at [[Editing_Savegames]]!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most of the following data has been explored by using a vanilla singleplayer savegame at turn 1 with following settings:&lt;br /&gt;
* tech 1&lt;br /&gt;
* small galaxy&lt;br /&gt;
* irregular&lt;br /&gt;
* no minors&lt;br /&gt;
* impossible&lt;br /&gt;
&lt;br /&gt;
At later turns there are additional files stored within the saves. These may have been partially discarded.&lt;br /&gt;
For turn 1 saves, most unexplored data seems to be relatively unimportant and often can be zero!&lt;br /&gt;
Please aware that some information might be incomplete or even incorrect. &lt;br /&gt;
&lt;br /&gt;
So, after extracting a savegame with UltimateEditor you get quite a ton of files. Here&#039;s an overview about them and the hexcode they contain:&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
=== version ===&lt;br /&gt;
* for me it&#039;s always 08&lt;br /&gt;
&lt;br /&gt;
=== gameInfo ===&lt;br /&gt;
* filename&lt;br /&gt;
* gamesave name&lt;br /&gt;
* galaxy shape&lt;br /&gt;
* galaxy size&lt;br /&gt;
* minor race setting&lt;br /&gt;
* difficulty level&lt;br /&gt;
* random events on/off&lt;br /&gt;
* strategical timer&lt;br /&gt;
* tactical timer&lt;br /&gt;
* actual and next turn&lt;br /&gt;
* player race&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* races with ships (major + minor)&lt;br /&gt;
* races beaten&lt;br /&gt;
* goal (vendetta/dominance)&lt;br /&gt;
* empire status informations (occupied systems, science, economy, military)&lt;br /&gt;
* statistic&lt;br /&gt;
* player names (if MP)&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000D(?) filename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000D to 0x003E savename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 last turn (for savename)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C 00 = singleplayer 01 = multiplayer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0250 player empires bitmask&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0252 player empire (00 = card, 01 = fed, 02=ferg, 03=kling, 04=rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0253 predictor for starting EL of minor races&lt;br /&gt;
Offset 0x0254 to 0x0258 technology starting levels for each major (card, fed, ferg, kling, rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0260 galaxy shape (00 = irregular, 01 = elliptic, 02 = ring, 03 = spiral)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0264 galaxy size (00 = small, 01 = middle, 03 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0268 Minor Races setting (0=none, ..., 3=many)&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x026C difficulty level (00 = simple, 01 = easy, 02 = normal, 03 = hard, 04 = impossible; attention, deviation with dynamic key variables)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x026E random events (0=OFF, 1=ON)&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x0270 races in game (bitwise XOR, little endian (8bit packets) =&amp;gt; order is the same with alienInfo)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0278 beaten empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0280 to 0x0285(?) races with ships&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0290 tactical mode (0=DETAILED, 2=ABSTRACT)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0294 a cheat button bitmask&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0298 (test nz) 1=trade guild strike, 2=subspace anomaly, 8=end trade strike, 10h=end anomaly&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A0 generated monsters bitmask ([http://www.armadafleetcommand.com/botf/modules.php?name=Forums&amp;amp;file=viewtopic&amp;amp;t=611&amp;amp;start=22 not loaded by game])&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x02A4 strategical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A8 tactical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AC current turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AE last turn points (for statistic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02BA(maybe less)+ statistic of the cards&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x04AE(maybe less)+ statistic of the feds&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x06A2(maybe less)+ statistic of the fergs&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0896(maybe less)+ statistic of the klings&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0A8A(maybe less)+ statistic of the roms&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0C84+(?) empire state (intelligence)&lt;br /&gt;
* Offset 0x0C8E+ military&lt;br /&gt;
* Offset 0x0D06+ economy&lt;br /&gt;
* Offset 0x0D1A+ science&lt;br /&gt;
* Offset 0x0D92+ occupied systemsOffset&lt;br /&gt;
0x0DBC victory condition (00=single/Multi player dominance 01=Muilt player team dominance, 02=vendetta)&lt;br /&gt;
&lt;br /&gt;
=== empsInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 444&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists information about majors&lt;br /&gt;
* empirenames&lt;br /&gt;
* name of the emperor&lt;br /&gt;
* credits&lt;br /&gt;
* number of running dilithium sources&lt;br /&gt;
* number of ships under construction&lt;br /&gt;
* population (total ?)&lt;br /&gt;
* moral shown in empire state&lt;br /&gt;
* ship-population support&lt;br /&gt;
* empire-wide ground combat bonus&lt;br /&gt;
* known empires (for diplomacy)&lt;br /&gt;
&lt;br /&gt;
is stored in blocks of 0x01BC length for every major&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one (card) gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 empire name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x004F emperor name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 address of empire province list(8 bytes per system), at[+4] number of held systems&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 credits (for F1 emps info display)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B income (for F1 emps info display, not updated properly for AI players, due to cheats)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F real ship support cost ? (- pop support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 number of running dilithium sources&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 number of ships under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = current research points different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006C to 0x006F population (?main system or total?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 to 0x0073 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0074 to 0x0077 = current morale ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B current intel different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x0093 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0094 to 0x0097 ship-population support (not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0098 to 0x009B credits&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x009C to 0x009F empire strength indicator&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x00A0 to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = research at end of last turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00B3 temporary store for starting pop(originaly thought to be ship-population support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B4 to 0x00B7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B8 to 0x00B9 moral shown in empire state (signed integer, little endian! 0xFCFF = rebellious, 0xFFFF = apathetic, 0x0000 = normal, 0x0300 = fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BA to 0x00BB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BF = intel total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00C0 to 0x00D7 (6 tech areas * 4bytes) = cumulated research bonus in percent&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00D8 to 0x010D unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x010E to 0x010F empire-wide ground combat bonus in percent (from buildings like the Hall of Warriors)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0110 to 0x0123 (5empires * 4bytes) = treaty label: 0=Neutral, 1=War, 2=Alliance, 3=Peace&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0124 to 0x0137 (5empires * 4bytes) = territory accessible: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0138 to 0x014B (5empires * 4bytes) = trade allowed: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x014C to 0x0157 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0158 to 0x015F known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0160 to 0x01AF unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B0 to 0x01B3 random events bitmask&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x01B4 to 0x01B7 = cumulative build costs of fleet (ship functions 0-4)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B8 to 0x01BB unknown&lt;br /&gt;
&lt;br /&gt;
== Aliens ==&lt;br /&gt;
=== alienInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 64&amp;lt;/span&amp;gt;&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0040 for every possible race&amp;lt;br/&amp;gt;&lt;br /&gt;
in same order as races in stbof.res or UE&amp;lt;br/&amp;gt;&lt;br /&gt;
only first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 = 01 if race is alive&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 = starID of homesystem&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 = known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 = known races (IDs 0x20+)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 (5empires * 4bytes) = treaty level (minors) 0=Neutral, 1=Friendly, 2=Affiliated, 3=Member, 4=War&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C = (for minors) 0=free diplomacy, 1=subjugated, 2=restricted diplomacy(membership)&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
=== galInfo ===&lt;br /&gt;
* galaxy shape (irregular, elliptic, ring, spiral)&lt;br /&gt;
* galaxy size (small, medium, large)&lt;br /&gt;
* count of sectors&lt;br /&gt;
* count of stars&lt;br /&gt;
* count of anomalies&lt;br /&gt;
* count of outposts/starbases&lt;br /&gt;
&lt;br /&gt;
Offset 0x0004 to 0x0007 = galaxy shape (0=irregular, 1=elliptic, 2=ring, 3=spiral)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = galaxy size (0 = small, 1 = medium, 2 = large)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = number of stars&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = number of anomalies&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0011 = number of outposts/starbases&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0015 = number of sectors&lt;br /&gt;
&lt;br /&gt;
=== sector.lst ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 104&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all sectors&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* outpostID &lt;br /&gt;
* anomalyID&lt;br /&gt;
* starID&lt;br /&gt;
* sector scanned by race&lt;br /&gt;
* sector explored by race&lt;br /&gt;
* sector influenced by anomaly (?)&lt;br /&gt;
* claim&lt;br /&gt;
* owner of the sector&lt;br /&gt;
* actual scan value by race&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0068&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = map row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = map column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = outpostID from starBaseInfo or -1 if none&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = anomalyID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = claim (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = 00 00 00 00 if owned by card, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = 01 00 00 00 if owned by fed, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = 02 00 00 00 if owned by ferg, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = 03 00 00 00 if owned by kling, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = 04 00 00 00 if owned by rom, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = [raceID] if owned by minor, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = explored by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0031 = sector scanned by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom, 20 = blackhole)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = scanpower of card (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = scanpower of fed (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = scanpower of ferg (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = scanpower of kling (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0054 = scanpower of rom (signed, little endian)&lt;br /&gt;
&lt;br /&gt;
=== stellInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 88&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all anomalies (in ID order?)&lt;br /&gt;
* anomaly type&lt;br /&gt;
* anomaly name&lt;br /&gt;
* anomaly map picture&lt;br /&gt;
* anomaly map picture position (x/y)&lt;br /&gt;
* wormhole connections&lt;br /&gt;
* visited by majors&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0058&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = type of anomaly (00 00 00 00 = blackhole, 01 00 00 00 = X-ray pulsar, 02 00 00 00 = nebula, 03 00 00 00 = neutron star, 0A 00 00 00 = wormhole, 0B 00 00 00 = radio pulsar)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x002B = anomaly name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x003F = galaxy map picture file (00 terminated string: blackhole = &amp;quot;blkh&amp;quot; = 62 6C 6B 68, X-ray pulsar = &amp;quot;xp-&amp;quot; = 78 70 2D, nebula = &amp;quot;neb-&amp;quot; = 6E 65 62 2D, neutron star = &amp;quot;ns&amp;quot; = 6E 73, wormhole = &amp;quot;worm&amp;quot; = 77 6F 72 6D, radio pulsar = &amp;quot;rpls&amp;quot; = 72 70 6C 73)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = anomalyID for wormhole connection, else FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0042 to 0x0043 = 00 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = sector visited by major (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&lt;br /&gt;
&lt;br /&gt;
=== RToSInfo ===&lt;br /&gt;
RToS = race to star (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
races are in the following order 1: Card 2: Fed 3: Ferg 4: Kling 5: Rom&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
lists StarIDs of the homesystems of all races, if not available = FF 00&lt;br /&gt;
&lt;br /&gt;
=== SphOfIn0 to SphOfIn4 ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: [GalaxyMapWidth]&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
relevance unclear&amp;lt;br/&amp;gt;&lt;br /&gt;
gives a view of the galaxy map for every empire&amp;lt;br/&amp;gt;&lt;br /&gt;
decreasing values around home system position&amp;lt;br/&amp;gt;&lt;br /&gt;
might be relevant for the influence of systems to mark the territory&lt;br /&gt;
&lt;br /&gt;
== Systems ==&lt;br /&gt;
=== systInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 76&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all starsystems&lt;br /&gt;
* system name&lt;br /&gt;
* race (owner)&lt;br /&gt;
* race (population)&lt;br /&gt;
* population count&lt;br /&gt;
* population orders (work assignation)&lt;br /&gt;
* moral (value)&lt;br /&gt;
* moral (shown text)&lt;br /&gt;
* dilithium&lt;br /&gt;
* system visited by race&lt;br /&gt;
* star type&lt;br /&gt;
* star picture&lt;br /&gt;
* star picture position on map (x/y)&lt;br /&gt;
* planet count&lt;br /&gt;
* planetnames&lt;br /&gt;
* planet animations&lt;br /&gt;
* planet types&lt;br /&gt;
* planet sizes (small/middle/big)&lt;br /&gt;
* terraforming value total&lt;br /&gt;
* terraforming value done&lt;br /&gt;
* planet bonuses (population/energy/food =&amp;gt; pure/normal/much)&lt;br /&gt;
* incoming traderouts&lt;br /&gt;
* traderoutes of the system&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on planetnumber, traderoutes and if it&#039;s a player&#039;s system&lt;br /&gt;
only one example starsystem with a single planet gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 uninhabited = 00 00 00 00, AI = 00 00 00 01, player = 00 00 00 02&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x002F = system name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 = system type (0=home, 1=native, 2=non native, 3=subjugated, 4=affiliated, 5=independent minor, 6=conquered home, 7&amp;amp;8=invalid?, 9=any, A=rebel, B=empty)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0031 = star type (red giant=04, orange=05, yellow=06, white=07, green=08, blue=09)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0032 to 0x0035 = star picture&lt;br /&gt;
* red giant = 73 2D 72 2D&lt;br /&gt;
* orange star = 73 2D 6F 2D&lt;br /&gt;
* yellow star = 73 2D 79 2D&lt;br /&gt;
* white star = 73 2D 77 2D&lt;br /&gt;
* green star = 73 2D 67 2D&lt;br /&gt;
* blue star = 73 2D 62 2D&lt;br /&gt;
Offset 0x003F = system explored by empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = population (uninhabited = FF FF)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = race of population&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004D = raceID ( = owner, noone = 23)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = people assigned to economy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B = people assigned to energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F = people assigned to food production&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 = people assigned to science&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 = people assigned to intelligence&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006A to 0x006B = number of planets &amp;lt;= 09 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006E = dilithium resource level (0, 1, 2, 3, 4, 5, or 10), set by subroutine 4B7A50, if&amp;gt;0 dilithium icon gets shown (F1-map), also used to set the dilithium flag&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006F = unknown (majors = 05, uninhabited = 00, ? = 02,...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0071 = dilithium flag: 0x08 = Dilithium&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0072 to 0x0077 unkown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x007F = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0080 to 0x0083 = ORDER ECONOMY (typeID) 1=build building, 2=upgrade building(s), 3=build ship, 5=tradegoods, 7=unrest order&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0084 to 0x0087 = invested industry&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0088 to 0x008B = ID of building/ship under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x008C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = ? number of entries in strcInfo ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00BB = base offset of planet entry array ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BD = max population * 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0220 unknown (=32 for colonys (?))&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0298 to 0x029B = FF FF FF FF (used as base offset for moral entries)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02C4 to 0x02C7 = current industry output&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DC to 0x02DD = moral value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DE to 0x2DF = moral text (signed integer, little endian! : -4 =  Rebellious, -3 = Defiant, -2 = Disgruntled, -1= Apathetic, 0 = Content, 1 = Pleased, 2 =  Loyal, 3 = Fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F0 to 0x02F2 = base morale&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F4  to 0x02F7 unlocks positive/negative morale events if 0(random manipulated starting default 50dec)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0304 to 0x0307 = random events bitmask&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x0309 unknown (for majors = 01)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0328+ list of all planets of that starsystem&lt;br /&gt;
----&lt;br /&gt;
Offset 0x0328 to 0x034F = planetname (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0350 to 0x0357 = planet animation filename (= ****.ani)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0358 to 0x035D = 00 FB 57 00 30 59 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x035E to 0x035F = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0360 to 0x0361 = planet size (small = 00 00, middle = 01 00, big = 02 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0362 to 0x0363 = terraforming value total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0364 to 0x0365 = terraforming value done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0366 to 0x0367 = food bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0368 to 0x0369 = energy bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036A to 0x036B = population bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036C to 0x036D = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0370 planet type (00 = arctic, 01 = barren, 02 = desert, 03 = gas giant, 04 = djungle, 05 = oceanic, 06 = earthlike, 07 = vulcanic, 08 = methanic, 09 = AUS, &amp;gt;09 = other)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0372 to 0x0373 = 00 00&lt;br /&gt;
----&lt;br /&gt;
Offset [0x0328+0x004C*numberOfPlanets] to Offset [0x0328+0x004C*numberOfPlanets+0x0004*numberOfPlanets-0x0001]&amp;lt;br/&amp;gt;&lt;br /&gt;
(for one planet that&#039;s Offset 0x0374 to 0x0377) = unknown (mostly 00 ... 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if traderoutes are available:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = (number of incoming traderouts + number of system traderoutes) * (0x0002 length (16bit) raceID + 0x0002 length (16bit) tradeRouteNo. (tradeRouteNo + raceID = tradeRouteID))&amp;lt;br/&amp;gt;&lt;br /&gt;
] (don&#039;t know if and where the number of traderoutes is stored)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if it&#039;s a players system:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = unknown, length = 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
what a complicated file...&lt;br /&gt;
&lt;br /&gt;
=== strcInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 4&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all buildings for each star&lt;br /&gt;
* starID&lt;br /&gt;
* number of entries for each star&lt;br /&gt;
* building type&lt;br /&gt;
* building count&lt;br /&gt;
* number of activated (powered on) buildings (for special buildings and orbitals)&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on number of different building types&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = number of entrys&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of entrys:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0005 = building count&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0006 to 0x0007 = building type (same order as in [[stbof.res]] and UE, it&#039;s the building ID in [[edifice.bst]])&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = number of activated buildings&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
=== techInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists science by raceID&lt;br /&gt;
&lt;br /&gt;
Contains:&lt;br /&gt;
&lt;br /&gt;
* science levels&lt;br /&gt;
* technology levels&lt;br /&gt;
* science points done by science type&lt;br /&gt;
* actual science assignation&lt;br /&gt;
* actually buildable buildings&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;General file structure&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0001 = number of races in the game (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0047 = list of tech entry indexes (35 slots for 35 races each 2 bytes in size, slots for races not in the game usually point to the first tech entry index -&amp;gt; 0)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x00AB = list of empire science assignations (20 bytes per empire)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x???? = unknown list for minors, 8 bytes per minor race in the game (total entries = number of races in the game - 5)&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
followed by a list of tech entries that have the same structure as those in [[racetech.tec]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;List of empire science assignations&amp;lt;/b&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Contains 5 entries - one for each empire.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Entry structure:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0006 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;List of tech entries&amp;lt;/b&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Number of entries equals number of races listed in this file. The list of tech entry indexes links each race to it&#039;s tech entry. The first entry carries the index 0, the next 1 and so on.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Entry structure:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = technology level / science level sociology&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x000B = buildable special buildings (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
* &amp;amp;0x8000000000000000000000 = phenix device&lt;br /&gt;
* &amp;amp;0x4000000000000000000000 = dilithium raffinery&lt;br /&gt;
* &amp;amp;0x2000000000000000000000 = orbital cannon&lt;br /&gt;
* &amp;amp;0x1000000000000000000000 = communication network&lt;br /&gt;
* &amp;amp;0x0800000000000000000000 = charge collector&lt;br /&gt;
* &amp;amp;0x0400000000000000000000 = bunker&lt;br /&gt;
* &amp;amp;0x0200000000000000000000 = simple replicator&lt;br /&gt;
* &amp;amp;0x0100000000000000000000 = improved replicator&lt;br /&gt;
* &amp;amp;0x0080000000000000000000 = shipyard&lt;br /&gt;
* &amp;amp;0x0040000000000000000000 = isolinear scanner&lt;br /&gt;
* &amp;amp;0x0020000000000000000000 = listening post&lt;br /&gt;
* &amp;amp;0x0010000000000000000000 = subspace scanner&lt;br /&gt;
* &amp;amp;0x0008000000000000000000 = subautomatic simulator&lt;br /&gt;
* &amp;amp;0x0004000000000000000000 = thery simulator&lt;br /&gt;
* &amp;amp;0x0002000000000000000000 = private farm&lt;br /&gt;
* &amp;amp;0x0001000000000000000000 = oceanic farm&lt;br /&gt;
* &amp;amp;0x0000800000000000000000 = obsedian congregation&lt;br /&gt;
* &amp;amp;0x0000400000000000000000 = reeducation center&lt;br /&gt;
* &amp;amp;0x0000200000000000000000 = union yard&lt;br /&gt;
* &amp;amp;0x0000100000000000000000 = shield generator&lt;br /&gt;
* &amp;amp;0x0000080000000000000000 = wind turbine&lt;br /&gt;
* &amp;amp;0x0000040000000000000000 = trade goods&lt;br /&gt;
* &amp;amp;0x0000020000000000000000 = trade center&lt;br /&gt;
* &amp;amp;0x0000010000000000000000 = agrarian store&lt;br /&gt;
* &amp;amp;0x0000008000000000000000 = trade tower&lt;br /&gt;
* &amp;amp;0x0000004000000000000000 = trade commission&lt;br /&gt;
* &amp;amp;0x0000002000000000000000 = holo cinema&lt;br /&gt;
* &amp;amp;0x0000001000000000000000 = fantasy land&lt;br /&gt;
* &amp;amp;0x0000000800000000000000 = inquisition&lt;br /&gt;
* &amp;amp;0x0000000400000000000000 = work camp&lt;br /&gt;
* &amp;amp;0x0000000200000000000000 = command center&lt;br /&gt;
* &amp;amp;0x0000000100000000000000 = hidden sensor grid&lt;br /&gt;
* &amp;amp;0x0000000080000000000000 = laws of war&lt;br /&gt;
* &amp;amp;0x0000000040000000000000 = utopia planetia&lt;br /&gt;
* &amp;amp;0x0000000020000000000000 = starfleet academy&lt;br /&gt;
* &amp;amp;0x0000000010000000000000 = federation council&lt;br /&gt;
* &amp;amp;0x0000000008000000000000 = daystorm institute&lt;br /&gt;
* &amp;amp;0x0000000004000000000000 = genesis sciencelab&lt;br /&gt;
* &amp;amp;0x0000000002000000000000 = festival of fun&lt;br /&gt;
* &amp;amp;0x0000000001000000000000 = franchise office&lt;br /&gt;
* &amp;amp;0x0000000000800000000000 = astronomic academy&lt;br /&gt;
* &amp;amp;0x0000000000400000000000 = singularity facility&lt;br /&gt;
* &amp;amp;0x0000000000200000000000 = center for fighttests&lt;br /&gt;
* &amp;amp;0x0000000000100000000000 = police state&lt;br /&gt;
* &amp;amp;0x0000000000080000000000 = tactical school&lt;br /&gt;
* &amp;amp;0x0000000000040000000000 = big hall&lt;br /&gt;
* &amp;amp;0x0000000000020000000000 = prison mine&lt;br /&gt;
* &amp;amp;0x0000000000010000000000 = hall of warriors&lt;br /&gt;
* &amp;amp;0x0000000000008000000000 = military yard&lt;br /&gt;
* &amp;amp;0x0000000000004000000000 = federation yard&lt;br /&gt;
* &amp;amp;0x0000000000002000000000 = federation replicator&lt;br /&gt;
* &amp;amp;0x0000000000001000000000 = alliance yard&lt;br /&gt;
* &amp;amp;0x0000000000000800000000 = tribunal&lt;br /&gt;
* &amp;amp;0x0000000000000400000000 = fleet academy&lt;br /&gt;
* &amp;amp;0x0000000000000200000000 = talshiar main quater&lt;br /&gt;
* &amp;amp;0x0000000000000100000000 = imperial senate&lt;br /&gt;
* &amp;amp;0x0000000000000080000000 = industrial center (of the Bencites)&lt;br /&gt;
* &amp;amp;0x0000000000000040000000 = architectural center (of the Bandi)&lt;br /&gt;
* &amp;amp;0x0000000000000020000000 = bajoran jalanda forum (of the Bajorans)&lt;br /&gt;
* &amp;amp;0x0000000000000010000000 = harvest complex (of the Antedians)&lt;br /&gt;
* &amp;amp;0x0000000000000008000000 = examination base (of the Anticans)&lt;br /&gt;
* &amp;amp;0x0000000000000004000000 = supersoldier academy (of the Angosians)&lt;br /&gt;
* &amp;amp;0x0000000000000002000000 = andorian war school (of the Andorians)&lt;br /&gt;
* &amp;amp;0x0000000000000001000000 = acamerian clanhall (of the Acamerians)&lt;br /&gt;
* &amp;amp;0x0000000000000000800000 = cinetic laboratory (of the Malcorians)&lt;br /&gt;
* &amp;amp;0x0000000000000000400000 = ktarian game studio (of the Ktarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000200000 = edo palace (of the Edos)&lt;br /&gt;
* &amp;amp;0x0000000000000000100000 = gladiator arena (of the Chalnoth)&lt;br /&gt;
* &amp;amp;0x0000000000000000080000 = science thinking factory (of the Caldonians)&lt;br /&gt;
* &amp;amp;0x0000000000000000040000 = planetary computer (of the Bynare)&lt;br /&gt;
* &amp;amp;0x0000000000000000020000 = cosmetic center (of the Bolarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000010000 = councelor academy (of the Betazoids)&lt;br /&gt;
* &amp;amp;0x0000000000000000008000 = defense network (of the Talarian)&lt;br /&gt;
* &amp;amp;0x0000000000000000004000 = physical institute (of the Takarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000002000 = biotec center (of the Sheliak)&lt;br /&gt;
* &amp;amp;0x0000000000000000001000 = examination base (of the Selay)&lt;br /&gt;
* &amp;amp;0x0000000000000000000800 = collector place (of the Pakleds)&lt;br /&gt;
* &amp;amp;0x0000000000000000000400 = recruitment center (of the Nausicaans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000200 = monument of subjugation (of the Mizarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000100 = mintaca farm (of the Mintacarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000080 = imperial yard&lt;br /&gt;
* &amp;amp;0x0000000000000000000040 = orgenic regenerator&lt;br /&gt;
* &amp;amp;0x0000000000000000000020 = military academy (of the Zakdorn)&lt;br /&gt;
* &amp;amp;0x0000000000000000000010 = intelligence (of the Yridians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000008 = science academy (of the Vulcans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000004 = archive of psycho history (of the Ullians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000002 = science committee (of the Trillian)&lt;br /&gt;
* &amp;amp;0x0000000000000000000001 = mythology library (of the Tamarians)Offset length 0x001D = buildable normal buildings / upgrades (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
Offset length 0x0008 = unknown (always 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Intel ==&lt;br /&gt;
=== intelInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 16&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown - seems to include intel reports&lt;br /&gt;
* actual intel assignation for every major&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x02D7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
[for all five majors: blocklength = 0x2C1C&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0070 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = intelligance assignation of internal security&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
=== treaty ===&lt;br /&gt;
completely unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
for turn 1 it&#039;s 00 00 00 00 00 00 00 00&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
=== trdeInfo0.cnt to trdeInfo4.cnt ===&lt;br /&gt;
number of traderoutes for each empire&lt;br /&gt;
&lt;br /&gt;
=== trdeInfo0 to trdeInfo4 ===&lt;br /&gt;
partially unexplored&amp;lt;br/&amp;gt;&lt;br /&gt;
lists traderoutes&lt;br /&gt;
* raceID&lt;br /&gt;
* traderoute number (+ raceID = traderouteID)&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
== Ships &amp;amp; Task Forces ==&lt;br /&gt;
=== alienTFInfo0 to alienTFInfo[numberOfRaces] ===&lt;br /&gt;
lists fleetIDs of every race&lt;br /&gt;
* number of taskforces/fleets&lt;br /&gt;
* shipIDs&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = number of controled fleets&amp;lt;br/&amp;gt;&lt;br /&gt;
[for [numberOfRaces]:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
=== shipname.dat ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
is divided into several shipname categorys&amp;lt;br/&amp;gt;&lt;br /&gt;
shipnames aren&#039;t in the same order with these in shipname.bin of stbof.res!&amp;lt;br/&amp;gt;&lt;br /&gt;
this file also influences the shipIDs for newly builded ones&lt;br /&gt;
* first given shipname&lt;br /&gt;
* next given shipname&lt;br /&gt;
* counter of repeatings (for name endings A, B, C,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x000C&amp;lt;br/&amp;gt;&lt;br /&gt;
block position equals shipname category position in shipname.bin of stbof.res as well as category position in UE&lt;br /&gt;
Each race has its own categorys, seperated for different ship types&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Warning! shipID for new constructed ships gets wrong, if distance between first and next name is wrong!&amp;lt;/span&amp;gt; (next name reffering number can be less as well as higher than first, distance is based on list iterations)&amp;lt;br/&amp;gt;&lt;br /&gt;
If next reffering number reaches first reffering number, counter gets increased&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = first given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = next given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = counter of repeating/iteration or if no name of this category has been used yet = FF FF (defines the appendix of the shipname: A, B, ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00&lt;br /&gt;
&lt;br /&gt;
=== ShipCntr ===&lt;br /&gt;
next shipID&lt;br /&gt;
&lt;br /&gt;
=== TForceCntr ===&lt;br /&gt;
next fleetID&lt;br /&gt;
&lt;br /&gt;
=== GShipHead = GTForceHd = GWTForceHd = GTFStasisHd ===&lt;br /&gt;
&lt;br /&gt;
These are global list headers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Header&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;List&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Contains&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GShipHead&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GShipList&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Ships&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTForceHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTForceList&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Task forces&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GWTForceHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GWTForce&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Task forces&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTFStasisHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTFStasis&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Identified fields:&lt;br /&gt;
&lt;br /&gt;
* slot size&lt;br /&gt;
* total number of slots in list&lt;br /&gt;
* number of occupied slots (slots with data)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
File structure (40 bytes):&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000F = unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = slot size&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = total number of slots&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = number of occupied slots&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x0027 = unknown&lt;br /&gt;
&lt;br /&gt;
=== GShipList ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 116&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
list all ships with&lt;br /&gt;
* shipname&lt;br /&gt;
* raceID&lt;br /&gt;
* shipID&lt;br /&gt;
* fleetID&lt;br /&gt;
* shield&lt;br /&gt;
* hull&lt;br /&gt;
* ship type (manufactoring type / =shiplistID in shiplist.sst)&lt;br /&gt;
* experience bonus for beam accuracy&lt;br /&gt;
* experience bonus for torpedo accuracy&lt;br /&gt;
* experience bonus for defense&lt;br /&gt;
* crew experience value&lt;br /&gt;
* crew experience level&lt;br /&gt;
* base ground combat strength&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0074&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 = shipname&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID (only for ship icon)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = shipID (NOT shiplist.sst ID)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = experience bonus for beam accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = experience bonus for torpedo accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = experience bonus for defense&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = shield (can lead to crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = hull (leads to crash in tactical fight if too high)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = crew experience value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = crew experience level (0=green,.. , 4=legendary) accessed for stars, raid, intercept &amp;amp; damage control&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0053 = ship type (manufactoring type, used as shiplistID in stbof.res, e.g. in shiptech.sst and is in same order as in UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x005B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F = shipfunction/=value:[0/8, 1/10, 2/6, 3/2, 4/4, 5-8/0, 9/1] +shiptech.sst computer +propulsion tech requirements&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 = (for warships only /function 0-4) value at 5C + map speed&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 = (for warships only /function 0-4) shiptech.sst computer + weapon tech requirements&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006C to 0x006F = (for TTs only) 50 times shiptech.sst construction tech requirement&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 to 0x0073 = base ground combat strength (i.e. TT production value /10)&lt;br /&gt;
&lt;br /&gt;
=== GTForceList = GWTForce ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
differences only exist in behavior&amp;lt;br/&amp;gt;&lt;br /&gt;
in later turns there might remain fragments of old turns at the end of the list - they get ignored by botf&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all fleets&lt;br /&gt;
* fleetID&lt;br /&gt;
* shipIDs&lt;br /&gt;
* raceID&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* first Colony ShipID&lt;br /&gt;
* control category&lt;br /&gt;
* contains colony ships&lt;br /&gt;
* scan range&lt;br /&gt;
* flight range&lt;br /&gt;
* speed&lt;br /&gt;
* order (evade, attack,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
data fragments at the end of the file happen if fleet count decreases&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = ship count of that fleet&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = shipID of first fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000F = shipID of second fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = shipID of third fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = shipID of fourth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = shipID of fifth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = shipID of sixth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = shipID of seventh fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = shipID of eighth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x002B = shipID of ninth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = order/command - seems only to define the display: systemattack remains if changed&amp;lt;br/&amp;gt;&lt;br /&gt;
* 00 = invalid&lt;br /&gt;
* 01 = terraform&lt;br /&gt;
* 02 = colonize&lt;br /&gt;
* 03 = rade&lt;br /&gt;
* 04 = intercept&lt;br /&gt;
* 05 = evade&lt;br /&gt;
* 06 = attack&lt;br /&gt;
* 07 = build outpost&lt;br /&gt;
* 08 = build starbase&lt;br /&gt;
* 09 = crew training&lt;br /&gt;
* 0A = expand&lt;br /&gt;
* 0B = invalid&lt;br /&gt;
* 0C = scrap&lt;br /&gt;
* 0D = into wormhole&lt;br /&gt;
* 0E = attack system&lt;br /&gt;
* &amp;gt;0E = invalid&lt;br /&gt;
Offset 0x0030 to 0x0033 = for TT based system attacks  (1 = conquer, else liberate)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = sector row (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = sector column (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = first Colony shipID (same as one of the ship slots values)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = control category (1 - major empire, 2 - minor race, 3 - alien)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = contains colony ships (0 - no, 1 - yes)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0053 = scan range, keeps only one turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005F = flight range, keeps only one turn (double precision floating point number; short = 0, middle = 1, high = 2)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0067 = speed, keeps only one turn (double precision floating point number; values 0 to 5)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = cloaking (01 00 00 00 = cloaked, else 00 00 00 00)&lt;br /&gt;
&lt;br /&gt;
=== GTFStasis ===&lt;br /&gt;
unknown (was thought to be number of starbases/outposts)&lt;br /&gt;
&lt;br /&gt;
=== starBaseInfo ===&lt;br /&gt;
&lt;br /&gt;
* outpost name&lt;br /&gt;
* owner raceID&lt;br /&gt;
* outpostID&lt;br /&gt;
* ship function (valid values are 6 for outpost and 7 for starbase)&lt;br /&gt;
* ship type (links to shiplist.sst entry)&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* production/build cost (usually same as ship build cost in [[shiplist.sst]])&lt;br /&gt;
* production invested (outpost completion is production invested/production cost)&lt;br /&gt;
* hull&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Stored in blocks of 92 bytes.&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0027 = outpost name (ASCII)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = outpostID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002D = ship function&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002E to 0x002F = ship type&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = sector row / y coord&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = sector column / x coord&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003F = production cost (8 byte floating point number - double)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0047 = production invested (8 byte floating point number - double)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = scan range&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = hull&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x005B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== monster.lst ===&lt;br /&gt;
unexplored&lt;br /&gt;
&lt;br /&gt;
== AI / Agents ==&lt;br /&gt;
&lt;br /&gt;
=== AINumAgents ===&lt;br /&gt;
number of AI agents&lt;br /&gt;
&lt;br /&gt;
=== AIAgtIdCtrl ===&lt;br /&gt;
next agentID (for filenames)&lt;br /&gt;
&lt;br /&gt;
=== AIAgent0 to AIAgent[NumAgents] ===&lt;br /&gt;
mostly unexplored&lt;br /&gt;
* agentID&lt;br /&gt;
* raceID&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = agentID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = 01 00 00 00 if major, 02 00 00 00 if minor&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x00CB = unknown&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0.cnt to AgtSy[NumAgents].cnt ===&lt;br /&gt;
number of systems to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0 to AgtSy[NumAgents] ===&lt;br /&gt;
starIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0.cnt to AgtSh[NumAgents].cnt ===&lt;br /&gt;
number of ships to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0 to AgtSh[NumAgents] ===&lt;br /&gt;
shipIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0.cnt to AgtDp[NumAgents].cnt ===&lt;br /&gt;
number of entrys in AgtDpxx&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0 to AgtDp[NumAgents] ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 266&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
unknown - mayby diplomatics&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0.cnt to AgtTk[NumAgents].cnt ===&lt;br /&gt;
number of tasks for that agent&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0 to AgtTk[NumAgents] ===&lt;br /&gt;
TaskIDs (for TskSh and TskSy filenames)&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt.cnt ===&lt;br /&gt;
number of AI controled systems&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
starIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt.cnt ===&lt;br /&gt;
number of AI controled ships&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 24&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
shipIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0018&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = shipID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = unknown (if not 05 00 for colony ships, AI doesn&#039;t colonize)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0017 = unknown&lt;br /&gt;
&lt;br /&gt;
=== AINumTasks ====&lt;br /&gt;
number of Tsk-files&lt;br /&gt;
&lt;br /&gt;
==== AITaskIDCtr ===&lt;br /&gt;
next TskID for filename (of TskSh/TskSy)&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== provInfo0 to provInfo4 ===&lt;br /&gt;
lists starIDs of every major empire&lt;br /&gt;
* star count&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
=== ordInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 84&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Mostly unknown, includes peace proposals, system and fleet orders...&lt;br /&gt;
&lt;br /&gt;
Each entry in this file contains two segments - a header and a body.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Header structure&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Size of the header is constant for all entries and is 32 bytes.&lt;br /&gt;
&lt;br /&gt;
It contains:&lt;br /&gt;
&lt;br /&gt;
* entry hash&lt;br /&gt;
* turn of occurrence&lt;br /&gt;
* raceID&lt;br /&gt;
* order type&lt;br /&gt;
* body size in bytes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Detailed structure:&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = entry hash - unknown hashing function, applies either to the body only or the whole entry (exluding the hash)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = turn of occurrence&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = order type (0 - systems order, 2 - fleet order, others unknown)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x001B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = size of the body in bytes&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Size of the body depends on type - it might even vary independent of type.&lt;br /&gt;
Body size of orders for fleets and systems seems to be 52 bytes which together with the header amounts to 84 bytes per entry.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Fleet order body structure (type 2)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Contains:&lt;br /&gt;
&lt;br /&gt;
* target sector row&lt;br /&gt;
* target sector column&lt;br /&gt;
* source sector row&lt;br /&gt;
* source sector column&lt;br /&gt;
* fleetID&lt;br /&gt;
* scan range ?&lt;br /&gt;
* map speed ?&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Detailed structure:&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = targetSectorRow&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = targetSectorColumn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000F = sourceSectorRow&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = sourceSectorColumn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x001B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001D = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001E to 0x002B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = scan range ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = map speed ?&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The source sector row and column mark the sector that the fleet was in when it initially received the order not the current location. For ships terraforming planets the source location is usually set to row -1 and column -1.&lt;br /&gt;
&lt;br /&gt;
=== SeedInfo ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== result.lst ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== incident.dat ===&lt;br /&gt;
completely unknown but normally it&#039;s 00 00 00 00&lt;/div&gt;</summary>
		<author><name>DCER</name></author>
	</entry>
	<entry>
		<id>http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=152</id>
		<title>Savegame File-Listing</title>
		<link rel="alternate" type="text/html" href="http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=152"/>
		<updated>2011-02-28T20:39:19Z</updated>

		<summary type="html">&lt;p&gt;DCER: /* galInfo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of the explored content within the save games.&lt;br /&gt;
For learning to use this information, also have a look at [[Editing_Savegames]]!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most of the following data has been explored by using a vanilla singleplayer savegame at turn 1 with following settings:&lt;br /&gt;
* tech 1&lt;br /&gt;
* small galaxy&lt;br /&gt;
* irregular&lt;br /&gt;
* no minors&lt;br /&gt;
* impossible&lt;br /&gt;
&lt;br /&gt;
At later turns there are additional files stored within the saves. These may have been partially discarded.&lt;br /&gt;
For turn 1 saves, most unexplored data seems to be relatively unimportant and often can be zero!&lt;br /&gt;
Please aware that some information might be incomplete or even incorrect. &lt;br /&gt;
&lt;br /&gt;
So, after extracting a savegame with UltimateEditor you get quite a ton of files. Here&#039;s an overview about them and the hexcode they contain:&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
=== version ===&lt;br /&gt;
* for me it&#039;s always 08&lt;br /&gt;
&lt;br /&gt;
=== gameInfo ===&lt;br /&gt;
* filename&lt;br /&gt;
* gamesave name&lt;br /&gt;
* galaxy type&lt;br /&gt;
* galaxy size&lt;br /&gt;
* difficulty level&lt;br /&gt;
* strategical timer&lt;br /&gt;
* tactical timer&lt;br /&gt;
* actual and next turn&lt;br /&gt;
* player race&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* races with ships (major + minor)&lt;br /&gt;
* races beaten&lt;br /&gt;
* goal (vendetta/dominance)&lt;br /&gt;
* empire status informations (occupied systems, science, economy, military)&lt;br /&gt;
* statistic&lt;br /&gt;
* player names (if MP)&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000D(?) filename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000D to 0x003E savename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 last turn (for savename)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C 00 = singleplayer 01 = multiplayer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0250 important but unknown (crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0252 player&#039;s race (00 = card, 01 = fed, 02=ferg, 03=kling, 04=rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0254 to 0x0258 technology starting levels of the five majors (card, fed, ferg, kling, rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0260 galaxytype (00 = irregular, 01 = elliptic, 02 = ring, 03 = spiral)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0264 galaxyszie (00 = small, 01 = middle, 03 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x026C difficulty (00 = very easy, 01 = easy, 02 = normal, 03 = hard, 04 = impossible)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0270 to 0x0275(?) races in game (bitwise XOR, little endian (8bit packets) =&amp;gt; order is the same with alienInfo)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0278 beaten empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0280 to 0x0285(?) races with ships&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A4 strategical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A8 tactical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AC actual turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AE last turn points (for statistic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02BA(maybe less)+ statistic of the cards&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x04AE(maybe less)+ statistic of the feds&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x06A2(maybe less)+ statistic of the fergs&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0896(maybe less)+ statistic of the klings&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0A8A(maybe less)+ statistic of the roms&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0C84+(?) empire state (intelligence)&lt;br /&gt;
* Offset 0x0C8E+ military&lt;br /&gt;
* Offset 0x0D06+ economy&lt;br /&gt;
* Offset 0x0D1A+ science&lt;br /&gt;
* Offset 0x0D92+ occupied systemsOffset&lt;br /&gt;
0x0DBC victory condition (00=single/Multi player dominance 01=Muilt player team dominance, 02=vendetta)&lt;br /&gt;
&lt;br /&gt;
=== empsInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 444&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists information about majors&lt;br /&gt;
* empirenames&lt;br /&gt;
* name of the emperor&lt;br /&gt;
* credits&lt;br /&gt;
* number of running dilithium sources&lt;br /&gt;
* number of ships under construction&lt;br /&gt;
* population (total ?)&lt;br /&gt;
* moral shown in empire state&lt;br /&gt;
* ship-population support&lt;br /&gt;
* empire-wide ground combat bonus&lt;br /&gt;
* known empires (for diplomacy)&lt;br /&gt;
&lt;br /&gt;
is stored in blocks of 0x01BC length for every major&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one (card) gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 empire name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x004F emperor name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 address of empire province list(8 bytes per system), at[+4] number of held systems&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 credits (for F1 emps info display)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B income (for F1 emps info display, not updated properly for AI players, due to cheats)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F real ship support cost ? (- pop support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 number of running dilithium sources&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 number of ships under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = current research points different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006C to 0x006F population (?main system or total?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 to 0x0073 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0074 to 0x0077 = current morale ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B current intel different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x0093 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0094 to 0x0097 ship-population support (not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0098 to 0x009B credits&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x009C to 0x009F empire strength indicator&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x00A0 to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = research at end of last turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00B3 temporary store for starting pop(originaly thought to be ship-population support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B4 to 0x00B7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B8 to 0x00B9 moral shown in empire state (signed integer, little endian! 0xFCFF = rebellious, 0xFFFF = apathetic, 0x0000 = normal, 0x0300 = fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BA to 0x00BB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BF = intel total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00C0 to 0x010D unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x010E to 0x010F empire-wide ground combat bonus in percent (from buildings like the Hall of Warriors)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0110 to 0x0123 (5empires * 4bytes) = treaty label: 0=Neutral, 1=War, 2=Alliance, 3=Peace&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0124 to 0x0137 (5empires * 4bytes) = territory accessible: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0138 to 0x014B (5empires * 4bytes) = trade allowed: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x014C to 0x0157 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0158 to 0x015F known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0160 to 0x01AF unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B0 to 0x01B3 random events bitmask&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x01B4 to 0x01B7 = cumulative build costs of fleet (ship functions 0-4)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B8 to 0x01BB unknown&lt;br /&gt;
&lt;br /&gt;
== Aliens ==&lt;br /&gt;
=== alienInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 64&amp;lt;/span&amp;gt;&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0040 for every possible race&amp;lt;br/&amp;gt;&lt;br /&gt;
in same order as races in stbof.res or UE&amp;lt;br/&amp;gt;&lt;br /&gt;
only first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 = 01 if race is alive&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 = starID of homesystem&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 = known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 = known races (IDs 0x20+)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 (5empires * 4bytes) = treaty level (minors) 0=Neutral, 1=Friendly, 2=Affiliated, 3=Member, 4=War&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C = (for minors) 0=free diplomacy, 1=subjugated, 2=restricted diplomacy(membership)&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
=== galInfo ===&lt;br /&gt;
* galaxy size (small/middle/big)&lt;br /&gt;
* count of sectors&lt;br /&gt;
* count of stars&lt;br /&gt;
* count of anomalies&lt;br /&gt;
* count of outposts/starbases&lt;br /&gt;
&lt;br /&gt;
Offset 0x0008 to 0x000B = galaxy size (00 = small, 01 = middle, 02 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = number of stars&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = number of anomalies&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0011 = number of outposts/starbases&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0015 = number of sectors&lt;br /&gt;
&lt;br /&gt;
=== sector.lst ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 104&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all sectors&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* outpostID &lt;br /&gt;
* anomalyID&lt;br /&gt;
* starID&lt;br /&gt;
* sector scanned by race&lt;br /&gt;
* sector explored by race&lt;br /&gt;
* sector influenced by anomaly (?)&lt;br /&gt;
* claim&lt;br /&gt;
* owner of the sector&lt;br /&gt;
* actual scan value by race&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0068&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = map row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = map column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = outpostID from starBaseInfo or -1 if none&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = anomalyID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = claim (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = 00 00 00 00 if owned by card, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = 01 00 00 00 if owned by fed, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = 02 00 00 00 if owned by ferg, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = 03 00 00 00 if owned by kling, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = 04 00 00 00 if owned by rom, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = [raceID] if owned by minor, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = explored by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0031 = sector scanned by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom, 20 = blackhole)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = scanpower of card (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = scanpower of fed (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = scanpower of ferg (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = scanpower of kling (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0054 = scanpower of rom (signed, little endian)&lt;br /&gt;
&lt;br /&gt;
=== stellInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 88&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all anomalies (in ID order?)&lt;br /&gt;
* anomaly type&lt;br /&gt;
* anomaly name&lt;br /&gt;
* anomaly map picture&lt;br /&gt;
* anomaly map picture position (x/y)&lt;br /&gt;
* wormhole connections&lt;br /&gt;
* visited by majors&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0058&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = type of anomaly (00 00 00 00 = blackhole, 01 00 00 00 = X-ray pulsar, 02 00 00 00 = nebula, 03 00 00 00 = neutron star, 0A 00 00 00 = wormhole, 0B 00 00 00 = radio pulsar)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x002B = anomaly name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x003F = galaxy map picture file (00 terminated string: blackhole = &amp;quot;blkh&amp;quot; = 62 6C 6B 68, X-ray pulsar = &amp;quot;xp-&amp;quot; = 78 70 2D, nebula = &amp;quot;neb-&amp;quot; = 6E 65 62 2D, neutron star = &amp;quot;ns&amp;quot; = 6E 73, wormhole = &amp;quot;worm&amp;quot; = 77 6F 72 6D, radio pulsar = &amp;quot;rpls&amp;quot; = 72 70 6C 73)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = anomalyID for wormhole connection, else FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0042 to 0x0043 = 00 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = sector visited by major (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&lt;br /&gt;
&lt;br /&gt;
=== RToSInfo ===&lt;br /&gt;
RToS = race to star (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
races are in the following order 1: Card 2: Fed 3: Ferg 4: Kling 5: Rom&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
lists StarIDs of the homesystems of all races, if not available = FF 00&lt;br /&gt;
&lt;br /&gt;
=== SphOfIn0 to SphOfIn4 ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: [GalaxyMapWidth]&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
relevance unclear&amp;lt;br/&amp;gt;&lt;br /&gt;
gives a view of the galaxy map for every empire&amp;lt;br/&amp;gt;&lt;br /&gt;
decreasing values around home system position&amp;lt;br/&amp;gt;&lt;br /&gt;
might be relevant for the influence of systems to mark the territory&lt;br /&gt;
&lt;br /&gt;
== Systems ==&lt;br /&gt;
=== systInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 76&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all starsystems&lt;br /&gt;
* system name&lt;br /&gt;
* race (owner)&lt;br /&gt;
* race (population)&lt;br /&gt;
* population count&lt;br /&gt;
* population orders (work assignation)&lt;br /&gt;
* moral (value)&lt;br /&gt;
* moral (shown text)&lt;br /&gt;
* dilithium&lt;br /&gt;
* system visited by race&lt;br /&gt;
* star type&lt;br /&gt;
* star picture&lt;br /&gt;
* star picture position on map (x/y)&lt;br /&gt;
* planet count&lt;br /&gt;
* planetnames&lt;br /&gt;
* planet animations&lt;br /&gt;
* planet types&lt;br /&gt;
* planet sizes (small/middle/big)&lt;br /&gt;
* terraforming value total&lt;br /&gt;
* terraforming value done&lt;br /&gt;
* planet bonuses (population/energy/food =&amp;gt; pure/normal/much)&lt;br /&gt;
* incoming traderouts&lt;br /&gt;
* traderoutes of the system&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on planetnumber, traderoutes and if it&#039;s a player&#039;s system&lt;br /&gt;
only one example starsystem with a single planet gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 uninhabited = 00 00 00 00, AI = 00 00 00 01, player = 00 00 00 02&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x002F = system name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 = system type (0=home, 1=native, 2=non native, 3=subjugated, 4=affiliated, 5=independent minor, 6=conquered home, 7&amp;amp;8=invalid?, 9=any, A=rebel, B=empty)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0031 = star type (red giant=04, orange=05, yellow=06, white=07, green=08, blue=09)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0032 to 0x0035 = star picture&lt;br /&gt;
* red giant = 73 2D 72 2D&lt;br /&gt;
* orange star = 73 2D 6F 2D&lt;br /&gt;
* yellow star = 73 2D 79 2D&lt;br /&gt;
* white star = 73 2D 77 2D&lt;br /&gt;
* green star = 73 2D 67 2D&lt;br /&gt;
* blue star = 73 2D 62 2D&lt;br /&gt;
Offset 0x003F = system explored by empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = population (uninhabited = FF FF)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = race of population&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004D = raceID ( = owner, noone = 23)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = people assigned to economy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B = people assigned to energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F = people assigned to food production&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 = people assigned to science&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 = people assigned to intelligence&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006A to 0x006B = number of planets &amp;lt;= 09 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006E = dilithium resource level (0, 1, 2, 3, 4, 5, or 10), set by subroutine 4B7A50, if&amp;gt;0 dilithium icon gets shown (F1-map), also used to set the dilithium flag&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006F = unknown (majors = 05, uninhabited = 00, ? = 02,...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0071 = dilithium flag: 0x08 = Dilithium&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0072 to 0x0077 unkown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x007F = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0080 to 0x0083 = ORDER ECONOMY (typeID) 1=build building, 2=upgrade building(s), 3=build ship, 5=tradegoods, 7=unrest order&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0084 to 0x0087 = invested industry&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0088 to 0x008B = ID of building/ship under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x008C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = ? number of entries in strcInfo ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00BB = base offset of planet entry array ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BD = max population * 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0220 unknown (=32 for colonys (?))&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0298 to 0x029B = FF FF FF FF (used as base offset for moral entries)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DC to 0x02DD = moral value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DE to 0x2DF = moral text (signed integer, little endian! : -4 =  Rebellious, -3 = Defiant, -2 = Disgruntled, -1= Apathetic, 0 = Content, 1 = Pleased, 2 =  Loyal, 3 = Fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F0 to 0x02F2 = base morale&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F4  to 0x02F7 unlocks positive/negative morale events if 0(random manipulated starting default 50dec)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0304 to 0x0307 = random events bitmask&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x0309 unknown (for majors = 01)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0328+ list of all planets of that starsystem&lt;br /&gt;
----&lt;br /&gt;
Offset 0x0328 to 0x034F = planetname (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0350 to 0x0357 = planet animation filename (= ****.ani)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0358 to 0x035D = 00 FB 57 00 30 59 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x035E to 0x035F = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0360 to 0x0361 = planet size (small = 00 00, middle = 01 00, big = 02 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0362 to 0x0363 = terraforming value total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0364 to 0x0365 = terraforming value done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0366 to 0x0367 = food bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0368 to 0x0369 = energy bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036A to 0x036B = population bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036C to 0x036D = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0370 planet type (00 = arctic, 01 = barren, 02 = desert, 03 = gas giant, 04 = djungle, 05 = oceanic, 06 = earthlike, 07 = vulcanic, 08 = methanic, 09 = AUS, &amp;gt;09 = other)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0372 to 0x0373 = 00 00&lt;br /&gt;
----&lt;br /&gt;
Offset [0x0328+0x004C*numberOfPlanets] to Offset [0x0328+0x004C*numberOfPlanets+0x0004*numberOfPlanets-0x0001]&amp;lt;br/&amp;gt;&lt;br /&gt;
(for one planet that&#039;s Offset 0x0374 to 0x0377) = unknown (mostly 00 ... 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if traderoutes are available:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = (number of incoming traderouts + number of system traderoutes) * (0x0002 length (16bit) raceID + 0x0002 length (16bit) tradeRouteNo. (tradeRouteNo + raceID = tradeRouteID))&amp;lt;br/&amp;gt;&lt;br /&gt;
] (don&#039;t know if and where the number of traderoutes is stored)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if it&#039;s a players system:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = unknown, length = 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
what a complicated file...&lt;br /&gt;
&lt;br /&gt;
=== strcInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 4&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all buildings for each star&lt;br /&gt;
* starID&lt;br /&gt;
* number of entries for each star&lt;br /&gt;
* building type&lt;br /&gt;
* building count&lt;br /&gt;
* number of activated (powered on) buildings (for special buildings and orbitals)&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on number of different building types&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = number of entrys&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of entrys:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0005 = building count&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0006 to 0x0007 = building type (same order as in [[stbof.res]] and UE, it&#039;s the building ID in [[edifice.bst]])&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = number of activated buildings&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
=== techInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists science by raceID&lt;br /&gt;
&lt;br /&gt;
Contains:&lt;br /&gt;
&lt;br /&gt;
* science levels&lt;br /&gt;
* technology levels&lt;br /&gt;
* science points done by science type&lt;br /&gt;
* actual science assignation&lt;br /&gt;
* actually buildable buildings&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;General file structure&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0001 = number of races in the game (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0047 = list of tech entry indexes (35 slots for 35 races each 2 bytes in size, slots for races not in the game usually point to the first tech entry index -&amp;gt; 0)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x00AB = list of empire science assignations (20 bytes per empire)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x???? = unknown list for minors, 8 bytes per minor race in the game (total entries = number of races in the game - 5)&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
followed by a list of tech entries that have the same structure as those in [[racetech.tec]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;List of empire science assignations&amp;lt;/b&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Contains 5 entries - one for each empire.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Entry structure:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0006 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;List of tech entries&amp;lt;/b&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Number of entries equals number of races listed in this file. The list of tech entry indexes links each race to it&#039;s tech entry. The first entry carries the index 0, the next 1 and so on.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Entry structure:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = technology level / science level sociology&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x000B = buildable special buildings (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
* &amp;amp;0x8000000000000000000000 = phenix device&lt;br /&gt;
* &amp;amp;0x4000000000000000000000 = dilithium raffinery&lt;br /&gt;
* &amp;amp;0x2000000000000000000000 = orbital cannon&lt;br /&gt;
* &amp;amp;0x1000000000000000000000 = communication network&lt;br /&gt;
* &amp;amp;0x0800000000000000000000 = charge collector&lt;br /&gt;
* &amp;amp;0x0400000000000000000000 = bunker&lt;br /&gt;
* &amp;amp;0x0200000000000000000000 = simple replicator&lt;br /&gt;
* &amp;amp;0x0100000000000000000000 = improved replicator&lt;br /&gt;
* &amp;amp;0x0080000000000000000000 = shipyard&lt;br /&gt;
* &amp;amp;0x0040000000000000000000 = isolinear scanner&lt;br /&gt;
* &amp;amp;0x0020000000000000000000 = listening post&lt;br /&gt;
* &amp;amp;0x0010000000000000000000 = subspace scanner&lt;br /&gt;
* &amp;amp;0x0008000000000000000000 = subautomatic simulator&lt;br /&gt;
* &amp;amp;0x0004000000000000000000 = thery simulator&lt;br /&gt;
* &amp;amp;0x0002000000000000000000 = private farm&lt;br /&gt;
* &amp;amp;0x0001000000000000000000 = oceanic farm&lt;br /&gt;
* &amp;amp;0x0000800000000000000000 = obsedian congregation&lt;br /&gt;
* &amp;amp;0x0000400000000000000000 = reeducation center&lt;br /&gt;
* &amp;amp;0x0000200000000000000000 = union yard&lt;br /&gt;
* &amp;amp;0x0000100000000000000000 = shield generator&lt;br /&gt;
* &amp;amp;0x0000080000000000000000 = wind turbine&lt;br /&gt;
* &amp;amp;0x0000040000000000000000 = trade goods&lt;br /&gt;
* &amp;amp;0x0000020000000000000000 = trade center&lt;br /&gt;
* &amp;amp;0x0000010000000000000000 = agrarian store&lt;br /&gt;
* &amp;amp;0x0000008000000000000000 = trade tower&lt;br /&gt;
* &amp;amp;0x0000004000000000000000 = trade commission&lt;br /&gt;
* &amp;amp;0x0000002000000000000000 = holo cinema&lt;br /&gt;
* &amp;amp;0x0000001000000000000000 = fantasy land&lt;br /&gt;
* &amp;amp;0x0000000800000000000000 = inquisition&lt;br /&gt;
* &amp;amp;0x0000000400000000000000 = work camp&lt;br /&gt;
* &amp;amp;0x0000000200000000000000 = command center&lt;br /&gt;
* &amp;amp;0x0000000100000000000000 = hidden sensor grid&lt;br /&gt;
* &amp;amp;0x0000000080000000000000 = laws of war&lt;br /&gt;
* &amp;amp;0x0000000040000000000000 = utopia planetia&lt;br /&gt;
* &amp;amp;0x0000000020000000000000 = starfleet academy&lt;br /&gt;
* &amp;amp;0x0000000010000000000000 = federation council&lt;br /&gt;
* &amp;amp;0x0000000008000000000000 = daystorm institute&lt;br /&gt;
* &amp;amp;0x0000000004000000000000 = genesis sciencelab&lt;br /&gt;
* &amp;amp;0x0000000002000000000000 = festival of fun&lt;br /&gt;
* &amp;amp;0x0000000001000000000000 = franchise office&lt;br /&gt;
* &amp;amp;0x0000000000800000000000 = astronomic academy&lt;br /&gt;
* &amp;amp;0x0000000000400000000000 = singularity facility&lt;br /&gt;
* &amp;amp;0x0000000000200000000000 = center for fighttests&lt;br /&gt;
* &amp;amp;0x0000000000100000000000 = police state&lt;br /&gt;
* &amp;amp;0x0000000000080000000000 = tactical school&lt;br /&gt;
* &amp;amp;0x0000000000040000000000 = big hall&lt;br /&gt;
* &amp;amp;0x0000000000020000000000 = prison mine&lt;br /&gt;
* &amp;amp;0x0000000000010000000000 = hall of warriors&lt;br /&gt;
* &amp;amp;0x0000000000008000000000 = military yard&lt;br /&gt;
* &amp;amp;0x0000000000004000000000 = federation yard&lt;br /&gt;
* &amp;amp;0x0000000000002000000000 = federation replicator&lt;br /&gt;
* &amp;amp;0x0000000000001000000000 = alliance yard&lt;br /&gt;
* &amp;amp;0x0000000000000800000000 = tribunal&lt;br /&gt;
* &amp;amp;0x0000000000000400000000 = fleet academy&lt;br /&gt;
* &amp;amp;0x0000000000000200000000 = talshiar main quater&lt;br /&gt;
* &amp;amp;0x0000000000000100000000 = imperial senate&lt;br /&gt;
* &amp;amp;0x0000000000000080000000 = industrial center (of the Bencites)&lt;br /&gt;
* &amp;amp;0x0000000000000040000000 = architectural center (of the Bandi)&lt;br /&gt;
* &amp;amp;0x0000000000000020000000 = bajoran jalanda forum (of the Bajorans)&lt;br /&gt;
* &amp;amp;0x0000000000000010000000 = harvest complex (of the Antedians)&lt;br /&gt;
* &amp;amp;0x0000000000000008000000 = examination base (of the Anticans)&lt;br /&gt;
* &amp;amp;0x0000000000000004000000 = supersoldier academy (of the Angosians)&lt;br /&gt;
* &amp;amp;0x0000000000000002000000 = andorian war school (of the Andorians)&lt;br /&gt;
* &amp;amp;0x0000000000000001000000 = acamerian clanhall (of the Acamerians)&lt;br /&gt;
* &amp;amp;0x0000000000000000800000 = cinetic laboratory (of the Malcorians)&lt;br /&gt;
* &amp;amp;0x0000000000000000400000 = ktarian game studio (of the Ktarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000200000 = edo palace (of the Edos)&lt;br /&gt;
* &amp;amp;0x0000000000000000100000 = gladiator arena (of the Chalnoth)&lt;br /&gt;
* &amp;amp;0x0000000000000000080000 = science thinking factory (of the Caldonians)&lt;br /&gt;
* &amp;amp;0x0000000000000000040000 = planetary computer (of the Bynare)&lt;br /&gt;
* &amp;amp;0x0000000000000000020000 = cosmetic center (of the Bolarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000010000 = councelor academy (of the Betazoids)&lt;br /&gt;
* &amp;amp;0x0000000000000000008000 = defense network (of the Talarian)&lt;br /&gt;
* &amp;amp;0x0000000000000000004000 = physical institute (of the Takarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000002000 = biotec center (of the Sheliak)&lt;br /&gt;
* &amp;amp;0x0000000000000000001000 = examination base (of the Selay)&lt;br /&gt;
* &amp;amp;0x0000000000000000000800 = collector place (of the Pakleds)&lt;br /&gt;
* &amp;amp;0x0000000000000000000400 = recruitment center (of the Nausicaans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000200 = monument of subjugation (of the Mizarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000100 = mintaca farm (of the Mintacarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000080 = imperial yard&lt;br /&gt;
* &amp;amp;0x0000000000000000000040 = orgenic regenerator&lt;br /&gt;
* &amp;amp;0x0000000000000000000020 = military academy (of the Zakdorn)&lt;br /&gt;
* &amp;amp;0x0000000000000000000010 = intelligence (of the Yridians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000008 = science academy (of the Vulcans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000004 = archive of psycho history (of the Ullians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000002 = science committee (of the Trillian)&lt;br /&gt;
* &amp;amp;0x0000000000000000000001 = mythology library (of the Tamarians)Offset length 0x001D = buildable normal buildings / upgrades (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
Offset length 0x0008 = unknown (always 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Intel ==&lt;br /&gt;
=== intelInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 16&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown - seems to include intel reports&lt;br /&gt;
* actual intel assignation for every major&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x02D7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
[for all five majors: blocklength = 0x2C1C&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0070 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = intelligance assignation of internal security&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
=== treaty ===&lt;br /&gt;
completely unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
for turn 1 it&#039;s 00 00 00 00 00 00 00 00&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
=== trdeInfo0.cnt to trdeInfo4.cnt ===&lt;br /&gt;
number of traderoutes for each empire&lt;br /&gt;
&lt;br /&gt;
=== trdeInfo0 to trdeInfo4 ===&lt;br /&gt;
partially unexplored&amp;lt;br/&amp;gt;&lt;br /&gt;
lists traderoutes&lt;br /&gt;
* raceID&lt;br /&gt;
* traderoute number (+ raceID = traderouteID)&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
== Ships &amp;amp; Task Forces ==&lt;br /&gt;
=== alienTFInfo0 to alienTFInfo[numberOfRaces] ===&lt;br /&gt;
lists fleetIDs of every race&lt;br /&gt;
* number of taskforces/fleets&lt;br /&gt;
* shipIDs&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = number of controled fleets&amp;lt;br/&amp;gt;&lt;br /&gt;
[for [numberOfRaces]:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
=== shipname.dat ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
is divided into several shipname categorys&amp;lt;br/&amp;gt;&lt;br /&gt;
shipnames aren&#039;t in the same order with these in shipname.bin of stbof.res!&amp;lt;br/&amp;gt;&lt;br /&gt;
this file also influences the shipIDs for newly builded ones&lt;br /&gt;
* first given shipname&lt;br /&gt;
* next given shipname&lt;br /&gt;
* counter of repeatings (for name endings A, B, C,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x000C&amp;lt;br/&amp;gt;&lt;br /&gt;
block position equals shipname category position in shipname.bin of stbof.res as well as category position in UE&lt;br /&gt;
Each race has its own categorys, seperated for different ship types&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Warning! shipID for new constructed ships gets wrong, if distance between first and next name is wrong!&amp;lt;/span&amp;gt; (next name reffering number can be less as well as higher than first, distance is based on list iterations)&amp;lt;br/&amp;gt;&lt;br /&gt;
If next reffering number reaches first reffering number, counter gets increased&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = first given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = next given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = counter of repeating/iteration or if no name of this category has been used yet = FF FF (defines the appendix of the shipname: A, B, ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00&lt;br /&gt;
&lt;br /&gt;
=== ShipCntr ===&lt;br /&gt;
next shipID&lt;br /&gt;
&lt;br /&gt;
=== TForceCntr ===&lt;br /&gt;
next fleetID&lt;br /&gt;
&lt;br /&gt;
=== GShipHead = GTForceHd = GWTForceHd = GTFStasisHd ===&lt;br /&gt;
&lt;br /&gt;
These are global list headers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Header&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;List&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Contains&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GShipHead&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GShipList&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Ships&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTForceHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTForceList&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Task forces&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GWTForceHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GWTForce&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Task forces&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTFStasisHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTFStasis&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Identified fields:&lt;br /&gt;
&lt;br /&gt;
* slot size&lt;br /&gt;
* total number of slots in list&lt;br /&gt;
* number of occupied slots (slots with data)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
File structure (40 bytes):&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000F = unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = slot size&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = total number of slots&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = number of occupied slots&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x0027 = unknown&lt;br /&gt;
&lt;br /&gt;
=== GShipList ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 116&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
list all ships with&lt;br /&gt;
* shipname&lt;br /&gt;
* raceID&lt;br /&gt;
* shipID&lt;br /&gt;
* fleetID&lt;br /&gt;
* shield&lt;br /&gt;
* hull&lt;br /&gt;
* ship type (manufactoring type / =shiplistID in shiplist.sst)&lt;br /&gt;
* experience bonus for beam accuracy&lt;br /&gt;
* experience bonus for torpedo accuracy&lt;br /&gt;
* experience bonus for defense&lt;br /&gt;
* crew experience value&lt;br /&gt;
* crew experience level&lt;br /&gt;
* base ground combat strength&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0074&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 = shipname&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID (only for ship icon)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = shipID (NOT shiplist.sst ID)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = experience bonus for beam accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = experience bonus for torpedo accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = experience bonus for defense&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = shield (can lead to crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = hull (leads to crash in tactical fight if too high)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = crew experience value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = crew experience level (0=green,.. , 4=legendary) accessed for stars, raid, intercept &amp;amp; damage control&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0053 = ship type (manufactoring type, used as shiplistID in stbof.res, e.g. in shiptech.sst and is in same order as in UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x005B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F = shipfunction/=value:[0/8, 1/10, 2/6, 3/2, 4/4, 5-8/0, 9/1] +shiptech.sst computer +propulsion tech requirements&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 = (for warships only /function 0-4) value at 5C + map speed&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 = (for warships only /function 0-4) shiptech.sst computer + weapon tech requirements&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006C to 0x006F = (for TTs only) 50 times shiptech.sst construction tech requirement&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 to 0x0073 = base ground combat strength (i.e. TT production value /10)&lt;br /&gt;
&lt;br /&gt;
=== GTForceList = GWTForce ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
differences only exist in behavior&amp;lt;br/&amp;gt;&lt;br /&gt;
in later turns there might remain fragments of old turns at the end of the list - they get ignored by botf&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all fleets&lt;br /&gt;
* fleetID&lt;br /&gt;
* shipIDs&lt;br /&gt;
* raceID&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* first Colony ShipID&lt;br /&gt;
* control category&lt;br /&gt;
* contains colony ships&lt;br /&gt;
* scan range&lt;br /&gt;
* flight range&lt;br /&gt;
* speed&lt;br /&gt;
* order (evade, attack,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
data fragments at the end of the file happen if fleet count decreases&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = ship count of that fleet&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = shipID of first fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000F = shipID of second fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = shipID of third fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = shipID of fourth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = shipID of fifth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = shipID of sixth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = shipID of seventh fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = shipID of eighth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x002B = shipID of ninth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = order/command - seems only to define the display: systemattack remains if changed&amp;lt;br/&amp;gt;&lt;br /&gt;
* 00 = invalid&lt;br /&gt;
* 01 = terraform&lt;br /&gt;
* 02 = colonize&lt;br /&gt;
* 03 = rade&lt;br /&gt;
* 04 = intercept&lt;br /&gt;
* 05 = evade&lt;br /&gt;
* 06 = attack&lt;br /&gt;
* 07 = build outpost&lt;br /&gt;
* 08 = build starbase&lt;br /&gt;
* 09 = crew training&lt;br /&gt;
* 0A = expand&lt;br /&gt;
* 0B = invalid&lt;br /&gt;
* 0C = scrap&lt;br /&gt;
* 0D = into wormhole&lt;br /&gt;
* 0E = attack system&lt;br /&gt;
* &amp;gt;0E = invalid&lt;br /&gt;
Offset 0x0030 to 0x0033 = for TT based system attacks  (1 = conquer, else liberate)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = sector row (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = sector column (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = first Colony shipID (same as one of the ship slots values)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = control category (1 - major empire, 2 - minor race, 3 - alien)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = contains colony ships (0 - no, 1 - yes)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0053 = scan range, keeps only one turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005F = flight range, keeps only one turn (double precision floating point number; short = 0, middle = 1, high = 2)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0067 = speed, keeps only one turn (double precision floating point number; values 0 to 5)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = cloaking (01 00 00 00 = cloaked, else 00 00 00 00)&lt;br /&gt;
&lt;br /&gt;
=== GTFStasis ===&lt;br /&gt;
unknown (was thought to be number of starbases/outposts)&lt;br /&gt;
&lt;br /&gt;
=== starBaseInfo ===&lt;br /&gt;
&lt;br /&gt;
* outpost name&lt;br /&gt;
* owner raceID&lt;br /&gt;
* outpostID&lt;br /&gt;
* ship function (valid values are 6 for outpost and 7 for starbase)&lt;br /&gt;
* ship type (links to shiplist.sst entry)&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* production/build cost (usually same as ship build cost in [[shiplist.sst]])&lt;br /&gt;
* production invested (outpost completion is production invested/production cost)&lt;br /&gt;
* hull&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Stored in blocks of 92 bytes.&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0027 = outpost name (ASCII)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = outpostID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002D = ship function&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002E to 0x002F = ship type&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = sector row / y coord&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = sector column / x coord&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003F = production cost (8 byte floating point number - double)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0047 = production invested (8 byte floating point number - double)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = scan range&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = hull&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x005B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== monster.lst ===&lt;br /&gt;
unexplored&lt;br /&gt;
&lt;br /&gt;
== AI / Agents ==&lt;br /&gt;
&lt;br /&gt;
=== AINumAgents ===&lt;br /&gt;
number of AI agents&lt;br /&gt;
&lt;br /&gt;
=== AIAgtIdCtrl ===&lt;br /&gt;
next agentID (for filenames)&lt;br /&gt;
&lt;br /&gt;
=== AIAgent0 to AIAgent[NumAgents] ===&lt;br /&gt;
mostly unexplored&lt;br /&gt;
* agentID&lt;br /&gt;
* raceID&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = agentID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = 01 00 00 00 if major, 02 00 00 00 if minor&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x00CB = unknown&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0.cnt to AgtSy[NumAgents].cnt ===&lt;br /&gt;
number of systems to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0 to AgtSy[NumAgents] ===&lt;br /&gt;
starIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0.cnt to AgtSh[NumAgents].cnt ===&lt;br /&gt;
number of ships to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0 to AgtSh[NumAgents] ===&lt;br /&gt;
shipIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0.cnt to AgtDp[NumAgents].cnt ===&lt;br /&gt;
number of entrys in AgtDpxx&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0 to AgtDp[NumAgents] ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 266&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
unknown - mayby diplomatics&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0.cnt to AgtTk[NumAgents].cnt ===&lt;br /&gt;
number of tasks for that agent&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0 to AgtTk[NumAgents] ===&lt;br /&gt;
TaskIDs (for TskSh and TskSy filenames)&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt.cnt ===&lt;br /&gt;
number of AI controled systems&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
starIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt.cnt ===&lt;br /&gt;
number of AI controled ships&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 24&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
shipIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0018&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = shipID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = unknown (if not 05 00 for colony ships, AI doesn&#039;t colonize)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0017 = unknown&lt;br /&gt;
&lt;br /&gt;
=== AINumTasks ====&lt;br /&gt;
number of Tsk-files&lt;br /&gt;
&lt;br /&gt;
==== AITaskIDCtr ===&lt;br /&gt;
next TskID for filename (of TskSh/TskSy)&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== provInfo0 to provInfo4 ===&lt;br /&gt;
lists starIDs of every major empire&lt;br /&gt;
* star count&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
=== ordInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 84&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown, includes peace proposals&lt;br /&gt;
* raceID&lt;br /&gt;
* turn of occurance&lt;br /&gt;
* destination sector row (for fleet movement)&lt;br /&gt;
* destination sector column (for fleet movement)&lt;br /&gt;
* fleetID&lt;br /&gt;
&lt;br /&gt;
has variable blocksizes!&amp;lt;br/&amp;gt;&lt;br /&gt;
on turn 1 there&#039;s only one for each major starsystem with a blocksize of 0x0054&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = turn of occurance&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = destination sector row (for fleet movement)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x002B = destination sector column (for fleet movement)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003D = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== SeedInfo ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== result.lst ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== incident.dat ===&lt;br /&gt;
completely unknown but normally it&#039;s 00 00 00 00&lt;/div&gt;</summary>
		<author><name>DCER</name></author>
	</entry>
	<entry>
		<id>http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=151</id>
		<title>Savegame File-Listing</title>
		<link rel="alternate" type="text/html" href="http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=151"/>
		<updated>2011-02-28T18:00:09Z</updated>

		<summary type="html">&lt;p&gt;DCER: /* GTFStasis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of the explored content within the save games.&lt;br /&gt;
For learning to use this information, also have a look at [[Editing_Savegames]]!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most of the following data has been explored by using a vanilla singleplayer savegame at turn 1 with following settings:&lt;br /&gt;
* tech 1&lt;br /&gt;
* small galaxy&lt;br /&gt;
* irregular&lt;br /&gt;
* no minors&lt;br /&gt;
* impossible&lt;br /&gt;
&lt;br /&gt;
At later turns there are additional files stored within the saves. These may have been partially discarded.&lt;br /&gt;
For turn 1 saves, most unexplored data seems to be relatively unimportant and often can be zero!&lt;br /&gt;
Please aware that some information might be incomplete or even incorrect. &lt;br /&gt;
&lt;br /&gt;
So, after extracting a savegame with UltimateEditor you get quite a ton of files. Here&#039;s an overview about them and the hexcode they contain:&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
=== version ===&lt;br /&gt;
* for me it&#039;s always 08&lt;br /&gt;
&lt;br /&gt;
=== gameInfo ===&lt;br /&gt;
* filename&lt;br /&gt;
* gamesave name&lt;br /&gt;
* galaxy type&lt;br /&gt;
* galaxy size&lt;br /&gt;
* difficulty level&lt;br /&gt;
* strategical timer&lt;br /&gt;
* tactical timer&lt;br /&gt;
* actual and next turn&lt;br /&gt;
* player race&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* races with ships (major + minor)&lt;br /&gt;
* races beaten&lt;br /&gt;
* goal (vendetta/dominance)&lt;br /&gt;
* empire status informations (occupied systems, science, economy, military)&lt;br /&gt;
* statistic&lt;br /&gt;
* player names (if MP)&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000D(?) filename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000D to 0x003E savename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 last turn (for savename)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C 00 = singleplayer 01 = multiplayer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0250 important but unknown (crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0252 player&#039;s race (00 = card, 01 = fed, 02=ferg, 03=kling, 04=rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0254 to 0x0258 technology starting levels of the five majors (card, fed, ferg, kling, rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0260 galaxytype (00 = irregular, 01 = elliptic, 02 = ring, 03 = spiral)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0264 galaxyszie (00 = small, 01 = middle, 03 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x026C difficulty (00 = very easy, 01 = easy, 02 = normal, 03 = hard, 04 = impossible)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0270 to 0x0275(?) races in game (bitwise XOR, little endian (8bit packets) =&amp;gt; order is the same with alienInfo)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0278 beaten empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0280 to 0x0285(?) races with ships&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A4 strategical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A8 tactical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AC actual turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AE last turn points (for statistic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02BA(maybe less)+ statistic of the cards&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x04AE(maybe less)+ statistic of the feds&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x06A2(maybe less)+ statistic of the fergs&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0896(maybe less)+ statistic of the klings&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0A8A(maybe less)+ statistic of the roms&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0C84+(?) empire state (intelligence)&lt;br /&gt;
* Offset 0x0C8E+ military&lt;br /&gt;
* Offset 0x0D06+ economy&lt;br /&gt;
* Offset 0x0D1A+ science&lt;br /&gt;
* Offset 0x0D92+ occupied systemsOffset&lt;br /&gt;
0x0DBC victory condition (00=single/Multi player dominance 01=Muilt player team dominance, 02=vendetta)&lt;br /&gt;
&lt;br /&gt;
=== empsInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 444&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists information about majors&lt;br /&gt;
* empirenames&lt;br /&gt;
* name of the emperor&lt;br /&gt;
* credits&lt;br /&gt;
* number of running dilithium sources&lt;br /&gt;
* number of ships under construction&lt;br /&gt;
* population (total ?)&lt;br /&gt;
* moral shown in empire state&lt;br /&gt;
* ship-population support&lt;br /&gt;
* empire-wide ground combat bonus&lt;br /&gt;
* known empires (for diplomacy)&lt;br /&gt;
&lt;br /&gt;
is stored in blocks of 0x01BC length for every major&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one (card) gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 empire name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x004F emperor name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 address of empire province list(8 bytes per system), at[+4] number of held systems&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 credits (for F1 emps info display)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B income (for F1 emps info display, not updated properly for AI players, due to cheats)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F real ship support cost ? (- pop support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 number of running dilithium sources&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 number of ships under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = current research points different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006C to 0x006F population (?main system or total?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 to 0x0073 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0074 to 0x0077 = current morale ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B current intel different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x0093 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0094 to 0x0097 ship-population support (not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0098 to 0x009B credits&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x009C to 0x009F empire strength indicator&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x00A0 to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = research at end of last turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00B3 temporary store for starting pop(originaly thought to be ship-population support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B4 to 0x00B7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B8 to 0x00B9 moral shown in empire state (signed integer, little endian! 0xFCFF = rebellious, 0xFFFF = apathetic, 0x0000 = normal, 0x0300 = fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BA to 0x00BB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BF = intel total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00C0 to 0x010D unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x010E to 0x010F empire-wide ground combat bonus in percent (from buildings like the Hall of Warriors)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0110 to 0x0123 (5empires * 4bytes) = treaty label: 0=Neutral, 1=War, 2=Alliance, 3=Peace&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0124 to 0x0137 (5empires * 4bytes) = territory accessible: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0138 to 0x014B (5empires * 4bytes) = trade allowed: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x014C to 0x0157 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0158 to 0x015F known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0160 to 0x01AF unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B0 to 0x01B3 random events bitmask&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x01B4 to 0x01B7 = cumulative build costs of fleet (ship functions 0-4)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B8 to 0x01BB unknown&lt;br /&gt;
&lt;br /&gt;
== Aliens ==&lt;br /&gt;
=== alienInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 64&amp;lt;/span&amp;gt;&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0040 for every possible race&amp;lt;br/&amp;gt;&lt;br /&gt;
in same order as races in stbof.res or UE&amp;lt;br/&amp;gt;&lt;br /&gt;
only first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 = 01 if race is alive&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 = starID of homesystem&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 = known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 = known races (IDs 0x20+)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 (5empires * 4bytes) = treaty level (minors) 0=Neutral, 1=Friendly, 2=Affiliated, 3=Member, 4=War&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C = (for minors) 0=free diplomacy, 1=subjugated, 2=restricted diplomacy(membership)&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
=== galInfo ===&lt;br /&gt;
* galaxy size (small/middle/big)&lt;br /&gt;
* count of sectors&lt;br /&gt;
* count of stars&lt;br /&gt;
* count of anomalies&lt;br /&gt;
&lt;br /&gt;
Offset 0x0008 to 0x000B = galaxy size (00 = small, 01 = middle, 02 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = number of stars&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = number of anomalies&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0015 = number of sectors&lt;br /&gt;
&lt;br /&gt;
=== sector.lst ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 104&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all sectors&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* outpostID &lt;br /&gt;
* anomalyID&lt;br /&gt;
* starID&lt;br /&gt;
* sector scanned by race&lt;br /&gt;
* sector explored by race&lt;br /&gt;
* sector influenced by anomaly (?)&lt;br /&gt;
* claim&lt;br /&gt;
* owner of the sector&lt;br /&gt;
* actual scan value by race&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0068&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = map row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = map column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = outpostID from starBaseInfo or -1 if none&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = anomalyID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = claim (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = 00 00 00 00 if owned by card, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = 01 00 00 00 if owned by fed, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = 02 00 00 00 if owned by ferg, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = 03 00 00 00 if owned by kling, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = 04 00 00 00 if owned by rom, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = [raceID] if owned by minor, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = explored by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0031 = sector scanned by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom, 20 = blackhole)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = scanpower of card (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = scanpower of fed (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = scanpower of ferg (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = scanpower of kling (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0054 = scanpower of rom (signed, little endian)&lt;br /&gt;
&lt;br /&gt;
=== stellInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 88&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all anomalies (in ID order?)&lt;br /&gt;
* anomaly type&lt;br /&gt;
* anomaly name&lt;br /&gt;
* anomaly map picture&lt;br /&gt;
* anomaly map picture position (x/y)&lt;br /&gt;
* wormhole connections&lt;br /&gt;
* visited by majors&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0058&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = type of anomaly (00 00 00 00 = blackhole, 01 00 00 00 = X-ray pulsar, 02 00 00 00 = nebula, 03 00 00 00 = neutron star, 0A 00 00 00 = wormhole, 0B 00 00 00 = radio pulsar)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x002B = anomaly name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x003F = galaxy map picture file (00 terminated string: blackhole = &amp;quot;blkh&amp;quot; = 62 6C 6B 68, X-ray pulsar = &amp;quot;xp-&amp;quot; = 78 70 2D, nebula = &amp;quot;neb-&amp;quot; = 6E 65 62 2D, neutron star = &amp;quot;ns&amp;quot; = 6E 73, wormhole = &amp;quot;worm&amp;quot; = 77 6F 72 6D, radio pulsar = &amp;quot;rpls&amp;quot; = 72 70 6C 73)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = anomalyID for wormhole connection, else FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0042 to 0x0043 = 00 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = sector visited by major (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&lt;br /&gt;
&lt;br /&gt;
=== RToSInfo ===&lt;br /&gt;
RToS = race to star (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
races are in the following order 1: Card 2: Fed 3: Ferg 4: Kling 5: Rom&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
lists StarIDs of the homesystems of all races, if not available = FF 00&lt;br /&gt;
&lt;br /&gt;
=== SphOfIn0 to SphOfIn4 ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: [GalaxyMapWidth]&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
relevance unclear&amp;lt;br/&amp;gt;&lt;br /&gt;
gives a view of the galaxy map for every empire&amp;lt;br/&amp;gt;&lt;br /&gt;
decreasing values around home system position&amp;lt;br/&amp;gt;&lt;br /&gt;
might be relevant for the influence of systems to mark the territory&lt;br /&gt;
&lt;br /&gt;
== Systems ==&lt;br /&gt;
=== systInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 76&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all starsystems&lt;br /&gt;
* system name&lt;br /&gt;
* race (owner)&lt;br /&gt;
* race (population)&lt;br /&gt;
* population count&lt;br /&gt;
* population orders (work assignation)&lt;br /&gt;
* moral (value)&lt;br /&gt;
* moral (shown text)&lt;br /&gt;
* dilithium&lt;br /&gt;
* system visited by race&lt;br /&gt;
* star type&lt;br /&gt;
* star picture&lt;br /&gt;
* star picture position on map (x/y)&lt;br /&gt;
* planet count&lt;br /&gt;
* planetnames&lt;br /&gt;
* planet animations&lt;br /&gt;
* planet types&lt;br /&gt;
* planet sizes (small/middle/big)&lt;br /&gt;
* terraforming value total&lt;br /&gt;
* terraforming value done&lt;br /&gt;
* planet bonuses (population/energy/food =&amp;gt; pure/normal/much)&lt;br /&gt;
* incoming traderouts&lt;br /&gt;
* traderoutes of the system&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on planetnumber, traderoutes and if it&#039;s a player&#039;s system&lt;br /&gt;
only one example starsystem with a single planet gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 uninhabited = 00 00 00 00, AI = 00 00 00 01, player = 00 00 00 02&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x002F = system name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 = system type (0=home, 1=native, 2=non native, 3=subjugated, 4=affiliated, 5=independent minor, 6=conquered home, 7&amp;amp;8=invalid?, 9=any, A=rebel, B=empty)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0031 = star type (red giant=04, orange=05, yellow=06, white=07, green=08, blue=09)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0032 to 0x0035 = star picture&lt;br /&gt;
* red giant = 73 2D 72 2D&lt;br /&gt;
* orange star = 73 2D 6F 2D&lt;br /&gt;
* yellow star = 73 2D 79 2D&lt;br /&gt;
* white star = 73 2D 77 2D&lt;br /&gt;
* green star = 73 2D 67 2D&lt;br /&gt;
* blue star = 73 2D 62 2D&lt;br /&gt;
Offset 0x003F = system explored by empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = population (uninhabited = FF FF)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = race of population&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004D = raceID ( = owner, noone = 23)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = people assigned to economy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B = people assigned to energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F = people assigned to food production&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 = people assigned to science&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 = people assigned to intelligence&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006A to 0x006B = number of planets &amp;lt;= 09 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006E = dilithium resource level (0, 1, 2, 3, 4, 5, or 10), set by subroutine 4B7A50, if&amp;gt;0 dilithium icon gets shown (F1-map), also used to set the dilithium flag&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006F = unknown (majors = 05, uninhabited = 00, ? = 02,...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0071 = dilithium flag: 0x08 = Dilithium&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0072 to 0x0077 unkown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x007F = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0080 to 0x0083 = ORDER ECONOMY (typeID) 1=build building, 2=upgrade building(s), 3=build ship, 5=tradegoods, 7=unrest order&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0084 to 0x0087 = invested industry&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0088 to 0x008B = ID of building/ship under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x008C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = ? number of entries in strcInfo ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00BB = base offset of planet entry array ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BD = max population * 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0220 unknown (=32 for colonys (?))&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0298 to 0x029B = FF FF FF FF (used as base offset for moral entries)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DC to 0x02DD = moral value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DE to 0x2DF = moral text (signed integer, little endian! : -4 =  Rebellious, -3 = Defiant, -2 = Disgruntled, -1= Apathetic, 0 = Content, 1 = Pleased, 2 =  Loyal, 3 = Fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F0 to 0x02F2 = base morale&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F4  to 0x02F7 unlocks positive/negative morale events if 0(random manipulated starting default 50dec)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0304 to 0x0307 = random events bitmask&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x0309 unknown (for majors = 01)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0328+ list of all planets of that starsystem&lt;br /&gt;
----&lt;br /&gt;
Offset 0x0328 to 0x034F = planetname (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0350 to 0x0357 = planet animation filename (= ****.ani)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0358 to 0x035D = 00 FB 57 00 30 59 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x035E to 0x035F = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0360 to 0x0361 = planet size (small = 00 00, middle = 01 00, big = 02 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0362 to 0x0363 = terraforming value total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0364 to 0x0365 = terraforming value done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0366 to 0x0367 = food bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0368 to 0x0369 = energy bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036A to 0x036B = population bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036C to 0x036D = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0370 planet type (00 = arctic, 01 = barren, 02 = desert, 03 = gas giant, 04 = djungle, 05 = oceanic, 06 = earthlike, 07 = vulcanic, 08 = methanic, 09 = AUS, &amp;gt;09 = other)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0372 to 0x0373 = 00 00&lt;br /&gt;
----&lt;br /&gt;
Offset [0x0328+0x004C*numberOfPlanets] to Offset [0x0328+0x004C*numberOfPlanets+0x0004*numberOfPlanets-0x0001]&amp;lt;br/&amp;gt;&lt;br /&gt;
(for one planet that&#039;s Offset 0x0374 to 0x0377) = unknown (mostly 00 ... 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if traderoutes are available:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = (number of incoming traderouts + number of system traderoutes) * (0x0002 length (16bit) raceID + 0x0002 length (16bit) tradeRouteNo. (tradeRouteNo + raceID = tradeRouteID))&amp;lt;br/&amp;gt;&lt;br /&gt;
] (don&#039;t know if and where the number of traderoutes is stored)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if it&#039;s a players system:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = unknown, length = 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
what a complicated file...&lt;br /&gt;
&lt;br /&gt;
=== strcInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 4&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all buildings for each star&lt;br /&gt;
* starID&lt;br /&gt;
* number of entries for each star&lt;br /&gt;
* building type&lt;br /&gt;
* building count&lt;br /&gt;
* number of activated (powered on) buildings (for special buildings and orbitals)&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on number of different building types&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = number of entrys&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of entrys:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0005 = building count&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0006 to 0x0007 = building type (same order as in [[stbof.res]] and UE, it&#039;s the building ID in [[edifice.bst]])&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = number of activated buildings&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
=== techInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists science by raceID&lt;br /&gt;
&lt;br /&gt;
Contains:&lt;br /&gt;
&lt;br /&gt;
* science levels&lt;br /&gt;
* technology levels&lt;br /&gt;
* science points done by science type&lt;br /&gt;
* actual science assignation&lt;br /&gt;
* actually buildable buildings&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;General file structure&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0001 = number of races in the game (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0047 = list of tech entry indexes (35 slots for 35 races each 2 bytes in size, slots for races not in the game usually point to the first tech entry index -&amp;gt; 0)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x00AB = list of empire science assignations (20 bytes per empire)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x???? = unknown list for minors, 8 bytes per minor race in the game (total entries = number of races in the game - 5)&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
followed by a list of tech entries that have the same structure as those in [[racetech.tec]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;List of empire science assignations&amp;lt;/b&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Contains 5 entries - one for each empire.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Entry structure:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0006 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;List of tech entries&amp;lt;/b&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Number of entries equals number of races listed in this file. The list of tech entry indexes links each race to it&#039;s tech entry. The first entry carries the index 0, the next 1 and so on.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Entry structure:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = technology level / science level sociology&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x000B = buildable special buildings (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
* &amp;amp;0x8000000000000000000000 = phenix device&lt;br /&gt;
* &amp;amp;0x4000000000000000000000 = dilithium raffinery&lt;br /&gt;
* &amp;amp;0x2000000000000000000000 = orbital cannon&lt;br /&gt;
* &amp;amp;0x1000000000000000000000 = communication network&lt;br /&gt;
* &amp;amp;0x0800000000000000000000 = charge collector&lt;br /&gt;
* &amp;amp;0x0400000000000000000000 = bunker&lt;br /&gt;
* &amp;amp;0x0200000000000000000000 = simple replicator&lt;br /&gt;
* &amp;amp;0x0100000000000000000000 = improved replicator&lt;br /&gt;
* &amp;amp;0x0080000000000000000000 = shipyard&lt;br /&gt;
* &amp;amp;0x0040000000000000000000 = isolinear scanner&lt;br /&gt;
* &amp;amp;0x0020000000000000000000 = listening post&lt;br /&gt;
* &amp;amp;0x0010000000000000000000 = subspace scanner&lt;br /&gt;
* &amp;amp;0x0008000000000000000000 = subautomatic simulator&lt;br /&gt;
* &amp;amp;0x0004000000000000000000 = thery simulator&lt;br /&gt;
* &amp;amp;0x0002000000000000000000 = private farm&lt;br /&gt;
* &amp;amp;0x0001000000000000000000 = oceanic farm&lt;br /&gt;
* &amp;amp;0x0000800000000000000000 = obsedian congregation&lt;br /&gt;
* &amp;amp;0x0000400000000000000000 = reeducation center&lt;br /&gt;
* &amp;amp;0x0000200000000000000000 = union yard&lt;br /&gt;
* &amp;amp;0x0000100000000000000000 = shield generator&lt;br /&gt;
* &amp;amp;0x0000080000000000000000 = wind turbine&lt;br /&gt;
* &amp;amp;0x0000040000000000000000 = trade goods&lt;br /&gt;
* &amp;amp;0x0000020000000000000000 = trade center&lt;br /&gt;
* &amp;amp;0x0000010000000000000000 = agrarian store&lt;br /&gt;
* &amp;amp;0x0000008000000000000000 = trade tower&lt;br /&gt;
* &amp;amp;0x0000004000000000000000 = trade commission&lt;br /&gt;
* &amp;amp;0x0000002000000000000000 = holo cinema&lt;br /&gt;
* &amp;amp;0x0000001000000000000000 = fantasy land&lt;br /&gt;
* &amp;amp;0x0000000800000000000000 = inquisition&lt;br /&gt;
* &amp;amp;0x0000000400000000000000 = work camp&lt;br /&gt;
* &amp;amp;0x0000000200000000000000 = command center&lt;br /&gt;
* &amp;amp;0x0000000100000000000000 = hidden sensor grid&lt;br /&gt;
* &amp;amp;0x0000000080000000000000 = laws of war&lt;br /&gt;
* &amp;amp;0x0000000040000000000000 = utopia planetia&lt;br /&gt;
* &amp;amp;0x0000000020000000000000 = starfleet academy&lt;br /&gt;
* &amp;amp;0x0000000010000000000000 = federation council&lt;br /&gt;
* &amp;amp;0x0000000008000000000000 = daystorm institute&lt;br /&gt;
* &amp;amp;0x0000000004000000000000 = genesis sciencelab&lt;br /&gt;
* &amp;amp;0x0000000002000000000000 = festival of fun&lt;br /&gt;
* &amp;amp;0x0000000001000000000000 = franchise office&lt;br /&gt;
* &amp;amp;0x0000000000800000000000 = astronomic academy&lt;br /&gt;
* &amp;amp;0x0000000000400000000000 = singularity facility&lt;br /&gt;
* &amp;amp;0x0000000000200000000000 = center for fighttests&lt;br /&gt;
* &amp;amp;0x0000000000100000000000 = police state&lt;br /&gt;
* &amp;amp;0x0000000000080000000000 = tactical school&lt;br /&gt;
* &amp;amp;0x0000000000040000000000 = big hall&lt;br /&gt;
* &amp;amp;0x0000000000020000000000 = prison mine&lt;br /&gt;
* &amp;amp;0x0000000000010000000000 = hall of warriors&lt;br /&gt;
* &amp;amp;0x0000000000008000000000 = military yard&lt;br /&gt;
* &amp;amp;0x0000000000004000000000 = federation yard&lt;br /&gt;
* &amp;amp;0x0000000000002000000000 = federation replicator&lt;br /&gt;
* &amp;amp;0x0000000000001000000000 = alliance yard&lt;br /&gt;
* &amp;amp;0x0000000000000800000000 = tribunal&lt;br /&gt;
* &amp;amp;0x0000000000000400000000 = fleet academy&lt;br /&gt;
* &amp;amp;0x0000000000000200000000 = talshiar main quater&lt;br /&gt;
* &amp;amp;0x0000000000000100000000 = imperial senate&lt;br /&gt;
* &amp;amp;0x0000000000000080000000 = industrial center (of the Bencites)&lt;br /&gt;
* &amp;amp;0x0000000000000040000000 = architectural center (of the Bandi)&lt;br /&gt;
* &amp;amp;0x0000000000000020000000 = bajoran jalanda forum (of the Bajorans)&lt;br /&gt;
* &amp;amp;0x0000000000000010000000 = harvest complex (of the Antedians)&lt;br /&gt;
* &amp;amp;0x0000000000000008000000 = examination base (of the Anticans)&lt;br /&gt;
* &amp;amp;0x0000000000000004000000 = supersoldier academy (of the Angosians)&lt;br /&gt;
* &amp;amp;0x0000000000000002000000 = andorian war school (of the Andorians)&lt;br /&gt;
* &amp;amp;0x0000000000000001000000 = acamerian clanhall (of the Acamerians)&lt;br /&gt;
* &amp;amp;0x0000000000000000800000 = cinetic laboratory (of the Malcorians)&lt;br /&gt;
* &amp;amp;0x0000000000000000400000 = ktarian game studio (of the Ktarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000200000 = edo palace (of the Edos)&lt;br /&gt;
* &amp;amp;0x0000000000000000100000 = gladiator arena (of the Chalnoth)&lt;br /&gt;
* &amp;amp;0x0000000000000000080000 = science thinking factory (of the Caldonians)&lt;br /&gt;
* &amp;amp;0x0000000000000000040000 = planetary computer (of the Bynare)&lt;br /&gt;
* &amp;amp;0x0000000000000000020000 = cosmetic center (of the Bolarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000010000 = councelor academy (of the Betazoids)&lt;br /&gt;
* &amp;amp;0x0000000000000000008000 = defense network (of the Talarian)&lt;br /&gt;
* &amp;amp;0x0000000000000000004000 = physical institute (of the Takarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000002000 = biotec center (of the Sheliak)&lt;br /&gt;
* &amp;amp;0x0000000000000000001000 = examination base (of the Selay)&lt;br /&gt;
* &amp;amp;0x0000000000000000000800 = collector place (of the Pakleds)&lt;br /&gt;
* &amp;amp;0x0000000000000000000400 = recruitment center (of the Nausicaans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000200 = monument of subjugation (of the Mizarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000100 = mintaca farm (of the Mintacarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000080 = imperial yard&lt;br /&gt;
* &amp;amp;0x0000000000000000000040 = orgenic regenerator&lt;br /&gt;
* &amp;amp;0x0000000000000000000020 = military academy (of the Zakdorn)&lt;br /&gt;
* &amp;amp;0x0000000000000000000010 = intelligence (of the Yridians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000008 = science academy (of the Vulcans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000004 = archive of psycho history (of the Ullians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000002 = science committee (of the Trillian)&lt;br /&gt;
* &amp;amp;0x0000000000000000000001 = mythology library (of the Tamarians)Offset length 0x001D = buildable normal buildings / upgrades (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
Offset length 0x0008 = unknown (always 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Intel ==&lt;br /&gt;
=== intelInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 16&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown - seems to include intel reports&lt;br /&gt;
* actual intel assignation for every major&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x02D7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
[for all five majors: blocklength = 0x2C1C&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0070 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = intelligance assignation of internal security&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
=== treaty ===&lt;br /&gt;
completely unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
for turn 1 it&#039;s 00 00 00 00 00 00 00 00&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
=== trdeInfo0.cnt to trdeInfo4.cnt ===&lt;br /&gt;
number of traderoutes for each empire&lt;br /&gt;
&lt;br /&gt;
=== trdeInfo0 to trdeInfo4 ===&lt;br /&gt;
partially unexplored&amp;lt;br/&amp;gt;&lt;br /&gt;
lists traderoutes&lt;br /&gt;
* raceID&lt;br /&gt;
* traderoute number (+ raceID = traderouteID)&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
== Ships &amp;amp; Task Forces ==&lt;br /&gt;
=== alienTFInfo0 to alienTFInfo[numberOfRaces] ===&lt;br /&gt;
lists fleetIDs of every race&lt;br /&gt;
* number of taskforces/fleets&lt;br /&gt;
* shipIDs&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = number of controled fleets&amp;lt;br/&amp;gt;&lt;br /&gt;
[for [numberOfRaces]:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
=== shipname.dat ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
is divided into several shipname categorys&amp;lt;br/&amp;gt;&lt;br /&gt;
shipnames aren&#039;t in the same order with these in shipname.bin of stbof.res!&amp;lt;br/&amp;gt;&lt;br /&gt;
this file also influences the shipIDs for newly builded ones&lt;br /&gt;
* first given shipname&lt;br /&gt;
* next given shipname&lt;br /&gt;
* counter of repeatings (for name endings A, B, C,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x000C&amp;lt;br/&amp;gt;&lt;br /&gt;
block position equals shipname category position in shipname.bin of stbof.res as well as category position in UE&lt;br /&gt;
Each race has its own categorys, seperated for different ship types&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Warning! shipID for new constructed ships gets wrong, if distance between first and next name is wrong!&amp;lt;/span&amp;gt; (next name reffering number can be less as well as higher than first, distance is based on list iterations)&amp;lt;br/&amp;gt;&lt;br /&gt;
If next reffering number reaches first reffering number, counter gets increased&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = first given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = next given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = counter of repeating/iteration or if no name of this category has been used yet = FF FF (defines the appendix of the shipname: A, B, ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00&lt;br /&gt;
&lt;br /&gt;
=== ShipCntr ===&lt;br /&gt;
next shipID&lt;br /&gt;
&lt;br /&gt;
=== TForceCntr ===&lt;br /&gt;
next fleetID&lt;br /&gt;
&lt;br /&gt;
=== GShipHead = GTForceHd = GWTForceHd = GTFStasisHd ===&lt;br /&gt;
&lt;br /&gt;
These are global list headers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Header&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;List&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Contains&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GShipHead&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GShipList&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Ships&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTForceHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTForceList&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Task forces&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GWTForceHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GWTForce&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Task forces&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTFStasisHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTFStasis&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Identified fields:&lt;br /&gt;
&lt;br /&gt;
* slot size&lt;br /&gt;
* total number of slots in list&lt;br /&gt;
* number of occupied slots (slots with data)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
File structure (40 bytes):&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000F = unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = slot size&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = total number of slots&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = number of occupied slots&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x0027 = unknown&lt;br /&gt;
&lt;br /&gt;
=== GShipList ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 116&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
list all ships with&lt;br /&gt;
* shipname&lt;br /&gt;
* raceID&lt;br /&gt;
* shipID&lt;br /&gt;
* fleetID&lt;br /&gt;
* shield&lt;br /&gt;
* hull&lt;br /&gt;
* ship type (manufactoring type / =shiplistID in shiplist.sst)&lt;br /&gt;
* experience bonus for beam accuracy&lt;br /&gt;
* experience bonus for torpedo accuracy&lt;br /&gt;
* experience bonus for defense&lt;br /&gt;
* crew experience value&lt;br /&gt;
* crew experience level&lt;br /&gt;
* base ground combat strength&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0074&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 = shipname&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID (only for ship icon)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = shipID (NOT shiplist.sst ID)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = experience bonus for beam accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = experience bonus for torpedo accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = experience bonus for defense&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = shield (can lead to crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = hull (leads to crash in tactical fight if too high)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = crew experience value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = crew experience level (0=green,.. , 4=legendary) accessed for stars, raid, intercept &amp;amp; damage control&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0053 = ship type (manufactoring type, used as shiplistID in stbof.res, e.g. in shiptech.sst and is in same order as in UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x005B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F = shipfunction/=value:[0/8, 1/10, 2/6, 3/2, 4/4, 5-8/0, 9/1] +shiptech.sst computer +propulsion tech requirements&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 = (for warships only /function 0-4) value at 5C + map speed&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 = (for warships only /function 0-4) shiptech.sst computer + weapon tech requirements&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006C to 0x006F = (for TTs only) 50 times shiptech.sst construction tech requirement&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 to 0x0073 = base ground combat strength (i.e. TT production value /10)&lt;br /&gt;
&lt;br /&gt;
=== GTForceList = GWTForce ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
differences only exist in behavior&amp;lt;br/&amp;gt;&lt;br /&gt;
in later turns there might remain fragments of old turns at the end of the list - they get ignored by botf&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all fleets&lt;br /&gt;
* fleetID&lt;br /&gt;
* shipIDs&lt;br /&gt;
* raceID&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* first Colony ShipID&lt;br /&gt;
* control category&lt;br /&gt;
* contains colony ships&lt;br /&gt;
* scan range&lt;br /&gt;
* flight range&lt;br /&gt;
* speed&lt;br /&gt;
* order (evade, attack,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
data fragments at the end of the file happen if fleet count decreases&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = ship count of that fleet&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = shipID of first fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000F = shipID of second fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = shipID of third fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = shipID of fourth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = shipID of fifth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = shipID of sixth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = shipID of seventh fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = shipID of eighth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x002B = shipID of ninth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = order/command - seems only to define the display: systemattack remains if changed&amp;lt;br/&amp;gt;&lt;br /&gt;
* 00 = invalid&lt;br /&gt;
* 01 = terraform&lt;br /&gt;
* 02 = colonize&lt;br /&gt;
* 03 = rade&lt;br /&gt;
* 04 = intercept&lt;br /&gt;
* 05 = evade&lt;br /&gt;
* 06 = attack&lt;br /&gt;
* 07 = build outpost&lt;br /&gt;
* 08 = build starbase&lt;br /&gt;
* 09 = crew training&lt;br /&gt;
* 0A = expand&lt;br /&gt;
* 0B = invalid&lt;br /&gt;
* 0C = scrap&lt;br /&gt;
* 0D = into wormhole&lt;br /&gt;
* 0E = attack system&lt;br /&gt;
* &amp;gt;0E = invalid&lt;br /&gt;
Offset 0x0030 to 0x0033 = for TT based system attacks  (1 = conquer, else liberate)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = sector row (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = sector column (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = first Colony shipID (same as one of the ship slots values)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = control category (1 - major empire, 2 - minor race, 3 - alien)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = contains colony ships (0 - no, 1 - yes)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0053 = scan range, keeps only one turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005F = flight range, keeps only one turn (double precision floating point number; short = 0, middle = 1, high = 2)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0067 = speed, keeps only one turn (double precision floating point number; values 0 to 5)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = cloaking (01 00 00 00 = cloaked, else 00 00 00 00)&lt;br /&gt;
&lt;br /&gt;
=== GTFStasis ===&lt;br /&gt;
unknown (was thought to be number of starbases/outposts)&lt;br /&gt;
&lt;br /&gt;
=== starBaseInfo ===&lt;br /&gt;
&lt;br /&gt;
* outpost name&lt;br /&gt;
* owner raceID&lt;br /&gt;
* outpostID&lt;br /&gt;
* ship function (valid values are 6 for outpost and 7 for starbase)&lt;br /&gt;
* ship type (links to shiplist.sst entry)&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* production/build cost (usually same as ship build cost in [[shiplist.sst]])&lt;br /&gt;
* production invested (outpost completion is production invested/production cost)&lt;br /&gt;
* hull&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Stored in blocks of 92 bytes.&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0027 = outpost name (ASCII)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = outpostID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002D = ship function&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002E to 0x002F = ship type&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = sector row / y coord&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = sector column / x coord&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003F = production cost (8 byte floating point number - double)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0047 = production invested (8 byte floating point number - double)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = scan range&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = hull&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x005B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== monster.lst ===&lt;br /&gt;
unexplored&lt;br /&gt;
&lt;br /&gt;
== AI / Agents ==&lt;br /&gt;
&lt;br /&gt;
=== AINumAgents ===&lt;br /&gt;
number of AI agents&lt;br /&gt;
&lt;br /&gt;
=== AIAgtIdCtrl ===&lt;br /&gt;
next agentID (for filenames)&lt;br /&gt;
&lt;br /&gt;
=== AIAgent0 to AIAgent[NumAgents] ===&lt;br /&gt;
mostly unexplored&lt;br /&gt;
* agentID&lt;br /&gt;
* raceID&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = agentID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = 01 00 00 00 if major, 02 00 00 00 if minor&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x00CB = unknown&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0.cnt to AgtSy[NumAgents].cnt ===&lt;br /&gt;
number of systems to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0 to AgtSy[NumAgents] ===&lt;br /&gt;
starIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0.cnt to AgtSh[NumAgents].cnt ===&lt;br /&gt;
number of ships to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0 to AgtSh[NumAgents] ===&lt;br /&gt;
shipIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0.cnt to AgtDp[NumAgents].cnt ===&lt;br /&gt;
number of entrys in AgtDpxx&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0 to AgtDp[NumAgents] ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 266&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
unknown - mayby diplomatics&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0.cnt to AgtTk[NumAgents].cnt ===&lt;br /&gt;
number of tasks for that agent&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0 to AgtTk[NumAgents] ===&lt;br /&gt;
TaskIDs (for TskSh and TskSy filenames)&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt.cnt ===&lt;br /&gt;
number of AI controled systems&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
starIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt.cnt ===&lt;br /&gt;
number of AI controled ships&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 24&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
shipIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0018&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = shipID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = unknown (if not 05 00 for colony ships, AI doesn&#039;t colonize)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0017 = unknown&lt;br /&gt;
&lt;br /&gt;
=== AINumTasks ====&lt;br /&gt;
number of Tsk-files&lt;br /&gt;
&lt;br /&gt;
==== AITaskIDCtr ===&lt;br /&gt;
next TskID for filename (of TskSh/TskSy)&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== provInfo0 to provInfo4 ===&lt;br /&gt;
lists starIDs of every major empire&lt;br /&gt;
* star count&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
=== ordInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 84&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown, includes peace proposals&lt;br /&gt;
* raceID&lt;br /&gt;
* turn of occurance&lt;br /&gt;
* destination sector row (for fleet movement)&lt;br /&gt;
* destination sector column (for fleet movement)&lt;br /&gt;
* fleetID&lt;br /&gt;
&lt;br /&gt;
has variable blocksizes!&amp;lt;br/&amp;gt;&lt;br /&gt;
on turn 1 there&#039;s only one for each major starsystem with a blocksize of 0x0054&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = turn of occurance&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = destination sector row (for fleet movement)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x002B = destination sector column (for fleet movement)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003D = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== SeedInfo ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== result.lst ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== incident.dat ===&lt;br /&gt;
completely unknown but normally it&#039;s 00 00 00 00&lt;/div&gt;</summary>
		<author><name>DCER</name></author>
	</entry>
	<entry>
		<id>http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=149</id>
		<title>Savegame File-Listing</title>
		<link rel="alternate" type="text/html" href="http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=149"/>
		<updated>2011-02-13T18:32:33Z</updated>

		<summary type="html">&lt;p&gt;DCER: /* techInfo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of the explored content within the save games.&lt;br /&gt;
For learning to use this information, also have a look at [[Editing_Savegames]]!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most of the following data has been explored by using a vanilla singleplayer savegame at turn 1 with following settings:&lt;br /&gt;
* tech 1&lt;br /&gt;
* small galaxy&lt;br /&gt;
* irregular&lt;br /&gt;
* no minors&lt;br /&gt;
* impossible&lt;br /&gt;
&lt;br /&gt;
At later turns there are additional files stored within the saves. These may have been partially discarded.&lt;br /&gt;
For turn 1 saves, most unexplored data seems to be relatively unimportant and often can be zero!&lt;br /&gt;
Please aware that some information might be incomplete or even incorrect. &lt;br /&gt;
&lt;br /&gt;
So, after extracting a savegame with UltimateEditor you get quite a ton of files. Here&#039;s an overview about them and the hexcode they contain:&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
=== version ===&lt;br /&gt;
* for me it&#039;s always 08&lt;br /&gt;
&lt;br /&gt;
=== gameInfo ===&lt;br /&gt;
* filename&lt;br /&gt;
* gamesave name&lt;br /&gt;
* galaxy type&lt;br /&gt;
* galaxy size&lt;br /&gt;
* difficulty level&lt;br /&gt;
* strategical timer&lt;br /&gt;
* tactical timer&lt;br /&gt;
* actual and next turn&lt;br /&gt;
* player race&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* races with ships (major + minor)&lt;br /&gt;
* races beaten&lt;br /&gt;
* goal (vendetta/dominance)&lt;br /&gt;
* empire status informations (occupied systems, science, economy, military)&lt;br /&gt;
* statistic&lt;br /&gt;
* player names (if MP)&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000D(?) filename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000D to 0x003E savename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 last turn (for savename)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C 00 = singleplayer 01 = multiplayer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0250 important but unknown (crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0252 player&#039;s race (00 = card, 01 = fed, 02=ferg, 03=kling, 04=rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0254 to 0x0258 technology starting levels of the five majors (card, fed, ferg, kling, rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0260 galaxytype (00 = irregular, 01 = elliptic, 02 = ring, 03 = spiral)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0264 galaxyszie (00 = small, 01 = middle, 03 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x026C difficulty (00 = very easy, 01 = easy, 02 = normal, 03 = hard, 04 = impossible)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0270 to 0x0275(?) races in game (bitwise XOR, little endian (8bit packets) =&amp;gt; order is the same with alienInfo)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0278 beaten empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0280 to 0x0285(?) races with ships&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A4 strategical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A8 tactical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AC actual turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AE last turn points (for statistic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02BA(maybe less)+ statistic of the cards&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x04AE(maybe less)+ statistic of the feds&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x06A2(maybe less)+ statistic of the fergs&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0896(maybe less)+ statistic of the klings&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0A8A(maybe less)+ statistic of the roms&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0C84+(?) empire state (intelligence)&lt;br /&gt;
* Offset 0x0C8E+ military&lt;br /&gt;
* Offset 0x0D06+ economy&lt;br /&gt;
* Offset 0x0D1A+ science&lt;br /&gt;
* Offset 0x0D92+ occupied systemsOffset&lt;br /&gt;
0x0DBC victory condition (00=single/Multi player dominance 01=Muilt player team dominance, 02=vendetta)&lt;br /&gt;
&lt;br /&gt;
=== empsInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 444&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists information about majors&lt;br /&gt;
* empirenames&lt;br /&gt;
* name of the emperor&lt;br /&gt;
* credits&lt;br /&gt;
* number of running dilithium sources&lt;br /&gt;
* number of ships under construction&lt;br /&gt;
* population (total ?)&lt;br /&gt;
* moral shown in empire state&lt;br /&gt;
* ship-population support&lt;br /&gt;
* empire-wide ground combat bonus&lt;br /&gt;
* known empires (for diplomacy)&lt;br /&gt;
&lt;br /&gt;
is stored in blocks of 0x01BC length for every major&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one (card) gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 empire name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x004F emperor name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 address of empire province list(8 bytes per system), at[+4] number of held systems&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 credits (for F1 emps info display)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B income (for F1 emps info display, not updated properly for AI players, due to cheats)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F real ship support cost ? (- pop support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 number of running dilithium sources&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 number of ships under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = current research points different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006C to 0x006F population (?main system or total?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 to 0x0073 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0074 to 0x0077 = current morale ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B current intel different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x0093 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0094 to 0x0097 ship-population support (not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0098 to 0x009B credits&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x009C to 0x009F empire strength indicator&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x00A0 to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = research at end of last turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00B3 temporary store for starting pop(originaly thought to be ship-population support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B4 to 0x00B7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B8 to 0x00B9 moral shown in empire state (signed integer, little endian! 0xFCFF = rebellious, 0xFFFF = apathetic, 0x0000 = normal, 0x0300 = fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BA to 0x00BB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BF = intel total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00C0 to 0x010D unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x010E to 0x010F empire-wide ground combat bonus in percent (from buildings like the Hall of Warriors)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0110 to 0x0123 (5empires * 4bytes) = treaty label: 0=Neutral, 1=War, 2=Alliance, 3=Peace&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0124 to 0x0137 (5empires * 4bytes) = territory accessible: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0138 to 0x014B (5empires * 4bytes) = trade allowed: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x014C to 0x0157 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0158 to 0x015F known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0160 to 0x01AF unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B0 to 0x01B3 random events bitmask&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x01B4 to 0x01B7 = cumulative build costs of fleet (ship functions 0-4)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B8 to 0x01BB unknown&lt;br /&gt;
&lt;br /&gt;
== Aliens ==&lt;br /&gt;
=== alienInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 64&amp;lt;/span&amp;gt;&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0040 for every possible race&amp;lt;br/&amp;gt;&lt;br /&gt;
in same order as races in stbof.res or UE&amp;lt;br/&amp;gt;&lt;br /&gt;
only first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 = 01 if race is alive&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 = starID of homesystem&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 = known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 = known races (IDs 0x20+)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 (5empires * 4bytes) = treaty level (minors) 0=Neutral, 1=Friendly, 2=Affiliated, 3=Member, 4=War&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C = (for minors) 0=free diplomacy, 1=subjugated, 2=restricted diplomacy(membership)&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
=== galInfo ===&lt;br /&gt;
* galaxy size (small/middle/big)&lt;br /&gt;
* count of sectors&lt;br /&gt;
* count of stars&lt;br /&gt;
* count of anomalies&lt;br /&gt;
&lt;br /&gt;
Offset 0x0008 to 0x000B = galaxy size (00 = small, 01 = middle, 02 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = number of stars&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = number of anomalies&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0015 = number of sectors&lt;br /&gt;
&lt;br /&gt;
=== sector.lst ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 104&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all sectors&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* outpostID &lt;br /&gt;
* anomalyID&lt;br /&gt;
* starID&lt;br /&gt;
* sector scanned by race&lt;br /&gt;
* sector explored by race&lt;br /&gt;
* sector influenced by anomaly (?)&lt;br /&gt;
* claim&lt;br /&gt;
* owner of the sector&lt;br /&gt;
* actual scan value by race&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0068&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = map row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = map column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = outpostID from starBaseInfo or -1 if none&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = anomalyID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = claim (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = 00 00 00 00 if owned by card, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = 01 00 00 00 if owned by fed, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = 02 00 00 00 if owned by ferg, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = 03 00 00 00 if owned by kling, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = 04 00 00 00 if owned by rom, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = [raceID] if owned by minor, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = explored by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0031 = sector scanned by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom, 20 = blackhole)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = scanpower of card (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = scanpower of fed (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = scanpower of ferg (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = scanpower of kling (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0054 = scanpower of rom (signed, little endian)&lt;br /&gt;
&lt;br /&gt;
=== stellInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 88&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all anomalies (in ID order?)&lt;br /&gt;
* anomaly type&lt;br /&gt;
* anomaly name&lt;br /&gt;
* anomaly map picture&lt;br /&gt;
* anomaly map picture position (x/y)&lt;br /&gt;
* wormhole connections&lt;br /&gt;
* visited by majors&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0058&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = type of anomaly (00 00 00 00 = blackhole, 01 00 00 00 = X-ray pulsar, 02 00 00 00 = nebula, 03 00 00 00 = neutron star, 0A 00 00 00 = wormhole, 0B 00 00 00 = radio pulsar)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x002B = anomaly name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x003F = galaxy map picture file (00 terminated string: blackhole = &amp;quot;blkh&amp;quot; = 62 6C 6B 68, X-ray pulsar = &amp;quot;xp-&amp;quot; = 78 70 2D, nebula = &amp;quot;neb-&amp;quot; = 6E 65 62 2D, neutron star = &amp;quot;ns&amp;quot; = 6E 73, wormhole = &amp;quot;worm&amp;quot; = 77 6F 72 6D, radio pulsar = &amp;quot;rpls&amp;quot; = 72 70 6C 73)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = anomalyID for wormhole connection, else FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0042 to 0x0043 = 00 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = sector visited by major (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&lt;br /&gt;
&lt;br /&gt;
=== RToSInfo ===&lt;br /&gt;
RToS = race to star (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
races are in the following order 1: Card 2: Fed 3: Ferg 4: Kling 5: Rom&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
lists StarIDs of the homesystems of all races, if not available = FF 00&lt;br /&gt;
&lt;br /&gt;
=== SphOfIn0 to SphOfIn4 ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: [GalaxyMapWidth]&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
relevance unclear&amp;lt;br/&amp;gt;&lt;br /&gt;
gives a view of the galaxy map for every empire&amp;lt;br/&amp;gt;&lt;br /&gt;
decreasing values around home system position&amp;lt;br/&amp;gt;&lt;br /&gt;
might be relevant for the influence of systems to mark the territory&lt;br /&gt;
&lt;br /&gt;
== Systems ==&lt;br /&gt;
=== systInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 76&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all starsystems&lt;br /&gt;
* system name&lt;br /&gt;
* race (owner)&lt;br /&gt;
* race (population)&lt;br /&gt;
* population count&lt;br /&gt;
* population orders (work assignation)&lt;br /&gt;
* moral (value)&lt;br /&gt;
* moral (shown text)&lt;br /&gt;
* dilithium&lt;br /&gt;
* system visited by race&lt;br /&gt;
* star type&lt;br /&gt;
* star picture&lt;br /&gt;
* star picture position on map (x/y)&lt;br /&gt;
* planet count&lt;br /&gt;
* planetnames&lt;br /&gt;
* planet animations&lt;br /&gt;
* planet types&lt;br /&gt;
* planet sizes (small/middle/big)&lt;br /&gt;
* terraforming value total&lt;br /&gt;
* terraforming value done&lt;br /&gt;
* planet bonuses (population/energy/food =&amp;gt; pure/normal/much)&lt;br /&gt;
* incoming traderouts&lt;br /&gt;
* traderoutes of the system&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on planetnumber, traderoutes and if it&#039;s a player&#039;s system&lt;br /&gt;
only one example starsystem with a single planet gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 uninhabited = 00 00 00 00, AI = 00 00 00 01, player = 00 00 00 02&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x002F = system name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 = system type (0=home, 1=native, 2=non native, 3=subjugated, 4=affiliated, 5=independent minor, 6=conquered home, 7&amp;amp;8=invalid?, 9=any, A=rebel, B=empty)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0031 = star type (red giant=04, orange=05, yellow=06, white=07, green=08, blue=09)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0032 to 0x0035 = star picture&lt;br /&gt;
* red giant = 73 2D 72 2D&lt;br /&gt;
* orange star = 73 2D 6F 2D&lt;br /&gt;
* yellow star = 73 2D 79 2D&lt;br /&gt;
* white star = 73 2D 77 2D&lt;br /&gt;
* green star = 73 2D 67 2D&lt;br /&gt;
* blue star = 73 2D 62 2D&lt;br /&gt;
Offset 0x003F = system explored by empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = population (uninhabited = FF FF)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = race of population&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004D = raceID ( = owner, noone = 23)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = people assigned to economy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B = people assigned to energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F = people assigned to food production&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 = people assigned to science&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 = people assigned to intelligence&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006A to 0x006B = number of planets &amp;lt;= 09 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006E = dilithium resource level (0, 1, 2, 3, 4, 5, or 10), set by subroutine 4B7A50, if&amp;gt;0 dilithium icon gets shown (F1-map), also used to set the dilithium flag&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006F = unknown (majors = 05, uninhabited = 00, ? = 02,...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0071 = dilithium flag: 0x08 = Dilithium&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0072 to 0x0077 unkown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x007F = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0080 to 0x0083 = ORDER ECONOMY (typeID) 1=build building, 2=upgrade building(s), 3=build ship, 5=tradegoods, 7=unrest order&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0084 to 0x0087 = invested industry&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0088 to 0x008B = ID of building/ship under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x008C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = ? number of entries in strcInfo ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00BB = base offset of planet entry array ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BD = max population * 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0220 unknown (=32 for colonys (?))&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0298 to 0x029B = FF FF FF FF (used as base offset for moral entries)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DC to 0x02DD = moral value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DE to 0x2DF = moral text (signed integer, little endian! : -4 =  Rebellious, -3 = Defiant, -2 = Disgruntled, -1= Apathetic, 0 = Content, 1 = Pleased, 2 =  Loyal, 3 = Fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F0 to 0x02F2 = base morale&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F4  to 0x02F7 unlocks positive/negative morale events if 0(random manipulated starting default 50dec)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0304 to 0x0307 = random events bitmask&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x0309 unknown (for majors = 01)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0328+ list of all planets of that starsystem&lt;br /&gt;
----&lt;br /&gt;
Offset 0x0328 to 0x034F = planetname (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0350 to 0x0357 = planet animation filename (= ****.ani)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0358 to 0x035D = 00 FB 57 00 30 59 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x035E to 0x035F = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0360 to 0x0361 = planet size (small = 00 00, middle = 01 00, big = 02 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0362 to 0x0363 = terraforming value total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0364 to 0x0365 = terraforming value done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0366 to 0x0367 = food bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0368 to 0x0369 = energy bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036A to 0x036B = population bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036C to 0x036D = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0370 planet type (00 = arctic, 01 = barren, 02 = desert, 03 = gas giant, 04 = djungle, 05 = oceanic, 06 = earthlike, 07 = vulcanic, 08 = methanic, 09 = AUS, &amp;gt;09 = other)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0372 to 0x0373 = 00 00&lt;br /&gt;
----&lt;br /&gt;
Offset [0x0328+0x004C*numberOfPlanets] to Offset [0x0328+0x004C*numberOfPlanets+0x0004*numberOfPlanets-0x0001]&amp;lt;br/&amp;gt;&lt;br /&gt;
(for one planet that&#039;s Offset 0x0374 to 0x0377) = unknown (mostly 00 ... 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if traderoutes are available:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = (number of incoming traderouts + number of system traderoutes) * (0x0002 length (16bit) raceID + 0x0002 length (16bit) tradeRouteNo. (tradeRouteNo + raceID = tradeRouteID))&amp;lt;br/&amp;gt;&lt;br /&gt;
] (don&#039;t know if and where the number of traderoutes is stored)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if it&#039;s a players system:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = unknown, length = 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
what a complicated file...&lt;br /&gt;
&lt;br /&gt;
=== strcInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 4&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all buildings for each star&lt;br /&gt;
* starID&lt;br /&gt;
* number of entries for each star&lt;br /&gt;
* building type&lt;br /&gt;
* building count&lt;br /&gt;
* number of activated (powered on) buildings (for special buildings and orbitals)&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on number of different building types&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = number of entrys&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of entrys:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0005 = building count&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0006 to 0x0007 = building type (same order as in [[stbof.res]] and UE, it&#039;s the building ID in [[edifice.bst]])&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = number of activated buildings&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
=== techInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists science by raceID&lt;br /&gt;
&lt;br /&gt;
Contains:&lt;br /&gt;
&lt;br /&gt;
* science levels&lt;br /&gt;
* technology levels&lt;br /&gt;
* science points done by science type&lt;br /&gt;
* actual science assignation&lt;br /&gt;
* actually buildable buildings&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;General file structure&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0001 = number of races in the game (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0047 = list of tech entry indexes (35 slots for 35 races each 2 bytes in size, slots for races not in the game usually point to the first tech entry index -&amp;gt; 0)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x00AB = list of empire science assignations (20 bytes per empire)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x???? = unknown list for minors, 8 bytes per minor race in the game (total entries = number of races in the game - 5)&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
followed by a list of tech entries that have the same structure as those in [[racetech.tec]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;List of empire science assignations&amp;lt;/b&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Contains 5 entries - one for each empire.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Entry structure:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0006 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;List of tech entries&amp;lt;/b&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Number of entries equals number of races listed in this file. The list of tech entry indexes links each race to it&#039;s tech entry. The first entry carries the index 0, the next 1 and so on.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Entry structure:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = technology level / science level sociology&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x000B = buildable special buildings (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
* &amp;amp;0x8000000000000000000000 = phenix device&lt;br /&gt;
* &amp;amp;0x4000000000000000000000 = dilithium raffinery&lt;br /&gt;
* &amp;amp;0x2000000000000000000000 = orbital cannon&lt;br /&gt;
* &amp;amp;0x1000000000000000000000 = communication network&lt;br /&gt;
* &amp;amp;0x0800000000000000000000 = charge collector&lt;br /&gt;
* &amp;amp;0x0400000000000000000000 = bunker&lt;br /&gt;
* &amp;amp;0x0200000000000000000000 = simple replicator&lt;br /&gt;
* &amp;amp;0x0100000000000000000000 = improved replicator&lt;br /&gt;
* &amp;amp;0x0080000000000000000000 = shipyard&lt;br /&gt;
* &amp;amp;0x0040000000000000000000 = isolinear scanner&lt;br /&gt;
* &amp;amp;0x0020000000000000000000 = listening post&lt;br /&gt;
* &amp;amp;0x0010000000000000000000 = subspace scanner&lt;br /&gt;
* &amp;amp;0x0008000000000000000000 = subautomatic simulator&lt;br /&gt;
* &amp;amp;0x0004000000000000000000 = thery simulator&lt;br /&gt;
* &amp;amp;0x0002000000000000000000 = private farm&lt;br /&gt;
* &amp;amp;0x0001000000000000000000 = oceanic farm&lt;br /&gt;
* &amp;amp;0x0000800000000000000000 = obsedian congregation&lt;br /&gt;
* &amp;amp;0x0000400000000000000000 = reeducation center&lt;br /&gt;
* &amp;amp;0x0000200000000000000000 = union yard&lt;br /&gt;
* &amp;amp;0x0000100000000000000000 = shield generator&lt;br /&gt;
* &amp;amp;0x0000080000000000000000 = wind turbine&lt;br /&gt;
* &amp;amp;0x0000040000000000000000 = trade goods&lt;br /&gt;
* &amp;amp;0x0000020000000000000000 = trade center&lt;br /&gt;
* &amp;amp;0x0000010000000000000000 = agrarian store&lt;br /&gt;
* &amp;amp;0x0000008000000000000000 = trade tower&lt;br /&gt;
* &amp;amp;0x0000004000000000000000 = trade commission&lt;br /&gt;
* &amp;amp;0x0000002000000000000000 = holo cinema&lt;br /&gt;
* &amp;amp;0x0000001000000000000000 = fantasy land&lt;br /&gt;
* &amp;amp;0x0000000800000000000000 = inquisition&lt;br /&gt;
* &amp;amp;0x0000000400000000000000 = work camp&lt;br /&gt;
* &amp;amp;0x0000000200000000000000 = command center&lt;br /&gt;
* &amp;amp;0x0000000100000000000000 = hidden sensor grid&lt;br /&gt;
* &amp;amp;0x0000000080000000000000 = laws of war&lt;br /&gt;
* &amp;amp;0x0000000040000000000000 = utopia planetia&lt;br /&gt;
* &amp;amp;0x0000000020000000000000 = starfleet academy&lt;br /&gt;
* &amp;amp;0x0000000010000000000000 = federation council&lt;br /&gt;
* &amp;amp;0x0000000008000000000000 = daystorm institute&lt;br /&gt;
* &amp;amp;0x0000000004000000000000 = genesis sciencelab&lt;br /&gt;
* &amp;amp;0x0000000002000000000000 = festival of fun&lt;br /&gt;
* &amp;amp;0x0000000001000000000000 = franchise office&lt;br /&gt;
* &amp;amp;0x0000000000800000000000 = astronomic academy&lt;br /&gt;
* &amp;amp;0x0000000000400000000000 = singularity facility&lt;br /&gt;
* &amp;amp;0x0000000000200000000000 = center for fighttests&lt;br /&gt;
* &amp;amp;0x0000000000100000000000 = police state&lt;br /&gt;
* &amp;amp;0x0000000000080000000000 = tactical school&lt;br /&gt;
* &amp;amp;0x0000000000040000000000 = big hall&lt;br /&gt;
* &amp;amp;0x0000000000020000000000 = prison mine&lt;br /&gt;
* &amp;amp;0x0000000000010000000000 = hall of warriors&lt;br /&gt;
* &amp;amp;0x0000000000008000000000 = military yard&lt;br /&gt;
* &amp;amp;0x0000000000004000000000 = federation yard&lt;br /&gt;
* &amp;amp;0x0000000000002000000000 = federation replicator&lt;br /&gt;
* &amp;amp;0x0000000000001000000000 = alliance yard&lt;br /&gt;
* &amp;amp;0x0000000000000800000000 = tribunal&lt;br /&gt;
* &amp;amp;0x0000000000000400000000 = fleet academy&lt;br /&gt;
* &amp;amp;0x0000000000000200000000 = talshiar main quater&lt;br /&gt;
* &amp;amp;0x0000000000000100000000 = imperial senate&lt;br /&gt;
* &amp;amp;0x0000000000000080000000 = industrial center (of the Bencites)&lt;br /&gt;
* &amp;amp;0x0000000000000040000000 = architectural center (of the Bandi)&lt;br /&gt;
* &amp;amp;0x0000000000000020000000 = bajoran jalanda forum (of the Bajorans)&lt;br /&gt;
* &amp;amp;0x0000000000000010000000 = harvest complex (of the Antedians)&lt;br /&gt;
* &amp;amp;0x0000000000000008000000 = examination base (of the Anticans)&lt;br /&gt;
* &amp;amp;0x0000000000000004000000 = supersoldier academy (of the Angosians)&lt;br /&gt;
* &amp;amp;0x0000000000000002000000 = andorian war school (of the Andorians)&lt;br /&gt;
* &amp;amp;0x0000000000000001000000 = acamerian clanhall (of the Acamerians)&lt;br /&gt;
* &amp;amp;0x0000000000000000800000 = cinetic laboratory (of the Malcorians)&lt;br /&gt;
* &amp;amp;0x0000000000000000400000 = ktarian game studio (of the Ktarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000200000 = edo palace (of the Edos)&lt;br /&gt;
* &amp;amp;0x0000000000000000100000 = gladiator arena (of the Chalnoth)&lt;br /&gt;
* &amp;amp;0x0000000000000000080000 = science thinking factory (of the Caldonians)&lt;br /&gt;
* &amp;amp;0x0000000000000000040000 = planetary computer (of the Bynare)&lt;br /&gt;
* &amp;amp;0x0000000000000000020000 = cosmetic center (of the Bolarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000010000 = councelor academy (of the Betazoids)&lt;br /&gt;
* &amp;amp;0x0000000000000000008000 = defense network (of the Talarian)&lt;br /&gt;
* &amp;amp;0x0000000000000000004000 = physical institute (of the Takarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000002000 = biotec center (of the Sheliak)&lt;br /&gt;
* &amp;amp;0x0000000000000000001000 = examination base (of the Selay)&lt;br /&gt;
* &amp;amp;0x0000000000000000000800 = collector place (of the Pakleds)&lt;br /&gt;
* &amp;amp;0x0000000000000000000400 = recruitment center (of the Nausicaans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000200 = monument of subjugation (of the Mizarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000100 = mintaca farm (of the Mintacarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000080 = imperial yard&lt;br /&gt;
* &amp;amp;0x0000000000000000000040 = orgenic regenerator&lt;br /&gt;
* &amp;amp;0x0000000000000000000020 = military academy (of the Zakdorn)&lt;br /&gt;
* &amp;amp;0x0000000000000000000010 = intelligence (of the Yridians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000008 = science academy (of the Vulcans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000004 = archive of psycho history (of the Ullians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000002 = science committee (of the Trillian)&lt;br /&gt;
* &amp;amp;0x0000000000000000000001 = mythology library (of the Tamarians)Offset length 0x001D = buildable normal buildings / upgrades (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
Offset length 0x0008 = unknown (always 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Intel ==&lt;br /&gt;
=== intelInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 16&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown - seems to include intel reports&lt;br /&gt;
* actual intel assignation for every major&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x02D7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
[for all five majors: blocklength = 0x2C1C&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0070 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = intelligance assignation of internal security&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
=== treaty ===&lt;br /&gt;
completely unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
for turn 1 it&#039;s 00 00 00 00 00 00 00 00&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
=== trdeInfo0.cnt to trdeInfo4.cnt ===&lt;br /&gt;
number of traderoutes for each empire&lt;br /&gt;
&lt;br /&gt;
=== trdeInfo0 to trdeInfo4 ===&lt;br /&gt;
partially unexplored&amp;lt;br/&amp;gt;&lt;br /&gt;
lists traderoutes&lt;br /&gt;
* raceID&lt;br /&gt;
* traderoute number (+ raceID = traderouteID)&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
== Ships &amp;amp; Task Forces ==&lt;br /&gt;
=== alienTFInfo0 to alienTFInfo[numberOfRaces] ===&lt;br /&gt;
lists fleetIDs of every race&lt;br /&gt;
* number of taskforces/fleets&lt;br /&gt;
* shipIDs&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = number of controled fleets&amp;lt;br/&amp;gt;&lt;br /&gt;
[for [numberOfRaces]:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
=== shipname.dat ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
is divided into several shipname categorys&amp;lt;br/&amp;gt;&lt;br /&gt;
shipnames aren&#039;t in the same order with these in shipname.bin of stbof.res!&amp;lt;br/&amp;gt;&lt;br /&gt;
this file also influences the shipIDs for newly builded ones&lt;br /&gt;
* first given shipname&lt;br /&gt;
* next given shipname&lt;br /&gt;
* counter of repeatings (for name endings A, B, C,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x000C&amp;lt;br/&amp;gt;&lt;br /&gt;
block position equals shipname category position in shipname.bin of stbof.res as well as category position in UE&lt;br /&gt;
Each race has its own categorys, seperated for different ship types&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Warning! shipID for new constructed ships gets wrong, if distance between first and next name is wrong!&amp;lt;/span&amp;gt; (next name reffering number can be less as well as higher than first, distance is based on list iterations)&amp;lt;br/&amp;gt;&lt;br /&gt;
If next reffering number reaches first reffering number, counter gets increased&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = first given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = next given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = counter of repeating/iteration or if no name of this category has been used yet = FF FF (defines the appendix of the shipname: A, B, ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00&lt;br /&gt;
&lt;br /&gt;
=== ShipCntr ===&lt;br /&gt;
next shipID&lt;br /&gt;
&lt;br /&gt;
=== TForceCntr ===&lt;br /&gt;
next fleetID&lt;br /&gt;
&lt;br /&gt;
=== GShipHead = GTForceHd = GWTForceHd = GTFStasisHd ===&lt;br /&gt;
&lt;br /&gt;
These are global list headers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Header&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;List&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Contains&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GShipHead&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GShipList&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Ships&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTForceHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTForceList&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Task forces&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GWTForceHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GWTForce&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Task forces&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTFStasisHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTFStasis&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Identified fields:&lt;br /&gt;
&lt;br /&gt;
* slot size&lt;br /&gt;
* total number of slots in list&lt;br /&gt;
* number of occupied slots (slots with data)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
File structure (40 bytes):&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000F = unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = slot size&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = total number of slots&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = number of occupied slots&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x0027 = unknown&lt;br /&gt;
&lt;br /&gt;
=== GShipList ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 116&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
list all ships with&lt;br /&gt;
* shipname&lt;br /&gt;
* raceID&lt;br /&gt;
* shipID&lt;br /&gt;
* fleetID&lt;br /&gt;
* shield&lt;br /&gt;
* hull&lt;br /&gt;
* ship type (manufactoring type / =shiplistID in shiplist.sst)&lt;br /&gt;
* experience bonus for beam accuracy&lt;br /&gt;
* experience bonus for torpedo accuracy&lt;br /&gt;
* experience bonus for defense&lt;br /&gt;
* crew experience value&lt;br /&gt;
* crew experience level&lt;br /&gt;
* base ground combat strength&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0074&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 = shipname&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID (only for ship icon)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = shipID (NOT shiplist.sst ID)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = experience bonus for beam accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = experience bonus for torpedo accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = experience bonus for defense&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = shield (can lead to crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = hull (leads to crash in tactical fight if too high)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = crew experience value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = crew experience level (0=green,.. , 4=legendary) accessed for stars, raid, intercept &amp;amp; damage control&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0053 = ship type (manufactoring type, used as shiplistID in stbof.res, e.g. in shiptech.sst and is in same order as in UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x005B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F = shipfunction/=value:[0/8, 1/10, 2/6, 3/2, 4/4, 5-8/0, 9/1] +shiptech.sst computer +propulsion tech requirements&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 = (for warships only /function 0-4) value at 5C + map speed&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 = (for warships only /function 0-4) shiptech.sst computer + weapon tech requirements&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006C to 0x006F = (for TTs only) 50 times shiptech.sst construction tech requirement&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 to 0x0073 = base ground combat strength (i.e. TT production value /10)&lt;br /&gt;
&lt;br /&gt;
=== GTForceList = GWTForce ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
differences only exist in behavior&amp;lt;br/&amp;gt;&lt;br /&gt;
in later turns there might remain fragments of old turns at the end of the list - they get ignored by botf&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all fleets&lt;br /&gt;
* fleetID&lt;br /&gt;
* shipIDs&lt;br /&gt;
* raceID&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* first Colony ShipID&lt;br /&gt;
* control category&lt;br /&gt;
* contains colony ships&lt;br /&gt;
* scan range&lt;br /&gt;
* flight range&lt;br /&gt;
* speed&lt;br /&gt;
* order (evade, attack,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
data fragments at the end of the file happen if fleet count decreases&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = ship count of that fleet&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = shipID of first fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000F = shipID of second fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = shipID of third fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = shipID of fourth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = shipID of fifth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = shipID of sixth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = shipID of seventh fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = shipID of eighth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x002B = shipID of ninth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = order/command - seems only to define the display: systemattack remains if changed&amp;lt;br/&amp;gt;&lt;br /&gt;
* 00 = invalid&lt;br /&gt;
* 01 = terraform&lt;br /&gt;
* 02 = colonize&lt;br /&gt;
* 03 = rade&lt;br /&gt;
* 04 = intercept&lt;br /&gt;
* 05 = evade&lt;br /&gt;
* 06 = attack&lt;br /&gt;
* 07 = build outpost&lt;br /&gt;
* 08 = build starbase&lt;br /&gt;
* 09 = crew training&lt;br /&gt;
* 0A = expand&lt;br /&gt;
* 0B = invalid&lt;br /&gt;
* 0C = scrap&lt;br /&gt;
* 0D = into wormhole&lt;br /&gt;
* 0E = attack system&lt;br /&gt;
* &amp;gt;0E = invalid&lt;br /&gt;
Offset 0x0030 to 0x0033 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = sector row (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = sector column (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = first Colony shipID (same as one of the ship slots values)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = control category (1 - major empire, 2 - minor race, 3 - alien)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = contains colony ships (0 - no, 1 - yes)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0053 = scan range, keeps only one turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005F = flight range, keeps only one turn (double precision floating point number; short = 0, middle = 1, high = 2)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0067 = speed, keeps only one turn (double precision floating point number; values 0 to 5)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = cloaking (01 00 00 00 = cloaked, else 00 00 00 00)&lt;br /&gt;
&lt;br /&gt;
=== GTFStasis ===&lt;br /&gt;
number of starbases/outposts&lt;br /&gt;
&lt;br /&gt;
=== starBaseInfo ===&lt;br /&gt;
&lt;br /&gt;
* outpost name&lt;br /&gt;
* owner raceID&lt;br /&gt;
* outpostID&lt;br /&gt;
* ship function (valid values are 6 for outpost and 7 for starbase)&lt;br /&gt;
* ship type (links to shiplist.sst entry)&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* production/build cost (usually same as ship build cost in [[shiplist.sst]])&lt;br /&gt;
* production invested (outpost completion is production invested/production cost)&lt;br /&gt;
* hull&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Stored in blocks of 92 bytes.&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0027 = outpost name (ASCII)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = outpostID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002D = ship function&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002E to 0x002F = ship type&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = sector row / y coord&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = sector column / x coord&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003F = production cost (8 byte floating point number - double)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0047 = production invested (8 byte floating point number - double)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = scan range&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = hull&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x005B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== monster.lst ===&lt;br /&gt;
unexplored&lt;br /&gt;
&lt;br /&gt;
== AI / Agents ==&lt;br /&gt;
&lt;br /&gt;
=== AINumAgents ===&lt;br /&gt;
number of AI agents&lt;br /&gt;
&lt;br /&gt;
=== AIAgtIdCtrl ===&lt;br /&gt;
next agentID (for filenames)&lt;br /&gt;
&lt;br /&gt;
=== AIAgent0 to AIAgent[NumAgents] ===&lt;br /&gt;
mostly unexplored&lt;br /&gt;
* agentID&lt;br /&gt;
* raceID&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = agentID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = 01 00 00 00 if major, 02 00 00 00 if minor&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x00CB = unknown&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0.cnt to AgtSy[NumAgents].cnt ===&lt;br /&gt;
number of systems to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0 to AgtSy[NumAgents] ===&lt;br /&gt;
starIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0.cnt to AgtSh[NumAgents].cnt ===&lt;br /&gt;
number of ships to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0 to AgtSh[NumAgents] ===&lt;br /&gt;
shipIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0.cnt to AgtDp[NumAgents].cnt ===&lt;br /&gt;
number of entrys in AgtDpxx&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0 to AgtDp[NumAgents] ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 266&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
unknown - mayby diplomatics&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0.cnt to AgtTk[NumAgents].cnt ===&lt;br /&gt;
number of tasks for that agent&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0 to AgtTk[NumAgents] ===&lt;br /&gt;
TaskIDs (for TskSh and TskSy filenames)&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt.cnt ===&lt;br /&gt;
number of AI controled systems&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
starIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt.cnt ===&lt;br /&gt;
number of AI controled ships&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 24&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
shipIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0018&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = shipID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = unknown (if not 05 00 for colony ships, AI doesn&#039;t colonize)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0017 = unknown&lt;br /&gt;
&lt;br /&gt;
=== AINumTasks ====&lt;br /&gt;
number of Tsk-files&lt;br /&gt;
&lt;br /&gt;
==== AITaskIDCtr ===&lt;br /&gt;
next TskID for filename (of TskSh/TskSy)&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== provInfo0 to provInfo4 ===&lt;br /&gt;
lists starIDs of every major empire&lt;br /&gt;
* star count&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
=== ordInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 84&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown, includes peace proposals&lt;br /&gt;
* raceID&lt;br /&gt;
* turn of occurance&lt;br /&gt;
* destination sector row (for fleet movement)&lt;br /&gt;
* destination sector column (for fleet movement)&lt;br /&gt;
* fleetID&lt;br /&gt;
&lt;br /&gt;
has variable blocksizes!&amp;lt;br/&amp;gt;&lt;br /&gt;
on turn 1 there&#039;s only one for each major starsystem with a blocksize of 0x0054&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = turn of occurance&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = destination sector row (for fleet movement)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x002B = destination sector column (for fleet movement)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003D = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== SeedInfo ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== result.lst ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== incident.dat ===&lt;br /&gt;
completely unknown but normally it&#039;s 00 00 00 00&lt;/div&gt;</summary>
		<author><name>DCER</name></author>
	</entry>
	<entry>
		<id>http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=148</id>
		<title>Savegame File-Listing</title>
		<link rel="alternate" type="text/html" href="http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=148"/>
		<updated>2011-02-13T16:44:40Z</updated>

		<summary type="html">&lt;p&gt;DCER: /* techInfo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of the explored content within the save games.&lt;br /&gt;
For learning to use this information, also have a look at [[Editing_Savegames]]!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most of the following data has been explored by using a vanilla singleplayer savegame at turn 1 with following settings:&lt;br /&gt;
* tech 1&lt;br /&gt;
* small galaxy&lt;br /&gt;
* irregular&lt;br /&gt;
* no minors&lt;br /&gt;
* impossible&lt;br /&gt;
&lt;br /&gt;
At later turns there are additional files stored within the saves. These may have been partially discarded.&lt;br /&gt;
For turn 1 saves, most unexplored data seems to be relatively unimportant and often can be zero!&lt;br /&gt;
Please aware that some information might be incomplete or even incorrect. &lt;br /&gt;
&lt;br /&gt;
So, after extracting a savegame with UltimateEditor you get quite a ton of files. Here&#039;s an overview about them and the hexcode they contain:&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
=== version ===&lt;br /&gt;
* for me it&#039;s always 08&lt;br /&gt;
&lt;br /&gt;
=== gameInfo ===&lt;br /&gt;
* filename&lt;br /&gt;
* gamesave name&lt;br /&gt;
* galaxy type&lt;br /&gt;
* galaxy size&lt;br /&gt;
* difficulty level&lt;br /&gt;
* strategical timer&lt;br /&gt;
* tactical timer&lt;br /&gt;
* actual and next turn&lt;br /&gt;
* player race&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* races with ships (major + minor)&lt;br /&gt;
* races beaten&lt;br /&gt;
* goal (vendetta/dominance)&lt;br /&gt;
* empire status informations (occupied systems, science, economy, military)&lt;br /&gt;
* statistic&lt;br /&gt;
* player names (if MP)&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000D(?) filename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000D to 0x003E savename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 last turn (for savename)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C 00 = singleplayer 01 = multiplayer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0250 important but unknown (crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0252 player&#039;s race (00 = card, 01 = fed, 02=ferg, 03=kling, 04=rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0254 to 0x0258 technology starting levels of the five majors (card, fed, ferg, kling, rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0260 galaxytype (00 = irregular, 01 = elliptic, 02 = ring, 03 = spiral)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0264 galaxyszie (00 = small, 01 = middle, 03 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x026C difficulty (00 = very easy, 01 = easy, 02 = normal, 03 = hard, 04 = impossible)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0270 to 0x0275(?) races in game (bitwise XOR, little endian (8bit packets) =&amp;gt; order is the same with alienInfo)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0278 beaten empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0280 to 0x0285(?) races with ships&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A4 strategical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A8 tactical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AC actual turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AE last turn points (for statistic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02BA(maybe less)+ statistic of the cards&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x04AE(maybe less)+ statistic of the feds&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x06A2(maybe less)+ statistic of the fergs&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0896(maybe less)+ statistic of the klings&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0A8A(maybe less)+ statistic of the roms&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0C84+(?) empire state (intelligence)&lt;br /&gt;
* Offset 0x0C8E+ military&lt;br /&gt;
* Offset 0x0D06+ economy&lt;br /&gt;
* Offset 0x0D1A+ science&lt;br /&gt;
* Offset 0x0D92+ occupied systemsOffset&lt;br /&gt;
0x0DBC victory condition (00=single/Multi player dominance 01=Muilt player team dominance, 02=vendetta)&lt;br /&gt;
&lt;br /&gt;
=== empsInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 444&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists information about majors&lt;br /&gt;
* empirenames&lt;br /&gt;
* name of the emperor&lt;br /&gt;
* credits&lt;br /&gt;
* number of running dilithium sources&lt;br /&gt;
* number of ships under construction&lt;br /&gt;
* population (total ?)&lt;br /&gt;
* moral shown in empire state&lt;br /&gt;
* ship-population support&lt;br /&gt;
* empire-wide ground combat bonus&lt;br /&gt;
* known empires (for diplomacy)&lt;br /&gt;
&lt;br /&gt;
is stored in blocks of 0x01BC length for every major&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one (card) gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 empire name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x004F emperor name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 address of empire province list(8 bytes per system), at[+4] number of held systems&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 credits (for F1 emps info display)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B income (for F1 emps info display, not updated properly for AI players, due to cheats)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F real ship support cost ? (- pop support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 number of running dilithium sources&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 number of ships under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = current research points different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006C to 0x006F population (?main system or total?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 to 0x0073 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0074 to 0x0077 = current morale ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B current intel different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x0093 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0094 to 0x0097 ship-population support (not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0098 to 0x009B credits&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x009C to 0x009F empire strength indicator&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x00A0 to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = research at end of last turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00B3 temporary store for starting pop(originaly thought to be ship-population support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B4 to 0x00B7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B8 to 0x00B9 moral shown in empire state (signed integer, little endian! 0xFCFF = rebellious, 0xFFFF = apathetic, 0x0000 = normal, 0x0300 = fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BA to 0x00BB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BF = intel total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00C0 to 0x010D unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x010E to 0x010F empire-wide ground combat bonus in percent (from buildings like the Hall of Warriors)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0110 to 0x0123 (5empires * 4bytes) = treaty label: 0=Neutral, 1=War, 2=Alliance, 3=Peace&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0124 to 0x0137 (5empires * 4bytes) = territory accessible: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0138 to 0x014B (5empires * 4bytes) = trade allowed: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x014C to 0x0157 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0158 to 0x015F known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0160 to 0x01AF unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B0 to 0x01B3 random events bitmask&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x01B4 to 0x01B7 = cumulative build costs of fleet (ship functions 0-4)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B8 to 0x01BB unknown&lt;br /&gt;
&lt;br /&gt;
== Aliens ==&lt;br /&gt;
=== alienInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 64&amp;lt;/span&amp;gt;&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0040 for every possible race&amp;lt;br/&amp;gt;&lt;br /&gt;
in same order as races in stbof.res or UE&amp;lt;br/&amp;gt;&lt;br /&gt;
only first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 = 01 if race is alive&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 = starID of homesystem&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 = known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 = known races (IDs 0x20+)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 (5empires * 4bytes) = treaty level (minors) 0=Neutral, 1=Friendly, 2=Affiliated, 3=Member, 4=War&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C = (for minors) 0=free diplomacy, 1=subjugated, 2=restricted diplomacy(membership)&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
=== galInfo ===&lt;br /&gt;
* galaxy size (small/middle/big)&lt;br /&gt;
* count of sectors&lt;br /&gt;
* count of stars&lt;br /&gt;
* count of anomalies&lt;br /&gt;
&lt;br /&gt;
Offset 0x0008 to 0x000B = galaxy size (00 = small, 01 = middle, 02 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = number of stars&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = number of anomalies&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0015 = number of sectors&lt;br /&gt;
&lt;br /&gt;
=== sector.lst ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 104&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all sectors&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* outpostID &lt;br /&gt;
* anomalyID&lt;br /&gt;
* starID&lt;br /&gt;
* sector scanned by race&lt;br /&gt;
* sector explored by race&lt;br /&gt;
* sector influenced by anomaly (?)&lt;br /&gt;
* claim&lt;br /&gt;
* owner of the sector&lt;br /&gt;
* actual scan value by race&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0068&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = map row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = map column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = outpostID from starBaseInfo or -1 if none&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = anomalyID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = claim (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = 00 00 00 00 if owned by card, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = 01 00 00 00 if owned by fed, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = 02 00 00 00 if owned by ferg, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = 03 00 00 00 if owned by kling, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = 04 00 00 00 if owned by rom, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = [raceID] if owned by minor, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = explored by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0031 = sector scanned by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom, 20 = blackhole)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = scanpower of card (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = scanpower of fed (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = scanpower of ferg (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = scanpower of kling (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0054 = scanpower of rom (signed, little endian)&lt;br /&gt;
&lt;br /&gt;
=== stellInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 88&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all anomalies (in ID order?)&lt;br /&gt;
* anomaly type&lt;br /&gt;
* anomaly name&lt;br /&gt;
* anomaly map picture&lt;br /&gt;
* anomaly map picture position (x/y)&lt;br /&gt;
* wormhole connections&lt;br /&gt;
* visited by majors&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0058&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = type of anomaly (00 00 00 00 = blackhole, 01 00 00 00 = X-ray pulsar, 02 00 00 00 = nebula, 03 00 00 00 = neutron star, 0A 00 00 00 = wormhole, 0B 00 00 00 = radio pulsar)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x002B = anomaly name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x003F = galaxy map picture file (00 terminated string: blackhole = &amp;quot;blkh&amp;quot; = 62 6C 6B 68, X-ray pulsar = &amp;quot;xp-&amp;quot; = 78 70 2D, nebula = &amp;quot;neb-&amp;quot; = 6E 65 62 2D, neutron star = &amp;quot;ns&amp;quot; = 6E 73, wormhole = &amp;quot;worm&amp;quot; = 77 6F 72 6D, radio pulsar = &amp;quot;rpls&amp;quot; = 72 70 6C 73)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = anomalyID for wormhole connection, else FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0042 to 0x0043 = 00 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = sector visited by major (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&lt;br /&gt;
&lt;br /&gt;
=== RToSInfo ===&lt;br /&gt;
RToS = race to star (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
races are in the following order 1: Card 2: Fed 3: Ferg 4: Kling 5: Rom&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
lists StarIDs of the homesystems of all races, if not available = FF 00&lt;br /&gt;
&lt;br /&gt;
=== SphOfIn0 to SphOfIn4 ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: [GalaxyMapWidth]&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
relevance unclear&amp;lt;br/&amp;gt;&lt;br /&gt;
gives a view of the galaxy map for every empire&amp;lt;br/&amp;gt;&lt;br /&gt;
decreasing values around home system position&amp;lt;br/&amp;gt;&lt;br /&gt;
might be relevant for the influence of systems to mark the territory&lt;br /&gt;
&lt;br /&gt;
== Systems ==&lt;br /&gt;
=== systInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 76&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all starsystems&lt;br /&gt;
* system name&lt;br /&gt;
* race (owner)&lt;br /&gt;
* race (population)&lt;br /&gt;
* population count&lt;br /&gt;
* population orders (work assignation)&lt;br /&gt;
* moral (value)&lt;br /&gt;
* moral (shown text)&lt;br /&gt;
* dilithium&lt;br /&gt;
* system visited by race&lt;br /&gt;
* star type&lt;br /&gt;
* star picture&lt;br /&gt;
* star picture position on map (x/y)&lt;br /&gt;
* planet count&lt;br /&gt;
* planetnames&lt;br /&gt;
* planet animations&lt;br /&gt;
* planet types&lt;br /&gt;
* planet sizes (small/middle/big)&lt;br /&gt;
* terraforming value total&lt;br /&gt;
* terraforming value done&lt;br /&gt;
* planet bonuses (population/energy/food =&amp;gt; pure/normal/much)&lt;br /&gt;
* incoming traderouts&lt;br /&gt;
* traderoutes of the system&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on planetnumber, traderoutes and if it&#039;s a player&#039;s system&lt;br /&gt;
only one example starsystem with a single planet gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 uninhabited = 00 00 00 00, AI = 00 00 00 01, player = 00 00 00 02&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x002F = system name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 = system type (0=home, 1=native, 2=non native, 3=subjugated, 4=affiliated, 5=independent minor, 6=conquered home, 7&amp;amp;8=invalid?, 9=any, A=rebel, B=empty)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0031 = star type (red giant=04, orange=05, yellow=06, white=07, green=08, blue=09)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0032 to 0x0035 = star picture&lt;br /&gt;
* red giant = 73 2D 72 2D&lt;br /&gt;
* orange star = 73 2D 6F 2D&lt;br /&gt;
* yellow star = 73 2D 79 2D&lt;br /&gt;
* white star = 73 2D 77 2D&lt;br /&gt;
* green star = 73 2D 67 2D&lt;br /&gt;
* blue star = 73 2D 62 2D&lt;br /&gt;
Offset 0x003F = system explored by empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = population (uninhabited = FF FF)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = race of population&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004D = raceID ( = owner, noone = 23)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = people assigned to economy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B = people assigned to energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F = people assigned to food production&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 = people assigned to science&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 = people assigned to intelligence&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006A to 0x006B = number of planets &amp;lt;= 09 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006E = dilithium resource level (0, 1, 2, 3, 4, 5, or 10), set by subroutine 4B7A50, if&amp;gt;0 dilithium icon gets shown (F1-map), also used to set the dilithium flag&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006F = unknown (majors = 05, uninhabited = 00, ? = 02,...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0071 = dilithium flag: 0x08 = Dilithium&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0072 to 0x0077 unkown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x007F = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0080 to 0x0083 = ORDER ECONOMY (typeID) 1=build building, 2=upgrade building(s), 3=build ship, 5=tradegoods, 7=unrest order&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0084 to 0x0087 = invested industry&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0088 to 0x008B = ID of building/ship under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x008C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = ? number of entries in strcInfo ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00BB = base offset of planet entry array ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BD = max population * 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0220 unknown (=32 for colonys (?))&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0298 to 0x029B = FF FF FF FF (used as base offset for moral entries)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DC to 0x02DD = moral value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DE to 0x2DF = moral text (signed integer, little endian! : -4 =  Rebellious, -3 = Defiant, -2 = Disgruntled, -1= Apathetic, 0 = Content, 1 = Pleased, 2 =  Loyal, 3 = Fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F0 to 0x02F2 = base morale&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F4  to 0x02F7 unlocks positive/negative morale events if 0(random manipulated starting default 50dec)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0304 to 0x0307 = random events bitmask&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x0309 unknown (for majors = 01)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0328+ list of all planets of that starsystem&lt;br /&gt;
----&lt;br /&gt;
Offset 0x0328 to 0x034F = planetname (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0350 to 0x0357 = planet animation filename (= ****.ani)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0358 to 0x035D = 00 FB 57 00 30 59 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x035E to 0x035F = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0360 to 0x0361 = planet size (small = 00 00, middle = 01 00, big = 02 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0362 to 0x0363 = terraforming value total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0364 to 0x0365 = terraforming value done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0366 to 0x0367 = food bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0368 to 0x0369 = energy bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036A to 0x036B = population bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036C to 0x036D = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0370 planet type (00 = arctic, 01 = barren, 02 = desert, 03 = gas giant, 04 = djungle, 05 = oceanic, 06 = earthlike, 07 = vulcanic, 08 = methanic, 09 = AUS, &amp;gt;09 = other)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0372 to 0x0373 = 00 00&lt;br /&gt;
----&lt;br /&gt;
Offset [0x0328+0x004C*numberOfPlanets] to Offset [0x0328+0x004C*numberOfPlanets+0x0004*numberOfPlanets-0x0001]&amp;lt;br/&amp;gt;&lt;br /&gt;
(for one planet that&#039;s Offset 0x0374 to 0x0377) = unknown (mostly 00 ... 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if traderoutes are available:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = (number of incoming traderouts + number of system traderoutes) * (0x0002 length (16bit) raceID + 0x0002 length (16bit) tradeRouteNo. (tradeRouteNo + raceID = tradeRouteID))&amp;lt;br/&amp;gt;&lt;br /&gt;
] (don&#039;t know if and where the number of traderoutes is stored)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if it&#039;s a players system:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = unknown, length = 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
what a complicated file...&lt;br /&gt;
&lt;br /&gt;
=== strcInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 4&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all buildings for each star&lt;br /&gt;
* starID&lt;br /&gt;
* number of entries for each star&lt;br /&gt;
* building type&lt;br /&gt;
* building count&lt;br /&gt;
* number of activated (powered on) buildings (for special buildings and orbitals)&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on number of different building types&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = number of entrys&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of entrys:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0005 = building count&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0006 to 0x0007 = building type (same order as in [[stbof.res]] and UE, it&#039;s the building ID in [[edifice.bst]])&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = number of activated buildings&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
=== techInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists science by raceID&lt;br /&gt;
&lt;br /&gt;
Contains:&lt;br /&gt;
&lt;br /&gt;
* science levels&lt;br /&gt;
* technology levels&lt;br /&gt;
* science points done by science type&lt;br /&gt;
* actual science assignation&lt;br /&gt;
* actually buildable buildings&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;General file structure&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0001 = number of races in the game (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0047 = list of tech entry indexes (35 slots for 35 races each 2 bytes in size, slots for races not in the game usually point to the first tech entry index -&amp;gt; 0)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x00AB = list of empire science assignations (20 bytes per empire)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x???? = unknown list for minors, 8 bytes per minor race in the game (total entries = number of races in the game - 5)&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
followed by a list of tech entries that have the same structure as those in [[racetech.tec]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;List of empire science assignations&amp;lt;/b&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Contains 5 entries - one for each empire.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Entry structure:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0006 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;List of tech entries&amp;lt;/b&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Number of entries equals number of races listed in this file. The list of tech entry indexes links each race to it&#039;s tech entry. The first entry carries the index 0, the next 1 and so on.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Entry structure:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = technology level&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x000B = buildable special buildings (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
* &amp;amp;0x8000000000000000000000 = phenix device&lt;br /&gt;
* &amp;amp;0x4000000000000000000000 = dilithium raffinery&lt;br /&gt;
* &amp;amp;0x2000000000000000000000 = orbital cannon&lt;br /&gt;
* &amp;amp;0x1000000000000000000000 = communication network&lt;br /&gt;
* &amp;amp;0x0800000000000000000000 = charge collector&lt;br /&gt;
* &amp;amp;0x0400000000000000000000 = bunker&lt;br /&gt;
* &amp;amp;0x0200000000000000000000 = simple replicator&lt;br /&gt;
* &amp;amp;0x0100000000000000000000 = improved replicator&lt;br /&gt;
* &amp;amp;0x0080000000000000000000 = shipyard&lt;br /&gt;
* &amp;amp;0x0040000000000000000000 = isolinear scanner&lt;br /&gt;
* &amp;amp;0x0020000000000000000000 = listening post&lt;br /&gt;
* &amp;amp;0x0010000000000000000000 = subspace scanner&lt;br /&gt;
* &amp;amp;0x0008000000000000000000 = subautomatic simulator&lt;br /&gt;
* &amp;amp;0x0004000000000000000000 = thery simulator&lt;br /&gt;
* &amp;amp;0x0002000000000000000000 = private farm&lt;br /&gt;
* &amp;amp;0x0001000000000000000000 = oceanic farm&lt;br /&gt;
* &amp;amp;0x0000800000000000000000 = obsedian congregation&lt;br /&gt;
* &amp;amp;0x0000400000000000000000 = reeducation center&lt;br /&gt;
* &amp;amp;0x0000200000000000000000 = union yard&lt;br /&gt;
* &amp;amp;0x0000100000000000000000 = shield generator&lt;br /&gt;
* &amp;amp;0x0000080000000000000000 = wind turbine&lt;br /&gt;
* &amp;amp;0x0000040000000000000000 = trade goods&lt;br /&gt;
* &amp;amp;0x0000020000000000000000 = trade center&lt;br /&gt;
* &amp;amp;0x0000010000000000000000 = agrarian store&lt;br /&gt;
* &amp;amp;0x0000008000000000000000 = trade tower&lt;br /&gt;
* &amp;amp;0x0000004000000000000000 = trade commission&lt;br /&gt;
* &amp;amp;0x0000002000000000000000 = holo cinema&lt;br /&gt;
* &amp;amp;0x0000001000000000000000 = fantasy land&lt;br /&gt;
* &amp;amp;0x0000000800000000000000 = inquisition&lt;br /&gt;
* &amp;amp;0x0000000400000000000000 = work camp&lt;br /&gt;
* &amp;amp;0x0000000200000000000000 = command center&lt;br /&gt;
* &amp;amp;0x0000000100000000000000 = hidden sensor grid&lt;br /&gt;
* &amp;amp;0x0000000080000000000000 = laws of war&lt;br /&gt;
* &amp;amp;0x0000000040000000000000 = utopia planetia&lt;br /&gt;
* &amp;amp;0x0000000020000000000000 = starfleet academy&lt;br /&gt;
* &amp;amp;0x0000000010000000000000 = federation council&lt;br /&gt;
* &amp;amp;0x0000000008000000000000 = daystorm institute&lt;br /&gt;
* &amp;amp;0x0000000004000000000000 = genesis sciencelab&lt;br /&gt;
* &amp;amp;0x0000000002000000000000 = festival of fun&lt;br /&gt;
* &amp;amp;0x0000000001000000000000 = franchise office&lt;br /&gt;
* &amp;amp;0x0000000000800000000000 = astronomic academy&lt;br /&gt;
* &amp;amp;0x0000000000400000000000 = singularity facility&lt;br /&gt;
* &amp;amp;0x0000000000200000000000 = center for fighttests&lt;br /&gt;
* &amp;amp;0x0000000000100000000000 = police state&lt;br /&gt;
* &amp;amp;0x0000000000080000000000 = tactical school&lt;br /&gt;
* &amp;amp;0x0000000000040000000000 = big hall&lt;br /&gt;
* &amp;amp;0x0000000000020000000000 = prison mine&lt;br /&gt;
* &amp;amp;0x0000000000010000000000 = hall of warriors&lt;br /&gt;
* &amp;amp;0x0000000000008000000000 = military yard&lt;br /&gt;
* &amp;amp;0x0000000000004000000000 = federation yard&lt;br /&gt;
* &amp;amp;0x0000000000002000000000 = federation replicator&lt;br /&gt;
* &amp;amp;0x0000000000001000000000 = alliance yard&lt;br /&gt;
* &amp;amp;0x0000000000000800000000 = tribunal&lt;br /&gt;
* &amp;amp;0x0000000000000400000000 = fleet academy&lt;br /&gt;
* &amp;amp;0x0000000000000200000000 = talshiar main quater&lt;br /&gt;
* &amp;amp;0x0000000000000100000000 = imperial senate&lt;br /&gt;
* &amp;amp;0x0000000000000080000000 = industrial center (of the Bencites)&lt;br /&gt;
* &amp;amp;0x0000000000000040000000 = architectural center (of the Bandi)&lt;br /&gt;
* &amp;amp;0x0000000000000020000000 = bajoran jalanda forum (of the Bajorans)&lt;br /&gt;
* &amp;amp;0x0000000000000010000000 = harvest complex (of the Antedians)&lt;br /&gt;
* &amp;amp;0x0000000000000008000000 = examination base (of the Anticans)&lt;br /&gt;
* &amp;amp;0x0000000000000004000000 = supersoldier academy (of the Angosians)&lt;br /&gt;
* &amp;amp;0x0000000000000002000000 = andorian war school (of the Andorians)&lt;br /&gt;
* &amp;amp;0x0000000000000001000000 = acamerian clanhall (of the Acamerians)&lt;br /&gt;
* &amp;amp;0x0000000000000000800000 = cinetic laboratory (of the Malcorians)&lt;br /&gt;
* &amp;amp;0x0000000000000000400000 = ktarian game studio (of the Ktarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000200000 = edo palace (of the Edos)&lt;br /&gt;
* &amp;amp;0x0000000000000000100000 = gladiator arena (of the Chalnoth)&lt;br /&gt;
* &amp;amp;0x0000000000000000080000 = science thinking factory (of the Caldonians)&lt;br /&gt;
* &amp;amp;0x0000000000000000040000 = planetary computer (of the Bynare)&lt;br /&gt;
* &amp;amp;0x0000000000000000020000 = cosmetic center (of the Bolarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000010000 = councelor academy (of the Betazoids)&lt;br /&gt;
* &amp;amp;0x0000000000000000008000 = defense network (of the Talarian)&lt;br /&gt;
* &amp;amp;0x0000000000000000004000 = physical institute (of the Takarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000002000 = biotec center (of the Sheliak)&lt;br /&gt;
* &amp;amp;0x0000000000000000001000 = examination base (of the Selay)&lt;br /&gt;
* &amp;amp;0x0000000000000000000800 = collector place (of the Pakleds)&lt;br /&gt;
* &amp;amp;0x0000000000000000000400 = recruitment center (of the Nausicaans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000200 = monument of subjugation (of the Mizarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000100 = mintaca farm (of the Mintacarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000080 = imperial yard&lt;br /&gt;
* &amp;amp;0x0000000000000000000040 = orgenic regenerator&lt;br /&gt;
* &amp;amp;0x0000000000000000000020 = military academy (of the Zakdorn)&lt;br /&gt;
* &amp;amp;0x0000000000000000000010 = intelligence (of the Yridians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000008 = science academy (of the Vulcans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000004 = archive of psycho history (of the Ullians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000002 = science committee (of the Trillian)&lt;br /&gt;
* &amp;amp;0x0000000000000000000001 = mythology library (of the Tamarians)Offset length 0x001D = buildable normal buildings / upgrades (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
Offset length 0x0008 = unknown (always 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Intel ==&lt;br /&gt;
=== intelInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 16&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown - seems to include intel reports&lt;br /&gt;
* actual intel assignation for every major&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x02D7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
[for all five majors: blocklength = 0x2C1C&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0070 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = intelligance assignation of internal security&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
=== treaty ===&lt;br /&gt;
completely unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
for turn 1 it&#039;s 00 00 00 00 00 00 00 00&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
=== trdeInfo0.cnt to trdeInfo4.cnt ===&lt;br /&gt;
number of traderoutes for each empire&lt;br /&gt;
&lt;br /&gt;
=== trdeInfo0 to trdeInfo4 ===&lt;br /&gt;
partially unexplored&amp;lt;br/&amp;gt;&lt;br /&gt;
lists traderoutes&lt;br /&gt;
* raceID&lt;br /&gt;
* traderoute number (+ raceID = traderouteID)&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
== Ships &amp;amp; Task Forces ==&lt;br /&gt;
=== alienTFInfo0 to alienTFInfo[numberOfRaces] ===&lt;br /&gt;
lists fleetIDs of every race&lt;br /&gt;
* number of taskforces/fleets&lt;br /&gt;
* shipIDs&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = number of controled fleets&amp;lt;br/&amp;gt;&lt;br /&gt;
[for [numberOfRaces]:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
=== shipname.dat ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
is divided into several shipname categorys&amp;lt;br/&amp;gt;&lt;br /&gt;
shipnames aren&#039;t in the same order with these in shipname.bin of stbof.res!&amp;lt;br/&amp;gt;&lt;br /&gt;
this file also influences the shipIDs for newly builded ones&lt;br /&gt;
* first given shipname&lt;br /&gt;
* next given shipname&lt;br /&gt;
* counter of repeatings (for name endings A, B, C,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x000C&amp;lt;br/&amp;gt;&lt;br /&gt;
block position equals shipname category position in shipname.bin of stbof.res as well as category position in UE&lt;br /&gt;
Each race has its own categorys, seperated for different ship types&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Warning! shipID for new constructed ships gets wrong, if distance between first and next name is wrong!&amp;lt;/span&amp;gt; (next name reffering number can be less as well as higher than first, distance is based on list iterations)&amp;lt;br/&amp;gt;&lt;br /&gt;
If next reffering number reaches first reffering number, counter gets increased&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = first given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = next given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = counter of repeating/iteration or if no name of this category has been used yet = FF FF (defines the appendix of the shipname: A, B, ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00&lt;br /&gt;
&lt;br /&gt;
=== ShipCntr ===&lt;br /&gt;
next shipID&lt;br /&gt;
&lt;br /&gt;
=== TForceCntr ===&lt;br /&gt;
next fleetID&lt;br /&gt;
&lt;br /&gt;
=== GShipHead = GTForceHd = GWTForceHd = GTFStasisHd ===&lt;br /&gt;
&lt;br /&gt;
These are global list headers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Header&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;List&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Contains&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GShipHead&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GShipList&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Ships&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTForceHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTForceList&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Task forces&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GWTForceHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GWTForce&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Task forces&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTFStasisHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTFStasis&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Identified fields:&lt;br /&gt;
&lt;br /&gt;
* slot size&lt;br /&gt;
* total number of slots in list&lt;br /&gt;
* number of occupied slots (slots with data)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
File structure (40 bytes):&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000F = unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = slot size&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = total number of slots&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = number of occupied slots&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x0027 = unknown&lt;br /&gt;
&lt;br /&gt;
=== GShipList ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 116&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
list all ships with&lt;br /&gt;
* shipname&lt;br /&gt;
* raceID&lt;br /&gt;
* shipID&lt;br /&gt;
* fleetID&lt;br /&gt;
* shield&lt;br /&gt;
* hull&lt;br /&gt;
* ship type (manufactoring type / =shiplistID in shiplist.sst)&lt;br /&gt;
* experience bonus for beam accuracy&lt;br /&gt;
* experience bonus for torpedo accuracy&lt;br /&gt;
* experience bonus for defense&lt;br /&gt;
* crew experience value&lt;br /&gt;
* crew experience level&lt;br /&gt;
* base ground combat strength&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0074&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 = shipname&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID (only for ship icon)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = shipID (NOT shiplist.sst ID)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = experience bonus for beam accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = experience bonus for torpedo accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = experience bonus for defense&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = shield (can lead to crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = hull (leads to crash in tactical fight if too high)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = crew experience value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = crew experience level (0=green,.. , 4=legendary) accessed for stars, raid, intercept &amp;amp; damage control&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0053 = ship type (manufactoring type, used as shiplistID in stbof.res, e.g. in shiptech.sst and is in same order as in UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x005B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F = shipfunction/=value:[0/8, 1/10, 2/6, 3/2, 4/4, 5-8/0, 9/1] +shiptech.sst computer +propulsion tech requirements&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 = (for warships only /function 0-4) value at 5C + map speed&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 = (for warships only /function 0-4) shiptech.sst computer + weapon tech requirements&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006C to 0x006F = (for TTs only) 50 times shiptech.sst construction tech requirement&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 to 0x0073 = base ground combat strength (i.e. TT production value /10)&lt;br /&gt;
&lt;br /&gt;
=== GTForceList = GWTForce ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
differences only exist in behavior&amp;lt;br/&amp;gt;&lt;br /&gt;
in later turns there might remain fragments of old turns at the end of the list - they get ignored by botf&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all fleets&lt;br /&gt;
* fleetID&lt;br /&gt;
* shipIDs&lt;br /&gt;
* raceID&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* first Colony ShipID&lt;br /&gt;
* control category&lt;br /&gt;
* contains colony ships&lt;br /&gt;
* scan range&lt;br /&gt;
* flight range&lt;br /&gt;
* speed&lt;br /&gt;
* order (evade, attack,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
data fragments at the end of the file happen if fleet count decreases&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = ship count of that fleet&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = shipID of first fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000F = shipID of second fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = shipID of third fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = shipID of fourth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = shipID of fifth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = shipID of sixth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = shipID of seventh fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = shipID of eighth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x002B = shipID of ninth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = order/command - seems only to define the display: systemattack remains if changed&amp;lt;br/&amp;gt;&lt;br /&gt;
* 00 = invalid&lt;br /&gt;
* 01 = terraform&lt;br /&gt;
* 02 = colonize&lt;br /&gt;
* 03 = rade&lt;br /&gt;
* 04 = intercept&lt;br /&gt;
* 05 = evade&lt;br /&gt;
* 06 = attack&lt;br /&gt;
* 07 = build outpost&lt;br /&gt;
* 08 = build starbase&lt;br /&gt;
* 09 = crew training&lt;br /&gt;
* 0A = expand&lt;br /&gt;
* 0B = invalid&lt;br /&gt;
* 0C = scrap&lt;br /&gt;
* 0D = into wormhole&lt;br /&gt;
* 0E = attack system&lt;br /&gt;
* &amp;gt;0E = invalid&lt;br /&gt;
Offset 0x0030 to 0x0033 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = sector row (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = sector column (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = first Colony shipID (same as one of the ship slots values)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = control category (1 - major empire, 2 - minor race, 3 - alien)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = contains colony ships (0 - no, 1 - yes)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0053 = scan range, keeps only one turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005F = flight range, keeps only one turn (double precision floating point number; short = 0, middle = 1, high = 2)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0067 = speed, keeps only one turn (double precision floating point number; values 0 to 5)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = cloaking (01 00 00 00 = cloaked, else 00 00 00 00)&lt;br /&gt;
&lt;br /&gt;
=== GTFStasis ===&lt;br /&gt;
number of starbases/outposts&lt;br /&gt;
&lt;br /&gt;
=== starBaseInfo ===&lt;br /&gt;
&lt;br /&gt;
* outpost name&lt;br /&gt;
* owner raceID&lt;br /&gt;
* outpostID&lt;br /&gt;
* ship function (valid values are 6 for outpost and 7 for starbase)&lt;br /&gt;
* ship type (links to shiplist.sst entry)&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* production/build cost (usually same as ship build cost in [[shiplist.sst]])&lt;br /&gt;
* production invested (outpost completion is production invested/production cost)&lt;br /&gt;
* hull&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Stored in blocks of 92 bytes.&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0027 = outpost name (ASCII)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = outpostID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002D = ship function&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002E to 0x002F = ship type&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = sector row / y coord&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = sector column / x coord&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003F = production cost (8 byte floating point number - double)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0047 = production invested (8 byte floating point number - double)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = scan range&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = hull&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x005B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== monster.lst ===&lt;br /&gt;
unexplored&lt;br /&gt;
&lt;br /&gt;
== AI / Agents ==&lt;br /&gt;
&lt;br /&gt;
=== AINumAgents ===&lt;br /&gt;
number of AI agents&lt;br /&gt;
&lt;br /&gt;
=== AIAgtIdCtrl ===&lt;br /&gt;
next agentID (for filenames)&lt;br /&gt;
&lt;br /&gt;
=== AIAgent0 to AIAgent[NumAgents] ===&lt;br /&gt;
mostly unexplored&lt;br /&gt;
* agentID&lt;br /&gt;
* raceID&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = agentID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = 01 00 00 00 if major, 02 00 00 00 if minor&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x00CB = unknown&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0.cnt to AgtSy[NumAgents].cnt ===&lt;br /&gt;
number of systems to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0 to AgtSy[NumAgents] ===&lt;br /&gt;
starIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0.cnt to AgtSh[NumAgents].cnt ===&lt;br /&gt;
number of ships to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0 to AgtSh[NumAgents] ===&lt;br /&gt;
shipIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0.cnt to AgtDp[NumAgents].cnt ===&lt;br /&gt;
number of entrys in AgtDpxx&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0 to AgtDp[NumAgents] ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 266&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
unknown - mayby diplomatics&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0.cnt to AgtTk[NumAgents].cnt ===&lt;br /&gt;
number of tasks for that agent&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0 to AgtTk[NumAgents] ===&lt;br /&gt;
TaskIDs (for TskSh and TskSy filenames)&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt.cnt ===&lt;br /&gt;
number of AI controled systems&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
starIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt.cnt ===&lt;br /&gt;
number of AI controled ships&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 24&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
shipIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0018&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = shipID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = unknown (if not 05 00 for colony ships, AI doesn&#039;t colonize)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0017 = unknown&lt;br /&gt;
&lt;br /&gt;
=== AINumTasks ====&lt;br /&gt;
number of Tsk-files&lt;br /&gt;
&lt;br /&gt;
==== AITaskIDCtr ===&lt;br /&gt;
next TskID for filename (of TskSh/TskSy)&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== provInfo0 to provInfo4 ===&lt;br /&gt;
lists starIDs of every major empire&lt;br /&gt;
* star count&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
=== ordInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 84&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown, includes peace proposals&lt;br /&gt;
* raceID&lt;br /&gt;
* turn of occurance&lt;br /&gt;
* destination sector row (for fleet movement)&lt;br /&gt;
* destination sector column (for fleet movement)&lt;br /&gt;
* fleetID&lt;br /&gt;
&lt;br /&gt;
has variable blocksizes!&amp;lt;br/&amp;gt;&lt;br /&gt;
on turn 1 there&#039;s only one for each major starsystem with a blocksize of 0x0054&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = turn of occurance&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = destination sector row (for fleet movement)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x002B = destination sector column (for fleet movement)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003D = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== SeedInfo ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== result.lst ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== incident.dat ===&lt;br /&gt;
completely unknown but normally it&#039;s 00 00 00 00&lt;/div&gt;</summary>
		<author><name>DCER</name></author>
	</entry>
	<entry>
		<id>http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=142</id>
		<title>Savegame File-Listing</title>
		<link rel="alternate" type="text/html" href="http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=142"/>
		<updated>2010-12-02T22:50:09Z</updated>

		<summary type="html">&lt;p&gt;DCER: /* strcInfo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of the explored content within the save games.&lt;br /&gt;
For learning to use this information, also have a look at [[Editing_Savegames]]!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most of the following data has been explored by using a vanilla singleplayer savegame at turn 1 with following settings:&lt;br /&gt;
* tech 1&lt;br /&gt;
* small galaxy&lt;br /&gt;
* irregular&lt;br /&gt;
* no minors&lt;br /&gt;
* impossible&lt;br /&gt;
&lt;br /&gt;
At later turns there are additional files stored within the saves. These may have been partially discarded.&lt;br /&gt;
For turn 1 saves, most unexplored data seems to be relatively unimportant and often can be zero!&lt;br /&gt;
Please aware that some information might be incomplete or even incorrect. &lt;br /&gt;
&lt;br /&gt;
So, after extracting a savegame with UltimateEditor you get quite a ton of files. Here&#039;s an overview about them and the hexcode they contain:&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
=== version ===&lt;br /&gt;
* for me it&#039;s always 08&lt;br /&gt;
&lt;br /&gt;
=== gameInfo ===&lt;br /&gt;
* filename&lt;br /&gt;
* gamesave name&lt;br /&gt;
* galaxy type&lt;br /&gt;
* galaxy size&lt;br /&gt;
* difficulty level&lt;br /&gt;
* strategical timer&lt;br /&gt;
* tactical timer&lt;br /&gt;
* actual and next turn&lt;br /&gt;
* player race&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* races with ships (major + minor)&lt;br /&gt;
* races beaten&lt;br /&gt;
* goal (vendetta/dominance)&lt;br /&gt;
* empire status informations (occupied systems, science, economy, military)&lt;br /&gt;
* statistic&lt;br /&gt;
* player names (if MP)&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000D(?) filename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000D to 0x003E savename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 last turn (for savename)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C 00 = singleplayer 01 = multiplayer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0250 important but unknown (crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0252 player&#039;s race (00 = card, 01 = fed, 02=ferg, 03=kling, 04=rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0254 to 0x0258 technology starting levels of the five majors (card, fed, ferg, kling, rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0260 galaxytype (00 = irregular, 01 = elliptic, 02 = ring, 03 = spiral)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0264 galaxyszie (00 = small, 01 = middle, 03 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x026C difficulty (00 = very easy, 01 = easy, 02 = normal, 03 = hard, 04 = impossible)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0270 to 0x0275(?) races in game (bitwise XOR, little endian (8bit packets) =&amp;gt; order is the same with alienInfo)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0278 beaten empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0280 to 0x0285(?) races with ships&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A4 strategical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A8 tactical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AC actual turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AE last turn points (for statistic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02BA(maybe less)+ statistic of the cards&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x04AE(maybe less)+ statistic of the feds&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x06A2(maybe less)+ statistic of the fergs&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0896(maybe less)+ statistic of the klings&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0A8A(maybe less)+ statistic of the roms&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0C84+(?) empire state (intelligence)&lt;br /&gt;
* Offset 0x0C8E+ military&lt;br /&gt;
* Offset 0x0D06+ economy&lt;br /&gt;
* Offset 0x0D1A+ science&lt;br /&gt;
* Offset 0x0D92+ occupied systemsOffset&lt;br /&gt;
0x0DBC victory condition (00=single/Multi player dominance 01=Muilt player team dominance, 02=vendetta)&lt;br /&gt;
&lt;br /&gt;
=== empsInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 444&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists information about majors&lt;br /&gt;
* empirenames&lt;br /&gt;
* name of the emperor&lt;br /&gt;
* credits&lt;br /&gt;
* number of running dilithium sources&lt;br /&gt;
* number of ships under construction&lt;br /&gt;
* population (total ?)&lt;br /&gt;
* moral shown in empire state&lt;br /&gt;
* ship-population support&lt;br /&gt;
* empire-wide ground combat bonus&lt;br /&gt;
* known empires (for diplomacy)&lt;br /&gt;
&lt;br /&gt;
is stored in blocks of 0x01BC length for every major&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one (card) gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 empire name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x004F emperor name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 address of empire province list(8 bytes per system), at[+4] number of held systems&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 credits (for F1 emps info display)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B income (for F1 emps info display, not updated properly for AI players, due to cheats)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F real ship support cost ? (- pop support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 number of running dilithium sources&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 number of ships under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = current research points different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006C to 0x006F population (?main system or total?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 to 0x0073 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0074 to 0x0077 = current morale ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B current intel different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x0093 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0094 to 0x0097 ship-population support (not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0098 to 0x009B credits&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x009C to 0x009F empire strength indicator&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x00A0 to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = research at end of last turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00B3 temporary store for starting pop(originaly thought to be ship-population support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B4 to 0x00B7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B8 to 0x00B9 moral shown in empire state (signed integer, little endian! 0xFCFF = rebellious, 0xFFFF = apathetic, 0x0000 = normal, 0x0300 = fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BA to 0x00BB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BF = intel total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00C0 to 0x010D unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x010E to 0x010F empire-wide ground combat bonus in percent (from buildings like the Hall of Warriors)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0110 to 0x0123 (5empires * 4bytes) = treaty label: 0=Neutral, 1=War, 2=Alliance, 3=Peace&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0124 to 0x0137 (5empires * 4bytes) = territory accessible: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0138 to 0x014B (5empires * 4bytes) = trade allowed: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x014C to 0x0157 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0158 to 0x015F known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0160 to 0x01AF unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B0 to 0x01B3 random events bitmask&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x01B4 to 0x01B7 = cumulative build costs of fleet (ship functions 0-4)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B8 to 0x01BB unknown&lt;br /&gt;
&lt;br /&gt;
== Aliens ==&lt;br /&gt;
=== alienInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 64&amp;lt;/span&amp;gt;&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0040 for every possible race&amp;lt;br/&amp;gt;&lt;br /&gt;
in same order as races in stbof.res or UE&amp;lt;br/&amp;gt;&lt;br /&gt;
only first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 = 01 if race is alive&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 = starID of homesystem&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 = known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 = known races (IDs 0x20+)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 (5empires * 4bytes) = treaty level (minors) 0=Neutral, 1=Friendly, 2=Affiliated, 3=Member, 4=War&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C = (for minors) 0=free diplomacy, 1=subjugated, 2=restricted diplomacy(membership)&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
=== galInfo ===&lt;br /&gt;
* galaxy size (small/middle/big)&lt;br /&gt;
* count of sectors&lt;br /&gt;
* count of stars&lt;br /&gt;
* count of anomalies&lt;br /&gt;
&lt;br /&gt;
Offset 0x0008 to 0x000B = galaxy size (00 = small, 01 = middle, 02 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = number of stars&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = number of anomalies&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0015 = number of sectors&lt;br /&gt;
&lt;br /&gt;
=== sector.lst ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 104&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all sectors&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* outpostID &lt;br /&gt;
* anomalyID&lt;br /&gt;
* starID&lt;br /&gt;
* sector scanned by race&lt;br /&gt;
* sector explored by race&lt;br /&gt;
* sector influenced by anomaly (?)&lt;br /&gt;
* claim&lt;br /&gt;
* owner of the sector&lt;br /&gt;
* actual scan value by race&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0068&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = map row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = map column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = outpostID from starBaseInfo or -1 if none&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = anomalyID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = claim (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = 00 00 00 00 if owned by card, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = 01 00 00 00 if owned by fed, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = 02 00 00 00 if owned by ferg, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = 03 00 00 00 if owned by kling, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = 04 00 00 00 if owned by rom, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = [raceID] if owned by minor, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = explored by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0031 = sector scanned by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom, 20 = blackhole)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = scanpower of card (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = scanpower of fed (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = scanpower of ferg (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = scanpower of kling (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0054 = scanpower of rom (signed, little endian)&lt;br /&gt;
&lt;br /&gt;
=== stellInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 88&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all anomalies (in ID order?)&lt;br /&gt;
* anomaly type&lt;br /&gt;
* anomaly name&lt;br /&gt;
* anomaly map picture&lt;br /&gt;
* anomaly map picture position (x/y)&lt;br /&gt;
* wormhole connections&lt;br /&gt;
* visited by majors&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0058&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = type of anomaly (00 00 00 00 = blackhole, 01 00 00 00 = X-ray pulsar, 02 00 00 00 = nebula, 03 00 00 00 = neutron star, 0A 00 00 00 = wormhole, 0B 00 00 00 = radio pulsar)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x002B = anomaly name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x003F = galaxy map picture file (00 terminated string: blackhole = &amp;quot;blkh&amp;quot; = 62 6C 6B 68, X-ray pulsar = &amp;quot;xp-&amp;quot; = 78 70 2D, nebula = &amp;quot;neb-&amp;quot; = 6E 65 62 2D, neutron star = &amp;quot;ns&amp;quot; = 6E 73, wormhole = &amp;quot;worm&amp;quot; = 77 6F 72 6D, radio pulsar = &amp;quot;rpls&amp;quot; = 72 70 6C 73)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = anomalyID for wormhole connection, else FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0042 to 0x0043 = 00 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = sector visited by major (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&lt;br /&gt;
&lt;br /&gt;
=== RToSInfo ===&lt;br /&gt;
RToS = race to star (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
races are in the following order 1: Card 2: Fed 3: Ferg 4: Kling 5: Rom&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
lists StarIDs of the homesystems of all races, if not available = FF 00&lt;br /&gt;
&lt;br /&gt;
=== SphOfIn0 to SphOfIn4 ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: [GalaxyMapWidth]&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
relevance unclear&amp;lt;br/&amp;gt;&lt;br /&gt;
gives a view of the galaxy map for every empire&amp;lt;br/&amp;gt;&lt;br /&gt;
decreasing values around home system position&amp;lt;br/&amp;gt;&lt;br /&gt;
might be relevant for the influence of systems to mark the territory&lt;br /&gt;
&lt;br /&gt;
== Systems ==&lt;br /&gt;
=== systInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 76&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all starsystems&lt;br /&gt;
* system name&lt;br /&gt;
* race (owner)&lt;br /&gt;
* race (population)&lt;br /&gt;
* population count&lt;br /&gt;
* population orders (work assignation)&lt;br /&gt;
* moral (value)&lt;br /&gt;
* moral (shown text)&lt;br /&gt;
* dilithium&lt;br /&gt;
* system visited by race&lt;br /&gt;
* star type&lt;br /&gt;
* star picture&lt;br /&gt;
* star picture position on map (x/y)&lt;br /&gt;
* planet count&lt;br /&gt;
* planetnames&lt;br /&gt;
* planet animations&lt;br /&gt;
* planet types&lt;br /&gt;
* planet sizes (small/middle/big)&lt;br /&gt;
* terraforming value total&lt;br /&gt;
* terraforming value done&lt;br /&gt;
* planet bonuses (population/energy/food =&amp;gt; pure/normal/much)&lt;br /&gt;
* incoming traderouts&lt;br /&gt;
* traderoutes of the system&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on planetnumber, traderoutes and if it&#039;s a player&#039;s system&lt;br /&gt;
only one example starsystem with a single planet gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 uninhabited = 00 00 00 00, AI = 00 00 00 01, player = 00 00 00 02&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x002F = system name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 = system type (0=home, 1=native, 2=non native, 3=subjugated, 4=affiliated, 5=independent minor, 6=conquered home, 7&amp;amp;8=invalid?, 9=any, A=rebel, B=empty)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0031 = star type (red giant=04, orange=05, yellow=06, white=07, green=08, blue=09)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0032 to 0x0035 = star picture&lt;br /&gt;
* red giant = 73 2D 72 2D&lt;br /&gt;
* orange star = 73 2D 6F 2D&lt;br /&gt;
* yellow star = 73 2D 79 2D&lt;br /&gt;
* white star = 73 2D 77 2D&lt;br /&gt;
* green star = 73 2D 67 2D&lt;br /&gt;
* blue star = 73 2D 62 2D&lt;br /&gt;
Offset 0x003F = system explored by empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = population (uninhabited = FF FF)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = race of population&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004D = raceID ( = owner, noone = 23)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = people assigned to economy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B = people assigned to energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F = people assigned to food production&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 = people assigned to science&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 = people assigned to intelligence&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006A to 0x006B = number of planets &amp;lt;= 09 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006E = dilithium resource level (0, 1, 2, 3, 4, 5, or 10), set by subroutine 4B7A50, if&amp;gt;0 dilithium icon gets shown (F1-map), also used to set the dilithium flag&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006F = unknown (majors = 05, uninhabited = 00, ? = 02,...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0071 = dilithium flag: 0x08 = Dilithium&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0072 to 0x0077 unkown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x007F = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0080 to 0x0083 = ORDER ECONOMY (typeID) 1=build building, 2=upgrade building(s), 3=build ship, 5=tradegoods, 7=unrest order&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0084 to 0x0087 = invested industry&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0088 to 0x008B = ID of building/ship under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x008C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = ? number of entries in strcInfo ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00BB = base offset of planet entry array ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BD = max population * 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0220 unknown (=32 for colonys (?))&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0298 to 0x029B = FF FF FF FF (used as base offset for moral entries)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DC to 0x02DD = moral value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DE to 0x2DF = moral text (signed integer, little endian! : -4 =  Rebellious, -3 = Defiant, -2 = Disgruntled, -1= Apathetic, 0 = Content, 1 = Pleased, 2 =  Loyal, 3 = Fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F0 to 0x02F2 = base morale&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F4  to 0x02F7 unlocks positive/negative morale events if 0(random manipulated starting default 50dec)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0304 to 0x0307 = random events bitmask&amp;lt;br /&amp;gt;&lt;br /&gt;
Offset 0x0309 unknown (for majors = 01)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0328+ list of all planets of that starsystem&lt;br /&gt;
----&lt;br /&gt;
Offset 0x0328 to 0x034F = planetname (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0350 to 0x0357 = planet animation filename (= ****.ani)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0358 to 0x035D = 00 FB 57 00 30 59 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x035E to 0x035F = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0360 to 0x0361 = planet size (small = 00 00, middle = 01 00, big = 02 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0362 to 0x0363 = terraforming value total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0364 to 0x0365 = terraforming value done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0366 to 0x0367 = food bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0368 to 0x0369 = energy bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036A to 0x036B = population bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036C to 0x036D = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0370 planet type (00 = arctic, 01 = barren, 02 = desert, 03 = gas giant, 04 = djungle, 05 = oceanic, 06 = earthlike, 07 = vulcanic, 08 = methanic, 09 = AUS, &amp;gt;09 = other)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0372 to 0x0373 = 00 00&lt;br /&gt;
----&lt;br /&gt;
Offset [0x0328+0x004C*numberOfPlanets] to Offset [0x0328+0x004C*numberOfPlanets+0x0004*numberOfPlanets-0x0001]&amp;lt;br/&amp;gt;&lt;br /&gt;
(for one planet that&#039;s Offset 0x0374 to 0x0377) = unknown (mostly 00 ... 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if traderoutes are available:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = (number of incoming traderouts + number of system traderoutes) * (0x0002 length (16bit) raceID + 0x0002 length (16bit) tradeRouteNo. (tradeRouteNo + raceID = tradeRouteID))&amp;lt;br/&amp;gt;&lt;br /&gt;
] (don&#039;t know if and where the number of traderoutes is stored)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if it&#039;s a players system:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = unknown, length = 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
what a complicated file...&lt;br /&gt;
&lt;br /&gt;
=== strcInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 4&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all buildings for each star&lt;br /&gt;
* starID&lt;br /&gt;
* number of entries for each star&lt;br /&gt;
* building type&lt;br /&gt;
* building count&lt;br /&gt;
* number of activated (powered on) buildings (for special buildings and orbitals)&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on number of different building types&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = number of entrys&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of entrys:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0005 = building count&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0006 to 0x0007 = building type (same order as in [[stbof.res]] and UE, it&#039;s the building ID in [[edifice.bst]])&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = number of activated buildings&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
=== techInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists science by raceID&lt;br /&gt;
* raceID&lt;br /&gt;
* science levels&lt;br /&gt;
* technology level&lt;br /&gt;
* science points done by science type&lt;br /&gt;
* actual science assignation&lt;br /&gt;
* actually buildable buildings&lt;br /&gt;
&lt;br /&gt;
explained only for one race&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = number of races (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0012 = unknown (always = 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0006 = unknown (always = 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown (always = 00 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = technology level&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x000B = buildable special buildings (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
* &amp;amp;0x8000000000000000000000 = phenix device&lt;br /&gt;
* &amp;amp;0x4000000000000000000000 = dilithium raffinery&lt;br /&gt;
* &amp;amp;0x2000000000000000000000 = orbital cannon&lt;br /&gt;
* &amp;amp;0x1000000000000000000000 = communication network&lt;br /&gt;
* &amp;amp;0x0800000000000000000000 = charge collector&lt;br /&gt;
* &amp;amp;0x0400000000000000000000 = bunker&lt;br /&gt;
* &amp;amp;0x0200000000000000000000 = simple replicator&lt;br /&gt;
* &amp;amp;0x0100000000000000000000 = improved replicator&lt;br /&gt;
* &amp;amp;0x0080000000000000000000 = shipyard&lt;br /&gt;
* &amp;amp;0x0040000000000000000000 = isolinear scanner&lt;br /&gt;
* &amp;amp;0x0020000000000000000000 = listening post&lt;br /&gt;
* &amp;amp;0x0010000000000000000000 = subspace scanner&lt;br /&gt;
* &amp;amp;0x0008000000000000000000 = subautomatic simulator&lt;br /&gt;
* &amp;amp;0x0004000000000000000000 = thery simulator&lt;br /&gt;
* &amp;amp;0x0002000000000000000000 = private farm&lt;br /&gt;
* &amp;amp;0x0001000000000000000000 = oceanic farm&lt;br /&gt;
* &amp;amp;0x0000800000000000000000 = obsedian congregation&lt;br /&gt;
* &amp;amp;0x0000400000000000000000 = reeducation center&lt;br /&gt;
* &amp;amp;0x0000200000000000000000 = union yard&lt;br /&gt;
* &amp;amp;0x0000100000000000000000 = shield generator&lt;br /&gt;
* &amp;amp;0x0000080000000000000000 = wind turbine&lt;br /&gt;
* &amp;amp;0x0000040000000000000000 = trade goods&lt;br /&gt;
* &amp;amp;0x0000020000000000000000 = trade center&lt;br /&gt;
* &amp;amp;0x0000010000000000000000 = agrarian store&lt;br /&gt;
* &amp;amp;0x0000008000000000000000 = trade tower&lt;br /&gt;
* &amp;amp;0x0000004000000000000000 = trade commission&lt;br /&gt;
* &amp;amp;0x0000002000000000000000 = holo cinema&lt;br /&gt;
* &amp;amp;0x0000001000000000000000 = fantasy land&lt;br /&gt;
* &amp;amp;0x0000000800000000000000 = inquisition&lt;br /&gt;
* &amp;amp;0x0000000400000000000000 = work camp&lt;br /&gt;
* &amp;amp;0x0000000200000000000000 = command center&lt;br /&gt;
* &amp;amp;0x0000000100000000000000 = hidden sensor grid&lt;br /&gt;
* &amp;amp;0x0000000080000000000000 = laws of war&lt;br /&gt;
* &amp;amp;0x0000000040000000000000 = utopia planetia&lt;br /&gt;
* &amp;amp;0x0000000020000000000000 = starfleet academy&lt;br /&gt;
* &amp;amp;0x0000000010000000000000 = federation council&lt;br /&gt;
* &amp;amp;0x0000000008000000000000 = daystorm institute&lt;br /&gt;
* &amp;amp;0x0000000004000000000000 = genesis sciencelab&lt;br /&gt;
* &amp;amp;0x0000000002000000000000 = festival of fun&lt;br /&gt;
* &amp;amp;0x0000000001000000000000 = franchise office&lt;br /&gt;
* &amp;amp;0x0000000000800000000000 = astronomic academy&lt;br /&gt;
* &amp;amp;0x0000000000400000000000 = singularity facility&lt;br /&gt;
* &amp;amp;0x0000000000200000000000 = center for fighttests&lt;br /&gt;
* &amp;amp;0x0000000000100000000000 = police state&lt;br /&gt;
* &amp;amp;0x0000000000080000000000 = tactical school&lt;br /&gt;
* &amp;amp;0x0000000000040000000000 = big hall&lt;br /&gt;
* &amp;amp;0x0000000000020000000000 = prison mine&lt;br /&gt;
* &amp;amp;0x0000000000010000000000 = hall of warriors&lt;br /&gt;
* &amp;amp;0x0000000000008000000000 = military yard&lt;br /&gt;
* &amp;amp;0x0000000000004000000000 = federation yard&lt;br /&gt;
* &amp;amp;0x0000000000002000000000 = federation replicator&lt;br /&gt;
* &amp;amp;0x0000000000001000000000 = alliance yard&lt;br /&gt;
* &amp;amp;0x0000000000000800000000 = tribunal&lt;br /&gt;
* &amp;amp;0x0000000000000400000000 = fleet academy&lt;br /&gt;
* &amp;amp;0x0000000000000200000000 = talshiar main quater&lt;br /&gt;
* &amp;amp;0x0000000000000100000000 = imperial senate&lt;br /&gt;
* &amp;amp;0x0000000000000080000000 = industrial center (of the Bencites)&lt;br /&gt;
* &amp;amp;0x0000000000000040000000 = architectural center (of the Bandi)&lt;br /&gt;
* &amp;amp;0x0000000000000020000000 = bajoran jalanda forum (of the Bajorans)&lt;br /&gt;
* &amp;amp;0x0000000000000010000000 = harvest complex (of the Antedians)&lt;br /&gt;
* &amp;amp;0x0000000000000008000000 = examination base (of the Anticans)&lt;br /&gt;
* &amp;amp;0x0000000000000004000000 = supersoldier academy (of the Angosians)&lt;br /&gt;
* &amp;amp;0x0000000000000002000000 = andorian war school (of the Andorians)&lt;br /&gt;
* &amp;amp;0x0000000000000001000000 = acamerian clanhall (of the Acamerians)&lt;br /&gt;
* &amp;amp;0x0000000000000000800000 = cinetic laboratory (of the Malcorians)&lt;br /&gt;
* &amp;amp;0x0000000000000000400000 = ktarian game studio (of the Ktarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000200000 = edo palace (of the Edos)&lt;br /&gt;
* &amp;amp;0x0000000000000000100000 = gladiator arena (of the Chalnoth)&lt;br /&gt;
* &amp;amp;0x0000000000000000080000 = science thinking factory (of the Caldonians)&lt;br /&gt;
* &amp;amp;0x0000000000000000040000 = planetary computer (of the Bynare)&lt;br /&gt;
* &amp;amp;0x0000000000000000020000 = cosmetic center (of the Bolarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000010000 = councelor academy (of the Betazoids)&lt;br /&gt;
* &amp;amp;0x0000000000000000008000 = defense network (of the Talarian)&lt;br /&gt;
* &amp;amp;0x0000000000000000004000 = physical institute (of the Takarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000002000 = biotec center (of the Sheliak)&lt;br /&gt;
* &amp;amp;0x0000000000000000001000 = examination base (of the Selay)&lt;br /&gt;
* &amp;amp;0x0000000000000000000800 = collector place (of the Pakleds)&lt;br /&gt;
* &amp;amp;0x0000000000000000000400 = recruitment center (of the Nausicaans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000200 = monument of subjugation (of the Mizarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000100 = mintaca farm (of the Mintacarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000080 = imperial yard&lt;br /&gt;
* &amp;amp;0x0000000000000000000040 = orgenic regenerator&lt;br /&gt;
* &amp;amp;0x0000000000000000000020 = military academy (of the Zakdorn)&lt;br /&gt;
* &amp;amp;0x0000000000000000000010 = intelligence (of the Yridians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000008 = science academy (of the Vulcans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000004 = archive of psycho history (of the Ullians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000002 = science committee (of the Trillian)&lt;br /&gt;
* &amp;amp;0x0000000000000000000001 = mythology library (of the Tamarians)Offset length 0x001D = buildable normal buildings / upgrades (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
Offset length 0x0008 = unknown (always 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Intel ==&lt;br /&gt;
=== intelInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 16&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown - seems to include intel reports&lt;br /&gt;
* actual intel assignation for every major&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x02D7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
[for all five majors: blocklength = 0x2C1C&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0070 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = intelligance assignation of internal security&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
=== treaty ===&lt;br /&gt;
completely unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
for turn 1 it&#039;s 00 00 00 00 00 00 00 00&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
=== trdeInfo0.cnt to trdeInfo4.cnt ===&lt;br /&gt;
number of traderoutes for each empire&lt;br /&gt;
&lt;br /&gt;
=== trdeInfo0 to trdeInfo4 ===&lt;br /&gt;
partially unexplored&amp;lt;br/&amp;gt;&lt;br /&gt;
lists traderoutes&lt;br /&gt;
* raceID&lt;br /&gt;
* traderoute number (+ raceID = traderouteID)&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
== Ships &amp;amp; Task Forces ==&lt;br /&gt;
=== alienTFInfo0 to alienTFInfo[numberOfRaces] ===&lt;br /&gt;
lists fleetIDs of every race&lt;br /&gt;
* number of taskforces/fleets&lt;br /&gt;
* shipIDs&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = number of controled fleets&amp;lt;br/&amp;gt;&lt;br /&gt;
[for [numberOfRaces]:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
=== shipname.dat ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
is divided into several shipname categorys&amp;lt;br/&amp;gt;&lt;br /&gt;
shipnames aren&#039;t in the same order with these in shipname.bin of stbof.res!&amp;lt;br/&amp;gt;&lt;br /&gt;
this file also influences the shipIDs for newly builded ones&lt;br /&gt;
* first given shipname&lt;br /&gt;
* next given shipname&lt;br /&gt;
* counter of repeatings (for name endings A, B, C,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x000C&amp;lt;br/&amp;gt;&lt;br /&gt;
block position equals shipname category position in shipname.bin of stbof.res as well as category position in UE&lt;br /&gt;
Each race has its own categorys, seperated for different ship types&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Warning! shipID for new constructed ships gets wrong, if distance between first and next name is wrong!&amp;lt;/span&amp;gt; (next name reffering number can be less as well as higher than first, distance is based on list iterations)&amp;lt;br/&amp;gt;&lt;br /&gt;
If next reffering number reaches first reffering number, counter gets increased&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = first given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = next given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = counter of repeating/iteration or if no name of this category has been used yet = FF FF (defines the appendix of the shipname: A, B, ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00&lt;br /&gt;
&lt;br /&gt;
=== ShipCntr ===&lt;br /&gt;
next shipID&lt;br /&gt;
&lt;br /&gt;
=== TForceCntr ===&lt;br /&gt;
next fleetID&lt;br /&gt;
&lt;br /&gt;
=== GShipHead = GTForceHd = GWTForceHd = GTFStasisHd ===&lt;br /&gt;
&lt;br /&gt;
These are global list headers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Header&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;List&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Contains&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GShipHead&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GShipList&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Ships&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTForceHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTForceList&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Task forces&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GWTForceHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GWTForce&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Task forces&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTFStasisHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTFStasis&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Identified fields:&lt;br /&gt;
&lt;br /&gt;
* slot size&lt;br /&gt;
* total number of slots in list&lt;br /&gt;
* number of occupied slots (slots with data)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
File structure (40 bytes):&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000F = unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = slot size&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = total number of slots&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = number of occupied slots&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x0027 = unknown&lt;br /&gt;
&lt;br /&gt;
=== GShipList ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 116&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
list all ships with&lt;br /&gt;
* shipname&lt;br /&gt;
* raceID&lt;br /&gt;
* shipID&lt;br /&gt;
* fleetID&lt;br /&gt;
* shield&lt;br /&gt;
* hull&lt;br /&gt;
* ship type (manufactoring type / =shiplistID in shiplist.sst)&lt;br /&gt;
* experience bonus for beam accuracy&lt;br /&gt;
* experience bonus for torpedo accuracy&lt;br /&gt;
* experience bonus for defense&lt;br /&gt;
* crew experience value&lt;br /&gt;
* crew experience level&lt;br /&gt;
* base ground combat strength&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0074&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 = shipname&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID (only for ship icon)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = shipID (NOT shiplist.sst ID)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = experience bonus for beam accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = experience bonus for torpedo accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = experience bonus for defense&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = shield (can lead to crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = hull (leads to crash in tactical fight if too high)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = crew experience value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = crew experience level (0=green,.. , 4=legendary) accessed for stars, raid, intercept &amp;amp; damage control&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0055 = ship type (manufactoring type, used as shiplistID in stbof.res, e.g. in shiptech.sst and is in same order as in UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0056 to 0x006F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 to 0x0073 = base ground combat strength (i.e. TT production value /10)&lt;br /&gt;
&lt;br /&gt;
=== GTForceList = GWTForce ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
differences only exist in behavior&amp;lt;br/&amp;gt;&lt;br /&gt;
in later turns there might remain fragments of old turns at the end of the list - they get ignored by botf&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all fleets&lt;br /&gt;
* fleetID&lt;br /&gt;
* shipIDs&lt;br /&gt;
* raceID&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* first Colony ShipID&lt;br /&gt;
* control category&lt;br /&gt;
* contains colony ships&lt;br /&gt;
* scan range&lt;br /&gt;
* flight range&lt;br /&gt;
* speed&lt;br /&gt;
* order (evade, attack,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
data fragments at the end of the file happen if fleet count decreases&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = ship count of that fleet&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = shipID of first fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000F = shipID of second fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = shipID of third fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = shipID of fourth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = shipID of fifth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = shipID of sixth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = shipID of seventh fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = shipID of eighth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x002B = shipID of ninth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = order/command - seems only to define the display: systemattack remains if changed&amp;lt;br/&amp;gt;&lt;br /&gt;
* 00 = invalid&lt;br /&gt;
* 01 = terraform&lt;br /&gt;
* 02 = colonize&lt;br /&gt;
* 03 = rade&lt;br /&gt;
* 04 = intercept&lt;br /&gt;
* 05 = evade&lt;br /&gt;
* 06 = attack&lt;br /&gt;
* 07 = build outpost&lt;br /&gt;
* 08 = build starbase&lt;br /&gt;
* 09 = crew training&lt;br /&gt;
* 0A = expand&lt;br /&gt;
* 0B = invalid&lt;br /&gt;
* 0C = scrap&lt;br /&gt;
* 0D = into wormhole&lt;br /&gt;
* 0E = attack system&lt;br /&gt;
* &amp;gt;0E = invalid&lt;br /&gt;
Offset 0x0030 to 0x0033 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = sector row (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = sector column (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = first Colony shipID (same as one of the ship slots values)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = control category (1 - major empire, 2 - minor race, 3 - alien)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = contains colony ships (0 - no, 1 - yes)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0053 = scan range, keeps only one turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005F = flight range, keeps only one turn (double precision floating point number; short = 0, middle = 1, high = 2)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0067 = speed, keeps only one turn (double precision floating point number; values 0 to 5)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = cloaking (01 00 00 00 = cloaked, else 00 00 00 00)&lt;br /&gt;
&lt;br /&gt;
=== GTFStasis ===&lt;br /&gt;
number of starbases/outposts&lt;br /&gt;
&lt;br /&gt;
=== starBaseInfo ===&lt;br /&gt;
&lt;br /&gt;
* outpost name&lt;br /&gt;
* owner raceID&lt;br /&gt;
* outpostID&lt;br /&gt;
* ship function (valid values are 6 for outpost and 7 for starbase)&lt;br /&gt;
* ship type (links to shiplist.sst entry)&lt;br /&gt;
* sector column&lt;br /&gt;
* sector row&lt;br /&gt;
* production/build cost (usually same as ship build cost in [[shiplist.sst]])&lt;br /&gt;
* production invested (outpost completion is production invested/production cost)&lt;br /&gt;
* hull&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Stored in blocks of 92 bytes.&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0027 = outpost name (ASCII)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = outpostID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002D = ship function&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002E to 0x002F = ship type&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = sector column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = sector row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003F = production cost (8 byte floating point number - double)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0047 = production invested (8 byte floating point number - double)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = scan range&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = hull&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x005B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== monster.lst ===&lt;br /&gt;
unexplored&lt;br /&gt;
&lt;br /&gt;
== AI / Agents ==&lt;br /&gt;
&lt;br /&gt;
=== AINumAgents ===&lt;br /&gt;
number of AI agents&lt;br /&gt;
&lt;br /&gt;
=== AIAgtIdCtrl ===&lt;br /&gt;
next agentID (for filenames)&lt;br /&gt;
&lt;br /&gt;
=== AIAgent0 to AIAgent[NumAgents] ===&lt;br /&gt;
mostly unexplored&lt;br /&gt;
* agentID&lt;br /&gt;
* raceID&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = agentID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = 01 00 00 00 if major, 02 00 00 00 if minor&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x00CB = unknown&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0.cnt to AgtSy[NumAgents].cnt ===&lt;br /&gt;
number of systems to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0 to AgtSy[NumAgents] ===&lt;br /&gt;
starIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0.cnt to AgtSh[NumAgents].cnt ===&lt;br /&gt;
number of ships to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0 to AgtSh[NumAgents] ===&lt;br /&gt;
shipIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0.cnt to AgtDp[NumAgents].cnt ===&lt;br /&gt;
number of entrys in AgtDpxx&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0 to AgtDp[NumAgents] ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 266&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
unknown - mayby diplomatics&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0.cnt to AgtTk[NumAgents].cnt ===&lt;br /&gt;
number of tasks for that agent&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0 to AgtTk[NumAgents] ===&lt;br /&gt;
TaskIDs (for TskSh and TskSy filenames)&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt.cnt ===&lt;br /&gt;
number of AI controled systems&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
starIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt.cnt ===&lt;br /&gt;
number of AI controled ships&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 24&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
shipIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0018&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = shipID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = unknown (if not 05 00 for colony ships, AI doesn&#039;t colonize)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0017 = unknown&lt;br /&gt;
&lt;br /&gt;
=== AINumTasks ====&lt;br /&gt;
number of Tsk-files&lt;br /&gt;
&lt;br /&gt;
==== AITaskIDCtr ===&lt;br /&gt;
next TskID for filename (of TskSh/TskSy)&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== provInfo0 to provInfo4 ===&lt;br /&gt;
lists starIDs of every major empire&lt;br /&gt;
* star count&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
=== ordInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 84&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown, includes peace proposals&lt;br /&gt;
* raceID&lt;br /&gt;
* turn of occurance&lt;br /&gt;
* destination sector row (for fleet movement)&lt;br /&gt;
* destination sector column (for fleet movement)&lt;br /&gt;
* fleetID&lt;br /&gt;
&lt;br /&gt;
has variable blocksizes!&amp;lt;br/&amp;gt;&lt;br /&gt;
on turn 1 there&#039;s only one for each major starsystem with a blocksize of 0x0054&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = turn of occurance&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = destination sector row (for fleet movement)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x002B = destination sector column (for fleet movement)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003D = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== SeedInfo ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== result.lst ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== incident.dat ===&lt;br /&gt;
completely unknown but normally it&#039;s 00 00 00 00&lt;/div&gt;</summary>
		<author><name>DCER</name></author>
	</entry>
	<entry>
		<id>http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=139</id>
		<title>Savegame File-Listing</title>
		<link rel="alternate" type="text/html" href="http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=139"/>
		<updated>2010-12-01T11:24:19Z</updated>

		<summary type="html">&lt;p&gt;DCER: Added production cost and production invested values.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of the explored content within the save games.&lt;br /&gt;
For learning to use this information, also have a look at [[Editing_Savegames]]!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most of the following data has been explored by using a vanilla singleplayer savegame at turn 1 with following settings:&lt;br /&gt;
* tech 1&lt;br /&gt;
* small galaxy&lt;br /&gt;
* irregular&lt;br /&gt;
* no minors&lt;br /&gt;
* impossible&lt;br /&gt;
&lt;br /&gt;
At later turns there are additional files stored within the saves. These may have been partially discarded.&lt;br /&gt;
For turn 1 saves, most unexplored data seems to be relatively unimportant and often can be zero!&lt;br /&gt;
Please aware that some information might be incomplete or even incorrect. &lt;br /&gt;
&lt;br /&gt;
So, after extracting a savegame with UltimateEditor you get quite a ton of files. Here&#039;s an overview about them and the hexcode they contain:&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
=== version ===&lt;br /&gt;
* for me it&#039;s always 08&lt;br /&gt;
&lt;br /&gt;
=== gameInfo ===&lt;br /&gt;
* filename&lt;br /&gt;
* gamesave name&lt;br /&gt;
* galaxy type&lt;br /&gt;
* galaxy size&lt;br /&gt;
* difficulty level&lt;br /&gt;
* strategical timer&lt;br /&gt;
* tactical timer&lt;br /&gt;
* actual and next turn&lt;br /&gt;
* player race&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* races with ships (major + minor)&lt;br /&gt;
* races beaten&lt;br /&gt;
* goal (vendetta/dominance)&lt;br /&gt;
* empire status informations (occupied systems, science, economy, military)&lt;br /&gt;
* statistic&lt;br /&gt;
* player names (if MP)&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000D(?) filename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000D to 0x003E savename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 last turn (for savename)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C 00 = singleplayer 01 = multiplayer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0250 important but unknown (crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0252 player&#039;s race (00 = card, 01 = fed, 02=ferg, 03=kling, 04=rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0254 to 0x0258 technology starting levels of the five majors (card, fed, ferg, kling, rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0260 galaxytype (00 = irregular, 01 = elliptic, 02 = ring, 03 = spiral)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0264 galaxyszie (00 = small, 01 = middle, 03 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x026C difficulty (00 = very easy, 01 = easy, 02 = normal, 03 = hard, 04 = impossible)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0270 to 0x0275(?) races in game (bitwise XOR, little endian (8bit packets) =&amp;gt; order is the same with alienInfo)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0278 beaten empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0280 to 0x0285(?) races with ships&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A4 strategical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A8 tactical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AC actual turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AE last turn points (for statistic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02BA(maybe less)+ statistic of the cards&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x04AE(maybe less)+ statistic of the feds&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x06A2(maybe less)+ statistic of the fergs&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0896(maybe less)+ statistic of the klings&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0A8A(maybe less)+ statistic of the roms&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0C84+(?) empire state (intelligence)&lt;br /&gt;
* Offset 0x0C8E+ military&lt;br /&gt;
* Offset 0x0D06+ economy&lt;br /&gt;
* Offset 0x0D1A+ science&lt;br /&gt;
* Offset 0x0D92+ occupied systemsOffset&lt;br /&gt;
0x0DBC victory condition (00=single/Multi player dominance 01=Muilt player team dominance, 02=vendetta)&lt;br /&gt;
&lt;br /&gt;
=== empsInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 444&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists information about majors&lt;br /&gt;
* empirenames&lt;br /&gt;
* name of the emperor&lt;br /&gt;
* credits&lt;br /&gt;
* number of running dilithium sources&lt;br /&gt;
* number of ships under construction&lt;br /&gt;
* population (total ?)&lt;br /&gt;
* moral shown in empire state&lt;br /&gt;
* ship-population support&lt;br /&gt;
* empire-wide ground combat bonus&lt;br /&gt;
* known empires (for diplomacy)&lt;br /&gt;
&lt;br /&gt;
is stored in blocks of 0x01BC length for every major&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one (card) gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 empire name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x004F emperor name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = address of gdlList ? (8 bytes per system), at  [+4] number of held systems&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 credits (for F1 emps info display)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B income (for F1 emps info display, not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F real ship support cost ? (- pop support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 number of running dilithium sources&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 number of ships under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = current research points different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006C to 0x006F population (?main system or total?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 to 0x0073 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0074 to 0x0077 = current morale ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B current intel different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x0093 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0094 to 0x0097 ship-population support (not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0098 to 0x009B credits&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x009C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = research at end of last turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00B3 unknown (originaly thought to be ship-population support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B4 to 0x00B7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B8 to 0x00B9 moral shown in empire state (signed integer, little endian! 0xFCFF = rebellious, 0xFFFF = apathetic, 0x0000 = normal, 0x0300 = fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BA to 0x00BB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BF = intel total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00C0 to 0x010D unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x010E to 0x010F empire-wide ground combat bonus in percent (from buildings like the Hall of Warriors)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0110 to 0x0123 (5empires * 4bytes) = treaty label: 0=Neutral, 1=War, 2=Alliance, 3=Peace&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0124 to 0x0137 (5empires * 4bytes) = territory accessible: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0138 to 0x014B (5empires * 4bytes) = trade allowed: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x014C to 0x0157 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0158 to 0x015F known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0160 to 0x01B3 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B4 to 0x01B7 = cumulative build costs of fleet (ship functions 0-4)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B8 to 0x01BB unknown&lt;br /&gt;
&lt;br /&gt;
== Aliens ==&lt;br /&gt;
=== alienInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 64&amp;lt;/span&amp;gt;&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0040 for every possible race&amp;lt;br/&amp;gt;&lt;br /&gt;
in same order as races in stbof.res or UE&amp;lt;br/&amp;gt;&lt;br /&gt;
only first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 = 01 if race is alive&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 = starID of homesystem&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 = known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 = known races (IDs 0x20+)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 (5empires * 4bytes) = treaty level (minors) 0=Neutral, 1=Friendly, 2=Affiliated, 3=Member, 4=War&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C = (for minors) 0=free diplomacy, 1=subjugated, 2=restricted diplomacy(membership)&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
=== galInfo ===&lt;br /&gt;
* galaxy size (small/middle/big)&lt;br /&gt;
* count of sectors&lt;br /&gt;
* count of stars&lt;br /&gt;
* count of anomalies&lt;br /&gt;
&lt;br /&gt;
Offset 0x0008 to 0x000B = galaxy size (00 = small, 01 = middle, 02 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = number of stars&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = number of anomalies&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0015 = number of sectors&lt;br /&gt;
&lt;br /&gt;
=== sector.lst ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 104&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all sectors&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* outpostID &lt;br /&gt;
* anomalyID&lt;br /&gt;
* starID&lt;br /&gt;
* sector scanned by race&lt;br /&gt;
* sector explored by race&lt;br /&gt;
* sector influenced by anomaly (?)&lt;br /&gt;
* claim&lt;br /&gt;
* owner of the sector&lt;br /&gt;
* actual scan value by race&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0068&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = map row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = map column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = outpostID from starBaseInfo or -1 if none&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = anomalyID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = claim (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = 00 00 00 00 if owned by card, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = 01 00 00 00 if owned by fed, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = 02 00 00 00 if owned by ferg, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = 03 00 00 00 if owned by kling, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = 04 00 00 00 if owned by rom, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = [raceID] if owned by minor, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = explored by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0031 = sector scanned by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom, 20 = blackhole)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = scanpower of card (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = scanpower of fed (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = scanpower of ferg (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = scanpower of kling (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0054 = scanpower of rom (signed, little endian)&lt;br /&gt;
&lt;br /&gt;
=== stellInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 88&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all anomalies (in ID order?)&lt;br /&gt;
* anomaly type&lt;br /&gt;
* anomaly name&lt;br /&gt;
* anomaly map picture&lt;br /&gt;
* anomaly map picture position (x/y)&lt;br /&gt;
* wormhole connections&lt;br /&gt;
* visited by majors&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0058&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = type of anomaly (00 00 00 00 = blackhole, 01 00 00 00 = X-ray pulsar, 02 00 00 00 = nebula, 03 00 00 00 = neutron star, 0A 00 00 00 = wormhole, 0B 00 00 00 = radio pulsar)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x002B = anomaly name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x003F = galaxy map picture file (00 terminated string: blackhole = &amp;quot;blkh&amp;quot; = 62 6C 6B 68, X-ray pulsar = &amp;quot;xp-&amp;quot; = 78 70 2D, nebula = &amp;quot;neb-&amp;quot; = 6E 65 62 2D, neutron star = &amp;quot;ns&amp;quot; = 6E 73, wormhole = &amp;quot;worm&amp;quot; = 77 6F 72 6D, radio pulsar = &amp;quot;rpls&amp;quot; = 72 70 6C 73)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = anomalyID for wormhole connection, else FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0042 to 0x0043 = 00 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = sector visited by major (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&lt;br /&gt;
&lt;br /&gt;
=== RToSInfo ===&lt;br /&gt;
RToS = race to star (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
races are in the following order 1: Card 2: Fed 3: Ferg 4: Kling 5: Rom&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
lists StarIDs of the homesystems of all races, if not available = FF 00&lt;br /&gt;
&lt;br /&gt;
=== SphOfIn0 to SphOfIn4 ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: [GalaxyMapWidth]&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
relevance unclear&amp;lt;br/&amp;gt;&lt;br /&gt;
gives a view of the galaxy map for every empire&amp;lt;br/&amp;gt;&lt;br /&gt;
decreasing values around home system position&amp;lt;br/&amp;gt;&lt;br /&gt;
might be relevant for the influence of systems to mark the territory&lt;br /&gt;
&lt;br /&gt;
== Systems ==&lt;br /&gt;
=== systInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 76&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all starsystems&lt;br /&gt;
* system name&lt;br /&gt;
* race (owner)&lt;br /&gt;
* race (population)&lt;br /&gt;
* population count&lt;br /&gt;
* population orders (work assignation)&lt;br /&gt;
* moral (value)&lt;br /&gt;
* moral (shown text)&lt;br /&gt;
* dilithium&lt;br /&gt;
* system visited by race&lt;br /&gt;
* star type&lt;br /&gt;
* star picture&lt;br /&gt;
* star picture position on map (x/y)&lt;br /&gt;
* planet count&lt;br /&gt;
* planetnames&lt;br /&gt;
* planet animations&lt;br /&gt;
* planet types&lt;br /&gt;
* planet sizes (small/middle/big)&lt;br /&gt;
* terraforming value total&lt;br /&gt;
* terraforming value done&lt;br /&gt;
* planet bonuses (population/energy/food =&amp;gt; pure/normal/much)&lt;br /&gt;
* incoming traderouts&lt;br /&gt;
* traderoutes of the system&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on planetnumber, traderoutes and if it&#039;s a player&#039;s system&lt;br /&gt;
only one example starsystem with a single planet gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 uninhabited = 00 00 00 00, AI = 00 00 00 01, player = 00 00 00 02&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x002F = system name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 = system type (0=home, 1=native, 2=non native, 3=subjugated, 4=affiliated, 5=independent minor, 6=conquered home, 7&amp;amp;8=invalid?, 9=any, A=rebel, B=empty)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0031 = star type (red giant=04, orange=05, yellow=06, white=07, green=08, blue=09)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0032 to 0x0035 = star picture&lt;br /&gt;
* red giant = 73 2D 72 2D&lt;br /&gt;
* orange star = 73 2D 6F 2D&lt;br /&gt;
* yellow star = 73 2D 79 2D&lt;br /&gt;
* white star = 73 2D 77 2D&lt;br /&gt;
* green star = 73 2D 67 2D&lt;br /&gt;
* blue star = 73 2D 62 2D&lt;br /&gt;
Offset 0x003F = system explored by empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = population (uninhabited = FF FF)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = race of population&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004D = raceID ( = owner, noone = 23)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = people assigned to economy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B = people assigned to energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F = people assigned to food production&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 = people assigned to science&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 = people assigned to intelligence&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006A to 0x006B = number of planets &amp;lt;= 09 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006E = dilithium resource level (0, 1, 2, 3, 4, 5, or 10), set by subroutine 4B7A50, if&amp;gt;0 dilithium icon gets shown (F1-map), also used to set the dilithium flag&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006F = unknown (majors = 05, uninhabited = 00, ? = 02,...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0071 = dilithium flag: 0x08 = Dilithium&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0072 to 0x0077 unkown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x007F = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0080 to 0x0083 = ORDER ECONOMY (typeID) 1=build building, 2=upgrade building(s), 3=build ship, 5=tradegoods, 7=unrest order&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0084 to 0x0087 = invested industry&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0088 to 0x008B = ID of building/ship under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x008C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = ? number of entries in strcInfo ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00BB = base offset of planet entry array ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BD = max population * 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0220 unknown (=32 for colonys (?))&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0298 to 0x029B = FF FF FF FF (used as base offset for moral entries)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DC to 0x02DD = moral value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DE to 0x2DF = moral text (signed integer, little endian! : -4 =  Rebellious, -3 = Defiant, -2 = Disgruntled, -1= Apathetic, 0 = Content, 1 = Pleased, 2 =  Loyal, 3 = Fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F0 to 0x02F2 = base morale&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F4 unknown (maybe moral - normally 32hex = 50dez)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0309 unknown (for majors = 01)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0328+ list of all planets of that starsystem&lt;br /&gt;
----&lt;br /&gt;
Offset 0x0328 to 0x034F = planetname (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0350 to 0x0357 = planet animation filename (= ****.ani)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0358 to 0x035D = 00 FB 57 00 30 59 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x035E to 0x035F = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0360 to 0x0361 = planet size (small = 00 00, middle = 01 00, big = 02 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0362 to 0x0363 = terraforming value total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0364 to 0x0365 = terraforming value done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0366 to 0x0367 = food bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0368 to 0x0369 = energy bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036A to 0x036B = population bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036C to 0x036D = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0370 planet type (00 = arctic, 01 = barren, 02 = desert, 03 = gas giant, 04 = djungle, 05 = oceanic, 06 = earthlike, 07 = vulcanic, 08 = methanic, 09 = AUS, &amp;gt;09 = other)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0372 to 0x0373 = 00 00&lt;br /&gt;
----&lt;br /&gt;
Offset [0x0328+0x004C*numberOfPlanets] to Offset [0x0328+0x004C*numberOfPlanets+0x0004*numberOfPlanets-0x0001]&amp;lt;br/&amp;gt;&lt;br /&gt;
(for one planet that&#039;s Offset 0x0374 to 0x0377) = unknown (mostly 00 ... 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if traderoutes are available:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = (number of incoming traderouts + number of system traderoutes) * (0x0002 length (16bit) raceID + 0x0002 length (16bit) tradeRouteNo. (tradeRouteNo + raceID = tradeRouteID))&amp;lt;br/&amp;gt;&lt;br /&gt;
] (don&#039;t know if and where the number of traderoutes is stored)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if it&#039;s a players system:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = unknown, length = 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
what a complicated file...&lt;br /&gt;
&lt;br /&gt;
=== strcInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 4&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all buildings for each star&lt;br /&gt;
* starID&lt;br /&gt;
* number of entries for each star&lt;br /&gt;
* building type&lt;br /&gt;
* building count&lt;br /&gt;
* building is activated / has energy (for special buildings)&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on number of different building types&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = number of entrys&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of entrys:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0005 = building count&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0006 to 0x0007 = building type (same order as in stbof.res and UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = receives energy (00 00 = false, 00 01 = true)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
=== techInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists science by raceID&lt;br /&gt;
* raceID&lt;br /&gt;
* science levels&lt;br /&gt;
* technology level&lt;br /&gt;
* science points done by science type&lt;br /&gt;
* actual science assignation&lt;br /&gt;
* actually buildable buildings&lt;br /&gt;
&lt;br /&gt;
explained only for one race&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = number of races (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0012 = unknown (always = 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0006 = unknown (always = 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown (always = 00 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = technology level&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x000B = buildable special buildings (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
* &amp;amp;0x8000000000000000000000 = phenix device&lt;br /&gt;
* &amp;amp;0x4000000000000000000000 = dilithium raffinery&lt;br /&gt;
* &amp;amp;0x2000000000000000000000 = orbital cannon&lt;br /&gt;
* &amp;amp;0x1000000000000000000000 = communication network&lt;br /&gt;
* &amp;amp;0x0800000000000000000000 = charge collector&lt;br /&gt;
* &amp;amp;0x0400000000000000000000 = bunker&lt;br /&gt;
* &amp;amp;0x0200000000000000000000 = simple replicator&lt;br /&gt;
* &amp;amp;0x0100000000000000000000 = improved replicator&lt;br /&gt;
* &amp;amp;0x0080000000000000000000 = shipyard&lt;br /&gt;
* &amp;amp;0x0040000000000000000000 = isolinear scanner&lt;br /&gt;
* &amp;amp;0x0020000000000000000000 = listening post&lt;br /&gt;
* &amp;amp;0x0010000000000000000000 = subspace scanner&lt;br /&gt;
* &amp;amp;0x0008000000000000000000 = subautomatic simulator&lt;br /&gt;
* &amp;amp;0x0004000000000000000000 = thery simulator&lt;br /&gt;
* &amp;amp;0x0002000000000000000000 = private farm&lt;br /&gt;
* &amp;amp;0x0001000000000000000000 = oceanic farm&lt;br /&gt;
* &amp;amp;0x0000800000000000000000 = obsedian congregation&lt;br /&gt;
* &amp;amp;0x0000400000000000000000 = reeducation center&lt;br /&gt;
* &amp;amp;0x0000200000000000000000 = union yard&lt;br /&gt;
* &amp;amp;0x0000100000000000000000 = shield generator&lt;br /&gt;
* &amp;amp;0x0000080000000000000000 = wind turbine&lt;br /&gt;
* &amp;amp;0x0000040000000000000000 = trade goods&lt;br /&gt;
* &amp;amp;0x0000020000000000000000 = trade center&lt;br /&gt;
* &amp;amp;0x0000010000000000000000 = agrarian store&lt;br /&gt;
* &amp;amp;0x0000008000000000000000 = trade tower&lt;br /&gt;
* &amp;amp;0x0000004000000000000000 = trade commission&lt;br /&gt;
* &amp;amp;0x0000002000000000000000 = holo cinema&lt;br /&gt;
* &amp;amp;0x0000001000000000000000 = fantasy land&lt;br /&gt;
* &amp;amp;0x0000000800000000000000 = inquisition&lt;br /&gt;
* &amp;amp;0x0000000400000000000000 = work camp&lt;br /&gt;
* &amp;amp;0x0000000200000000000000 = command center&lt;br /&gt;
* &amp;amp;0x0000000100000000000000 = hidden sensor grid&lt;br /&gt;
* &amp;amp;0x0000000080000000000000 = laws of war&lt;br /&gt;
* &amp;amp;0x0000000040000000000000 = utopia planetia&lt;br /&gt;
* &amp;amp;0x0000000020000000000000 = starfleet academy&lt;br /&gt;
* &amp;amp;0x0000000010000000000000 = federation council&lt;br /&gt;
* &amp;amp;0x0000000008000000000000 = daystorm institute&lt;br /&gt;
* &amp;amp;0x0000000004000000000000 = genesis sciencelab&lt;br /&gt;
* &amp;amp;0x0000000002000000000000 = festival of fun&lt;br /&gt;
* &amp;amp;0x0000000001000000000000 = franchise office&lt;br /&gt;
* &amp;amp;0x0000000000800000000000 = astronomic academy&lt;br /&gt;
* &amp;amp;0x0000000000400000000000 = singularity facility&lt;br /&gt;
* &amp;amp;0x0000000000200000000000 = center for fighttests&lt;br /&gt;
* &amp;amp;0x0000000000100000000000 = police state&lt;br /&gt;
* &amp;amp;0x0000000000080000000000 = tactical school&lt;br /&gt;
* &amp;amp;0x0000000000040000000000 = big hall&lt;br /&gt;
* &amp;amp;0x0000000000020000000000 = prison mine&lt;br /&gt;
* &amp;amp;0x0000000000010000000000 = hall of warriors&lt;br /&gt;
* &amp;amp;0x0000000000008000000000 = military yard&lt;br /&gt;
* &amp;amp;0x0000000000004000000000 = federation yard&lt;br /&gt;
* &amp;amp;0x0000000000002000000000 = federation replicator&lt;br /&gt;
* &amp;amp;0x0000000000001000000000 = alliance yard&lt;br /&gt;
* &amp;amp;0x0000000000000800000000 = tribunal&lt;br /&gt;
* &amp;amp;0x0000000000000400000000 = fleet academy&lt;br /&gt;
* &amp;amp;0x0000000000000200000000 = talshiar main quater&lt;br /&gt;
* &amp;amp;0x0000000000000100000000 = imperial senate&lt;br /&gt;
* &amp;amp;0x0000000000000080000000 = industrial center (of the Bencites)&lt;br /&gt;
* &amp;amp;0x0000000000000040000000 = architectural center (of the Bandi)&lt;br /&gt;
* &amp;amp;0x0000000000000020000000 = bajoran jalanda forum (of the Bajorans)&lt;br /&gt;
* &amp;amp;0x0000000000000010000000 = harvest complex (of the Antedians)&lt;br /&gt;
* &amp;amp;0x0000000000000008000000 = examination base (of the Anticans)&lt;br /&gt;
* &amp;amp;0x0000000000000004000000 = supersoldier academy (of the Angosians)&lt;br /&gt;
* &amp;amp;0x0000000000000002000000 = andorian war school (of the Andorians)&lt;br /&gt;
* &amp;amp;0x0000000000000001000000 = acamerian clanhall (of the Acamerians)&lt;br /&gt;
* &amp;amp;0x0000000000000000800000 = cinetic laboratory (of the Malcorians)&lt;br /&gt;
* &amp;amp;0x0000000000000000400000 = ktarian game studio (of the Ktarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000200000 = edo palace (of the Edos)&lt;br /&gt;
* &amp;amp;0x0000000000000000100000 = gladiator arena (of the Chalnoth)&lt;br /&gt;
* &amp;amp;0x0000000000000000080000 = science thinking factory (of the Caldonians)&lt;br /&gt;
* &amp;amp;0x0000000000000000040000 = planetary computer (of the Bynare)&lt;br /&gt;
* &amp;amp;0x0000000000000000020000 = cosmetic center (of the Bolarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000010000 = councelor academy (of the Betazoids)&lt;br /&gt;
* &amp;amp;0x0000000000000000008000 = defense network (of the Talarian)&lt;br /&gt;
* &amp;amp;0x0000000000000000004000 = physical institute (of the Takarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000002000 = biotec center (of the Sheliak)&lt;br /&gt;
* &amp;amp;0x0000000000000000001000 = examination base (of the Selay)&lt;br /&gt;
* &amp;amp;0x0000000000000000000800 = collector place (of the Pakleds)&lt;br /&gt;
* &amp;amp;0x0000000000000000000400 = recruitment center (of the Nausicaans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000200 = monument of subjugation (of the Mizarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000100 = mintaca farm (of the Mintacarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000080 = imperial yard&lt;br /&gt;
* &amp;amp;0x0000000000000000000040 = orgenic regenerator&lt;br /&gt;
* &amp;amp;0x0000000000000000000020 = military academy (of the Zakdorn)&lt;br /&gt;
* &amp;amp;0x0000000000000000000010 = intelligence (of the Yridians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000008 = science academy (of the Vulcans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000004 = archive of psycho history (of the Ullians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000002 = science committee (of the Trillian)&lt;br /&gt;
* &amp;amp;0x0000000000000000000001 = mythology library (of the Tamarians)Offset length 0x001D = buildable normal buildings / upgrades (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
Offset length 0x0008 = unknown (always 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Intel ==&lt;br /&gt;
=== intelInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 16&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown - seems to include intel reports&lt;br /&gt;
* actual intel assignation for every major&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x02D7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
[for all five majors: blocklength = 0x2C1C&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0070 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = intelligance assignation of internal security&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
=== treaty ===&lt;br /&gt;
completely unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
for turn 1 it&#039;s 00 00 00 00 00 00 00 00&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
=== trdeInfo0.cnt to trdeInfo4.cnt ===&lt;br /&gt;
number of traderoutes for each empire&lt;br /&gt;
&lt;br /&gt;
=== trdeInfo0 to trdeInfo4 ===&lt;br /&gt;
partially unexplored&amp;lt;br/&amp;gt;&lt;br /&gt;
lists traderoutes&lt;br /&gt;
* raceID&lt;br /&gt;
* traderoute number (+ raceID = traderouteID)&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
== Ships &amp;amp; Task Forces ==&lt;br /&gt;
=== alienTFInfo0 to alienTFInfo[numberOfRaces] ===&lt;br /&gt;
lists fleetIDs of every race&lt;br /&gt;
* number of taskforces/fleets&lt;br /&gt;
* shipIDs&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = number of controled fleets&amp;lt;br/&amp;gt;&lt;br /&gt;
[for [numberOfRaces]:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
=== shipname.dat ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
is divided into several shipname categorys&amp;lt;br/&amp;gt;&lt;br /&gt;
shipnames aren&#039;t in the same order with these in shipname.bin of stbof.res!&amp;lt;br/&amp;gt;&lt;br /&gt;
this file also influences the shipIDs for newly builded ones&lt;br /&gt;
* first given shipname&lt;br /&gt;
* next given shipname&lt;br /&gt;
* counter of repeatings (for name endings A, B, C,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x000C&amp;lt;br/&amp;gt;&lt;br /&gt;
block position equals shipname category position in shipname.bin of stbof.res as well as category position in UE&lt;br /&gt;
Each race has its own categorys, seperated for different ship types&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Warning! shipID for new constructed ships gets wrong, if distance between first and next name is wrong!&amp;lt;/span&amp;gt; (next name reffering number can be less as well as higher than first, distance is based on list iterations)&amp;lt;br/&amp;gt;&lt;br /&gt;
If next reffering number reaches first reffering number, counter gets increased&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = first given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = next given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = counter of repeating/iteration or if no name of this category has been used yet = FF FF (defines the appendix of the shipname: A, B, ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00&lt;br /&gt;
&lt;br /&gt;
=== ShipCntr ===&lt;br /&gt;
next shipID&lt;br /&gt;
&lt;br /&gt;
=== TForceCntr ===&lt;br /&gt;
next fleetID&lt;br /&gt;
&lt;br /&gt;
=== GShipHead = GTForceHd = GWTForceHd = GTFStasisHd ===&lt;br /&gt;
&lt;br /&gt;
These are global list headers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Header&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;List&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Contains&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GShipHead&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GShipList&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Ships&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTForceHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTForceList&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Task forces&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GWTForceHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GWTForce&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Task forces&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTFStasisHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTFStasis&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Identified fields:&lt;br /&gt;
&lt;br /&gt;
* slot size&lt;br /&gt;
* total number of slots in list&lt;br /&gt;
* number of occupied slots (slots with data)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
File structure (40 bytes):&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000F = unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = slot size&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = total number of slots&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = number of occupied slots&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x0027 = unknown&lt;br /&gt;
&lt;br /&gt;
=== GShipList ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 116&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
list all ships with&lt;br /&gt;
* shipname&lt;br /&gt;
* raceID&lt;br /&gt;
* shipID&lt;br /&gt;
* fleetID&lt;br /&gt;
* shield&lt;br /&gt;
* hull&lt;br /&gt;
* ship type (manufactoring type / =shiplistID in shiplist.sst)&lt;br /&gt;
* experience bonus for beam accuracy&lt;br /&gt;
* experience bonus for torpedo accuracy&lt;br /&gt;
* experience bonus for defense&lt;br /&gt;
* crew experience value&lt;br /&gt;
* crew experience level&lt;br /&gt;
* base ground combat strength&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0074&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 = shipname&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID (only for ship icon)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = shipID (NOT shiplist.sst ID)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = experience bonus for beam accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = experience bonus for torpedo accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = experience bonus for defense&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = shield (can lead to crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = hull (leads to crash in tactical fight if too high)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = crew experience value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = crew experience level (0=green,.. , 4=legendary) accessed for stars, raid, intercept &amp;amp; damage control&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0055 = ship type (manufactoring type, used as shiplistID in stbof.res, e.g. in shiptech.sst and is in same order as in UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0056 to 0x006F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 to 0x0073 = base ground combat strength (equal to the production value if the ship is a troop transport)&lt;br /&gt;
&lt;br /&gt;
=== GTForceList = GWTForce ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
differences only exist in behavior&amp;lt;br/&amp;gt;&lt;br /&gt;
in later turns there might remain fragments of old turns at the end of the list - they get ignored by botf&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all fleets&lt;br /&gt;
* fleetID&lt;br /&gt;
* shipIDs&lt;br /&gt;
* raceID&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* first Colony ShipID&lt;br /&gt;
* control category&lt;br /&gt;
* contains colony ships&lt;br /&gt;
* scan range&lt;br /&gt;
* flight range&lt;br /&gt;
* speed&lt;br /&gt;
* order (evade, attack,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
data fragments at the end of the file happen if fleet count decreases&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = ship count of that fleet&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = shipID of first fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000F = shipID of second fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = shipID of third fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = shipID of fourth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = shipID of fifth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = shipID of sixth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = shipID of seventh fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = shipID of eighth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x002B = shipID of ninth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = order/command - seems only to define the display: systemattack remains if changed&amp;lt;br/&amp;gt;&lt;br /&gt;
* 00 = invalid&lt;br /&gt;
* 01 = terraform&lt;br /&gt;
* 02 = colonize&lt;br /&gt;
* 03 = rade&lt;br /&gt;
* 04 = intercept&lt;br /&gt;
* 05 = evade&lt;br /&gt;
* 06 = attack&lt;br /&gt;
* 07 = build outpost&lt;br /&gt;
* 08 = build starbase&lt;br /&gt;
* 09 = crew training&lt;br /&gt;
* 0A = expand&lt;br /&gt;
* 0B = invalid&lt;br /&gt;
* 0C = scrap&lt;br /&gt;
* 0D = into wormhole&lt;br /&gt;
* 0E = attack system&lt;br /&gt;
* &amp;gt;0E = invalid&lt;br /&gt;
Offset 0x0030 to 0x0033 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = sector row (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = sector column (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = first Colony shipID (same as one of the ship slots values)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = control category (1 - major empire, 2 - minor race, 3 - alien)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = contains colony ships (0 - no, 1 - yes)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0053 = scan range, keeps only one turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005F = flight range, keeps only one turn (double precision floating point number; short = 0, middle = 1, high = 2)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0067 = speed, keeps only one turn (double precision floating point number; values 0 to 5)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = cloaking (01 00 00 00 = cloaked, else 00 00 00 00)&lt;br /&gt;
&lt;br /&gt;
=== GTFStasis ===&lt;br /&gt;
number of starbases/outposts (guessed)&lt;br /&gt;
&lt;br /&gt;
=== starBaseInfo ===&lt;br /&gt;
&lt;br /&gt;
* outpost name&lt;br /&gt;
* owner raceID&lt;br /&gt;
* outpostID&lt;br /&gt;
* ship function (valid values are 6 for outpost and 7 for starbase)&lt;br /&gt;
* ship type (links to shiplist.sst entry)&lt;br /&gt;
* sector column&lt;br /&gt;
* sector row&lt;br /&gt;
* production/build cost (usually same as ship build cost in [[shiplist.sst]])&lt;br /&gt;
* production invested (outpost completion is production invested/production cost)&lt;br /&gt;
* hull&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Stored in blocks of 92 bytes.&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0027 = outpost name (ASCII)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = outpostID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002D = ship function&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002E to 0x002F = ship type&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = sector column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = sector row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003F = production cost (8 byte floating point number - double)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0047 = production invested (8 byte floating point number - double)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = hull&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x005B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== monster.lst ===&lt;br /&gt;
unexplored&lt;br /&gt;
&lt;br /&gt;
== AI / Agents ==&lt;br /&gt;
&lt;br /&gt;
=== AINumAgents ===&lt;br /&gt;
number of AI agents&lt;br /&gt;
&lt;br /&gt;
=== AIAgtIdCtrl ===&lt;br /&gt;
next agentID (for filenames)&lt;br /&gt;
&lt;br /&gt;
=== AIAgent0 to AIAgent[NumAgents] ===&lt;br /&gt;
mostly unexplored&lt;br /&gt;
* agentID&lt;br /&gt;
* raceID&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = agentID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = 01 00 00 00 if major, 02 00 00 00 if minor&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x00CB = unknown&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0.cnt to AgtSy[NumAgents].cnt ===&lt;br /&gt;
number of systems to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0 to AgtSy[NumAgents] ===&lt;br /&gt;
starIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0.cnt to AgtSh[NumAgents].cnt ===&lt;br /&gt;
number of ships to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0 to AgtSh[NumAgents] ===&lt;br /&gt;
shipIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0.cnt to AgtDp[NumAgents].cnt ===&lt;br /&gt;
number of entrys in AgtDpxx&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0 to AgtDp[NumAgents] ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 266&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
unknown - mayby diplomatics&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0.cnt to AgtTk[NumAgents].cnt ===&lt;br /&gt;
number of tasks for that agent&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0 to AgtTk[NumAgents] ===&lt;br /&gt;
TaskIDs (for TskSh and TskSy filenames)&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt.cnt ===&lt;br /&gt;
number of AI controled systems&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
starIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt.cnt ===&lt;br /&gt;
number of AI controled ships&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 24&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
shipIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0018&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = shipID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = unknown (if not 05 00 for colony ships, AI doesn&#039;t colonize)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0017 = unknown&lt;br /&gt;
&lt;br /&gt;
=== AINumTasks ====&lt;br /&gt;
number of Tsk-files&lt;br /&gt;
&lt;br /&gt;
==== AITaskIDCtr ===&lt;br /&gt;
next TskID for filename (of TskSh/TskSy)&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== provInfo0 to provInfo4 ===&lt;br /&gt;
lists starIDs of every major empire&lt;br /&gt;
* star count&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
=== ordInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 84&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown, includes peace proposals&lt;br /&gt;
* raceID&lt;br /&gt;
* turn of occurance&lt;br /&gt;
* destination sector row (for fleet movement)&lt;br /&gt;
* destination sector column (for fleet movement)&lt;br /&gt;
* fleetID&lt;br /&gt;
&lt;br /&gt;
has variable blocksizes!&amp;lt;br/&amp;gt;&lt;br /&gt;
on turn 1 there&#039;s only one for each major starsystem with a blocksize of 0x0054&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = turn of occurance&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = destination sector row (for fleet movement)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x002B = destination sector column (for fleet movement)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003D = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== SeedInfo ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== result.lst ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== incident.dat ===&lt;br /&gt;
completely unknown but normally it&#039;s 00 00 00 00&lt;/div&gt;</summary>
		<author><name>DCER</name></author>
	</entry>
	<entry>
		<id>http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=137</id>
		<title>Savegame File-Listing</title>
		<link rel="alternate" type="text/html" href="http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=137"/>
		<updated>2010-08-05T08:43:44Z</updated>

		<summary type="html">&lt;p&gt;DCER: /* ordInfo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of the explored content within the save games.&lt;br /&gt;
For learning to use this information, also have a look at [[Editing_Savegames]]!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most of the following data has been explored by using a vanilla singleplayer savegame at turn 1 with following settings:&lt;br /&gt;
* tech 1&lt;br /&gt;
* small galaxy&lt;br /&gt;
* irregular&lt;br /&gt;
* no minors&lt;br /&gt;
* impossible&lt;br /&gt;
&lt;br /&gt;
At later turns there are additional files stored within the saves. These may have been partially discarded.&lt;br /&gt;
For turn 1 saves, most unexplored data seems to be relatively unimportant and often can be zero!&lt;br /&gt;
Please aware that some information might be incomplete or even incorrect. &lt;br /&gt;
&lt;br /&gt;
So, after extracting a savegame with UltimateEditor you get quite a ton of files. Here&#039;s an overview about them and the hexcode they contain:&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
=== version ===&lt;br /&gt;
* for me it&#039;s always 08&lt;br /&gt;
&lt;br /&gt;
=== gameInfo ===&lt;br /&gt;
* filename&lt;br /&gt;
* gamesave name&lt;br /&gt;
* galaxy type&lt;br /&gt;
* galaxy size&lt;br /&gt;
* difficulty level&lt;br /&gt;
* strategical timer&lt;br /&gt;
* tactical timer&lt;br /&gt;
* actual and next turn&lt;br /&gt;
* player race&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* races with ships (major + minor)&lt;br /&gt;
* races beaten&lt;br /&gt;
* goal (vendetta/dominance)&lt;br /&gt;
* empire status informations (occupied systems, science, economy, military)&lt;br /&gt;
* statistic&lt;br /&gt;
* player names (if MP)&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000D(?) filename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000D to 0x003E savename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 last turn (for savename)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C 00 = singleplayer 01 = multiplayer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0250 important but unknown (crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0252 player&#039;s race (00 = card, 01 = fed, 02=ferg, 03=kling, 04=rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0254 to 0x0258 technology starting levels of the five majors (card, fed, ferg, kling, rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0260 galaxytype (00 = irregular, 01 = elliptic, 02 = ring, 03 = spiral)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0264 galaxyszie (00 = small, 01 = middle, 03 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x026C difficulty (00 = very easy, 01 = easy, 02 = normal, 03 = hard, 04 = impossible)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0270 to 0x0275(?) races in game (bitwise XOR, little endian (8bit packets) =&amp;gt; order is the same with alienInfo)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0278 beaten empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0280 to 0x0285(?) races with ships&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A4 strategical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A8 tactical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AC actual turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AE last turn points (for statistic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02BA(maybe less)+ statistic of the cards&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x04AE(maybe less)+ statistic of the feds&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x06A2(maybe less)+ statistic of the fergs&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0896(maybe less)+ statistic of the klings&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0A8A(maybe less)+ statistic of the roms&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0C84+(?) empire state (intelligence)&lt;br /&gt;
* Offset 0x0C8E+ military&lt;br /&gt;
* Offset 0x0D06+ economy&lt;br /&gt;
* Offset 0x0D1A+ science&lt;br /&gt;
* Offset 0x0D92+ occupied systemsOffset&lt;br /&gt;
0x0DBC victory condition (00=single/Multi player dominance 01=Muilt player team dominance, 02=vendetta)&lt;br /&gt;
&lt;br /&gt;
=== empsInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 444&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists information about majors&lt;br /&gt;
* empirenames&lt;br /&gt;
* name of the emperor&lt;br /&gt;
* credits&lt;br /&gt;
* number of running dilithium sources&lt;br /&gt;
* number of ships under construction&lt;br /&gt;
* population (total ?)&lt;br /&gt;
* moral shown in empire state&lt;br /&gt;
* ship-population support&lt;br /&gt;
* empire-wide ground combat bonus&lt;br /&gt;
* known empires (for diplomacy)&lt;br /&gt;
&lt;br /&gt;
is stored in blocks of 0x01BC length for every major&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one (card) gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 empire name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x004F emperor name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = address of gdlList ? (8 bytes per system), at  [+4] number of held systems&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 credits (for F1 emps info display)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B income (for F1 emps info display, not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F real ship support cost ? (- pop support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 number of running dilithium sources&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 number of ships under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = current research points different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006C to 0x006F population (?main system or total?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 to 0x0073 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0074 to 0x0077 = current morale ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B current intel different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x0093 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0094 to 0x0097 ship-population support (not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0098 to 0x009B credits&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x009C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = research at end of last turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00B3 unknown (originaly thought to be ship-population support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B4 to 0x00B7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B8 to 0x00B9 moral shown in empire state (signed integer, little endian! 0xFCFF = rebellious, 0xFFFF = apathetic, 0x0000 = normal, 0x0300 = fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BA to 0x00BB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BF = intel total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00C0 to 0x010D unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x010E to 0x010F empire-wide ground combat bonus in percent (from buildings like the Hall of Warriors)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0110 to 0x0123 (5empires * 4bytes) = treaty label: 0=Neutral, 1=War, 2=Alliance, 3=Peace&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0124 to 0x0137 (5empires * 4bytes) = territory accessible: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0138 to 0x014B (5empires * 4bytes) = trade allowed: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x014C to 0x0157 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0158 to 0x015F known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0160 to 0x01B3 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B4 to 0x01B7 = cumulative build costs of fleet (ship functions 0-4)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B8 to 0x01BB unknown&lt;br /&gt;
&lt;br /&gt;
== Aliens ==&lt;br /&gt;
=== alienInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 64&amp;lt;/span&amp;gt;&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0040 for every possible race&amp;lt;br/&amp;gt;&lt;br /&gt;
in same order as races in stbof.res or UE&amp;lt;br/&amp;gt;&lt;br /&gt;
only first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 = 01 if race is alive&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 = starID of homesystem&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 = known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 = known races (IDs 0x20+)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 (5empires * 4bytes) = treaty level (minors) 0=Neutral, 1=Friendly, 2=Affiliated, 3=Member, 4=War&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C = (for minors) 0=free diplomacy, 1=subjugated, 2=restricted diplomacy(membership)&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
=== galInfo ===&lt;br /&gt;
* galaxy size (small/middle/big)&lt;br /&gt;
* count of sectors&lt;br /&gt;
* count of stars&lt;br /&gt;
* count of anomalies&lt;br /&gt;
&lt;br /&gt;
Offset 0x0008 to 0x000B = galaxy size (00 = small, 01 = middle, 02 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = number of stars&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = number of anomalies&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0015 = number of sectors&lt;br /&gt;
&lt;br /&gt;
=== sector.lst ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 104&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all sectors&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* outpostID &lt;br /&gt;
* anomalyID&lt;br /&gt;
* starID&lt;br /&gt;
* sector scanned by race&lt;br /&gt;
* sector explored by race&lt;br /&gt;
* sector influenced by anomaly (?)&lt;br /&gt;
* claim&lt;br /&gt;
* owner of the sector&lt;br /&gt;
* actual scan value by race&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0068&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = map row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = map column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = outpostID from starBaseInfo or -1 if none&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = anomalyID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = claim (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = 00 00 00 00 if owned by card, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = 01 00 00 00 if owned by fed, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = 02 00 00 00 if owned by ferg, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = 03 00 00 00 if owned by kling, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = 04 00 00 00 if owned by rom, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = [raceID] if owned by minor, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = explored by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0031 = sector scanned by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom, 20 = blackhole)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = scanpower of card (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = scanpower of fed (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = scanpower of ferg (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = scanpower of kling (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0054 = scanpower of rom (signed, little endian)&lt;br /&gt;
&lt;br /&gt;
=== stellInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 88&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all anomalies (in ID order?)&lt;br /&gt;
* anomaly type&lt;br /&gt;
* anomaly name&lt;br /&gt;
* anomaly map picture&lt;br /&gt;
* anomaly map picture position (x/y)&lt;br /&gt;
* wormhole connections&lt;br /&gt;
* visited by majors&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0058&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = type of anomaly (00 00 00 00 = blackhole, 01 00 00 00 = X-ray pulsar, 02 00 00 00 = nebula, 03 00 00 00 = neutron star, 0A 00 00 00 = wormhole, 0B 00 00 00 = radio pulsar)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x002B = anomaly name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x003F = galaxy map picture file (00 terminated string: blackhole = &amp;quot;blkh&amp;quot; = 62 6C 6B 68, X-ray pulsar = &amp;quot;xp-&amp;quot; = 78 70 2D, nebula = &amp;quot;neb-&amp;quot; = 6E 65 62 2D, neutron star = &amp;quot;ns&amp;quot; = 6E 73, wormhole = &amp;quot;worm&amp;quot; = 77 6F 72 6D, radio pulsar = &amp;quot;rpls&amp;quot; = 72 70 6C 73)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = anomalyID for wormhole connection, else FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0042 to 0x0043 = 00 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = sector visited by major (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&lt;br /&gt;
&lt;br /&gt;
=== RToSInfo ===&lt;br /&gt;
RToS = race to star (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
races are in the following order 1: Card 2: Fed 3: Ferg 4: Kling 5: Rom&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
lists StarIDs of the homesystems of all races, if not available = FF 00&lt;br /&gt;
&lt;br /&gt;
=== SphOfIn0 to SphOfIn4 ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: [GalaxyMapWidth]&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
relevance unclear&amp;lt;br/&amp;gt;&lt;br /&gt;
gives a view of the galaxy map for every empire&amp;lt;br/&amp;gt;&lt;br /&gt;
decreasing values around home system position&amp;lt;br/&amp;gt;&lt;br /&gt;
might be relevant for the influence of systems to mark the territory&lt;br /&gt;
&lt;br /&gt;
== Systems ==&lt;br /&gt;
=== systInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 76&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all starsystems&lt;br /&gt;
* system name&lt;br /&gt;
* race (owner)&lt;br /&gt;
* race (population)&lt;br /&gt;
* population count&lt;br /&gt;
* population orders (work assignation)&lt;br /&gt;
* moral (value)&lt;br /&gt;
* moral (shown text)&lt;br /&gt;
* dilithium&lt;br /&gt;
* system visited by race&lt;br /&gt;
* star type&lt;br /&gt;
* star picture&lt;br /&gt;
* star picture position on map (x/y)&lt;br /&gt;
* planet count&lt;br /&gt;
* planetnames&lt;br /&gt;
* planet animations&lt;br /&gt;
* planet types&lt;br /&gt;
* planet sizes (small/middle/big)&lt;br /&gt;
* terraforming value total&lt;br /&gt;
* terraforming value done&lt;br /&gt;
* planet bonuses (population/energy/food =&amp;gt; pure/normal/much)&lt;br /&gt;
* incoming traderouts&lt;br /&gt;
* traderoutes of the system&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on planetnumber, traderoutes and if it&#039;s a player&#039;s system&lt;br /&gt;
only one example starsystem with a single planet gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 uninhabited = 00 00 00 00, AI = 00 00 00 01, player = 00 00 00 02&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x002F = system name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 = system type (0=home, 1=native, 2=non native, 3=subjugated, 4=affiliated, 5=independent minor, 6=conquered home, 7&amp;amp;8=invalid?, 9=any, A=rebel, B=empty)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0031 = star type (red giant=04, orange=05, yellow=06, white=07, green=08, blue=09)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0032 to 0x0035 = star picture&lt;br /&gt;
* red giant = 73 2D 72 2D&lt;br /&gt;
* orange star = 73 2D 6F 2D&lt;br /&gt;
* yellow star = 73 2D 79 2D&lt;br /&gt;
* white star = 73 2D 77 2D&lt;br /&gt;
* green star = 73 2D 67 2D&lt;br /&gt;
* blue star = 73 2D 62 2D&lt;br /&gt;
Offset 0x003F = system explored by empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = population (uninhabited = FF FF)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = race of population&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004D = raceID ( = owner, noone = 23)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = people assigned to economy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B = people assigned to energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F = people assigned to food production&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 = people assigned to science&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 = people assigned to intelligence&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006A to 0x006B = number of planets &amp;lt;= 09 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006E = dilithium resource level (0, 1, 2, 3, 4, 5, or 10), set by subroutine 4B7A50, if&amp;gt;0 dilithium icon gets shown (F1-map), also used to set the dilithium flag&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006F = unknown (majors = 05, uninhabited = 00, ? = 02,...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0071 = dilithium flag: 0x08 = Dilithium&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0072 to 0x0077 unkown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x007F = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0080 to 0x0083 = ORDER ECONOMY (typeID) 1=build building, 2=upgrade building(s), 3=build ship, 5=tradegoods, 7=unrest order&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0084 to 0x0087 = invested industry&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0088 to 0x008B = ID of building/ship under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x008C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = ? number of entries in strcInfo ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00BB = base offset of planet entry array ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BD = max population * 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0220 unknown (=32 for colonys (?))&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0298 to 0x029B = FF FF FF FF (used as base offset for moral entries)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DC to 0x02DD = moral value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DE to 0x2DF = moral text (signed integer, little endian! : -4 =  Rebellious, -3 = Defiant, -2 = Disgruntled, -1= Apathetic, 0 = Content, 1 = Pleased, 2 =  Loyal, 3 = Fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F0 to 0x02F2 = base morale&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F4 unknown (maybe moral - normally 32hex = 50dez)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0309 unknown (for majors = 01)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0328+ list of all planets of that starsystem&lt;br /&gt;
----&lt;br /&gt;
Offset 0x0328 to 0x034F = planetname (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0350 to 0x0357 = planet animation filename (= ****.ani)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0358 to 0x035D = 00 FB 57 00 30 59 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x035E to 0x035F = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0360 to 0x0361 = planet size (small = 00 00, middle = 01 00, big = 02 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0362 to 0x0363 = terraforming value total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0364 to 0x0365 = terraforming value done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0366 to 0x0367 = food bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0368 to 0x0369 = energy bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036A to 0x036B = population bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036C to 0x036D = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0370 planet type (00 = arctic, 01 = barren, 02 = desert, 03 = gas giant, 04 = djungle, 05 = oceanic, 06 = earthlike, 07 = vulcanic, 08 = methanic, 09 = AUS, &amp;gt;09 = other)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0372 to 0x0373 = 00 00&lt;br /&gt;
----&lt;br /&gt;
Offset [0x0328+0x004C*numberOfPlanets] to Offset [0x0328+0x004C*numberOfPlanets+0x0004*numberOfPlanets-0x0001]&amp;lt;br/&amp;gt;&lt;br /&gt;
(for one planet that&#039;s Offset 0x0374 to 0x0377) = unknown (mostly 00 ... 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if traderoutes are available:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = (number of incoming traderouts + number of system traderoutes) * (0x0002 length (16bit) raceID + 0x0002 length (16bit) tradeRouteNo. (tradeRouteNo + raceID = tradeRouteID))&amp;lt;br/&amp;gt;&lt;br /&gt;
] (don&#039;t know if and where the number of traderoutes is stored)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if it&#039;s a players system:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = unknown, length = 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
what a complicated file...&lt;br /&gt;
&lt;br /&gt;
=== strcInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 4&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all buildings for each star&lt;br /&gt;
* starID&lt;br /&gt;
* number of entries for each star&lt;br /&gt;
* building type&lt;br /&gt;
* building count&lt;br /&gt;
* building is activated / has energy (for special buildings)&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on number of different building types&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = number of entrys&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of entrys:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0005 = building count&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0006 to 0x0007 = building type (same order as in stbof.res and UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = receives energy (00 00 = false, 00 01 = true)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
=== techInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists science by raceID&lt;br /&gt;
* raceID&lt;br /&gt;
* science levels&lt;br /&gt;
* technology level&lt;br /&gt;
* science points done by science type&lt;br /&gt;
* actual science assignation&lt;br /&gt;
* actually buildable buildings&lt;br /&gt;
&lt;br /&gt;
explained only for one race&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = number of races (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0012 = unknown (always = 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0006 = unknown (always = 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown (always = 00 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = technology level&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x000B = buildable special buildings (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
* &amp;amp;0x8000000000000000000000 = phenix device&lt;br /&gt;
* &amp;amp;0x4000000000000000000000 = dilithium raffinery&lt;br /&gt;
* &amp;amp;0x2000000000000000000000 = orbital cannon&lt;br /&gt;
* &amp;amp;0x1000000000000000000000 = communication network&lt;br /&gt;
* &amp;amp;0x0800000000000000000000 = charge collector&lt;br /&gt;
* &amp;amp;0x0400000000000000000000 = bunker&lt;br /&gt;
* &amp;amp;0x0200000000000000000000 = simple replicator&lt;br /&gt;
* &amp;amp;0x0100000000000000000000 = improved replicator&lt;br /&gt;
* &amp;amp;0x0080000000000000000000 = shipyard&lt;br /&gt;
* &amp;amp;0x0040000000000000000000 = isolinear scanner&lt;br /&gt;
* &amp;amp;0x0020000000000000000000 = listening post&lt;br /&gt;
* &amp;amp;0x0010000000000000000000 = subspace scanner&lt;br /&gt;
* &amp;amp;0x0008000000000000000000 = subautomatic simulator&lt;br /&gt;
* &amp;amp;0x0004000000000000000000 = thery simulator&lt;br /&gt;
* &amp;amp;0x0002000000000000000000 = private farm&lt;br /&gt;
* &amp;amp;0x0001000000000000000000 = oceanic farm&lt;br /&gt;
* &amp;amp;0x0000800000000000000000 = obsedian congregation&lt;br /&gt;
* &amp;amp;0x0000400000000000000000 = reeducation center&lt;br /&gt;
* &amp;amp;0x0000200000000000000000 = union yard&lt;br /&gt;
* &amp;amp;0x0000100000000000000000 = shield generator&lt;br /&gt;
* &amp;amp;0x0000080000000000000000 = wind turbine&lt;br /&gt;
* &amp;amp;0x0000040000000000000000 = trade goods&lt;br /&gt;
* &amp;amp;0x0000020000000000000000 = trade center&lt;br /&gt;
* &amp;amp;0x0000010000000000000000 = agrarian store&lt;br /&gt;
* &amp;amp;0x0000008000000000000000 = trade tower&lt;br /&gt;
* &amp;amp;0x0000004000000000000000 = trade commission&lt;br /&gt;
* &amp;amp;0x0000002000000000000000 = holo cinema&lt;br /&gt;
* &amp;amp;0x0000001000000000000000 = fantasy land&lt;br /&gt;
* &amp;amp;0x0000000800000000000000 = inquisition&lt;br /&gt;
* &amp;amp;0x0000000400000000000000 = work camp&lt;br /&gt;
* &amp;amp;0x0000000200000000000000 = command center&lt;br /&gt;
* &amp;amp;0x0000000100000000000000 = hidden sensor grid&lt;br /&gt;
* &amp;amp;0x0000000080000000000000 = laws of war&lt;br /&gt;
* &amp;amp;0x0000000040000000000000 = utopia planetia&lt;br /&gt;
* &amp;amp;0x0000000020000000000000 = starfleet academy&lt;br /&gt;
* &amp;amp;0x0000000010000000000000 = federation council&lt;br /&gt;
* &amp;amp;0x0000000008000000000000 = daystorm institute&lt;br /&gt;
* &amp;amp;0x0000000004000000000000 = genesis sciencelab&lt;br /&gt;
* &amp;amp;0x0000000002000000000000 = festival of fun&lt;br /&gt;
* &amp;amp;0x0000000001000000000000 = franchise office&lt;br /&gt;
* &amp;amp;0x0000000000800000000000 = astronomic academy&lt;br /&gt;
* &amp;amp;0x0000000000400000000000 = singularity facility&lt;br /&gt;
* &amp;amp;0x0000000000200000000000 = center for fighttests&lt;br /&gt;
* &amp;amp;0x0000000000100000000000 = police state&lt;br /&gt;
* &amp;amp;0x0000000000080000000000 = tactical school&lt;br /&gt;
* &amp;amp;0x0000000000040000000000 = big hall&lt;br /&gt;
* &amp;amp;0x0000000000020000000000 = prison mine&lt;br /&gt;
* &amp;amp;0x0000000000010000000000 = hall of warriors&lt;br /&gt;
* &amp;amp;0x0000000000008000000000 = military yard&lt;br /&gt;
* &amp;amp;0x0000000000004000000000 = federation yard&lt;br /&gt;
* &amp;amp;0x0000000000002000000000 = federation replicator&lt;br /&gt;
* &amp;amp;0x0000000000001000000000 = alliance yard&lt;br /&gt;
* &amp;amp;0x0000000000000800000000 = tribunal&lt;br /&gt;
* &amp;amp;0x0000000000000400000000 = fleet academy&lt;br /&gt;
* &amp;amp;0x0000000000000200000000 = talshiar main quater&lt;br /&gt;
* &amp;amp;0x0000000000000100000000 = imperial senate&lt;br /&gt;
* &amp;amp;0x0000000000000080000000 = industrial center (of the Bencites)&lt;br /&gt;
* &amp;amp;0x0000000000000040000000 = architectural center (of the Bandi)&lt;br /&gt;
* &amp;amp;0x0000000000000020000000 = bajoran jalanda forum (of the Bajorans)&lt;br /&gt;
* &amp;amp;0x0000000000000010000000 = harvest complex (of the Antedians)&lt;br /&gt;
* &amp;amp;0x0000000000000008000000 = examination base (of the Anticans)&lt;br /&gt;
* &amp;amp;0x0000000000000004000000 = supersoldier academy (of the Angosians)&lt;br /&gt;
* &amp;amp;0x0000000000000002000000 = andorian war school (of the Andorians)&lt;br /&gt;
* &amp;amp;0x0000000000000001000000 = acamerian clanhall (of the Acamerians)&lt;br /&gt;
* &amp;amp;0x0000000000000000800000 = cinetic laboratory (of the Malcorians)&lt;br /&gt;
* &amp;amp;0x0000000000000000400000 = ktarian game studio (of the Ktarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000200000 = edo palace (of the Edos)&lt;br /&gt;
* &amp;amp;0x0000000000000000100000 = gladiator arena (of the Chalnoth)&lt;br /&gt;
* &amp;amp;0x0000000000000000080000 = science thinking factory (of the Caldonians)&lt;br /&gt;
* &amp;amp;0x0000000000000000040000 = planetary computer (of the Bynare)&lt;br /&gt;
* &amp;amp;0x0000000000000000020000 = cosmetic center (of the Bolarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000010000 = councelor academy (of the Betazoids)&lt;br /&gt;
* &amp;amp;0x0000000000000000008000 = defense network (of the Talarian)&lt;br /&gt;
* &amp;amp;0x0000000000000000004000 = physical institute (of the Takarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000002000 = biotec center (of the Sheliak)&lt;br /&gt;
* &amp;amp;0x0000000000000000001000 = examination base (of the Selay)&lt;br /&gt;
* &amp;amp;0x0000000000000000000800 = collector place (of the Pakleds)&lt;br /&gt;
* &amp;amp;0x0000000000000000000400 = recruitment center (of the Nausicaans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000200 = monument of subjugation (of the Mizarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000100 = mintaca farm (of the Mintacarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000080 = imperial yard&lt;br /&gt;
* &amp;amp;0x0000000000000000000040 = orgenic regenerator&lt;br /&gt;
* &amp;amp;0x0000000000000000000020 = military academy (of the Zakdorn)&lt;br /&gt;
* &amp;amp;0x0000000000000000000010 = intelligence (of the Yridians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000008 = science academy (of the Vulcans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000004 = archive of psycho history (of the Ullians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000002 = science committee (of the Trillian)&lt;br /&gt;
* &amp;amp;0x0000000000000000000001 = mythology library (of the Tamarians)Offset length 0x001D = buildable normal buildings / upgrades (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
Offset length 0x0008 = unknown (always 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Intel ==&lt;br /&gt;
=== intelInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 16&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown - seems to include intel reports&lt;br /&gt;
* actual intel assignation for every major&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x02D7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
[for all five majors: blocklength = 0x2C1C&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0070 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = intelligance assignation of internal security&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
=== treaty ===&lt;br /&gt;
completely unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
for turn 1 it&#039;s 00 00 00 00 00 00 00 00&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
=== trdeInfo0.cnt to trdeInfo4.cnt ===&lt;br /&gt;
number of traderoutes for each empire&lt;br /&gt;
&lt;br /&gt;
=== trdeInfo0 to trdeInfo4 ===&lt;br /&gt;
partially unexplored&amp;lt;br/&amp;gt;&lt;br /&gt;
lists traderoutes&lt;br /&gt;
* raceID&lt;br /&gt;
* traderoute number (+ raceID = traderouteID)&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
== Ships &amp;amp; Task Forces ==&lt;br /&gt;
=== alienTFInfo0 to alienTFInfo[numberOfRaces] ===&lt;br /&gt;
lists fleetIDs of every race&lt;br /&gt;
* number of taskforces/fleets&lt;br /&gt;
* shipIDs&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = number of controled fleets&amp;lt;br/&amp;gt;&lt;br /&gt;
[for [numberOfRaces]:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
=== shipname.dat ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
is divided into several shipname categorys&amp;lt;br/&amp;gt;&lt;br /&gt;
shipnames aren&#039;t in the same order with these in shipname.bin of stbof.res!&amp;lt;br/&amp;gt;&lt;br /&gt;
this file also influences the shipIDs for newly builded ones&lt;br /&gt;
* first given shipname&lt;br /&gt;
* next given shipname&lt;br /&gt;
* counter of repeatings (for name endings A, B, C,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x000C&amp;lt;br/&amp;gt;&lt;br /&gt;
block position equals shipname category position in shipname.bin of stbof.res as well as category position in UE&lt;br /&gt;
Each race has its own categorys, seperated for different ship types&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Warning! shipID for new constructed ships gets wrong, if distance between first and next name is wrong!&amp;lt;/span&amp;gt; (next name reffering number can be less as well as higher than first, distance is based on list iterations)&amp;lt;br/&amp;gt;&lt;br /&gt;
If next reffering number reaches first reffering number, counter gets increased&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = first given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = next given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = counter of repeating/iteration or if no name of this category has been used yet = FF FF (defines the appendix of the shipname: A, B, ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00&lt;br /&gt;
&lt;br /&gt;
=== ShipCntr ===&lt;br /&gt;
next shipID&lt;br /&gt;
&lt;br /&gt;
=== TForceCntr ===&lt;br /&gt;
next fleetID&lt;br /&gt;
&lt;br /&gt;
=== GShipHead = GTForceHd = GWTForceHd = GTFStasisHd ===&lt;br /&gt;
&lt;br /&gt;
These are global list headers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Header&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;List&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Contains&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GShipHead&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GShipList&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Ships&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTForceHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTForceList&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Task forces&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GWTForceHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GWTForce&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Task forces&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTFStasisHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTFStasis&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Identified fields:&lt;br /&gt;
&lt;br /&gt;
* slot size&lt;br /&gt;
* total number of slots in list&lt;br /&gt;
* number of occupied slots (slots with data)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
File structure (40 bytes):&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000F = unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = slot size&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = total number of slots&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = number of occupied slots&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x0027 = unknown&lt;br /&gt;
&lt;br /&gt;
=== GShipList ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 116&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
list all ships with&lt;br /&gt;
* shipname&lt;br /&gt;
* raceID&lt;br /&gt;
* shipID&lt;br /&gt;
* fleetID&lt;br /&gt;
* shield&lt;br /&gt;
* hull&lt;br /&gt;
* ship type (manufactoring type / =shiplistID in shiplist.sst)&lt;br /&gt;
* experience bonus for beam accuracy&lt;br /&gt;
* experience bonus for torpedo accuracy&lt;br /&gt;
* experience bonus for defense&lt;br /&gt;
* crew experience value&lt;br /&gt;
* crew experience level&lt;br /&gt;
* base ground combat strength&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0074&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 = shipname&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID (only for ship icon)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = shipID (NOT shiplist.sst ID)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = experience bonus for beam accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = experience bonus for torpedo accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = experience bonus for defense&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = shield (can lead to crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = hull (leads to crash in tactical fight if too high)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = crew experience value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = crew experience level (0=green,.. , 4=legendary) accessed for stars, raid, intercept &amp;amp; damage control&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0055 = ship type (manufactoring type, used as shiplistID in stbof.res, e.g. in shiptech.sst and is in same order as in UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0056 to 0x0069 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 to 0x0073 = base ground combat strength (equal to the production value if the ship is a troop transport)&lt;br /&gt;
&lt;br /&gt;
=== GTForceList = GWTForce ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
differences only exist in behavior&amp;lt;br/&amp;gt;&lt;br /&gt;
in later turns there might remain fragments of old turns at the end of the list - they get ignored by botf&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all fleets&lt;br /&gt;
* fleetID&lt;br /&gt;
* shipIDs&lt;br /&gt;
* raceID&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* first Colony ShipID&lt;br /&gt;
* control category&lt;br /&gt;
* contains colony ships&lt;br /&gt;
* scan range&lt;br /&gt;
* flight range&lt;br /&gt;
* speed&lt;br /&gt;
* order (evade, attack,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
data fragments at the end of the file happen if fleet count decreases&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = ship count of that fleet&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = shipID of first fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000F = shipID of second fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = shipID of third fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = shipID of fourth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = shipID of fifth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = shipID of sixth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = shipID of seventh fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = shipID of eighth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x002B = shipID of ninth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = order/command - seems only to define the display: systemattack remains if changed&amp;lt;br/&amp;gt;&lt;br /&gt;
* 00 = invalid&lt;br /&gt;
* 01 = terraform&lt;br /&gt;
* 02 = colonize&lt;br /&gt;
* 03 = rade&lt;br /&gt;
* 04 = intercept&lt;br /&gt;
* 05 = evade&lt;br /&gt;
* 06 = attack&lt;br /&gt;
* 07 = build outpost&lt;br /&gt;
* 08 = build starbase&lt;br /&gt;
* 09 = crew training&lt;br /&gt;
* 0A = expand&lt;br /&gt;
* 0B = invalid&lt;br /&gt;
* 0C = scrap&lt;br /&gt;
* 0D = into wormhole&lt;br /&gt;
* 0E = attack system&lt;br /&gt;
* &amp;gt;0E = invalid&lt;br /&gt;
Offset 0x0030 to 0x0033 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = sector row (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = sector column (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = first Colony shipID (same as one of the ship slots values)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = control category (1 - major empire, 2 - minor race, 3 - alien)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = contains colony ships (0 - no, 1 - yes)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0053 = scan range, keeps only one turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005F = flight range, keeps only one turn (double precision floating point number; short = 0, middle = 1, high = 2)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0067 = speed, keeps only one turn (double precision floating point number; values 0 to 5)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = cloaking (01 00 00 00 = cloaked, else 00 00 00 00)&lt;br /&gt;
&lt;br /&gt;
=== GTFStasis ===&lt;br /&gt;
number of starbases/outposts (guessed)&lt;br /&gt;
&lt;br /&gt;
=== starBaseInfo ===&lt;br /&gt;
&lt;br /&gt;
* outpost name&lt;br /&gt;
* owner raceID&lt;br /&gt;
* outpostID&lt;br /&gt;
* ship function (valid values are 6 for outpost and 7 for starbase)&lt;br /&gt;
* ship type (links to shiplist.sst entry)&lt;br /&gt;
* sector column&lt;br /&gt;
* sector row&lt;br /&gt;
* hull&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Stored in blocks of 92 bytes.&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0027 = outpost name (ASCII)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = outpostID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002D = ship function&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002E to 0x002F = ship type&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = sector column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = sector row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x004B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = hull&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x005B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== monster.lst ===&lt;br /&gt;
unexplored&lt;br /&gt;
&lt;br /&gt;
== AI / Agents ==&lt;br /&gt;
&lt;br /&gt;
=== AINumAgents ===&lt;br /&gt;
number of AI agents&lt;br /&gt;
&lt;br /&gt;
=== AIAgtIdCtrl ===&lt;br /&gt;
next agentID (for filenames)&lt;br /&gt;
&lt;br /&gt;
=== AIAgent0 to AIAgent[NumAgents] ===&lt;br /&gt;
mostly unexplored&lt;br /&gt;
* agentID&lt;br /&gt;
* raceID&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = agentID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = 01 00 00 00 if major, 02 00 00 00 if minor&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x00CB = unknown&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0.cnt to AgtSy[NumAgents].cnt ===&lt;br /&gt;
number of systems to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0 to AgtSy[NumAgents] ===&lt;br /&gt;
starIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0.cnt to AgtSh[NumAgents].cnt ===&lt;br /&gt;
number of ships to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0 to AgtSh[NumAgents] ===&lt;br /&gt;
shipIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0.cnt to AgtDp[NumAgents].cnt ===&lt;br /&gt;
number of entrys in AgtDpxx&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0 to AgtDp[NumAgents] ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 266&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
unknown - mayby diplomatics&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0.cnt to AgtTk[NumAgents].cnt ===&lt;br /&gt;
number of tasks for that agent&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0 to AgtTk[NumAgents] ===&lt;br /&gt;
TaskIDs (for TskSh and TskSy filenames)&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt.cnt ===&lt;br /&gt;
number of AI controled systems&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
starIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt.cnt ===&lt;br /&gt;
number of AI controled ships&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 24&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
shipIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0018&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = shipID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = unknown (if not 05 00 for colony ships, AI doesn&#039;t colonize)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0017 = unknown&lt;br /&gt;
&lt;br /&gt;
=== AINumTasks ====&lt;br /&gt;
number of Tsk-files&lt;br /&gt;
&lt;br /&gt;
==== AITaskIDCtr ===&lt;br /&gt;
next TskID for filename (of TskSh/TskSy)&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== provInfo0 to provInfo4 ===&lt;br /&gt;
lists starIDs of every major empire&lt;br /&gt;
* star count&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
=== ordInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 84&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown, includes peace proposals&lt;br /&gt;
* raceID&lt;br /&gt;
* turn of occurance&lt;br /&gt;
* destination sector row (for fleet movement)&lt;br /&gt;
* destination sector column (for fleet movement)&lt;br /&gt;
* fleetID&lt;br /&gt;
&lt;br /&gt;
has variable blocksizes!&amp;lt;br/&amp;gt;&lt;br /&gt;
on turn 1 there&#039;s only one for each major starsystem with a blocksize of 0x0054&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = turn of occurance&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = destination sector row (for fleet movement)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x002B = destination sector column (for fleet movement)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003D = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== SeedInfo ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== result.lst ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== incident.dat ===&lt;br /&gt;
completely unknown but normally it&#039;s 00 00 00 00&lt;/div&gt;</summary>
		<author><name>DCER</name></author>
	</entry>
	<entry>
		<id>http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=136</id>
		<title>Savegame File-Listing</title>
		<link rel="alternate" type="text/html" href="http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=136"/>
		<updated>2010-08-05T08:42:37Z</updated>

		<summary type="html">&lt;p&gt;DCER: /* ordInfo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of the explored content within the save games.&lt;br /&gt;
For learning to use this information, also have a look at [[Editing_Savegames]]!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most of the following data has been explored by using a vanilla singleplayer savegame at turn 1 with following settings:&lt;br /&gt;
* tech 1&lt;br /&gt;
* small galaxy&lt;br /&gt;
* irregular&lt;br /&gt;
* no minors&lt;br /&gt;
* impossible&lt;br /&gt;
&lt;br /&gt;
At later turns there are additional files stored within the saves. These may have been partially discarded.&lt;br /&gt;
For turn 1 saves, most unexplored data seems to be relatively unimportant and often can be zero!&lt;br /&gt;
Please aware that some information might be incomplete or even incorrect. &lt;br /&gt;
&lt;br /&gt;
So, after extracting a savegame with UltimateEditor you get quite a ton of files. Here&#039;s an overview about them and the hexcode they contain:&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
=== version ===&lt;br /&gt;
* for me it&#039;s always 08&lt;br /&gt;
&lt;br /&gt;
=== gameInfo ===&lt;br /&gt;
* filename&lt;br /&gt;
* gamesave name&lt;br /&gt;
* galaxy type&lt;br /&gt;
* galaxy size&lt;br /&gt;
* difficulty level&lt;br /&gt;
* strategical timer&lt;br /&gt;
* tactical timer&lt;br /&gt;
* actual and next turn&lt;br /&gt;
* player race&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* races with ships (major + minor)&lt;br /&gt;
* races beaten&lt;br /&gt;
* goal (vendetta/dominance)&lt;br /&gt;
* empire status informations (occupied systems, science, economy, military)&lt;br /&gt;
* statistic&lt;br /&gt;
* player names (if MP)&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000D(?) filename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000D to 0x003E savename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 last turn (for savename)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C 00 = singleplayer 01 = multiplayer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0250 important but unknown (crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0252 player&#039;s race (00 = card, 01 = fed, 02=ferg, 03=kling, 04=rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0254 to 0x0258 technology starting levels of the five majors (card, fed, ferg, kling, rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0260 galaxytype (00 = irregular, 01 = elliptic, 02 = ring, 03 = spiral)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0264 galaxyszie (00 = small, 01 = middle, 03 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x026C difficulty (00 = very easy, 01 = easy, 02 = normal, 03 = hard, 04 = impossible)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0270 to 0x0275(?) races in game (bitwise XOR, little endian (8bit packets) =&amp;gt; order is the same with alienInfo)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0278 beaten empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0280 to 0x0285(?) races with ships&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A4 strategical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A8 tactical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AC actual turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AE last turn points (for statistic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02BA(maybe less)+ statistic of the cards&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x04AE(maybe less)+ statistic of the feds&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x06A2(maybe less)+ statistic of the fergs&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0896(maybe less)+ statistic of the klings&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0A8A(maybe less)+ statistic of the roms&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0C84+(?) empire state (intelligence)&lt;br /&gt;
* Offset 0x0C8E+ military&lt;br /&gt;
* Offset 0x0D06+ economy&lt;br /&gt;
* Offset 0x0D1A+ science&lt;br /&gt;
* Offset 0x0D92+ occupied systemsOffset&lt;br /&gt;
0x0DBC victory condition (00=single/Multi player dominance 01=Muilt player team dominance, 02=vendetta)&lt;br /&gt;
&lt;br /&gt;
=== empsInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 444&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists information about majors&lt;br /&gt;
* empirenames&lt;br /&gt;
* name of the emperor&lt;br /&gt;
* credits&lt;br /&gt;
* number of running dilithium sources&lt;br /&gt;
* number of ships under construction&lt;br /&gt;
* population (total ?)&lt;br /&gt;
* moral shown in empire state&lt;br /&gt;
* ship-population support&lt;br /&gt;
* empire-wide ground combat bonus&lt;br /&gt;
* known empires (for diplomacy)&lt;br /&gt;
&lt;br /&gt;
is stored in blocks of 0x01BC length for every major&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one (card) gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 empire name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x004F emperor name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = address of gdlList ? (8 bytes per system), at  [+4] number of held systems&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 credits (for F1 emps info display)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B income (for F1 emps info display, not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F real ship support cost ? (- pop support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 number of running dilithium sources&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 number of ships under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = current research points different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006C to 0x006F population (?main system or total?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 to 0x0073 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0074 to 0x0077 = current morale ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B current intel different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x0093 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0094 to 0x0097 ship-population support (not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0098 to 0x009B credits&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x009C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = research at end of last turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00B3 unknown (originaly thought to be ship-population support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B4 to 0x00B7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B8 to 0x00B9 moral shown in empire state (signed integer, little endian! 0xFCFF = rebellious, 0xFFFF = apathetic, 0x0000 = normal, 0x0300 = fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BA to 0x00BB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BF = intel total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00C0 to 0x010D unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x010E to 0x010F empire-wide ground combat bonus in percent (from buildings like the Hall of Warriors)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0110 to 0x0123 (5empires * 4bytes) = treaty label: 0=Neutral, 1=War, 2=Alliance, 3=Peace&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0124 to 0x0137 (5empires * 4bytes) = territory accessible: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0138 to 0x014B (5empires * 4bytes) = trade allowed: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x014C to 0x0157 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0158 to 0x015F known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0160 to 0x01B3 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B4 to 0x01B7 = cumulative build costs of fleet (ship functions 0-4)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B8 to 0x01BB unknown&lt;br /&gt;
&lt;br /&gt;
== Aliens ==&lt;br /&gt;
=== alienInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 64&amp;lt;/span&amp;gt;&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0040 for every possible race&amp;lt;br/&amp;gt;&lt;br /&gt;
in same order as races in stbof.res or UE&amp;lt;br/&amp;gt;&lt;br /&gt;
only first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 = 01 if race is alive&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 = starID of homesystem&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 = known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 = known races (IDs 0x20+)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 (5empires * 4bytes) = treaty level (minors) 0=Neutral, 1=Friendly, 2=Affiliated, 3=Member, 4=War&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C = (for minors) 0=free diplomacy, 1=subjugated, 2=restricted diplomacy(membership)&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
=== galInfo ===&lt;br /&gt;
* galaxy size (small/middle/big)&lt;br /&gt;
* count of sectors&lt;br /&gt;
* count of stars&lt;br /&gt;
* count of anomalies&lt;br /&gt;
&lt;br /&gt;
Offset 0x0008 to 0x000B = galaxy size (00 = small, 01 = middle, 02 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = number of stars&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = number of anomalies&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0015 = number of sectors&lt;br /&gt;
&lt;br /&gt;
=== sector.lst ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 104&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all sectors&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* outpostID &lt;br /&gt;
* anomalyID&lt;br /&gt;
* starID&lt;br /&gt;
* sector scanned by race&lt;br /&gt;
* sector explored by race&lt;br /&gt;
* sector influenced by anomaly (?)&lt;br /&gt;
* claim&lt;br /&gt;
* owner of the sector&lt;br /&gt;
* actual scan value by race&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0068&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = map row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = map column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = outpostID from starBaseInfo or -1 if none&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = anomalyID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = claim (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = 00 00 00 00 if owned by card, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = 01 00 00 00 if owned by fed, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = 02 00 00 00 if owned by ferg, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = 03 00 00 00 if owned by kling, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = 04 00 00 00 if owned by rom, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = [raceID] if owned by minor, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = explored by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0031 = sector scanned by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom, 20 = blackhole)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = scanpower of card (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = scanpower of fed (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = scanpower of ferg (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = scanpower of kling (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0054 = scanpower of rom (signed, little endian)&lt;br /&gt;
&lt;br /&gt;
=== stellInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 88&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all anomalies (in ID order?)&lt;br /&gt;
* anomaly type&lt;br /&gt;
* anomaly name&lt;br /&gt;
* anomaly map picture&lt;br /&gt;
* anomaly map picture position (x/y)&lt;br /&gt;
* wormhole connections&lt;br /&gt;
* visited by majors&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0058&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = type of anomaly (00 00 00 00 = blackhole, 01 00 00 00 = X-ray pulsar, 02 00 00 00 = nebula, 03 00 00 00 = neutron star, 0A 00 00 00 = wormhole, 0B 00 00 00 = radio pulsar)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x002B = anomaly name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x003F = galaxy map picture file (00 terminated string: blackhole = &amp;quot;blkh&amp;quot; = 62 6C 6B 68, X-ray pulsar = &amp;quot;xp-&amp;quot; = 78 70 2D, nebula = &amp;quot;neb-&amp;quot; = 6E 65 62 2D, neutron star = &amp;quot;ns&amp;quot; = 6E 73, wormhole = &amp;quot;worm&amp;quot; = 77 6F 72 6D, radio pulsar = &amp;quot;rpls&amp;quot; = 72 70 6C 73)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = anomalyID for wormhole connection, else FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0042 to 0x0043 = 00 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = sector visited by major (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&lt;br /&gt;
&lt;br /&gt;
=== RToSInfo ===&lt;br /&gt;
RToS = race to star (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
races are in the following order 1: Card 2: Fed 3: Ferg 4: Kling 5: Rom&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
lists StarIDs of the homesystems of all races, if not available = FF 00&lt;br /&gt;
&lt;br /&gt;
=== SphOfIn0 to SphOfIn4 ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: [GalaxyMapWidth]&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
relevance unclear&amp;lt;br/&amp;gt;&lt;br /&gt;
gives a view of the galaxy map for every empire&amp;lt;br/&amp;gt;&lt;br /&gt;
decreasing values around home system position&amp;lt;br/&amp;gt;&lt;br /&gt;
might be relevant for the influence of systems to mark the territory&lt;br /&gt;
&lt;br /&gt;
== Systems ==&lt;br /&gt;
=== systInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 76&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all starsystems&lt;br /&gt;
* system name&lt;br /&gt;
* race (owner)&lt;br /&gt;
* race (population)&lt;br /&gt;
* population count&lt;br /&gt;
* population orders (work assignation)&lt;br /&gt;
* moral (value)&lt;br /&gt;
* moral (shown text)&lt;br /&gt;
* dilithium&lt;br /&gt;
* system visited by race&lt;br /&gt;
* star type&lt;br /&gt;
* star picture&lt;br /&gt;
* star picture position on map (x/y)&lt;br /&gt;
* planet count&lt;br /&gt;
* planetnames&lt;br /&gt;
* planet animations&lt;br /&gt;
* planet types&lt;br /&gt;
* planet sizes (small/middle/big)&lt;br /&gt;
* terraforming value total&lt;br /&gt;
* terraforming value done&lt;br /&gt;
* planet bonuses (population/energy/food =&amp;gt; pure/normal/much)&lt;br /&gt;
* incoming traderouts&lt;br /&gt;
* traderoutes of the system&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on planetnumber, traderoutes and if it&#039;s a player&#039;s system&lt;br /&gt;
only one example starsystem with a single planet gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 uninhabited = 00 00 00 00, AI = 00 00 00 01, player = 00 00 00 02&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x002F = system name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 = system type (0=home, 1=native, 2=non native, 3=subjugated, 4=affiliated, 5=independent minor, 6=conquered home, 7&amp;amp;8=invalid?, 9=any, A=rebel, B=empty)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0031 = star type (red giant=04, orange=05, yellow=06, white=07, green=08, blue=09)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0032 to 0x0035 = star picture&lt;br /&gt;
* red giant = 73 2D 72 2D&lt;br /&gt;
* orange star = 73 2D 6F 2D&lt;br /&gt;
* yellow star = 73 2D 79 2D&lt;br /&gt;
* white star = 73 2D 77 2D&lt;br /&gt;
* green star = 73 2D 67 2D&lt;br /&gt;
* blue star = 73 2D 62 2D&lt;br /&gt;
Offset 0x003F = system explored by empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = population (uninhabited = FF FF)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = race of population&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004D = raceID ( = owner, noone = 23)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = people assigned to economy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B = people assigned to energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F = people assigned to food production&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 = people assigned to science&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 = people assigned to intelligence&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006A to 0x006B = number of planets &amp;lt;= 09 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006E = dilithium resource level (0, 1, 2, 3, 4, 5, or 10), set by subroutine 4B7A50, if&amp;gt;0 dilithium icon gets shown (F1-map), also used to set the dilithium flag&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006F = unknown (majors = 05, uninhabited = 00, ? = 02,...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0071 = dilithium flag: 0x08 = Dilithium&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0072 to 0x0077 unkown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x007F = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0080 to 0x0083 = ORDER ECONOMY (typeID) 1=build building, 2=upgrade building(s), 3=build ship, 5=tradegoods, 7=unrest order&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0084 to 0x0087 = invested industry&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0088 to 0x008B = ID of building/ship under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x008C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = ? number of entries in strcInfo ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00BB = base offset of planet entry array ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BD = max population * 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0220 unknown (=32 for colonys (?))&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0298 to 0x029B = FF FF FF FF (used as base offset for moral entries)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DC to 0x02DD = moral value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DE to 0x2DF = moral text (signed integer, little endian! : -4 =  Rebellious, -3 = Defiant, -2 = Disgruntled, -1= Apathetic, 0 = Content, 1 = Pleased, 2 =  Loyal, 3 = Fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F0 to 0x02F2 = base morale&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F4 unknown (maybe moral - normally 32hex = 50dez)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0309 unknown (for majors = 01)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0328+ list of all planets of that starsystem&lt;br /&gt;
----&lt;br /&gt;
Offset 0x0328 to 0x034F = planetname (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0350 to 0x0357 = planet animation filename (= ****.ani)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0358 to 0x035D = 00 FB 57 00 30 59 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x035E to 0x035F = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0360 to 0x0361 = planet size (small = 00 00, middle = 01 00, big = 02 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0362 to 0x0363 = terraforming value total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0364 to 0x0365 = terraforming value done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0366 to 0x0367 = food bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0368 to 0x0369 = energy bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036A to 0x036B = population bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036C to 0x036D = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0370 planet type (00 = arctic, 01 = barren, 02 = desert, 03 = gas giant, 04 = djungle, 05 = oceanic, 06 = earthlike, 07 = vulcanic, 08 = methanic, 09 = AUS, &amp;gt;09 = other)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0372 to 0x0373 = 00 00&lt;br /&gt;
----&lt;br /&gt;
Offset [0x0328+0x004C*numberOfPlanets] to Offset [0x0328+0x004C*numberOfPlanets+0x0004*numberOfPlanets-0x0001]&amp;lt;br/&amp;gt;&lt;br /&gt;
(for one planet that&#039;s Offset 0x0374 to 0x0377) = unknown (mostly 00 ... 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if traderoutes are available:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = (number of incoming traderouts + number of system traderoutes) * (0x0002 length (16bit) raceID + 0x0002 length (16bit) tradeRouteNo. (tradeRouteNo + raceID = tradeRouteID))&amp;lt;br/&amp;gt;&lt;br /&gt;
] (don&#039;t know if and where the number of traderoutes is stored)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if it&#039;s a players system:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = unknown, length = 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
what a complicated file...&lt;br /&gt;
&lt;br /&gt;
=== strcInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 4&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all buildings for each star&lt;br /&gt;
* starID&lt;br /&gt;
* number of entries for each star&lt;br /&gt;
* building type&lt;br /&gt;
* building count&lt;br /&gt;
* building is activated / has energy (for special buildings)&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on number of different building types&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = number of entrys&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of entrys:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0005 = building count&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0006 to 0x0007 = building type (same order as in stbof.res and UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = receives energy (00 00 = false, 00 01 = true)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
=== techInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists science by raceID&lt;br /&gt;
* raceID&lt;br /&gt;
* science levels&lt;br /&gt;
* technology level&lt;br /&gt;
* science points done by science type&lt;br /&gt;
* actual science assignation&lt;br /&gt;
* actually buildable buildings&lt;br /&gt;
&lt;br /&gt;
explained only for one race&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = number of races (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0012 = unknown (always = 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0006 = unknown (always = 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown (always = 00 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = technology level&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x000B = buildable special buildings (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
* &amp;amp;0x8000000000000000000000 = phenix device&lt;br /&gt;
* &amp;amp;0x4000000000000000000000 = dilithium raffinery&lt;br /&gt;
* &amp;amp;0x2000000000000000000000 = orbital cannon&lt;br /&gt;
* &amp;amp;0x1000000000000000000000 = communication network&lt;br /&gt;
* &amp;amp;0x0800000000000000000000 = charge collector&lt;br /&gt;
* &amp;amp;0x0400000000000000000000 = bunker&lt;br /&gt;
* &amp;amp;0x0200000000000000000000 = simple replicator&lt;br /&gt;
* &amp;amp;0x0100000000000000000000 = improved replicator&lt;br /&gt;
* &amp;amp;0x0080000000000000000000 = shipyard&lt;br /&gt;
* &amp;amp;0x0040000000000000000000 = isolinear scanner&lt;br /&gt;
* &amp;amp;0x0020000000000000000000 = listening post&lt;br /&gt;
* &amp;amp;0x0010000000000000000000 = subspace scanner&lt;br /&gt;
* &amp;amp;0x0008000000000000000000 = subautomatic simulator&lt;br /&gt;
* &amp;amp;0x0004000000000000000000 = thery simulator&lt;br /&gt;
* &amp;amp;0x0002000000000000000000 = private farm&lt;br /&gt;
* &amp;amp;0x0001000000000000000000 = oceanic farm&lt;br /&gt;
* &amp;amp;0x0000800000000000000000 = obsedian congregation&lt;br /&gt;
* &amp;amp;0x0000400000000000000000 = reeducation center&lt;br /&gt;
* &amp;amp;0x0000200000000000000000 = union yard&lt;br /&gt;
* &amp;amp;0x0000100000000000000000 = shield generator&lt;br /&gt;
* &amp;amp;0x0000080000000000000000 = wind turbine&lt;br /&gt;
* &amp;amp;0x0000040000000000000000 = trade goods&lt;br /&gt;
* &amp;amp;0x0000020000000000000000 = trade center&lt;br /&gt;
* &amp;amp;0x0000010000000000000000 = agrarian store&lt;br /&gt;
* &amp;amp;0x0000008000000000000000 = trade tower&lt;br /&gt;
* &amp;amp;0x0000004000000000000000 = trade commission&lt;br /&gt;
* &amp;amp;0x0000002000000000000000 = holo cinema&lt;br /&gt;
* &amp;amp;0x0000001000000000000000 = fantasy land&lt;br /&gt;
* &amp;amp;0x0000000800000000000000 = inquisition&lt;br /&gt;
* &amp;amp;0x0000000400000000000000 = work camp&lt;br /&gt;
* &amp;amp;0x0000000200000000000000 = command center&lt;br /&gt;
* &amp;amp;0x0000000100000000000000 = hidden sensor grid&lt;br /&gt;
* &amp;amp;0x0000000080000000000000 = laws of war&lt;br /&gt;
* &amp;amp;0x0000000040000000000000 = utopia planetia&lt;br /&gt;
* &amp;amp;0x0000000020000000000000 = starfleet academy&lt;br /&gt;
* &amp;amp;0x0000000010000000000000 = federation council&lt;br /&gt;
* &amp;amp;0x0000000008000000000000 = daystorm institute&lt;br /&gt;
* &amp;amp;0x0000000004000000000000 = genesis sciencelab&lt;br /&gt;
* &amp;amp;0x0000000002000000000000 = festival of fun&lt;br /&gt;
* &amp;amp;0x0000000001000000000000 = franchise office&lt;br /&gt;
* &amp;amp;0x0000000000800000000000 = astronomic academy&lt;br /&gt;
* &amp;amp;0x0000000000400000000000 = singularity facility&lt;br /&gt;
* &amp;amp;0x0000000000200000000000 = center for fighttests&lt;br /&gt;
* &amp;amp;0x0000000000100000000000 = police state&lt;br /&gt;
* &amp;amp;0x0000000000080000000000 = tactical school&lt;br /&gt;
* &amp;amp;0x0000000000040000000000 = big hall&lt;br /&gt;
* &amp;amp;0x0000000000020000000000 = prison mine&lt;br /&gt;
* &amp;amp;0x0000000000010000000000 = hall of warriors&lt;br /&gt;
* &amp;amp;0x0000000000008000000000 = military yard&lt;br /&gt;
* &amp;amp;0x0000000000004000000000 = federation yard&lt;br /&gt;
* &amp;amp;0x0000000000002000000000 = federation replicator&lt;br /&gt;
* &amp;amp;0x0000000000001000000000 = alliance yard&lt;br /&gt;
* &amp;amp;0x0000000000000800000000 = tribunal&lt;br /&gt;
* &amp;amp;0x0000000000000400000000 = fleet academy&lt;br /&gt;
* &amp;amp;0x0000000000000200000000 = talshiar main quater&lt;br /&gt;
* &amp;amp;0x0000000000000100000000 = imperial senate&lt;br /&gt;
* &amp;amp;0x0000000000000080000000 = industrial center (of the Bencites)&lt;br /&gt;
* &amp;amp;0x0000000000000040000000 = architectural center (of the Bandi)&lt;br /&gt;
* &amp;amp;0x0000000000000020000000 = bajoran jalanda forum (of the Bajorans)&lt;br /&gt;
* &amp;amp;0x0000000000000010000000 = harvest complex (of the Antedians)&lt;br /&gt;
* &amp;amp;0x0000000000000008000000 = examination base (of the Anticans)&lt;br /&gt;
* &amp;amp;0x0000000000000004000000 = supersoldier academy (of the Angosians)&lt;br /&gt;
* &amp;amp;0x0000000000000002000000 = andorian war school (of the Andorians)&lt;br /&gt;
* &amp;amp;0x0000000000000001000000 = acamerian clanhall (of the Acamerians)&lt;br /&gt;
* &amp;amp;0x0000000000000000800000 = cinetic laboratory (of the Malcorians)&lt;br /&gt;
* &amp;amp;0x0000000000000000400000 = ktarian game studio (of the Ktarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000200000 = edo palace (of the Edos)&lt;br /&gt;
* &amp;amp;0x0000000000000000100000 = gladiator arena (of the Chalnoth)&lt;br /&gt;
* &amp;amp;0x0000000000000000080000 = science thinking factory (of the Caldonians)&lt;br /&gt;
* &amp;amp;0x0000000000000000040000 = planetary computer (of the Bynare)&lt;br /&gt;
* &amp;amp;0x0000000000000000020000 = cosmetic center (of the Bolarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000010000 = councelor academy (of the Betazoids)&lt;br /&gt;
* &amp;amp;0x0000000000000000008000 = defense network (of the Talarian)&lt;br /&gt;
* &amp;amp;0x0000000000000000004000 = physical institute (of the Takarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000002000 = biotec center (of the Sheliak)&lt;br /&gt;
* &amp;amp;0x0000000000000000001000 = examination base (of the Selay)&lt;br /&gt;
* &amp;amp;0x0000000000000000000800 = collector place (of the Pakleds)&lt;br /&gt;
* &amp;amp;0x0000000000000000000400 = recruitment center (of the Nausicaans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000200 = monument of subjugation (of the Mizarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000100 = mintaca farm (of the Mintacarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000080 = imperial yard&lt;br /&gt;
* &amp;amp;0x0000000000000000000040 = orgenic regenerator&lt;br /&gt;
* &amp;amp;0x0000000000000000000020 = military academy (of the Zakdorn)&lt;br /&gt;
* &amp;amp;0x0000000000000000000010 = intelligence (of the Yridians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000008 = science academy (of the Vulcans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000004 = archive of psycho history (of the Ullians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000002 = science committee (of the Trillian)&lt;br /&gt;
* &amp;amp;0x0000000000000000000001 = mythology library (of the Tamarians)Offset length 0x001D = buildable normal buildings / upgrades (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
Offset length 0x0008 = unknown (always 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Intel ==&lt;br /&gt;
=== intelInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 16&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown - seems to include intel reports&lt;br /&gt;
* actual intel assignation for every major&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x02D7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
[for all five majors: blocklength = 0x2C1C&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0070 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = intelligance assignation of internal security&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
=== treaty ===&lt;br /&gt;
completely unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
for turn 1 it&#039;s 00 00 00 00 00 00 00 00&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
=== trdeInfo0.cnt to trdeInfo4.cnt ===&lt;br /&gt;
number of traderoutes for each empire&lt;br /&gt;
&lt;br /&gt;
=== trdeInfo0 to trdeInfo4 ===&lt;br /&gt;
partially unexplored&amp;lt;br/&amp;gt;&lt;br /&gt;
lists traderoutes&lt;br /&gt;
* raceID&lt;br /&gt;
* traderoute number (+ raceID = traderouteID)&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
== Ships &amp;amp; Task Forces ==&lt;br /&gt;
=== alienTFInfo0 to alienTFInfo[numberOfRaces] ===&lt;br /&gt;
lists fleetIDs of every race&lt;br /&gt;
* number of taskforces/fleets&lt;br /&gt;
* shipIDs&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = number of controled fleets&amp;lt;br/&amp;gt;&lt;br /&gt;
[for [numberOfRaces]:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
=== shipname.dat ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
is divided into several shipname categorys&amp;lt;br/&amp;gt;&lt;br /&gt;
shipnames aren&#039;t in the same order with these in shipname.bin of stbof.res!&amp;lt;br/&amp;gt;&lt;br /&gt;
this file also influences the shipIDs for newly builded ones&lt;br /&gt;
* first given shipname&lt;br /&gt;
* next given shipname&lt;br /&gt;
* counter of repeatings (for name endings A, B, C,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x000C&amp;lt;br/&amp;gt;&lt;br /&gt;
block position equals shipname category position in shipname.bin of stbof.res as well as category position in UE&lt;br /&gt;
Each race has its own categorys, seperated for different ship types&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Warning! shipID for new constructed ships gets wrong, if distance between first and next name is wrong!&amp;lt;/span&amp;gt; (next name reffering number can be less as well as higher than first, distance is based on list iterations)&amp;lt;br/&amp;gt;&lt;br /&gt;
If next reffering number reaches first reffering number, counter gets increased&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = first given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = next given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = counter of repeating/iteration or if no name of this category has been used yet = FF FF (defines the appendix of the shipname: A, B, ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00&lt;br /&gt;
&lt;br /&gt;
=== ShipCntr ===&lt;br /&gt;
next shipID&lt;br /&gt;
&lt;br /&gt;
=== TForceCntr ===&lt;br /&gt;
next fleetID&lt;br /&gt;
&lt;br /&gt;
=== GShipHead = GTForceHd = GWTForceHd = GTFStasisHd ===&lt;br /&gt;
&lt;br /&gt;
These are global list headers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Header&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;List&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Contains&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GShipHead&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GShipList&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Ships&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTForceHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTForceList&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Task forces&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GWTForceHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GWTForce&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Task forces&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTFStasisHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTFStasis&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Identified fields:&lt;br /&gt;
&lt;br /&gt;
* slot size&lt;br /&gt;
* total number of slots in list&lt;br /&gt;
* number of occupied slots (slots with data)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
File structure (40 bytes):&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000F = unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = slot size&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = total number of slots&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = number of occupied slots&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x0027 = unknown&lt;br /&gt;
&lt;br /&gt;
=== GShipList ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 116&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
list all ships with&lt;br /&gt;
* shipname&lt;br /&gt;
* raceID&lt;br /&gt;
* shipID&lt;br /&gt;
* fleetID&lt;br /&gt;
* shield&lt;br /&gt;
* hull&lt;br /&gt;
* ship type (manufactoring type / =shiplistID in shiplist.sst)&lt;br /&gt;
* experience bonus for beam accuracy&lt;br /&gt;
* experience bonus for torpedo accuracy&lt;br /&gt;
* experience bonus for defense&lt;br /&gt;
* crew experience value&lt;br /&gt;
* crew experience level&lt;br /&gt;
* base ground combat strength&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0074&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 = shipname&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID (only for ship icon)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = shipID (NOT shiplist.sst ID)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = experience bonus for beam accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = experience bonus for torpedo accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = experience bonus for defense&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = shield (can lead to crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = hull (leads to crash in tactical fight if too high)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = crew experience value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = crew experience level (0=green,.. , 4=legendary) accessed for stars, raid, intercept &amp;amp; damage control&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0055 = ship type (manufactoring type, used as shiplistID in stbof.res, e.g. in shiptech.sst and is in same order as in UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0056 to 0x0069 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 to 0x0073 = base ground combat strength (equal to the production value if the ship is a troop transport)&lt;br /&gt;
&lt;br /&gt;
=== GTForceList = GWTForce ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
differences only exist in behavior&amp;lt;br/&amp;gt;&lt;br /&gt;
in later turns there might remain fragments of old turns at the end of the list - they get ignored by botf&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all fleets&lt;br /&gt;
* fleetID&lt;br /&gt;
* shipIDs&lt;br /&gt;
* raceID&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* first Colony ShipID&lt;br /&gt;
* control category&lt;br /&gt;
* contains colony ships&lt;br /&gt;
* scan range&lt;br /&gt;
* flight range&lt;br /&gt;
* speed&lt;br /&gt;
* order (evade, attack,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
data fragments at the end of the file happen if fleet count decreases&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = ship count of that fleet&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = shipID of first fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000F = shipID of second fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = shipID of third fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = shipID of fourth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = shipID of fifth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = shipID of sixth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = shipID of seventh fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = shipID of eighth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x002B = shipID of ninth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = order/command - seems only to define the display: systemattack remains if changed&amp;lt;br/&amp;gt;&lt;br /&gt;
* 00 = invalid&lt;br /&gt;
* 01 = terraform&lt;br /&gt;
* 02 = colonize&lt;br /&gt;
* 03 = rade&lt;br /&gt;
* 04 = intercept&lt;br /&gt;
* 05 = evade&lt;br /&gt;
* 06 = attack&lt;br /&gt;
* 07 = build outpost&lt;br /&gt;
* 08 = build starbase&lt;br /&gt;
* 09 = crew training&lt;br /&gt;
* 0A = expand&lt;br /&gt;
* 0B = invalid&lt;br /&gt;
* 0C = scrap&lt;br /&gt;
* 0D = into wormhole&lt;br /&gt;
* 0E = attack system&lt;br /&gt;
* &amp;gt;0E = invalid&lt;br /&gt;
Offset 0x0030 to 0x0033 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = sector row (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = sector column (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = first Colony shipID (same as one of the ship slots values)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = control category (1 - major empire, 2 - minor race, 3 - alien)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = contains colony ships (0 - no, 1 - yes)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0053 = scan range, keeps only one turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005F = flight range, keeps only one turn (double precision floating point number; short = 0, middle = 1, high = 2)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0067 = speed, keeps only one turn (double precision floating point number; values 0 to 5)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = cloaking (01 00 00 00 = cloaked, else 00 00 00 00)&lt;br /&gt;
&lt;br /&gt;
=== GTFStasis ===&lt;br /&gt;
number of starbases/outposts (guessed)&lt;br /&gt;
&lt;br /&gt;
=== starBaseInfo ===&lt;br /&gt;
&lt;br /&gt;
* outpost name&lt;br /&gt;
* owner raceID&lt;br /&gt;
* outpostID&lt;br /&gt;
* ship function (valid values are 6 for outpost and 7 for starbase)&lt;br /&gt;
* ship type (links to shiplist.sst entry)&lt;br /&gt;
* sector column&lt;br /&gt;
* sector row&lt;br /&gt;
* hull&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Stored in blocks of 92 bytes.&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0027 = outpost name (ASCII)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = outpostID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002D = ship function&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002E to 0x002F = ship type&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = sector column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = sector row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x004B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = hull&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x005B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== monster.lst ===&lt;br /&gt;
unexplored&lt;br /&gt;
&lt;br /&gt;
== AI / Agents ==&lt;br /&gt;
&lt;br /&gt;
=== AINumAgents ===&lt;br /&gt;
number of AI agents&lt;br /&gt;
&lt;br /&gt;
=== AIAgtIdCtrl ===&lt;br /&gt;
next agentID (for filenames)&lt;br /&gt;
&lt;br /&gt;
=== AIAgent0 to AIAgent[NumAgents] ===&lt;br /&gt;
mostly unexplored&lt;br /&gt;
* agentID&lt;br /&gt;
* raceID&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = agentID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = 01 00 00 00 if major, 02 00 00 00 if minor&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x00CB = unknown&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0.cnt to AgtSy[NumAgents].cnt ===&lt;br /&gt;
number of systems to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0 to AgtSy[NumAgents] ===&lt;br /&gt;
starIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0.cnt to AgtSh[NumAgents].cnt ===&lt;br /&gt;
number of ships to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0 to AgtSh[NumAgents] ===&lt;br /&gt;
shipIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0.cnt to AgtDp[NumAgents].cnt ===&lt;br /&gt;
number of entrys in AgtDpxx&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0 to AgtDp[NumAgents] ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 266&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
unknown - mayby diplomatics&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0.cnt to AgtTk[NumAgents].cnt ===&lt;br /&gt;
number of tasks for that agent&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0 to AgtTk[NumAgents] ===&lt;br /&gt;
TaskIDs (for TskSh and TskSy filenames)&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt.cnt ===&lt;br /&gt;
number of AI controled systems&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
starIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt.cnt ===&lt;br /&gt;
number of AI controled ships&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 24&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
shipIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0018&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = shipID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = unknown (if not 05 00 for colony ships, AI doesn&#039;t colonize)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0017 = unknown&lt;br /&gt;
&lt;br /&gt;
=== AINumTasks ====&lt;br /&gt;
number of Tsk-files&lt;br /&gt;
&lt;br /&gt;
==== AITaskIDCtr ===&lt;br /&gt;
next TskID for filename (of TskSh/TskSy)&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== provInfo0 to provInfo4 ===&lt;br /&gt;
lists starIDs of every major empire&lt;br /&gt;
* star count&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
=== ordInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 84&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown, includes peace proposals&lt;br /&gt;
* raceID&lt;br /&gt;
* turn of occurance&lt;br /&gt;
* destination sector row (for fleet movement)&lt;br /&gt;
* destination sector column (for fleet movement)&lt;br /&gt;
* fleetID&lt;br /&gt;
&lt;br /&gt;
has variable blocksizes!&amp;lt;br/&amp;gt;&lt;br /&gt;
on turn 1 there&#039;s only one for each major starsystem with a blocksize of 0x0054&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = turn of occurance&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = destination sector row (for fleet movement)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x002B = destination sector column(for fleet movement)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003D = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== SeedInfo ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== result.lst ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== incident.dat ===&lt;br /&gt;
completely unknown but normally it&#039;s 00 00 00 00&lt;/div&gt;</summary>
		<author><name>DCER</name></author>
	</entry>
	<entry>
		<id>http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=126</id>
		<title>Savegame File-Listing</title>
		<link rel="alternate" type="text/html" href="http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=126"/>
		<updated>2010-07-29T08:09:20Z</updated>

		<summary type="html">&lt;p&gt;DCER: Added info to GTForceList = GWTForce&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most of the following data has been explored by using a vanilla singleplayer savegame at turn 1 with following settings:&lt;br /&gt;
* tech 1&lt;br /&gt;
* small galaxy&lt;br /&gt;
* irregular&lt;br /&gt;
* no minors&lt;br /&gt;
* impossible&lt;br /&gt;
&lt;br /&gt;
At later turns there are additional files stored within the saves. These may have been partially discarded.&lt;br /&gt;
For turn 1 saves, most unexplored data seems to be relatively unimportant and often can be zero!&lt;br /&gt;
Please aware that some information might be incomplete or even incorrect. &lt;br /&gt;
&lt;br /&gt;
So, after extracting a savegame with UltimateEditor you get quite a ton of files. Here&#039;s an overview about them and the hexcode they contain:&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
=== version ===&lt;br /&gt;
* for me it&#039;s always 08&lt;br /&gt;
&lt;br /&gt;
=== gameInfo ===&lt;br /&gt;
* filename&lt;br /&gt;
* gamesave name&lt;br /&gt;
* galaxy type&lt;br /&gt;
* galaxy size&lt;br /&gt;
* difficulty level&lt;br /&gt;
* strategical timer&lt;br /&gt;
* tactical timer&lt;br /&gt;
* actual and next turn&lt;br /&gt;
* player race&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* races with ships (major + minor)&lt;br /&gt;
* races beaten&lt;br /&gt;
* goal (vendetta/dominance)&lt;br /&gt;
* empire status informations (occupied systems, science, economy, military)&lt;br /&gt;
* statistic&lt;br /&gt;
* player names (if MP)&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000D(?) filename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000D to 0x003E savename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 last turn (for savename)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C 00 = singleplayer 01 = multiplayer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0250 important but unknown (crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0252 player&#039;s race (00 = card, 01 = fed, 02=ferg, 03=kling, 04=rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0254 to 0x0258 technology starting levels of the five majors (card, fed, ferg, kling, rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0260 galaxytype (00 = irregular, 01 = elliptic, 02 = ring, 03 = spiral)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0264 galaxyszie (00 = small, 01 = middle, 03 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x026C difficulty (00 = very easy, 01 = easy, 02 = normal, 03 = hard, 04 = impossible)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0270 to 0x0275(?) races in game (bitwise XOR, little endian (8bit packets) =&amp;gt; order is the same with alienInfo)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0278 beaten empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0280 to 0x0285(?) races with ships&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A4 strategical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A8 tactical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AC actual turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AE last turn points (for statistic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02BA(maybe less)+ statistic of the cards&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x04AE(maybe less)+ statistic of the feds&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x06A2(maybe less)+ statistic of the fergs&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0896(maybe less)+ statistic of the klings&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0A8A(maybe less)+ statistic of the roms&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0C84+(?) empire state (intelligence)&lt;br /&gt;
* Offset 0x0C8E+ military&lt;br /&gt;
* Offset 0x0D06+ economy&lt;br /&gt;
* Offset 0x0D1A+ science&lt;br /&gt;
* Offset 0x0D92+ occupied systemsOffset&lt;br /&gt;
0x0DBC victory condition (00=single/Multi player dominance 01=Muilt player team dominance, 02=vendetta)&lt;br /&gt;
&lt;br /&gt;
=== empsInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 444&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists information about majors&lt;br /&gt;
* empirenames&lt;br /&gt;
* name of the emperor&lt;br /&gt;
* credits&lt;br /&gt;
* number of running dilithium sources&lt;br /&gt;
* number of ships under construction&lt;br /&gt;
* population (total ?)&lt;br /&gt;
* moral shown in empire state&lt;br /&gt;
* ship-population support&lt;br /&gt;
* known empires (for diplomacy)&lt;br /&gt;
&lt;br /&gt;
is stored in blocks of 0x01BC length for every major&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one (card) gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 empire name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x004F emperor name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = address of gdlList ? (8 bytes per system), at  [+4] number of held systems&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 credits (for F1 emps info display)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B income (for F1 emps info display, not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F real ship support cost ? (- pop support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 number of running dilithium sources&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 number of ships under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = current research points different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006C to 0x006F population (?main system or total?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 to 0x0073 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0074 to 0x0077 = current morale ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B current intel different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x0093 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0094 to 0x0097 ship-population support (not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0098 to 0x009B credits&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x009C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = research at end of last turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00B3 unknown (originaly thought to be ship-population support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B4 to 0x00B7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B8 to 0x00B9 moral shown in empire state (signed integer, little endian! 0xFCFF = rebellious, 0xFFFF = apathetic, 0x0000 = normal, 0x0300 = fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BA to 0x00BB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BF = intel total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00C0 to 0x010F unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0110 to 0x0123 (5empires * 4bytes) = treaty label: 0=Neutral, 1=War, 2=Alliance, 3=Peace&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0124 to 0x0137 (5empires * 4bytes) = territory accessible: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0138 to 0x014B (5empires * 4bytes) = trade allowed: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x014C to 0x0157 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0158 to 0x015F known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0160 to 0x01B3 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B4 to 0x01B7 = cumulative build costs of fleet (ship functions 0-4)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B8 to 0x01BB unknown&lt;br /&gt;
&lt;br /&gt;
== Aliens ==&lt;br /&gt;
=== alienInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 64&amp;lt;/span&amp;gt;&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0040 for every possible race&amp;lt;br/&amp;gt;&lt;br /&gt;
in same order as races in stbof.res or UE&amp;lt;br/&amp;gt;&lt;br /&gt;
only first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 = 01 if race is alive&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 = starID of homesystem&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 = known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 = known races (IDs 0x20+)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 (5empires * 4bytes) = treaty level (minors) 0=Neutral, 1=Friendly, 2=Affiliated, 3=Member, 4=War&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C = (for minors) 0=free diplomacy, 1=subjugated, 2=restricted diplomacy(membership)&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
=== galInfo ===&lt;br /&gt;
* galaxy size (small/middle/big)&lt;br /&gt;
* count of sectors&lt;br /&gt;
* count of stars&lt;br /&gt;
* count of anomalies&lt;br /&gt;
&lt;br /&gt;
Offset 0x0008 to 0x000B = galaxy size (00 = small, 01 = middle, 02 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = number of stars&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = number of anomalies&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0015 = number of sectors&lt;br /&gt;
&lt;br /&gt;
=== sector.lst ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 104&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all sectors&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* outpostID &lt;br /&gt;
* anomalyID&lt;br /&gt;
* starID&lt;br /&gt;
* sector scanned by race&lt;br /&gt;
* sector explored by race&lt;br /&gt;
* sector influenced by anomaly (?)&lt;br /&gt;
* claim&lt;br /&gt;
* owner of the sector&lt;br /&gt;
* actual scan value by race&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0068&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = map row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = map column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = outpostID from starBaseInfo or -1 if none&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = anomalyID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = claim (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = 00 00 00 00 if owned by card, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = 01 00 00 00 if owned by fed, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = 02 00 00 00 if owned by ferg, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = 03 00 00 00 if owned by kling, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = 04 00 00 00 if owned by rom, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = [raceID] if owned by minor, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = explored by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0031 = sector scanned by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom, 20 = blackhole)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = scanpower of card (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = scanpower of fed (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = scanpower of ferg (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = scanpower of kling (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0054 = scanpower of rom (signed, little endian)&lt;br /&gt;
&lt;br /&gt;
=== stellInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 88&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all anomalies (in ID order?)&lt;br /&gt;
* anomaly type&lt;br /&gt;
* anomaly name&lt;br /&gt;
* anomaly map picture&lt;br /&gt;
* anomaly map picture position (x/y)&lt;br /&gt;
* wormhole connections&lt;br /&gt;
* visited by majors&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0058&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = type of anomaly (00 00 00 00 = blackhole, 01 00 00 00 = X-ray pulsar, 02 00 00 00 = nebula, 03 00 00 00 = neutron star, 0A 00 00 00 = wormhole, 0B 00 00 00 = radio pulsar)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x002B = anomaly name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x003F = galaxy map picture file (00 terminated string: blackhole = &amp;quot;blkh&amp;quot; = 62 6C 6B 68, X-ray pulsar = &amp;quot;xp-&amp;quot; = 78 70 2D, nebula = &amp;quot;neb-&amp;quot; = 6E 65 62 2D, neutron star = &amp;quot;ns&amp;quot; = 6E 73, wormhole = &amp;quot;worm&amp;quot; = 77 6F 72 6D, radio pulsar = &amp;quot;rpls&amp;quot; = 72 70 6C 73)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = anomalyID for wormhole connection, else FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0042 to 0x0043 = 00 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = sector visited by major (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&lt;br /&gt;
&lt;br /&gt;
=== RToSInfo ===&lt;br /&gt;
RToS = race to star (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
races are in the following order 1: Card 2: Fed 3: Ferg 4: Kling 5: Rom&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
lists StarIDs of the homesystems of all races, if not available = FF 00&lt;br /&gt;
&lt;br /&gt;
=== SphOfIn0 to SphOfIn4 ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: [GalaxyMapWidth]&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
relevance unclear&amp;lt;br/&amp;gt;&lt;br /&gt;
gives a view of the galaxy map for every empire&amp;lt;br/&amp;gt;&lt;br /&gt;
decreasing values around home system position&amp;lt;br/&amp;gt;&lt;br /&gt;
might be relevant for the influence of systems to mark the territory&lt;br /&gt;
&lt;br /&gt;
== Systems ==&lt;br /&gt;
=== systInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 76&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all starsystems&lt;br /&gt;
* system name&lt;br /&gt;
* race (owner)&lt;br /&gt;
* race (population)&lt;br /&gt;
* population count&lt;br /&gt;
* population orders (work assignation)&lt;br /&gt;
* moral (value)&lt;br /&gt;
* moral (shown text)&lt;br /&gt;
* dilithium&lt;br /&gt;
* system visited by race&lt;br /&gt;
* star type&lt;br /&gt;
* star picture&lt;br /&gt;
* star picture position on map (x/y)&lt;br /&gt;
* planet count&lt;br /&gt;
* planetnames&lt;br /&gt;
* planet animations&lt;br /&gt;
* planet types&lt;br /&gt;
* planet sizes (small/middle/big)&lt;br /&gt;
* terraforming value total&lt;br /&gt;
* terraforming value done&lt;br /&gt;
* planet bonuses (population/energy/food =&amp;gt; pure/normal/much)&lt;br /&gt;
* incoming traderouts&lt;br /&gt;
* traderoutes of the system&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on planetnumber, traderoutes and if it&#039;s a player&#039;s system&lt;br /&gt;
only one example starsystem with a single planet gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 uninhabited = 00 00 00 00, AI = 00 00 00 01, player = 00 00 00 02&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x002F = system name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 = system type (0=home, 1=native, 2=non native, 3=subjugated, 4=affiliated, 5=independent minor, 6=conquered home, 7&amp;amp;8=invalid?, 9=any, A=rebel, B=empty)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0031 = star type (red giant=04, orange=05, yellow=06, white=07, green=08, blue=09)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0032 to 0x0035 = star picture&lt;br /&gt;
* red giant = 73 2D 72 2D&lt;br /&gt;
* orange star = 73 2D 6F 2D&lt;br /&gt;
* yellow star = 73 2D 79 2D&lt;br /&gt;
* white star = 73 2D 77 2D&lt;br /&gt;
* green star = 73 2D 67 2D&lt;br /&gt;
* blue star = 73 2D 62 2D&lt;br /&gt;
Offset 0x003F = system explored by empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = population (uninhabited = FF FF)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = race of population&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004D = raceID ( = owner, noone = 23)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = people assigned to economy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B = people assigned to energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F = people assigned to food production&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 = people assigned to science&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 = people assigned to intelligence&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006A to 0x006B = number of planets &amp;lt;= 09 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006E = dilithium icon F1-map (0=No, 1=Yes)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006F = unknown (majors = 05, uninhabited = 00, ? = 02,...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0071 = effective dilithium ? (0=No, 8=Yes)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0072 to 0x0077 unkown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x007F = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0080 to 0x0083 = ORDER ECONOMY (typeID) 1=build building, 2=upgrade building(s), 3=build ship, 5=tradegoods, 7=unrest order&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0084 to 0x0087 = invested industry&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0088 to 0x008B = ID of building/ship under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x008C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = ? number of entries in strcInfo ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00BB = base offset of planet entry array ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BD = max population * 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0220 unknown (=32 for colonys (?))&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0298 to 0x029B = FF FF FF FF (used as base offset for moral entries)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DC to 0x02DD = moral value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DE to 0x2DF = moral text (signed integer, little endian! : -4 =  Rebellious, -3 = Defiant, -2 = Disgruntled, -1= Apathetic, 0 = Content, 1 = Pleased, 2 =  Loyal, 3 = Fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F0 to 0x02F2 = base morale&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F4 unknown (maybe moral - normally 32hex = 50dez)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0309 unknown (for majors = 01)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0328+ list of all planets of that starsystem&lt;br /&gt;
----&lt;br /&gt;
Offset 0x0328 to 0x034F = planetname (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0350 to 0x0357 = planet animation filename (= ****.ani)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0358 to 0x035D = 00 FB 57 00 30 59 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x035E to 0x035F = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0360 to 0x0361 = planet size (small = 00 00, middle = 01 00, big = 02 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0362 to 0x0363 = terraforming value total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0364 to 0x0365 = terraforming value done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0366 to 0x0367 = food bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0368 to 0x0369 = energy bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036A to 0x036B = population bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036C to 0x036D = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0370 planet type (00 = arctic, 01 = barren, 02 = desert, 03 = gas giant, 04 = djungle, 05 = oceanic, 06 = earthlike, 07 = vulcanic, 08 = methanic, 09 = AUS, &amp;gt;09 = other)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0372 to 0x0373 = 00 00&lt;br /&gt;
----&lt;br /&gt;
Offset [0x0328+0x004C*numberOfPlanets] to Offset [0x0328+0x004C*numberOfPlanets+0x0004*numberOfPlanets-0x0001]&amp;lt;br/&amp;gt;&lt;br /&gt;
(for one planet that&#039;s Offset 0x0374 to 0x0377) = unknown (mostly 00 ... 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if traderoutes are available:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = (number of incoming traderouts + number of system traderoutes) * (0x0002 length (16bit) raceID + 0x0002 length (16bit) tradeRouteNo. (tradeRouteNo + raceID = tradeRouteID))&amp;lt;br/&amp;gt;&lt;br /&gt;
] (don&#039;t know if and where the number of traderoutes is stored)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if it&#039;s a players system:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = unknown, length = 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
what a complicated file...&lt;br /&gt;
&lt;br /&gt;
=== strcInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 4&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all buildings for each star&lt;br /&gt;
* starID&lt;br /&gt;
* number of entries for each star&lt;br /&gt;
* building type&lt;br /&gt;
* building count&lt;br /&gt;
* building is activated / has energy (for special buildings)&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on number of different building types&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = number of entrys&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of entrys:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0005 = building count&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0006 to 0x0007 = building type (same order as in stbof.res and UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = receives energy (00 00 = false, 00 01 = true)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
=== techInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists science by raceID&lt;br /&gt;
* raceID&lt;br /&gt;
* science levels&lt;br /&gt;
* technology level&lt;br /&gt;
* science points done by science type&lt;br /&gt;
* actual science assignation&lt;br /&gt;
* actually buildable buildings&lt;br /&gt;
&lt;br /&gt;
explained only for one race&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = number of races (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0012 = unknown (always = 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0006 = unknown (always = 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown (always = 00 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = technology level&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x000B = buildable special buildings (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
* &amp;amp;0x8000000000000000000000 = phenix device&lt;br /&gt;
* &amp;amp;0x4000000000000000000000 = dilithium raffinery&lt;br /&gt;
* &amp;amp;0x2000000000000000000000 = orbital cannon&lt;br /&gt;
* &amp;amp;0x1000000000000000000000 = communication network&lt;br /&gt;
* &amp;amp;0x0800000000000000000000 = charge collector&lt;br /&gt;
* &amp;amp;0x0400000000000000000000 = bunker&lt;br /&gt;
* &amp;amp;0x0200000000000000000000 = simple replicator&lt;br /&gt;
* &amp;amp;0x0100000000000000000000 = improved replicator&lt;br /&gt;
* &amp;amp;0x0080000000000000000000 = shipyard&lt;br /&gt;
* &amp;amp;0x0040000000000000000000 = isolinear scanner&lt;br /&gt;
* &amp;amp;0x0020000000000000000000 = listening post&lt;br /&gt;
* &amp;amp;0x0010000000000000000000 = subspace scanner&lt;br /&gt;
* &amp;amp;0x0008000000000000000000 = subautomatic simulator&lt;br /&gt;
* &amp;amp;0x0004000000000000000000 = thery simulator&lt;br /&gt;
* &amp;amp;0x0002000000000000000000 = private farm&lt;br /&gt;
* &amp;amp;0x0001000000000000000000 = oceanic farm&lt;br /&gt;
* &amp;amp;0x0000800000000000000000 = obsedian congregation&lt;br /&gt;
* &amp;amp;0x0000400000000000000000 = reeducation center&lt;br /&gt;
* &amp;amp;0x0000200000000000000000 = union yard&lt;br /&gt;
* &amp;amp;0x0000100000000000000000 = shield generator&lt;br /&gt;
* &amp;amp;0x0000080000000000000000 = wind turbine&lt;br /&gt;
* &amp;amp;0x0000040000000000000000 = trade goods&lt;br /&gt;
* &amp;amp;0x0000020000000000000000 = trade center&lt;br /&gt;
* &amp;amp;0x0000010000000000000000 = agrarian store&lt;br /&gt;
* &amp;amp;0x0000008000000000000000 = trade tower&lt;br /&gt;
* &amp;amp;0x0000004000000000000000 = trade commission&lt;br /&gt;
* &amp;amp;0x0000002000000000000000 = holo cinema&lt;br /&gt;
* &amp;amp;0x0000001000000000000000 = fantasy land&lt;br /&gt;
* &amp;amp;0x0000000800000000000000 = inquisition&lt;br /&gt;
* &amp;amp;0x0000000400000000000000 = work camp&lt;br /&gt;
* &amp;amp;0x0000000200000000000000 = command center&lt;br /&gt;
* &amp;amp;0x0000000100000000000000 = hidden sensor grid&lt;br /&gt;
* &amp;amp;0x0000000080000000000000 = laws of war&lt;br /&gt;
* &amp;amp;0x0000000040000000000000 = utopia planetia&lt;br /&gt;
* &amp;amp;0x0000000020000000000000 = starfleet academy&lt;br /&gt;
* &amp;amp;0x0000000010000000000000 = federation council&lt;br /&gt;
* &amp;amp;0x0000000008000000000000 = daystorm institute&lt;br /&gt;
* &amp;amp;0x0000000004000000000000 = genesis sciencelab&lt;br /&gt;
* &amp;amp;0x0000000002000000000000 = festival of fun&lt;br /&gt;
* &amp;amp;0x0000000001000000000000 = franchise office&lt;br /&gt;
* &amp;amp;0x0000000000800000000000 = astronomic academy&lt;br /&gt;
* &amp;amp;0x0000000000400000000000 = singularity facility&lt;br /&gt;
* &amp;amp;0x0000000000200000000000 = center for fighttests&lt;br /&gt;
* &amp;amp;0x0000000000100000000000 = police state&lt;br /&gt;
* &amp;amp;0x0000000000080000000000 = tactical school&lt;br /&gt;
* &amp;amp;0x0000000000040000000000 = big hall&lt;br /&gt;
* &amp;amp;0x0000000000020000000000 = prison mine&lt;br /&gt;
* &amp;amp;0x0000000000010000000000 = hall of warriors&lt;br /&gt;
* &amp;amp;0x0000000000008000000000 = military yard&lt;br /&gt;
* &amp;amp;0x0000000000004000000000 = federation yard&lt;br /&gt;
* &amp;amp;0x0000000000002000000000 = federation replicator&lt;br /&gt;
* &amp;amp;0x0000000000001000000000 = alliance yard&lt;br /&gt;
* &amp;amp;0x0000000000000800000000 = tribunal&lt;br /&gt;
* &amp;amp;0x0000000000000400000000 = fleet academy&lt;br /&gt;
* &amp;amp;0x0000000000000200000000 = talshiar main quater&lt;br /&gt;
* &amp;amp;0x0000000000000100000000 = imperial senate&lt;br /&gt;
* &amp;amp;0x0000000000000080000000 = industrial center (of the Bencites)&lt;br /&gt;
* &amp;amp;0x0000000000000040000000 = architectural center (of the Bandi)&lt;br /&gt;
* &amp;amp;0x0000000000000020000000 = bajoran jalanda forum (of the Bajorans)&lt;br /&gt;
* &amp;amp;0x0000000000000010000000 = harvest complex (of the Antedians)&lt;br /&gt;
* &amp;amp;0x0000000000000008000000 = examination base (of the Anticans)&lt;br /&gt;
* &amp;amp;0x0000000000000004000000 = supersoldier academy (of the Angosians)&lt;br /&gt;
* &amp;amp;0x0000000000000002000000 = andorian war school (of the Andorians)&lt;br /&gt;
* &amp;amp;0x0000000000000001000000 = acamerian clanhall (of the Acamerians)&lt;br /&gt;
* &amp;amp;0x0000000000000000800000 = cinetic laboratory (of the Malcorians)&lt;br /&gt;
* &amp;amp;0x0000000000000000400000 = ktarian game studio (of the Ktarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000200000 = edo palace (of the Edos)&lt;br /&gt;
* &amp;amp;0x0000000000000000100000 = gladiator arena (of the Chalnoth)&lt;br /&gt;
* &amp;amp;0x0000000000000000080000 = science thinking factory (of the Caldonians)&lt;br /&gt;
* &amp;amp;0x0000000000000000040000 = planetary computer (of the Bynare)&lt;br /&gt;
* &amp;amp;0x0000000000000000020000 = cosmetic center (of the Bolarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000010000 = councelor academy (of the Betazoids)&lt;br /&gt;
* &amp;amp;0x0000000000000000008000 = defense network (of the Talarian)&lt;br /&gt;
* &amp;amp;0x0000000000000000004000 = physical institute (of the Takarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000002000 = biotec center (of the Sheliak)&lt;br /&gt;
* &amp;amp;0x0000000000000000001000 = examination base (of the Selay)&lt;br /&gt;
* &amp;amp;0x0000000000000000000800 = collector place (of the Pakleds)&lt;br /&gt;
* &amp;amp;0x0000000000000000000400 = recruitment center (of the Nausicaans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000200 = monument of subjugation (of the Mizarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000100 = mintaca farm (of the Mintacarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000080 = imperial yard&lt;br /&gt;
* &amp;amp;0x0000000000000000000040 = orgenic regenerator&lt;br /&gt;
* &amp;amp;0x0000000000000000000020 = military academy (of the Zakdorn)&lt;br /&gt;
* &amp;amp;0x0000000000000000000010 = intelligence (of the Yridians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000008 = science academy (of the Vulcans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000004 = archive of psycho history (of the Ullians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000002 = science committee (of the Trillian)&lt;br /&gt;
* &amp;amp;0x0000000000000000000001 = mythology library (of the Tamarians)Offset length 0x001D = buildable normal buildings / upgrades (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
Offset length 0x0008 = unknown (always 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Intel ==&lt;br /&gt;
=== intelInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 16&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown - seems to include intel reports&lt;br /&gt;
* actual intel assignation for every major&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x02D7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
[for all five majors: blocklength = 0x2C1C&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0070 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = intelligance assignation of internal security&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
=== treaty ===&lt;br /&gt;
completely unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
for turn 1 it&#039;s 00 00 00 00 00 00 00 00&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
=== trdeInfo0.cnt to trdeInfo4.cnt ===&lt;br /&gt;
number of traderoutes for each empire&lt;br /&gt;
&lt;br /&gt;
=== trdeInfo0 to trdeInfo4 ===&lt;br /&gt;
partially unexplored&amp;lt;br/&amp;gt;&lt;br /&gt;
lists traderoutes&lt;br /&gt;
* raceID&lt;br /&gt;
* traderoute number (+ raceID = traderouteID)&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
== Ships &amp;amp; Task Forces ==&lt;br /&gt;
=== alienTFInfo0 to alienTFInfo[numberOfRaces] ===&lt;br /&gt;
lists fleetIDs of every race&lt;br /&gt;
* number of taskforces/fleets&lt;br /&gt;
* shipIDs&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = number of controled fleets&amp;lt;br/&amp;gt;&lt;br /&gt;
[for [numberOfRaces]:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
=== shipname.dat ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
is divided into several shipname categorys&amp;lt;br/&amp;gt;&lt;br /&gt;
shipnames aren&#039;t in the same order with these in shipname.bin of stbof.res!&amp;lt;br/&amp;gt;&lt;br /&gt;
this file also influences the shipIDs for newly builded ones&lt;br /&gt;
* first given shipname&lt;br /&gt;
* next given shipname&lt;br /&gt;
* counter of repeatings (for name endings A, B, C,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x000C&amp;lt;br/&amp;gt;&lt;br /&gt;
block position equals shipname category position in shipname.bin of stbof.res as well as category position in UE&lt;br /&gt;
Each race has its own categorys, seperated for different ship types&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Warning! shipID for new constructed ships gets wrong, if distance between first and next name is wrong!&amp;lt;/span&amp;gt; (next name reffering number can be less as well as higher than first, distance is based on list iterations)&amp;lt;br/&amp;gt;&lt;br /&gt;
If next reffering number reaches first reffering number, counter gets increased&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = first given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = next given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = counter of repeating/iteration or if no name of this category has been used yet = FF FF (defines the appendix of the shipname: A, B, ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00&lt;br /&gt;
&lt;br /&gt;
=== ShipCntr ===&lt;br /&gt;
next shipID&lt;br /&gt;
&lt;br /&gt;
=== TForceCntr ===&lt;br /&gt;
next fleetID&lt;br /&gt;
&lt;br /&gt;
=== GShipHead = GTForceHd = GWTForceHd = GTFStasisHd ===&lt;br /&gt;
&lt;br /&gt;
These are global list headers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Header&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;List&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Contains&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GShipHead&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GShipList&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Ships&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTForceHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTForceList&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Task forces&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GWTForceHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GWTForce&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Task forces&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTFStasisHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTFStasis&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Identified fields:&lt;br /&gt;
&lt;br /&gt;
* slot size&lt;br /&gt;
* total number of slots in list&lt;br /&gt;
* number of occupied slots (slots with data)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
File structure (40 bytes):&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000F = unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = slot size&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = total number of slots&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = number of occupied slots&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x0027 = unknown&lt;br /&gt;
&lt;br /&gt;
=== GShipList ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 116&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
list all ships with&lt;br /&gt;
* shipname&lt;br /&gt;
* raceID&lt;br /&gt;
* shipID&lt;br /&gt;
* fleetID&lt;br /&gt;
* shield&lt;br /&gt;
* hull&lt;br /&gt;
* ship type (manufactoring type / =shiplistID in shiplist.sst)&lt;br /&gt;
* experience bonus for beam accuracy&lt;br /&gt;
* experience bonus for torpedo accuracy&lt;br /&gt;
* experience bonus for defense&lt;br /&gt;
* crew experience value&lt;br /&gt;
* crew experience level&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0074&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 = shipname&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID (only for ship icon)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = shipID (NOT shiplist.sst ID)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = experience bonus for beam accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = experience bonus for torpedo accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = experience bonus for defense&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = shield (can lead to crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = hull (leads to crash in tactical fight if too high)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = crew experience value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = crew experience level (0=green,.. , 4=legendary) accessed for stars, raid, intercept &amp;amp; damage control&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0055 = ship type (manufactoring type, used as shiplistID in stbof.res, e.g. in shiptech.sst and is in same order as in UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0056 to 0x0073 = unknown&lt;br /&gt;
&lt;br /&gt;
=== GTForceList = GWTForce ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
differences only exist in behavior&amp;lt;br/&amp;gt;&lt;br /&gt;
in later turns there might remain fragments of old turns at the end of the list - they get ignored by botf&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all fleets&lt;br /&gt;
* fleetID&lt;br /&gt;
* shipIDs&lt;br /&gt;
* raceID&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* first Colony ShipID&lt;br /&gt;
* control category&lt;br /&gt;
* contains colony ships&lt;br /&gt;
* scan range&lt;br /&gt;
* flight range&lt;br /&gt;
* speed&lt;br /&gt;
* order (evade, attack,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
data fragments at the end of the file happen if fleet count decreases&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = ship count of that fleet&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = shipID of first fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000F = shipID of second fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = shipID of third fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = shipID of fourth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = shipID of fifth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = shipID of sixth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = shipID of seventh fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = shipID of eighth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x002B = shipID of ninth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = order/command - seems only to define the display: systemattack remains if changed&amp;lt;br/&amp;gt;&lt;br /&gt;
* 00 = invalid&lt;br /&gt;
* 01 = terraform&lt;br /&gt;
* 02 = colonize&lt;br /&gt;
* 03 = rade&lt;br /&gt;
* 04 = intercept&lt;br /&gt;
* 05 = evade&lt;br /&gt;
* 06 = attack&lt;br /&gt;
* 07 = build outpost&lt;br /&gt;
* 08 = build starbase&lt;br /&gt;
* 09 = crew training&lt;br /&gt;
* 0A = expand&lt;br /&gt;
* 0B = invalid&lt;br /&gt;
* 0C = scrap&lt;br /&gt;
* 0D = into wormhole&lt;br /&gt;
* 0E = attack system&lt;br /&gt;
* &amp;gt;0E = invalid&lt;br /&gt;
Offset 0x0030 to 0x0033 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = sector row (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = sector column (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = first Colony shipID (same as one of the ship slots values)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = control category (1 - major empire, 2 - minor race, 3 - alien)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = contains colony ships (0 - no, 1 - yes)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0053 = scan range, keeps only one turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005F = flight range, keeps only one turn (double precision floating point number; short = 0, middle = 1, high = 2)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0067 = speed, keeps only one turn (double precision floating point number; values 0 to 5)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = cloaking (01 00 00 00 = cloaked, else 00 00 00 00)&lt;br /&gt;
&lt;br /&gt;
=== GTFStasis ===&lt;br /&gt;
number of starbases/outposts (guessed)&lt;br /&gt;
&lt;br /&gt;
=== starBaseInfo ===&lt;br /&gt;
&lt;br /&gt;
* outpost name&lt;br /&gt;
* owner raceID&lt;br /&gt;
* outpostID&lt;br /&gt;
* ship function (valid values are 6 for outpost and 7 for starbase)&lt;br /&gt;
* ship type (links to shiplist.sst entry)&lt;br /&gt;
* sector column&lt;br /&gt;
* sector row&lt;br /&gt;
* hull&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Stored in blocks of 92 bytes.&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0027 = outpost name (ASCII)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = outpostID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002D = ship function&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002E to 0x002F = ship type&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = sector column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = sector row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x004B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = hull&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x005B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== monster.lst ===&lt;br /&gt;
unexplored&lt;br /&gt;
&lt;br /&gt;
== AI / Agents ==&lt;br /&gt;
&lt;br /&gt;
=== AINumAgents ===&lt;br /&gt;
number of AI agents&lt;br /&gt;
&lt;br /&gt;
=== AIAgtIdCtrl ===&lt;br /&gt;
next agentID (for filenames)&lt;br /&gt;
&lt;br /&gt;
=== AIAgent0 to AIAgent[NumAgents] ===&lt;br /&gt;
mostly unexplored&lt;br /&gt;
* agentID&lt;br /&gt;
* raceID&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = agentID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = 01 00 00 00 if major, 02 00 00 00 if minor&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x00CB = unknown&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0.cnt to AgtSy[NumAgents].cnt ===&lt;br /&gt;
number of systems to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0 to AgtSy[NumAgents] ===&lt;br /&gt;
starIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0.cnt to AgtSh[NumAgents].cnt ===&lt;br /&gt;
number of ships to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0 to AgtSh[NumAgents] ===&lt;br /&gt;
shipIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0.cnt to AgtDp[NumAgents].cnt ===&lt;br /&gt;
number of entrys in AgtDpxx&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0 to AgtDp[NumAgents] ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 266&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
unknown - mayby diplomatics&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0.cnt to AgtTk[NumAgents].cnt ===&lt;br /&gt;
number of tasks for that agent&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0 to AgtTk[NumAgents] ===&lt;br /&gt;
TaskIDs (for TskSh and TskSy filenames)&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt.cnt ===&lt;br /&gt;
number of AI controled systems&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
starIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt.cnt ===&lt;br /&gt;
number of AI controled ships&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 24&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
shipIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0018&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = shipID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = unknown (if not 05 00 for colony ships, AI doesn&#039;t colonize)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0017 = unknown&lt;br /&gt;
&lt;br /&gt;
=== AINumTasks ====&lt;br /&gt;
number of Tsk-files&lt;br /&gt;
&lt;br /&gt;
==== AITaskIDCtr ===&lt;br /&gt;
next TskID for filename (of TskSh/TskSy)&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== provInfo0 to provInfo4 ===&lt;br /&gt;
lists starIDs of every major empire&lt;br /&gt;
* star count&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
=== ordInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 84&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown, includes peace proposals&lt;br /&gt;
* raceID&lt;br /&gt;
* turn of occurance&lt;br /&gt;
* starID&lt;br /&gt;
&lt;br /&gt;
has variable blocksizes!&amp;lt;br/&amp;gt;&lt;br /&gt;
on turn 1 there&#039;s only one for each major starsystem with a blocksize of 0x0054&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = turn of occurance&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0025 = starID&lt;br /&gt;
&lt;br /&gt;
=== SeedInfo ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== result.lst ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== incident.dat ===&lt;br /&gt;
completely unknown but normally it&#039;s 00 00 00 00&lt;/div&gt;</summary>
		<author><name>DCER</name></author>
	</entry>
	<entry>
		<id>http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=125</id>
		<title>Savegame File-Listing</title>
		<link rel="alternate" type="text/html" href="http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=125"/>
		<updated>2010-07-22T20:26:11Z</updated>

		<summary type="html">&lt;p&gt;DCER: /* GTForceList = GWTForce */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most of the following data has been explored by using a vanilla singleplayer savegame at turn 1 with following settings:&lt;br /&gt;
* tech 1&lt;br /&gt;
* small galaxy&lt;br /&gt;
* irregular&lt;br /&gt;
* no minors&lt;br /&gt;
* impossible&lt;br /&gt;
&lt;br /&gt;
At later turns there are additional files stored within the saves. These may have been partially discarded.&lt;br /&gt;
For turn 1 saves, most unexplored data seems to be relatively unimportant and often can be zero!&lt;br /&gt;
Please aware that some information might be incomplete or even incorrect. &lt;br /&gt;
&lt;br /&gt;
So, after extracting a savegame with UltimateEditor you get quite a ton of files. Here&#039;s an overview about them and the hexcode they contain:&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
=== version ===&lt;br /&gt;
* for me it&#039;s always 08&lt;br /&gt;
&lt;br /&gt;
=== gameInfo ===&lt;br /&gt;
* filename&lt;br /&gt;
* gamesave name&lt;br /&gt;
* galaxy type&lt;br /&gt;
* galaxy size&lt;br /&gt;
* difficulty level&lt;br /&gt;
* strategical timer&lt;br /&gt;
* tactical timer&lt;br /&gt;
* actual and next turn&lt;br /&gt;
* player race&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* races with ships (major + minor)&lt;br /&gt;
* races beaten&lt;br /&gt;
* goal (vendetta/dominance)&lt;br /&gt;
* empire status informations (occupied systems, science, economy, military)&lt;br /&gt;
* statistic&lt;br /&gt;
* player names (if MP)&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000D(?) filename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000D to 0x003E savename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 last turn (for savename)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C 00 = singleplayer 01 = multiplayer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0250 important but unknown (crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0252 player&#039;s race (00 = card, 01 = fed, 02=ferg, 03=kling, 04=rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0254 to 0x0258 technology starting levels of the five majors (card, fed, ferg, kling, rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0260 galaxytype (00 = irregular, 01 = elliptic, 02 = ring, 03 = spiral)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0264 galaxyszie (00 = small, 01 = middle, 03 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x026C difficulty (00 = very easy, 01 = easy, 02 = normal, 03 = hard, 04 = impossible)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0270 to 0x0275(?) races in game (bitwise XOR, little endian (8bit packets) =&amp;gt; order is the same with alienInfo)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0278 beaten empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0280 to 0x0285(?) races with ships&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A4 strategical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A8 tactical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AC actual turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AE last turn points (for statistic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02BA(maybe less)+ statistic of the cards&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x04AE(maybe less)+ statistic of the feds&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x06A2(maybe less)+ statistic of the fergs&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0896(maybe less)+ statistic of the klings&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0A8A(maybe less)+ statistic of the roms&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0C84+(?) empire state (intelligence)&lt;br /&gt;
* Offset 0x0C8E+ military&lt;br /&gt;
* Offset 0x0D06+ economy&lt;br /&gt;
* Offset 0x0D1A+ science&lt;br /&gt;
* Offset 0x0D92+ occupied systemsOffset&lt;br /&gt;
0x0DBC victory condition (00=single/Multi player dominance 01=Muilt player team dominance, 02=vendetta)&lt;br /&gt;
&lt;br /&gt;
=== empsInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 444&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists information about majors&lt;br /&gt;
* empirenames&lt;br /&gt;
* name of the emperor&lt;br /&gt;
* credits&lt;br /&gt;
* number of running dilithium sources&lt;br /&gt;
* number of ships under construction&lt;br /&gt;
* population (total ?)&lt;br /&gt;
* moral shown in empire state&lt;br /&gt;
* ship-population support&lt;br /&gt;
* known empires (for diplomacy)&lt;br /&gt;
&lt;br /&gt;
is stored in blocks of 0x01BC length for every major&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one (card) gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 empire name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x004F emperor name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = address of gdlList ? (8 bytes per system), at  [+4] number of held systems&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 credits (for F1 emps info display)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B income (for F1 emps info display, not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F real ship support cost ? (- pop support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 number of running dilithium sources&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 number of ships under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = current research points different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006C to 0x006F population (?main system or total?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 to 0x0073 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0074 to 0x0077 = current morale ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B current intel different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x0093 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0094 to 0x0097 ship-population support (not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0098 to 0x009B credits&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x009C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = research at end of last turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00B3 unknown (originaly thought to be ship-population support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B4 to 0x00B7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B8 to 0x00B9 moral shown in empire state (signed integer, little endian! 0xFCFF = rebellious, 0xFFFF = apathetic, 0x0000 = normal, 0x0300 = fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BA to 0x00BB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BF = intel total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00C0 to 0x010F unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0110 to 0x0123 (5empires * 4bytes) = treaty label: 0=Neutral, 1=War, 2=Alliance, 3=Peace&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0124 to 0x0137 (5empires * 4bytes) = territory accessible: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0138 to 0x014B (5empires * 4bytes) = trade allowed: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x014C to 0x0157 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0158 to 0x015F known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0160 to 0x01B3 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B4 to 0x01B7 = cumulative build costs of fleet (ship functions 0-4)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B8 to 0x01BB unknown&lt;br /&gt;
&lt;br /&gt;
== Aliens ==&lt;br /&gt;
=== alienInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 64&amp;lt;/span&amp;gt;&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0040 for every possible race&amp;lt;br/&amp;gt;&lt;br /&gt;
in same order as races in stbof.res or UE&amp;lt;br/&amp;gt;&lt;br /&gt;
only first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 = 01 if race is alive&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 = starID of homesystem&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 = known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 = known races (IDs 0x20+)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 (5empires * 4bytes) = treaty level (minors) 0=Neutral, 1=Friendly, 2=Affiliated, 3=Member, 4=War&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C = (for minors) 0=free diplomacy, 1=subjugated, 2=restricted diplomacy(membership)&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
=== galInfo ===&lt;br /&gt;
* galaxy size (small/middle/big)&lt;br /&gt;
* count of sectors&lt;br /&gt;
* count of stars&lt;br /&gt;
* count of anomalies&lt;br /&gt;
&lt;br /&gt;
Offset 0x0008 to 0x000B = galaxy size (00 = small, 01 = middle, 02 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = number of stars&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = number of anomalies&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0015 = number of sectors&lt;br /&gt;
&lt;br /&gt;
=== sector.lst ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 104&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all sectors&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* outpostID &lt;br /&gt;
* anomalyID&lt;br /&gt;
* starID&lt;br /&gt;
* sector scanned by race&lt;br /&gt;
* sector explored by race&lt;br /&gt;
* sector influenced by anomaly (?)&lt;br /&gt;
* claim&lt;br /&gt;
* owner of the sector&lt;br /&gt;
* actual scan value by race&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0068&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = map row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = map column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = outpostID from starBaseInfo or -1 if none&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = anomalyID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = claim (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = 00 00 00 00 if owned by card, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = 01 00 00 00 if owned by fed, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = 02 00 00 00 if owned by ferg, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = 03 00 00 00 if owned by kling, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = 04 00 00 00 if owned by rom, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = [raceID] if owned by minor, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = explored by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0031 = sector scanned by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom, 20 = blackhole)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = scanpower of card (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = scanpower of fed (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = scanpower of ferg (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = scanpower of kling (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0054 = scanpower of rom (signed, little endian)&lt;br /&gt;
&lt;br /&gt;
=== stellInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 88&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all anomalies (in ID order?)&lt;br /&gt;
* anomaly type&lt;br /&gt;
* anomaly name&lt;br /&gt;
* anomaly map picture&lt;br /&gt;
* anomaly map picture position (x/y)&lt;br /&gt;
* wormhole connections&lt;br /&gt;
* visited by majors&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0058&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = type of anomaly (00 00 00 00 = blackhole, 01 00 00 00 = X-ray pulsar, 02 00 00 00 = nebula, 03 00 00 00 = neutron star, 0A 00 00 00 = wormhole, 0B 00 00 00 = radio pulsar)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x002B = anomaly name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x003F = galaxy map picture file (00 terminated string: blackhole = &amp;quot;blkh&amp;quot; = 62 6C 6B 68, X-ray pulsar = &amp;quot;xp-&amp;quot; = 78 70 2D, nebula = &amp;quot;neb-&amp;quot; = 6E 65 62 2D, neutron star = &amp;quot;ns&amp;quot; = 6E 73, wormhole = &amp;quot;worm&amp;quot; = 77 6F 72 6D, radio pulsar = &amp;quot;rpls&amp;quot; = 72 70 6C 73)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = anomalyID for wormhole connection, else FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0042 to 0x0043 = 00 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = sector visited by major (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&lt;br /&gt;
&lt;br /&gt;
=== RToSInfo ===&lt;br /&gt;
RToS = race to star (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
races are in the following order 1: Card 2: Fed 3: Ferg 4: Kling 5: Rom&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
lists StarIDs of the homesystems of all races, if not available = FF 00&lt;br /&gt;
&lt;br /&gt;
=== SphOfIn0 to SphOfIn4 ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: [GalaxyMapWidth]&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
relevance unclear&amp;lt;br/&amp;gt;&lt;br /&gt;
gives a view of the galaxy map for every empire&amp;lt;br/&amp;gt;&lt;br /&gt;
decreasing values around home system position&amp;lt;br/&amp;gt;&lt;br /&gt;
might be relevant for the influence of systems to mark the territory&lt;br /&gt;
&lt;br /&gt;
== Systems ==&lt;br /&gt;
=== systInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 76&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all starsystems&lt;br /&gt;
* system name&lt;br /&gt;
* race (owner)&lt;br /&gt;
* race (population)&lt;br /&gt;
* population count&lt;br /&gt;
* population orders (work assignation)&lt;br /&gt;
* moral (value)&lt;br /&gt;
* moral (shown text)&lt;br /&gt;
* dilithium&lt;br /&gt;
* system visited by race&lt;br /&gt;
* star type&lt;br /&gt;
* star picture&lt;br /&gt;
* star picture position on map (x/y)&lt;br /&gt;
* planet count&lt;br /&gt;
* planetnames&lt;br /&gt;
* planet animations&lt;br /&gt;
* planet types&lt;br /&gt;
* planet sizes (small/middle/big)&lt;br /&gt;
* terraforming value total&lt;br /&gt;
* terraforming value done&lt;br /&gt;
* planet bonuses (population/energy/food =&amp;gt; pure/normal/much)&lt;br /&gt;
* incoming traderouts&lt;br /&gt;
* traderoutes of the system&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on planetnumber, traderoutes and if it&#039;s a player&#039;s system&lt;br /&gt;
only one example starsystem with a single planet gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 uninhabited = 00 00 00 00, AI = 00 00 00 01, player = 00 00 00 02&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x002F = system name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 = system type (0=home, 1=native, 2=non native, 3=subjugated, 4=affiliated, 5=independent minor, 6=conquered home, 7&amp;amp;8=invalid?, 9=any, A=rebel, B=empty)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0031 = star type (red giant=04, orange=05, yellow=06, white=07, green=08, blue=09)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0032 to 0x0035 = star picture&lt;br /&gt;
* red giant = 73 2D 72 2D&lt;br /&gt;
* orange star = 73 2D 6F 2D&lt;br /&gt;
* yellow star = 73 2D 79 2D&lt;br /&gt;
* white star = 73 2D 77 2D&lt;br /&gt;
* green star = 73 2D 67 2D&lt;br /&gt;
* blue star = 73 2D 62 2D&lt;br /&gt;
Offset 0x003F = system explored by empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = population (uninhabited = FF FF)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = race of population&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004D = raceID ( = owner, noone = 23)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = people assigned to economy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B = people assigned to energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F = people assigned to food production&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 = people assigned to science&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 = people assigned to intelligence&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006A to 0x006B = number of planets &amp;lt;= 09 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006E = dilithium icon F1-map (0=No, 1=Yes)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006F = unknown (majors = 05, uninhabited = 00, ? = 02,...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0071 = effective dilithium ? (0=No, 8=Yes)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0072 to 0x0077 unkown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x007F = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0080 to 0x0083 = ORDER ECONOMY (typeID) 1=build building, 2=upgrade building(s), 3=build ship, 5=tradegoods, 7=unrest order&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0084 to 0x0087 = invested industry&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0088 to 0x008B = ID of building/ship under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x008C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = ? number of entries in strcInfo ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00BB = base offset of planet entry array ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BD = max population * 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0220 unknown (=32 for colonys (?))&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0298 to 0x029B = FF FF FF FF (used as base offset for moral entries)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DC to 0x02DD = moral value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DE to 0x2DF = moral text (signed integer, little endian! : -4 =  Rebellious, -3 = Defiant, -2 = Disgruntled, -1= Apathetic, 0 = Content, 1 = Pleased, 2 =  Loyal, 3 = Fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F0 to 0x02F2 = base morale&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F4 unknown (maybe moral - normally 32hex = 50dez)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0309 unknown (for majors = 01)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0328+ list of all planets of that starsystem&lt;br /&gt;
----&lt;br /&gt;
Offset 0x0328 to 0x034F = planetname (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0350 to 0x0357 = planet animation filename (= ****.ani)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0358 to 0x035D = 00 FB 57 00 30 59 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x035E to 0x035F = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0360 to 0x0361 = planet size (small = 00 00, middle = 01 00, big = 02 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0362 to 0x0363 = terraforming value total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0364 to 0x0365 = terraforming value done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0366 to 0x0367 = food bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0368 to 0x0369 = energy bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036A to 0x036B = population bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036C to 0x036D = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0370 planet type (00 = arctic, 01 = barren, 02 = desert, 03 = gas giant, 04 = djungle, 05 = oceanic, 06 = earthlike, 07 = vulcanic, 08 = methanic, 09 = AUS, &amp;gt;09 = other)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0372 to 0x0373 = 00 00&lt;br /&gt;
----&lt;br /&gt;
Offset [0x0328+0x004C*numberOfPlanets] to Offset [0x0328+0x004C*numberOfPlanets+0x0004*numberOfPlanets-0x0001]&amp;lt;br/&amp;gt;&lt;br /&gt;
(for one planet that&#039;s Offset 0x0374 to 0x0377) = unknown (mostly 00 ... 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if traderoutes are available:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = (number of incoming traderouts + number of system traderoutes) * (0x0002 length (16bit) raceID + 0x0002 length (16bit) tradeRouteNo. (tradeRouteNo + raceID = tradeRouteID))&amp;lt;br/&amp;gt;&lt;br /&gt;
] (don&#039;t know if and where the number of traderoutes is stored)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if it&#039;s a players system:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = unknown, length = 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
what a complicated file...&lt;br /&gt;
&lt;br /&gt;
=== strcInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 4&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all buildings for each star&lt;br /&gt;
* starID&lt;br /&gt;
* number of entries for each star&lt;br /&gt;
* building type&lt;br /&gt;
* building count&lt;br /&gt;
* building is activated / has energy (for special buildings)&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on number of different building types&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = number of entrys&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of entrys:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0005 = building count&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0006 to 0x0007 = building type (same order as in stbof.res and UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = receives energy (00 00 = false, 00 01 = true)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
=== techInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists science by raceID&lt;br /&gt;
* raceID&lt;br /&gt;
* science levels&lt;br /&gt;
* technology level&lt;br /&gt;
* science points done by science type&lt;br /&gt;
* actual science assignation&lt;br /&gt;
* actually buildable buildings&lt;br /&gt;
&lt;br /&gt;
explained only for one race&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = number of races (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0012 = unknown (always = 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0006 = unknown (always = 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown (always = 00 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = technology level&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x000B = buildable special buildings (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
* &amp;amp;0x8000000000000000000000 = phenix device&lt;br /&gt;
* &amp;amp;0x4000000000000000000000 = dilithium raffinery&lt;br /&gt;
* &amp;amp;0x2000000000000000000000 = orbital cannon&lt;br /&gt;
* &amp;amp;0x1000000000000000000000 = communication network&lt;br /&gt;
* &amp;amp;0x0800000000000000000000 = charge collector&lt;br /&gt;
* &amp;amp;0x0400000000000000000000 = bunker&lt;br /&gt;
* &amp;amp;0x0200000000000000000000 = simple replicator&lt;br /&gt;
* &amp;amp;0x0100000000000000000000 = improved replicator&lt;br /&gt;
* &amp;amp;0x0080000000000000000000 = shipyard&lt;br /&gt;
* &amp;amp;0x0040000000000000000000 = isolinear scanner&lt;br /&gt;
* &amp;amp;0x0020000000000000000000 = listening post&lt;br /&gt;
* &amp;amp;0x0010000000000000000000 = subspace scanner&lt;br /&gt;
* &amp;amp;0x0008000000000000000000 = subautomatic simulator&lt;br /&gt;
* &amp;amp;0x0004000000000000000000 = thery simulator&lt;br /&gt;
* &amp;amp;0x0002000000000000000000 = private farm&lt;br /&gt;
* &amp;amp;0x0001000000000000000000 = oceanic farm&lt;br /&gt;
* &amp;amp;0x0000800000000000000000 = obsedian congregation&lt;br /&gt;
* &amp;amp;0x0000400000000000000000 = reeducation center&lt;br /&gt;
* &amp;amp;0x0000200000000000000000 = union yard&lt;br /&gt;
* &amp;amp;0x0000100000000000000000 = shield generator&lt;br /&gt;
* &amp;amp;0x0000080000000000000000 = wind turbine&lt;br /&gt;
* &amp;amp;0x0000040000000000000000 = trade goods&lt;br /&gt;
* &amp;amp;0x0000020000000000000000 = trade center&lt;br /&gt;
* &amp;amp;0x0000010000000000000000 = agrarian store&lt;br /&gt;
* &amp;amp;0x0000008000000000000000 = trade tower&lt;br /&gt;
* &amp;amp;0x0000004000000000000000 = trade commission&lt;br /&gt;
* &amp;amp;0x0000002000000000000000 = holo cinema&lt;br /&gt;
* &amp;amp;0x0000001000000000000000 = fantasy land&lt;br /&gt;
* &amp;amp;0x0000000800000000000000 = inquisition&lt;br /&gt;
* &amp;amp;0x0000000400000000000000 = work camp&lt;br /&gt;
* &amp;amp;0x0000000200000000000000 = command center&lt;br /&gt;
* &amp;amp;0x0000000100000000000000 = hidden sensor grid&lt;br /&gt;
* &amp;amp;0x0000000080000000000000 = laws of war&lt;br /&gt;
* &amp;amp;0x0000000040000000000000 = utopia planetia&lt;br /&gt;
* &amp;amp;0x0000000020000000000000 = starfleet academy&lt;br /&gt;
* &amp;amp;0x0000000010000000000000 = federation council&lt;br /&gt;
* &amp;amp;0x0000000008000000000000 = daystorm institute&lt;br /&gt;
* &amp;amp;0x0000000004000000000000 = genesis sciencelab&lt;br /&gt;
* &amp;amp;0x0000000002000000000000 = festival of fun&lt;br /&gt;
* &amp;amp;0x0000000001000000000000 = franchise office&lt;br /&gt;
* &amp;amp;0x0000000000800000000000 = astronomic academy&lt;br /&gt;
* &amp;amp;0x0000000000400000000000 = singularity facility&lt;br /&gt;
* &amp;amp;0x0000000000200000000000 = center for fighttests&lt;br /&gt;
* &amp;amp;0x0000000000100000000000 = police state&lt;br /&gt;
* &amp;amp;0x0000000000080000000000 = tactical school&lt;br /&gt;
* &amp;amp;0x0000000000040000000000 = big hall&lt;br /&gt;
* &amp;amp;0x0000000000020000000000 = prison mine&lt;br /&gt;
* &amp;amp;0x0000000000010000000000 = hall of warriors&lt;br /&gt;
* &amp;amp;0x0000000000008000000000 = military yard&lt;br /&gt;
* &amp;amp;0x0000000000004000000000 = federation yard&lt;br /&gt;
* &amp;amp;0x0000000000002000000000 = federation replicator&lt;br /&gt;
* &amp;amp;0x0000000000001000000000 = alliance yard&lt;br /&gt;
* &amp;amp;0x0000000000000800000000 = tribunal&lt;br /&gt;
* &amp;amp;0x0000000000000400000000 = fleet academy&lt;br /&gt;
* &amp;amp;0x0000000000000200000000 = talshiar main quater&lt;br /&gt;
* &amp;amp;0x0000000000000100000000 = imperial senate&lt;br /&gt;
* &amp;amp;0x0000000000000080000000 = industrial center (of the Bencites)&lt;br /&gt;
* &amp;amp;0x0000000000000040000000 = architectural center (of the Bandi)&lt;br /&gt;
* &amp;amp;0x0000000000000020000000 = bajoran jalanda forum (of the Bajorans)&lt;br /&gt;
* &amp;amp;0x0000000000000010000000 = harvest complex (of the Antedians)&lt;br /&gt;
* &amp;amp;0x0000000000000008000000 = examination base (of the Anticans)&lt;br /&gt;
* &amp;amp;0x0000000000000004000000 = supersoldier academy (of the Angosians)&lt;br /&gt;
* &amp;amp;0x0000000000000002000000 = andorian war school (of the Andorians)&lt;br /&gt;
* &amp;amp;0x0000000000000001000000 = acamerian clanhall (of the Acamerians)&lt;br /&gt;
* &amp;amp;0x0000000000000000800000 = cinetic laboratory (of the Malcorians)&lt;br /&gt;
* &amp;amp;0x0000000000000000400000 = ktarian game studio (of the Ktarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000200000 = edo palace (of the Edos)&lt;br /&gt;
* &amp;amp;0x0000000000000000100000 = gladiator arena (of the Chalnoth)&lt;br /&gt;
* &amp;amp;0x0000000000000000080000 = science thinking factory (of the Caldonians)&lt;br /&gt;
* &amp;amp;0x0000000000000000040000 = planetary computer (of the Bynare)&lt;br /&gt;
* &amp;amp;0x0000000000000000020000 = cosmetic center (of the Bolarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000010000 = councelor academy (of the Betazoids)&lt;br /&gt;
* &amp;amp;0x0000000000000000008000 = defense network (of the Talarian)&lt;br /&gt;
* &amp;amp;0x0000000000000000004000 = physical institute (of the Takarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000002000 = biotec center (of the Sheliak)&lt;br /&gt;
* &amp;amp;0x0000000000000000001000 = examination base (of the Selay)&lt;br /&gt;
* &amp;amp;0x0000000000000000000800 = collector place (of the Pakleds)&lt;br /&gt;
* &amp;amp;0x0000000000000000000400 = recruitment center (of the Nausicaans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000200 = monument of subjugation (of the Mizarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000100 = mintaca farm (of the Mintacarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000080 = imperial yard&lt;br /&gt;
* &amp;amp;0x0000000000000000000040 = orgenic regenerator&lt;br /&gt;
* &amp;amp;0x0000000000000000000020 = military academy (of the Zakdorn)&lt;br /&gt;
* &amp;amp;0x0000000000000000000010 = intelligence (of the Yridians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000008 = science academy (of the Vulcans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000004 = archive of psycho history (of the Ullians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000002 = science committee (of the Trillian)&lt;br /&gt;
* &amp;amp;0x0000000000000000000001 = mythology library (of the Tamarians)Offset length 0x001D = buildable normal buildings / upgrades (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
Offset length 0x0008 = unknown (always 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Intel ==&lt;br /&gt;
=== intelInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 16&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown - seems to include intel reports&lt;br /&gt;
* actual intel assignation for every major&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x02D7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
[for all five majors: blocklength = 0x2C1C&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0070 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = intelligance assignation of internal security&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
=== treaty ===&lt;br /&gt;
completely unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
for turn 1 it&#039;s 00 00 00 00 00 00 00 00&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
=== trdeInfo0.cnt to trdeInfo4.cnt ===&lt;br /&gt;
number of traderoutes for each empire&lt;br /&gt;
&lt;br /&gt;
=== trdeInfo0 to trdeInfo4 ===&lt;br /&gt;
partially unexplored&amp;lt;br/&amp;gt;&lt;br /&gt;
lists traderoutes&lt;br /&gt;
* raceID&lt;br /&gt;
* traderoute number (+ raceID = traderouteID)&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
== Ships &amp;amp; Task Forces ==&lt;br /&gt;
=== alienTFInfo0 to alienTFInfo[numberOfRaces] ===&lt;br /&gt;
lists fleetIDs of every race&lt;br /&gt;
* number of taskforces/fleets&lt;br /&gt;
* shipIDs&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = number of controled fleets&amp;lt;br/&amp;gt;&lt;br /&gt;
[for [numberOfRaces]:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
=== shipname.dat ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
is divided into several shipname categorys&amp;lt;br/&amp;gt;&lt;br /&gt;
shipnames aren&#039;t in the same order with these in shipname.bin of stbof.res!&amp;lt;br/&amp;gt;&lt;br /&gt;
this file also influences the shipIDs for newly builded ones&lt;br /&gt;
* first given shipname&lt;br /&gt;
* next given shipname&lt;br /&gt;
* counter of repeatings (for name endings A, B, C,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x000C&amp;lt;br/&amp;gt;&lt;br /&gt;
block position equals shipname category position in shipname.bin of stbof.res as well as category position in UE&lt;br /&gt;
Each race has its own categorys, seperated for different ship types&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Warning! shipID for new constructed ships gets wrong, if distance between first and next name is wrong!&amp;lt;/span&amp;gt; (next name reffering number can be less as well as higher than first, distance is based on list iterations)&amp;lt;br/&amp;gt;&lt;br /&gt;
If next reffering number reaches first reffering number, counter gets increased&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = first given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = next given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = counter of repeating/iteration or if no name of this category has been used yet = FF FF (defines the appendix of the shipname: A, B, ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00&lt;br /&gt;
&lt;br /&gt;
=== ShipCntr ===&lt;br /&gt;
next shipID&lt;br /&gt;
&lt;br /&gt;
=== TForceCntr ===&lt;br /&gt;
next fleetID&lt;br /&gt;
&lt;br /&gt;
=== GShipHead = GTForceHd = GWTForceHd = GTFStasisHd ===&lt;br /&gt;
&lt;br /&gt;
These are global list headers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Header&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;List&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Contains&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GShipHead&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GShipList&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Ships&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTForceHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTForceList&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Task forces&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GWTForceHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GWTForce&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Task forces&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTFStasisHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTFStasis&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Identified fields:&lt;br /&gt;
&lt;br /&gt;
* slot size&lt;br /&gt;
* total number of slots in list&lt;br /&gt;
* number of occupied slots (slots with data)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
File structure (40 bytes):&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000F = unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = slot size&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = total number of slots&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = number of occupied slots&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x0027 = unknown&lt;br /&gt;
&lt;br /&gt;
=== GShipList ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 116&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
list all ships with&lt;br /&gt;
* shipname&lt;br /&gt;
* raceID&lt;br /&gt;
* shipID&lt;br /&gt;
* fleetID&lt;br /&gt;
* shield&lt;br /&gt;
* hull&lt;br /&gt;
* ship type (manufactoring type / =shiplistID in shiplist.sst)&lt;br /&gt;
* experience bonus for beam accuracy&lt;br /&gt;
* experience bonus for torpedo accuracy&lt;br /&gt;
* experience bonus for defense&lt;br /&gt;
* crew experience value&lt;br /&gt;
* crew experience level&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0074&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 = shipname&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID (only for ship icon)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = shipID (NOT shiplist.sst ID)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = experience bonus for beam accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = experience bonus for torpedo accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = experience bonus for defense&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = shield (can lead to crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = hull (leads to crash in tactical fight if too high)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = crew experience value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = crew experience level (0=green,.. , 4=legendary) accessed for stars, raid, intercept &amp;amp; damage control&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0055 = ship type (manufactoring type, used as shiplistID in stbof.res, e.g. in shiptech.sst and is in same order as in UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0056 to 0x0073 = unknown&lt;br /&gt;
&lt;br /&gt;
=== GTForceList = GWTForce ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
differences only exist in behavior&amp;lt;br/&amp;gt;&lt;br /&gt;
in later turns there might remain fragments of old turns at the end of the list - they get ignored by botf&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all fleets&lt;br /&gt;
* fleetID&lt;br /&gt;
* shipIDs&lt;br /&gt;
* raceID&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* scanrange&lt;br /&gt;
* flightrange&lt;br /&gt;
* speed&lt;br /&gt;
* order (evade, attack,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
data fragments at the end of the file happen if fleet count decreases&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = ship count of that fleet&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = shipID of first fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000F = shipID of second fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = shipID of third fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = shipID of fourth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = shipID of fifth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = shipID of sixth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = shipID of seventh fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = shipID of eighth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x002B = shipID of ninth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = order/command - seems only to define the display: systemattack remains if changed&amp;lt;br/&amp;gt;&lt;br /&gt;
* 00 = invalid&lt;br /&gt;
* 01 = terraform&lt;br /&gt;
* 02 = colonize&lt;br /&gt;
* 03 = rade&lt;br /&gt;
* 04 = intercept&lt;br /&gt;
* 05 = evade&lt;br /&gt;
* 06 = attack&lt;br /&gt;
* 07 = build outpost&lt;br /&gt;
* 08 = build starbase&lt;br /&gt;
* 09 = crew training&lt;br /&gt;
* 0A = expand&lt;br /&gt;
* 0B = invalid&lt;br /&gt;
* 0C = scrap&lt;br /&gt;
* 0D = into wormhole&lt;br /&gt;
* 0E = attack system&lt;br /&gt;
* &amp;gt;0E = invalid&lt;br /&gt;
Offset 0x0030 to 0x0033 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = sector row (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = sector column (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0053 = scan range, keeps only one turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005F = flight range, keeps only one turn (double precision floating point number; short = 0, middle = 1, high = 2)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0067 = speed, keeps only one turn (double precision floating point number; values 0 to 5)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = cloaking (01 00 00 00 = cloaked, else 00 00 00 00)&lt;br /&gt;
&lt;br /&gt;
=== GTFStasis ===&lt;br /&gt;
number of starbases/outposts (guessed)&lt;br /&gt;
&lt;br /&gt;
=== starBaseInfo ===&lt;br /&gt;
&lt;br /&gt;
* outpost name&lt;br /&gt;
* owner raceID&lt;br /&gt;
* outpostID&lt;br /&gt;
* ship function (valid values are 6 for outpost and 7 for starbase)&lt;br /&gt;
* ship type (links to shiplist.sst entry)&lt;br /&gt;
* sector column&lt;br /&gt;
* sector row&lt;br /&gt;
* hull&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Stored in blocks of 92 bytes.&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0027 = outpost name (ASCII)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = outpostID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002D = ship function&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002E to 0x002F = ship type&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = sector column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = sector row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x004B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = hull&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x005B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== monster.lst ===&lt;br /&gt;
unexplored&lt;br /&gt;
&lt;br /&gt;
== AI / Agents ==&lt;br /&gt;
&lt;br /&gt;
=== AINumAgents ===&lt;br /&gt;
number of AI agents&lt;br /&gt;
&lt;br /&gt;
=== AIAgtIdCtrl ===&lt;br /&gt;
next agentID (for filenames)&lt;br /&gt;
&lt;br /&gt;
=== AIAgent0 to AIAgent[NumAgents] ===&lt;br /&gt;
mostly unexplored&lt;br /&gt;
* agentID&lt;br /&gt;
* raceID&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = agentID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = 01 00 00 00 if major, 02 00 00 00 if minor&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x00CB = unknown&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0.cnt to AgtSy[NumAgents].cnt ===&lt;br /&gt;
number of systems to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0 to AgtSy[NumAgents] ===&lt;br /&gt;
starIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0.cnt to AgtSh[NumAgents].cnt ===&lt;br /&gt;
number of ships to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0 to AgtSh[NumAgents] ===&lt;br /&gt;
shipIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0.cnt to AgtDp[NumAgents].cnt ===&lt;br /&gt;
number of entrys in AgtDpxx&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0 to AgtDp[NumAgents] ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 266&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
unknown - mayby diplomatics&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0.cnt to AgtTk[NumAgents].cnt ===&lt;br /&gt;
number of tasks for that agent&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0 to AgtTk[NumAgents] ===&lt;br /&gt;
TaskIDs (for TskSh and TskSy filenames)&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt.cnt ===&lt;br /&gt;
number of AI controled systems&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
starIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt.cnt ===&lt;br /&gt;
number of AI controled ships&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 24&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
shipIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0018&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = shipID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = unknown (if not 05 00 for colony ships, AI doesn&#039;t colonize)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0017 = unknown&lt;br /&gt;
&lt;br /&gt;
=== AINumTasks ====&lt;br /&gt;
number of Tsk-files&lt;br /&gt;
&lt;br /&gt;
==== AITaskIDCtr ===&lt;br /&gt;
next TskID for filename (of TskSh/TskSy)&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== provInfo0 to provInfo4 ===&lt;br /&gt;
lists starIDs of every major empire&lt;br /&gt;
* star count&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
=== ordInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 84&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown, includes peace proposals&lt;br /&gt;
* raceID&lt;br /&gt;
* turn of occurance&lt;br /&gt;
* starID&lt;br /&gt;
&lt;br /&gt;
has variable blocksizes!&amp;lt;br/&amp;gt;&lt;br /&gt;
on turn 1 there&#039;s only one for each major starsystem with a blocksize of 0x0054&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = turn of occurance&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0025 = starID&lt;br /&gt;
&lt;br /&gt;
=== SeedInfo ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== result.lst ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== incident.dat ===&lt;br /&gt;
completely unknown but normally it&#039;s 00 00 00 00&lt;/div&gt;</summary>
		<author><name>DCER</name></author>
	</entry>
	<entry>
		<id>http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=124</id>
		<title>Savegame File-Listing</title>
		<link rel="alternate" type="text/html" href="http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=124"/>
		<updated>2010-07-22T12:55:29Z</updated>

		<summary type="html">&lt;p&gt;DCER: Updated GShipHead = GTForceHd = GWTForceHd info. Added GTFStasisHd to the list.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most of the following data has been explored by using a vanilla singleplayer savegame at turn 1 with following settings:&lt;br /&gt;
* tech 1&lt;br /&gt;
* small galaxy&lt;br /&gt;
* irregular&lt;br /&gt;
* no minors&lt;br /&gt;
* impossible&lt;br /&gt;
&lt;br /&gt;
At later turns there are additional files stored within the saves. These may have been partially discarded.&lt;br /&gt;
For turn 1 saves, most unexplored data seems to be relatively unimportant and often can be zero!&lt;br /&gt;
Please aware that some information might be incomplete or even incorrect. &lt;br /&gt;
&lt;br /&gt;
So, after extracting a savegame with UltimateEditor you get quite a ton of files. Here&#039;s an overview about them and the hexcode they contain:&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
=== version ===&lt;br /&gt;
* for me it&#039;s always 08&lt;br /&gt;
&lt;br /&gt;
=== gameInfo ===&lt;br /&gt;
* filename&lt;br /&gt;
* gamesave name&lt;br /&gt;
* galaxy type&lt;br /&gt;
* galaxy size&lt;br /&gt;
* difficulty level&lt;br /&gt;
* strategical timer&lt;br /&gt;
* tactical timer&lt;br /&gt;
* actual and next turn&lt;br /&gt;
* player race&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* races with ships (major + minor)&lt;br /&gt;
* races beaten&lt;br /&gt;
* goal (vendetta/dominance)&lt;br /&gt;
* empire status informations (occupied systems, science, economy, military)&lt;br /&gt;
* statistic&lt;br /&gt;
* player names (if MP)&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000D(?) filename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000D to 0x003E savename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 last turn (for savename)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C 00 = singleplayer 01 = multiplayer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0250 important but unknown (crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0252 player&#039;s race (00 = card, 01 = fed, 02=ferg, 03=kling, 04=rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0254 to 0x0258 technology starting levels of the five majors (card, fed, ferg, kling, rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0260 galaxytype (00 = irregular, 01 = elliptic, 02 = ring, 03 = spiral)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0264 galaxyszie (00 = small, 01 = middle, 03 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x026C difficulty (00 = very easy, 01 = easy, 02 = normal, 03 = hard, 04 = impossible)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0270 to 0x0275(?) races in game (bitwise XOR, little endian (8bit packets) =&amp;gt; order is the same with alienInfo)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0278 beaten empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0280 to 0x0285(?) races with ships&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A4 strategical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A8 tactical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AC actual turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AE last turn points (for statistic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02BA(maybe less)+ statistic of the cards&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x04AE(maybe less)+ statistic of the feds&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x06A2(maybe less)+ statistic of the fergs&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0896(maybe less)+ statistic of the klings&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0A8A(maybe less)+ statistic of the roms&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0C84+(?) empire state (intelligence)&lt;br /&gt;
* Offset 0x0C8E+ military&lt;br /&gt;
* Offset 0x0D06+ economy&lt;br /&gt;
* Offset 0x0D1A+ science&lt;br /&gt;
* Offset 0x0D92+ occupied systemsOffset&lt;br /&gt;
0x0DBC victory condition (00=single/Multi player dominance 01=Muilt player team dominance, 02=vendetta)&lt;br /&gt;
&lt;br /&gt;
=== empsInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 444&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists information about majors&lt;br /&gt;
* empirenames&lt;br /&gt;
* name of the emperor&lt;br /&gt;
* credits&lt;br /&gt;
* number of running dilithium sources&lt;br /&gt;
* number of ships under construction&lt;br /&gt;
* population (total ?)&lt;br /&gt;
* moral shown in empire state&lt;br /&gt;
* ship-population support&lt;br /&gt;
* known empires (for diplomacy)&lt;br /&gt;
&lt;br /&gt;
is stored in blocks of 0x01BC length for every major&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one (card) gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 empire name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x004F emperor name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = address of gdlList ? (8 bytes per system), at  [+4] number of held systems&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 credits (for F1 emps info display)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B income (for F1 emps info display, not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F real ship support cost ? (- pop support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 number of running dilithium sources&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 number of ships under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = current research points different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006C to 0x006F population (?main system or total?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 to 0x0073 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0074 to 0x0077 = current morale ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B current intel different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x0093 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0094 to 0x0097 ship-population support (not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0098 to 0x009B credits&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x009C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = research at end of last turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00B3 unknown (originaly thought to be ship-population support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B4 to 0x00B7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B8 to 0x00B9 moral shown in empire state (signed integer, little endian! 0xFCFF = rebellious, 0xFFFF = apathetic, 0x0000 = normal, 0x0300 = fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BA to 0x00BB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BF = intel total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00C0 to 0x010F unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0110 to 0x0123 (5empires * 4bytes) = treaty label: 0=Neutral, 1=War, 2=Alliance, 3=Peace&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0124 to 0x0137 (5empires * 4bytes) = territory accessible: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0138 to 0x014B (5empires * 4bytes) = trade allowed: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x014C to 0x0157 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0158 to 0x015F known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0160 to 0x01B3 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B4 to 0x01B7 = cumulative build costs of fleet (ship functions 0-4)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B8 to 0x01BB unknown&lt;br /&gt;
&lt;br /&gt;
== Aliens ==&lt;br /&gt;
=== alienInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 64&amp;lt;/span&amp;gt;&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0040 for every possible race&amp;lt;br/&amp;gt;&lt;br /&gt;
in same order as races in stbof.res or UE&amp;lt;br/&amp;gt;&lt;br /&gt;
only first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 = 01 if race is alive&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 = starID of homesystem&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 = known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 = known races (IDs 0x20+)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 (5empires * 4bytes) = treaty level (minors) 0=Neutral, 1=Friendly, 2=Affiliated, 3=Member, 4=War&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C = (for minors) 0=free diplomacy, 1=subjugated, 2=restricted diplomacy(membership)&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
=== galInfo ===&lt;br /&gt;
* galaxy size (small/middle/big)&lt;br /&gt;
* count of sectors&lt;br /&gt;
* count of stars&lt;br /&gt;
* count of anomalies&lt;br /&gt;
&lt;br /&gt;
Offset 0x0008 to 0x000B = galaxy size (00 = small, 01 = middle, 02 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = number of stars&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = number of anomalies&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0015 = number of sectors&lt;br /&gt;
&lt;br /&gt;
=== sector.lst ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 104&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all sectors&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* outpostID &lt;br /&gt;
* anomalyID&lt;br /&gt;
* starID&lt;br /&gt;
* sector scanned by race&lt;br /&gt;
* sector explored by race&lt;br /&gt;
* sector influenced by anomaly (?)&lt;br /&gt;
* claim&lt;br /&gt;
* owner of the sector&lt;br /&gt;
* actual scan value by race&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0068&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = map row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = map column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = outpostID from starBaseInfo or -1 if none&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = anomalyID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = claim (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = 00 00 00 00 if owned by card, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = 01 00 00 00 if owned by fed, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = 02 00 00 00 if owned by ferg, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = 03 00 00 00 if owned by kling, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = 04 00 00 00 if owned by rom, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = [raceID] if owned by minor, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = explored by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0031 = sector scanned by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom, 20 = blackhole)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = scanpower of card (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = scanpower of fed (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = scanpower of ferg (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = scanpower of kling (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0054 = scanpower of rom (signed, little endian)&lt;br /&gt;
&lt;br /&gt;
=== stellInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 88&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all anomalies (in ID order?)&lt;br /&gt;
* anomaly type&lt;br /&gt;
* anomaly name&lt;br /&gt;
* anomaly map picture&lt;br /&gt;
* anomaly map picture position (x/y)&lt;br /&gt;
* wormhole connections&lt;br /&gt;
* visited by majors&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0058&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = type of anomaly (00 00 00 00 = blackhole, 01 00 00 00 = X-ray pulsar, 02 00 00 00 = nebula, 03 00 00 00 = neutron star, 0A 00 00 00 = wormhole, 0B 00 00 00 = radio pulsar)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x002B = anomaly name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x003F = galaxy map picture file (00 terminated string: blackhole = &amp;quot;blkh&amp;quot; = 62 6C 6B 68, X-ray pulsar = &amp;quot;xp-&amp;quot; = 78 70 2D, nebula = &amp;quot;neb-&amp;quot; = 6E 65 62 2D, neutron star = &amp;quot;ns&amp;quot; = 6E 73, wormhole = &amp;quot;worm&amp;quot; = 77 6F 72 6D, radio pulsar = &amp;quot;rpls&amp;quot; = 72 70 6C 73)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = anomalyID for wormhole connection, else FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0042 to 0x0043 = 00 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = sector visited by major (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&lt;br /&gt;
&lt;br /&gt;
=== RToSInfo ===&lt;br /&gt;
RToS = race to star (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
races are in the following order 1: Card 2: Fed 3: Ferg 4: Kling 5: Rom&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
lists StarIDs of the homesystems of all races, if not available = FF 00&lt;br /&gt;
&lt;br /&gt;
=== SphOfIn0 to SphOfIn4 ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: [GalaxyMapWidth]&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
relevance unclear&amp;lt;br/&amp;gt;&lt;br /&gt;
gives a view of the galaxy map for every empire&amp;lt;br/&amp;gt;&lt;br /&gt;
decreasing values around home system position&amp;lt;br/&amp;gt;&lt;br /&gt;
might be relevant for the influence of systems to mark the territory&lt;br /&gt;
&lt;br /&gt;
== Systems ==&lt;br /&gt;
=== systInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 76&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all starsystems&lt;br /&gt;
* system name&lt;br /&gt;
* race (owner)&lt;br /&gt;
* race (population)&lt;br /&gt;
* population count&lt;br /&gt;
* population orders (work assignation)&lt;br /&gt;
* moral (value)&lt;br /&gt;
* moral (shown text)&lt;br /&gt;
* dilithium&lt;br /&gt;
* system visited by race&lt;br /&gt;
* star type&lt;br /&gt;
* star picture&lt;br /&gt;
* star picture position on map (x/y)&lt;br /&gt;
* planet count&lt;br /&gt;
* planetnames&lt;br /&gt;
* planet animations&lt;br /&gt;
* planet types&lt;br /&gt;
* planet sizes (small/middle/big)&lt;br /&gt;
* terraforming value total&lt;br /&gt;
* terraforming value done&lt;br /&gt;
* planet bonuses (population/energy/food =&amp;gt; pure/normal/much)&lt;br /&gt;
* incoming traderouts&lt;br /&gt;
* traderoutes of the system&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on planetnumber, traderoutes and if it&#039;s a player&#039;s system&lt;br /&gt;
only one example starsystem with a single planet gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 uninhabited = 00 00 00 00, AI = 00 00 00 01, player = 00 00 00 02&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x002F = system name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 = system type (0=home, 1=native, 2=non native, 3=subjugated, 4=affiliated, 5=independent minor, 6=conquered home, 7&amp;amp;8=invalid?, 9=any, A=rebel, B=empty)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0031 = star type (red giant=04, orange=05, yellow=06, white=07, green=08, blue=09)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0032 to 0x0035 = star picture&lt;br /&gt;
* red giant = 73 2D 72 2D&lt;br /&gt;
* orange star = 73 2D 6F 2D&lt;br /&gt;
* yellow star = 73 2D 79 2D&lt;br /&gt;
* white star = 73 2D 77 2D&lt;br /&gt;
* green star = 73 2D 67 2D&lt;br /&gt;
* blue star = 73 2D 62 2D&lt;br /&gt;
Offset 0x003F = system explored by empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = population (uninhabited = FF FF)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = race of population&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004D = raceID ( = owner, noone = 23)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = people assigned to economy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B = people assigned to energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F = people assigned to food production&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 = people assigned to science&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 = people assigned to intelligence&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006A to 0x006B = number of planets &amp;lt;= 09 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006E = dilithium icon F1-map (0=No, 1=Yes)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006F = unknown (majors = 05, uninhabited = 00, ? = 02,...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0071 = effective dilithium ? (0=No, 8=Yes)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0072 to 0x0077 unkown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x007F = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0080 to 0x0083 = ORDER ECONOMY (typeID) 1=build building, 2=upgrade building(s), 3=build ship, 5=tradegoods, 7=unrest order&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0084 to 0x0087 = invested industry&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0088 to 0x008B = ID of building/ship under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x008C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = ? number of entries in strcInfo ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00BB = base offset of planet entry array ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BD = max population * 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0220 unknown (=32 for colonys (?))&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0298 to 0x029B = FF FF FF FF (used as base offset for moral entries)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DC to 0x02DD = moral value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DE to 0x2DF = moral text (signed integer, little endian! : -4 =  Rebellious, -3 = Defiant, -2 = Disgruntled, -1= Apathetic, 0 = Content, 1 = Pleased, 2 =  Loyal, 3 = Fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F0 to 0x02F2 = base morale&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F4 unknown (maybe moral - normally 32hex = 50dez)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0309 unknown (for majors = 01)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0328+ list of all planets of that starsystem&lt;br /&gt;
----&lt;br /&gt;
Offset 0x0328 to 0x034F = planetname (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0350 to 0x0357 = planet animation filename (= ****.ani)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0358 to 0x035D = 00 FB 57 00 30 59 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x035E to 0x035F = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0360 to 0x0361 = planet size (small = 00 00, middle = 01 00, big = 02 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0362 to 0x0363 = terraforming value total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0364 to 0x0365 = terraforming value done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0366 to 0x0367 = food bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0368 to 0x0369 = energy bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036A to 0x036B = population bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036C to 0x036D = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0370 planet type (00 = arctic, 01 = barren, 02 = desert, 03 = gas giant, 04 = djungle, 05 = oceanic, 06 = earthlike, 07 = vulcanic, 08 = methanic, 09 = AUS, &amp;gt;09 = other)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0372 to 0x0373 = 00 00&lt;br /&gt;
----&lt;br /&gt;
Offset [0x0328+0x004C*numberOfPlanets] to Offset [0x0328+0x004C*numberOfPlanets+0x0004*numberOfPlanets-0x0001]&amp;lt;br/&amp;gt;&lt;br /&gt;
(for one planet that&#039;s Offset 0x0374 to 0x0377) = unknown (mostly 00 ... 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if traderoutes are available:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = (number of incoming traderouts + number of system traderoutes) * (0x0002 length (16bit) raceID + 0x0002 length (16bit) tradeRouteNo. (tradeRouteNo + raceID = tradeRouteID))&amp;lt;br/&amp;gt;&lt;br /&gt;
] (don&#039;t know if and where the number of traderoutes is stored)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if it&#039;s a players system:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = unknown, length = 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
what a complicated file...&lt;br /&gt;
&lt;br /&gt;
=== strcInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 4&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all buildings for each star&lt;br /&gt;
* starID&lt;br /&gt;
* number of entries for each star&lt;br /&gt;
* building type&lt;br /&gt;
* building count&lt;br /&gt;
* building is activated / has energy (for special buildings)&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on number of different building types&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = number of entrys&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of entrys:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0005 = building count&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0006 to 0x0007 = building type (same order as in stbof.res and UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = receives energy (00 00 = false, 00 01 = true)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
=== techInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists science by raceID&lt;br /&gt;
* raceID&lt;br /&gt;
* science levels&lt;br /&gt;
* technology level&lt;br /&gt;
* science points done by science type&lt;br /&gt;
* actual science assignation&lt;br /&gt;
* actually buildable buildings&lt;br /&gt;
&lt;br /&gt;
explained only for one race&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = number of races (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0012 = unknown (always = 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0006 = unknown (always = 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown (always = 00 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = technology level&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x000B = buildable special buildings (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
* &amp;amp;0x8000000000000000000000 = phenix device&lt;br /&gt;
* &amp;amp;0x4000000000000000000000 = dilithium raffinery&lt;br /&gt;
* &amp;amp;0x2000000000000000000000 = orbital cannon&lt;br /&gt;
* &amp;amp;0x1000000000000000000000 = communication network&lt;br /&gt;
* &amp;amp;0x0800000000000000000000 = charge collector&lt;br /&gt;
* &amp;amp;0x0400000000000000000000 = bunker&lt;br /&gt;
* &amp;amp;0x0200000000000000000000 = simple replicator&lt;br /&gt;
* &amp;amp;0x0100000000000000000000 = improved replicator&lt;br /&gt;
* &amp;amp;0x0080000000000000000000 = shipyard&lt;br /&gt;
* &amp;amp;0x0040000000000000000000 = isolinear scanner&lt;br /&gt;
* &amp;amp;0x0020000000000000000000 = listening post&lt;br /&gt;
* &amp;amp;0x0010000000000000000000 = subspace scanner&lt;br /&gt;
* &amp;amp;0x0008000000000000000000 = subautomatic simulator&lt;br /&gt;
* &amp;amp;0x0004000000000000000000 = thery simulator&lt;br /&gt;
* &amp;amp;0x0002000000000000000000 = private farm&lt;br /&gt;
* &amp;amp;0x0001000000000000000000 = oceanic farm&lt;br /&gt;
* &amp;amp;0x0000800000000000000000 = obsedian congregation&lt;br /&gt;
* &amp;amp;0x0000400000000000000000 = reeducation center&lt;br /&gt;
* &amp;amp;0x0000200000000000000000 = union yard&lt;br /&gt;
* &amp;amp;0x0000100000000000000000 = shield generator&lt;br /&gt;
* &amp;amp;0x0000080000000000000000 = wind turbine&lt;br /&gt;
* &amp;amp;0x0000040000000000000000 = trade goods&lt;br /&gt;
* &amp;amp;0x0000020000000000000000 = trade center&lt;br /&gt;
* &amp;amp;0x0000010000000000000000 = agrarian store&lt;br /&gt;
* &amp;amp;0x0000008000000000000000 = trade tower&lt;br /&gt;
* &amp;amp;0x0000004000000000000000 = trade commission&lt;br /&gt;
* &amp;amp;0x0000002000000000000000 = holo cinema&lt;br /&gt;
* &amp;amp;0x0000001000000000000000 = fantasy land&lt;br /&gt;
* &amp;amp;0x0000000800000000000000 = inquisition&lt;br /&gt;
* &amp;amp;0x0000000400000000000000 = work camp&lt;br /&gt;
* &amp;amp;0x0000000200000000000000 = command center&lt;br /&gt;
* &amp;amp;0x0000000100000000000000 = hidden sensor grid&lt;br /&gt;
* &amp;amp;0x0000000080000000000000 = laws of war&lt;br /&gt;
* &amp;amp;0x0000000040000000000000 = utopia planetia&lt;br /&gt;
* &amp;amp;0x0000000020000000000000 = starfleet academy&lt;br /&gt;
* &amp;amp;0x0000000010000000000000 = federation council&lt;br /&gt;
* &amp;amp;0x0000000008000000000000 = daystorm institute&lt;br /&gt;
* &amp;amp;0x0000000004000000000000 = genesis sciencelab&lt;br /&gt;
* &amp;amp;0x0000000002000000000000 = festival of fun&lt;br /&gt;
* &amp;amp;0x0000000001000000000000 = franchise office&lt;br /&gt;
* &amp;amp;0x0000000000800000000000 = astronomic academy&lt;br /&gt;
* &amp;amp;0x0000000000400000000000 = singularity facility&lt;br /&gt;
* &amp;amp;0x0000000000200000000000 = center for fighttests&lt;br /&gt;
* &amp;amp;0x0000000000100000000000 = police state&lt;br /&gt;
* &amp;amp;0x0000000000080000000000 = tactical school&lt;br /&gt;
* &amp;amp;0x0000000000040000000000 = big hall&lt;br /&gt;
* &amp;amp;0x0000000000020000000000 = prison mine&lt;br /&gt;
* &amp;amp;0x0000000000010000000000 = hall of warriors&lt;br /&gt;
* &amp;amp;0x0000000000008000000000 = military yard&lt;br /&gt;
* &amp;amp;0x0000000000004000000000 = federation yard&lt;br /&gt;
* &amp;amp;0x0000000000002000000000 = federation replicator&lt;br /&gt;
* &amp;amp;0x0000000000001000000000 = alliance yard&lt;br /&gt;
* &amp;amp;0x0000000000000800000000 = tribunal&lt;br /&gt;
* &amp;amp;0x0000000000000400000000 = fleet academy&lt;br /&gt;
* &amp;amp;0x0000000000000200000000 = talshiar main quater&lt;br /&gt;
* &amp;amp;0x0000000000000100000000 = imperial senate&lt;br /&gt;
* &amp;amp;0x0000000000000080000000 = industrial center (of the Bencites)&lt;br /&gt;
* &amp;amp;0x0000000000000040000000 = architectural center (of the Bandi)&lt;br /&gt;
* &amp;amp;0x0000000000000020000000 = bajoran jalanda forum (of the Bajorans)&lt;br /&gt;
* &amp;amp;0x0000000000000010000000 = harvest complex (of the Antedians)&lt;br /&gt;
* &amp;amp;0x0000000000000008000000 = examination base (of the Anticans)&lt;br /&gt;
* &amp;amp;0x0000000000000004000000 = supersoldier academy (of the Angosians)&lt;br /&gt;
* &amp;amp;0x0000000000000002000000 = andorian war school (of the Andorians)&lt;br /&gt;
* &amp;amp;0x0000000000000001000000 = acamerian clanhall (of the Acamerians)&lt;br /&gt;
* &amp;amp;0x0000000000000000800000 = cinetic laboratory (of the Malcorians)&lt;br /&gt;
* &amp;amp;0x0000000000000000400000 = ktarian game studio (of the Ktarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000200000 = edo palace (of the Edos)&lt;br /&gt;
* &amp;amp;0x0000000000000000100000 = gladiator arena (of the Chalnoth)&lt;br /&gt;
* &amp;amp;0x0000000000000000080000 = science thinking factory (of the Caldonians)&lt;br /&gt;
* &amp;amp;0x0000000000000000040000 = planetary computer (of the Bynare)&lt;br /&gt;
* &amp;amp;0x0000000000000000020000 = cosmetic center (of the Bolarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000010000 = councelor academy (of the Betazoids)&lt;br /&gt;
* &amp;amp;0x0000000000000000008000 = defense network (of the Talarian)&lt;br /&gt;
* &amp;amp;0x0000000000000000004000 = physical institute (of the Takarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000002000 = biotec center (of the Sheliak)&lt;br /&gt;
* &amp;amp;0x0000000000000000001000 = examination base (of the Selay)&lt;br /&gt;
* &amp;amp;0x0000000000000000000800 = collector place (of the Pakleds)&lt;br /&gt;
* &amp;amp;0x0000000000000000000400 = recruitment center (of the Nausicaans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000200 = monument of subjugation (of the Mizarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000100 = mintaca farm (of the Mintacarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000080 = imperial yard&lt;br /&gt;
* &amp;amp;0x0000000000000000000040 = orgenic regenerator&lt;br /&gt;
* &amp;amp;0x0000000000000000000020 = military academy (of the Zakdorn)&lt;br /&gt;
* &amp;amp;0x0000000000000000000010 = intelligence (of the Yridians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000008 = science academy (of the Vulcans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000004 = archive of psycho history (of the Ullians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000002 = science committee (of the Trillian)&lt;br /&gt;
* &amp;amp;0x0000000000000000000001 = mythology library (of the Tamarians)Offset length 0x001D = buildable normal buildings / upgrades (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
Offset length 0x0008 = unknown (always 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Intel ==&lt;br /&gt;
=== intelInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 16&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown - seems to include intel reports&lt;br /&gt;
* actual intel assignation for every major&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x02D7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
[for all five majors: blocklength = 0x2C1C&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0070 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = intelligance assignation of internal security&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
=== treaty ===&lt;br /&gt;
completely unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
for turn 1 it&#039;s 00 00 00 00 00 00 00 00&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
=== trdeInfo0.cnt to trdeInfo4.cnt ===&lt;br /&gt;
number of traderoutes for each empire&lt;br /&gt;
&lt;br /&gt;
=== trdeInfo0 to trdeInfo4 ===&lt;br /&gt;
partially unexplored&amp;lt;br/&amp;gt;&lt;br /&gt;
lists traderoutes&lt;br /&gt;
* raceID&lt;br /&gt;
* traderoute number (+ raceID = traderouteID)&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
== Ships &amp;amp; Task Forces ==&lt;br /&gt;
=== alienTFInfo0 to alienTFInfo[numberOfRaces] ===&lt;br /&gt;
lists fleetIDs of every race&lt;br /&gt;
* number of taskforces/fleets&lt;br /&gt;
* shipIDs&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = number of controled fleets&amp;lt;br/&amp;gt;&lt;br /&gt;
[for [numberOfRaces]:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
=== shipname.dat ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
is divided into several shipname categorys&amp;lt;br/&amp;gt;&lt;br /&gt;
shipnames aren&#039;t in the same order with these in shipname.bin of stbof.res!&amp;lt;br/&amp;gt;&lt;br /&gt;
this file also influences the shipIDs for newly builded ones&lt;br /&gt;
* first given shipname&lt;br /&gt;
* next given shipname&lt;br /&gt;
* counter of repeatings (for name endings A, B, C,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x000C&amp;lt;br/&amp;gt;&lt;br /&gt;
block position equals shipname category position in shipname.bin of stbof.res as well as category position in UE&lt;br /&gt;
Each race has its own categorys, seperated for different ship types&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Warning! shipID for new constructed ships gets wrong, if distance between first and next name is wrong!&amp;lt;/span&amp;gt; (next name reffering number can be less as well as higher than first, distance is based on list iterations)&amp;lt;br/&amp;gt;&lt;br /&gt;
If next reffering number reaches first reffering number, counter gets increased&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = first given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = next given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = counter of repeating/iteration or if no name of this category has been used yet = FF FF (defines the appendix of the shipname: A, B, ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00&lt;br /&gt;
&lt;br /&gt;
=== ShipCntr ===&lt;br /&gt;
next shipID&lt;br /&gt;
&lt;br /&gt;
=== TForceCntr ===&lt;br /&gt;
next fleetID&lt;br /&gt;
&lt;br /&gt;
=== GShipHead = GTForceHd = GWTForceHd = GTFStasisHd ===&lt;br /&gt;
&lt;br /&gt;
These are global list headers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Header&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;List&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Contains&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GShipHead&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GShipList&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Ships&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTForceHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTForceList&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Task forces&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GWTForceHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GWTForce&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Task forces&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTFStasisHd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GTFStasis&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Identified fields:&lt;br /&gt;
&lt;br /&gt;
* slot size&lt;br /&gt;
* total number of slots in list&lt;br /&gt;
* number of occupied slots (slots with data)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
File structure (40 bytes):&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000F = unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = slot size&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = total number of slots&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = number of occupied slots&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x0027 = unknown&lt;br /&gt;
&lt;br /&gt;
=== GShipList ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 116&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
list all ships with&lt;br /&gt;
* shipname&lt;br /&gt;
* raceID&lt;br /&gt;
* shipID&lt;br /&gt;
* fleetID&lt;br /&gt;
* shield&lt;br /&gt;
* hull&lt;br /&gt;
* ship type (manufactoring type / =shiplistID in shiplist.sst)&lt;br /&gt;
* experience bonus for beam accuracy&lt;br /&gt;
* experience bonus for torpedo accuracy&lt;br /&gt;
* experience bonus for defense&lt;br /&gt;
* crew experience value&lt;br /&gt;
* crew experience level&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0074&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 = shipname&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID (only for ship icon)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = shipID (NOT shiplist.sst ID)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = experience bonus for beam accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = experience bonus for torpedo accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = experience bonus for defense&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = shield (can lead to crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = hull (leads to crash in tactical fight if too high)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = crew experience value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = crew experience level (0=green,.. , 4=legendary) accessed for stars, raid, intercept &amp;amp; damage control&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0055 = ship type (manufactoring type, used as shiplistID in stbof.res, e.g. in shiptech.sst and is in same order as in UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0056 to 0x0073 = unknown&lt;br /&gt;
&lt;br /&gt;
=== GTForceList = GWTForce ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
differences only exist in behavior&amp;lt;br/&amp;gt;&lt;br /&gt;
in later turns there might remain fragments of old turns at the end of the list - they get ignored by botf&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all fleets&lt;br /&gt;
* fleetID&lt;br /&gt;
* shipIDs&lt;br /&gt;
* raceID&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* scanrange&lt;br /&gt;
* flightrange&lt;br /&gt;
* speed&lt;br /&gt;
* order (evade, attack,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
data fragments at the end of the file happen if fleet count decreases&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = ship count of that fleet&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = shipID of first fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000F = shipID of second fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = shipID of third fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = shipID of fourth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = shipID of fifth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = shipID of sixth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = shipID of seventh fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = shipID of eighth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x002B = shipID of ninth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = order/command - seems only to define the display: systemattack remains if changed&amp;lt;br/&amp;gt;&lt;br /&gt;
* 00 = invalid&lt;br /&gt;
* 01 = terraform&lt;br /&gt;
* 02 = colonize&lt;br /&gt;
* 03 = rade&lt;br /&gt;
* 04 = intercept&lt;br /&gt;
* 05 = evade&lt;br /&gt;
* 06 = attack&lt;br /&gt;
* 07 = build outpost&lt;br /&gt;
* 08 = build starbase&lt;br /&gt;
* 09 = crew training&lt;br /&gt;
* 0A = expand&lt;br /&gt;
* 0B = invalid&lt;br /&gt;
* 0C = scrap&lt;br /&gt;
* 0D = into wormhole&lt;br /&gt;
* 0E = attack system&lt;br /&gt;
* &amp;gt;0E = invalid&lt;br /&gt;
Offset 0x0030 to 0x0033 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = sector row (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = sector column (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0053 = scan range, keeps only one turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x005D = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005E to 0x005F = flight range, keeps only one turn (short = 00 00, middle = F03F, high = 0040)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0065 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0066 to 0x0067 = speed, keeps only one turn (0 = 00 00, 1 = F0 3F, 2 = 00 40, 3 = 08 40, 4 = 10 40)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = cloaking (01 00 00 00 = cloaked, else 00 00 00 00)&lt;br /&gt;
&lt;br /&gt;
=== GTFStasis ===&lt;br /&gt;
number of starbases/outposts (guessed)&lt;br /&gt;
&lt;br /&gt;
=== starBaseInfo ===&lt;br /&gt;
&lt;br /&gt;
* outpost name&lt;br /&gt;
* owner raceID&lt;br /&gt;
* outpostID&lt;br /&gt;
* ship function (valid values are 6 for outpost and 7 for starbase)&lt;br /&gt;
* ship type (links to shiplist.sst entry)&lt;br /&gt;
* sector column&lt;br /&gt;
* sector row&lt;br /&gt;
* hull&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Stored in blocks of 92 bytes.&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0027 = outpost name (ASCII)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = outpostID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002D = ship function&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002E to 0x002F = ship type&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = sector column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = sector row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x004B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = hull&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x005B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== monster.lst ===&lt;br /&gt;
unexplored&lt;br /&gt;
&lt;br /&gt;
== AI / Agents ==&lt;br /&gt;
&lt;br /&gt;
=== AINumAgents ===&lt;br /&gt;
number of AI agents&lt;br /&gt;
&lt;br /&gt;
=== AIAgtIdCtrl ===&lt;br /&gt;
next agentID (for filenames)&lt;br /&gt;
&lt;br /&gt;
=== AIAgent0 to AIAgent[NumAgents] ===&lt;br /&gt;
mostly unexplored&lt;br /&gt;
* agentID&lt;br /&gt;
* raceID&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = agentID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = 01 00 00 00 if major, 02 00 00 00 if minor&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x00CB = unknown&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0.cnt to AgtSy[NumAgents].cnt ===&lt;br /&gt;
number of systems to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0 to AgtSy[NumAgents] ===&lt;br /&gt;
starIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0.cnt to AgtSh[NumAgents].cnt ===&lt;br /&gt;
number of ships to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0 to AgtSh[NumAgents] ===&lt;br /&gt;
shipIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0.cnt to AgtDp[NumAgents].cnt ===&lt;br /&gt;
number of entrys in AgtDpxx&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0 to AgtDp[NumAgents] ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 266&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
unknown - mayby diplomatics&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0.cnt to AgtTk[NumAgents].cnt ===&lt;br /&gt;
number of tasks for that agent&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0 to AgtTk[NumAgents] ===&lt;br /&gt;
TaskIDs (for TskSh and TskSy filenames)&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt.cnt ===&lt;br /&gt;
number of AI controled systems&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
starIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt.cnt ===&lt;br /&gt;
number of AI controled ships&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 24&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
shipIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0018&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = shipID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = unknown (if not 05 00 for colony ships, AI doesn&#039;t colonize)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0017 = unknown&lt;br /&gt;
&lt;br /&gt;
=== AINumTasks ====&lt;br /&gt;
number of Tsk-files&lt;br /&gt;
&lt;br /&gt;
==== AITaskIDCtr ===&lt;br /&gt;
next TskID for filename (of TskSh/TskSy)&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== provInfo0 to provInfo4 ===&lt;br /&gt;
lists starIDs of every major empire&lt;br /&gt;
* star count&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
=== ordInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 84&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown, includes peace proposals&lt;br /&gt;
* raceID&lt;br /&gt;
* turn of occurance&lt;br /&gt;
* starID&lt;br /&gt;
&lt;br /&gt;
has variable blocksizes!&amp;lt;br/&amp;gt;&lt;br /&gt;
on turn 1 there&#039;s only one for each major starsystem with a blocksize of 0x0054&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = turn of occurance&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0025 = starID&lt;br /&gt;
&lt;br /&gt;
=== SeedInfo ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== result.lst ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== incident.dat ===&lt;br /&gt;
completely unknown but normally it&#039;s 00 00 00 00&lt;/div&gt;</summary>
		<author><name>DCER</name></author>
	</entry>
	<entry>
		<id>http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=123</id>
		<title>Savegame File-Listing</title>
		<link rel="alternate" type="text/html" href="http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=123"/>
		<updated>2010-07-22T12:35:52Z</updated>

		<summary type="html">&lt;p&gt;DCER: Removed GTFStasisHd because it&amp;#039;s the same as GShipHead = GTForceHd = GWTForceHd&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most of the following data has been explored by using a vanilla singleplayer savegame at turn 1 with following settings:&lt;br /&gt;
* tech 1&lt;br /&gt;
* small galaxy&lt;br /&gt;
* irregular&lt;br /&gt;
* no minors&lt;br /&gt;
* impossible&lt;br /&gt;
&lt;br /&gt;
At later turns there are additional files stored within the saves. These may have been partially discarded.&lt;br /&gt;
For turn 1 saves, most unexplored data seems to be relatively unimportant and often can be zero!&lt;br /&gt;
Please aware that some information might be incomplete or even incorrect. &lt;br /&gt;
&lt;br /&gt;
So, after extracting a savegame with UltimateEditor you get quite a ton of files. Here&#039;s an overview about them and the hexcode they contain:&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
=== version ===&lt;br /&gt;
* for me it&#039;s always 08&lt;br /&gt;
&lt;br /&gt;
=== gameInfo ===&lt;br /&gt;
* filename&lt;br /&gt;
* gamesave name&lt;br /&gt;
* galaxy type&lt;br /&gt;
* galaxy size&lt;br /&gt;
* difficulty level&lt;br /&gt;
* strategical timer&lt;br /&gt;
* tactical timer&lt;br /&gt;
* actual and next turn&lt;br /&gt;
* player race&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* races with ships (major + minor)&lt;br /&gt;
* races beaten&lt;br /&gt;
* goal (vendetta/dominance)&lt;br /&gt;
* empire status informations (occupied systems, science, economy, military)&lt;br /&gt;
* statistic&lt;br /&gt;
* player names (if MP)&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000D(?) filename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000D to 0x003E savename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 last turn (for savename)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C 00 = singleplayer 01 = multiplayer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0250 important but unknown (crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0252 player&#039;s race (00 = card, 01 = fed, 02=ferg, 03=kling, 04=rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0254 to 0x0258 technology starting levels of the five majors (card, fed, ferg, kling, rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0260 galaxytype (00 = irregular, 01 = elliptic, 02 = ring, 03 = spiral)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0264 galaxyszie (00 = small, 01 = middle, 03 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x026C difficulty (00 = very easy, 01 = easy, 02 = normal, 03 = hard, 04 = impossible)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0270 to 0x0275(?) races in game (bitwise XOR, little endian (8bit packets) =&amp;gt; order is the same with alienInfo)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0278 beaten empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0280 to 0x0285(?) races with ships&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A4 strategical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A8 tactical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AC actual turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AE last turn points (for statistic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02BA(maybe less)+ statistic of the cards&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x04AE(maybe less)+ statistic of the feds&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x06A2(maybe less)+ statistic of the fergs&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0896(maybe less)+ statistic of the klings&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0A8A(maybe less)+ statistic of the roms&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0C84+(?) empire state (intelligence)&lt;br /&gt;
* Offset 0x0C8E+ military&lt;br /&gt;
* Offset 0x0D06+ economy&lt;br /&gt;
* Offset 0x0D1A+ science&lt;br /&gt;
* Offset 0x0D92+ occupied systemsOffset&lt;br /&gt;
0x0DBC victory condition (00=single/Multi player dominance 01=Muilt player team dominance, 02=vendetta)&lt;br /&gt;
&lt;br /&gt;
=== empsInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 444&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists information about majors&lt;br /&gt;
* empirenames&lt;br /&gt;
* name of the emperor&lt;br /&gt;
* credits&lt;br /&gt;
* number of running dilithium sources&lt;br /&gt;
* number of ships under construction&lt;br /&gt;
* population (total ?)&lt;br /&gt;
* moral shown in empire state&lt;br /&gt;
* ship-population support&lt;br /&gt;
* known empires (for diplomacy)&lt;br /&gt;
&lt;br /&gt;
is stored in blocks of 0x01BC length for every major&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one (card) gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 empire name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x004F emperor name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = address of gdlList ? (8 bytes per system), at  [+4] number of held systems&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 credits (for F1 emps info display)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B income (for F1 emps info display, not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F real ship support cost ? (- pop support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 number of running dilithium sources&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 number of ships under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = current research points different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006C to 0x006F population (?main system or total?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 to 0x0073 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0074 to 0x0077 = current morale ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B current intel different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x0093 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0094 to 0x0097 ship-population support (not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0098 to 0x009B credits&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x009C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = research at end of last turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00B3 unknown (originaly thought to be ship-population support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B4 to 0x00B7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B8 to 0x00B9 moral shown in empire state (signed integer, little endian! 0xFCFF = rebellious, 0xFFFF = apathetic, 0x0000 = normal, 0x0300 = fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BA to 0x00BB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BF = intel total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00C0 to 0x010F unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0110 to 0x0123 (5empires * 4bytes) = treaty label: 0=Neutral, 1=War, 2=Alliance, 3=Peace&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0124 to 0x0137 (5empires * 4bytes) = territory accessible: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0138 to 0x014B (5empires * 4bytes) = trade allowed: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x014C to 0x0157 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0158 to 0x015F known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0160 to 0x01B3 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B4 to 0x01B7 = cumulative build costs of fleet (ship functions 0-4)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B8 to 0x01BB unknown&lt;br /&gt;
&lt;br /&gt;
== Aliens ==&lt;br /&gt;
=== alienInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 64&amp;lt;/span&amp;gt;&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0040 for every possible race&amp;lt;br/&amp;gt;&lt;br /&gt;
in same order as races in stbof.res or UE&amp;lt;br/&amp;gt;&lt;br /&gt;
only first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 = 01 if race is alive&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 = starID of homesystem&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 = known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 = known races (IDs 0x20+)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 (5empires * 4bytes) = treaty level (minors) 0=Neutral, 1=Friendly, 2=Affiliated, 3=Member, 4=War&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C = (for minors) 0=free diplomacy, 1=subjugated, 2=restricted diplomacy(membership)&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
=== galInfo ===&lt;br /&gt;
* galaxy size (small/middle/big)&lt;br /&gt;
* count of sectors&lt;br /&gt;
* count of stars&lt;br /&gt;
* count of anomalies&lt;br /&gt;
&lt;br /&gt;
Offset 0x0008 to 0x000B = galaxy size (00 = small, 01 = middle, 02 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = number of stars&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = number of anomalies&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0015 = number of sectors&lt;br /&gt;
&lt;br /&gt;
=== sector.lst ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 104&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all sectors&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* outpostID &lt;br /&gt;
* anomalyID&lt;br /&gt;
* starID&lt;br /&gt;
* sector scanned by race&lt;br /&gt;
* sector explored by race&lt;br /&gt;
* sector influenced by anomaly (?)&lt;br /&gt;
* claim&lt;br /&gt;
* owner of the sector&lt;br /&gt;
* actual scan value by race&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0068&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = map row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = map column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = outpostID from starBaseInfo or -1 if none&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = anomalyID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = claim (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = 00 00 00 00 if owned by card, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = 01 00 00 00 if owned by fed, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = 02 00 00 00 if owned by ferg, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = 03 00 00 00 if owned by kling, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = 04 00 00 00 if owned by rom, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = [raceID] if owned by minor, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = explored by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0031 = sector scanned by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom, 20 = blackhole)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = scanpower of card (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = scanpower of fed (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = scanpower of ferg (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = scanpower of kling (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0054 = scanpower of rom (signed, little endian)&lt;br /&gt;
&lt;br /&gt;
=== stellInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 88&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all anomalies (in ID order?)&lt;br /&gt;
* anomaly type&lt;br /&gt;
* anomaly name&lt;br /&gt;
* anomaly map picture&lt;br /&gt;
* anomaly map picture position (x/y)&lt;br /&gt;
* wormhole connections&lt;br /&gt;
* visited by majors&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0058&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = type of anomaly (00 00 00 00 = blackhole, 01 00 00 00 = X-ray pulsar, 02 00 00 00 = nebula, 03 00 00 00 = neutron star, 0A 00 00 00 = wormhole, 0B 00 00 00 = radio pulsar)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x002B = anomaly name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x003F = galaxy map picture file (00 terminated string: blackhole = &amp;quot;blkh&amp;quot; = 62 6C 6B 68, X-ray pulsar = &amp;quot;xp-&amp;quot; = 78 70 2D, nebula = &amp;quot;neb-&amp;quot; = 6E 65 62 2D, neutron star = &amp;quot;ns&amp;quot; = 6E 73, wormhole = &amp;quot;worm&amp;quot; = 77 6F 72 6D, radio pulsar = &amp;quot;rpls&amp;quot; = 72 70 6C 73)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = anomalyID for wormhole connection, else FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0042 to 0x0043 = 00 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = sector visited by major (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&lt;br /&gt;
&lt;br /&gt;
=== RToSInfo ===&lt;br /&gt;
RToS = race to star (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
races are in the following order 1: Card 2: Fed 3: Ferg 4: Kling 5: Rom&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
lists StarIDs of the homesystems of all races, if not available = FF 00&lt;br /&gt;
&lt;br /&gt;
=== SphOfIn0 to SphOfIn4 ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: [GalaxyMapWidth]&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
relevance unclear&amp;lt;br/&amp;gt;&lt;br /&gt;
gives a view of the galaxy map for every empire&amp;lt;br/&amp;gt;&lt;br /&gt;
decreasing values around home system position&amp;lt;br/&amp;gt;&lt;br /&gt;
might be relevant for the influence of systems to mark the territory&lt;br /&gt;
&lt;br /&gt;
== Systems ==&lt;br /&gt;
=== systInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 76&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all starsystems&lt;br /&gt;
* system name&lt;br /&gt;
* race (owner)&lt;br /&gt;
* race (population)&lt;br /&gt;
* population count&lt;br /&gt;
* population orders (work assignation)&lt;br /&gt;
* moral (value)&lt;br /&gt;
* moral (shown text)&lt;br /&gt;
* dilithium&lt;br /&gt;
* system visited by race&lt;br /&gt;
* star type&lt;br /&gt;
* star picture&lt;br /&gt;
* star picture position on map (x/y)&lt;br /&gt;
* planet count&lt;br /&gt;
* planetnames&lt;br /&gt;
* planet animations&lt;br /&gt;
* planet types&lt;br /&gt;
* planet sizes (small/middle/big)&lt;br /&gt;
* terraforming value total&lt;br /&gt;
* terraforming value done&lt;br /&gt;
* planet bonuses (population/energy/food =&amp;gt; pure/normal/much)&lt;br /&gt;
* incoming traderouts&lt;br /&gt;
* traderoutes of the system&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on planetnumber, traderoutes and if it&#039;s a player&#039;s system&lt;br /&gt;
only one example starsystem with a single planet gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 uninhabited = 00 00 00 00, AI = 00 00 00 01, player = 00 00 00 02&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x002F = system name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 = system type (0=home, 1=native, 2=non native, 3=subjugated, 4=affiliated, 5=independent minor, 6=conquered home, 7&amp;amp;8=invalid?, 9=any, A=rebel, B=empty)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0031 = star type (red giant=04, orange=05, yellow=06, white=07, green=08, blue=09)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0032 to 0x0035 = star picture&lt;br /&gt;
* red giant = 73 2D 72 2D&lt;br /&gt;
* orange star = 73 2D 6F 2D&lt;br /&gt;
* yellow star = 73 2D 79 2D&lt;br /&gt;
* white star = 73 2D 77 2D&lt;br /&gt;
* green star = 73 2D 67 2D&lt;br /&gt;
* blue star = 73 2D 62 2D&lt;br /&gt;
Offset 0x003F = system explored by empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = population (uninhabited = FF FF)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = race of population&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004D = raceID ( = owner, noone = 23)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = people assigned to economy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B = people assigned to energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F = people assigned to food production&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 = people assigned to science&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 = people assigned to intelligence&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006A to 0x006B = number of planets &amp;lt;= 09 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006E = dilithium icon F1-map (0=No, 1=Yes)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006F = unknown (majors = 05, uninhabited = 00, ? = 02,...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0071 = effective dilithium ? (0=No, 8=Yes)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0072 to 0x0077 unkown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x007F = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0080 to 0x0083 = ORDER ECONOMY (typeID) 1=build building, 2=upgrade building(s), 3=build ship, 5=tradegoods, 7=unrest order&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0084 to 0x0087 = invested industry&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0088 to 0x008B = ID of building/ship under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x008C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = ? number of entries in strcInfo ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00BB = base offset of planet entry array ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BD = max population * 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0220 unknown (=32 for colonys (?))&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0298 to 0x029B = FF FF FF FF (used as base offset for moral entries)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DC to 0x02DD = moral value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DE to 0x2DF = moral text (signed integer, little endian! : -4 =  Rebellious, -3 = Defiant, -2 = Disgruntled, -1= Apathetic, 0 = Content, 1 = Pleased, 2 =  Loyal, 3 = Fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F0 to 0x02F2 = base morale&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F4 unknown (maybe moral - normally 32hex = 50dez)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0309 unknown (for majors = 01)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0328+ list of all planets of that starsystem&lt;br /&gt;
----&lt;br /&gt;
Offset 0x0328 to 0x034F = planetname (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0350 to 0x0357 = planet animation filename (= ****.ani)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0358 to 0x035D = 00 FB 57 00 30 59 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x035E to 0x035F = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0360 to 0x0361 = planet size (small = 00 00, middle = 01 00, big = 02 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0362 to 0x0363 = terraforming value total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0364 to 0x0365 = terraforming value done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0366 to 0x0367 = food bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0368 to 0x0369 = energy bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036A to 0x036B = population bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036C to 0x036D = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0370 planet type (00 = arctic, 01 = barren, 02 = desert, 03 = gas giant, 04 = djungle, 05 = oceanic, 06 = earthlike, 07 = vulcanic, 08 = methanic, 09 = AUS, &amp;gt;09 = other)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0372 to 0x0373 = 00 00&lt;br /&gt;
----&lt;br /&gt;
Offset [0x0328+0x004C*numberOfPlanets] to Offset [0x0328+0x004C*numberOfPlanets+0x0004*numberOfPlanets-0x0001]&amp;lt;br/&amp;gt;&lt;br /&gt;
(for one planet that&#039;s Offset 0x0374 to 0x0377) = unknown (mostly 00 ... 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if traderoutes are available:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = (number of incoming traderouts + number of system traderoutes) * (0x0002 length (16bit) raceID + 0x0002 length (16bit) tradeRouteNo. (tradeRouteNo + raceID = tradeRouteID))&amp;lt;br/&amp;gt;&lt;br /&gt;
] (don&#039;t know if and where the number of traderoutes is stored)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if it&#039;s a players system:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = unknown, length = 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
what a complicated file...&lt;br /&gt;
&lt;br /&gt;
=== strcInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 4&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all buildings for each star&lt;br /&gt;
* starID&lt;br /&gt;
* number of entries for each star&lt;br /&gt;
* building type&lt;br /&gt;
* building count&lt;br /&gt;
* building is activated / has energy (for special buildings)&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on number of different building types&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = number of entrys&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of entrys:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0005 = building count&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0006 to 0x0007 = building type (same order as in stbof.res and UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = receives energy (00 00 = false, 00 01 = true)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
=== techInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists science by raceID&lt;br /&gt;
* raceID&lt;br /&gt;
* science levels&lt;br /&gt;
* technology level&lt;br /&gt;
* science points done by science type&lt;br /&gt;
* actual science assignation&lt;br /&gt;
* actually buildable buildings&lt;br /&gt;
&lt;br /&gt;
explained only for one race&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = number of races (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0012 = unknown (always = 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0006 = unknown (always = 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown (always = 00 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = technology level&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x000B = buildable special buildings (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
* &amp;amp;0x8000000000000000000000 = phenix device&lt;br /&gt;
* &amp;amp;0x4000000000000000000000 = dilithium raffinery&lt;br /&gt;
* &amp;amp;0x2000000000000000000000 = orbital cannon&lt;br /&gt;
* &amp;amp;0x1000000000000000000000 = communication network&lt;br /&gt;
* &amp;amp;0x0800000000000000000000 = charge collector&lt;br /&gt;
* &amp;amp;0x0400000000000000000000 = bunker&lt;br /&gt;
* &amp;amp;0x0200000000000000000000 = simple replicator&lt;br /&gt;
* &amp;amp;0x0100000000000000000000 = improved replicator&lt;br /&gt;
* &amp;amp;0x0080000000000000000000 = shipyard&lt;br /&gt;
* &amp;amp;0x0040000000000000000000 = isolinear scanner&lt;br /&gt;
* &amp;amp;0x0020000000000000000000 = listening post&lt;br /&gt;
* &amp;amp;0x0010000000000000000000 = subspace scanner&lt;br /&gt;
* &amp;amp;0x0008000000000000000000 = subautomatic simulator&lt;br /&gt;
* &amp;amp;0x0004000000000000000000 = thery simulator&lt;br /&gt;
* &amp;amp;0x0002000000000000000000 = private farm&lt;br /&gt;
* &amp;amp;0x0001000000000000000000 = oceanic farm&lt;br /&gt;
* &amp;amp;0x0000800000000000000000 = obsedian congregation&lt;br /&gt;
* &amp;amp;0x0000400000000000000000 = reeducation center&lt;br /&gt;
* &amp;amp;0x0000200000000000000000 = union yard&lt;br /&gt;
* &amp;amp;0x0000100000000000000000 = shield generator&lt;br /&gt;
* &amp;amp;0x0000080000000000000000 = wind turbine&lt;br /&gt;
* &amp;amp;0x0000040000000000000000 = trade goods&lt;br /&gt;
* &amp;amp;0x0000020000000000000000 = trade center&lt;br /&gt;
* &amp;amp;0x0000010000000000000000 = agrarian store&lt;br /&gt;
* &amp;amp;0x0000008000000000000000 = trade tower&lt;br /&gt;
* &amp;amp;0x0000004000000000000000 = trade commission&lt;br /&gt;
* &amp;amp;0x0000002000000000000000 = holo cinema&lt;br /&gt;
* &amp;amp;0x0000001000000000000000 = fantasy land&lt;br /&gt;
* &amp;amp;0x0000000800000000000000 = inquisition&lt;br /&gt;
* &amp;amp;0x0000000400000000000000 = work camp&lt;br /&gt;
* &amp;amp;0x0000000200000000000000 = command center&lt;br /&gt;
* &amp;amp;0x0000000100000000000000 = hidden sensor grid&lt;br /&gt;
* &amp;amp;0x0000000080000000000000 = laws of war&lt;br /&gt;
* &amp;amp;0x0000000040000000000000 = utopia planetia&lt;br /&gt;
* &amp;amp;0x0000000020000000000000 = starfleet academy&lt;br /&gt;
* &amp;amp;0x0000000010000000000000 = federation council&lt;br /&gt;
* &amp;amp;0x0000000008000000000000 = daystorm institute&lt;br /&gt;
* &amp;amp;0x0000000004000000000000 = genesis sciencelab&lt;br /&gt;
* &amp;amp;0x0000000002000000000000 = festival of fun&lt;br /&gt;
* &amp;amp;0x0000000001000000000000 = franchise office&lt;br /&gt;
* &amp;amp;0x0000000000800000000000 = astronomic academy&lt;br /&gt;
* &amp;amp;0x0000000000400000000000 = singularity facility&lt;br /&gt;
* &amp;amp;0x0000000000200000000000 = center for fighttests&lt;br /&gt;
* &amp;amp;0x0000000000100000000000 = police state&lt;br /&gt;
* &amp;amp;0x0000000000080000000000 = tactical school&lt;br /&gt;
* &amp;amp;0x0000000000040000000000 = big hall&lt;br /&gt;
* &amp;amp;0x0000000000020000000000 = prison mine&lt;br /&gt;
* &amp;amp;0x0000000000010000000000 = hall of warriors&lt;br /&gt;
* &amp;amp;0x0000000000008000000000 = military yard&lt;br /&gt;
* &amp;amp;0x0000000000004000000000 = federation yard&lt;br /&gt;
* &amp;amp;0x0000000000002000000000 = federation replicator&lt;br /&gt;
* &amp;amp;0x0000000000001000000000 = alliance yard&lt;br /&gt;
* &amp;amp;0x0000000000000800000000 = tribunal&lt;br /&gt;
* &amp;amp;0x0000000000000400000000 = fleet academy&lt;br /&gt;
* &amp;amp;0x0000000000000200000000 = talshiar main quater&lt;br /&gt;
* &amp;amp;0x0000000000000100000000 = imperial senate&lt;br /&gt;
* &amp;amp;0x0000000000000080000000 = industrial center (of the Bencites)&lt;br /&gt;
* &amp;amp;0x0000000000000040000000 = architectural center (of the Bandi)&lt;br /&gt;
* &amp;amp;0x0000000000000020000000 = bajoran jalanda forum (of the Bajorans)&lt;br /&gt;
* &amp;amp;0x0000000000000010000000 = harvest complex (of the Antedians)&lt;br /&gt;
* &amp;amp;0x0000000000000008000000 = examination base (of the Anticans)&lt;br /&gt;
* &amp;amp;0x0000000000000004000000 = supersoldier academy (of the Angosians)&lt;br /&gt;
* &amp;amp;0x0000000000000002000000 = andorian war school (of the Andorians)&lt;br /&gt;
* &amp;amp;0x0000000000000001000000 = acamerian clanhall (of the Acamerians)&lt;br /&gt;
* &amp;amp;0x0000000000000000800000 = cinetic laboratory (of the Malcorians)&lt;br /&gt;
* &amp;amp;0x0000000000000000400000 = ktarian game studio (of the Ktarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000200000 = edo palace (of the Edos)&lt;br /&gt;
* &amp;amp;0x0000000000000000100000 = gladiator arena (of the Chalnoth)&lt;br /&gt;
* &amp;amp;0x0000000000000000080000 = science thinking factory (of the Caldonians)&lt;br /&gt;
* &amp;amp;0x0000000000000000040000 = planetary computer (of the Bynare)&lt;br /&gt;
* &amp;amp;0x0000000000000000020000 = cosmetic center (of the Bolarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000010000 = councelor academy (of the Betazoids)&lt;br /&gt;
* &amp;amp;0x0000000000000000008000 = defense network (of the Talarian)&lt;br /&gt;
* &amp;amp;0x0000000000000000004000 = physical institute (of the Takarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000002000 = biotec center (of the Sheliak)&lt;br /&gt;
* &amp;amp;0x0000000000000000001000 = examination base (of the Selay)&lt;br /&gt;
* &amp;amp;0x0000000000000000000800 = collector place (of the Pakleds)&lt;br /&gt;
* &amp;amp;0x0000000000000000000400 = recruitment center (of the Nausicaans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000200 = monument of subjugation (of the Mizarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000100 = mintaca farm (of the Mintacarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000080 = imperial yard&lt;br /&gt;
* &amp;amp;0x0000000000000000000040 = orgenic regenerator&lt;br /&gt;
* &amp;amp;0x0000000000000000000020 = military academy (of the Zakdorn)&lt;br /&gt;
* &amp;amp;0x0000000000000000000010 = intelligence (of the Yridians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000008 = science academy (of the Vulcans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000004 = archive of psycho history (of the Ullians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000002 = science committee (of the Trillian)&lt;br /&gt;
* &amp;amp;0x0000000000000000000001 = mythology library (of the Tamarians)Offset length 0x001D = buildable normal buildings / upgrades (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
Offset length 0x0008 = unknown (always 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Intel ==&lt;br /&gt;
=== intelInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 16&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown - seems to include intel reports&lt;br /&gt;
* actual intel assignation for every major&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x02D7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
[for all five majors: blocklength = 0x2C1C&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0070 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = intelligance assignation of internal security&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
=== treaty ===&lt;br /&gt;
completely unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
for turn 1 it&#039;s 00 00 00 00 00 00 00 00&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
=== trdeInfo0.cnt to trdeInfo4.cnt ===&lt;br /&gt;
number of traderoutes for each empire&lt;br /&gt;
&lt;br /&gt;
=== trdeInfo0 to trdeInfo4 ===&lt;br /&gt;
partially unexplored&amp;lt;br/&amp;gt;&lt;br /&gt;
lists traderoutes&lt;br /&gt;
* raceID&lt;br /&gt;
* traderoute number (+ raceID = traderouteID)&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
== Ships &amp;amp; Task Forces ==&lt;br /&gt;
=== alienTFInfo0 to alienTFInfo[numberOfRaces] ===&lt;br /&gt;
lists fleetIDs of every race&lt;br /&gt;
* number of taskforces/fleets&lt;br /&gt;
* shipIDs&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = number of controled fleets&amp;lt;br/&amp;gt;&lt;br /&gt;
[for [numberOfRaces]:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
=== shipname.dat ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
is divided into several shipname categorys&amp;lt;br/&amp;gt;&lt;br /&gt;
shipnames aren&#039;t in the same order with these in shipname.bin of stbof.res!&amp;lt;br/&amp;gt;&lt;br /&gt;
this file also influences the shipIDs for newly builded ones&lt;br /&gt;
* first given shipname&lt;br /&gt;
* next given shipname&lt;br /&gt;
* counter of repeatings (for name endings A, B, C,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x000C&amp;lt;br/&amp;gt;&lt;br /&gt;
block position equals shipname category position in shipname.bin of stbof.res as well as category position in UE&lt;br /&gt;
Each race has its own categorys, seperated for different ship types&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Warning! shipID for new constructed ships gets wrong, if distance between first and next name is wrong!&amp;lt;/span&amp;gt; (next name reffering number can be less as well as higher than first, distance is based on list iterations)&amp;lt;br/&amp;gt;&lt;br /&gt;
If next reffering number reaches first reffering number, counter gets increased&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = first given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = next given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = counter of repeating/iteration or if no name of this category has been used yet = FF FF (defines the appendix of the shipname: A, B, ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00&lt;br /&gt;
&lt;br /&gt;
=== ShipCntr ===&lt;br /&gt;
next shipID&lt;br /&gt;
&lt;br /&gt;
=== TForceCntr ===&lt;br /&gt;
next fleetID&lt;br /&gt;
&lt;br /&gt;
=== GShipHead = GTForceHd = GWTForceHd ===&lt;br /&gt;
* number of ships&lt;br /&gt;
&lt;br /&gt;
Offset 0x0018 to 0x001B = ship count&lt;br /&gt;
&lt;br /&gt;
=== GShipList ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 116&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
list all ships with&lt;br /&gt;
* shipname&lt;br /&gt;
* raceID&lt;br /&gt;
* shipID&lt;br /&gt;
* fleetID&lt;br /&gt;
* shield&lt;br /&gt;
* hull&lt;br /&gt;
* ship type (manufactoring type / =shiplistID in shiplist.sst)&lt;br /&gt;
* experience bonus for beam accuracy&lt;br /&gt;
* experience bonus for torpedo accuracy&lt;br /&gt;
* experience bonus for defense&lt;br /&gt;
* crew experience value&lt;br /&gt;
* crew experience level&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0074&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 = shipname&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID (only for ship icon)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = shipID (NOT shiplist.sst ID)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = experience bonus for beam accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = experience bonus for torpedo accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = experience bonus for defense&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = shield (can lead to crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = hull (leads to crash in tactical fight if too high)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = crew experience value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = crew experience level (0=green,.. , 4=legendary) accessed for stars, raid, intercept &amp;amp; damage control&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0055 = ship type (manufactoring type, used as shiplistID in stbof.res, e.g. in shiptech.sst and is in same order as in UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0056 to 0x0073 = unknown&lt;br /&gt;
&lt;br /&gt;
=== GTForceList = GWTForce ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
differences only exist in behavior&amp;lt;br/&amp;gt;&lt;br /&gt;
in later turns there might remain fragments of old turns at the end of the list - they get ignored by botf&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all fleets&lt;br /&gt;
* fleetID&lt;br /&gt;
* shipIDs&lt;br /&gt;
* raceID&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* scanrange&lt;br /&gt;
* flightrange&lt;br /&gt;
* speed&lt;br /&gt;
* order (evade, attack,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
data fragments at the end of the file happen if fleet count decreases&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = ship count of that fleet&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = shipID of first fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000F = shipID of second fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = shipID of third fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = shipID of fourth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = shipID of fifth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = shipID of sixth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = shipID of seventh fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = shipID of eighth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x002B = shipID of ninth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = order/command - seems only to define the display: systemattack remains if changed&amp;lt;br/&amp;gt;&lt;br /&gt;
* 00 = invalid&lt;br /&gt;
* 01 = terraform&lt;br /&gt;
* 02 = colonize&lt;br /&gt;
* 03 = rade&lt;br /&gt;
* 04 = intercept&lt;br /&gt;
* 05 = evade&lt;br /&gt;
* 06 = attack&lt;br /&gt;
* 07 = build outpost&lt;br /&gt;
* 08 = build starbase&lt;br /&gt;
* 09 = crew training&lt;br /&gt;
* 0A = expand&lt;br /&gt;
* 0B = invalid&lt;br /&gt;
* 0C = scrap&lt;br /&gt;
* 0D = into wormhole&lt;br /&gt;
* 0E = attack system&lt;br /&gt;
* &amp;gt;0E = invalid&lt;br /&gt;
Offset 0x0030 to 0x0033 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = sector row (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = sector column (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0053 = scan range, keeps only one turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x005D = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005E to 0x005F = flight range, keeps only one turn (short = 00 00, middle = F03F, high = 0040)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0065 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0066 to 0x0067 = speed, keeps only one turn (0 = 00 00, 1 = F0 3F, 2 = 00 40, 3 = 08 40, 4 = 10 40)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = cloaking (01 00 00 00 = cloaked, else 00 00 00 00)&lt;br /&gt;
&lt;br /&gt;
=== GTFStasis ===&lt;br /&gt;
number of starbases/outposts (guessed)&lt;br /&gt;
&lt;br /&gt;
=== starBaseInfo ===&lt;br /&gt;
&lt;br /&gt;
* outpost name&lt;br /&gt;
* owner raceID&lt;br /&gt;
* outpostID&lt;br /&gt;
* ship function (valid values are 6 for outpost and 7 for starbase)&lt;br /&gt;
* ship type (links to shiplist.sst entry)&lt;br /&gt;
* sector column&lt;br /&gt;
* sector row&lt;br /&gt;
* hull&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Stored in blocks of 92 bytes.&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0027 = outpost name (ASCII)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = outpostID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002D = ship function&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002E to 0x002F = ship type&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = sector column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = sector row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x004B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = hull&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x005B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== monster.lst ===&lt;br /&gt;
unexplored&lt;br /&gt;
&lt;br /&gt;
== AI / Agents ==&lt;br /&gt;
&lt;br /&gt;
=== AINumAgents ===&lt;br /&gt;
number of AI agents&lt;br /&gt;
&lt;br /&gt;
=== AIAgtIdCtrl ===&lt;br /&gt;
next agentID (for filenames)&lt;br /&gt;
&lt;br /&gt;
=== AIAgent0 to AIAgent[NumAgents] ===&lt;br /&gt;
mostly unexplored&lt;br /&gt;
* agentID&lt;br /&gt;
* raceID&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = agentID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = 01 00 00 00 if major, 02 00 00 00 if minor&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x00CB = unknown&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0.cnt to AgtSy[NumAgents].cnt ===&lt;br /&gt;
number of systems to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0 to AgtSy[NumAgents] ===&lt;br /&gt;
starIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0.cnt to AgtSh[NumAgents].cnt ===&lt;br /&gt;
number of ships to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0 to AgtSh[NumAgents] ===&lt;br /&gt;
shipIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0.cnt to AgtDp[NumAgents].cnt ===&lt;br /&gt;
number of entrys in AgtDpxx&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0 to AgtDp[NumAgents] ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 266&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
unknown - mayby diplomatics&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0.cnt to AgtTk[NumAgents].cnt ===&lt;br /&gt;
number of tasks for that agent&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0 to AgtTk[NumAgents] ===&lt;br /&gt;
TaskIDs (for TskSh and TskSy filenames)&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt.cnt ===&lt;br /&gt;
number of AI controled systems&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
starIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt.cnt ===&lt;br /&gt;
number of AI controled ships&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 24&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
shipIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0018&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = shipID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = unknown (if not 05 00 for colony ships, AI doesn&#039;t colonize)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0017 = unknown&lt;br /&gt;
&lt;br /&gt;
=== AINumTasks ====&lt;br /&gt;
number of Tsk-files&lt;br /&gt;
&lt;br /&gt;
==== AITaskIDCtr ===&lt;br /&gt;
next TskID for filename (of TskSh/TskSy)&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== provInfo0 to provInfo4 ===&lt;br /&gt;
lists starIDs of every major empire&lt;br /&gt;
* star count&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
=== ordInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 84&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown, includes peace proposals&lt;br /&gt;
* raceID&lt;br /&gt;
* turn of occurance&lt;br /&gt;
* starID&lt;br /&gt;
&lt;br /&gt;
has variable blocksizes!&amp;lt;br/&amp;gt;&lt;br /&gt;
on turn 1 there&#039;s only one for each major starsystem with a blocksize of 0x0054&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = turn of occurance&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0025 = starID&lt;br /&gt;
&lt;br /&gt;
=== SeedInfo ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== result.lst ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== incident.dat ===&lt;br /&gt;
completely unknown but normally it&#039;s 00 00 00 00&lt;/div&gt;</summary>
		<author><name>DCER</name></author>
	</entry>
	<entry>
		<id>http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=122</id>
		<title>Savegame File-Listing</title>
		<link rel="alternate" type="text/html" href="http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=122"/>
		<updated>2010-07-22T12:34:29Z</updated>

		<summary type="html">&lt;p&gt;DCER: Renamed GTFStasisHd to GTFStasis because it was listed twice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most of the following data has been explored by using a vanilla singleplayer savegame at turn 1 with following settings:&lt;br /&gt;
* tech 1&lt;br /&gt;
* small galaxy&lt;br /&gt;
* irregular&lt;br /&gt;
* no minors&lt;br /&gt;
* impossible&lt;br /&gt;
&lt;br /&gt;
At later turns there are additional files stored within the saves. These may have been partially discarded.&lt;br /&gt;
For turn 1 saves, most unexplored data seems to be relatively unimportant and often can be zero!&lt;br /&gt;
Please aware that some information might be incomplete or even incorrect. &lt;br /&gt;
&lt;br /&gt;
So, after extracting a savegame with UltimateEditor you get quite a ton of files. Here&#039;s an overview about them and the hexcode they contain:&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
=== version ===&lt;br /&gt;
* for me it&#039;s always 08&lt;br /&gt;
&lt;br /&gt;
=== gameInfo ===&lt;br /&gt;
* filename&lt;br /&gt;
* gamesave name&lt;br /&gt;
* galaxy type&lt;br /&gt;
* galaxy size&lt;br /&gt;
* difficulty level&lt;br /&gt;
* strategical timer&lt;br /&gt;
* tactical timer&lt;br /&gt;
* actual and next turn&lt;br /&gt;
* player race&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* races with ships (major + minor)&lt;br /&gt;
* races beaten&lt;br /&gt;
* goal (vendetta/dominance)&lt;br /&gt;
* empire status informations (occupied systems, science, economy, military)&lt;br /&gt;
* statistic&lt;br /&gt;
* player names (if MP)&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000D(?) filename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000D to 0x003E savename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 last turn (for savename)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C 00 = singleplayer 01 = multiplayer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0250 important but unknown (crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0252 player&#039;s race (00 = card, 01 = fed, 02=ferg, 03=kling, 04=rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0254 to 0x0258 technology starting levels of the five majors (card, fed, ferg, kling, rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0260 galaxytype (00 = irregular, 01 = elliptic, 02 = ring, 03 = spiral)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0264 galaxyszie (00 = small, 01 = middle, 03 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x026C difficulty (00 = very easy, 01 = easy, 02 = normal, 03 = hard, 04 = impossible)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0270 to 0x0275(?) races in game (bitwise XOR, little endian (8bit packets) =&amp;gt; order is the same with alienInfo)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0278 beaten empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0280 to 0x0285(?) races with ships&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A4 strategical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A8 tactical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AC actual turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AE last turn points (for statistic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02BA(maybe less)+ statistic of the cards&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x04AE(maybe less)+ statistic of the feds&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x06A2(maybe less)+ statistic of the fergs&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0896(maybe less)+ statistic of the klings&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0A8A(maybe less)+ statistic of the roms&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0C84+(?) empire state (intelligence)&lt;br /&gt;
* Offset 0x0C8E+ military&lt;br /&gt;
* Offset 0x0D06+ economy&lt;br /&gt;
* Offset 0x0D1A+ science&lt;br /&gt;
* Offset 0x0D92+ occupied systemsOffset&lt;br /&gt;
0x0DBC victory condition (00=single/Multi player dominance 01=Muilt player team dominance, 02=vendetta)&lt;br /&gt;
&lt;br /&gt;
=== empsInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 444&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists information about majors&lt;br /&gt;
* empirenames&lt;br /&gt;
* name of the emperor&lt;br /&gt;
* credits&lt;br /&gt;
* number of running dilithium sources&lt;br /&gt;
* number of ships under construction&lt;br /&gt;
* population (total ?)&lt;br /&gt;
* moral shown in empire state&lt;br /&gt;
* ship-population support&lt;br /&gt;
* known empires (for diplomacy)&lt;br /&gt;
&lt;br /&gt;
is stored in blocks of 0x01BC length for every major&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one (card) gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 empire name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x004F emperor name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = address of gdlList ? (8 bytes per system), at  [+4] number of held systems&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 credits (for F1 emps info display)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B income (for F1 emps info display, not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F real ship support cost ? (- pop support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 number of running dilithium sources&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 number of ships under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = current research points different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006C to 0x006F population (?main system or total?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 to 0x0073 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0074 to 0x0077 = current morale ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B current intel different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x0093 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0094 to 0x0097 ship-population support (not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0098 to 0x009B credits&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x009C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = research at end of last turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00B3 unknown (originaly thought to be ship-population support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B4 to 0x00B7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B8 to 0x00B9 moral shown in empire state (signed integer, little endian! 0xFCFF = rebellious, 0xFFFF = apathetic, 0x0000 = normal, 0x0300 = fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BA to 0x00BB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BF = intel total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00C0 to 0x010F unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0110 to 0x0123 (5empires * 4bytes) = treaty label: 0=Neutral, 1=War, 2=Alliance, 3=Peace&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0124 to 0x0137 (5empires * 4bytes) = territory accessible: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0138 to 0x014B (5empires * 4bytes) = trade allowed: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x014C to 0x0157 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0158 to 0x015F known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0160 to 0x01B3 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B4 to 0x01B7 = cumulative build costs of fleet (ship functions 0-4)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B8 to 0x01BB unknown&lt;br /&gt;
&lt;br /&gt;
== Aliens ==&lt;br /&gt;
=== alienInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 64&amp;lt;/span&amp;gt;&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0040 for every possible race&amp;lt;br/&amp;gt;&lt;br /&gt;
in same order as races in stbof.res or UE&amp;lt;br/&amp;gt;&lt;br /&gt;
only first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 = 01 if race is alive&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 = starID of homesystem&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 = known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 = known races (IDs 0x20+)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 (5empires * 4bytes) = treaty level (minors) 0=Neutral, 1=Friendly, 2=Affiliated, 3=Member, 4=War&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C = (for minors) 0=free diplomacy, 1=subjugated, 2=restricted diplomacy(membership)&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
=== galInfo ===&lt;br /&gt;
* galaxy size (small/middle/big)&lt;br /&gt;
* count of sectors&lt;br /&gt;
* count of stars&lt;br /&gt;
* count of anomalies&lt;br /&gt;
&lt;br /&gt;
Offset 0x0008 to 0x000B = galaxy size (00 = small, 01 = middle, 02 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = number of stars&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = number of anomalies&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0015 = number of sectors&lt;br /&gt;
&lt;br /&gt;
=== sector.lst ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 104&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all sectors&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* outpostID &lt;br /&gt;
* anomalyID&lt;br /&gt;
* starID&lt;br /&gt;
* sector scanned by race&lt;br /&gt;
* sector explored by race&lt;br /&gt;
* sector influenced by anomaly (?)&lt;br /&gt;
* claim&lt;br /&gt;
* owner of the sector&lt;br /&gt;
* actual scan value by race&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0068&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = map row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = map column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = outpostID from starBaseInfo or -1 if none&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = anomalyID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = claim (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = 00 00 00 00 if owned by card, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = 01 00 00 00 if owned by fed, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = 02 00 00 00 if owned by ferg, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = 03 00 00 00 if owned by kling, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = 04 00 00 00 if owned by rom, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = [raceID] if owned by minor, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = explored by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0031 = sector scanned by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom, 20 = blackhole)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = scanpower of card (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = scanpower of fed (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = scanpower of ferg (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = scanpower of kling (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0054 = scanpower of rom (signed, little endian)&lt;br /&gt;
&lt;br /&gt;
=== stellInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 88&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all anomalies (in ID order?)&lt;br /&gt;
* anomaly type&lt;br /&gt;
* anomaly name&lt;br /&gt;
* anomaly map picture&lt;br /&gt;
* anomaly map picture position (x/y)&lt;br /&gt;
* wormhole connections&lt;br /&gt;
* visited by majors&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0058&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = type of anomaly (00 00 00 00 = blackhole, 01 00 00 00 = X-ray pulsar, 02 00 00 00 = nebula, 03 00 00 00 = neutron star, 0A 00 00 00 = wormhole, 0B 00 00 00 = radio pulsar)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x002B = anomaly name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x003F = galaxy map picture file (00 terminated string: blackhole = &amp;quot;blkh&amp;quot; = 62 6C 6B 68, X-ray pulsar = &amp;quot;xp-&amp;quot; = 78 70 2D, nebula = &amp;quot;neb-&amp;quot; = 6E 65 62 2D, neutron star = &amp;quot;ns&amp;quot; = 6E 73, wormhole = &amp;quot;worm&amp;quot; = 77 6F 72 6D, radio pulsar = &amp;quot;rpls&amp;quot; = 72 70 6C 73)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = anomalyID for wormhole connection, else FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0042 to 0x0043 = 00 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = sector visited by major (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&lt;br /&gt;
&lt;br /&gt;
=== RToSInfo ===&lt;br /&gt;
RToS = race to star (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
races are in the following order 1: Card 2: Fed 3: Ferg 4: Kling 5: Rom&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
lists StarIDs of the homesystems of all races, if not available = FF 00&lt;br /&gt;
&lt;br /&gt;
=== SphOfIn0 to SphOfIn4 ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: [GalaxyMapWidth]&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
relevance unclear&amp;lt;br/&amp;gt;&lt;br /&gt;
gives a view of the galaxy map for every empire&amp;lt;br/&amp;gt;&lt;br /&gt;
decreasing values around home system position&amp;lt;br/&amp;gt;&lt;br /&gt;
might be relevant for the influence of systems to mark the territory&lt;br /&gt;
&lt;br /&gt;
== Systems ==&lt;br /&gt;
=== systInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 76&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all starsystems&lt;br /&gt;
* system name&lt;br /&gt;
* race (owner)&lt;br /&gt;
* race (population)&lt;br /&gt;
* population count&lt;br /&gt;
* population orders (work assignation)&lt;br /&gt;
* moral (value)&lt;br /&gt;
* moral (shown text)&lt;br /&gt;
* dilithium&lt;br /&gt;
* system visited by race&lt;br /&gt;
* star type&lt;br /&gt;
* star picture&lt;br /&gt;
* star picture position on map (x/y)&lt;br /&gt;
* planet count&lt;br /&gt;
* planetnames&lt;br /&gt;
* planet animations&lt;br /&gt;
* planet types&lt;br /&gt;
* planet sizes (small/middle/big)&lt;br /&gt;
* terraforming value total&lt;br /&gt;
* terraforming value done&lt;br /&gt;
* planet bonuses (population/energy/food =&amp;gt; pure/normal/much)&lt;br /&gt;
* incoming traderouts&lt;br /&gt;
* traderoutes of the system&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on planetnumber, traderoutes and if it&#039;s a player&#039;s system&lt;br /&gt;
only one example starsystem with a single planet gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 uninhabited = 00 00 00 00, AI = 00 00 00 01, player = 00 00 00 02&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x002F = system name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 = system type (0=home, 1=native, 2=non native, 3=subjugated, 4=affiliated, 5=independent minor, 6=conquered home, 7&amp;amp;8=invalid?, 9=any, A=rebel, B=empty)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0031 = star type (red giant=04, orange=05, yellow=06, white=07, green=08, blue=09)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0032 to 0x0035 = star picture&lt;br /&gt;
* red giant = 73 2D 72 2D&lt;br /&gt;
* orange star = 73 2D 6F 2D&lt;br /&gt;
* yellow star = 73 2D 79 2D&lt;br /&gt;
* white star = 73 2D 77 2D&lt;br /&gt;
* green star = 73 2D 67 2D&lt;br /&gt;
* blue star = 73 2D 62 2D&lt;br /&gt;
Offset 0x003F = system explored by empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = population (uninhabited = FF FF)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = race of population&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004D = raceID ( = owner, noone = 23)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = people assigned to economy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B = people assigned to energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F = people assigned to food production&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 = people assigned to science&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 = people assigned to intelligence&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006A to 0x006B = number of planets &amp;lt;= 09 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006E = dilithium icon F1-map (0=No, 1=Yes)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006F = unknown (majors = 05, uninhabited = 00, ? = 02,...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0071 = effective dilithium ? (0=No, 8=Yes)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0072 to 0x0077 unkown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x007F = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0080 to 0x0083 = ORDER ECONOMY (typeID) 1=build building, 2=upgrade building(s), 3=build ship, 5=tradegoods, 7=unrest order&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0084 to 0x0087 = invested industry&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0088 to 0x008B = ID of building/ship under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x008C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = ? number of entries in strcInfo ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00BB = base offset of planet entry array ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BD = max population * 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0220 unknown (=32 for colonys (?))&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0298 to 0x029B = FF FF FF FF (used as base offset for moral entries)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DC to 0x02DD = moral value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DE to 0x2DF = moral text (signed integer, little endian! : -4 =  Rebellious, -3 = Defiant, -2 = Disgruntled, -1= Apathetic, 0 = Content, 1 = Pleased, 2 =  Loyal, 3 = Fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F0 to 0x02F2 = base morale&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F4 unknown (maybe moral - normally 32hex = 50dez)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0309 unknown (for majors = 01)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0328+ list of all planets of that starsystem&lt;br /&gt;
----&lt;br /&gt;
Offset 0x0328 to 0x034F = planetname (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0350 to 0x0357 = planet animation filename (= ****.ani)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0358 to 0x035D = 00 FB 57 00 30 59 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x035E to 0x035F = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0360 to 0x0361 = planet size (small = 00 00, middle = 01 00, big = 02 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0362 to 0x0363 = terraforming value total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0364 to 0x0365 = terraforming value done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0366 to 0x0367 = food bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0368 to 0x0369 = energy bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036A to 0x036B = population bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036C to 0x036D = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0370 planet type (00 = arctic, 01 = barren, 02 = desert, 03 = gas giant, 04 = djungle, 05 = oceanic, 06 = earthlike, 07 = vulcanic, 08 = methanic, 09 = AUS, &amp;gt;09 = other)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0372 to 0x0373 = 00 00&lt;br /&gt;
----&lt;br /&gt;
Offset [0x0328+0x004C*numberOfPlanets] to Offset [0x0328+0x004C*numberOfPlanets+0x0004*numberOfPlanets-0x0001]&amp;lt;br/&amp;gt;&lt;br /&gt;
(for one planet that&#039;s Offset 0x0374 to 0x0377) = unknown (mostly 00 ... 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if traderoutes are available:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = (number of incoming traderouts + number of system traderoutes) * (0x0002 length (16bit) raceID + 0x0002 length (16bit) tradeRouteNo. (tradeRouteNo + raceID = tradeRouteID))&amp;lt;br/&amp;gt;&lt;br /&gt;
] (don&#039;t know if and where the number of traderoutes is stored)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if it&#039;s a players system:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = unknown, length = 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
what a complicated file...&lt;br /&gt;
&lt;br /&gt;
=== strcInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 4&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all buildings for each star&lt;br /&gt;
* starID&lt;br /&gt;
* number of entries for each star&lt;br /&gt;
* building type&lt;br /&gt;
* building count&lt;br /&gt;
* building is activated / has energy (for special buildings)&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on number of different building types&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = number of entrys&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of entrys:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0005 = building count&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0006 to 0x0007 = building type (same order as in stbof.res and UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = receives energy (00 00 = false, 00 01 = true)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
=== techInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists science by raceID&lt;br /&gt;
* raceID&lt;br /&gt;
* science levels&lt;br /&gt;
* technology level&lt;br /&gt;
* science points done by science type&lt;br /&gt;
* actual science assignation&lt;br /&gt;
* actually buildable buildings&lt;br /&gt;
&lt;br /&gt;
explained only for one race&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = number of races (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0012 = unknown (always = 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0006 = unknown (always = 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown (always = 00 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = technology level&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x000B = buildable special buildings (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
* &amp;amp;0x8000000000000000000000 = phenix device&lt;br /&gt;
* &amp;amp;0x4000000000000000000000 = dilithium raffinery&lt;br /&gt;
* &amp;amp;0x2000000000000000000000 = orbital cannon&lt;br /&gt;
* &amp;amp;0x1000000000000000000000 = communication network&lt;br /&gt;
* &amp;amp;0x0800000000000000000000 = charge collector&lt;br /&gt;
* &amp;amp;0x0400000000000000000000 = bunker&lt;br /&gt;
* &amp;amp;0x0200000000000000000000 = simple replicator&lt;br /&gt;
* &amp;amp;0x0100000000000000000000 = improved replicator&lt;br /&gt;
* &amp;amp;0x0080000000000000000000 = shipyard&lt;br /&gt;
* &amp;amp;0x0040000000000000000000 = isolinear scanner&lt;br /&gt;
* &amp;amp;0x0020000000000000000000 = listening post&lt;br /&gt;
* &amp;amp;0x0010000000000000000000 = subspace scanner&lt;br /&gt;
* &amp;amp;0x0008000000000000000000 = subautomatic simulator&lt;br /&gt;
* &amp;amp;0x0004000000000000000000 = thery simulator&lt;br /&gt;
* &amp;amp;0x0002000000000000000000 = private farm&lt;br /&gt;
* &amp;amp;0x0001000000000000000000 = oceanic farm&lt;br /&gt;
* &amp;amp;0x0000800000000000000000 = obsedian congregation&lt;br /&gt;
* &amp;amp;0x0000400000000000000000 = reeducation center&lt;br /&gt;
* &amp;amp;0x0000200000000000000000 = union yard&lt;br /&gt;
* &amp;amp;0x0000100000000000000000 = shield generator&lt;br /&gt;
* &amp;amp;0x0000080000000000000000 = wind turbine&lt;br /&gt;
* &amp;amp;0x0000040000000000000000 = trade goods&lt;br /&gt;
* &amp;amp;0x0000020000000000000000 = trade center&lt;br /&gt;
* &amp;amp;0x0000010000000000000000 = agrarian store&lt;br /&gt;
* &amp;amp;0x0000008000000000000000 = trade tower&lt;br /&gt;
* &amp;amp;0x0000004000000000000000 = trade commission&lt;br /&gt;
* &amp;amp;0x0000002000000000000000 = holo cinema&lt;br /&gt;
* &amp;amp;0x0000001000000000000000 = fantasy land&lt;br /&gt;
* &amp;amp;0x0000000800000000000000 = inquisition&lt;br /&gt;
* &amp;amp;0x0000000400000000000000 = work camp&lt;br /&gt;
* &amp;amp;0x0000000200000000000000 = command center&lt;br /&gt;
* &amp;amp;0x0000000100000000000000 = hidden sensor grid&lt;br /&gt;
* &amp;amp;0x0000000080000000000000 = laws of war&lt;br /&gt;
* &amp;amp;0x0000000040000000000000 = utopia planetia&lt;br /&gt;
* &amp;amp;0x0000000020000000000000 = starfleet academy&lt;br /&gt;
* &amp;amp;0x0000000010000000000000 = federation council&lt;br /&gt;
* &amp;amp;0x0000000008000000000000 = daystorm institute&lt;br /&gt;
* &amp;amp;0x0000000004000000000000 = genesis sciencelab&lt;br /&gt;
* &amp;amp;0x0000000002000000000000 = festival of fun&lt;br /&gt;
* &amp;amp;0x0000000001000000000000 = franchise office&lt;br /&gt;
* &amp;amp;0x0000000000800000000000 = astronomic academy&lt;br /&gt;
* &amp;amp;0x0000000000400000000000 = singularity facility&lt;br /&gt;
* &amp;amp;0x0000000000200000000000 = center for fighttests&lt;br /&gt;
* &amp;amp;0x0000000000100000000000 = police state&lt;br /&gt;
* &amp;amp;0x0000000000080000000000 = tactical school&lt;br /&gt;
* &amp;amp;0x0000000000040000000000 = big hall&lt;br /&gt;
* &amp;amp;0x0000000000020000000000 = prison mine&lt;br /&gt;
* &amp;amp;0x0000000000010000000000 = hall of warriors&lt;br /&gt;
* &amp;amp;0x0000000000008000000000 = military yard&lt;br /&gt;
* &amp;amp;0x0000000000004000000000 = federation yard&lt;br /&gt;
* &amp;amp;0x0000000000002000000000 = federation replicator&lt;br /&gt;
* &amp;amp;0x0000000000001000000000 = alliance yard&lt;br /&gt;
* &amp;amp;0x0000000000000800000000 = tribunal&lt;br /&gt;
* &amp;amp;0x0000000000000400000000 = fleet academy&lt;br /&gt;
* &amp;amp;0x0000000000000200000000 = talshiar main quater&lt;br /&gt;
* &amp;amp;0x0000000000000100000000 = imperial senate&lt;br /&gt;
* &amp;amp;0x0000000000000080000000 = industrial center (of the Bencites)&lt;br /&gt;
* &amp;amp;0x0000000000000040000000 = architectural center (of the Bandi)&lt;br /&gt;
* &amp;amp;0x0000000000000020000000 = bajoran jalanda forum (of the Bajorans)&lt;br /&gt;
* &amp;amp;0x0000000000000010000000 = harvest complex (of the Antedians)&lt;br /&gt;
* &amp;amp;0x0000000000000008000000 = examination base (of the Anticans)&lt;br /&gt;
* &amp;amp;0x0000000000000004000000 = supersoldier academy (of the Angosians)&lt;br /&gt;
* &amp;amp;0x0000000000000002000000 = andorian war school (of the Andorians)&lt;br /&gt;
* &amp;amp;0x0000000000000001000000 = acamerian clanhall (of the Acamerians)&lt;br /&gt;
* &amp;amp;0x0000000000000000800000 = cinetic laboratory (of the Malcorians)&lt;br /&gt;
* &amp;amp;0x0000000000000000400000 = ktarian game studio (of the Ktarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000200000 = edo palace (of the Edos)&lt;br /&gt;
* &amp;amp;0x0000000000000000100000 = gladiator arena (of the Chalnoth)&lt;br /&gt;
* &amp;amp;0x0000000000000000080000 = science thinking factory (of the Caldonians)&lt;br /&gt;
* &amp;amp;0x0000000000000000040000 = planetary computer (of the Bynare)&lt;br /&gt;
* &amp;amp;0x0000000000000000020000 = cosmetic center (of the Bolarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000010000 = councelor academy (of the Betazoids)&lt;br /&gt;
* &amp;amp;0x0000000000000000008000 = defense network (of the Talarian)&lt;br /&gt;
* &amp;amp;0x0000000000000000004000 = physical institute (of the Takarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000002000 = biotec center (of the Sheliak)&lt;br /&gt;
* &amp;amp;0x0000000000000000001000 = examination base (of the Selay)&lt;br /&gt;
* &amp;amp;0x0000000000000000000800 = collector place (of the Pakleds)&lt;br /&gt;
* &amp;amp;0x0000000000000000000400 = recruitment center (of the Nausicaans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000200 = monument of subjugation (of the Mizarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000100 = mintaca farm (of the Mintacarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000080 = imperial yard&lt;br /&gt;
* &amp;amp;0x0000000000000000000040 = orgenic regenerator&lt;br /&gt;
* &amp;amp;0x0000000000000000000020 = military academy (of the Zakdorn)&lt;br /&gt;
* &amp;amp;0x0000000000000000000010 = intelligence (of the Yridians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000008 = science academy (of the Vulcans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000004 = archive of psycho history (of the Ullians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000002 = science committee (of the Trillian)&lt;br /&gt;
* &amp;amp;0x0000000000000000000001 = mythology library (of the Tamarians)Offset length 0x001D = buildable normal buildings / upgrades (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
Offset length 0x0008 = unknown (always 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Intel ==&lt;br /&gt;
=== intelInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 16&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown - seems to include intel reports&lt;br /&gt;
* actual intel assignation for every major&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x02D7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
[for all five majors: blocklength = 0x2C1C&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0070 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = intelligance assignation of internal security&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
=== treaty ===&lt;br /&gt;
completely unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
for turn 1 it&#039;s 00 00 00 00 00 00 00 00&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
=== trdeInfo0.cnt to trdeInfo4.cnt ===&lt;br /&gt;
number of traderoutes for each empire&lt;br /&gt;
&lt;br /&gt;
=== trdeInfo0 to trdeInfo4 ===&lt;br /&gt;
partially unexplored&amp;lt;br/&amp;gt;&lt;br /&gt;
lists traderoutes&lt;br /&gt;
* raceID&lt;br /&gt;
* traderoute number (+ raceID = traderouteID)&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
== Ships &amp;amp; Task Forces ==&lt;br /&gt;
=== alienTFInfo0 to alienTFInfo[numberOfRaces] ===&lt;br /&gt;
lists fleetIDs of every race&lt;br /&gt;
* number of taskforces/fleets&lt;br /&gt;
* shipIDs&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = number of controled fleets&amp;lt;br/&amp;gt;&lt;br /&gt;
[for [numberOfRaces]:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
=== shipname.dat ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
is divided into several shipname categorys&amp;lt;br/&amp;gt;&lt;br /&gt;
shipnames aren&#039;t in the same order with these in shipname.bin of stbof.res!&amp;lt;br/&amp;gt;&lt;br /&gt;
this file also influences the shipIDs for newly builded ones&lt;br /&gt;
* first given shipname&lt;br /&gt;
* next given shipname&lt;br /&gt;
* counter of repeatings (for name endings A, B, C,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x000C&amp;lt;br/&amp;gt;&lt;br /&gt;
block position equals shipname category position in shipname.bin of stbof.res as well as category position in UE&lt;br /&gt;
Each race has its own categorys, seperated for different ship types&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Warning! shipID for new constructed ships gets wrong, if distance between first and next name is wrong!&amp;lt;/span&amp;gt; (next name reffering number can be less as well as higher than first, distance is based on list iterations)&amp;lt;br/&amp;gt;&lt;br /&gt;
If next reffering number reaches first reffering number, counter gets increased&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = first given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = next given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = counter of repeating/iteration or if no name of this category has been used yet = FF FF (defines the appendix of the shipname: A, B, ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00&lt;br /&gt;
&lt;br /&gt;
=== ShipCntr ===&lt;br /&gt;
next shipID&lt;br /&gt;
&lt;br /&gt;
=== TForceCntr ===&lt;br /&gt;
next fleetID&lt;br /&gt;
&lt;br /&gt;
=== GShipHead = GTForceHd = GWTForceHd ===&lt;br /&gt;
* number of ships&lt;br /&gt;
&lt;br /&gt;
Offset 0x0018 to 0x001B = ship count&lt;br /&gt;
&lt;br /&gt;
=== GShipList ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 116&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
list all ships with&lt;br /&gt;
* shipname&lt;br /&gt;
* raceID&lt;br /&gt;
* shipID&lt;br /&gt;
* fleetID&lt;br /&gt;
* shield&lt;br /&gt;
* hull&lt;br /&gt;
* ship type (manufactoring type / =shiplistID in shiplist.sst)&lt;br /&gt;
* experience bonus for beam accuracy&lt;br /&gt;
* experience bonus for torpedo accuracy&lt;br /&gt;
* experience bonus for defense&lt;br /&gt;
* crew experience value&lt;br /&gt;
* crew experience level&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0074&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 = shipname&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID (only for ship icon)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = shipID (NOT shiplist.sst ID)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = experience bonus for beam accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = experience bonus for torpedo accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = experience bonus for defense&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = shield (can lead to crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = hull (leads to crash in tactical fight if too high)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = crew experience value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = crew experience level (0=green,.. , 4=legendary) accessed for stars, raid, intercept &amp;amp; damage control&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0055 = ship type (manufactoring type, used as shiplistID in stbof.res, e.g. in shiptech.sst and is in same order as in UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0056 to 0x0073 = unknown&lt;br /&gt;
&lt;br /&gt;
=== GTForceList = GWTForce ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
differences only exist in behavior&amp;lt;br/&amp;gt;&lt;br /&gt;
in later turns there might remain fragments of old turns at the end of the list - they get ignored by botf&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all fleets&lt;br /&gt;
* fleetID&lt;br /&gt;
* shipIDs&lt;br /&gt;
* raceID&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* scanrange&lt;br /&gt;
* flightrange&lt;br /&gt;
* speed&lt;br /&gt;
* order (evade, attack,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
data fragments at the end of the file happen if fleet count decreases&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = ship count of that fleet&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = shipID of first fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000F = shipID of second fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = shipID of third fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = shipID of fourth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = shipID of fifth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = shipID of sixth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = shipID of seventh fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = shipID of eighth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x002B = shipID of ninth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = order/command - seems only to define the display: systemattack remains if changed&amp;lt;br/&amp;gt;&lt;br /&gt;
* 00 = invalid&lt;br /&gt;
* 01 = terraform&lt;br /&gt;
* 02 = colonize&lt;br /&gt;
* 03 = rade&lt;br /&gt;
* 04 = intercept&lt;br /&gt;
* 05 = evade&lt;br /&gt;
* 06 = attack&lt;br /&gt;
* 07 = build outpost&lt;br /&gt;
* 08 = build starbase&lt;br /&gt;
* 09 = crew training&lt;br /&gt;
* 0A = expand&lt;br /&gt;
* 0B = invalid&lt;br /&gt;
* 0C = scrap&lt;br /&gt;
* 0D = into wormhole&lt;br /&gt;
* 0E = attack system&lt;br /&gt;
* &amp;gt;0E = invalid&lt;br /&gt;
Offset 0x0030 to 0x0033 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = sector row (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = sector column (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0053 = scan range, keeps only one turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x005D = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005E to 0x005F = flight range, keeps only one turn (short = 00 00, middle = F03F, high = 0040)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0065 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0066 to 0x0067 = speed, keeps only one turn (0 = 00 00, 1 = F0 3F, 2 = 00 40, 3 = 08 40, 4 = 10 40)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = cloaking (01 00 00 00 = cloaked, else 00 00 00 00)&lt;br /&gt;
&lt;br /&gt;
=== GTFStasis ===&lt;br /&gt;
number of starbases/outposts (guessed)&lt;br /&gt;
&lt;br /&gt;
=== GTFStasisHd ===&lt;br /&gt;
unexplored&lt;br /&gt;
&lt;br /&gt;
=== starBaseInfo ===&lt;br /&gt;
&lt;br /&gt;
* outpost name&lt;br /&gt;
* owner raceID&lt;br /&gt;
* outpostID&lt;br /&gt;
* ship function (valid values are 6 for outpost and 7 for starbase)&lt;br /&gt;
* ship type (links to shiplist.sst entry)&lt;br /&gt;
* sector column&lt;br /&gt;
* sector row&lt;br /&gt;
* hull&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Stored in blocks of 92 bytes.&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0027 = outpost name (ASCII)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = outpostID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002D = ship function&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002E to 0x002F = ship type&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = sector column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = sector row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x004B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = hull&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x005B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== monster.lst ===&lt;br /&gt;
unexplored&lt;br /&gt;
&lt;br /&gt;
== AI / Agents ==&lt;br /&gt;
&lt;br /&gt;
=== AINumAgents ===&lt;br /&gt;
number of AI agents&lt;br /&gt;
&lt;br /&gt;
=== AIAgtIdCtrl ===&lt;br /&gt;
next agentID (for filenames)&lt;br /&gt;
&lt;br /&gt;
=== AIAgent0 to AIAgent[NumAgents] ===&lt;br /&gt;
mostly unexplored&lt;br /&gt;
* agentID&lt;br /&gt;
* raceID&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = agentID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = 01 00 00 00 if major, 02 00 00 00 if minor&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x00CB = unknown&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0.cnt to AgtSy[NumAgents].cnt ===&lt;br /&gt;
number of systems to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0 to AgtSy[NumAgents] ===&lt;br /&gt;
starIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0.cnt to AgtSh[NumAgents].cnt ===&lt;br /&gt;
number of ships to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0 to AgtSh[NumAgents] ===&lt;br /&gt;
shipIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0.cnt to AgtDp[NumAgents].cnt ===&lt;br /&gt;
number of entrys in AgtDpxx&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0 to AgtDp[NumAgents] ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 266&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
unknown - mayby diplomatics&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0.cnt to AgtTk[NumAgents].cnt ===&lt;br /&gt;
number of tasks for that agent&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0 to AgtTk[NumAgents] ===&lt;br /&gt;
TaskIDs (for TskSh and TskSy filenames)&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt.cnt ===&lt;br /&gt;
number of AI controled systems&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
starIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt.cnt ===&lt;br /&gt;
number of AI controled ships&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 24&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
shipIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0018&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = shipID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = unknown (if not 05 00 for colony ships, AI doesn&#039;t colonize)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0017 = unknown&lt;br /&gt;
&lt;br /&gt;
=== AINumTasks ====&lt;br /&gt;
number of Tsk-files&lt;br /&gt;
&lt;br /&gt;
==== AITaskIDCtr ===&lt;br /&gt;
next TskID for filename (of TskSh/TskSy)&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== provInfo0 to provInfo4 ===&lt;br /&gt;
lists starIDs of every major empire&lt;br /&gt;
* star count&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
=== ordInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 84&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown, includes peace proposals&lt;br /&gt;
* raceID&lt;br /&gt;
* turn of occurance&lt;br /&gt;
* starID&lt;br /&gt;
&lt;br /&gt;
has variable blocksizes!&amp;lt;br/&amp;gt;&lt;br /&gt;
on turn 1 there&#039;s only one for each major starsystem with a blocksize of 0x0054&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = turn of occurance&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0025 = starID&lt;br /&gt;
&lt;br /&gt;
=== SeedInfo ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== result.lst ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== incident.dat ===&lt;br /&gt;
completely unknown but normally it&#039;s 00 00 00 00&lt;/div&gt;</summary>
		<author><name>DCER</name></author>
	</entry>
	<entry>
		<id>http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=121</id>
		<title>Savegame File-Listing</title>
		<link rel="alternate" type="text/html" href="http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=121"/>
		<updated>2010-07-07T08:54:47Z</updated>

		<summary type="html">&lt;p&gt;DCER: /* starBaseInfo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most of the following data has been explored by using a vanilla singleplayer savegame at turn 1 with following settings:&lt;br /&gt;
* tech 1&lt;br /&gt;
* small galaxy&lt;br /&gt;
* irregular&lt;br /&gt;
* no minors&lt;br /&gt;
* impossible&lt;br /&gt;
&lt;br /&gt;
At later turns there are additional files stored within the saves. These may have been partially discarded.&lt;br /&gt;
For turn 1 saves, most unexplored data seems to be relatively unimportant and often can be zero!&lt;br /&gt;
Please aware that some information might be incomplete or even incorrect. &lt;br /&gt;
&lt;br /&gt;
So, after extracting a savegame with UltimateEditor you get quite a ton of files. Here&#039;s an overview about them and the hexcode they contain:&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
=== version ===&lt;br /&gt;
* for me it&#039;s always 08&lt;br /&gt;
&lt;br /&gt;
=== gameInfo ===&lt;br /&gt;
* filename&lt;br /&gt;
* gamesave name&lt;br /&gt;
* galaxy type&lt;br /&gt;
* galaxy size&lt;br /&gt;
* difficulty level&lt;br /&gt;
* strategical timer&lt;br /&gt;
* tactical timer&lt;br /&gt;
* actual and next turn&lt;br /&gt;
* player race&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* races with ships (major + minor)&lt;br /&gt;
* races beaten&lt;br /&gt;
* goal (vendetta/dominance)&lt;br /&gt;
* empire status informations (occupied systems, science, economy, military)&lt;br /&gt;
* statistic&lt;br /&gt;
* player names (if MP)&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000D(?) filename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000D to 0x003E savename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 last turn (for savename)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C 00 = singleplayer 01 = multiplayer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0250 important but unknown (crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0252 player&#039;s race (00 = card, 01 = fed, 02=ferg, 03=kling, 04=rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0254 to 0x0258 technology starting levels of the five majors (card, fed, ferg, kling, rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0260 galaxytype (00 = irregular, 01 = elliptic, 02 = ring, 03 = spiral)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0264 galaxyszie (00 = small, 01 = middle, 03 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x026C difficulty (00 = very easy, 01 = easy, 02 = normal, 03 = hard, 04 = impossible)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0270 to 0x0275(?) races in game (bitwise XOR, little endian (8bit packets) =&amp;gt; order is the same with alienInfo)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0278 beaten empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0280 to 0x0285(?) races with ships&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A4 strategical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A8 tactical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AC actual turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AE last turn points (for statistic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02BA(maybe less)+ statistic of the cards&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x04AE(maybe less)+ statistic of the feds&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x06A2(maybe less)+ statistic of the fergs&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0896(maybe less)+ statistic of the klings&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0A8A(maybe less)+ statistic of the roms&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0C84+(?) empire state (intelligence)&lt;br /&gt;
* Offset 0x0C8E+ military&lt;br /&gt;
* Offset 0x0D06+ economy&lt;br /&gt;
* Offset 0x0D1A+ science&lt;br /&gt;
* Offset 0x0D92+ occupied systemsOffset&lt;br /&gt;
0x0DBC victory condition (00=single/Multi player dominance 01=Muilt player team dominance, 02=vendetta)&lt;br /&gt;
&lt;br /&gt;
=== empsInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 444&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists information about majors&lt;br /&gt;
* empirenames&lt;br /&gt;
* name of the emperor&lt;br /&gt;
* credits&lt;br /&gt;
* number of running dilithium sources&lt;br /&gt;
* number of ships under construction&lt;br /&gt;
* population (total ?)&lt;br /&gt;
* moral shown in empire state&lt;br /&gt;
* ship-population support&lt;br /&gt;
* known empires (for diplomacy)&lt;br /&gt;
&lt;br /&gt;
is stored in blocks of 0x01BC length for every major&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one (card) gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 empire name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x004F emperor name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = address of gdlList ? (8 bytes per system), at  [+4] number of held systems&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 credits (for F1 emps info display)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B income (for F1 emps info display, not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F real ship support cost ? (- pop support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 number of running dilithium sources&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 number of ships under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = current research points different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006C to 0x006F population (?main system or total?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 to 0x0073 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0074 to 0x0077 = current morale ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B current intel different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x0093 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0094 to 0x0097 ship-population support (not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0098 to 0x009B credits&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x009C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = research at end of last turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00B3 unknown (originaly thought to be ship-population support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B4 to 0x00B7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B8 to 0x00B9 moral shown in empire state (signed integer, little endian! 0xFCFF = rebellious, 0xFFFF = apathetic, 0x0000 = normal, 0x0300 = fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BA to 0x00BB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BF = intel total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00C0 to 0x010F unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0110 to 0x0123 (5empires * 4bytes) = treaty label: 0=Neutral, 1=War, 2=Alliance, 3=Peace&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0124 to 0x0137 (5empires * 4bytes) = territory accessible: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0138 to 0x014B (5empires * 4bytes) = trade allowed: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x014C to 0x0157 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0158 to 0x015F known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0160 to 0x01B3 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B4 to 0x01B7 = cumulative build costs of fleet (ship functions 0-4)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B8 to 0x01BB unknown&lt;br /&gt;
&lt;br /&gt;
== Aliens ==&lt;br /&gt;
=== alienInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 64&amp;lt;/span&amp;gt;&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0040 for every possible race&amp;lt;br/&amp;gt;&lt;br /&gt;
in same order as races in stbof.res or UE&amp;lt;br/&amp;gt;&lt;br /&gt;
only first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 = 01 if race is alive&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 = starID of homesystem&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 = known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 = known races (IDs 0x20+)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 (5empires * 4bytes) = treaty level (minors) 0=Neutral, 1=Friendly, 2=Affiliated, 3=Member, 4=War&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C = (for minors) 0=free diplomacy, 1=subjugated, 2=restricted diplomacy(membership)&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
=== galInfo ===&lt;br /&gt;
* galaxy size (small/middle/big)&lt;br /&gt;
* count of sectors&lt;br /&gt;
* count of stars&lt;br /&gt;
* count of anomalies&lt;br /&gt;
&lt;br /&gt;
Offset 0x0008 to 0x000B = galaxy size (00 = small, 01 = middle, 02 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = number of stars&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = number of anomalies&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0015 = number of sectors&lt;br /&gt;
&lt;br /&gt;
=== sector.lst ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 104&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all sectors&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* outpostID &lt;br /&gt;
* anomalyID&lt;br /&gt;
* starID&lt;br /&gt;
* sector scanned by race&lt;br /&gt;
* sector explored by race&lt;br /&gt;
* sector influenced by anomaly (?)&lt;br /&gt;
* claim&lt;br /&gt;
* owner of the sector&lt;br /&gt;
* actual scan value by race&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0068&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = map row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = map column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = outpostID from starBaseInfo or -1 if none&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = anomalyID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = claim (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = 00 00 00 00 if owned by card, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = 01 00 00 00 if owned by fed, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = 02 00 00 00 if owned by ferg, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = 03 00 00 00 if owned by kling, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = 04 00 00 00 if owned by rom, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = [raceID] if owned by minor, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = explored by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0031 = sector scanned by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom, 20 = blackhole)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = scanpower of card (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = scanpower of fed (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = scanpower of ferg (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = scanpower of kling (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0054 = scanpower of rom (signed, little endian)&lt;br /&gt;
&lt;br /&gt;
=== stellInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 88&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all anomalies (in ID order?)&lt;br /&gt;
* anomaly type&lt;br /&gt;
* anomaly name&lt;br /&gt;
* anomaly map picture&lt;br /&gt;
* anomaly map picture position (x/y)&lt;br /&gt;
* wormhole connections&lt;br /&gt;
* visited by majors&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0058&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = type of anomaly (00 00 00 00 = blackhole, 01 00 00 00 = X-ray pulsar, 02 00 00 00 = nebula, 03 00 00 00 = neutron star, 0A 00 00 00 = wormhole, 0B 00 00 00 = radio pulsar)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x002B = anomaly name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x003F = galaxy map picture file (00 terminated string: blackhole = &amp;quot;blkh&amp;quot; = 62 6C 6B 68, X-ray pulsar = &amp;quot;xp-&amp;quot; = 78 70 2D, nebula = &amp;quot;neb-&amp;quot; = 6E 65 62 2D, neutron star = &amp;quot;ns&amp;quot; = 6E 73, wormhole = &amp;quot;worm&amp;quot; = 77 6F 72 6D, radio pulsar = &amp;quot;rpls&amp;quot; = 72 70 6C 73)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = anomalyID for wormhole connection, else FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0042 to 0x0043 = 00 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = sector visited by major (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&lt;br /&gt;
&lt;br /&gt;
=== RToSInfo ===&lt;br /&gt;
RToS = race to star (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
races are in the following order 1: Card 2: Fed 3: Ferg 4: Kling 5: Rom&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
lists StarIDs of the homesystems of all races, if not available = FF 00&lt;br /&gt;
&lt;br /&gt;
=== SphOfIn0 to SphOfIn4 ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: [GalaxyMapWidth]&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
relevance unclear&amp;lt;br/&amp;gt;&lt;br /&gt;
gives a view of the galaxy map for every empire&amp;lt;br/&amp;gt;&lt;br /&gt;
decreasing values around home system position&amp;lt;br/&amp;gt;&lt;br /&gt;
might be relevant for the influence of systems to mark the territory&lt;br /&gt;
&lt;br /&gt;
== Systems ==&lt;br /&gt;
=== systInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 76&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all starsystems&lt;br /&gt;
* system name&lt;br /&gt;
* race (owner)&lt;br /&gt;
* race (population)&lt;br /&gt;
* population count&lt;br /&gt;
* population orders (work assignation)&lt;br /&gt;
* moral (value)&lt;br /&gt;
* moral (shown text)&lt;br /&gt;
* dilithium&lt;br /&gt;
* system visited by race&lt;br /&gt;
* star type&lt;br /&gt;
* star picture&lt;br /&gt;
* star picture position on map (x/y)&lt;br /&gt;
* planet count&lt;br /&gt;
* planetnames&lt;br /&gt;
* planet animations&lt;br /&gt;
* planet types&lt;br /&gt;
* planet sizes (small/middle/big)&lt;br /&gt;
* terraforming value total&lt;br /&gt;
* terraforming value done&lt;br /&gt;
* planet bonuses (population/energy/food =&amp;gt; pure/normal/much)&lt;br /&gt;
* incoming traderouts&lt;br /&gt;
* traderoutes of the system&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on planetnumber, traderoutes and if it&#039;s a player&#039;s system&lt;br /&gt;
only one example starsystem with a single planet gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 uninhabited = 00 00 00 00, AI = 00 00 00 01, player = 00 00 00 02&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x002F = system name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 = system type (0=home, 1=native, 2=non native, 3=subjugated, 4=affiliated, 5=independent minor, 6=conquered home, 7&amp;amp;8=invalid?, 9=any, A=rebel, B=empty)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0031 = star type (red giant=04, orange=05, yellow=06, white=07, green=08, blue=09)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0032 to 0x0035 = star picture&lt;br /&gt;
* red giant = 73 2D 72 2D&lt;br /&gt;
* orange star = 73 2D 6F 2D&lt;br /&gt;
* yellow star = 73 2D 79 2D&lt;br /&gt;
* white star = 73 2D 77 2D&lt;br /&gt;
* green star = 73 2D 67 2D&lt;br /&gt;
* blue star = 73 2D 62 2D&lt;br /&gt;
Offset 0x003F = system explored by empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = population (uninhabited = FF FF)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = race of population&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004D = raceID ( = owner, noone = 23)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = people assigned to economy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B = people assigned to energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F = people assigned to food production&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 = people assigned to science&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 = people assigned to intelligence&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006A to 0x006B = number of planets &amp;lt;= 09 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006E = dilithium icon F1-map (0=No, 1=Yes)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006F = unknown (majors = 05, uninhabited = 00, ? = 02,...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0071 = effective dilithium ? (0=No, 8=Yes)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0072 to 0x0077 unkown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x007F = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0080 to 0x0083 = ORDER ECONOMY (typeID) 1=build building, 2=upgrade building(s), 3=build ship, 5=tradegoods, 7=unrest order&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0084 to 0x0087 = invested industry&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0088 to 0x008B = ID of building/ship under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x008C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = ? number of entries in strcInfo ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00BB = base offset of planet entry array ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BD = max population * 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0220 unknown (=32 for colonys (?))&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0298 to 0x029B = FF FF FF FF (used as base offset for moral entries)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DC to 0x02DD = moral value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DE to 0x2DF = moral text (signed integer, little endian! : -4 =  Rebellious, -3 = Defiant, -2 = Disgruntled, -1= Apathetic, 0 = Content, 1 = Pleased, 2 =  Loyal, 3 = Fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F0 to 0x02F2 = base morale&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F4 unknown (maybe moral - normally 32hex = 50dez)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0309 unknown (for majors = 01)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0328+ list of all planets of that starsystem&lt;br /&gt;
----&lt;br /&gt;
Offset 0x0328 to 0x034F = planetname (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0350 to 0x0357 = planet animation filename (= ****.ani)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0358 to 0x035D = 00 FB 57 00 30 59 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x035E to 0x035F = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0360 to 0x0361 = planet size (small = 00 00, middle = 01 00, big = 02 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0362 to 0x0363 = terraforming value total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0364 to 0x0365 = terraforming value done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0366 to 0x0367 = food bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0368 to 0x0369 = energy bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036A to 0x036B = population bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036C to 0x036D = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0370 planet type (00 = arctic, 01 = barren, 02 = desert, 03 = gas giant, 04 = djungle, 05 = oceanic, 06 = earthlike, 07 = vulcanic, 08 = methanic, 09 = AUS, &amp;gt;09 = other)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0372 to 0x0373 = 00 00&lt;br /&gt;
----&lt;br /&gt;
Offset [0x0328+0x004C*numberOfPlanets] to Offset [0x0328+0x004C*numberOfPlanets+0x0004*numberOfPlanets-0x0001]&amp;lt;br/&amp;gt;&lt;br /&gt;
(for one planet that&#039;s Offset 0x0374 to 0x0377) = unknown (mostly 00 ... 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if traderoutes are available:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = (number of incoming traderouts + number of system traderoutes) * (0x0002 length (16bit) raceID + 0x0002 length (16bit) tradeRouteNo. (tradeRouteNo + raceID = tradeRouteID))&amp;lt;br/&amp;gt;&lt;br /&gt;
] (don&#039;t know if and where the number of traderoutes is stored)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if it&#039;s a players system:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = unknown, length = 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
what a complicated file...&lt;br /&gt;
&lt;br /&gt;
=== strcInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 4&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all buildings for each star&lt;br /&gt;
* starID&lt;br /&gt;
* number of entries for each star&lt;br /&gt;
* building type&lt;br /&gt;
* building count&lt;br /&gt;
* building is activated / has energy (for special buildings)&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on number of different building types&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = number of entrys&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of entrys:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0005 = building count&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0006 to 0x0007 = building type (same order as in stbof.res and UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = receives energy (00 00 = false, 00 01 = true)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
=== techInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists science by raceID&lt;br /&gt;
* raceID&lt;br /&gt;
* science levels&lt;br /&gt;
* technology level&lt;br /&gt;
* science points done by science type&lt;br /&gt;
* actual science assignation&lt;br /&gt;
* actually buildable buildings&lt;br /&gt;
&lt;br /&gt;
explained only for one race&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = number of races (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0012 = unknown (always = 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0006 = unknown (always = 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown (always = 00 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = technology level&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x000B = buildable special buildings (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
* &amp;amp;0x8000000000000000000000 = phenix device&lt;br /&gt;
* &amp;amp;0x4000000000000000000000 = dilithium raffinery&lt;br /&gt;
* &amp;amp;0x2000000000000000000000 = orbital cannon&lt;br /&gt;
* &amp;amp;0x1000000000000000000000 = communication network&lt;br /&gt;
* &amp;amp;0x0800000000000000000000 = charge collector&lt;br /&gt;
* &amp;amp;0x0400000000000000000000 = bunker&lt;br /&gt;
* &amp;amp;0x0200000000000000000000 = simple replicator&lt;br /&gt;
* &amp;amp;0x0100000000000000000000 = improved replicator&lt;br /&gt;
* &amp;amp;0x0080000000000000000000 = shipyard&lt;br /&gt;
* &amp;amp;0x0040000000000000000000 = isolinear scanner&lt;br /&gt;
* &amp;amp;0x0020000000000000000000 = listening post&lt;br /&gt;
* &amp;amp;0x0010000000000000000000 = subspace scanner&lt;br /&gt;
* &amp;amp;0x0008000000000000000000 = subautomatic simulator&lt;br /&gt;
* &amp;amp;0x0004000000000000000000 = thery simulator&lt;br /&gt;
* &amp;amp;0x0002000000000000000000 = private farm&lt;br /&gt;
* &amp;amp;0x0001000000000000000000 = oceanic farm&lt;br /&gt;
* &amp;amp;0x0000800000000000000000 = obsedian congregation&lt;br /&gt;
* &amp;amp;0x0000400000000000000000 = reeducation center&lt;br /&gt;
* &amp;amp;0x0000200000000000000000 = union yard&lt;br /&gt;
* &amp;amp;0x0000100000000000000000 = shield generator&lt;br /&gt;
* &amp;amp;0x0000080000000000000000 = wind turbine&lt;br /&gt;
* &amp;amp;0x0000040000000000000000 = trade goods&lt;br /&gt;
* &amp;amp;0x0000020000000000000000 = trade center&lt;br /&gt;
* &amp;amp;0x0000010000000000000000 = agrarian store&lt;br /&gt;
* &amp;amp;0x0000008000000000000000 = trade tower&lt;br /&gt;
* &amp;amp;0x0000004000000000000000 = trade commission&lt;br /&gt;
* &amp;amp;0x0000002000000000000000 = holo cinema&lt;br /&gt;
* &amp;amp;0x0000001000000000000000 = fantasy land&lt;br /&gt;
* &amp;amp;0x0000000800000000000000 = inquisition&lt;br /&gt;
* &amp;amp;0x0000000400000000000000 = work camp&lt;br /&gt;
* &amp;amp;0x0000000200000000000000 = command center&lt;br /&gt;
* &amp;amp;0x0000000100000000000000 = hidden sensor grid&lt;br /&gt;
* &amp;amp;0x0000000080000000000000 = laws of war&lt;br /&gt;
* &amp;amp;0x0000000040000000000000 = utopia planetia&lt;br /&gt;
* &amp;amp;0x0000000020000000000000 = starfleet academy&lt;br /&gt;
* &amp;amp;0x0000000010000000000000 = federation council&lt;br /&gt;
* &amp;amp;0x0000000008000000000000 = daystorm institute&lt;br /&gt;
* &amp;amp;0x0000000004000000000000 = genesis sciencelab&lt;br /&gt;
* &amp;amp;0x0000000002000000000000 = festival of fun&lt;br /&gt;
* &amp;amp;0x0000000001000000000000 = franchise office&lt;br /&gt;
* &amp;amp;0x0000000000800000000000 = astronomic academy&lt;br /&gt;
* &amp;amp;0x0000000000400000000000 = singularity facility&lt;br /&gt;
* &amp;amp;0x0000000000200000000000 = center for fighttests&lt;br /&gt;
* &amp;amp;0x0000000000100000000000 = police state&lt;br /&gt;
* &amp;amp;0x0000000000080000000000 = tactical school&lt;br /&gt;
* &amp;amp;0x0000000000040000000000 = big hall&lt;br /&gt;
* &amp;amp;0x0000000000020000000000 = prison mine&lt;br /&gt;
* &amp;amp;0x0000000000010000000000 = hall of warriors&lt;br /&gt;
* &amp;amp;0x0000000000008000000000 = military yard&lt;br /&gt;
* &amp;amp;0x0000000000004000000000 = federation yard&lt;br /&gt;
* &amp;amp;0x0000000000002000000000 = federation replicator&lt;br /&gt;
* &amp;amp;0x0000000000001000000000 = alliance yard&lt;br /&gt;
* &amp;amp;0x0000000000000800000000 = tribunal&lt;br /&gt;
* &amp;amp;0x0000000000000400000000 = fleet academy&lt;br /&gt;
* &amp;amp;0x0000000000000200000000 = talshiar main quater&lt;br /&gt;
* &amp;amp;0x0000000000000100000000 = imperial senate&lt;br /&gt;
* &amp;amp;0x0000000000000080000000 = industrial center (of the Bencites)&lt;br /&gt;
* &amp;amp;0x0000000000000040000000 = architectural center (of the Bandi)&lt;br /&gt;
* &amp;amp;0x0000000000000020000000 = bajoran jalanda forum (of the Bajorans)&lt;br /&gt;
* &amp;amp;0x0000000000000010000000 = harvest complex (of the Antedians)&lt;br /&gt;
* &amp;amp;0x0000000000000008000000 = examination base (of the Anticans)&lt;br /&gt;
* &amp;amp;0x0000000000000004000000 = supersoldier academy (of the Angosians)&lt;br /&gt;
* &amp;amp;0x0000000000000002000000 = andorian war school (of the Andorians)&lt;br /&gt;
* &amp;amp;0x0000000000000001000000 = acamerian clanhall (of the Acamerians)&lt;br /&gt;
* &amp;amp;0x0000000000000000800000 = cinetic laboratory (of the Malcorians)&lt;br /&gt;
* &amp;amp;0x0000000000000000400000 = ktarian game studio (of the Ktarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000200000 = edo palace (of the Edos)&lt;br /&gt;
* &amp;amp;0x0000000000000000100000 = gladiator arena (of the Chalnoth)&lt;br /&gt;
* &amp;amp;0x0000000000000000080000 = science thinking factory (of the Caldonians)&lt;br /&gt;
* &amp;amp;0x0000000000000000040000 = planetary computer (of the Bynare)&lt;br /&gt;
* &amp;amp;0x0000000000000000020000 = cosmetic center (of the Bolarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000010000 = councelor academy (of the Betazoids)&lt;br /&gt;
* &amp;amp;0x0000000000000000008000 = defense network (of the Talarian)&lt;br /&gt;
* &amp;amp;0x0000000000000000004000 = physical institute (of the Takarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000002000 = biotec center (of the Sheliak)&lt;br /&gt;
* &amp;amp;0x0000000000000000001000 = examination base (of the Selay)&lt;br /&gt;
* &amp;amp;0x0000000000000000000800 = collector place (of the Pakleds)&lt;br /&gt;
* &amp;amp;0x0000000000000000000400 = recruitment center (of the Nausicaans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000200 = monument of subjugation (of the Mizarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000100 = mintaca farm (of the Mintacarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000080 = imperial yard&lt;br /&gt;
* &amp;amp;0x0000000000000000000040 = orgenic regenerator&lt;br /&gt;
* &amp;amp;0x0000000000000000000020 = military academy (of the Zakdorn)&lt;br /&gt;
* &amp;amp;0x0000000000000000000010 = intelligence (of the Yridians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000008 = science academy (of the Vulcans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000004 = archive of psycho history (of the Ullians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000002 = science committee (of the Trillian)&lt;br /&gt;
* &amp;amp;0x0000000000000000000001 = mythology library (of the Tamarians)Offset length 0x001D = buildable normal buildings / upgrades (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
Offset length 0x0008 = unknown (always 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Intel ==&lt;br /&gt;
=== intelInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 16&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown - seems to include intel reports&lt;br /&gt;
* actual intel assignation for every major&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x02D7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
[for all five majors: blocklength = 0x2C1C&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0070 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = intelligance assignation of internal security&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
=== treaty ===&lt;br /&gt;
completely unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
for turn 1 it&#039;s 00 00 00 00 00 00 00 00&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
=== trdeInfo0.cnt to trdeInfo4.cnt ===&lt;br /&gt;
number of traderoutes for each empire&lt;br /&gt;
&lt;br /&gt;
=== trdeInfo0 to trdeInfo4 ===&lt;br /&gt;
partially unexplored&amp;lt;br/&amp;gt;&lt;br /&gt;
lists traderoutes&lt;br /&gt;
* raceID&lt;br /&gt;
* traderoute number (+ raceID = traderouteID)&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
== Ships &amp;amp; Task Forces ==&lt;br /&gt;
=== alienTFInfo0 to alienTFInfo[numberOfRaces] ===&lt;br /&gt;
lists fleetIDs of every race&lt;br /&gt;
* number of taskforces/fleets&lt;br /&gt;
* shipIDs&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = number of controled fleets&amp;lt;br/&amp;gt;&lt;br /&gt;
[for [numberOfRaces]:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
=== shipname.dat ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
is divided into several shipname categorys&amp;lt;br/&amp;gt;&lt;br /&gt;
shipnames aren&#039;t in the same order with these in shipname.bin of stbof.res!&amp;lt;br/&amp;gt;&lt;br /&gt;
this file also influences the shipIDs for newly builded ones&lt;br /&gt;
* first given shipname&lt;br /&gt;
* next given shipname&lt;br /&gt;
* counter of repeatings (for name endings A, B, C,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x000C&amp;lt;br/&amp;gt;&lt;br /&gt;
block position equals shipname category position in shipname.bin of stbof.res as well as category position in UE&lt;br /&gt;
Each race has its own categorys, seperated for different ship types&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Warning! shipID for new constructed ships gets wrong, if distance between first and next name is wrong!&amp;lt;/span&amp;gt; (next name reffering number can be less as well as higher than first, distance is based on list iterations)&amp;lt;br/&amp;gt;&lt;br /&gt;
If next reffering number reaches first reffering number, counter gets increased&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = first given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = next given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = counter of repeating/iteration or if no name of this category has been used yet = FF FF (defines the appendix of the shipname: A, B, ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00&lt;br /&gt;
&lt;br /&gt;
=== ShipCntr ===&lt;br /&gt;
next shipID&lt;br /&gt;
&lt;br /&gt;
=== TForceCntr ===&lt;br /&gt;
next fleetID&lt;br /&gt;
&lt;br /&gt;
=== GShipHead = GTForceHd = GWTForceHd ===&lt;br /&gt;
* number of ships&lt;br /&gt;
&lt;br /&gt;
Offset 0x0018 to 0x001B = ship count&lt;br /&gt;
&lt;br /&gt;
=== GShipList ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 116&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
list all ships with&lt;br /&gt;
* shipname&lt;br /&gt;
* raceID&lt;br /&gt;
* shipID&lt;br /&gt;
* fleetID&lt;br /&gt;
* shield&lt;br /&gt;
* hull&lt;br /&gt;
* ship type (manufactoring type / =shiplistID in shiplist.sst)&lt;br /&gt;
* experience bonus for beam accuracy&lt;br /&gt;
* experience bonus for torpedo accuracy&lt;br /&gt;
* experience bonus for defense&lt;br /&gt;
* crew experience value&lt;br /&gt;
* crew experience level&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0074&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 = shipname&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID (only for ship icon)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = shipID (NOT shiplist.sst ID)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = experience bonus for beam accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = experience bonus for torpedo accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = experience bonus for defense&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = shield (can lead to crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = hull (leads to crash in tactical fight if too high)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = crew experience value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = crew experience level (0=green,.. , 4=legendary) accessed for stars, raid, intercept &amp;amp; damage control&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0055 = ship type (manufactoring type, used as shiplistID in stbof.res, e.g. in shiptech.sst and is in same order as in UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0056 to 0x0073 = unknown&lt;br /&gt;
&lt;br /&gt;
=== GTForceList = GWTForce ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
differences only exist in behavior&amp;lt;br/&amp;gt;&lt;br /&gt;
in later turns there might remain fragments of old turns at the end of the list - they get ignored by botf&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all fleets&lt;br /&gt;
* fleetID&lt;br /&gt;
* shipIDs&lt;br /&gt;
* raceID&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* scanrange&lt;br /&gt;
* flightrange&lt;br /&gt;
* speed&lt;br /&gt;
* order (evade, attack,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
data fragments at the end of the file happen if fleet count decreases&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = ship count of that fleet&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = shipID of first fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000F = shipID of second fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = shipID of third fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = shipID of fourth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = shipID of fifth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = shipID of sixth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = shipID of seventh fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = shipID of eighth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x002B = shipID of ninth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = order/command - seems only to define the display: systemattack remains if changed&amp;lt;br/&amp;gt;&lt;br /&gt;
* 00 = invalid&lt;br /&gt;
* 01 = terraform&lt;br /&gt;
* 02 = colonize&lt;br /&gt;
* 03 = rade&lt;br /&gt;
* 04 = intercept&lt;br /&gt;
* 05 = evade&lt;br /&gt;
* 06 = attack&lt;br /&gt;
* 07 = build outpost&lt;br /&gt;
* 08 = build starbase&lt;br /&gt;
* 09 = crew training&lt;br /&gt;
* 0A = expand&lt;br /&gt;
* 0B = invalid&lt;br /&gt;
* 0C = scrap&lt;br /&gt;
* 0D = into wormhole&lt;br /&gt;
* 0E = attack system&lt;br /&gt;
* &amp;gt;0E = invalid&lt;br /&gt;
Offset 0x0030 to 0x0033 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = sector row (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = sector column (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0053 = scan range, keeps only one turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x005D = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005E to 0x005F = flight range, keeps only one turn (short = 00 00, middle = F03F, high = 0040)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0065 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0066 to 0x0067 = speed, keeps only one turn (0 = 00 00, 1 = F0 3F, 2 = 00 40, 3 = 08 40, 4 = 10 40)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = cloaking (01 00 00 00 = cloaked, else 00 00 00 00)&lt;br /&gt;
&lt;br /&gt;
=== GTFStasisHd ===&lt;br /&gt;
number of starbases/outposts (guessed)&lt;br /&gt;
&lt;br /&gt;
=== GTFStasisHd ===&lt;br /&gt;
unexplored&lt;br /&gt;
&lt;br /&gt;
=== starBaseInfo ===&lt;br /&gt;
&lt;br /&gt;
* outpost name&lt;br /&gt;
* owner raceID&lt;br /&gt;
* outpostID&lt;br /&gt;
* ship function (valid values are 6 for outpost and 7 for starbase)&lt;br /&gt;
* ship type (links to shiplist.sst entry)&lt;br /&gt;
* sector column&lt;br /&gt;
* sector row&lt;br /&gt;
* hull&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Stored in blocks of 92 bytes.&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0027 = outpost name (ASCII)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = outpostID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002D = ship function&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002E to 0x002F = ship type&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = sector column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = sector row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x004B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = hull&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x005B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== monster.lst ===&lt;br /&gt;
unexplored&lt;br /&gt;
&lt;br /&gt;
== AI / Agents ==&lt;br /&gt;
&lt;br /&gt;
=== AINumAgents ===&lt;br /&gt;
number of AI agents&lt;br /&gt;
&lt;br /&gt;
=== AIAgtIdCtrl ===&lt;br /&gt;
next agentID (for filenames)&lt;br /&gt;
&lt;br /&gt;
=== AIAgent0 to AIAgent[NumAgents] ===&lt;br /&gt;
mostly unexplored&lt;br /&gt;
* agentID&lt;br /&gt;
* raceID&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = agentID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = 01 00 00 00 if major, 02 00 00 00 if minor&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x00CB = unknown&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0.cnt to AgtSy[NumAgents].cnt ===&lt;br /&gt;
number of systems to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0 to AgtSy[NumAgents] ===&lt;br /&gt;
starIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0.cnt to AgtSh[NumAgents].cnt ===&lt;br /&gt;
number of ships to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0 to AgtSh[NumAgents] ===&lt;br /&gt;
shipIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0.cnt to AgtDp[NumAgents].cnt ===&lt;br /&gt;
number of entrys in AgtDpxx&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0 to AgtDp[NumAgents] ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 266&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
unknown - mayby diplomatics&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0.cnt to AgtTk[NumAgents].cnt ===&lt;br /&gt;
number of tasks for that agent&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0 to AgtTk[NumAgents] ===&lt;br /&gt;
TaskIDs (for TskSh and TskSy filenames)&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt.cnt ===&lt;br /&gt;
number of AI controled systems&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
starIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt.cnt ===&lt;br /&gt;
number of AI controled ships&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 24&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
shipIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0018&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = shipID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = unknown (if not 05 00 for colony ships, AI doesn&#039;t colonize)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0017 = unknown&lt;br /&gt;
&lt;br /&gt;
=== AINumTasks ====&lt;br /&gt;
number of Tsk-files&lt;br /&gt;
&lt;br /&gt;
==== AITaskIDCtr ===&lt;br /&gt;
next TskID for filename (of TskSh/TskSy)&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== provInfo0 to provInfo4 ===&lt;br /&gt;
lists starIDs of every major empire&lt;br /&gt;
* star count&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
=== ordInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 84&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown, includes peace proposals&lt;br /&gt;
* raceID&lt;br /&gt;
* turn of occurance&lt;br /&gt;
* starID&lt;br /&gt;
&lt;br /&gt;
has variable blocksizes!&amp;lt;br/&amp;gt;&lt;br /&gt;
on turn 1 there&#039;s only one for each major starsystem with a blocksize of 0x0054&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = turn of occurance&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0025 = starID&lt;br /&gt;
&lt;br /&gt;
=== SeedInfo ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== result.lst ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== incident.dat ===&lt;br /&gt;
completely unknown but normally it&#039;s 00 00 00 00&lt;/div&gt;</summary>
		<author><name>DCER</name></author>
	</entry>
	<entry>
		<id>http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=120</id>
		<title>Savegame File-Listing</title>
		<link rel="alternate" type="text/html" href="http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=120"/>
		<updated>2010-07-07T08:51:45Z</updated>

		<summary type="html">&lt;p&gt;DCER: /* GTForceList = GWTForce */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most of the following data has been explored by using a vanilla singleplayer savegame at turn 1 with following settings:&lt;br /&gt;
* tech 1&lt;br /&gt;
* small galaxy&lt;br /&gt;
* irregular&lt;br /&gt;
* no minors&lt;br /&gt;
* impossible&lt;br /&gt;
&lt;br /&gt;
At later turns there are additional files stored within the saves. These may have been partially discarded.&lt;br /&gt;
For turn 1 saves, most unexplored data seems to be relatively unimportant and often can be zero!&lt;br /&gt;
Please aware that some information might be incomplete or even incorrect. &lt;br /&gt;
&lt;br /&gt;
So, after extracting a savegame with UltimateEditor you get quite a ton of files. Here&#039;s an overview about them and the hexcode they contain:&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
=== version ===&lt;br /&gt;
* for me it&#039;s always 08&lt;br /&gt;
&lt;br /&gt;
=== gameInfo ===&lt;br /&gt;
* filename&lt;br /&gt;
* gamesave name&lt;br /&gt;
* galaxy type&lt;br /&gt;
* galaxy size&lt;br /&gt;
* difficulty level&lt;br /&gt;
* strategical timer&lt;br /&gt;
* tactical timer&lt;br /&gt;
* actual and next turn&lt;br /&gt;
* player race&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* races with ships (major + minor)&lt;br /&gt;
* races beaten&lt;br /&gt;
* goal (vendetta/dominance)&lt;br /&gt;
* empire status informations (occupied systems, science, economy, military)&lt;br /&gt;
* statistic&lt;br /&gt;
* player names (if MP)&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000D(?) filename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000D to 0x003E savename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 last turn (for savename)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C 00 = singleplayer 01 = multiplayer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0250 important but unknown (crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0252 player&#039;s race (00 = card, 01 = fed, 02=ferg, 03=kling, 04=rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0254 to 0x0258 technology starting levels of the five majors (card, fed, ferg, kling, rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0260 galaxytype (00 = irregular, 01 = elliptic, 02 = ring, 03 = spiral)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0264 galaxyszie (00 = small, 01 = middle, 03 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x026C difficulty (00 = very easy, 01 = easy, 02 = normal, 03 = hard, 04 = impossible)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0270 to 0x0275(?) races in game (bitwise XOR, little endian (8bit packets) =&amp;gt; order is the same with alienInfo)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0278 beaten empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0280 to 0x0285(?) races with ships&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A4 strategical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A8 tactical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AC actual turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AE last turn points (for statistic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02BA(maybe less)+ statistic of the cards&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x04AE(maybe less)+ statistic of the feds&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x06A2(maybe less)+ statistic of the fergs&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0896(maybe less)+ statistic of the klings&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0A8A(maybe less)+ statistic of the roms&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0C84+(?) empire state (intelligence)&lt;br /&gt;
* Offset 0x0C8E+ military&lt;br /&gt;
* Offset 0x0D06+ economy&lt;br /&gt;
* Offset 0x0D1A+ science&lt;br /&gt;
* Offset 0x0D92+ occupied systemsOffset&lt;br /&gt;
0x0DBC victory condition (00=single/Multi player dominance 01=Muilt player team dominance, 02=vendetta)&lt;br /&gt;
&lt;br /&gt;
=== empsInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 444&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists information about majors&lt;br /&gt;
* empirenames&lt;br /&gt;
* name of the emperor&lt;br /&gt;
* credits&lt;br /&gt;
* number of running dilithium sources&lt;br /&gt;
* number of ships under construction&lt;br /&gt;
* population (total ?)&lt;br /&gt;
* moral shown in empire state&lt;br /&gt;
* ship-population support&lt;br /&gt;
* known empires (for diplomacy)&lt;br /&gt;
&lt;br /&gt;
is stored in blocks of 0x01BC length for every major&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one (card) gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 empire name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x004F emperor name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = address of gdlList ? (8 bytes per system), at  [+4] number of held systems&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 credits (for F1 emps info display)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B income (for F1 emps info display, not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F real ship support cost ? (- pop support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 number of running dilithium sources&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 number of ships under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = current research points different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006C to 0x006F population (?main system or total?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 to 0x0073 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0074 to 0x0077 = current morale ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B current intel different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x0093 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0094 to 0x0097 ship-population support (not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0098 to 0x009B credits&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x009C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = research at end of last turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00B3 unknown (originaly thought to be ship-population support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B4 to 0x00B7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B8 to 0x00B9 moral shown in empire state (signed integer, little endian! 0xFCFF = rebellious, 0xFFFF = apathetic, 0x0000 = normal, 0x0300 = fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BA to 0x00BB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BF = intel total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00C0 to 0x010F unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0110 to 0x0123 (5empires * 4bytes) = treaty label: 0=Neutral, 1=War, 2=Alliance, 3=Peace&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0124 to 0x0137 (5empires * 4bytes) = territory accessible: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0138 to 0x014B (5empires * 4bytes) = trade allowed: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x014C to 0x0157 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0158 to 0x015F known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0160 to 0x01B3 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B4 to 0x01B7 = cumulative build costs of fleet (ship functions 0-4)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B8 to 0x01BB unknown&lt;br /&gt;
&lt;br /&gt;
== Aliens ==&lt;br /&gt;
=== alienInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 64&amp;lt;/span&amp;gt;&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0040 for every possible race&amp;lt;br/&amp;gt;&lt;br /&gt;
in same order as races in stbof.res or UE&amp;lt;br/&amp;gt;&lt;br /&gt;
only first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 = 01 if race is alive&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 = starID of homesystem&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 = known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 = known races (IDs 0x20+)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 (5empires * 4bytes) = treaty level (minors) 0=Neutral, 1=Friendly, 2=Affiliated, 3=Member, 4=War&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C = (for minors) 0=free diplomacy, 1=subjugated, 2=restricted diplomacy(membership)&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
=== galInfo ===&lt;br /&gt;
* galaxy size (small/middle/big)&lt;br /&gt;
* count of sectors&lt;br /&gt;
* count of stars&lt;br /&gt;
* count of anomalies&lt;br /&gt;
&lt;br /&gt;
Offset 0x0008 to 0x000B = galaxy size (00 = small, 01 = middle, 02 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = number of stars&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = number of anomalies&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0015 = number of sectors&lt;br /&gt;
&lt;br /&gt;
=== sector.lst ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 104&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all sectors&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* outpostID &lt;br /&gt;
* anomalyID&lt;br /&gt;
* starID&lt;br /&gt;
* sector scanned by race&lt;br /&gt;
* sector explored by race&lt;br /&gt;
* sector influenced by anomaly (?)&lt;br /&gt;
* claim&lt;br /&gt;
* owner of the sector&lt;br /&gt;
* actual scan value by race&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0068&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = map row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = map column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = outpostID from starBaseInfo or -1 if none&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = anomalyID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = claim (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = 00 00 00 00 if owned by card, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = 01 00 00 00 if owned by fed, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = 02 00 00 00 if owned by ferg, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = 03 00 00 00 if owned by kling, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = 04 00 00 00 if owned by rom, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = [raceID] if owned by minor, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = explored by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0031 = sector scanned by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom, 20 = blackhole)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = scanpower of card (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = scanpower of fed (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = scanpower of ferg (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = scanpower of kling (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0054 = scanpower of rom (signed, little endian)&lt;br /&gt;
&lt;br /&gt;
=== stellInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 88&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all anomalies (in ID order?)&lt;br /&gt;
* anomaly type&lt;br /&gt;
* anomaly name&lt;br /&gt;
* anomaly map picture&lt;br /&gt;
* anomaly map picture position (x/y)&lt;br /&gt;
* wormhole connections&lt;br /&gt;
* visited by majors&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0058&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = type of anomaly (00 00 00 00 = blackhole, 01 00 00 00 = X-ray pulsar, 02 00 00 00 = nebula, 03 00 00 00 = neutron star, 0A 00 00 00 = wormhole, 0B 00 00 00 = radio pulsar)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x002B = anomaly name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x003F = galaxy map picture file (00 terminated string: blackhole = &amp;quot;blkh&amp;quot; = 62 6C 6B 68, X-ray pulsar = &amp;quot;xp-&amp;quot; = 78 70 2D, nebula = &amp;quot;neb-&amp;quot; = 6E 65 62 2D, neutron star = &amp;quot;ns&amp;quot; = 6E 73, wormhole = &amp;quot;worm&amp;quot; = 77 6F 72 6D, radio pulsar = &amp;quot;rpls&amp;quot; = 72 70 6C 73)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = anomalyID for wormhole connection, else FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0042 to 0x0043 = 00 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = sector visited by major (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&lt;br /&gt;
&lt;br /&gt;
=== RToSInfo ===&lt;br /&gt;
RToS = race to star (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
races are in the following order 1: Card 2: Fed 3: Ferg 4: Kling 5: Rom&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
lists StarIDs of the homesystems of all races, if not available = FF 00&lt;br /&gt;
&lt;br /&gt;
=== SphOfIn0 to SphOfIn4 ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: [GalaxyMapWidth]&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
relevance unclear&amp;lt;br/&amp;gt;&lt;br /&gt;
gives a view of the galaxy map for every empire&amp;lt;br/&amp;gt;&lt;br /&gt;
decreasing values around home system position&amp;lt;br/&amp;gt;&lt;br /&gt;
might be relevant for the influence of systems to mark the territory&lt;br /&gt;
&lt;br /&gt;
== Systems ==&lt;br /&gt;
=== systInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 76&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all starsystems&lt;br /&gt;
* system name&lt;br /&gt;
* race (owner)&lt;br /&gt;
* race (population)&lt;br /&gt;
* population count&lt;br /&gt;
* population orders (work assignation)&lt;br /&gt;
* moral (value)&lt;br /&gt;
* moral (shown text)&lt;br /&gt;
* dilithium&lt;br /&gt;
* system visited by race&lt;br /&gt;
* star type&lt;br /&gt;
* star picture&lt;br /&gt;
* star picture position on map (x/y)&lt;br /&gt;
* planet count&lt;br /&gt;
* planetnames&lt;br /&gt;
* planet animations&lt;br /&gt;
* planet types&lt;br /&gt;
* planet sizes (small/middle/big)&lt;br /&gt;
* terraforming value total&lt;br /&gt;
* terraforming value done&lt;br /&gt;
* planet bonuses (population/energy/food =&amp;gt; pure/normal/much)&lt;br /&gt;
* incoming traderouts&lt;br /&gt;
* traderoutes of the system&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on planetnumber, traderoutes and if it&#039;s a player&#039;s system&lt;br /&gt;
only one example starsystem with a single planet gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 uninhabited = 00 00 00 00, AI = 00 00 00 01, player = 00 00 00 02&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x002F = system name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 = system type (0=home, 1=native, 2=non native, 3=subjugated, 4=affiliated, 5=independent minor, 6=conquered home, 7&amp;amp;8=invalid?, 9=any, A=rebel, B=empty)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0031 = star type (red giant=04, orange=05, yellow=06, white=07, green=08, blue=09)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0032 to 0x0035 = star picture&lt;br /&gt;
* red giant = 73 2D 72 2D&lt;br /&gt;
* orange star = 73 2D 6F 2D&lt;br /&gt;
* yellow star = 73 2D 79 2D&lt;br /&gt;
* white star = 73 2D 77 2D&lt;br /&gt;
* green star = 73 2D 67 2D&lt;br /&gt;
* blue star = 73 2D 62 2D&lt;br /&gt;
Offset 0x003F = system explored by empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = population (uninhabited = FF FF)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = race of population&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004D = raceID ( = owner, noone = 23)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = people assigned to economy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B = people assigned to energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F = people assigned to food production&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 = people assigned to science&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 = people assigned to intelligence&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006A to 0x006B = number of planets &amp;lt;= 09 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006E = dilithium icon F1-map (0=No, 1=Yes)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006F = unknown (majors = 05, uninhabited = 00, ? = 02,...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0071 = effective dilithium ? (0=No, 8=Yes)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0072 to 0x0077 unkown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x007F = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0080 to 0x0083 = ORDER ECONOMY (typeID) 1=build building, 2=upgrade building(s), 3=build ship, 5=tradegoods, 7=unrest order&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0084 to 0x0087 = invested industry&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0088 to 0x008B = ID of building/ship under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x008C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = ? number of entries in strcInfo ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00BB = base offset of planet entry array ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BD = max population * 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0220 unknown (=32 for colonys (?))&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0298 to 0x029B = FF FF FF FF (used as base offset for moral entries)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DC to 0x02DD = moral value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DE to 0x2DF = moral text (signed integer, little endian! : -4 =  Rebellious, -3 = Defiant, -2 = Disgruntled, -1= Apathetic, 0 = Content, 1 = Pleased, 2 =  Loyal, 3 = Fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F0 to 0x02F2 = base morale&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F4 unknown (maybe moral - normally 32hex = 50dez)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0309 unknown (for majors = 01)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0328+ list of all planets of that starsystem&lt;br /&gt;
----&lt;br /&gt;
Offset 0x0328 to 0x034F = planetname (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0350 to 0x0357 = planet animation filename (= ****.ani)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0358 to 0x035D = 00 FB 57 00 30 59 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x035E to 0x035F = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0360 to 0x0361 = planet size (small = 00 00, middle = 01 00, big = 02 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0362 to 0x0363 = terraforming value total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0364 to 0x0365 = terraforming value done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0366 to 0x0367 = food bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0368 to 0x0369 = energy bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036A to 0x036B = population bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036C to 0x036D = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0370 planet type (00 = arctic, 01 = barren, 02 = desert, 03 = gas giant, 04 = djungle, 05 = oceanic, 06 = earthlike, 07 = vulcanic, 08 = methanic, 09 = AUS, &amp;gt;09 = other)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0372 to 0x0373 = 00 00&lt;br /&gt;
----&lt;br /&gt;
Offset [0x0328+0x004C*numberOfPlanets] to Offset [0x0328+0x004C*numberOfPlanets+0x0004*numberOfPlanets-0x0001]&amp;lt;br/&amp;gt;&lt;br /&gt;
(for one planet that&#039;s Offset 0x0374 to 0x0377) = unknown (mostly 00 ... 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if traderoutes are available:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = (number of incoming traderouts + number of system traderoutes) * (0x0002 length (16bit) raceID + 0x0002 length (16bit) tradeRouteNo. (tradeRouteNo + raceID = tradeRouteID))&amp;lt;br/&amp;gt;&lt;br /&gt;
] (don&#039;t know if and where the number of traderoutes is stored)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if it&#039;s a players system:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = unknown, length = 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
what a complicated file...&lt;br /&gt;
&lt;br /&gt;
=== strcInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 4&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all buildings for each star&lt;br /&gt;
* starID&lt;br /&gt;
* number of entries for each star&lt;br /&gt;
* building type&lt;br /&gt;
* building count&lt;br /&gt;
* building is activated / has energy (for special buildings)&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on number of different building types&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = number of entrys&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of entrys:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0005 = building count&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0006 to 0x0007 = building type (same order as in stbof.res and UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = receives energy (00 00 = false, 00 01 = true)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
=== techInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists science by raceID&lt;br /&gt;
* raceID&lt;br /&gt;
* science levels&lt;br /&gt;
* technology level&lt;br /&gt;
* science points done by science type&lt;br /&gt;
* actual science assignation&lt;br /&gt;
* actually buildable buildings&lt;br /&gt;
&lt;br /&gt;
explained only for one race&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = number of races (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0012 = unknown (always = 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0006 = unknown (always = 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown (always = 00 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = technology level&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x000B = buildable special buildings (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
* &amp;amp;0x8000000000000000000000 = phenix device&lt;br /&gt;
* &amp;amp;0x4000000000000000000000 = dilithium raffinery&lt;br /&gt;
* &amp;amp;0x2000000000000000000000 = orbital cannon&lt;br /&gt;
* &amp;amp;0x1000000000000000000000 = communication network&lt;br /&gt;
* &amp;amp;0x0800000000000000000000 = charge collector&lt;br /&gt;
* &amp;amp;0x0400000000000000000000 = bunker&lt;br /&gt;
* &amp;amp;0x0200000000000000000000 = simple replicator&lt;br /&gt;
* &amp;amp;0x0100000000000000000000 = improved replicator&lt;br /&gt;
* &amp;amp;0x0080000000000000000000 = shipyard&lt;br /&gt;
* &amp;amp;0x0040000000000000000000 = isolinear scanner&lt;br /&gt;
* &amp;amp;0x0020000000000000000000 = listening post&lt;br /&gt;
* &amp;amp;0x0010000000000000000000 = subspace scanner&lt;br /&gt;
* &amp;amp;0x0008000000000000000000 = subautomatic simulator&lt;br /&gt;
* &amp;amp;0x0004000000000000000000 = thery simulator&lt;br /&gt;
* &amp;amp;0x0002000000000000000000 = private farm&lt;br /&gt;
* &amp;amp;0x0001000000000000000000 = oceanic farm&lt;br /&gt;
* &amp;amp;0x0000800000000000000000 = obsedian congregation&lt;br /&gt;
* &amp;amp;0x0000400000000000000000 = reeducation center&lt;br /&gt;
* &amp;amp;0x0000200000000000000000 = union yard&lt;br /&gt;
* &amp;amp;0x0000100000000000000000 = shield generator&lt;br /&gt;
* &amp;amp;0x0000080000000000000000 = wind turbine&lt;br /&gt;
* &amp;amp;0x0000040000000000000000 = trade goods&lt;br /&gt;
* &amp;amp;0x0000020000000000000000 = trade center&lt;br /&gt;
* &amp;amp;0x0000010000000000000000 = agrarian store&lt;br /&gt;
* &amp;amp;0x0000008000000000000000 = trade tower&lt;br /&gt;
* &amp;amp;0x0000004000000000000000 = trade commission&lt;br /&gt;
* &amp;amp;0x0000002000000000000000 = holo cinema&lt;br /&gt;
* &amp;amp;0x0000001000000000000000 = fantasy land&lt;br /&gt;
* &amp;amp;0x0000000800000000000000 = inquisition&lt;br /&gt;
* &amp;amp;0x0000000400000000000000 = work camp&lt;br /&gt;
* &amp;amp;0x0000000200000000000000 = command center&lt;br /&gt;
* &amp;amp;0x0000000100000000000000 = hidden sensor grid&lt;br /&gt;
* &amp;amp;0x0000000080000000000000 = laws of war&lt;br /&gt;
* &amp;amp;0x0000000040000000000000 = utopia planetia&lt;br /&gt;
* &amp;amp;0x0000000020000000000000 = starfleet academy&lt;br /&gt;
* &amp;amp;0x0000000010000000000000 = federation council&lt;br /&gt;
* &amp;amp;0x0000000008000000000000 = daystorm institute&lt;br /&gt;
* &amp;amp;0x0000000004000000000000 = genesis sciencelab&lt;br /&gt;
* &amp;amp;0x0000000002000000000000 = festival of fun&lt;br /&gt;
* &amp;amp;0x0000000001000000000000 = franchise office&lt;br /&gt;
* &amp;amp;0x0000000000800000000000 = astronomic academy&lt;br /&gt;
* &amp;amp;0x0000000000400000000000 = singularity facility&lt;br /&gt;
* &amp;amp;0x0000000000200000000000 = center for fighttests&lt;br /&gt;
* &amp;amp;0x0000000000100000000000 = police state&lt;br /&gt;
* &amp;amp;0x0000000000080000000000 = tactical school&lt;br /&gt;
* &amp;amp;0x0000000000040000000000 = big hall&lt;br /&gt;
* &amp;amp;0x0000000000020000000000 = prison mine&lt;br /&gt;
* &amp;amp;0x0000000000010000000000 = hall of warriors&lt;br /&gt;
* &amp;amp;0x0000000000008000000000 = military yard&lt;br /&gt;
* &amp;amp;0x0000000000004000000000 = federation yard&lt;br /&gt;
* &amp;amp;0x0000000000002000000000 = federation replicator&lt;br /&gt;
* &amp;amp;0x0000000000001000000000 = alliance yard&lt;br /&gt;
* &amp;amp;0x0000000000000800000000 = tribunal&lt;br /&gt;
* &amp;amp;0x0000000000000400000000 = fleet academy&lt;br /&gt;
* &amp;amp;0x0000000000000200000000 = talshiar main quater&lt;br /&gt;
* &amp;amp;0x0000000000000100000000 = imperial senate&lt;br /&gt;
* &amp;amp;0x0000000000000080000000 = industrial center (of the Bencites)&lt;br /&gt;
* &amp;amp;0x0000000000000040000000 = architectural center (of the Bandi)&lt;br /&gt;
* &amp;amp;0x0000000000000020000000 = bajoran jalanda forum (of the Bajorans)&lt;br /&gt;
* &amp;amp;0x0000000000000010000000 = harvest complex (of the Antedians)&lt;br /&gt;
* &amp;amp;0x0000000000000008000000 = examination base (of the Anticans)&lt;br /&gt;
* &amp;amp;0x0000000000000004000000 = supersoldier academy (of the Angosians)&lt;br /&gt;
* &amp;amp;0x0000000000000002000000 = andorian war school (of the Andorians)&lt;br /&gt;
* &amp;amp;0x0000000000000001000000 = acamerian clanhall (of the Acamerians)&lt;br /&gt;
* &amp;amp;0x0000000000000000800000 = cinetic laboratory (of the Malcorians)&lt;br /&gt;
* &amp;amp;0x0000000000000000400000 = ktarian game studio (of the Ktarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000200000 = edo palace (of the Edos)&lt;br /&gt;
* &amp;amp;0x0000000000000000100000 = gladiator arena (of the Chalnoth)&lt;br /&gt;
* &amp;amp;0x0000000000000000080000 = science thinking factory (of the Caldonians)&lt;br /&gt;
* &amp;amp;0x0000000000000000040000 = planetary computer (of the Bynare)&lt;br /&gt;
* &amp;amp;0x0000000000000000020000 = cosmetic center (of the Bolarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000010000 = councelor academy (of the Betazoids)&lt;br /&gt;
* &amp;amp;0x0000000000000000008000 = defense network (of the Talarian)&lt;br /&gt;
* &amp;amp;0x0000000000000000004000 = physical institute (of the Takarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000002000 = biotec center (of the Sheliak)&lt;br /&gt;
* &amp;amp;0x0000000000000000001000 = examination base (of the Selay)&lt;br /&gt;
* &amp;amp;0x0000000000000000000800 = collector place (of the Pakleds)&lt;br /&gt;
* &amp;amp;0x0000000000000000000400 = recruitment center (of the Nausicaans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000200 = monument of subjugation (of the Mizarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000100 = mintaca farm (of the Mintacarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000080 = imperial yard&lt;br /&gt;
* &amp;amp;0x0000000000000000000040 = orgenic regenerator&lt;br /&gt;
* &amp;amp;0x0000000000000000000020 = military academy (of the Zakdorn)&lt;br /&gt;
* &amp;amp;0x0000000000000000000010 = intelligence (of the Yridians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000008 = science academy (of the Vulcans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000004 = archive of psycho history (of the Ullians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000002 = science committee (of the Trillian)&lt;br /&gt;
* &amp;amp;0x0000000000000000000001 = mythology library (of the Tamarians)Offset length 0x001D = buildable normal buildings / upgrades (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
Offset length 0x0008 = unknown (always 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Intel ==&lt;br /&gt;
=== intelInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 16&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown - seems to include intel reports&lt;br /&gt;
* actual intel assignation for every major&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x02D7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
[for all five majors: blocklength = 0x2C1C&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0070 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = intelligance assignation of internal security&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
=== treaty ===&lt;br /&gt;
completely unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
for turn 1 it&#039;s 00 00 00 00 00 00 00 00&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
=== trdeInfo0.cnt to trdeInfo4.cnt ===&lt;br /&gt;
number of traderoutes for each empire&lt;br /&gt;
&lt;br /&gt;
=== trdeInfo0 to trdeInfo4 ===&lt;br /&gt;
partially unexplored&amp;lt;br/&amp;gt;&lt;br /&gt;
lists traderoutes&lt;br /&gt;
* raceID&lt;br /&gt;
* traderoute number (+ raceID = traderouteID)&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
== Ships &amp;amp; Task Forces ==&lt;br /&gt;
=== alienTFInfo0 to alienTFInfo[numberOfRaces] ===&lt;br /&gt;
lists fleetIDs of every race&lt;br /&gt;
* number of taskforces/fleets&lt;br /&gt;
* shipIDs&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = number of controled fleets&amp;lt;br/&amp;gt;&lt;br /&gt;
[for [numberOfRaces]:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
=== shipname.dat ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
is divided into several shipname categorys&amp;lt;br/&amp;gt;&lt;br /&gt;
shipnames aren&#039;t in the same order with these in shipname.bin of stbof.res!&amp;lt;br/&amp;gt;&lt;br /&gt;
this file also influences the shipIDs for newly builded ones&lt;br /&gt;
* first given shipname&lt;br /&gt;
* next given shipname&lt;br /&gt;
* counter of repeatings (for name endings A, B, C,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x000C&amp;lt;br/&amp;gt;&lt;br /&gt;
block position equals shipname category position in shipname.bin of stbof.res as well as category position in UE&lt;br /&gt;
Each race has its own categorys, seperated for different ship types&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Warning! shipID for new constructed ships gets wrong, if distance between first and next name is wrong!&amp;lt;/span&amp;gt; (next name reffering number can be less as well as higher than first, distance is based on list iterations)&amp;lt;br/&amp;gt;&lt;br /&gt;
If next reffering number reaches first reffering number, counter gets increased&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = first given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = next given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = counter of repeating/iteration or if no name of this category has been used yet = FF FF (defines the appendix of the shipname: A, B, ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00&lt;br /&gt;
&lt;br /&gt;
=== ShipCntr ===&lt;br /&gt;
next shipID&lt;br /&gt;
&lt;br /&gt;
=== TForceCntr ===&lt;br /&gt;
next fleetID&lt;br /&gt;
&lt;br /&gt;
=== GShipHead = GTForceHd = GWTForceHd ===&lt;br /&gt;
* number of ships&lt;br /&gt;
&lt;br /&gt;
Offset 0x0018 to 0x001B = ship count&lt;br /&gt;
&lt;br /&gt;
=== GShipList ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 116&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
list all ships with&lt;br /&gt;
* shipname&lt;br /&gt;
* raceID&lt;br /&gt;
* shipID&lt;br /&gt;
* fleetID&lt;br /&gt;
* shield&lt;br /&gt;
* hull&lt;br /&gt;
* ship type (manufactoring type / =shiplistID in shiplist.sst)&lt;br /&gt;
* experience bonus for beam accuracy&lt;br /&gt;
* experience bonus for torpedo accuracy&lt;br /&gt;
* experience bonus for defense&lt;br /&gt;
* crew experience value&lt;br /&gt;
* crew experience level&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0074&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 = shipname&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID (only for ship icon)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = shipID (NOT shiplist.sst ID)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = experience bonus for beam accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = experience bonus for torpedo accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = experience bonus for defense&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = shield (can lead to crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = hull (leads to crash in tactical fight if too high)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = crew experience value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = crew experience level (0=green,.. , 4=legendary) accessed for stars, raid, intercept &amp;amp; damage control&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0055 = ship type (manufactoring type, used as shiplistID in stbof.res, e.g. in shiptech.sst and is in same order as in UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0056 to 0x0073 = unknown&lt;br /&gt;
&lt;br /&gt;
=== GTForceList = GWTForce ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
differences only exist in behavior&amp;lt;br/&amp;gt;&lt;br /&gt;
in later turns there might remain fragments of old turns at the end of the list - they get ignored by botf&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all fleets&lt;br /&gt;
* fleetID&lt;br /&gt;
* shipIDs&lt;br /&gt;
* raceID&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* scanrange&lt;br /&gt;
* flightrange&lt;br /&gt;
* speed&lt;br /&gt;
* order (evade, attack,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
data fragments at the end of the file happen if fleet count decreases&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = ship count of that fleet&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = shipID of first fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000F = shipID of second fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = shipID of third fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = shipID of fourth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = shipID of fifth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = shipID of sixth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = shipID of seventh fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = shipID of eighth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x002B = shipID of ninth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = order/command - seems only to define the display: systemattack remains if changed&amp;lt;br/&amp;gt;&lt;br /&gt;
* 00 = invalid&lt;br /&gt;
* 01 = terraform&lt;br /&gt;
* 02 = colonize&lt;br /&gt;
* 03 = rade&lt;br /&gt;
* 04 = intercept&lt;br /&gt;
* 05 = evade&lt;br /&gt;
* 06 = attack&lt;br /&gt;
* 07 = build outpost&lt;br /&gt;
* 08 = build starbase&lt;br /&gt;
* 09 = crew training&lt;br /&gt;
* 0A = expand&lt;br /&gt;
* 0B = invalid&lt;br /&gt;
* 0C = scrap&lt;br /&gt;
* 0D = into wormhole&lt;br /&gt;
* 0E = attack system&lt;br /&gt;
* &amp;gt;0E = invalid&lt;br /&gt;
Offset 0x0030 to 0x0033 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = sector row (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = sector column (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0053 = scan range, keeps only one turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x005D = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005E to 0x005F = flight range, keeps only one turn (short = 00 00, middle = F03F, high = 0040)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0065 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0066 to 0x0067 = speed, keeps only one turn (0 = 00 00, 1 = F0 3F, 2 = 00 40, 3 = 08 40, 4 = 10 40)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = cloaking (01 00 00 00 = cloaked, else 00 00 00 00)&lt;br /&gt;
&lt;br /&gt;
=== GTFStasisHd ===&lt;br /&gt;
number of starbases/outposts (guessed)&lt;br /&gt;
&lt;br /&gt;
=== GTFStasisHd ===&lt;br /&gt;
unexplored&lt;br /&gt;
&lt;br /&gt;
=== starBaseInfo ===&lt;br /&gt;
&lt;br /&gt;
* outpost name&lt;br /&gt;
* owner raceID&lt;br /&gt;
* outpostID&lt;br /&gt;
* ship type (valid are 6 for outpost and 7 for starbase)&lt;br /&gt;
* ship ID (links to shiplist.sst entry)&lt;br /&gt;
* sector column&lt;br /&gt;
* sector row&lt;br /&gt;
* hull&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Stored in blocks of 92 bytes.&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0027 = outpost name (ASCII)&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = outpostID&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002D = ship type&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x002E to 0x002F = ship ID&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = sector column&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = sector row&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x004B = unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = hull&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x005B = unknown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== monster.lst ===&lt;br /&gt;
unexplored&lt;br /&gt;
&lt;br /&gt;
== AI / Agents ==&lt;br /&gt;
&lt;br /&gt;
=== AINumAgents ===&lt;br /&gt;
number of AI agents&lt;br /&gt;
&lt;br /&gt;
=== AIAgtIdCtrl ===&lt;br /&gt;
next agentID (for filenames)&lt;br /&gt;
&lt;br /&gt;
=== AIAgent0 to AIAgent[NumAgents] ===&lt;br /&gt;
mostly unexplored&lt;br /&gt;
* agentID&lt;br /&gt;
* raceID&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = agentID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = 01 00 00 00 if major, 02 00 00 00 if minor&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x00CB = unknown&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0.cnt to AgtSy[NumAgents].cnt ===&lt;br /&gt;
number of systems to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0 to AgtSy[NumAgents] ===&lt;br /&gt;
starIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0.cnt to AgtSh[NumAgents].cnt ===&lt;br /&gt;
number of ships to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0 to AgtSh[NumAgents] ===&lt;br /&gt;
shipIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0.cnt to AgtDp[NumAgents].cnt ===&lt;br /&gt;
number of entrys in AgtDpxx&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0 to AgtDp[NumAgents] ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 266&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
unknown - mayby diplomatics&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0.cnt to AgtTk[NumAgents].cnt ===&lt;br /&gt;
number of tasks for that agent&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0 to AgtTk[NumAgents] ===&lt;br /&gt;
TaskIDs (for TskSh and TskSy filenames)&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt.cnt ===&lt;br /&gt;
number of AI controled systems&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
starIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt.cnt ===&lt;br /&gt;
number of AI controled ships&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 24&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
shipIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0018&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = shipID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = unknown (if not 05 00 for colony ships, AI doesn&#039;t colonize)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0017 = unknown&lt;br /&gt;
&lt;br /&gt;
=== AINumTasks ====&lt;br /&gt;
number of Tsk-files&lt;br /&gt;
&lt;br /&gt;
==== AITaskIDCtr ===&lt;br /&gt;
next TskID for filename (of TskSh/TskSy)&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== provInfo0 to provInfo4 ===&lt;br /&gt;
lists starIDs of every major empire&lt;br /&gt;
* star count&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
=== ordInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 84&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown, includes peace proposals&lt;br /&gt;
* raceID&lt;br /&gt;
* turn of occurance&lt;br /&gt;
* starID&lt;br /&gt;
&lt;br /&gt;
has variable blocksizes!&amp;lt;br/&amp;gt;&lt;br /&gt;
on turn 1 there&#039;s only one for each major starsystem with a blocksize of 0x0054&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = turn of occurance&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0025 = starID&lt;br /&gt;
&lt;br /&gt;
=== SeedInfo ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== result.lst ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== incident.dat ===&lt;br /&gt;
completely unknown but normally it&#039;s 00 00 00 00&lt;/div&gt;</summary>
		<author><name>DCER</name></author>
	</entry>
	<entry>
		<id>http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=119</id>
		<title>Savegame File-Listing</title>
		<link rel="alternate" type="text/html" href="http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=119"/>
		<updated>2010-07-07T08:51:16Z</updated>

		<summary type="html">&lt;p&gt;DCER: /* GTForceList = GWTForce */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most of the following data has been explored by using a vanilla singleplayer savegame at turn 1 with following settings:&lt;br /&gt;
* tech 1&lt;br /&gt;
* small galaxy&lt;br /&gt;
* irregular&lt;br /&gt;
* no minors&lt;br /&gt;
* impossible&lt;br /&gt;
&lt;br /&gt;
At later turns there are additional files stored within the saves. These may have been partially discarded.&lt;br /&gt;
For turn 1 saves, most unexplored data seems to be relatively unimportant and often can be zero!&lt;br /&gt;
Please aware that some information might be incomplete or even incorrect. &lt;br /&gt;
&lt;br /&gt;
So, after extracting a savegame with UltimateEditor you get quite a ton of files. Here&#039;s an overview about them and the hexcode they contain:&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
=== version ===&lt;br /&gt;
* for me it&#039;s always 08&lt;br /&gt;
&lt;br /&gt;
=== gameInfo ===&lt;br /&gt;
* filename&lt;br /&gt;
* gamesave name&lt;br /&gt;
* galaxy type&lt;br /&gt;
* galaxy size&lt;br /&gt;
* difficulty level&lt;br /&gt;
* strategical timer&lt;br /&gt;
* tactical timer&lt;br /&gt;
* actual and next turn&lt;br /&gt;
* player race&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* races with ships (major + minor)&lt;br /&gt;
* races beaten&lt;br /&gt;
* goal (vendetta/dominance)&lt;br /&gt;
* empire status informations (occupied systems, science, economy, military)&lt;br /&gt;
* statistic&lt;br /&gt;
* player names (if MP)&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000D(?) filename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000D to 0x003E savename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 last turn (for savename)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C 00 = singleplayer 01 = multiplayer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0250 important but unknown (crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0252 player&#039;s race (00 = card, 01 = fed, 02=ferg, 03=kling, 04=rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0254 to 0x0258 technology starting levels of the five majors (card, fed, ferg, kling, rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0260 galaxytype (00 = irregular, 01 = elliptic, 02 = ring, 03 = spiral)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0264 galaxyszie (00 = small, 01 = middle, 03 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x026C difficulty (00 = very easy, 01 = easy, 02 = normal, 03 = hard, 04 = impossible)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0270 to 0x0275(?) races in game (bitwise XOR, little endian (8bit packets) =&amp;gt; order is the same with alienInfo)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0278 beaten empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0280 to 0x0285(?) races with ships&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A4 strategical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A8 tactical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AC actual turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AE last turn points (for statistic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02BA(maybe less)+ statistic of the cards&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x04AE(maybe less)+ statistic of the feds&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x06A2(maybe less)+ statistic of the fergs&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0896(maybe less)+ statistic of the klings&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0A8A(maybe less)+ statistic of the roms&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0C84+(?) empire state (intelligence)&lt;br /&gt;
* Offset 0x0C8E+ military&lt;br /&gt;
* Offset 0x0D06+ economy&lt;br /&gt;
* Offset 0x0D1A+ science&lt;br /&gt;
* Offset 0x0D92+ occupied systemsOffset&lt;br /&gt;
0x0DBC victory condition (00=single/Multi player dominance 01=Muilt player team dominance, 02=vendetta)&lt;br /&gt;
&lt;br /&gt;
=== empsInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 444&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists information about majors&lt;br /&gt;
* empirenames&lt;br /&gt;
* name of the emperor&lt;br /&gt;
* credits&lt;br /&gt;
* number of running dilithium sources&lt;br /&gt;
* number of ships under construction&lt;br /&gt;
* population (total ?)&lt;br /&gt;
* moral shown in empire state&lt;br /&gt;
* ship-population support&lt;br /&gt;
* known empires (for diplomacy)&lt;br /&gt;
&lt;br /&gt;
is stored in blocks of 0x01BC length for every major&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one (card) gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 empire name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x004F emperor name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = address of gdlList ? (8 bytes per system), at  [+4] number of held systems&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 credits (for F1 emps info display)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B income (for F1 emps info display, not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F real ship support cost ? (- pop support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 number of running dilithium sources&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 number of ships under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = current research points different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006C to 0x006F population (?main system or total?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 to 0x0073 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0074 to 0x0077 = current morale ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B current intel different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x0093 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0094 to 0x0097 ship-population support (not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0098 to 0x009B credits&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x009C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = research at end of last turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00B3 unknown (originaly thought to be ship-population support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B4 to 0x00B7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B8 to 0x00B9 moral shown in empire state (signed integer, little endian! 0xFCFF = rebellious, 0xFFFF = apathetic, 0x0000 = normal, 0x0300 = fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BA to 0x00BB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BF = intel total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00C0 to 0x010F unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0110 to 0x0123 (5empires * 4bytes) = treaty label: 0=Neutral, 1=War, 2=Alliance, 3=Peace&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0124 to 0x0137 (5empires * 4bytes) = territory accessible: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0138 to 0x014B (5empires * 4bytes) = trade allowed: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x014C to 0x0157 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0158 to 0x015F known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0160 to 0x01B3 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B4 to 0x01B7 = cumulative build costs of fleet (ship functions 0-4)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B8 to 0x01BB unknown&lt;br /&gt;
&lt;br /&gt;
== Aliens ==&lt;br /&gt;
=== alienInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 64&amp;lt;/span&amp;gt;&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0040 for every possible race&amp;lt;br/&amp;gt;&lt;br /&gt;
in same order as races in stbof.res or UE&amp;lt;br/&amp;gt;&lt;br /&gt;
only first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 = 01 if race is alive&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 = starID of homesystem&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 = known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 = known races (IDs 0x20+)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 (5empires * 4bytes) = treaty level (minors) 0=Neutral, 1=Friendly, 2=Affiliated, 3=Member, 4=War&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C = (for minors) 0=free diplomacy, 1=subjugated, 2=restricted diplomacy(membership)&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
=== galInfo ===&lt;br /&gt;
* galaxy size (small/middle/big)&lt;br /&gt;
* count of sectors&lt;br /&gt;
* count of stars&lt;br /&gt;
* count of anomalies&lt;br /&gt;
&lt;br /&gt;
Offset 0x0008 to 0x000B = galaxy size (00 = small, 01 = middle, 02 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = number of stars&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = number of anomalies&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0015 = number of sectors&lt;br /&gt;
&lt;br /&gt;
=== sector.lst ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 104&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all sectors&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* outpostID &lt;br /&gt;
* anomalyID&lt;br /&gt;
* starID&lt;br /&gt;
* sector scanned by race&lt;br /&gt;
* sector explored by race&lt;br /&gt;
* sector influenced by anomaly (?)&lt;br /&gt;
* claim&lt;br /&gt;
* owner of the sector&lt;br /&gt;
* actual scan value by race&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0068&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = map row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = map column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = outpostID from starBaseInfo or -1 if none&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = anomalyID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = claim (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = 00 00 00 00 if owned by card, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = 01 00 00 00 if owned by fed, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = 02 00 00 00 if owned by ferg, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = 03 00 00 00 if owned by kling, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = 04 00 00 00 if owned by rom, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = [raceID] if owned by minor, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = explored by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0031 = sector scanned by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom, 20 = blackhole)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = scanpower of card (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = scanpower of fed (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = scanpower of ferg (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = scanpower of kling (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0054 = scanpower of rom (signed, little endian)&lt;br /&gt;
&lt;br /&gt;
=== stellInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 88&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all anomalies (in ID order?)&lt;br /&gt;
* anomaly type&lt;br /&gt;
* anomaly name&lt;br /&gt;
* anomaly map picture&lt;br /&gt;
* anomaly map picture position (x/y)&lt;br /&gt;
* wormhole connections&lt;br /&gt;
* visited by majors&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0058&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = type of anomaly (00 00 00 00 = blackhole, 01 00 00 00 = X-ray pulsar, 02 00 00 00 = nebula, 03 00 00 00 = neutron star, 0A 00 00 00 = wormhole, 0B 00 00 00 = radio pulsar)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x002B = anomaly name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x003F = galaxy map picture file (00 terminated string: blackhole = &amp;quot;blkh&amp;quot; = 62 6C 6B 68, X-ray pulsar = &amp;quot;xp-&amp;quot; = 78 70 2D, nebula = &amp;quot;neb-&amp;quot; = 6E 65 62 2D, neutron star = &amp;quot;ns&amp;quot; = 6E 73, wormhole = &amp;quot;worm&amp;quot; = 77 6F 72 6D, radio pulsar = &amp;quot;rpls&amp;quot; = 72 70 6C 73)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = anomalyID for wormhole connection, else FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0042 to 0x0043 = 00 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = sector visited by major (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&lt;br /&gt;
&lt;br /&gt;
=== RToSInfo ===&lt;br /&gt;
RToS = race to star (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
races are in the following order 1: Card 2: Fed 3: Ferg 4: Kling 5: Rom&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
lists StarIDs of the homesystems of all races, if not available = FF 00&lt;br /&gt;
&lt;br /&gt;
=== SphOfIn0 to SphOfIn4 ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: [GalaxyMapWidth]&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
relevance unclear&amp;lt;br/&amp;gt;&lt;br /&gt;
gives a view of the galaxy map for every empire&amp;lt;br/&amp;gt;&lt;br /&gt;
decreasing values around home system position&amp;lt;br/&amp;gt;&lt;br /&gt;
might be relevant for the influence of systems to mark the territory&lt;br /&gt;
&lt;br /&gt;
== Systems ==&lt;br /&gt;
=== systInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 76&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all starsystems&lt;br /&gt;
* system name&lt;br /&gt;
* race (owner)&lt;br /&gt;
* race (population)&lt;br /&gt;
* population count&lt;br /&gt;
* population orders (work assignation)&lt;br /&gt;
* moral (value)&lt;br /&gt;
* moral (shown text)&lt;br /&gt;
* dilithium&lt;br /&gt;
* system visited by race&lt;br /&gt;
* star type&lt;br /&gt;
* star picture&lt;br /&gt;
* star picture position on map (x/y)&lt;br /&gt;
* planet count&lt;br /&gt;
* planetnames&lt;br /&gt;
* planet animations&lt;br /&gt;
* planet types&lt;br /&gt;
* planet sizes (small/middle/big)&lt;br /&gt;
* terraforming value total&lt;br /&gt;
* terraforming value done&lt;br /&gt;
* planet bonuses (population/energy/food =&amp;gt; pure/normal/much)&lt;br /&gt;
* incoming traderouts&lt;br /&gt;
* traderoutes of the system&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on planetnumber, traderoutes and if it&#039;s a player&#039;s system&lt;br /&gt;
only one example starsystem with a single planet gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 uninhabited = 00 00 00 00, AI = 00 00 00 01, player = 00 00 00 02&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x002F = system name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 = system type (0=home, 1=native, 2=non native, 3=subjugated, 4=affiliated, 5=independent minor, 6=conquered home, 7&amp;amp;8=invalid?, 9=any, A=rebel, B=empty)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0031 = star type (red giant=04, orange=05, yellow=06, white=07, green=08, blue=09)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0032 to 0x0035 = star picture&lt;br /&gt;
* red giant = 73 2D 72 2D&lt;br /&gt;
* orange star = 73 2D 6F 2D&lt;br /&gt;
* yellow star = 73 2D 79 2D&lt;br /&gt;
* white star = 73 2D 77 2D&lt;br /&gt;
* green star = 73 2D 67 2D&lt;br /&gt;
* blue star = 73 2D 62 2D&lt;br /&gt;
Offset 0x003F = system explored by empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = population (uninhabited = FF FF)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = race of population&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004D = raceID ( = owner, noone = 23)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = people assigned to economy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B = people assigned to energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F = people assigned to food production&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 = people assigned to science&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 = people assigned to intelligence&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006A to 0x006B = number of planets &amp;lt;= 09 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006E = dilithium icon F1-map (0=No, 1=Yes)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006F = unknown (majors = 05, uninhabited = 00, ? = 02,...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0071 = effective dilithium ? (0=No, 8=Yes)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0072 to 0x0077 unkown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x007F = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0080 to 0x0083 = ORDER ECONOMY (typeID) 1=build building, 2=upgrade building(s), 3=build ship, 5=tradegoods, 7=unrest order&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0084 to 0x0087 = invested industry&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0088 to 0x008B = ID of building/ship under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x008C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = ? number of entries in strcInfo ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00BB = base offset of planet entry array ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BD = max population * 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0220 unknown (=32 for colonys (?))&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0298 to 0x029B = FF FF FF FF (used as base offset for moral entries)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DC to 0x02DD = moral value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DE to 0x2DF = moral text (signed integer, little endian! : -4 =  Rebellious, -3 = Defiant, -2 = Disgruntled, -1= Apathetic, 0 = Content, 1 = Pleased, 2 =  Loyal, 3 = Fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F0 to 0x02F2 = base morale&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F4 unknown (maybe moral - normally 32hex = 50dez)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0309 unknown (for majors = 01)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0328+ list of all planets of that starsystem&lt;br /&gt;
----&lt;br /&gt;
Offset 0x0328 to 0x034F = planetname (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0350 to 0x0357 = planet animation filename (= ****.ani)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0358 to 0x035D = 00 FB 57 00 30 59 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x035E to 0x035F = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0360 to 0x0361 = planet size (small = 00 00, middle = 01 00, big = 02 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0362 to 0x0363 = terraforming value total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0364 to 0x0365 = terraforming value done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0366 to 0x0367 = food bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0368 to 0x0369 = energy bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036A to 0x036B = population bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036C to 0x036D = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0370 planet type (00 = arctic, 01 = barren, 02 = desert, 03 = gas giant, 04 = djungle, 05 = oceanic, 06 = earthlike, 07 = vulcanic, 08 = methanic, 09 = AUS, &amp;gt;09 = other)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0372 to 0x0373 = 00 00&lt;br /&gt;
----&lt;br /&gt;
Offset [0x0328+0x004C*numberOfPlanets] to Offset [0x0328+0x004C*numberOfPlanets+0x0004*numberOfPlanets-0x0001]&amp;lt;br/&amp;gt;&lt;br /&gt;
(for one planet that&#039;s Offset 0x0374 to 0x0377) = unknown (mostly 00 ... 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if traderoutes are available:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = (number of incoming traderouts + number of system traderoutes) * (0x0002 length (16bit) raceID + 0x0002 length (16bit) tradeRouteNo. (tradeRouteNo + raceID = tradeRouteID))&amp;lt;br/&amp;gt;&lt;br /&gt;
] (don&#039;t know if and where the number of traderoutes is stored)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if it&#039;s a players system:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = unknown, length = 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
what a complicated file...&lt;br /&gt;
&lt;br /&gt;
=== strcInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 4&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all buildings for each star&lt;br /&gt;
* starID&lt;br /&gt;
* number of entries for each star&lt;br /&gt;
* building type&lt;br /&gt;
* building count&lt;br /&gt;
* building is activated / has energy (for special buildings)&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on number of different building types&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = number of entrys&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of entrys:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0005 = building count&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0006 to 0x0007 = building type (same order as in stbof.res and UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = receives energy (00 00 = false, 00 01 = true)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
=== techInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists science by raceID&lt;br /&gt;
* raceID&lt;br /&gt;
* science levels&lt;br /&gt;
* technology level&lt;br /&gt;
* science points done by science type&lt;br /&gt;
* actual science assignation&lt;br /&gt;
* actually buildable buildings&lt;br /&gt;
&lt;br /&gt;
explained only for one race&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = number of races (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0012 = unknown (always = 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0006 = unknown (always = 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown (always = 00 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = technology level&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x000B = buildable special buildings (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
* &amp;amp;0x8000000000000000000000 = phenix device&lt;br /&gt;
* &amp;amp;0x4000000000000000000000 = dilithium raffinery&lt;br /&gt;
* &amp;amp;0x2000000000000000000000 = orbital cannon&lt;br /&gt;
* &amp;amp;0x1000000000000000000000 = communication network&lt;br /&gt;
* &amp;amp;0x0800000000000000000000 = charge collector&lt;br /&gt;
* &amp;amp;0x0400000000000000000000 = bunker&lt;br /&gt;
* &amp;amp;0x0200000000000000000000 = simple replicator&lt;br /&gt;
* &amp;amp;0x0100000000000000000000 = improved replicator&lt;br /&gt;
* &amp;amp;0x0080000000000000000000 = shipyard&lt;br /&gt;
* &amp;amp;0x0040000000000000000000 = isolinear scanner&lt;br /&gt;
* &amp;amp;0x0020000000000000000000 = listening post&lt;br /&gt;
* &amp;amp;0x0010000000000000000000 = subspace scanner&lt;br /&gt;
* &amp;amp;0x0008000000000000000000 = subautomatic simulator&lt;br /&gt;
* &amp;amp;0x0004000000000000000000 = thery simulator&lt;br /&gt;
* &amp;amp;0x0002000000000000000000 = private farm&lt;br /&gt;
* &amp;amp;0x0001000000000000000000 = oceanic farm&lt;br /&gt;
* &amp;amp;0x0000800000000000000000 = obsedian congregation&lt;br /&gt;
* &amp;amp;0x0000400000000000000000 = reeducation center&lt;br /&gt;
* &amp;amp;0x0000200000000000000000 = union yard&lt;br /&gt;
* &amp;amp;0x0000100000000000000000 = shield generator&lt;br /&gt;
* &amp;amp;0x0000080000000000000000 = wind turbine&lt;br /&gt;
* &amp;amp;0x0000040000000000000000 = trade goods&lt;br /&gt;
* &amp;amp;0x0000020000000000000000 = trade center&lt;br /&gt;
* &amp;amp;0x0000010000000000000000 = agrarian store&lt;br /&gt;
* &amp;amp;0x0000008000000000000000 = trade tower&lt;br /&gt;
* &amp;amp;0x0000004000000000000000 = trade commission&lt;br /&gt;
* &amp;amp;0x0000002000000000000000 = holo cinema&lt;br /&gt;
* &amp;amp;0x0000001000000000000000 = fantasy land&lt;br /&gt;
* &amp;amp;0x0000000800000000000000 = inquisition&lt;br /&gt;
* &amp;amp;0x0000000400000000000000 = work camp&lt;br /&gt;
* &amp;amp;0x0000000200000000000000 = command center&lt;br /&gt;
* &amp;amp;0x0000000100000000000000 = hidden sensor grid&lt;br /&gt;
* &amp;amp;0x0000000080000000000000 = laws of war&lt;br /&gt;
* &amp;amp;0x0000000040000000000000 = utopia planetia&lt;br /&gt;
* &amp;amp;0x0000000020000000000000 = starfleet academy&lt;br /&gt;
* &amp;amp;0x0000000010000000000000 = federation council&lt;br /&gt;
* &amp;amp;0x0000000008000000000000 = daystorm institute&lt;br /&gt;
* &amp;amp;0x0000000004000000000000 = genesis sciencelab&lt;br /&gt;
* &amp;amp;0x0000000002000000000000 = festival of fun&lt;br /&gt;
* &amp;amp;0x0000000001000000000000 = franchise office&lt;br /&gt;
* &amp;amp;0x0000000000800000000000 = astronomic academy&lt;br /&gt;
* &amp;amp;0x0000000000400000000000 = singularity facility&lt;br /&gt;
* &amp;amp;0x0000000000200000000000 = center for fighttests&lt;br /&gt;
* &amp;amp;0x0000000000100000000000 = police state&lt;br /&gt;
* &amp;amp;0x0000000000080000000000 = tactical school&lt;br /&gt;
* &amp;amp;0x0000000000040000000000 = big hall&lt;br /&gt;
* &amp;amp;0x0000000000020000000000 = prison mine&lt;br /&gt;
* &amp;amp;0x0000000000010000000000 = hall of warriors&lt;br /&gt;
* &amp;amp;0x0000000000008000000000 = military yard&lt;br /&gt;
* &amp;amp;0x0000000000004000000000 = federation yard&lt;br /&gt;
* &amp;amp;0x0000000000002000000000 = federation replicator&lt;br /&gt;
* &amp;amp;0x0000000000001000000000 = alliance yard&lt;br /&gt;
* &amp;amp;0x0000000000000800000000 = tribunal&lt;br /&gt;
* &amp;amp;0x0000000000000400000000 = fleet academy&lt;br /&gt;
* &amp;amp;0x0000000000000200000000 = talshiar main quater&lt;br /&gt;
* &amp;amp;0x0000000000000100000000 = imperial senate&lt;br /&gt;
* &amp;amp;0x0000000000000080000000 = industrial center (of the Bencites)&lt;br /&gt;
* &amp;amp;0x0000000000000040000000 = architectural center (of the Bandi)&lt;br /&gt;
* &amp;amp;0x0000000000000020000000 = bajoran jalanda forum (of the Bajorans)&lt;br /&gt;
* &amp;amp;0x0000000000000010000000 = harvest complex (of the Antedians)&lt;br /&gt;
* &amp;amp;0x0000000000000008000000 = examination base (of the Anticans)&lt;br /&gt;
* &amp;amp;0x0000000000000004000000 = supersoldier academy (of the Angosians)&lt;br /&gt;
* &amp;amp;0x0000000000000002000000 = andorian war school (of the Andorians)&lt;br /&gt;
* &amp;amp;0x0000000000000001000000 = acamerian clanhall (of the Acamerians)&lt;br /&gt;
* &amp;amp;0x0000000000000000800000 = cinetic laboratory (of the Malcorians)&lt;br /&gt;
* &amp;amp;0x0000000000000000400000 = ktarian game studio (of the Ktarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000200000 = edo palace (of the Edos)&lt;br /&gt;
* &amp;amp;0x0000000000000000100000 = gladiator arena (of the Chalnoth)&lt;br /&gt;
* &amp;amp;0x0000000000000000080000 = science thinking factory (of the Caldonians)&lt;br /&gt;
* &amp;amp;0x0000000000000000040000 = planetary computer (of the Bynare)&lt;br /&gt;
* &amp;amp;0x0000000000000000020000 = cosmetic center (of the Bolarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000010000 = councelor academy (of the Betazoids)&lt;br /&gt;
* &amp;amp;0x0000000000000000008000 = defense network (of the Talarian)&lt;br /&gt;
* &amp;amp;0x0000000000000000004000 = physical institute (of the Takarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000002000 = biotec center (of the Sheliak)&lt;br /&gt;
* &amp;amp;0x0000000000000000001000 = examination base (of the Selay)&lt;br /&gt;
* &amp;amp;0x0000000000000000000800 = collector place (of the Pakleds)&lt;br /&gt;
* &amp;amp;0x0000000000000000000400 = recruitment center (of the Nausicaans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000200 = monument of subjugation (of the Mizarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000100 = mintaca farm (of the Mintacarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000080 = imperial yard&lt;br /&gt;
* &amp;amp;0x0000000000000000000040 = orgenic regenerator&lt;br /&gt;
* &amp;amp;0x0000000000000000000020 = military academy (of the Zakdorn)&lt;br /&gt;
* &amp;amp;0x0000000000000000000010 = intelligence (of the Yridians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000008 = science academy (of the Vulcans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000004 = archive of psycho history (of the Ullians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000002 = science committee (of the Trillian)&lt;br /&gt;
* &amp;amp;0x0000000000000000000001 = mythology library (of the Tamarians)Offset length 0x001D = buildable normal buildings / upgrades (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
Offset length 0x0008 = unknown (always 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Intel ==&lt;br /&gt;
=== intelInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 16&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown - seems to include intel reports&lt;br /&gt;
* actual intel assignation for every major&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x02D7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
[for all five majors: blocklength = 0x2C1C&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0070 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = intelligance assignation of internal security&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
=== treaty ===&lt;br /&gt;
completely unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
for turn 1 it&#039;s 00 00 00 00 00 00 00 00&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
=== trdeInfo0.cnt to trdeInfo4.cnt ===&lt;br /&gt;
number of traderoutes for each empire&lt;br /&gt;
&lt;br /&gt;
=== trdeInfo0 to trdeInfo4 ===&lt;br /&gt;
partially unexplored&amp;lt;br/&amp;gt;&lt;br /&gt;
lists traderoutes&lt;br /&gt;
* raceID&lt;br /&gt;
* traderoute number (+ raceID = traderouteID)&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
== Ships &amp;amp; Task Forces ==&lt;br /&gt;
=== alienTFInfo0 to alienTFInfo[numberOfRaces] ===&lt;br /&gt;
lists fleetIDs of every race&lt;br /&gt;
* number of taskforces/fleets&lt;br /&gt;
* shipIDs&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = number of controled fleets&amp;lt;br/&amp;gt;&lt;br /&gt;
[for [numberOfRaces]:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
=== shipname.dat ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
is divided into several shipname categorys&amp;lt;br/&amp;gt;&lt;br /&gt;
shipnames aren&#039;t in the same order with these in shipname.bin of stbof.res!&amp;lt;br/&amp;gt;&lt;br /&gt;
this file also influences the shipIDs for newly builded ones&lt;br /&gt;
* first given shipname&lt;br /&gt;
* next given shipname&lt;br /&gt;
* counter of repeatings (for name endings A, B, C,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x000C&amp;lt;br/&amp;gt;&lt;br /&gt;
block position equals shipname category position in shipname.bin of stbof.res as well as category position in UE&lt;br /&gt;
Each race has its own categorys, seperated for different ship types&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Warning! shipID for new constructed ships gets wrong, if distance between first and next name is wrong!&amp;lt;/span&amp;gt; (next name reffering number can be less as well as higher than first, distance is based on list iterations)&amp;lt;br/&amp;gt;&lt;br /&gt;
If next reffering number reaches first reffering number, counter gets increased&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = first given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = next given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = counter of repeating/iteration or if no name of this category has been used yet = FF FF (defines the appendix of the shipname: A, B, ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00&lt;br /&gt;
&lt;br /&gt;
=== ShipCntr ===&lt;br /&gt;
next shipID&lt;br /&gt;
&lt;br /&gt;
=== TForceCntr ===&lt;br /&gt;
next fleetID&lt;br /&gt;
&lt;br /&gt;
=== GShipHead = GTForceHd = GWTForceHd ===&lt;br /&gt;
* number of ships&lt;br /&gt;
&lt;br /&gt;
Offset 0x0018 to 0x001B = ship count&lt;br /&gt;
&lt;br /&gt;
=== GShipList ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 116&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
list all ships with&lt;br /&gt;
* shipname&lt;br /&gt;
* raceID&lt;br /&gt;
* shipID&lt;br /&gt;
* fleetID&lt;br /&gt;
* shield&lt;br /&gt;
* hull&lt;br /&gt;
* ship type (manufactoring type / =shiplistID in shiplist.sst)&lt;br /&gt;
* experience bonus for beam accuracy&lt;br /&gt;
* experience bonus for torpedo accuracy&lt;br /&gt;
* experience bonus for defense&lt;br /&gt;
* crew experience value&lt;br /&gt;
* crew experience level&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0074&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 = shipname&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID (only for ship icon)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = shipID (NOT shiplist.sst ID)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = experience bonus for beam accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = experience bonus for torpedo accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = experience bonus for defense&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = shield (can lead to crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = hull (leads to crash in tactical fight if too high)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = crew experience value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = crew experience level (0=green,.. , 4=legendary) accessed for stars, raid, intercept &amp;amp; damage control&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0055 = ship type (manufactoring type, used as shiplistID in stbof.res, e.g. in shiptech.sst and is in same order as in UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0056 to 0x0073 = unknown&lt;br /&gt;
&lt;br /&gt;
=== GTForceList = GWTForce ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
differences only exist in behavior&amp;lt;br/&amp;gt;&lt;br /&gt;
in later turns there might remain fragments of old turns at the end of the list - they get ignored by botf&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all fleets&lt;br /&gt;
* fleetID&lt;br /&gt;
* shipIDs&lt;br /&gt;
* raceID&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* scanrange&lt;br /&gt;
* flightrange&lt;br /&gt;
* speed&lt;br /&gt;
* order (evade, attack,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
data fragments at the end of the file happen if fleet count decreases&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = ship count of that fleet&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = shipID of first fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000F = shipID of second fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = shipID of third fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = shipID of fourth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = shipID of fifth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = shipID of sixth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = shipID of seventh fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = shipID of eighth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x002B = shipID of ninth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = order/command - seems only to define the display: systemattack remains if changed&amp;lt;br/&amp;gt;&lt;br /&gt;
* 00 = invalid&lt;br /&gt;
* 01 = terraform&lt;br /&gt;
* 02 = colonize&lt;br /&gt;
* 03 = rade&lt;br /&gt;
* 04 = intercept&lt;br /&gt;
* 05 = evade&lt;br /&gt;
* 06 = attack&lt;br /&gt;
* 07 = build outpost&lt;br /&gt;
* 08 = build starbase&lt;br /&gt;
* 09 = crew training&lt;br /&gt;
* 0A = expand&lt;br /&gt;
* 0B = invalid&lt;br /&gt;
* 0C = scrap&lt;br /&gt;
* 0D = into wormhole&lt;br /&gt;
* 0E = attack system&lt;br /&gt;
* &amp;gt;0E = invalid&lt;br /&gt;
Offset 0x0030 to 0x0033 = unknown&lt;br /&gt;
Offset 0x0034 to 0x0037 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = sector row (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = sector column (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0053 = scan range, keeps only one turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x005D = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005E to 0x005F = flight range, keeps only one turn (short = 00 00, middle = F03F, high = 0040)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0065 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0066 to 0x0067 = speed, keeps only one turn (0 = 00 00, 1 = F0 3F, 2 = 00 40, 3 = 08 40, 4 = 10 40)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = cloaking (01 00 00 00 = cloaked, else 00 00 00 00)&lt;br /&gt;
&lt;br /&gt;
=== GTFStasisHd ===&lt;br /&gt;
number of starbases/outposts (guessed)&lt;br /&gt;
&lt;br /&gt;
=== GTFStasisHd ===&lt;br /&gt;
unexplored&lt;br /&gt;
&lt;br /&gt;
=== starBaseInfo ===&lt;br /&gt;
&lt;br /&gt;
* outpost name&lt;br /&gt;
* owner raceID&lt;br /&gt;
* outpostID&lt;br /&gt;
* ship type (valid are 6 for outpost and 7 for starbase)&lt;br /&gt;
* ship ID (links to shiplist.sst entry)&lt;br /&gt;
* sector column&lt;br /&gt;
* sector row&lt;br /&gt;
* hull&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Stored in blocks of 92 bytes.&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0027 = outpost name (ASCII)&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = outpostID&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002D = ship type&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x002E to 0x002F = ship ID&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = sector column&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = sector row&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x004B = unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = hull&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x005B = unknown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== monster.lst ===&lt;br /&gt;
unexplored&lt;br /&gt;
&lt;br /&gt;
== AI / Agents ==&lt;br /&gt;
&lt;br /&gt;
=== AINumAgents ===&lt;br /&gt;
number of AI agents&lt;br /&gt;
&lt;br /&gt;
=== AIAgtIdCtrl ===&lt;br /&gt;
next agentID (for filenames)&lt;br /&gt;
&lt;br /&gt;
=== AIAgent0 to AIAgent[NumAgents] ===&lt;br /&gt;
mostly unexplored&lt;br /&gt;
* agentID&lt;br /&gt;
* raceID&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = agentID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = 01 00 00 00 if major, 02 00 00 00 if minor&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x00CB = unknown&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0.cnt to AgtSy[NumAgents].cnt ===&lt;br /&gt;
number of systems to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0 to AgtSy[NumAgents] ===&lt;br /&gt;
starIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0.cnt to AgtSh[NumAgents].cnt ===&lt;br /&gt;
number of ships to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0 to AgtSh[NumAgents] ===&lt;br /&gt;
shipIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0.cnt to AgtDp[NumAgents].cnt ===&lt;br /&gt;
number of entrys in AgtDpxx&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0 to AgtDp[NumAgents] ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 266&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
unknown - mayby diplomatics&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0.cnt to AgtTk[NumAgents].cnt ===&lt;br /&gt;
number of tasks for that agent&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0 to AgtTk[NumAgents] ===&lt;br /&gt;
TaskIDs (for TskSh and TskSy filenames)&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt.cnt ===&lt;br /&gt;
number of AI controled systems&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
starIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt.cnt ===&lt;br /&gt;
number of AI controled ships&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 24&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
shipIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0018&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = shipID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = unknown (if not 05 00 for colony ships, AI doesn&#039;t colonize)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0017 = unknown&lt;br /&gt;
&lt;br /&gt;
=== AINumTasks ====&lt;br /&gt;
number of Tsk-files&lt;br /&gt;
&lt;br /&gt;
==== AITaskIDCtr ===&lt;br /&gt;
next TskID for filename (of TskSh/TskSy)&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== provInfo0 to provInfo4 ===&lt;br /&gt;
lists starIDs of every major empire&lt;br /&gt;
* star count&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
=== ordInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 84&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown, includes peace proposals&lt;br /&gt;
* raceID&lt;br /&gt;
* turn of occurance&lt;br /&gt;
* starID&lt;br /&gt;
&lt;br /&gt;
has variable blocksizes!&amp;lt;br/&amp;gt;&lt;br /&gt;
on turn 1 there&#039;s only one for each major starsystem with a blocksize of 0x0054&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = turn of occurance&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0025 = starID&lt;br /&gt;
&lt;br /&gt;
=== SeedInfo ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== result.lst ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== incident.dat ===&lt;br /&gt;
completely unknown but normally it&#039;s 00 00 00 00&lt;/div&gt;</summary>
		<author><name>DCER</name></author>
	</entry>
	<entry>
		<id>http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=118</id>
		<title>Savegame File-Listing</title>
		<link rel="alternate" type="text/html" href="http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=118"/>
		<updated>2010-07-07T08:50:39Z</updated>

		<summary type="html">&lt;p&gt;DCER: /* GTForceList = GWTForce */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most of the following data has been explored by using a vanilla singleplayer savegame at turn 1 with following settings:&lt;br /&gt;
* tech 1&lt;br /&gt;
* small galaxy&lt;br /&gt;
* irregular&lt;br /&gt;
* no minors&lt;br /&gt;
* impossible&lt;br /&gt;
&lt;br /&gt;
At later turns there are additional files stored within the saves. These may have been partially discarded.&lt;br /&gt;
For turn 1 saves, most unexplored data seems to be relatively unimportant and often can be zero!&lt;br /&gt;
Please aware that some information might be incomplete or even incorrect. &lt;br /&gt;
&lt;br /&gt;
So, after extracting a savegame with UltimateEditor you get quite a ton of files. Here&#039;s an overview about them and the hexcode they contain:&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
=== version ===&lt;br /&gt;
* for me it&#039;s always 08&lt;br /&gt;
&lt;br /&gt;
=== gameInfo ===&lt;br /&gt;
* filename&lt;br /&gt;
* gamesave name&lt;br /&gt;
* galaxy type&lt;br /&gt;
* galaxy size&lt;br /&gt;
* difficulty level&lt;br /&gt;
* strategical timer&lt;br /&gt;
* tactical timer&lt;br /&gt;
* actual and next turn&lt;br /&gt;
* player race&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* races with ships (major + minor)&lt;br /&gt;
* races beaten&lt;br /&gt;
* goal (vendetta/dominance)&lt;br /&gt;
* empire status informations (occupied systems, science, economy, military)&lt;br /&gt;
* statistic&lt;br /&gt;
* player names (if MP)&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000D(?) filename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000D to 0x003E savename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 last turn (for savename)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C 00 = singleplayer 01 = multiplayer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0250 important but unknown (crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0252 player&#039;s race (00 = card, 01 = fed, 02=ferg, 03=kling, 04=rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0254 to 0x0258 technology starting levels of the five majors (card, fed, ferg, kling, rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0260 galaxytype (00 = irregular, 01 = elliptic, 02 = ring, 03 = spiral)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0264 galaxyszie (00 = small, 01 = middle, 03 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x026C difficulty (00 = very easy, 01 = easy, 02 = normal, 03 = hard, 04 = impossible)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0270 to 0x0275(?) races in game (bitwise XOR, little endian (8bit packets) =&amp;gt; order is the same with alienInfo)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0278 beaten empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0280 to 0x0285(?) races with ships&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A4 strategical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A8 tactical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AC actual turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AE last turn points (for statistic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02BA(maybe less)+ statistic of the cards&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x04AE(maybe less)+ statistic of the feds&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x06A2(maybe less)+ statistic of the fergs&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0896(maybe less)+ statistic of the klings&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0A8A(maybe less)+ statistic of the roms&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0C84+(?) empire state (intelligence)&lt;br /&gt;
* Offset 0x0C8E+ military&lt;br /&gt;
* Offset 0x0D06+ economy&lt;br /&gt;
* Offset 0x0D1A+ science&lt;br /&gt;
* Offset 0x0D92+ occupied systemsOffset&lt;br /&gt;
0x0DBC victory condition (00=single/Multi player dominance 01=Muilt player team dominance, 02=vendetta)&lt;br /&gt;
&lt;br /&gt;
=== empsInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 444&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists information about majors&lt;br /&gt;
* empirenames&lt;br /&gt;
* name of the emperor&lt;br /&gt;
* credits&lt;br /&gt;
* number of running dilithium sources&lt;br /&gt;
* number of ships under construction&lt;br /&gt;
* population (total ?)&lt;br /&gt;
* moral shown in empire state&lt;br /&gt;
* ship-population support&lt;br /&gt;
* known empires (for diplomacy)&lt;br /&gt;
&lt;br /&gt;
is stored in blocks of 0x01BC length for every major&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one (card) gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 empire name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x004F emperor name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = address of gdlList ? (8 bytes per system), at  [+4] number of held systems&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 credits (for F1 emps info display)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B income (for F1 emps info display, not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F real ship support cost ? (- pop support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 number of running dilithium sources&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 number of ships under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = current research points different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006C to 0x006F population (?main system or total?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 to 0x0073 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0074 to 0x0077 = current morale ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B current intel different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x0093 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0094 to 0x0097 ship-population support (not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0098 to 0x009B credits&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x009C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = research at end of last turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00B3 unknown (originaly thought to be ship-population support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B4 to 0x00B7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B8 to 0x00B9 moral shown in empire state (signed integer, little endian! 0xFCFF = rebellious, 0xFFFF = apathetic, 0x0000 = normal, 0x0300 = fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BA to 0x00BB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BF = intel total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00C0 to 0x010F unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0110 to 0x0123 (5empires * 4bytes) = treaty label: 0=Neutral, 1=War, 2=Alliance, 3=Peace&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0124 to 0x0137 (5empires * 4bytes) = territory accessible: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0138 to 0x014B (5empires * 4bytes) = trade allowed: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x014C to 0x0157 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0158 to 0x015F known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0160 to 0x01B3 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B4 to 0x01B7 = cumulative build costs of fleet (ship functions 0-4)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B8 to 0x01BB unknown&lt;br /&gt;
&lt;br /&gt;
== Aliens ==&lt;br /&gt;
=== alienInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 64&amp;lt;/span&amp;gt;&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0040 for every possible race&amp;lt;br/&amp;gt;&lt;br /&gt;
in same order as races in stbof.res or UE&amp;lt;br/&amp;gt;&lt;br /&gt;
only first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 = 01 if race is alive&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 = starID of homesystem&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 = known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 = known races (IDs 0x20+)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 (5empires * 4bytes) = treaty level (minors) 0=Neutral, 1=Friendly, 2=Affiliated, 3=Member, 4=War&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C = (for minors) 0=free diplomacy, 1=subjugated, 2=restricted diplomacy(membership)&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
=== galInfo ===&lt;br /&gt;
* galaxy size (small/middle/big)&lt;br /&gt;
* count of sectors&lt;br /&gt;
* count of stars&lt;br /&gt;
* count of anomalies&lt;br /&gt;
&lt;br /&gt;
Offset 0x0008 to 0x000B = galaxy size (00 = small, 01 = middle, 02 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = number of stars&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = number of anomalies&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0015 = number of sectors&lt;br /&gt;
&lt;br /&gt;
=== sector.lst ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 104&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all sectors&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* outpostID &lt;br /&gt;
* anomalyID&lt;br /&gt;
* starID&lt;br /&gt;
* sector scanned by race&lt;br /&gt;
* sector explored by race&lt;br /&gt;
* sector influenced by anomaly (?)&lt;br /&gt;
* claim&lt;br /&gt;
* owner of the sector&lt;br /&gt;
* actual scan value by race&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0068&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = map row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = map column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = outpostID from starBaseInfo or -1 if none&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = anomalyID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = claim (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = 00 00 00 00 if owned by card, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = 01 00 00 00 if owned by fed, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = 02 00 00 00 if owned by ferg, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = 03 00 00 00 if owned by kling, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = 04 00 00 00 if owned by rom, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = [raceID] if owned by minor, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = explored by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0031 = sector scanned by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom, 20 = blackhole)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = scanpower of card (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = scanpower of fed (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = scanpower of ferg (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = scanpower of kling (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0054 = scanpower of rom (signed, little endian)&lt;br /&gt;
&lt;br /&gt;
=== stellInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 88&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all anomalies (in ID order?)&lt;br /&gt;
* anomaly type&lt;br /&gt;
* anomaly name&lt;br /&gt;
* anomaly map picture&lt;br /&gt;
* anomaly map picture position (x/y)&lt;br /&gt;
* wormhole connections&lt;br /&gt;
* visited by majors&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0058&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = type of anomaly (00 00 00 00 = blackhole, 01 00 00 00 = X-ray pulsar, 02 00 00 00 = nebula, 03 00 00 00 = neutron star, 0A 00 00 00 = wormhole, 0B 00 00 00 = radio pulsar)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x002B = anomaly name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x003F = galaxy map picture file (00 terminated string: blackhole = &amp;quot;blkh&amp;quot; = 62 6C 6B 68, X-ray pulsar = &amp;quot;xp-&amp;quot; = 78 70 2D, nebula = &amp;quot;neb-&amp;quot; = 6E 65 62 2D, neutron star = &amp;quot;ns&amp;quot; = 6E 73, wormhole = &amp;quot;worm&amp;quot; = 77 6F 72 6D, radio pulsar = &amp;quot;rpls&amp;quot; = 72 70 6C 73)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = anomalyID for wormhole connection, else FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0042 to 0x0043 = 00 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = sector visited by major (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&lt;br /&gt;
&lt;br /&gt;
=== RToSInfo ===&lt;br /&gt;
RToS = race to star (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
races are in the following order 1: Card 2: Fed 3: Ferg 4: Kling 5: Rom&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
lists StarIDs of the homesystems of all races, if not available = FF 00&lt;br /&gt;
&lt;br /&gt;
=== SphOfIn0 to SphOfIn4 ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: [GalaxyMapWidth]&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
relevance unclear&amp;lt;br/&amp;gt;&lt;br /&gt;
gives a view of the galaxy map for every empire&amp;lt;br/&amp;gt;&lt;br /&gt;
decreasing values around home system position&amp;lt;br/&amp;gt;&lt;br /&gt;
might be relevant for the influence of systems to mark the territory&lt;br /&gt;
&lt;br /&gt;
== Systems ==&lt;br /&gt;
=== systInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 76&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all starsystems&lt;br /&gt;
* system name&lt;br /&gt;
* race (owner)&lt;br /&gt;
* race (population)&lt;br /&gt;
* population count&lt;br /&gt;
* population orders (work assignation)&lt;br /&gt;
* moral (value)&lt;br /&gt;
* moral (shown text)&lt;br /&gt;
* dilithium&lt;br /&gt;
* system visited by race&lt;br /&gt;
* star type&lt;br /&gt;
* star picture&lt;br /&gt;
* star picture position on map (x/y)&lt;br /&gt;
* planet count&lt;br /&gt;
* planetnames&lt;br /&gt;
* planet animations&lt;br /&gt;
* planet types&lt;br /&gt;
* planet sizes (small/middle/big)&lt;br /&gt;
* terraforming value total&lt;br /&gt;
* terraforming value done&lt;br /&gt;
* planet bonuses (population/energy/food =&amp;gt; pure/normal/much)&lt;br /&gt;
* incoming traderouts&lt;br /&gt;
* traderoutes of the system&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on planetnumber, traderoutes and if it&#039;s a player&#039;s system&lt;br /&gt;
only one example starsystem with a single planet gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 uninhabited = 00 00 00 00, AI = 00 00 00 01, player = 00 00 00 02&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x002F = system name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 = system type (0=home, 1=native, 2=non native, 3=subjugated, 4=affiliated, 5=independent minor, 6=conquered home, 7&amp;amp;8=invalid?, 9=any, A=rebel, B=empty)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0031 = star type (red giant=04, orange=05, yellow=06, white=07, green=08, blue=09)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0032 to 0x0035 = star picture&lt;br /&gt;
* red giant = 73 2D 72 2D&lt;br /&gt;
* orange star = 73 2D 6F 2D&lt;br /&gt;
* yellow star = 73 2D 79 2D&lt;br /&gt;
* white star = 73 2D 77 2D&lt;br /&gt;
* green star = 73 2D 67 2D&lt;br /&gt;
* blue star = 73 2D 62 2D&lt;br /&gt;
Offset 0x003F = system explored by empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = population (uninhabited = FF FF)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = race of population&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004D = raceID ( = owner, noone = 23)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = people assigned to economy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B = people assigned to energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F = people assigned to food production&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 = people assigned to science&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 = people assigned to intelligence&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006A to 0x006B = number of planets &amp;lt;= 09 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006E = dilithium icon F1-map (0=No, 1=Yes)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006F = unknown (majors = 05, uninhabited = 00, ? = 02,...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0071 = effective dilithium ? (0=No, 8=Yes)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0072 to 0x0077 unkown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x007F = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0080 to 0x0083 = ORDER ECONOMY (typeID) 1=build building, 2=upgrade building(s), 3=build ship, 5=tradegoods, 7=unrest order&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0084 to 0x0087 = invested industry&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0088 to 0x008B = ID of building/ship under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x008C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = ? number of entries in strcInfo ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00BB = base offset of planet entry array ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BD = max population * 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0220 unknown (=32 for colonys (?))&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0298 to 0x029B = FF FF FF FF (used as base offset for moral entries)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DC to 0x02DD = moral value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DE to 0x2DF = moral text (signed integer, little endian! : -4 =  Rebellious, -3 = Defiant, -2 = Disgruntled, -1= Apathetic, 0 = Content, 1 = Pleased, 2 =  Loyal, 3 = Fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F0 to 0x02F2 = base morale&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F4 unknown (maybe moral - normally 32hex = 50dez)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0309 unknown (for majors = 01)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0328+ list of all planets of that starsystem&lt;br /&gt;
----&lt;br /&gt;
Offset 0x0328 to 0x034F = planetname (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0350 to 0x0357 = planet animation filename (= ****.ani)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0358 to 0x035D = 00 FB 57 00 30 59 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x035E to 0x035F = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0360 to 0x0361 = planet size (small = 00 00, middle = 01 00, big = 02 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0362 to 0x0363 = terraforming value total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0364 to 0x0365 = terraforming value done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0366 to 0x0367 = food bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0368 to 0x0369 = energy bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036A to 0x036B = population bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036C to 0x036D = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0370 planet type (00 = arctic, 01 = barren, 02 = desert, 03 = gas giant, 04 = djungle, 05 = oceanic, 06 = earthlike, 07 = vulcanic, 08 = methanic, 09 = AUS, &amp;gt;09 = other)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0372 to 0x0373 = 00 00&lt;br /&gt;
----&lt;br /&gt;
Offset [0x0328+0x004C*numberOfPlanets] to Offset [0x0328+0x004C*numberOfPlanets+0x0004*numberOfPlanets-0x0001]&amp;lt;br/&amp;gt;&lt;br /&gt;
(for one planet that&#039;s Offset 0x0374 to 0x0377) = unknown (mostly 00 ... 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if traderoutes are available:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = (number of incoming traderouts + number of system traderoutes) * (0x0002 length (16bit) raceID + 0x0002 length (16bit) tradeRouteNo. (tradeRouteNo + raceID = tradeRouteID))&amp;lt;br/&amp;gt;&lt;br /&gt;
] (don&#039;t know if and where the number of traderoutes is stored)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if it&#039;s a players system:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = unknown, length = 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
what a complicated file...&lt;br /&gt;
&lt;br /&gt;
=== strcInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 4&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all buildings for each star&lt;br /&gt;
* starID&lt;br /&gt;
* number of entries for each star&lt;br /&gt;
* building type&lt;br /&gt;
* building count&lt;br /&gt;
* building is activated / has energy (for special buildings)&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on number of different building types&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = number of entrys&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of entrys:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0005 = building count&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0006 to 0x0007 = building type (same order as in stbof.res and UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = receives energy (00 00 = false, 00 01 = true)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
=== techInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists science by raceID&lt;br /&gt;
* raceID&lt;br /&gt;
* science levels&lt;br /&gt;
* technology level&lt;br /&gt;
* science points done by science type&lt;br /&gt;
* actual science assignation&lt;br /&gt;
* actually buildable buildings&lt;br /&gt;
&lt;br /&gt;
explained only for one race&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = number of races (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0012 = unknown (always = 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0006 = unknown (always = 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown (always = 00 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = technology level&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x000B = buildable special buildings (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
* &amp;amp;0x8000000000000000000000 = phenix device&lt;br /&gt;
* &amp;amp;0x4000000000000000000000 = dilithium raffinery&lt;br /&gt;
* &amp;amp;0x2000000000000000000000 = orbital cannon&lt;br /&gt;
* &amp;amp;0x1000000000000000000000 = communication network&lt;br /&gt;
* &amp;amp;0x0800000000000000000000 = charge collector&lt;br /&gt;
* &amp;amp;0x0400000000000000000000 = bunker&lt;br /&gt;
* &amp;amp;0x0200000000000000000000 = simple replicator&lt;br /&gt;
* &amp;amp;0x0100000000000000000000 = improved replicator&lt;br /&gt;
* &amp;amp;0x0080000000000000000000 = shipyard&lt;br /&gt;
* &amp;amp;0x0040000000000000000000 = isolinear scanner&lt;br /&gt;
* &amp;amp;0x0020000000000000000000 = listening post&lt;br /&gt;
* &amp;amp;0x0010000000000000000000 = subspace scanner&lt;br /&gt;
* &amp;amp;0x0008000000000000000000 = subautomatic simulator&lt;br /&gt;
* &amp;amp;0x0004000000000000000000 = thery simulator&lt;br /&gt;
* &amp;amp;0x0002000000000000000000 = private farm&lt;br /&gt;
* &amp;amp;0x0001000000000000000000 = oceanic farm&lt;br /&gt;
* &amp;amp;0x0000800000000000000000 = obsedian congregation&lt;br /&gt;
* &amp;amp;0x0000400000000000000000 = reeducation center&lt;br /&gt;
* &amp;amp;0x0000200000000000000000 = union yard&lt;br /&gt;
* &amp;amp;0x0000100000000000000000 = shield generator&lt;br /&gt;
* &amp;amp;0x0000080000000000000000 = wind turbine&lt;br /&gt;
* &amp;amp;0x0000040000000000000000 = trade goods&lt;br /&gt;
* &amp;amp;0x0000020000000000000000 = trade center&lt;br /&gt;
* &amp;amp;0x0000010000000000000000 = agrarian store&lt;br /&gt;
* &amp;amp;0x0000008000000000000000 = trade tower&lt;br /&gt;
* &amp;amp;0x0000004000000000000000 = trade commission&lt;br /&gt;
* &amp;amp;0x0000002000000000000000 = holo cinema&lt;br /&gt;
* &amp;amp;0x0000001000000000000000 = fantasy land&lt;br /&gt;
* &amp;amp;0x0000000800000000000000 = inquisition&lt;br /&gt;
* &amp;amp;0x0000000400000000000000 = work camp&lt;br /&gt;
* &amp;amp;0x0000000200000000000000 = command center&lt;br /&gt;
* &amp;amp;0x0000000100000000000000 = hidden sensor grid&lt;br /&gt;
* &amp;amp;0x0000000080000000000000 = laws of war&lt;br /&gt;
* &amp;amp;0x0000000040000000000000 = utopia planetia&lt;br /&gt;
* &amp;amp;0x0000000020000000000000 = starfleet academy&lt;br /&gt;
* &amp;amp;0x0000000010000000000000 = federation council&lt;br /&gt;
* &amp;amp;0x0000000008000000000000 = daystorm institute&lt;br /&gt;
* &amp;amp;0x0000000004000000000000 = genesis sciencelab&lt;br /&gt;
* &amp;amp;0x0000000002000000000000 = festival of fun&lt;br /&gt;
* &amp;amp;0x0000000001000000000000 = franchise office&lt;br /&gt;
* &amp;amp;0x0000000000800000000000 = astronomic academy&lt;br /&gt;
* &amp;amp;0x0000000000400000000000 = singularity facility&lt;br /&gt;
* &amp;amp;0x0000000000200000000000 = center for fighttests&lt;br /&gt;
* &amp;amp;0x0000000000100000000000 = police state&lt;br /&gt;
* &amp;amp;0x0000000000080000000000 = tactical school&lt;br /&gt;
* &amp;amp;0x0000000000040000000000 = big hall&lt;br /&gt;
* &amp;amp;0x0000000000020000000000 = prison mine&lt;br /&gt;
* &amp;amp;0x0000000000010000000000 = hall of warriors&lt;br /&gt;
* &amp;amp;0x0000000000008000000000 = military yard&lt;br /&gt;
* &amp;amp;0x0000000000004000000000 = federation yard&lt;br /&gt;
* &amp;amp;0x0000000000002000000000 = federation replicator&lt;br /&gt;
* &amp;amp;0x0000000000001000000000 = alliance yard&lt;br /&gt;
* &amp;amp;0x0000000000000800000000 = tribunal&lt;br /&gt;
* &amp;amp;0x0000000000000400000000 = fleet academy&lt;br /&gt;
* &amp;amp;0x0000000000000200000000 = talshiar main quater&lt;br /&gt;
* &amp;amp;0x0000000000000100000000 = imperial senate&lt;br /&gt;
* &amp;amp;0x0000000000000080000000 = industrial center (of the Bencites)&lt;br /&gt;
* &amp;amp;0x0000000000000040000000 = architectural center (of the Bandi)&lt;br /&gt;
* &amp;amp;0x0000000000000020000000 = bajoran jalanda forum (of the Bajorans)&lt;br /&gt;
* &amp;amp;0x0000000000000010000000 = harvest complex (of the Antedians)&lt;br /&gt;
* &amp;amp;0x0000000000000008000000 = examination base (of the Anticans)&lt;br /&gt;
* &amp;amp;0x0000000000000004000000 = supersoldier academy (of the Angosians)&lt;br /&gt;
* &amp;amp;0x0000000000000002000000 = andorian war school (of the Andorians)&lt;br /&gt;
* &amp;amp;0x0000000000000001000000 = acamerian clanhall (of the Acamerians)&lt;br /&gt;
* &amp;amp;0x0000000000000000800000 = cinetic laboratory (of the Malcorians)&lt;br /&gt;
* &amp;amp;0x0000000000000000400000 = ktarian game studio (of the Ktarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000200000 = edo palace (of the Edos)&lt;br /&gt;
* &amp;amp;0x0000000000000000100000 = gladiator arena (of the Chalnoth)&lt;br /&gt;
* &amp;amp;0x0000000000000000080000 = science thinking factory (of the Caldonians)&lt;br /&gt;
* &amp;amp;0x0000000000000000040000 = planetary computer (of the Bynare)&lt;br /&gt;
* &amp;amp;0x0000000000000000020000 = cosmetic center (of the Bolarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000010000 = councelor academy (of the Betazoids)&lt;br /&gt;
* &amp;amp;0x0000000000000000008000 = defense network (of the Talarian)&lt;br /&gt;
* &amp;amp;0x0000000000000000004000 = physical institute (of the Takarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000002000 = biotec center (of the Sheliak)&lt;br /&gt;
* &amp;amp;0x0000000000000000001000 = examination base (of the Selay)&lt;br /&gt;
* &amp;amp;0x0000000000000000000800 = collector place (of the Pakleds)&lt;br /&gt;
* &amp;amp;0x0000000000000000000400 = recruitment center (of the Nausicaans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000200 = monument of subjugation (of the Mizarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000100 = mintaca farm (of the Mintacarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000080 = imperial yard&lt;br /&gt;
* &amp;amp;0x0000000000000000000040 = orgenic regenerator&lt;br /&gt;
* &amp;amp;0x0000000000000000000020 = military academy (of the Zakdorn)&lt;br /&gt;
* &amp;amp;0x0000000000000000000010 = intelligence (of the Yridians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000008 = science academy (of the Vulcans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000004 = archive of psycho history (of the Ullians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000002 = science committee (of the Trillian)&lt;br /&gt;
* &amp;amp;0x0000000000000000000001 = mythology library (of the Tamarians)Offset length 0x001D = buildable normal buildings / upgrades (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
Offset length 0x0008 = unknown (always 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Intel ==&lt;br /&gt;
=== intelInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 16&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown - seems to include intel reports&lt;br /&gt;
* actual intel assignation for every major&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x02D7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
[for all five majors: blocklength = 0x2C1C&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0070 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = intelligance assignation of internal security&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
=== treaty ===&lt;br /&gt;
completely unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
for turn 1 it&#039;s 00 00 00 00 00 00 00 00&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
=== trdeInfo0.cnt to trdeInfo4.cnt ===&lt;br /&gt;
number of traderoutes for each empire&lt;br /&gt;
&lt;br /&gt;
=== trdeInfo0 to trdeInfo4 ===&lt;br /&gt;
partially unexplored&amp;lt;br/&amp;gt;&lt;br /&gt;
lists traderoutes&lt;br /&gt;
* raceID&lt;br /&gt;
* traderoute number (+ raceID = traderouteID)&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
== Ships &amp;amp; Task Forces ==&lt;br /&gt;
=== alienTFInfo0 to alienTFInfo[numberOfRaces] ===&lt;br /&gt;
lists fleetIDs of every race&lt;br /&gt;
* number of taskforces/fleets&lt;br /&gt;
* shipIDs&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = number of controled fleets&amp;lt;br/&amp;gt;&lt;br /&gt;
[for [numberOfRaces]:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
=== shipname.dat ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
is divided into several shipname categorys&amp;lt;br/&amp;gt;&lt;br /&gt;
shipnames aren&#039;t in the same order with these in shipname.bin of stbof.res!&amp;lt;br/&amp;gt;&lt;br /&gt;
this file also influences the shipIDs for newly builded ones&lt;br /&gt;
* first given shipname&lt;br /&gt;
* next given shipname&lt;br /&gt;
* counter of repeatings (for name endings A, B, C,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x000C&amp;lt;br/&amp;gt;&lt;br /&gt;
block position equals shipname category position in shipname.bin of stbof.res as well as category position in UE&lt;br /&gt;
Each race has its own categorys, seperated for different ship types&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Warning! shipID for new constructed ships gets wrong, if distance between first and next name is wrong!&amp;lt;/span&amp;gt; (next name reffering number can be less as well as higher than first, distance is based on list iterations)&amp;lt;br/&amp;gt;&lt;br /&gt;
If next reffering number reaches first reffering number, counter gets increased&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = first given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = next given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = counter of repeating/iteration or if no name of this category has been used yet = FF FF (defines the appendix of the shipname: A, B, ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00&lt;br /&gt;
&lt;br /&gt;
=== ShipCntr ===&lt;br /&gt;
next shipID&lt;br /&gt;
&lt;br /&gt;
=== TForceCntr ===&lt;br /&gt;
next fleetID&lt;br /&gt;
&lt;br /&gt;
=== GShipHead = GTForceHd = GWTForceHd ===&lt;br /&gt;
* number of ships&lt;br /&gt;
&lt;br /&gt;
Offset 0x0018 to 0x001B = ship count&lt;br /&gt;
&lt;br /&gt;
=== GShipList ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 116&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
list all ships with&lt;br /&gt;
* shipname&lt;br /&gt;
* raceID&lt;br /&gt;
* shipID&lt;br /&gt;
* fleetID&lt;br /&gt;
* shield&lt;br /&gt;
* hull&lt;br /&gt;
* ship type (manufactoring type / =shiplistID in shiplist.sst)&lt;br /&gt;
* experience bonus for beam accuracy&lt;br /&gt;
* experience bonus for torpedo accuracy&lt;br /&gt;
* experience bonus for defense&lt;br /&gt;
* crew experience value&lt;br /&gt;
* crew experience level&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0074&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 = shipname&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID (only for ship icon)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = shipID (NOT shiplist.sst ID)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = experience bonus for beam accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = experience bonus for torpedo accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = experience bonus for defense&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = shield (can lead to crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = hull (leads to crash in tactical fight if too high)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = crew experience value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = crew experience level (0=green,.. , 4=legendary) accessed for stars, raid, intercept &amp;amp; damage control&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0055 = ship type (manufactoring type, used as shiplistID in stbof.res, e.g. in shiptech.sst and is in same order as in UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0056 to 0x0073 = unknown&lt;br /&gt;
&lt;br /&gt;
=== GTForceList = GWTForce ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
differences only exist in behavior&amp;lt;br/&amp;gt;&lt;br /&gt;
in later turns there might remain fragments of old turns at the end of the list - they get ignored by botf&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all fleets&lt;br /&gt;
* fleetID&lt;br /&gt;
* shipIDs&lt;br /&gt;
* raceID&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* scanrange&lt;br /&gt;
* flightrange&lt;br /&gt;
* speed&lt;br /&gt;
* order (evade, attack,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
data fragments at the end of the file happen if fleet count decreases&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = ship count of that fleet&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = shipID of first fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000F = shipID of second fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = shipID of third fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = shipID of fourth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = shipID of fifth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = shipID of sixth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = shipID of seventh fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = shipID of eighth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x002B = shipID of ninth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = order/command - seems only to define the display: systemattack remains if changed&amp;lt;br/&amp;gt;&lt;br /&gt;
* 00 = invalid&lt;br /&gt;
* 01 = terraform&lt;br /&gt;
* 02 = colonize&lt;br /&gt;
* 03 = rade&lt;br /&gt;
* 04 = intercept&lt;br /&gt;
* 05 = evade&lt;br /&gt;
* 06 = attack&lt;br /&gt;
* 07 = build outpost&lt;br /&gt;
* 08 = build starbase&lt;br /&gt;
* 09 = crew training&lt;br /&gt;
* 0A = expand&lt;br /&gt;
* 0B = invalid&lt;br /&gt;
* 0C = scrap&lt;br /&gt;
* 0D = into wormhole&lt;br /&gt;
* 0E = attack system&lt;br /&gt;
* &amp;gt;0E = invalidOffset 0x0030 to 0x0033 = unknown&lt;br /&gt;
&amp;lt;br&amp;gt;Offset 0x0034 to 0x0037 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = sector row (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = sector column (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0053 = scan range, keeps only one turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x005D = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005E to 0x005F = flight range, keeps only one turn (short = 00 00, middle = F03F, high = 0040)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0065 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0066 to 0x0067 = speed, keeps only one turn (0 = 00 00, 1 = F0 3F, 2 = 00 40, 3 = 08 40, 4 = 10 40)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = cloaking (01 00 00 00 = cloaked, else 00 00 00 00)&lt;br /&gt;
&lt;br /&gt;
=== GTFStasisHd ===&lt;br /&gt;
number of starbases/outposts (guessed)&lt;br /&gt;
&lt;br /&gt;
=== GTFStasisHd ===&lt;br /&gt;
unexplored&lt;br /&gt;
&lt;br /&gt;
=== starBaseInfo ===&lt;br /&gt;
&lt;br /&gt;
* outpost name&lt;br /&gt;
* owner raceID&lt;br /&gt;
* outpostID&lt;br /&gt;
* ship type (valid are 6 for outpost and 7 for starbase)&lt;br /&gt;
* ship ID (links to shiplist.sst entry)&lt;br /&gt;
* sector column&lt;br /&gt;
* sector row&lt;br /&gt;
* hull&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Stored in blocks of 92 bytes.&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0027 = outpost name (ASCII)&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = outpostID&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002D = ship type&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x002E to 0x002F = ship ID&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = sector column&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = sector row&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x004B = unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = hull&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x005B = unknown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== monster.lst ===&lt;br /&gt;
unexplored&lt;br /&gt;
&lt;br /&gt;
== AI / Agents ==&lt;br /&gt;
&lt;br /&gt;
=== AINumAgents ===&lt;br /&gt;
number of AI agents&lt;br /&gt;
&lt;br /&gt;
=== AIAgtIdCtrl ===&lt;br /&gt;
next agentID (for filenames)&lt;br /&gt;
&lt;br /&gt;
=== AIAgent0 to AIAgent[NumAgents] ===&lt;br /&gt;
mostly unexplored&lt;br /&gt;
* agentID&lt;br /&gt;
* raceID&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = agentID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = 01 00 00 00 if major, 02 00 00 00 if minor&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x00CB = unknown&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0.cnt to AgtSy[NumAgents].cnt ===&lt;br /&gt;
number of systems to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0 to AgtSy[NumAgents] ===&lt;br /&gt;
starIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0.cnt to AgtSh[NumAgents].cnt ===&lt;br /&gt;
number of ships to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0 to AgtSh[NumAgents] ===&lt;br /&gt;
shipIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0.cnt to AgtDp[NumAgents].cnt ===&lt;br /&gt;
number of entrys in AgtDpxx&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0 to AgtDp[NumAgents] ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 266&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
unknown - mayby diplomatics&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0.cnt to AgtTk[NumAgents].cnt ===&lt;br /&gt;
number of tasks for that agent&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0 to AgtTk[NumAgents] ===&lt;br /&gt;
TaskIDs (for TskSh and TskSy filenames)&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt.cnt ===&lt;br /&gt;
number of AI controled systems&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
starIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt.cnt ===&lt;br /&gt;
number of AI controled ships&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 24&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
shipIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0018&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = shipID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = unknown (if not 05 00 for colony ships, AI doesn&#039;t colonize)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0017 = unknown&lt;br /&gt;
&lt;br /&gt;
=== AINumTasks ====&lt;br /&gt;
number of Tsk-files&lt;br /&gt;
&lt;br /&gt;
==== AITaskIDCtr ===&lt;br /&gt;
next TskID for filename (of TskSh/TskSy)&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== provInfo0 to provInfo4 ===&lt;br /&gt;
lists starIDs of every major empire&lt;br /&gt;
* star count&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
=== ordInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 84&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown, includes peace proposals&lt;br /&gt;
* raceID&lt;br /&gt;
* turn of occurance&lt;br /&gt;
* starID&lt;br /&gt;
&lt;br /&gt;
has variable blocksizes!&amp;lt;br/&amp;gt;&lt;br /&gt;
on turn 1 there&#039;s only one for each major starsystem with a blocksize of 0x0054&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = turn of occurance&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0025 = starID&lt;br /&gt;
&lt;br /&gt;
=== SeedInfo ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== result.lst ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== incident.dat ===&lt;br /&gt;
completely unknown but normally it&#039;s 00 00 00 00&lt;/div&gt;</summary>
		<author><name>DCER</name></author>
	</entry>
	<entry>
		<id>http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=117</id>
		<title>Savegame File-Listing</title>
		<link rel="alternate" type="text/html" href="http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=117"/>
		<updated>2010-07-07T08:48:59Z</updated>

		<summary type="html">&lt;p&gt;DCER: /* starBaseInfo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most of the following data has been explored by using a vanilla singleplayer savegame at turn 1 with following settings:&lt;br /&gt;
* tech 1&lt;br /&gt;
* small galaxy&lt;br /&gt;
* irregular&lt;br /&gt;
* no minors&lt;br /&gt;
* impossible&lt;br /&gt;
&lt;br /&gt;
At later turns there are additional files stored within the saves. These may have been partially discarded.&lt;br /&gt;
For turn 1 saves, most unexplored data seems to be relatively unimportant and often can be zero!&lt;br /&gt;
Please aware that some information might be incomplete or even incorrect. &lt;br /&gt;
&lt;br /&gt;
So, after extracting a savegame with UltimateEditor you get quite a ton of files. Here&#039;s an overview about them and the hexcode they contain:&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
=== version ===&lt;br /&gt;
* for me it&#039;s always 08&lt;br /&gt;
&lt;br /&gt;
=== gameInfo ===&lt;br /&gt;
* filename&lt;br /&gt;
* gamesave name&lt;br /&gt;
* galaxy type&lt;br /&gt;
* galaxy size&lt;br /&gt;
* difficulty level&lt;br /&gt;
* strategical timer&lt;br /&gt;
* tactical timer&lt;br /&gt;
* actual and next turn&lt;br /&gt;
* player race&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* races with ships (major + minor)&lt;br /&gt;
* races beaten&lt;br /&gt;
* goal (vendetta/dominance)&lt;br /&gt;
* empire status informations (occupied systems, science, economy, military)&lt;br /&gt;
* statistic&lt;br /&gt;
* player names (if MP)&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000D(?) filename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000D to 0x003E savename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 last turn (for savename)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C 00 = singleplayer 01 = multiplayer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0250 important but unknown (crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0252 player&#039;s race (00 = card, 01 = fed, 02=ferg, 03=kling, 04=rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0254 to 0x0258 technology starting levels of the five majors (card, fed, ferg, kling, rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0260 galaxytype (00 = irregular, 01 = elliptic, 02 = ring, 03 = spiral)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0264 galaxyszie (00 = small, 01 = middle, 03 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x026C difficulty (00 = very easy, 01 = easy, 02 = normal, 03 = hard, 04 = impossible)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0270 to 0x0275(?) races in game (bitwise XOR, little endian (8bit packets) =&amp;gt; order is the same with alienInfo)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0278 beaten empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0280 to 0x0285(?) races with ships&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A4 strategical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A8 tactical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AC actual turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AE last turn points (for statistic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02BA(maybe less)+ statistic of the cards&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x04AE(maybe less)+ statistic of the feds&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x06A2(maybe less)+ statistic of the fergs&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0896(maybe less)+ statistic of the klings&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0A8A(maybe less)+ statistic of the roms&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0C84+(?) empire state (intelligence)&lt;br /&gt;
* Offset 0x0C8E+ military&lt;br /&gt;
* Offset 0x0D06+ economy&lt;br /&gt;
* Offset 0x0D1A+ science&lt;br /&gt;
* Offset 0x0D92+ occupied systemsOffset&lt;br /&gt;
0x0DBC victory condition (00=single/Multi player dominance 01=Muilt player team dominance, 02=vendetta)&lt;br /&gt;
&lt;br /&gt;
=== empsInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 444&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists information about majors&lt;br /&gt;
* empirenames&lt;br /&gt;
* name of the emperor&lt;br /&gt;
* credits&lt;br /&gt;
* number of running dilithium sources&lt;br /&gt;
* number of ships under construction&lt;br /&gt;
* population (total ?)&lt;br /&gt;
* moral shown in empire state&lt;br /&gt;
* ship-population support&lt;br /&gt;
* known empires (for diplomacy)&lt;br /&gt;
&lt;br /&gt;
is stored in blocks of 0x01BC length for every major&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one (card) gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 empire name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x004F emperor name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = address of gdlList ? (8 bytes per system), at  [+4] number of held systems&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 credits (for F1 emps info display)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B income (for F1 emps info display, not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F real ship support cost ? (- pop support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 number of running dilithium sources&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 number of ships under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = current research points different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006C to 0x006F population (?main system or total?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 to 0x0073 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0074 to 0x0077 = current morale ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B current intel different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x0093 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0094 to 0x0097 ship-population support (not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0098 to 0x009B credits&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x009C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = research at end of last turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00B3 unknown (originaly thought to be ship-population support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B4 to 0x00B7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B8 to 0x00B9 moral shown in empire state (signed integer, little endian! 0xFCFF = rebellious, 0xFFFF = apathetic, 0x0000 = normal, 0x0300 = fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BA to 0x00BB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BF = intel total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00C0 to 0x010F unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0110 to 0x0123 (5empires * 4bytes) = treaty label: 0=Neutral, 1=War, 2=Alliance, 3=Peace&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0124 to 0x0137 (5empires * 4bytes) = territory accessible: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0138 to 0x014B (5empires * 4bytes) = trade allowed: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x014C to 0x0157 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0158 to 0x015F known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0160 to 0x01B3 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B4 to 0x01B7 = cumulative build costs of fleet (ship functions 0-4)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B8 to 0x01BB unknown&lt;br /&gt;
&lt;br /&gt;
== Aliens ==&lt;br /&gt;
=== alienInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 64&amp;lt;/span&amp;gt;&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0040 for every possible race&amp;lt;br/&amp;gt;&lt;br /&gt;
in same order as races in stbof.res or UE&amp;lt;br/&amp;gt;&lt;br /&gt;
only first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 = 01 if race is alive&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 = starID of homesystem&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 = known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 = known races (IDs 0x20+)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 (5empires * 4bytes) = treaty level (minors) 0=Neutral, 1=Friendly, 2=Affiliated, 3=Member, 4=War&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C = (for minors) 0=free diplomacy, 1=subjugated, 2=restricted diplomacy(membership)&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
=== galInfo ===&lt;br /&gt;
* galaxy size (small/middle/big)&lt;br /&gt;
* count of sectors&lt;br /&gt;
* count of stars&lt;br /&gt;
* count of anomalies&lt;br /&gt;
&lt;br /&gt;
Offset 0x0008 to 0x000B = galaxy size (00 = small, 01 = middle, 02 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = number of stars&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = number of anomalies&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0015 = number of sectors&lt;br /&gt;
&lt;br /&gt;
=== sector.lst ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 104&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all sectors&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* outpostID &lt;br /&gt;
* anomalyID&lt;br /&gt;
* starID&lt;br /&gt;
* sector scanned by race&lt;br /&gt;
* sector explored by race&lt;br /&gt;
* sector influenced by anomaly (?)&lt;br /&gt;
* claim&lt;br /&gt;
* owner of the sector&lt;br /&gt;
* actual scan value by race&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0068&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = map row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = map column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = outpostID from starBaseInfo or -1 if none&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = anomalyID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = claim (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = 00 00 00 00 if owned by card, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = 01 00 00 00 if owned by fed, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = 02 00 00 00 if owned by ferg, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = 03 00 00 00 if owned by kling, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = 04 00 00 00 if owned by rom, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = [raceID] if owned by minor, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = explored by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0031 = sector scanned by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom, 20 = blackhole)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = scanpower of card (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = scanpower of fed (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = scanpower of ferg (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = scanpower of kling (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0054 = scanpower of rom (signed, little endian)&lt;br /&gt;
&lt;br /&gt;
=== stellInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 88&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all anomalies (in ID order?)&lt;br /&gt;
* anomaly type&lt;br /&gt;
* anomaly name&lt;br /&gt;
* anomaly map picture&lt;br /&gt;
* anomaly map picture position (x/y)&lt;br /&gt;
* wormhole connections&lt;br /&gt;
* visited by majors&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0058&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = type of anomaly (00 00 00 00 = blackhole, 01 00 00 00 = X-ray pulsar, 02 00 00 00 = nebula, 03 00 00 00 = neutron star, 0A 00 00 00 = wormhole, 0B 00 00 00 = radio pulsar)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x002B = anomaly name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x003F = galaxy map picture file (00 terminated string: blackhole = &amp;quot;blkh&amp;quot; = 62 6C 6B 68, X-ray pulsar = &amp;quot;xp-&amp;quot; = 78 70 2D, nebula = &amp;quot;neb-&amp;quot; = 6E 65 62 2D, neutron star = &amp;quot;ns&amp;quot; = 6E 73, wormhole = &amp;quot;worm&amp;quot; = 77 6F 72 6D, radio pulsar = &amp;quot;rpls&amp;quot; = 72 70 6C 73)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = anomalyID for wormhole connection, else FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0042 to 0x0043 = 00 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = sector visited by major (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&lt;br /&gt;
&lt;br /&gt;
=== RToSInfo ===&lt;br /&gt;
RToS = race to star (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
races are in the following order 1: Card 2: Fed 3: Ferg 4: Kling 5: Rom&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
lists StarIDs of the homesystems of all races, if not available = FF 00&lt;br /&gt;
&lt;br /&gt;
=== SphOfIn0 to SphOfIn4 ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: [GalaxyMapWidth]&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
relevance unclear&amp;lt;br/&amp;gt;&lt;br /&gt;
gives a view of the galaxy map for every empire&amp;lt;br/&amp;gt;&lt;br /&gt;
decreasing values around home system position&amp;lt;br/&amp;gt;&lt;br /&gt;
might be relevant for the influence of systems to mark the territory&lt;br /&gt;
&lt;br /&gt;
== Systems ==&lt;br /&gt;
=== systInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 76&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all starsystems&lt;br /&gt;
* system name&lt;br /&gt;
* race (owner)&lt;br /&gt;
* race (population)&lt;br /&gt;
* population count&lt;br /&gt;
* population orders (work assignation)&lt;br /&gt;
* moral (value)&lt;br /&gt;
* moral (shown text)&lt;br /&gt;
* dilithium&lt;br /&gt;
* system visited by race&lt;br /&gt;
* star type&lt;br /&gt;
* star picture&lt;br /&gt;
* star picture position on map (x/y)&lt;br /&gt;
* planet count&lt;br /&gt;
* planetnames&lt;br /&gt;
* planet animations&lt;br /&gt;
* planet types&lt;br /&gt;
* planet sizes (small/middle/big)&lt;br /&gt;
* terraforming value total&lt;br /&gt;
* terraforming value done&lt;br /&gt;
* planet bonuses (population/energy/food =&amp;gt; pure/normal/much)&lt;br /&gt;
* incoming traderouts&lt;br /&gt;
* traderoutes of the system&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on planetnumber, traderoutes and if it&#039;s a player&#039;s system&lt;br /&gt;
only one example starsystem with a single planet gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 uninhabited = 00 00 00 00, AI = 00 00 00 01, player = 00 00 00 02&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x002F = system name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 = system type (0=home, 1=native, 2=non native, 3=subjugated, 4=affiliated, 5=independent minor, 6=conquered home, 7&amp;amp;8=invalid?, 9=any, A=rebel, B=empty)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0031 = star type (red giant=04, orange=05, yellow=06, white=07, green=08, blue=09)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0032 to 0x0035 = star picture&lt;br /&gt;
* red giant = 73 2D 72 2D&lt;br /&gt;
* orange star = 73 2D 6F 2D&lt;br /&gt;
* yellow star = 73 2D 79 2D&lt;br /&gt;
* white star = 73 2D 77 2D&lt;br /&gt;
* green star = 73 2D 67 2D&lt;br /&gt;
* blue star = 73 2D 62 2D&lt;br /&gt;
Offset 0x003F = system explored by empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = population (uninhabited = FF FF)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = race of population&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004D = raceID ( = owner, noone = 23)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = people assigned to economy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B = people assigned to energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F = people assigned to food production&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 = people assigned to science&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 = people assigned to intelligence&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006A to 0x006B = number of planets &amp;lt;= 09 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006E = dilithium icon F1-map (0=No, 1=Yes)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006F = unknown (majors = 05, uninhabited = 00, ? = 02,...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0071 = effective dilithium ? (0=No, 8=Yes)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0072 to 0x0077 unkown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x007F = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0080 to 0x0083 = ORDER ECONOMY (typeID) 1=build building, 2=upgrade building(s), 3=build ship, 5=tradegoods, 7=unrest order&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0084 to 0x0087 = invested industry&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0088 to 0x008B = ID of building/ship under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x008C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = ? number of entries in strcInfo ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00BB = base offset of planet entry array ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BD = max population * 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0220 unknown (=32 for colonys (?))&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0298 to 0x029B = FF FF FF FF (used as base offset for moral entries)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DC to 0x02DD = moral value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DE to 0x2DF = moral text (signed integer, little endian! : -4 =  Rebellious, -3 = Defiant, -2 = Disgruntled, -1= Apathetic, 0 = Content, 1 = Pleased, 2 =  Loyal, 3 = Fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F0 to 0x02F2 = base morale&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F4 unknown (maybe moral - normally 32hex = 50dez)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0309 unknown (for majors = 01)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0328+ list of all planets of that starsystem&lt;br /&gt;
----&lt;br /&gt;
Offset 0x0328 to 0x034F = planetname (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0350 to 0x0357 = planet animation filename (= ****.ani)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0358 to 0x035D = 00 FB 57 00 30 59 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x035E to 0x035F = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0360 to 0x0361 = planet size (small = 00 00, middle = 01 00, big = 02 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0362 to 0x0363 = terraforming value total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0364 to 0x0365 = terraforming value done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0366 to 0x0367 = food bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0368 to 0x0369 = energy bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036A to 0x036B = population bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036C to 0x036D = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0370 planet type (00 = arctic, 01 = barren, 02 = desert, 03 = gas giant, 04 = djungle, 05 = oceanic, 06 = earthlike, 07 = vulcanic, 08 = methanic, 09 = AUS, &amp;gt;09 = other)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0372 to 0x0373 = 00 00&lt;br /&gt;
----&lt;br /&gt;
Offset [0x0328+0x004C*numberOfPlanets] to Offset [0x0328+0x004C*numberOfPlanets+0x0004*numberOfPlanets-0x0001]&amp;lt;br/&amp;gt;&lt;br /&gt;
(for one planet that&#039;s Offset 0x0374 to 0x0377) = unknown (mostly 00 ... 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if traderoutes are available:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = (number of incoming traderouts + number of system traderoutes) * (0x0002 length (16bit) raceID + 0x0002 length (16bit) tradeRouteNo. (tradeRouteNo + raceID = tradeRouteID))&amp;lt;br/&amp;gt;&lt;br /&gt;
] (don&#039;t know if and where the number of traderoutes is stored)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if it&#039;s a players system:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = unknown, length = 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
what a complicated file...&lt;br /&gt;
&lt;br /&gt;
=== strcInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 4&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all buildings for each star&lt;br /&gt;
* starID&lt;br /&gt;
* number of entries for each star&lt;br /&gt;
* building type&lt;br /&gt;
* building count&lt;br /&gt;
* building is activated / has energy (for special buildings)&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on number of different building types&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = number of entrys&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of entrys:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0005 = building count&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0006 to 0x0007 = building type (same order as in stbof.res and UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = receives energy (00 00 = false, 00 01 = true)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
=== techInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists science by raceID&lt;br /&gt;
* raceID&lt;br /&gt;
* science levels&lt;br /&gt;
* technology level&lt;br /&gt;
* science points done by science type&lt;br /&gt;
* actual science assignation&lt;br /&gt;
* actually buildable buildings&lt;br /&gt;
&lt;br /&gt;
explained only for one race&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = number of races (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0012 = unknown (always = 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0006 = unknown (always = 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown (always = 00 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = technology level&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x000B = buildable special buildings (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
* &amp;amp;0x8000000000000000000000 = phenix device&lt;br /&gt;
* &amp;amp;0x4000000000000000000000 = dilithium raffinery&lt;br /&gt;
* &amp;amp;0x2000000000000000000000 = orbital cannon&lt;br /&gt;
* &amp;amp;0x1000000000000000000000 = communication network&lt;br /&gt;
* &amp;amp;0x0800000000000000000000 = charge collector&lt;br /&gt;
* &amp;amp;0x0400000000000000000000 = bunker&lt;br /&gt;
* &amp;amp;0x0200000000000000000000 = simple replicator&lt;br /&gt;
* &amp;amp;0x0100000000000000000000 = improved replicator&lt;br /&gt;
* &amp;amp;0x0080000000000000000000 = shipyard&lt;br /&gt;
* &amp;amp;0x0040000000000000000000 = isolinear scanner&lt;br /&gt;
* &amp;amp;0x0020000000000000000000 = listening post&lt;br /&gt;
* &amp;amp;0x0010000000000000000000 = subspace scanner&lt;br /&gt;
* &amp;amp;0x0008000000000000000000 = subautomatic simulator&lt;br /&gt;
* &amp;amp;0x0004000000000000000000 = thery simulator&lt;br /&gt;
* &amp;amp;0x0002000000000000000000 = private farm&lt;br /&gt;
* &amp;amp;0x0001000000000000000000 = oceanic farm&lt;br /&gt;
* &amp;amp;0x0000800000000000000000 = obsedian congregation&lt;br /&gt;
* &amp;amp;0x0000400000000000000000 = reeducation center&lt;br /&gt;
* &amp;amp;0x0000200000000000000000 = union yard&lt;br /&gt;
* &amp;amp;0x0000100000000000000000 = shield generator&lt;br /&gt;
* &amp;amp;0x0000080000000000000000 = wind turbine&lt;br /&gt;
* &amp;amp;0x0000040000000000000000 = trade goods&lt;br /&gt;
* &amp;amp;0x0000020000000000000000 = trade center&lt;br /&gt;
* &amp;amp;0x0000010000000000000000 = agrarian store&lt;br /&gt;
* &amp;amp;0x0000008000000000000000 = trade tower&lt;br /&gt;
* &amp;amp;0x0000004000000000000000 = trade commission&lt;br /&gt;
* &amp;amp;0x0000002000000000000000 = holo cinema&lt;br /&gt;
* &amp;amp;0x0000001000000000000000 = fantasy land&lt;br /&gt;
* &amp;amp;0x0000000800000000000000 = inquisition&lt;br /&gt;
* &amp;amp;0x0000000400000000000000 = work camp&lt;br /&gt;
* &amp;amp;0x0000000200000000000000 = command center&lt;br /&gt;
* &amp;amp;0x0000000100000000000000 = hidden sensor grid&lt;br /&gt;
* &amp;amp;0x0000000080000000000000 = laws of war&lt;br /&gt;
* &amp;amp;0x0000000040000000000000 = utopia planetia&lt;br /&gt;
* &amp;amp;0x0000000020000000000000 = starfleet academy&lt;br /&gt;
* &amp;amp;0x0000000010000000000000 = federation council&lt;br /&gt;
* &amp;amp;0x0000000008000000000000 = daystorm institute&lt;br /&gt;
* &amp;amp;0x0000000004000000000000 = genesis sciencelab&lt;br /&gt;
* &amp;amp;0x0000000002000000000000 = festival of fun&lt;br /&gt;
* &amp;amp;0x0000000001000000000000 = franchise office&lt;br /&gt;
* &amp;amp;0x0000000000800000000000 = astronomic academy&lt;br /&gt;
* &amp;amp;0x0000000000400000000000 = singularity facility&lt;br /&gt;
* &amp;amp;0x0000000000200000000000 = center for fighttests&lt;br /&gt;
* &amp;amp;0x0000000000100000000000 = police state&lt;br /&gt;
* &amp;amp;0x0000000000080000000000 = tactical school&lt;br /&gt;
* &amp;amp;0x0000000000040000000000 = big hall&lt;br /&gt;
* &amp;amp;0x0000000000020000000000 = prison mine&lt;br /&gt;
* &amp;amp;0x0000000000010000000000 = hall of warriors&lt;br /&gt;
* &amp;amp;0x0000000000008000000000 = military yard&lt;br /&gt;
* &amp;amp;0x0000000000004000000000 = federation yard&lt;br /&gt;
* &amp;amp;0x0000000000002000000000 = federation replicator&lt;br /&gt;
* &amp;amp;0x0000000000001000000000 = alliance yard&lt;br /&gt;
* &amp;amp;0x0000000000000800000000 = tribunal&lt;br /&gt;
* &amp;amp;0x0000000000000400000000 = fleet academy&lt;br /&gt;
* &amp;amp;0x0000000000000200000000 = talshiar main quater&lt;br /&gt;
* &amp;amp;0x0000000000000100000000 = imperial senate&lt;br /&gt;
* &amp;amp;0x0000000000000080000000 = industrial center (of the Bencites)&lt;br /&gt;
* &amp;amp;0x0000000000000040000000 = architectural center (of the Bandi)&lt;br /&gt;
* &amp;amp;0x0000000000000020000000 = bajoran jalanda forum (of the Bajorans)&lt;br /&gt;
* &amp;amp;0x0000000000000010000000 = harvest complex (of the Antedians)&lt;br /&gt;
* &amp;amp;0x0000000000000008000000 = examination base (of the Anticans)&lt;br /&gt;
* &amp;amp;0x0000000000000004000000 = supersoldier academy (of the Angosians)&lt;br /&gt;
* &amp;amp;0x0000000000000002000000 = andorian war school (of the Andorians)&lt;br /&gt;
* &amp;amp;0x0000000000000001000000 = acamerian clanhall (of the Acamerians)&lt;br /&gt;
* &amp;amp;0x0000000000000000800000 = cinetic laboratory (of the Malcorians)&lt;br /&gt;
* &amp;amp;0x0000000000000000400000 = ktarian game studio (of the Ktarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000200000 = edo palace (of the Edos)&lt;br /&gt;
* &amp;amp;0x0000000000000000100000 = gladiator arena (of the Chalnoth)&lt;br /&gt;
* &amp;amp;0x0000000000000000080000 = science thinking factory (of the Caldonians)&lt;br /&gt;
* &amp;amp;0x0000000000000000040000 = planetary computer (of the Bynare)&lt;br /&gt;
* &amp;amp;0x0000000000000000020000 = cosmetic center (of the Bolarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000010000 = councelor academy (of the Betazoids)&lt;br /&gt;
* &amp;amp;0x0000000000000000008000 = defense network (of the Talarian)&lt;br /&gt;
* &amp;amp;0x0000000000000000004000 = physical institute (of the Takarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000002000 = biotec center (of the Sheliak)&lt;br /&gt;
* &amp;amp;0x0000000000000000001000 = examination base (of the Selay)&lt;br /&gt;
* &amp;amp;0x0000000000000000000800 = collector place (of the Pakleds)&lt;br /&gt;
* &amp;amp;0x0000000000000000000400 = recruitment center (of the Nausicaans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000200 = monument of subjugation (of the Mizarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000100 = mintaca farm (of the Mintacarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000080 = imperial yard&lt;br /&gt;
* &amp;amp;0x0000000000000000000040 = orgenic regenerator&lt;br /&gt;
* &amp;amp;0x0000000000000000000020 = military academy (of the Zakdorn)&lt;br /&gt;
* &amp;amp;0x0000000000000000000010 = intelligence (of the Yridians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000008 = science academy (of the Vulcans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000004 = archive of psycho history (of the Ullians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000002 = science committee (of the Trillian)&lt;br /&gt;
* &amp;amp;0x0000000000000000000001 = mythology library (of the Tamarians)Offset length 0x001D = buildable normal buildings / upgrades (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
Offset length 0x0008 = unknown (always 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Intel ==&lt;br /&gt;
=== intelInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 16&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown - seems to include intel reports&lt;br /&gt;
* actual intel assignation for every major&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x02D7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
[for all five majors: blocklength = 0x2C1C&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0070 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = intelligance assignation of internal security&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
=== treaty ===&lt;br /&gt;
completely unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
for turn 1 it&#039;s 00 00 00 00 00 00 00 00&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
=== trdeInfo0.cnt to trdeInfo4.cnt ===&lt;br /&gt;
number of traderoutes for each empire&lt;br /&gt;
&lt;br /&gt;
=== trdeInfo0 to trdeInfo4 ===&lt;br /&gt;
partially unexplored&amp;lt;br/&amp;gt;&lt;br /&gt;
lists traderoutes&lt;br /&gt;
* raceID&lt;br /&gt;
* traderoute number (+ raceID = traderouteID)&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
== Ships &amp;amp; Task Forces ==&lt;br /&gt;
=== alienTFInfo0 to alienTFInfo[numberOfRaces] ===&lt;br /&gt;
lists fleetIDs of every race&lt;br /&gt;
* number of taskforces/fleets&lt;br /&gt;
* shipIDs&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = number of controled fleets&amp;lt;br/&amp;gt;&lt;br /&gt;
[for [numberOfRaces]:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
=== shipname.dat ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
is divided into several shipname categorys&amp;lt;br/&amp;gt;&lt;br /&gt;
shipnames aren&#039;t in the same order with these in shipname.bin of stbof.res!&amp;lt;br/&amp;gt;&lt;br /&gt;
this file also influences the shipIDs for newly builded ones&lt;br /&gt;
* first given shipname&lt;br /&gt;
* next given shipname&lt;br /&gt;
* counter of repeatings (for name endings A, B, C,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x000C&amp;lt;br/&amp;gt;&lt;br /&gt;
block position equals shipname category position in shipname.bin of stbof.res as well as category position in UE&lt;br /&gt;
Each race has its own categorys, seperated for different ship types&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Warning! shipID for new constructed ships gets wrong, if distance between first and next name is wrong!&amp;lt;/span&amp;gt; (next name reffering number can be less as well as higher than first, distance is based on list iterations)&amp;lt;br/&amp;gt;&lt;br /&gt;
If next reffering number reaches first reffering number, counter gets increased&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = first given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = next given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = counter of repeating/iteration or if no name of this category has been used yet = FF FF (defines the appendix of the shipname: A, B, ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00&lt;br /&gt;
&lt;br /&gt;
=== ShipCntr ===&lt;br /&gt;
next shipID&lt;br /&gt;
&lt;br /&gt;
=== TForceCntr ===&lt;br /&gt;
next fleetID&lt;br /&gt;
&lt;br /&gt;
=== GShipHead = GTForceHd = GWTForceHd ===&lt;br /&gt;
* number of ships&lt;br /&gt;
&lt;br /&gt;
Offset 0x0018 to 0x001B = ship count&lt;br /&gt;
&lt;br /&gt;
=== GShipList ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 116&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
list all ships with&lt;br /&gt;
* shipname&lt;br /&gt;
* raceID&lt;br /&gt;
* shipID&lt;br /&gt;
* fleetID&lt;br /&gt;
* shield&lt;br /&gt;
* hull&lt;br /&gt;
* ship type (manufactoring type / =shiplistID in shiplist.sst)&lt;br /&gt;
* experience bonus for beam accuracy&lt;br /&gt;
* experience bonus for torpedo accuracy&lt;br /&gt;
* experience bonus for defense&lt;br /&gt;
* crew experience value&lt;br /&gt;
* crew experience level&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0074&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 = shipname&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID (only for ship icon)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = shipID (NOT shiplist.sst ID)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = experience bonus for beam accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = experience bonus for torpedo accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = experience bonus for defense&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = shield (can lead to crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = hull (leads to crash in tactical fight if too high)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = crew experience value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = crew experience level (0=green,.. , 4=legendary) accessed for stars, raid, intercept &amp;amp; damage control&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0055 = ship type (manufactoring type, used as shiplistID in stbof.res, e.g. in shiptech.sst and is in same order as in UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0056 to 0x0073 = unknown&lt;br /&gt;
&lt;br /&gt;
=== GTForceList = GWTForce ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
differences only exist in behavior&amp;lt;br/&amp;gt;&lt;br /&gt;
in later turns there might remain fragments of old turns at the end of the list - they get ignored by botf&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all fleets&lt;br /&gt;
* fleetID&lt;br /&gt;
* shipIDs&lt;br /&gt;
* raceID&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* scanrange&lt;br /&gt;
* flightrange&lt;br /&gt;
* speed&lt;br /&gt;
* order (evade, attack,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
data fragments at the end of the file happen if fleet count decreases&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = ship count of that fleet&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = shipID of first fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000F = shipID of second fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = shipID of third fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = shipID of fourth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = shipID of fifth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = shipID of sixth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = shipID of seventh fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = shipID of eighth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x002B = shipID of ninth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = order/command - seems only to define the display: systemattack remains if changed&amp;lt;br/&amp;gt;&lt;br /&gt;
* 00 = invalid&lt;br /&gt;
* 01 = terraform&lt;br /&gt;
* 02 = colonize&lt;br /&gt;
* 03 = rade&lt;br /&gt;
* 04 = intercept&lt;br /&gt;
* 05 = evade&lt;br /&gt;
* 06 = attack&lt;br /&gt;
* 07 = build outpost&lt;br /&gt;
* 08 = build starbase&lt;br /&gt;
* 09 = crew training&lt;br /&gt;
* 0A = expand&lt;br /&gt;
* 0B = invalid&lt;br /&gt;
* 0C = scrap&lt;br /&gt;
* 0D = into wormhole&lt;br /&gt;
* 0E = attack system&lt;br /&gt;
* &amp;gt;0E = invalidOffset 0x0030 to 0x0033 = unknown&lt;br /&gt;
Offset 0x0034 to 0x0037 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = sector row (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = sector column (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0053 = scan range, keeps only one turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x005D = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005E to 0x005F = flight range, keeps only one turn (short = 00 00, middle = F03F, high = 0040)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0065 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0066 to 0x0067 = speed, keeps only one turn (0 = 00 00, 1 = F0 3F, 2 = 00 40, 3 = 08 40, 4 = 10 40)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = cloaking (01 00 00 00 = cloaked, else 00 00 00 00)&lt;br /&gt;
&lt;br /&gt;
=== GTFStasisHd ===&lt;br /&gt;
number of starbases/outposts (guessed)&lt;br /&gt;
&lt;br /&gt;
=== GTFStasisHd ===&lt;br /&gt;
unexplored&lt;br /&gt;
&lt;br /&gt;
=== starBaseInfo ===&lt;br /&gt;
&lt;br /&gt;
* outpost name&lt;br /&gt;
* owner raceID&lt;br /&gt;
* outpostID&lt;br /&gt;
* ship type (valid are 6 for outpost and 7 for starbase)&lt;br /&gt;
* ship ID (links to shiplist.sst entry)&lt;br /&gt;
* sector column&lt;br /&gt;
* sector row&lt;br /&gt;
* hull&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Stored in blocks of 92 bytes.&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0027 = outpost name (ASCII)&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = outpostID&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002D = ship type&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x002E to 0x002F = ship ID&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = sector column&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = sector row&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x004B = unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = hull&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x005B = unknown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== monster.lst ===&lt;br /&gt;
unexplored&lt;br /&gt;
&lt;br /&gt;
== AI / Agents ==&lt;br /&gt;
&lt;br /&gt;
=== AINumAgents ===&lt;br /&gt;
number of AI agents&lt;br /&gt;
&lt;br /&gt;
=== AIAgtIdCtrl ===&lt;br /&gt;
next agentID (for filenames)&lt;br /&gt;
&lt;br /&gt;
=== AIAgent0 to AIAgent[NumAgents] ===&lt;br /&gt;
mostly unexplored&lt;br /&gt;
* agentID&lt;br /&gt;
* raceID&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = agentID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = 01 00 00 00 if major, 02 00 00 00 if minor&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x00CB = unknown&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0.cnt to AgtSy[NumAgents].cnt ===&lt;br /&gt;
number of systems to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0 to AgtSy[NumAgents] ===&lt;br /&gt;
starIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0.cnt to AgtSh[NumAgents].cnt ===&lt;br /&gt;
number of ships to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0 to AgtSh[NumAgents] ===&lt;br /&gt;
shipIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0.cnt to AgtDp[NumAgents].cnt ===&lt;br /&gt;
number of entrys in AgtDpxx&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0 to AgtDp[NumAgents] ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 266&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
unknown - mayby diplomatics&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0.cnt to AgtTk[NumAgents].cnt ===&lt;br /&gt;
number of tasks for that agent&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0 to AgtTk[NumAgents] ===&lt;br /&gt;
TaskIDs (for TskSh and TskSy filenames)&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt.cnt ===&lt;br /&gt;
number of AI controled systems&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
starIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt.cnt ===&lt;br /&gt;
number of AI controled ships&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 24&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
shipIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0018&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = shipID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = unknown (if not 05 00 for colony ships, AI doesn&#039;t colonize)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0017 = unknown&lt;br /&gt;
&lt;br /&gt;
=== AINumTasks ====&lt;br /&gt;
number of Tsk-files&lt;br /&gt;
&lt;br /&gt;
==== AITaskIDCtr ===&lt;br /&gt;
next TskID for filename (of TskSh/TskSy)&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== provInfo0 to provInfo4 ===&lt;br /&gt;
lists starIDs of every major empire&lt;br /&gt;
* star count&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
=== ordInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 84&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown, includes peace proposals&lt;br /&gt;
* raceID&lt;br /&gt;
* turn of occurance&lt;br /&gt;
* starID&lt;br /&gt;
&lt;br /&gt;
has variable blocksizes!&amp;lt;br/&amp;gt;&lt;br /&gt;
on turn 1 there&#039;s only one for each major starsystem with a blocksize of 0x0054&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = turn of occurance&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0025 = starID&lt;br /&gt;
&lt;br /&gt;
=== SeedInfo ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== result.lst ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== incident.dat ===&lt;br /&gt;
completely unknown but normally it&#039;s 00 00 00 00&lt;/div&gt;</summary>
		<author><name>DCER</name></author>
	</entry>
	<entry>
		<id>http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=116</id>
		<title>Savegame File-Listing</title>
		<link rel="alternate" type="text/html" href="http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=116"/>
		<updated>2010-07-07T08:22:13Z</updated>

		<summary type="html">&lt;p&gt;DCER: /* starBaseInfo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most of the following data has been explored by using a vanilla singleplayer savegame at turn 1 with following settings:&lt;br /&gt;
* tech 1&lt;br /&gt;
* small galaxy&lt;br /&gt;
* irregular&lt;br /&gt;
* no minors&lt;br /&gt;
* impossible&lt;br /&gt;
&lt;br /&gt;
At later turns there are additional files stored within the saves. These may have been partially discarded.&lt;br /&gt;
For turn 1 saves, most unexplored data seems to be relatively unimportant and often can be zero!&lt;br /&gt;
Please aware that some information might be incomplete or even incorrect. &lt;br /&gt;
&lt;br /&gt;
So, after extracting a savegame with UltimateEditor you get quite a ton of files. Here&#039;s an overview about them and the hexcode they contain:&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
=== version ===&lt;br /&gt;
* for me it&#039;s always 08&lt;br /&gt;
&lt;br /&gt;
=== gameInfo ===&lt;br /&gt;
* filename&lt;br /&gt;
* gamesave name&lt;br /&gt;
* galaxy type&lt;br /&gt;
* galaxy size&lt;br /&gt;
* difficulty level&lt;br /&gt;
* strategical timer&lt;br /&gt;
* tactical timer&lt;br /&gt;
* actual and next turn&lt;br /&gt;
* player race&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* races with ships (major + minor)&lt;br /&gt;
* races beaten&lt;br /&gt;
* goal (vendetta/dominance)&lt;br /&gt;
* empire status informations (occupied systems, science, economy, military)&lt;br /&gt;
* statistic&lt;br /&gt;
* player names (if MP)&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000D(?) filename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000D to 0x003E savename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 last turn (for savename)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C 00 = singleplayer 01 = multiplayer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0250 important but unknown (crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0252 player&#039;s race (00 = card, 01 = fed, 02=ferg, 03=kling, 04=rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0254 to 0x0258 technology starting levels of the five majors (card, fed, ferg, kling, rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0260 galaxytype (00 = irregular, 01 = elliptic, 02 = ring, 03 = spiral)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0264 galaxyszie (00 = small, 01 = middle, 03 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x026C difficulty (00 = very easy, 01 = easy, 02 = normal, 03 = hard, 04 = impossible)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0270 to 0x0275(?) races in game (bitwise XOR, little endian (8bit packets) =&amp;gt; order is the same with alienInfo)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0278 beaten empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0280 to 0x0285(?) races with ships&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A4 strategical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A8 tactical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AC actual turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AE last turn points (for statistic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02BA(maybe less)+ statistic of the cards&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x04AE(maybe less)+ statistic of the feds&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x06A2(maybe less)+ statistic of the fergs&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0896(maybe less)+ statistic of the klings&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0A8A(maybe less)+ statistic of the roms&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0C84+(?) empire state (intelligence)&lt;br /&gt;
* Offset 0x0C8E+ military&lt;br /&gt;
* Offset 0x0D06+ economy&lt;br /&gt;
* Offset 0x0D1A+ science&lt;br /&gt;
* Offset 0x0D92+ occupied systemsOffset&lt;br /&gt;
0x0DBC victory condition (00=single/Multi player dominance 01=Muilt player team dominance, 02=vendetta)&lt;br /&gt;
&lt;br /&gt;
=== empsInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 444&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists information about majors&lt;br /&gt;
* empirenames&lt;br /&gt;
* name of the emperor&lt;br /&gt;
* credits&lt;br /&gt;
* number of running dilithium sources&lt;br /&gt;
* number of ships under construction&lt;br /&gt;
* population (total ?)&lt;br /&gt;
* moral shown in empire state&lt;br /&gt;
* ship-population support&lt;br /&gt;
* known empires (for diplomacy)&lt;br /&gt;
&lt;br /&gt;
is stored in blocks of 0x01BC length for every major&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one (card) gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 empire name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x004F emperor name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = address of gdlList ? (8 bytes per system), at  [+4] number of held systems&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 credits (for F1 emps info display)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B income (for F1 emps info display, not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F real ship support cost ? (- pop support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 number of running dilithium sources&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 number of ships under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = current research points different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006C to 0x006F population (?main system or total?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 to 0x0073 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0074 to 0x0077 = current morale ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B current intel different if changed during that turn AI shows 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x0093 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0094 to 0x0097 ship-population support (not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0098 to 0x009B credits&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x009C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = research at end of last turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00B3 unknown (originaly thought to be ship-population support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B4 to 0x00B7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B8 to 0x00B9 moral shown in empire state (signed integer, little endian! 0xFCFF = rebellious, 0xFFFF = apathetic, 0x0000 = normal, 0x0300 = fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BA to 0x00BB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BF = intel total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00C0 to 0x010F unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0110 to 0x0123 (5empires * 4bytes) = treaty label: 0=Neutral, 1=War, 2=Alliance, 3=Peace&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0124 to 0x0137 (5empires * 4bytes) = territory accessible: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0138 to 0x014B (5empires * 4bytes) = trade allowed: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x014C to 0x0157 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0158 to 0x015F known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0160 to 0x01B3 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B4 to 0x01B7 = cumulative build costs of fleet (ship functions 0-4)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x01B8 to 0x01BB unknown&lt;br /&gt;
&lt;br /&gt;
== Aliens ==&lt;br /&gt;
=== alienInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 64&amp;lt;/span&amp;gt;&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0040 for every possible race&amp;lt;br/&amp;gt;&lt;br /&gt;
in same order as races in stbof.res or UE&amp;lt;br/&amp;gt;&lt;br /&gt;
only first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 = 01 if race is alive&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 = starID of homesystem&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 = known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 = known races (IDs 0x20+)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 (5empires * 4bytes) = treaty level (minors) 0=Neutral, 1=Friendly, 2=Affiliated, 3=Member, 4=War&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C = (for minors) 0=free diplomacy, 1=subjugated, 2=restricted diplomacy(membership)&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
=== galInfo ===&lt;br /&gt;
* galaxy size (small/middle/big)&lt;br /&gt;
* count of sectors&lt;br /&gt;
* count of stars&lt;br /&gt;
* count of anomalies&lt;br /&gt;
&lt;br /&gt;
Offset 0x0008 to 0x000B = galaxy size (00 = small, 01 = middle, 02 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = number of stars&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = number of anomalies&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0015 = number of sectors&lt;br /&gt;
&lt;br /&gt;
=== sector.lst ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 104&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all sectors&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* outpostID &lt;br /&gt;
* anomalyID&lt;br /&gt;
* starID&lt;br /&gt;
* sector scanned by race&lt;br /&gt;
* sector explored by race&lt;br /&gt;
* sector influenced by anomaly (?)&lt;br /&gt;
* claim&lt;br /&gt;
* owner of the sector&lt;br /&gt;
* actual scan value by race&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0068&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = map row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = map column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = outpostID from starBaseInfo or -1 if none&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = anomalyID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = claim (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = 00 00 00 00 if owned by card, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = 01 00 00 00 if owned by fed, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = 02 00 00 00 if owned by ferg, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = 03 00 00 00 if owned by kling, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = 04 00 00 00 if owned by rom, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = [raceID] if owned by minor, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = explored by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0031 = sector scanned by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom, 20 = blackhole)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = scanpower of card (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = scanpower of fed (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = scanpower of ferg (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = scanpower of kling (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0054 = scanpower of rom (signed, little endian)&lt;br /&gt;
&lt;br /&gt;
=== stellInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 88&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all anomalies (in ID order?)&lt;br /&gt;
* anomaly type&lt;br /&gt;
* anomaly name&lt;br /&gt;
* anomaly map picture&lt;br /&gt;
* anomaly map picture position (x/y)&lt;br /&gt;
* wormhole connections&lt;br /&gt;
* visited by majors&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0058&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = type of anomaly (00 00 00 00 = blackhole, 01 00 00 00 = X-ray pulsar, 02 00 00 00 = nebula, 03 00 00 00 = neutron star, 0A 00 00 00 = wormhole, 0B 00 00 00 = radio pulsar)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x002B = anomaly name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x003F = galaxy map picture file (00 terminated string: blackhole = &amp;quot;blkh&amp;quot; = 62 6C 6B 68, X-ray pulsar = &amp;quot;xp-&amp;quot; = 78 70 2D, nebula = &amp;quot;neb-&amp;quot; = 6E 65 62 2D, neutron star = &amp;quot;ns&amp;quot; = 6E 73, wormhole = &amp;quot;worm&amp;quot; = 77 6F 72 6D, radio pulsar = &amp;quot;rpls&amp;quot; = 72 70 6C 73)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = anomalyID for wormhole connection, else FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0042 to 0x0043 = 00 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = sector visited by major (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&lt;br /&gt;
&lt;br /&gt;
=== RToSInfo ===&lt;br /&gt;
RToS = race to star (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
races are in the following order 1: Card 2: Fed 3: Ferg 4: Kling 5: Rom&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
lists StarIDs of the homesystems of all races, if not available = FF 00&lt;br /&gt;
&lt;br /&gt;
=== SphOfIn0 to SphOfIn4 ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: [GalaxyMapWidth]&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
relevance unclear&amp;lt;br/&amp;gt;&lt;br /&gt;
gives a view of the galaxy map for every empire&amp;lt;br/&amp;gt;&lt;br /&gt;
decreasing values around home system position&amp;lt;br/&amp;gt;&lt;br /&gt;
might be relevant for the influence of systems to mark the territory&lt;br /&gt;
&lt;br /&gt;
== Systems ==&lt;br /&gt;
=== systInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 76&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all starsystems&lt;br /&gt;
* system name&lt;br /&gt;
* race (owner)&lt;br /&gt;
* race (population)&lt;br /&gt;
* population count&lt;br /&gt;
* population orders (work assignation)&lt;br /&gt;
* moral (value)&lt;br /&gt;
* moral (shown text)&lt;br /&gt;
* dilithium&lt;br /&gt;
* system visited by race&lt;br /&gt;
* star type&lt;br /&gt;
* star picture&lt;br /&gt;
* star picture position on map (x/y)&lt;br /&gt;
* planet count&lt;br /&gt;
* planetnames&lt;br /&gt;
* planet animations&lt;br /&gt;
* planet types&lt;br /&gt;
* planet sizes (small/middle/big)&lt;br /&gt;
* terraforming value total&lt;br /&gt;
* terraforming value done&lt;br /&gt;
* planet bonuses (population/energy/food =&amp;gt; pure/normal/much)&lt;br /&gt;
* incoming traderouts&lt;br /&gt;
* traderoutes of the system&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on planetnumber, traderoutes and if it&#039;s a player&#039;s system&lt;br /&gt;
only one example starsystem with a single planet gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 uninhabited = 00 00 00 00, AI = 00 00 00 01, player = 00 00 00 02&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x002F = system name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 = system type (0=home, 1=native, 2=non native, 3=subjugated, 4=affiliated, 5=independent minor, 6=conquered home, 7&amp;amp;8=invalid?, 9=any, A=rebel, B=empty)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0031 = star type (red giant=04, orange=05, yellow=06, white=07, green=08, blue=09)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0032 to 0x0035 = star picture&lt;br /&gt;
* red giant = 73 2D 72 2D&lt;br /&gt;
* orange star = 73 2D 6F 2D&lt;br /&gt;
* yellow star = 73 2D 79 2D&lt;br /&gt;
* white star = 73 2D 77 2D&lt;br /&gt;
* green star = 73 2D 67 2D&lt;br /&gt;
* blue star = 73 2D 62 2D&lt;br /&gt;
Offset 0x003F = system explored by empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = population (uninhabited = FF FF)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = race of population&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004D = raceID ( = owner, noone = 23)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = people assigned to economy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B = people assigned to energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F = people assigned to food production&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 = people assigned to science&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 = people assigned to intelligence&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006A to 0x006B = number of planets &amp;lt;= 09 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006E = dilithium icon F1-map (0=No, 1=Yes)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006F = unknown (majors = 05, uninhabited = 00, ? = 02,...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0071 = effective dilithium ? (0=No, 8=Yes)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0072 to 0x0077 unkown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x007F = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0080 to 0x0083 = ORDER ECONOMY (typeID) 1=build building, 2=upgrade building(s), 3=build ship, 5=tradegoods, 7=unrest order&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0084 to 0x0087 = invested industry&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0088 to 0x008B = ID of building/ship under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x008C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = ? number of entries in strcInfo ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00BB = base offset of planet entry array ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BD = max population * 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0220 unknown (=32 for colonys (?))&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0298 to 0x029B = FF FF FF FF (used as base offset for moral entries)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DC to 0x02DD = moral value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DE to 0x2DF = moral text (signed integer, little endian! : -4 =  Rebellious, -3 = Defiant, -2 = Disgruntled, -1= Apathetic, 0 = Content, 1 = Pleased, 2 =  Loyal, 3 = Fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F0 to 0x02F2 = base morale&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F4 unknown (maybe moral - normally 32hex = 50dez)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0309 unknown (for majors = 01)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0328+ list of all planets of that starsystem&lt;br /&gt;
----&lt;br /&gt;
Offset 0x0328 to 0x034F = planetname (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0350 to 0x0357 = planet animation filename (= ****.ani)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0358 to 0x035D = 00 FB 57 00 30 59 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x035E to 0x035F = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0360 to 0x0361 = planet size (small = 00 00, middle = 01 00, big = 02 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0362 to 0x0363 = terraforming value total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0364 to 0x0365 = terraforming value done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0366 to 0x0367 = food bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0368 to 0x0369 = energy bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036A to 0x036B = population bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036C to 0x036D = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0370 planet type (00 = arctic, 01 = barren, 02 = desert, 03 = gas giant, 04 = djungle, 05 = oceanic, 06 = earthlike, 07 = vulcanic, 08 = methanic, 09 = AUS, &amp;gt;09 = other)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0372 to 0x0373 = 00 00&lt;br /&gt;
----&lt;br /&gt;
Offset [0x0328+0x004C*numberOfPlanets] to Offset [0x0328+0x004C*numberOfPlanets+0x0004*numberOfPlanets-0x0001]&amp;lt;br/&amp;gt;&lt;br /&gt;
(for one planet that&#039;s Offset 0x0374 to 0x0377) = unknown (mostly 00 ... 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if traderoutes are available:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = (number of incoming traderouts + number of system traderoutes) * (0x0002 length (16bit) raceID + 0x0002 length (16bit) tradeRouteNo. (tradeRouteNo + raceID = tradeRouteID))&amp;lt;br/&amp;gt;&lt;br /&gt;
] (don&#039;t know if and where the number of traderoutes is stored)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if it&#039;s a players system:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = unknown, length = 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
what a complicated file...&lt;br /&gt;
&lt;br /&gt;
=== strcInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 4&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all buildings for each star&lt;br /&gt;
* starID&lt;br /&gt;
* number of entries for each star&lt;br /&gt;
* building type&lt;br /&gt;
* building count&lt;br /&gt;
* building is activated / has energy (for special buildings)&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on number of different building types&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = number of entrys&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of entrys:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0005 = building count&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0006 to 0x0007 = building type (same order as in stbof.res and UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = receives energy (00 00 = false, 00 01 = true)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
=== techInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists science by raceID&lt;br /&gt;
* raceID&lt;br /&gt;
* science levels&lt;br /&gt;
* technology level&lt;br /&gt;
* science points done by science type&lt;br /&gt;
* actual science assignation&lt;br /&gt;
* actually buildable buildings&lt;br /&gt;
&lt;br /&gt;
explained only for one race&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = number of races (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0012 = unknown (always = 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0006 = unknown (always = 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown (always = 00 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = technology level&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x000B = buildable special buildings (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
* &amp;amp;0x8000000000000000000000 = phenix device&lt;br /&gt;
* &amp;amp;0x4000000000000000000000 = dilithium raffinery&lt;br /&gt;
* &amp;amp;0x2000000000000000000000 = orbital cannon&lt;br /&gt;
* &amp;amp;0x1000000000000000000000 = communication network&lt;br /&gt;
* &amp;amp;0x0800000000000000000000 = charge collector&lt;br /&gt;
* &amp;amp;0x0400000000000000000000 = bunker&lt;br /&gt;
* &amp;amp;0x0200000000000000000000 = simple replicator&lt;br /&gt;
* &amp;amp;0x0100000000000000000000 = improved replicator&lt;br /&gt;
* &amp;amp;0x0080000000000000000000 = shipyard&lt;br /&gt;
* &amp;amp;0x0040000000000000000000 = isolinear scanner&lt;br /&gt;
* &amp;amp;0x0020000000000000000000 = listening post&lt;br /&gt;
* &amp;amp;0x0010000000000000000000 = subspace scanner&lt;br /&gt;
* &amp;amp;0x0008000000000000000000 = subautomatic simulator&lt;br /&gt;
* &amp;amp;0x0004000000000000000000 = thery simulator&lt;br /&gt;
* &amp;amp;0x0002000000000000000000 = private farm&lt;br /&gt;
* &amp;amp;0x0001000000000000000000 = oceanic farm&lt;br /&gt;
* &amp;amp;0x0000800000000000000000 = obsedian congregation&lt;br /&gt;
* &amp;amp;0x0000400000000000000000 = reeducation center&lt;br /&gt;
* &amp;amp;0x0000200000000000000000 = union yard&lt;br /&gt;
* &amp;amp;0x0000100000000000000000 = shield generator&lt;br /&gt;
* &amp;amp;0x0000080000000000000000 = wind turbine&lt;br /&gt;
* &amp;amp;0x0000040000000000000000 = trade goods&lt;br /&gt;
* &amp;amp;0x0000020000000000000000 = trade center&lt;br /&gt;
* &amp;amp;0x0000010000000000000000 = agrarian store&lt;br /&gt;
* &amp;amp;0x0000008000000000000000 = trade tower&lt;br /&gt;
* &amp;amp;0x0000004000000000000000 = trade commission&lt;br /&gt;
* &amp;amp;0x0000002000000000000000 = holo cinema&lt;br /&gt;
* &amp;amp;0x0000001000000000000000 = fantasy land&lt;br /&gt;
* &amp;amp;0x0000000800000000000000 = inquisition&lt;br /&gt;
* &amp;amp;0x0000000400000000000000 = work camp&lt;br /&gt;
* &amp;amp;0x0000000200000000000000 = command center&lt;br /&gt;
* &amp;amp;0x0000000100000000000000 = hidden sensor grid&lt;br /&gt;
* &amp;amp;0x0000000080000000000000 = laws of war&lt;br /&gt;
* &amp;amp;0x0000000040000000000000 = utopia planetia&lt;br /&gt;
* &amp;amp;0x0000000020000000000000 = starfleet academy&lt;br /&gt;
* &amp;amp;0x0000000010000000000000 = federation council&lt;br /&gt;
* &amp;amp;0x0000000008000000000000 = daystorm institute&lt;br /&gt;
* &amp;amp;0x0000000004000000000000 = genesis sciencelab&lt;br /&gt;
* &amp;amp;0x0000000002000000000000 = festival of fun&lt;br /&gt;
* &amp;amp;0x0000000001000000000000 = franchise office&lt;br /&gt;
* &amp;amp;0x0000000000800000000000 = astronomic academy&lt;br /&gt;
* &amp;amp;0x0000000000400000000000 = singularity facility&lt;br /&gt;
* &amp;amp;0x0000000000200000000000 = center for fighttests&lt;br /&gt;
* &amp;amp;0x0000000000100000000000 = police state&lt;br /&gt;
* &amp;amp;0x0000000000080000000000 = tactical school&lt;br /&gt;
* &amp;amp;0x0000000000040000000000 = big hall&lt;br /&gt;
* &amp;amp;0x0000000000020000000000 = prison mine&lt;br /&gt;
* &amp;amp;0x0000000000010000000000 = hall of warriors&lt;br /&gt;
* &amp;amp;0x0000000000008000000000 = military yard&lt;br /&gt;
* &amp;amp;0x0000000000004000000000 = federation yard&lt;br /&gt;
* &amp;amp;0x0000000000002000000000 = federation replicator&lt;br /&gt;
* &amp;amp;0x0000000000001000000000 = alliance yard&lt;br /&gt;
* &amp;amp;0x0000000000000800000000 = tribunal&lt;br /&gt;
* &amp;amp;0x0000000000000400000000 = fleet academy&lt;br /&gt;
* &amp;amp;0x0000000000000200000000 = talshiar main quater&lt;br /&gt;
* &amp;amp;0x0000000000000100000000 = imperial senate&lt;br /&gt;
* &amp;amp;0x0000000000000080000000 = industrial center (of the Bencites)&lt;br /&gt;
* &amp;amp;0x0000000000000040000000 = architectural center (of the Bandi)&lt;br /&gt;
* &amp;amp;0x0000000000000020000000 = bajoran jalanda forum (of the Bajorans)&lt;br /&gt;
* &amp;amp;0x0000000000000010000000 = harvest complex (of the Antedians)&lt;br /&gt;
* &amp;amp;0x0000000000000008000000 = examination base (of the Anticans)&lt;br /&gt;
* &amp;amp;0x0000000000000004000000 = supersoldier academy (of the Angosians)&lt;br /&gt;
* &amp;amp;0x0000000000000002000000 = andorian war school (of the Andorians)&lt;br /&gt;
* &amp;amp;0x0000000000000001000000 = acamerian clanhall (of the Acamerians)&lt;br /&gt;
* &amp;amp;0x0000000000000000800000 = cinetic laboratory (of the Malcorians)&lt;br /&gt;
* &amp;amp;0x0000000000000000400000 = ktarian game studio (of the Ktarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000200000 = edo palace (of the Edos)&lt;br /&gt;
* &amp;amp;0x0000000000000000100000 = gladiator arena (of the Chalnoth)&lt;br /&gt;
* &amp;amp;0x0000000000000000080000 = science thinking factory (of the Caldonians)&lt;br /&gt;
* &amp;amp;0x0000000000000000040000 = planetary computer (of the Bynare)&lt;br /&gt;
* &amp;amp;0x0000000000000000020000 = cosmetic center (of the Bolarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000010000 = councelor academy (of the Betazoids)&lt;br /&gt;
* &amp;amp;0x0000000000000000008000 = defense network (of the Talarian)&lt;br /&gt;
* &amp;amp;0x0000000000000000004000 = physical institute (of the Takarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000002000 = biotec center (of the Sheliak)&lt;br /&gt;
* &amp;amp;0x0000000000000000001000 = examination base (of the Selay)&lt;br /&gt;
* &amp;amp;0x0000000000000000000800 = collector place (of the Pakleds)&lt;br /&gt;
* &amp;amp;0x0000000000000000000400 = recruitment center (of the Nausicaans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000200 = monument of subjugation (of the Mizarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000100 = mintaca farm (of the Mintacarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000080 = imperial yard&lt;br /&gt;
* &amp;amp;0x0000000000000000000040 = orgenic regenerator&lt;br /&gt;
* &amp;amp;0x0000000000000000000020 = military academy (of the Zakdorn)&lt;br /&gt;
* &amp;amp;0x0000000000000000000010 = intelligence (of the Yridians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000008 = science academy (of the Vulcans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000004 = archive of psycho history (of the Ullians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000002 = science committee (of the Trillian)&lt;br /&gt;
* &amp;amp;0x0000000000000000000001 = mythology library (of the Tamarians)Offset length 0x001D = buildable normal buildings / upgrades (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
Offset length 0x0008 = unknown (always 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Intel ==&lt;br /&gt;
=== intelInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 16&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown - seems to include intel reports&lt;br /&gt;
* actual intel assignation for every major&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x02D7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
[for all five majors: blocklength = 0x2C1C&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0070 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = intelligance assignation of internal security&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
=== treaty ===&lt;br /&gt;
completely unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
for turn 1 it&#039;s 00 00 00 00 00 00 00 00&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
=== trdeInfo0.cnt to trdeInfo4.cnt ===&lt;br /&gt;
number of traderoutes for each empire&lt;br /&gt;
&lt;br /&gt;
=== trdeInfo0 to trdeInfo4 ===&lt;br /&gt;
partially unexplored&amp;lt;br/&amp;gt;&lt;br /&gt;
lists traderoutes&lt;br /&gt;
* raceID&lt;br /&gt;
* traderoute number (+ raceID = traderouteID)&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
== Ships &amp;amp; Task Forces ==&lt;br /&gt;
=== alienTFInfo0 to alienTFInfo[numberOfRaces] ===&lt;br /&gt;
lists fleetIDs of every race&lt;br /&gt;
* number of taskforces/fleets&lt;br /&gt;
* shipIDs&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = number of controled fleets&amp;lt;br/&amp;gt;&lt;br /&gt;
[for [numberOfRaces]:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
=== shipname.dat ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
is divided into several shipname categorys&amp;lt;br/&amp;gt;&lt;br /&gt;
shipnames aren&#039;t in the same order with these in shipname.bin of stbof.res!&amp;lt;br/&amp;gt;&lt;br /&gt;
this file also influences the shipIDs for newly builded ones&lt;br /&gt;
* first given shipname&lt;br /&gt;
* next given shipname&lt;br /&gt;
* counter of repeatings (for name endings A, B, C,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x000C&amp;lt;br/&amp;gt;&lt;br /&gt;
block position equals shipname category position in shipname.bin of stbof.res as well as category position in UE&lt;br /&gt;
Each race has its own categorys, seperated for different ship types&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Warning! shipID for new constructed ships gets wrong, if distance between first and next name is wrong!&amp;lt;/span&amp;gt; (next name reffering number can be less as well as higher than first, distance is based on list iterations)&amp;lt;br/&amp;gt;&lt;br /&gt;
If next reffering number reaches first reffering number, counter gets increased&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = first given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = next given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = counter of repeating/iteration or if no name of this category has been used yet = FF FF (defines the appendix of the shipname: A, B, ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00&lt;br /&gt;
&lt;br /&gt;
=== ShipCntr ===&lt;br /&gt;
next shipID&lt;br /&gt;
&lt;br /&gt;
=== TForceCntr ===&lt;br /&gt;
next fleetID&lt;br /&gt;
&lt;br /&gt;
=== GShipHead = GTForceHd = GWTForceHd ===&lt;br /&gt;
* number of ships&lt;br /&gt;
&lt;br /&gt;
Offset 0x0018 to 0x001B = ship count&lt;br /&gt;
&lt;br /&gt;
=== GShipList ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 116&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
list all ships with&lt;br /&gt;
* shipname&lt;br /&gt;
* raceID&lt;br /&gt;
* shipID&lt;br /&gt;
* fleetID&lt;br /&gt;
* shield&lt;br /&gt;
* hull&lt;br /&gt;
* ship type (manufactoring type / =shiplistID in shiplist.sst)&lt;br /&gt;
* experience bonus for beam accuracy&lt;br /&gt;
* experience bonus for torpedo accuracy&lt;br /&gt;
* experience bonus for defense&lt;br /&gt;
* crew experience value&lt;br /&gt;
* crew experience level&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0074&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 = shipname&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID (only for ship icon)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = shipID (NOT shiplist.sst ID)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = experience bonus for beam accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = experience bonus for torpedo accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = experience bonus for defense&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = shield (can lead to crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = hull (leads to crash in tactical fight if too high)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = crew experience value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = crew experience level (0=green,.. , 4=legendary) accessed for stars, raid, intercept &amp;amp; damage control&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0055 = ship type (manufactoring type, used as shiplistID in stbof.res, e.g. in shiptech.sst and is in same order as in UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0056 to 0x0073 = unknown&lt;br /&gt;
&lt;br /&gt;
=== GTForceList = GWTForce ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
differences only exist in behavior&amp;lt;br/&amp;gt;&lt;br /&gt;
in later turns there might remain fragments of old turns at the end of the list - they get ignored by botf&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all fleets&lt;br /&gt;
* fleetID&lt;br /&gt;
* shipIDs&lt;br /&gt;
* raceID&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* scanrange&lt;br /&gt;
* flightrange&lt;br /&gt;
* speed&lt;br /&gt;
* order (evade, attack,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
data fragments at the end of the file happen if fleet count decreases&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = ship count of that fleet&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = shipID of first fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000F = shipID of second fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = shipID of third fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = shipID of fourth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = shipID of fifth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = shipID of sixth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = shipID of seventh fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = shipID of eighth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x002B = shipID of ninth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = order/command - seems only to define the display: systemattack remains if changed&amp;lt;br/&amp;gt;&lt;br /&gt;
* 00 = invalid&lt;br /&gt;
* 01 = terraform&lt;br /&gt;
* 02 = colonize&lt;br /&gt;
* 03 = rade&lt;br /&gt;
* 04 = intercept&lt;br /&gt;
* 05 = evade&lt;br /&gt;
* 06 = attack&lt;br /&gt;
* 07 = build outpost&lt;br /&gt;
* 08 = build starbase&lt;br /&gt;
* 09 = crew training&lt;br /&gt;
* 0A = expand&lt;br /&gt;
* 0B = invalid&lt;br /&gt;
* 0C = scrap&lt;br /&gt;
* 0D = into wormhole&lt;br /&gt;
* 0E = attack system&lt;br /&gt;
* &amp;gt;0E = invalidOffset 0x0030 to 0x0033 = unknown&lt;br /&gt;
Offset 0x0034 to 0x0037 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = sector row (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = sector column (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0053 = scan range, keeps only one turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x005D = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005E to 0x005F = flight range, keeps only one turn (short = 00 00, middle = F03F, high = 0040)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0065 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0066 to 0x0067 = speed, keeps only one turn (0 = 00 00, 1 = F0 3F, 2 = 00 40, 3 = 08 40, 4 = 10 40)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = cloaking (01 00 00 00 = cloaked, else 00 00 00 00)&lt;br /&gt;
&lt;br /&gt;
=== GTFStasisHd ===&lt;br /&gt;
number of starbases/outposts (guessed)&lt;br /&gt;
&lt;br /&gt;
=== GTFStasisHd ===&lt;br /&gt;
unexplored&lt;br /&gt;
&lt;br /&gt;
=== starBaseInfo ===&lt;br /&gt;
&lt;br /&gt;
* outpost name&lt;br /&gt;
* owner raceID&lt;br /&gt;
* outpostID&lt;br /&gt;
* ship type (valid are 6 for outpost and 7 for starbase)&lt;br /&gt;
* ship ID (links to shiplist.sst entry)&lt;br /&gt;
* sector column&lt;br /&gt;
* sector row&lt;br /&gt;
* hull&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Stored in blocks of 92 bytes.&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0039 = outpost name (ASCII)&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = raceID&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0042 to 0x0043 = outpostID&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0045 = ship type&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0046 to 0x0047 = ship ID&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x0051 = sector column&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0055 = sector row&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0056 to 0x0075 = unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0076 to 0x0079 = hull&amp;lt;br&amp;gt;&lt;br /&gt;
Offset 0x0080 to 0x0091 = unknown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== monster.lst ===&lt;br /&gt;
unexplored&lt;br /&gt;
&lt;br /&gt;
== AI / Agents ==&lt;br /&gt;
&lt;br /&gt;
=== AINumAgents ===&lt;br /&gt;
number of AI agents&lt;br /&gt;
&lt;br /&gt;
=== AIAgtIdCtrl ===&lt;br /&gt;
next agentID (for filenames)&lt;br /&gt;
&lt;br /&gt;
=== AIAgent0 to AIAgent[NumAgents] ===&lt;br /&gt;
mostly unexplored&lt;br /&gt;
* agentID&lt;br /&gt;
* raceID&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = agentID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = 01 00 00 00 if major, 02 00 00 00 if minor&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x00CB = unknown&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0.cnt to AgtSy[NumAgents].cnt ===&lt;br /&gt;
number of systems to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0 to AgtSy[NumAgents] ===&lt;br /&gt;
starIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0.cnt to AgtSh[NumAgents].cnt ===&lt;br /&gt;
number of ships to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0 to AgtSh[NumAgents] ===&lt;br /&gt;
shipIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0.cnt to AgtDp[NumAgents].cnt ===&lt;br /&gt;
number of entrys in AgtDpxx&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0 to AgtDp[NumAgents] ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 266&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
unknown - mayby diplomatics&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0.cnt to AgtTk[NumAgents].cnt ===&lt;br /&gt;
number of tasks for that agent&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0 to AgtTk[NumAgents] ===&lt;br /&gt;
TaskIDs (for TskSh and TskSy filenames)&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt.cnt ===&lt;br /&gt;
number of AI controled systems&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
starIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt.cnt ===&lt;br /&gt;
number of AI controled ships&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 24&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
shipIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0018&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = shipID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = unknown (if not 05 00 for colony ships, AI doesn&#039;t colonize)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0017 = unknown&lt;br /&gt;
&lt;br /&gt;
=== AINumTasks ====&lt;br /&gt;
number of Tsk-files&lt;br /&gt;
&lt;br /&gt;
==== AITaskIDCtr ===&lt;br /&gt;
next TskID for filename (of TskSh/TskSy)&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== provInfo0 to provInfo4 ===&lt;br /&gt;
lists starIDs of every major empire&lt;br /&gt;
* star count&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
=== ordInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 84&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown, includes peace proposals&lt;br /&gt;
* raceID&lt;br /&gt;
* turn of occurance&lt;br /&gt;
* starID&lt;br /&gt;
&lt;br /&gt;
has variable blocksizes!&amp;lt;br/&amp;gt;&lt;br /&gt;
on turn 1 there&#039;s only one for each major starsystem with a blocksize of 0x0054&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = turn of occurance&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0025 = starID&lt;br /&gt;
&lt;br /&gt;
=== SeedInfo ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== result.lst ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== incident.dat ===&lt;br /&gt;
completely unknown but normally it&#039;s 00 00 00 00&lt;/div&gt;</summary>
		<author><name>DCER</name></author>
	</entry>
	<entry>
		<id>http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=109</id>
		<title>Savegame File-Listing</title>
		<link rel="alternate" type="text/html" href="http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=109"/>
		<updated>2009-12-13T22:12:20Z</updated>

		<summary type="html">&lt;p&gt;DCER: Added actual ship pop-support.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most of the following data has been explored by using a vanilla singleplayer savegame at turn 1 with following settings:&lt;br /&gt;
* tech 1&lt;br /&gt;
* small galaxy&lt;br /&gt;
* irregular&lt;br /&gt;
* no minors&lt;br /&gt;
* impossible&lt;br /&gt;
&lt;br /&gt;
At later turns there are additional files stored within the saves. These may have been partially discarded.&lt;br /&gt;
For turn 1 saves, most unexplored data seems to be relatively unimportant and often can be zero!&lt;br /&gt;
Please aware that some information might be incomplete or even incorrect. &lt;br /&gt;
&lt;br /&gt;
So, after extracting a savegame with UltimateEditor you get quite a ton of files. Here&#039;s an overview about them and the hexcode they contain:&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
=== version ===&lt;br /&gt;
* for me it&#039;s always 08&lt;br /&gt;
&lt;br /&gt;
=== gameInfo ===&lt;br /&gt;
* filename&lt;br /&gt;
* gamesave name&lt;br /&gt;
* galaxy type&lt;br /&gt;
* galaxy size&lt;br /&gt;
* difficulty level&lt;br /&gt;
* strategical timer&lt;br /&gt;
* tactical timer&lt;br /&gt;
* actual and next turn&lt;br /&gt;
* player race&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* races with ships (major + minor)&lt;br /&gt;
* races beaten&lt;br /&gt;
* goal (vendetta/dominance)&lt;br /&gt;
* empire status informations (occupied systems, science, economy, military)&lt;br /&gt;
* statistic&lt;br /&gt;
* player names (if MP)&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000D(?) filename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000D to 0x003E savename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 last turn (for savename)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C 00 = singleplayer 01 = multiplayer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0250 important but unknown (crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0252 player&#039;s race (00 = card, 01 = fed, 02=ferg, 03=kling, 04=rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0254 to 0x0258 technology starting levels of the five majors (card, fed, ferg, kling, rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0260 galaxytype (00 = irregular, 01 = elliptic, 02 = ring, 03 = spiral)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0264 galaxyszie (00 = small, 01 = middle, 03 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x026C difficulty (00 = very easy, 01 = easy, 02 = normal, 03 = hard, 04 = impossible)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0270 to 0x0275(?) races in game (bitwise XOR, little endian (8bit packets) =&amp;gt; order is the same with alienInfo)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0278 beaten empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0280 to 0x0285(?) races with ships&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A4 strategical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A8 tactical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AC actual turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AE last turn points (for statistic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02BA(maybe less)+ statistic of the cards&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x04AE(maybe less)+ statistic of the feds&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x06A2(maybe less)+ statistic of the fergs&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0896(maybe less)+ statistic of the klings&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0A8A(maybe less)+ statistic of the roms&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0C84+(?) empire state (intelligence)&lt;br /&gt;
* Offset 0x0C8E+ military&lt;br /&gt;
* Offset 0x0D06+ economy&lt;br /&gt;
* Offset 0x0D1A+ science&lt;br /&gt;
* Offset 0x0D92+ occupied systemsOffset&lt;br /&gt;
0x0DBC victory condition (00 = 01 = dominance, 02 = vendetta)&lt;br /&gt;
&lt;br /&gt;
=== empsInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 444&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists information about majors&lt;br /&gt;
* empirenames&lt;br /&gt;
* name of the emperor&lt;br /&gt;
* credits&lt;br /&gt;
* number of running dilithium sources&lt;br /&gt;
* number of ships under construction&lt;br /&gt;
* population (total ?)&lt;br /&gt;
* moral shown in empire state&lt;br /&gt;
* ship-population support&lt;br /&gt;
* known empires (for diplomacy)&lt;br /&gt;
&lt;br /&gt;
is stored in blocks of 0x01BC length for every major&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one (card) gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 empire name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x004F emperor name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 credits (for F1 emps info display)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B income (for F1 emps info display, not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F real ship support cost ? (- pop support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 number of running dilithium sources&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 number of ships under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006C to 0x006F population (?main system or total?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 to 0x0093 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0094 to 0x0097 ship-population support (not updated properly for AI players, could be due to cheats ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0098 to 0x009B credits&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x009C to 0x00AF unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00B3 unknown (originaly thought to be ship-population support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B4 to 0x00B7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B8 to 0x00B9 moral shown in empire state (signed integer, little endian! 0xFCFF = rebellious, 0xFFFF = apathetic, 0x0000 = normal, 0x0300 = fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BA to 0x010F unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0110 to 0x0123 (5empires * 4bytes) = treaty label: 0=Neutral, 1=War, 2=Alliance, 3=Peace&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0124 to 0x0137 (5empires * 4bytes) = territory accessible: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0138 to 0x014B (5empires * 4bytes) = trade allowed: 0=No, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x014C to 0x0157 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0158 to 0x015F known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0160 to 0x01BB unknown&lt;br /&gt;
&lt;br /&gt;
== Aliens ==&lt;br /&gt;
=== alienInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 64&amp;lt;/span&amp;gt;&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0040 for every possible race&amp;lt;br/&amp;gt;&lt;br /&gt;
in same order as races in stbof.res or UE&amp;lt;br/&amp;gt;&lt;br /&gt;
only first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 = 01 if race is alive&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0016 = entry number of home system in systInfo ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 = starID of homesystem&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 = known empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt; &lt;br /&gt;
Offset 0x0024 = ? known minors ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 (5empires * 4bytes) = treaty level (minors) 0=Neutral, 1=Friendly, 2=Affiliated, 3=Member, 4=WAR&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C = (for minors) 0=free diplomacy, 1=subjugated, 2=restricted diplomacy(membership)&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
=== galInfo ===&lt;br /&gt;
* galaxy size (small/middle/big)&lt;br /&gt;
* count of sectors&lt;br /&gt;
* count of stars&lt;br /&gt;
* count of anomalies&lt;br /&gt;
&lt;br /&gt;
Offset 0x0008 to 0x000B = galaxy size (00 = small, 01 = middle, 02 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = number of stars&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = number of anomalies&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0015 = number of sectors&lt;br /&gt;
&lt;br /&gt;
=== sector.lst ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 104&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all sectors&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* outpostID &lt;br /&gt;
* anomalyID&lt;br /&gt;
* starID&lt;br /&gt;
* sector scanned by race&lt;br /&gt;
* sector explored by race&lt;br /&gt;
* sector influenced by anomaly (?)&lt;br /&gt;
* claim&lt;br /&gt;
* owner of the sector&lt;br /&gt;
* actual scan value by race&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0068&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = map row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = map column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = outpostID from starBaseInfo or -1 if none&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = anomalyID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = claim (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = 00 00 00 00 if owned by card, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = 01 00 00 00 if owned by fed, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = 02 00 00 00 if owned by ferg, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = 03 00 00 00 if owned by kling, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = 04 00 00 00 if owned by rom, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = [raceID] if owned by minor, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = explored by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0031 = sector scanned by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom, 20 = blackhole)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = scanpower of card (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = scanpower of fed (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = scanpower of ferg (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = scanpower of kling (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0054 = scanpower of rom (signed, little endian)&lt;br /&gt;
&lt;br /&gt;
=== stellInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 88&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all anomalies (in ID order?)&lt;br /&gt;
* anomaly type&lt;br /&gt;
* anomaly name&lt;br /&gt;
* anomaly map picture&lt;br /&gt;
* anomaly map picture position (x/y)&lt;br /&gt;
* wormhole connections&lt;br /&gt;
* visited by majors&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0058&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = type of anomaly (00 00 00 00 = blackhole, 01 00 00 00 = X-ray pulsar, 02 00 00 00 = nebula, 03 00 00 00 = neutron star, 0A 00 00 00 = wormhole, 0B 00 00 00 = radio pulsar)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x002B = anomaly name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x003F = galaxy map picture file (00 terminated string: blackhole = &amp;quot;blkh&amp;quot; = 62 6C 6B 68, X-ray pulsar = &amp;quot;xp-&amp;quot; = 78 70 2D, nebula = &amp;quot;neb-&amp;quot; = 6E 65 62 2D, neutron star = &amp;quot;ns&amp;quot; = 6E 73, wormhole = &amp;quot;worm&amp;quot; = 77 6F 72 6D, radio pulsar = &amp;quot;rpls&amp;quot; = 72 70 6C 73)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = anomalyID for wormhole connection, else FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0042 to 0x0043 = 00 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = sector visited by major (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&lt;br /&gt;
&lt;br /&gt;
=== RToSInfo ===&lt;br /&gt;
RToS = race to star (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
races are in the following order 1: Card 2: Fed 3: Ferg 4: Kling 5: Rom&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
lists StarIDs of the homesystems of all races, if not available = FF 00&lt;br /&gt;
&lt;br /&gt;
=== SphOfIn0 to SphOfIn4 ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: [GalaxyMapWidth]&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
relevance unclear&amp;lt;br/&amp;gt;&lt;br /&gt;
gives a view of the galaxy map for every empire&amp;lt;br/&amp;gt;&lt;br /&gt;
decreasing values around home system position&amp;lt;br/&amp;gt;&lt;br /&gt;
might be relevant for the influence of systems to mark the territory&lt;br /&gt;
&lt;br /&gt;
== Systems ==&lt;br /&gt;
=== systInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 76&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all starsystems&lt;br /&gt;
* system name&lt;br /&gt;
* race (owner)&lt;br /&gt;
* race (population)&lt;br /&gt;
* population count&lt;br /&gt;
* population orders (work assignation)&lt;br /&gt;
* moral (value)&lt;br /&gt;
* moral (shown text)&lt;br /&gt;
* dilithium&lt;br /&gt;
* system visited by race&lt;br /&gt;
* star type&lt;br /&gt;
* star picture&lt;br /&gt;
* star picture position on map (x/y)&lt;br /&gt;
* planet count&lt;br /&gt;
* planetnames&lt;br /&gt;
* planet animations&lt;br /&gt;
* planet types&lt;br /&gt;
* planet sizes (small/middle/big)&lt;br /&gt;
* terraforming value total&lt;br /&gt;
* terraforming value done&lt;br /&gt;
* planet bonuses (population/energy/food =&amp;gt; pure/normal/much)&lt;br /&gt;
* incoming traderouts&lt;br /&gt;
* traderoutes of the system&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on planetnumber, traderoutes and if it&#039;s a player&#039;s system&lt;br /&gt;
only one example starsystem with a single planet gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 uninhabited = 00 00 00 00, AI = 00 00 00 01, player = 00 00 00 02&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x002F = system name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0031 = star type (red giant = 00 04, orange star = 00 05, yellow star = 00 06, white star = 00 07, green star = 00 08, blue star = 00 09)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0032 to 0x0035 = star picture&lt;br /&gt;
* red giant = 73 2D 72 2D&lt;br /&gt;
* orange star = 73 2D 6F 2D&lt;br /&gt;
* yellow star = 73 2D 79 2D&lt;br /&gt;
* white star = 73 2D 77 2D&lt;br /&gt;
* green star = 73 2D 67 2D&lt;br /&gt;
* blue star = 73 2D 62 2D&lt;br /&gt;
Offset 0x003F = system explored by empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = population (uninhabited = FF FF)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = race of population&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004D = raceID ( = owner, noone = 23)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = people assigned to economy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B = people assigned to energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F = people assigned to food production&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 = people assigned to science&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 = people assigned to intelligence&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006A to 0x006B = number of planets &amp;lt;= 09 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006E to 0x006F = unknown (majors = 05 00, uninhabited = 00 00, ? = 02 00,...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0071 &amp;amp;08 = dilithium&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x007F = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0080 to 0x0083 = ORDER ECONOMY (typeID) 1=build building, 2=upgrade building(s), 3=build ship, 5=tradegoods, 7=unrest order&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0084 to 0x0087 = invested industry&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0088 to 0x008B = ID of building/ship under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x008C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = ? number of entries in strcInfo ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00BB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BD = max population * 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0220 unknown (=32 for colonys (?))&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0298 to 0x029B = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DC to 0x02DD = moral value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DE to 0x2DF = moral text (signed integer, little endian! 0xFCFF = rebellious, 0xFFFF = apathetic, 0x0000 = normal, 0x0300 = fanatic, else = &amp;quot;unknown&amp;quot;)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F4 unknown (maybe moral - normally 32hex = 50dez)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0309 unknown (for majors = 01)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0328+ list of all planets of that starsystem&lt;br /&gt;
----&lt;br /&gt;
Offset 0x0328 to 0x034F = planetname (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0350 to 0x0357 = planet animation filename (= ****.ani)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0358 to 0x035D = 00 FB 57 00 30 59 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x035E to 0x035F = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0360 to 0x0361 = planet size (small = 00 00, middle = 01 00, big = 02 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0362 to 0x0363 = terraforming value total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0364 to 0x0365 = terraforming value done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0366 to 0x0367 = food bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0368 to 0x0369 = energy bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036A to 0x036B = population bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036C to 0x036D = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0370 planet type (00 = arctic, 01 = barren, 02 = desert, 03 = gas giant, 04 = djungle, 05 = oceanic, 06 = earthlike, 07 = vulcanic, 08 = methanic, 09 = AUS, &amp;gt;09 = other)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0372 to 0x0373 = 00 00&lt;br /&gt;
----&lt;br /&gt;
Offset [0x0328+0x004C*numberOfPlanets] to Offset [0x0328+0x004C*numberOfPlanets+0x0004*numberOfPlanets-0x0001]&amp;lt;br/&amp;gt;&lt;br /&gt;
(for one planet that&#039;s Offset 0x0374 to 0x0377) = unknown (mostly 00 ... 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if traderoutes are available:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = (number of incoming traderouts + number of system traderoutes) * (0x0002 length (16bit) raceID + 0x0002 length (16bit) tradeRouteNo. (tradeRouteNo + raceID = tradeRouteID))&amp;lt;br/&amp;gt;&lt;br /&gt;
] (don&#039;t know if and where the number of traderoutes is stored)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if it&#039;s a players system:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = unknown, length = 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
what a complicated file...&lt;br /&gt;
&lt;br /&gt;
=== strcInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 4&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all buildings for each star&lt;br /&gt;
* starID&lt;br /&gt;
* number of entries for each star&lt;br /&gt;
* building type&lt;br /&gt;
* building count&lt;br /&gt;
* building is activated / has energy (for special buildings)&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on number of different building types&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = number of entrys&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of entrys:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0005 = building count&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0006 to 0x0007 = building type (same order as in stbof.res and UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = receives energy (00 00 = false, 00 01 = true)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
=== techInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists science by raceID&lt;br /&gt;
* raceID&lt;br /&gt;
* science levels&lt;br /&gt;
* technology level&lt;br /&gt;
* science points done by science type&lt;br /&gt;
* actual science assignation&lt;br /&gt;
* actually buildable buildings&lt;br /&gt;
&lt;br /&gt;
explained only for one race&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = number of races (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0012 = unknown (always = 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0006 = unknown (always = 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown (always = 00 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = technology level&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x000B = buildable special buildings (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
* &amp;amp;0x8000000000000000000000 = phenix device&lt;br /&gt;
* &amp;amp;0x4000000000000000000000 = dilithium raffinery&lt;br /&gt;
* &amp;amp;0x2000000000000000000000 = orbital cannon&lt;br /&gt;
* &amp;amp;0x1000000000000000000000 = communication network&lt;br /&gt;
* &amp;amp;0x0800000000000000000000 = charge collector&lt;br /&gt;
* &amp;amp;0x0400000000000000000000 = bunker&lt;br /&gt;
* &amp;amp;0x0200000000000000000000 = simple replicator&lt;br /&gt;
* &amp;amp;0x0100000000000000000000 = improved replicator&lt;br /&gt;
* &amp;amp;0x0080000000000000000000 = shipyard&lt;br /&gt;
* &amp;amp;0x0040000000000000000000 = isolinear scanner&lt;br /&gt;
* &amp;amp;0x0020000000000000000000 = listening post&lt;br /&gt;
* &amp;amp;0x0010000000000000000000 = subspace scanner&lt;br /&gt;
* &amp;amp;0x0008000000000000000000 = subautomatic simulator&lt;br /&gt;
* &amp;amp;0x0004000000000000000000 = thery simulator&lt;br /&gt;
* &amp;amp;0x0002000000000000000000 = private farm&lt;br /&gt;
* &amp;amp;0x0001000000000000000000 = oceanic farm&lt;br /&gt;
* &amp;amp;0x0000800000000000000000 = obsedian congregation&lt;br /&gt;
* &amp;amp;0x0000400000000000000000 = reeducation center&lt;br /&gt;
* &amp;amp;0x0000200000000000000000 = union yard&lt;br /&gt;
* &amp;amp;0x0000100000000000000000 = shield generator&lt;br /&gt;
* &amp;amp;0x0000080000000000000000 = wind turbine&lt;br /&gt;
* &amp;amp;0x0000040000000000000000 = trade goods&lt;br /&gt;
* &amp;amp;0x0000020000000000000000 = trade center&lt;br /&gt;
* &amp;amp;0x0000010000000000000000 = agrarian store&lt;br /&gt;
* &amp;amp;0x0000008000000000000000 = trade tower&lt;br /&gt;
* &amp;amp;0x0000004000000000000000 = trade commission&lt;br /&gt;
* &amp;amp;0x0000002000000000000000 = holo cinema&lt;br /&gt;
* &amp;amp;0x0000001000000000000000 = fantasy land&lt;br /&gt;
* &amp;amp;0x0000000800000000000000 = inquisition&lt;br /&gt;
* &amp;amp;0x0000000400000000000000 = work camp&lt;br /&gt;
* &amp;amp;0x0000000200000000000000 = command center&lt;br /&gt;
* &amp;amp;0x0000000100000000000000 = hidden sensor grid&lt;br /&gt;
* &amp;amp;0x0000000080000000000000 = laws of war&lt;br /&gt;
* &amp;amp;0x0000000040000000000000 = utopia planetia&lt;br /&gt;
* &amp;amp;0x0000000020000000000000 = starfleet academy&lt;br /&gt;
* &amp;amp;0x0000000010000000000000 = federation council&lt;br /&gt;
* &amp;amp;0x0000000008000000000000 = daystorm institute&lt;br /&gt;
* &amp;amp;0x0000000004000000000000 = genesis sciencelab&lt;br /&gt;
* &amp;amp;0x0000000002000000000000 = festival of fun&lt;br /&gt;
* &amp;amp;0x0000000001000000000000 = franchise office&lt;br /&gt;
* &amp;amp;0x0000000000800000000000 = astronomic academy&lt;br /&gt;
* &amp;amp;0x0000000000400000000000 = singularity facility&lt;br /&gt;
* &amp;amp;0x0000000000200000000000 = center for fighttests&lt;br /&gt;
* &amp;amp;0x0000000000100000000000 = police state&lt;br /&gt;
* &amp;amp;0x0000000000080000000000 = tactical school&lt;br /&gt;
* &amp;amp;0x0000000000040000000000 = big hall&lt;br /&gt;
* &amp;amp;0x0000000000020000000000 = prison mine&lt;br /&gt;
* &amp;amp;0x0000000000010000000000 = hall of warriors&lt;br /&gt;
* &amp;amp;0x0000000000008000000000 = military yard&lt;br /&gt;
* &amp;amp;0x0000000000004000000000 = federation yard&lt;br /&gt;
* &amp;amp;0x0000000000002000000000 = federation replicator&lt;br /&gt;
* &amp;amp;0x0000000000001000000000 = alliance yard&lt;br /&gt;
* &amp;amp;0x0000000000000800000000 = tribunal&lt;br /&gt;
* &amp;amp;0x0000000000000400000000 = fleet academy&lt;br /&gt;
* &amp;amp;0x0000000000000200000000 = talshiar main quater&lt;br /&gt;
* &amp;amp;0x0000000000000100000000 = imperial senate&lt;br /&gt;
* &amp;amp;0x0000000000000080000000 = industrial center (of the Bencites)&lt;br /&gt;
* &amp;amp;0x0000000000000040000000 = architectural center (of the Bandi)&lt;br /&gt;
* &amp;amp;0x0000000000000020000000 = bajoran jalanda forum (of the Bajorans)&lt;br /&gt;
* &amp;amp;0x0000000000000010000000 = harvest complex (of the Antedians)&lt;br /&gt;
* &amp;amp;0x0000000000000008000000 = examination base (of the Anticans)&lt;br /&gt;
* &amp;amp;0x0000000000000004000000 = supersoldier academy (of the Angosians)&lt;br /&gt;
* &amp;amp;0x0000000000000002000000 = andorian war school (of the Andorians)&lt;br /&gt;
* &amp;amp;0x0000000000000001000000 = acamerian clanhall (of the Acamerians)&lt;br /&gt;
* &amp;amp;0x0000000000000000800000 = cinetic laboratory (of the Malcorians)&lt;br /&gt;
* &amp;amp;0x0000000000000000400000 = ktarian game studio (of the Ktarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000200000 = edo palace (of the Edos)&lt;br /&gt;
* &amp;amp;0x0000000000000000100000 = gladiator arena (of the Chalnoth)&lt;br /&gt;
* &amp;amp;0x0000000000000000080000 = science thinking factory (of the Caldonians)&lt;br /&gt;
* &amp;amp;0x0000000000000000040000 = planetary computer (of the Bynare)&lt;br /&gt;
* &amp;amp;0x0000000000000000020000 = cosmetic center (of the Bolarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000010000 = councelor academy (of the Betazoids)&lt;br /&gt;
* &amp;amp;0x0000000000000000008000 = defense network (of the Talarian)&lt;br /&gt;
* &amp;amp;0x0000000000000000004000 = physical institute (of the Takarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000002000 = biotec center (of the Sheliak)&lt;br /&gt;
* &amp;amp;0x0000000000000000001000 = examination base (of the Selay)&lt;br /&gt;
* &amp;amp;0x0000000000000000000800 = collector place (of the Pakleds)&lt;br /&gt;
* &amp;amp;0x0000000000000000000400 = recruitment center (of the Nausicaans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000200 = monument of subjugation (of the Mizarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000100 = mintaca farm (of the Mintacarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000080 = imperial yard&lt;br /&gt;
* &amp;amp;0x0000000000000000000040 = orgenic regenerator&lt;br /&gt;
* &amp;amp;0x0000000000000000000020 = military academy (of the Zakdorn)&lt;br /&gt;
* &amp;amp;0x0000000000000000000010 = intelligence (of the Yridians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000008 = science academy (of the Vulcans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000004 = archive of psycho history (of the Ullians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000002 = science committee (of the Trillian)&lt;br /&gt;
* &amp;amp;0x0000000000000000000001 = mythology library (of the Tamarians)Offset length 0x001D = buildable normal buildings / upgrades (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
Offset length 0x0008 = unknown (always 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Intel ==&lt;br /&gt;
=== intelInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 16&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown - seems to include intel reports&lt;br /&gt;
* actual intel assignation for every major&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x02D7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
[for all five majors: blocklength = 0x2C1C&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0070 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = intelligance assignation of internal security&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
=== treaty ===&lt;br /&gt;
completely unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
for turn 1 it&#039;s 00 00 00 00 00 00 00 00&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
=== trdeInfo0.cnt to trdeInfo4.cnt ===&lt;br /&gt;
number of traderoutes for each empire&lt;br /&gt;
&lt;br /&gt;
=== trdeInfo0 to trdeInfo4 ===&lt;br /&gt;
partially unexplored&amp;lt;br/&amp;gt;&lt;br /&gt;
lists traderoutes&lt;br /&gt;
* raceID&lt;br /&gt;
* traderoute number (+ raceID = traderouteID)&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
== Ships &amp;amp; Task Forces ==&lt;br /&gt;
=== alienTFInfo0 to alienTFInfo[numberOfRaces] ===&lt;br /&gt;
lists fleetIDs of every race&lt;br /&gt;
* number of taskforces/fleets&lt;br /&gt;
* shipIDs&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = number of controled fleets&amp;lt;br/&amp;gt;&lt;br /&gt;
[for [numberOfRaces]:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
=== shipname.dat ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
is divided into several shipname categorys&amp;lt;br/&amp;gt;&lt;br /&gt;
shipnames aren&#039;t in the same order with these in shipname.bin of stbof.res!&amp;lt;br/&amp;gt;&lt;br /&gt;
this file also influences the shipIDs for newly builded ones&lt;br /&gt;
* first given shipname&lt;br /&gt;
* next given shipname&lt;br /&gt;
* counter of repeatings (for name endings A, B, C,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x000C&amp;lt;br/&amp;gt;&lt;br /&gt;
block position equals shipname category position in shipname.bin of stbof.res as well as category position in UE&lt;br /&gt;
Each race has its own categorys, seperated for different ship types&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Warning! shipID for new constructed ships gets wrong, if distance between first and next name is wrong!&amp;lt;/span&amp;gt; (next name reffering number can be less as well as higher than first, distance is based on list iterations)&amp;lt;br/&amp;gt;&lt;br /&gt;
If next reffering number reaches first reffering number, counter gets increased&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = first given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = next given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = counter of repeating/iteration or if no name of this category has been used yet = FF FF (defines the appendix of the shipname: A, B, ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00&lt;br /&gt;
&lt;br /&gt;
=== ShipCntr ===&lt;br /&gt;
next shipID&lt;br /&gt;
&lt;br /&gt;
=== TForceCntr ===&lt;br /&gt;
next fleetID&lt;br /&gt;
&lt;br /&gt;
=== GShipHead = GTForceHd = GWTForceHd ===&lt;br /&gt;
* number of ships&lt;br /&gt;
&lt;br /&gt;
Offset 0x0018 to 0x001B = ship count&lt;br /&gt;
&lt;br /&gt;
=== GShipList ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 116&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
list all ships with&lt;br /&gt;
* shipname&lt;br /&gt;
* raceID&lt;br /&gt;
* shipID&lt;br /&gt;
* fleetID&lt;br /&gt;
* shield&lt;br /&gt;
* hull&lt;br /&gt;
* ship type (manufactoring type / =shiplistID in shiplist.sst)&lt;br /&gt;
* experience bonus for beam accuracy&lt;br /&gt;
* experience bonus for torpedo accuracy&lt;br /&gt;
* experience bonus for defense&lt;br /&gt;
* crew experience value&lt;br /&gt;
* crew experience level&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0074&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 = shipname&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID (only for ship icon)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = shipID (NOT shiplist.sst ID)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = experience bonus for beam accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = experience bonus for torpedo accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = experience bonus for defense&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = shield (can lead to crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = hull (leads to crash in tactical fight if too high)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = crew experience value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = crew experience level (0=green,.. , 4=legendary) accessed for stars, raid, intercept &amp;amp; damage control&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0055 = ship type (manufactoring type, used as shiplistID in stbof.res, e.g. in shiptech.sst and is in same order as in UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0056 to 0x0073 = unknown&lt;br /&gt;
&lt;br /&gt;
=== GTForceList = GWTForce ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
differences only exist in behavior&amp;lt;br/&amp;gt;&lt;br /&gt;
in later turns there might remain fragments of old turns at the end of the list - they get ignored by botf&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all fleets&lt;br /&gt;
* fleetID&lt;br /&gt;
* shipIDs&lt;br /&gt;
* raceID&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* scanrange&lt;br /&gt;
* flightrange&lt;br /&gt;
* speed&lt;br /&gt;
* order (evade, attack,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
data fragments at the end of the file happen if fleet count decreases&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = ship count of that fleet&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = shipID of first fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000F = shipID of second fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = shipID of third fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = shipID of fourth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = shipID of fifth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = shipID of sixth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = shipID of seventh fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = shipID of eighth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x002B = shipID of ninth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = order/command - seems only to define the display: systemattack remains if changed&amp;lt;br/&amp;gt;&lt;br /&gt;
* 00 = invalid&lt;br /&gt;
* 01 = terraform&lt;br /&gt;
* 02 = colonize&lt;br /&gt;
* 03 = rade&lt;br /&gt;
* 04 = intercept&lt;br /&gt;
* 05 = evade&lt;br /&gt;
* 06 = attack&lt;br /&gt;
* 07 = build outpost&lt;br /&gt;
* 08 = build starbase&lt;br /&gt;
* 09 = crew training&lt;br /&gt;
* 0A = expand&lt;br /&gt;
* 0B = invalid&lt;br /&gt;
* 0C = scrap&lt;br /&gt;
* 0D = into wormhole&lt;br /&gt;
* 0E = attack system&lt;br /&gt;
* &amp;gt;0E = invalidOffset 0x0030 to 0x0033 = unknown&lt;br /&gt;
Offset 0x0034 to 0x0037 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = sector row (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = sector column (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0053 = scan range, keeps only one turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x005D = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005E to 0x005F = flight range, keeps only one turn (short = 00 00, middle = F03F, high = 0040)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0065 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0066 to 0x0067 = speed, keeps only one turn (0 = 00 00, 1 = F0 3F, 2 = 00 40, 3 = 08 40, 4 = 10 40)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = cloaking (01 00 00 00 = cloaked, else 00 00 00 00)&lt;br /&gt;
&lt;br /&gt;
=== GTFStasisHd ===&lt;br /&gt;
number of starbases/outposts (guessed)&lt;br /&gt;
&lt;br /&gt;
=== GTFStasisHd ===&lt;br /&gt;
unexplored&lt;br /&gt;
&lt;br /&gt;
=== starBaseInfo ===&lt;br /&gt;
unexplored&lt;br /&gt;
* outpostID&lt;br /&gt;
&lt;br /&gt;
=== monster.lst ===&lt;br /&gt;
unexplored&lt;br /&gt;
&lt;br /&gt;
== AI / Agents ==&lt;br /&gt;
&lt;br /&gt;
=== AINumAgents ===&lt;br /&gt;
number of AI agents&lt;br /&gt;
&lt;br /&gt;
=== AIAgtIdCtrl ===&lt;br /&gt;
next agentID (for filenames)&lt;br /&gt;
&lt;br /&gt;
=== AIAgent0 to AIAgent[NumAgents] ===&lt;br /&gt;
mostly unexplored&lt;br /&gt;
* agentID&lt;br /&gt;
* raceID&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = agentID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = 01 00 00 00 if major, 02 00 00 00 if minor&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x00CB = unknown&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0.cnt to AgtSy[NumAgents].cnt ===&lt;br /&gt;
number of systems to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0 to AgtSy[NumAgents] ===&lt;br /&gt;
starIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0.cnt to AgtSh[NumAgents].cnt ===&lt;br /&gt;
number of ships to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0 to AgtSh[NumAgents] ===&lt;br /&gt;
shipIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0.cnt to AgtDp[NumAgents].cnt ===&lt;br /&gt;
number of entrys in AgtDpxx&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0 to AgtDp[NumAgents] ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 266&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
unknown - mayby diplomatics&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0.cnt to AgtTk[NumAgents].cnt ===&lt;br /&gt;
number of tasks for that agent&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0 to AgtTk[NumAgents] ===&lt;br /&gt;
TaskIDs (for TskSh and TskSy filenames)&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt.cnt ===&lt;br /&gt;
number of AI controled systems&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
starIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt.cnt ===&lt;br /&gt;
number of AI controled ships&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 24&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
shipIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0018&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = shipID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = unknown (if not 05 00 for colony ships, AI doesn&#039;t colonize)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0017 = unknown&lt;br /&gt;
&lt;br /&gt;
=== AINumTasks ====&lt;br /&gt;
number of Tsk-files&lt;br /&gt;
&lt;br /&gt;
==== AITaskIDCtr ===&lt;br /&gt;
next TskID for filename (of TskSh/TskSy)&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== provInfo0 to provInfo4 ===&lt;br /&gt;
lists starIDs of every major empire&lt;br /&gt;
* star count&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
=== ordInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 84&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown, includes peace proposals&lt;br /&gt;
* raceID&lt;br /&gt;
* turn of occurance&lt;br /&gt;
* starID&lt;br /&gt;
&lt;br /&gt;
has variable blocksizes!&amp;lt;br/&amp;gt;&lt;br /&gt;
on turn 1 there&#039;s only one for each major starsystem with a blocksize of 0x0054&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = turn of occurance&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0025 = starID&lt;br /&gt;
&lt;br /&gt;
=== SeedInfo ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== result.lst ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== incident.dat ===&lt;br /&gt;
completely unknown but normally it&#039;s 00 00 00 00&lt;/div&gt;</summary>
		<author><name>DCER</name></author>
	</entry>
	<entry>
		<id>http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=108</id>
		<title>Savegame File-Listing</title>
		<link rel="alternate" type="text/html" href="http://flocke.bplaced.net/botf/wiki/index.php?title=Savegame_File-Listing&amp;diff=108"/>
		<updated>2009-12-13T20:37:30Z</updated>

		<summary type="html">&lt;p&gt;DCER: Fixed under empsInfo: known empires and known minors are not seperate fields, but one field read as long (8 bytes)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most of the following data has been explored by using a vanilla singleplayer savegame at turn 1 with following settings:&lt;br /&gt;
* tech 1&lt;br /&gt;
* small galaxy&lt;br /&gt;
* irregular&lt;br /&gt;
* no minors&lt;br /&gt;
* impossible&lt;br /&gt;
&lt;br /&gt;
At later turns there are additional files stored within the saves. These may have been partially discarded.&lt;br /&gt;
For turn 1 saves, most unexplored data seems to be relatively unimportant and often can be zero!&lt;br /&gt;
Please aware that some information might be incomplete or even incorrect. &lt;br /&gt;
&lt;br /&gt;
So, after extracting a savegame with UltimateEditor you get quite a ton of files. Here&#039;s an overview about them and the hexcode they contain:&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
=== version ===&lt;br /&gt;
* for me it&#039;s always 08&lt;br /&gt;
&lt;br /&gt;
=== gameInfo ===&lt;br /&gt;
* filename&lt;br /&gt;
* gamesave name&lt;br /&gt;
* galaxy type&lt;br /&gt;
* galaxy size&lt;br /&gt;
* difficulty level&lt;br /&gt;
* strategical timer&lt;br /&gt;
* tactical timer&lt;br /&gt;
* actual and next turn&lt;br /&gt;
* player race&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* races with ships (major + minor)&lt;br /&gt;
* races beaten&lt;br /&gt;
* goal (vendetta/dominance)&lt;br /&gt;
* empire status informations (occupied systems, science, economy, military)&lt;br /&gt;
* statistic&lt;br /&gt;
* player names (if MP)&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x000D(?) filename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000D to 0x003E savename (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 last turn (for savename)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C 00 = singleplayer 01 = multiplayer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0250 important but unknown (crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0252 player&#039;s race (00 = card, 01 = fed, 02=ferg, 03=kling, 04=rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0254 to 0x0258 technology starting levels of the five majors (card, fed, ferg, kling, rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0260 galaxytype (00 = irregular, 01 = elliptic, 02 = ring, 03 = spiral)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0264 galaxyszie (00 = small, 01 = middle, 03 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x026C difficulty (00 = very easy, 01 = easy, 02 = normal, 03 = hard, 04 = impossible)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0270 to 0x0275(?) races in game (bitwise XOR, little endian (8bit packets) =&amp;gt; order is the same with alienInfo)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0278 beaten empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0280 to 0x0285(?) races with ships&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A4 strategical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02A8 tactical timer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AC actual turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02AE last turn points (for statistic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02BA(maybe less)+ statistic of the cards&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x04AE(maybe less)+ statistic of the feds&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x06A2(maybe less)+ statistic of the fergs&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0896(maybe less)+ statistic of the klings&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0A8A(maybe less)+ statistic of the roms&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0C84+(?) empire state (intelligence)&lt;br /&gt;
* Offset 0x0C8E+ military&lt;br /&gt;
* Offset 0x0D06+ economy&lt;br /&gt;
* Offset 0x0D1A+ science&lt;br /&gt;
* Offset 0x0D92+ occupied systemsOffset&lt;br /&gt;
0x0DBC victory condition (00 = 01 = dominance, 02 = vendetta)&lt;br /&gt;
&lt;br /&gt;
=== empsInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 444&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists information about majors&lt;br /&gt;
* empirenames&lt;br /&gt;
* name of the emperor&lt;br /&gt;
* credits&lt;br /&gt;
* number of running dilithium sources&lt;br /&gt;
* number of ships under construction&lt;br /&gt;
* population (total ?)&lt;br /&gt;
* moral shown in empire state&lt;br /&gt;
* ship-population support&lt;br /&gt;
* known empires (for diplomacy)&lt;br /&gt;
&lt;br /&gt;
is stored in blocks of 0x01BC length for every major&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one (card) gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 empire name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x004F emperor name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 credits (for F1 emps info display)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B income (for F1 emps info display)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F real ship support cost ? (-pop support)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 number of running dilithium sources&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 number of ships under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006C to 0x006F population (?main system or total?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 to 0x0097 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0098 to 0x009B credits&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x009C to 0x00AF unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00B3 ship-population support&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B4 to 0x00B7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B8 to 0x00B9 moral shown in empire state (signed integer, little endian! 0xFCFF = rebellious, 0xFFFF = apathetic, 0x0000 = normal, 0x0300 = fanatic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BA to 0x010F unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0110 to 0x0123 (5empires * 4bytes) = treaty label: 0=Neutral, 1=WAR, 2=Alliance, 3=Peace&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0124 to 0x0137 (5empires * 4bytes) = territory accessible: 0=NO, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0138 to 0x014B (5empires * 4bytes) = trade allowed: 0=NO, 1=Yes&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x014C to 0x0157 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0158 to 0x015F known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0160 to 0x01BB unknown&lt;br /&gt;
&lt;br /&gt;
== Aliens ==&lt;br /&gt;
=== alienInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 64&amp;lt;/span&amp;gt;&lt;br /&gt;
* races in game (major + minor)&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0040 for every possible race&amp;lt;br/&amp;gt;&lt;br /&gt;
in same order as races in stbof.res or UE&amp;lt;br/&amp;gt;&lt;br /&gt;
only first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 = 01 if race is alive&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0016 = entry number of home system in systInfo ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 = starID of homesystem&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 = known empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt; &lt;br /&gt;
Offset 0x0024 = ? known minors ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 (5empires * 4bytes) = treaty level (minors) 0=Neutral, 1=Friendly, 2=Affiliated, 3=Member, 4=WAR&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C = (for minors) 0=free diplomacy, 1=subjugated, 2=restricted diplomacy(membership)&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
=== galInfo ===&lt;br /&gt;
* galaxy size (small/middle/big)&lt;br /&gt;
* count of sectors&lt;br /&gt;
* count of stars&lt;br /&gt;
* count of anomalies&lt;br /&gt;
&lt;br /&gt;
Offset 0x0008 to 0x000B = galaxy size (00 = small, 01 = middle, 02 = big)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = number of stars&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = number of anomalies&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0015 = number of sectors&lt;br /&gt;
&lt;br /&gt;
=== sector.lst ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 104&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all sectors&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* outpostID &lt;br /&gt;
* anomalyID&lt;br /&gt;
* starID&lt;br /&gt;
* sector scanned by race&lt;br /&gt;
* sector explored by race&lt;br /&gt;
* sector influenced by anomaly (?)&lt;br /&gt;
* claim&lt;br /&gt;
* owner of the sector&lt;br /&gt;
* actual scan value by race&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0068&amp;lt;br/&amp;gt;&lt;br /&gt;
only the first one gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = map row&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = map column&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = outpostID from starBaseInfo or -1 if none&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = anomalyID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000D = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000E to 0x000F = claim (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = 00 00 00 00 if owned by card, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = 01 00 00 00 if owned by fed, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = 02 00 00 00 if owned by ferg, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = 03 00 00 00 if owned by kling, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = 04 00 00 00 if owned by rom, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = [raceID] if owned by minor, else FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = explored by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0031 = sector scanned by majors (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom, 20 = blackhole)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = scanpower of card (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = scanpower of fed (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = scanpower of ferg (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = scanpower of kling (signed, little endian)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0054 = scanpower of rom (signed, little endian)&lt;br /&gt;
&lt;br /&gt;
=== stellInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 88&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all anomalies (in ID order?)&lt;br /&gt;
* anomaly type&lt;br /&gt;
* anomaly name&lt;br /&gt;
* anomaly map picture&lt;br /&gt;
* anomaly map picture position (x/y)&lt;br /&gt;
* wormhole connections&lt;br /&gt;
* visited by majors&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0058&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = type of anomaly (00 00 00 00 = blackhole, 01 00 00 00 = X-ray pulsar, 02 00 00 00 = nebula, 03 00 00 00 = neutron star, 0A 00 00 00 = wormhole, 0B 00 00 00 = radio pulsar)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x002B = anomaly name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x003F = galaxy map picture file (00 terminated string: blackhole = &amp;quot;blkh&amp;quot; = 62 6C 6B 68, X-ray pulsar = &amp;quot;xp-&amp;quot; = 78 70 2D, nebula = &amp;quot;neb-&amp;quot; = 6E 65 62 2D, neutron star = &amp;quot;ns&amp;quot; = 6E 73, wormhole = &amp;quot;worm&amp;quot; = 77 6F 72 6D, radio pulsar = &amp;quot;rpls&amp;quot; = 72 70 6C 73)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = anomalyID for wormhole connection, else FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0042 to 0x0043 = 00 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = sector visited by major (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&lt;br /&gt;
&lt;br /&gt;
=== RToSInfo ===&lt;br /&gt;
RToS = race to star (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
races are in the following order 1: Card 2: Fed 3: Ferg 4: Kling 5: Rom&lt;br /&gt;
* starID of homesystem&lt;br /&gt;
&lt;br /&gt;
lists StarIDs of the homesystems of all races, if not available = FF 00&lt;br /&gt;
&lt;br /&gt;
=== SphOfIn0 to SphOfIn4 ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: [GalaxyMapWidth]&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
relevance unclear&amp;lt;br/&amp;gt;&lt;br /&gt;
gives a view of the galaxy map for every empire&amp;lt;br/&amp;gt;&lt;br /&gt;
decreasing values around home system position&amp;lt;br/&amp;gt;&lt;br /&gt;
might be relevant for the influence of systems to mark the territory&lt;br /&gt;
&lt;br /&gt;
== Systems ==&lt;br /&gt;
=== systInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 76&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all starsystems&lt;br /&gt;
* system name&lt;br /&gt;
* race (owner)&lt;br /&gt;
* race (population)&lt;br /&gt;
* population count&lt;br /&gt;
* population orders (work assignation)&lt;br /&gt;
* moral (value)&lt;br /&gt;
* moral (shown text)&lt;br /&gt;
* dilithium&lt;br /&gt;
* system visited by race&lt;br /&gt;
* star type&lt;br /&gt;
* star picture&lt;br /&gt;
* star picture position on map (x/y)&lt;br /&gt;
* planet count&lt;br /&gt;
* planetnames&lt;br /&gt;
* planet animations&lt;br /&gt;
* planet types&lt;br /&gt;
* planet sizes (small/middle/big)&lt;br /&gt;
* terraforming value total&lt;br /&gt;
* terraforming value done&lt;br /&gt;
* planet bonuses (population/energy/food =&amp;gt; pure/normal/much)&lt;br /&gt;
* incoming traderouts&lt;br /&gt;
* traderoutes of the system&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on planetnumber, traderoutes and if it&#039;s a player&#039;s system&lt;br /&gt;
only one example starsystem with a single planet gets explained&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 uninhabited = 00 00 00 00, AI = 00 00 00 01, player = 00 00 00 02&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x002F = system name&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0031 = star type (red giant = 00 04, orange star = 00 05, yellow star = 00 06, white star = 00 07, green star = 00 08, blue star = 00 09)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0032 to 0x0035 = star picture&lt;br /&gt;
* red giant = 73 2D 72 2D&lt;br /&gt;
* orange star = 73 2D 6F 2D&lt;br /&gt;
* yellow star = 73 2D 79 2D&lt;br /&gt;
* white star = 73 2D 77 2D&lt;br /&gt;
* green star = 73 2D 67 2D&lt;br /&gt;
* blue star = 73 2D 62 2D&lt;br /&gt;
Offset 0x003F = system explored by empires (bitwise XOR with 01 = card, 02 = fed, 04 = ferg, 08 = kling, 10 = rom)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0041 = population (uninhabited = FF FF)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = race of population&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004D = raceID ( = owner, noone = 23)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0053 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x0057 = people assigned to economy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0058 to 0x005B = people assigned to energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005C to 0x005F = people assigned to food production&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0063 = people assigned to science&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0064 to 0x0067 = people assigned to intelligence&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006A to 0x006B = number of planets &amp;lt;= 09 00&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x006E to 0x006F = unknown (majors = 05 00, uninhabited = 00 00, ? = 02 00,...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0070 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0071 &amp;amp;08 = dilithium&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0078 to 0x007B = galaxy map picture position x (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x007C to 0x007F = galaxy map picture position y (5 per sector)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0080 to 0x0083 = ORDER ECONOMY (typeID) 1=build building, 2=upgrade building(s), 3=build ship, 5=tradegoods, 7=unrest order&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0084 to 0x0087 = invested industry&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0088 to 0x008B = ID of building/ship under construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x008C to 0x00AB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00AC to 0x00AF = ? number of entries in strcInfo ?&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00B0 to 0x00BB unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x00BC to 0x00BD = max population * 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0220 unknown (=32 for colonys (?))&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0298 to 0x029B = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DC to 0x02DD = moral value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02DE to 0x2DF = moral text (signed integer, little endian! 0xFCFF = rebellious, 0xFFFF = apathetic, 0x0000 = normal, 0x0300 = fanatic, else = &amp;quot;unknown&amp;quot;)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x02F4 unknown (maybe moral - normally 32hex = 50dez)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0309 unknown (for majors = 01)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0328+ list of all planets of that starsystem&lt;br /&gt;
----&lt;br /&gt;
Offset 0x0328 to 0x034F = planetname (00 terminated)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0350 to 0x0357 = planet animation filename (= ****.ani)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0358 to 0x035D = 00 FB 57 00 30 59 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x035E to 0x035F = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0360 to 0x0361 = planet size (small = 00 00, middle = 01 00, big = 02 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0362 to 0x0363 = terraforming value total&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0364 to 0x0365 = terraforming value done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0366 to 0x0367 = food bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0368 to 0x0369 = energy bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036A to 0x036B = population bonus (few = 00 00, normal = 36 01, much = 6C02, else = normal)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x036C to 0x036D = planetNr&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0370 planet type (00 = arctic, 01 = barren, 02 = desert, 03 = gas giant, 04 = djungle, 05 = oceanic, 06 = earthlike, 07 = vulcanic, 08 = methanic, 09 = AUS, &amp;gt;09 = other)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0372 to 0x0373 = 00 00&lt;br /&gt;
----&lt;br /&gt;
Offset [0x0328+0x004C*numberOfPlanets] to Offset [0x0328+0x004C*numberOfPlanets+0x0004*numberOfPlanets-0x0001]&amp;lt;br/&amp;gt;&lt;br /&gt;
(for one planet that&#039;s Offset 0x0374 to 0x0377) = unknown (mostly 00 ... 00)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if traderoutes are available:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = (number of incoming traderouts + number of system traderoutes) * (0x0002 length (16bit) raceID + 0x0002 length (16bit) tradeRouteNo. (tradeRouteNo + raceID = tradeRouteID))&amp;lt;br/&amp;gt;&lt;br /&gt;
] (don&#039;t know if and where the number of traderoutes is stored)&amp;lt;br/&amp;gt;&lt;br /&gt;
[if it&#039;s a players system:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset afterwards = unknown, length = 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
what a complicated file...&lt;br /&gt;
&lt;br /&gt;
=== strcInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 4&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all buildings for each star&lt;br /&gt;
* starID&lt;br /&gt;
* number of entries for each star&lt;br /&gt;
* building type&lt;br /&gt;
* building count&lt;br /&gt;
* building is activated / has energy (for special buildings)&lt;br /&gt;
&lt;br /&gt;
stored in variable blocksizes, depending on number of different building types&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = starID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = number of entrys&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of entrys:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0005 = building count&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0006 to 0x0007 = building type (same order as in stbof.res and UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = receives energy (00 00 = false, 00 01 = true)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00 (always?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
=== techInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
lists science by raceID&lt;br /&gt;
* raceID&lt;br /&gt;
* science levels&lt;br /&gt;
* technology level&lt;br /&gt;
* science points done by science type&lt;br /&gt;
* actual science assignation&lt;br /&gt;
* actually buildable buildings&lt;br /&gt;
&lt;br /&gt;
explained only for one race&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = number of races (major + minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0012 = unknown (always = 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0006 = unknown (always = 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science assignation weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown (always = 00 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&amp;lt;br/&amp;gt;&lt;br /&gt;
[for number of races:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level biotech&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level computer&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level construction&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level energy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level engines&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = science level weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = technology level&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0004 = FP done&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x000B = buildable special buildings (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
* &amp;amp;0x8000000000000000000000 = phenix device&lt;br /&gt;
* &amp;amp;0x4000000000000000000000 = dilithium raffinery&lt;br /&gt;
* &amp;amp;0x2000000000000000000000 = orbital cannon&lt;br /&gt;
* &amp;amp;0x1000000000000000000000 = communication network&lt;br /&gt;
* &amp;amp;0x0800000000000000000000 = charge collector&lt;br /&gt;
* &amp;amp;0x0400000000000000000000 = bunker&lt;br /&gt;
* &amp;amp;0x0200000000000000000000 = simple replicator&lt;br /&gt;
* &amp;amp;0x0100000000000000000000 = improved replicator&lt;br /&gt;
* &amp;amp;0x0080000000000000000000 = shipyard&lt;br /&gt;
* &amp;amp;0x0040000000000000000000 = isolinear scanner&lt;br /&gt;
* &amp;amp;0x0020000000000000000000 = listening post&lt;br /&gt;
* &amp;amp;0x0010000000000000000000 = subspace scanner&lt;br /&gt;
* &amp;amp;0x0008000000000000000000 = subautomatic simulator&lt;br /&gt;
* &amp;amp;0x0004000000000000000000 = thery simulator&lt;br /&gt;
* &amp;amp;0x0002000000000000000000 = private farm&lt;br /&gt;
* &amp;amp;0x0001000000000000000000 = oceanic farm&lt;br /&gt;
* &amp;amp;0x0000800000000000000000 = obsedian congregation&lt;br /&gt;
* &amp;amp;0x0000400000000000000000 = reeducation center&lt;br /&gt;
* &amp;amp;0x0000200000000000000000 = union yard&lt;br /&gt;
* &amp;amp;0x0000100000000000000000 = shield generator&lt;br /&gt;
* &amp;amp;0x0000080000000000000000 = wind turbine&lt;br /&gt;
* &amp;amp;0x0000040000000000000000 = trade goods&lt;br /&gt;
* &amp;amp;0x0000020000000000000000 = trade center&lt;br /&gt;
* &amp;amp;0x0000010000000000000000 = agrarian store&lt;br /&gt;
* &amp;amp;0x0000008000000000000000 = trade tower&lt;br /&gt;
* &amp;amp;0x0000004000000000000000 = trade commission&lt;br /&gt;
* &amp;amp;0x0000002000000000000000 = holo cinema&lt;br /&gt;
* &amp;amp;0x0000001000000000000000 = fantasy land&lt;br /&gt;
* &amp;amp;0x0000000800000000000000 = inquisition&lt;br /&gt;
* &amp;amp;0x0000000400000000000000 = work camp&lt;br /&gt;
* &amp;amp;0x0000000200000000000000 = command center&lt;br /&gt;
* &amp;amp;0x0000000100000000000000 = hidden sensor grid&lt;br /&gt;
* &amp;amp;0x0000000080000000000000 = laws of war&lt;br /&gt;
* &amp;amp;0x0000000040000000000000 = utopia planetia&lt;br /&gt;
* &amp;amp;0x0000000020000000000000 = starfleet academy&lt;br /&gt;
* &amp;amp;0x0000000010000000000000 = federation council&lt;br /&gt;
* &amp;amp;0x0000000008000000000000 = daystorm institute&lt;br /&gt;
* &amp;amp;0x0000000004000000000000 = genesis sciencelab&lt;br /&gt;
* &amp;amp;0x0000000002000000000000 = festival of fun&lt;br /&gt;
* &amp;amp;0x0000000001000000000000 = franchise office&lt;br /&gt;
* &amp;amp;0x0000000000800000000000 = astronomic academy&lt;br /&gt;
* &amp;amp;0x0000000000400000000000 = singularity facility&lt;br /&gt;
* &amp;amp;0x0000000000200000000000 = center for fighttests&lt;br /&gt;
* &amp;amp;0x0000000000100000000000 = police state&lt;br /&gt;
* &amp;amp;0x0000000000080000000000 = tactical school&lt;br /&gt;
* &amp;amp;0x0000000000040000000000 = big hall&lt;br /&gt;
* &amp;amp;0x0000000000020000000000 = prison mine&lt;br /&gt;
* &amp;amp;0x0000000000010000000000 = hall of warriors&lt;br /&gt;
* &amp;amp;0x0000000000008000000000 = military yard&lt;br /&gt;
* &amp;amp;0x0000000000004000000000 = federation yard&lt;br /&gt;
* &amp;amp;0x0000000000002000000000 = federation replicator&lt;br /&gt;
* &amp;amp;0x0000000000001000000000 = alliance yard&lt;br /&gt;
* &amp;amp;0x0000000000000800000000 = tribunal&lt;br /&gt;
* &amp;amp;0x0000000000000400000000 = fleet academy&lt;br /&gt;
* &amp;amp;0x0000000000000200000000 = talshiar main quater&lt;br /&gt;
* &amp;amp;0x0000000000000100000000 = imperial senate&lt;br /&gt;
* &amp;amp;0x0000000000000080000000 = industrial center (of the Bencites)&lt;br /&gt;
* &amp;amp;0x0000000000000040000000 = architectural center (of the Bandi)&lt;br /&gt;
* &amp;amp;0x0000000000000020000000 = bajoran jalanda forum (of the Bajorans)&lt;br /&gt;
* &amp;amp;0x0000000000000010000000 = harvest complex (of the Antedians)&lt;br /&gt;
* &amp;amp;0x0000000000000008000000 = examination base (of the Anticans)&lt;br /&gt;
* &amp;amp;0x0000000000000004000000 = supersoldier academy (of the Angosians)&lt;br /&gt;
* &amp;amp;0x0000000000000002000000 = andorian war school (of the Andorians)&lt;br /&gt;
* &amp;amp;0x0000000000000001000000 = acamerian clanhall (of the Acamerians)&lt;br /&gt;
* &amp;amp;0x0000000000000000800000 = cinetic laboratory (of the Malcorians)&lt;br /&gt;
* &amp;amp;0x0000000000000000400000 = ktarian game studio (of the Ktarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000200000 = edo palace (of the Edos)&lt;br /&gt;
* &amp;amp;0x0000000000000000100000 = gladiator arena (of the Chalnoth)&lt;br /&gt;
* &amp;amp;0x0000000000000000080000 = science thinking factory (of the Caldonians)&lt;br /&gt;
* &amp;amp;0x0000000000000000040000 = planetary computer (of the Bynare)&lt;br /&gt;
* &amp;amp;0x0000000000000000020000 = cosmetic center (of the Bolarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000010000 = councelor academy (of the Betazoids)&lt;br /&gt;
* &amp;amp;0x0000000000000000008000 = defense network (of the Talarian)&lt;br /&gt;
* &amp;amp;0x0000000000000000004000 = physical institute (of the Takarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000002000 = biotec center (of the Sheliak)&lt;br /&gt;
* &amp;amp;0x0000000000000000001000 = examination base (of the Selay)&lt;br /&gt;
* &amp;amp;0x0000000000000000000800 = collector place (of the Pakleds)&lt;br /&gt;
* &amp;amp;0x0000000000000000000400 = recruitment center (of the Nausicaans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000200 = monument of subjugation (of the Mizarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000100 = mintaca farm (of the Mintacarians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000080 = imperial yard&lt;br /&gt;
* &amp;amp;0x0000000000000000000040 = orgenic regenerator&lt;br /&gt;
* &amp;amp;0x0000000000000000000020 = military academy (of the Zakdorn)&lt;br /&gt;
* &amp;amp;0x0000000000000000000010 = intelligence (of the Yridians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000008 = science academy (of the Vulcans)&lt;br /&gt;
* &amp;amp;0x0000000000000000000004 = archive of psycho history (of the Ullians)&lt;br /&gt;
* &amp;amp;0x0000000000000000000002 = science committee (of the Trillian)&lt;br /&gt;
* &amp;amp;0x0000000000000000000001 = mythology library (of the Tamarians)Offset length 0x001D = buildable normal buildings / upgrades (bitwise XOR, same order as in stbof.res and UE, but little endian: mirrored 8bit blocks)&lt;br /&gt;
Offset length 0x0008 = unknown (always 00 ... 00 ?)&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Intel ==&lt;br /&gt;
=== intelInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 16&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown - seems to include intel reports&lt;br /&gt;
* actual intel assignation for every major&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x02D7 unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
[for all five majors: blocklength = 0x2C1C&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0070 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = intelligance assignation of internal security&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
=== treaty ===&lt;br /&gt;
completely unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
for turn 1 it&#039;s 00 00 00 00 00 00 00 00&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
=== trdeInfo0.cnt to trdeInfo4.cnt ===&lt;br /&gt;
number of traderoutes for each empire&lt;br /&gt;
&lt;br /&gt;
=== trdeInfo0 to trdeInfo4 ===&lt;br /&gt;
partially unexplored&amp;lt;br/&amp;gt;&lt;br /&gt;
lists traderoutes&lt;br /&gt;
* raceID&lt;br /&gt;
* traderoute number (+ raceID = traderouteID)&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
== Ships &amp;amp; Task Forces ==&lt;br /&gt;
=== alienTFInfo0 to alienTFInfo[numberOfRaces] ===&lt;br /&gt;
lists fleetIDs of every race&lt;br /&gt;
* number of taskforces/fleets&lt;br /&gt;
* shipIDs&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = number of controled fleets&amp;lt;br/&amp;gt;&lt;br /&gt;
[for [numberOfRaces]:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset length 0x0002 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
=== shipname.dat ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
is divided into several shipname categorys&amp;lt;br/&amp;gt;&lt;br /&gt;
shipnames aren&#039;t in the same order with these in shipname.bin of stbof.res!&amp;lt;br/&amp;gt;&lt;br /&gt;
this file also influences the shipIDs for newly builded ones&lt;br /&gt;
* first given shipname&lt;br /&gt;
* next given shipname&lt;br /&gt;
* counter of repeatings (for name endings A, B, C,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x000C&amp;lt;br/&amp;gt;&lt;br /&gt;
block position equals shipname category position in shipname.bin of stbof.res as well as category position in UE&lt;br /&gt;
Each race has its own categorys, seperated for different ship types&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Warning! shipID for new constructed ships gets wrong, if distance between first and next name is wrong!&amp;lt;/span&amp;gt; (next name reffering number can be less as well as higher than first, distance is based on list iterations)&amp;lt;br/&amp;gt;&lt;br /&gt;
If next reffering number reaches first reffering number, counter gets increased&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = first given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = next given name reffering number of corresponding shipname category or if none given = FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x0009 = counter of repeating/iteration or if no name of this category has been used yet = FF FF (defines the appendix of the shipname: A, B, ...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000A to 0x000B = 00 00&lt;br /&gt;
&lt;br /&gt;
=== ShipCntr ===&lt;br /&gt;
next shipID&lt;br /&gt;
&lt;br /&gt;
=== TForceCntr ===&lt;br /&gt;
next fleetID&lt;br /&gt;
&lt;br /&gt;
=== GShipHead = GTForceHd = GWTForceHd ===&lt;br /&gt;
* number of ships&lt;br /&gt;
&lt;br /&gt;
Offset 0x0018 to 0x001B = ship count&lt;br /&gt;
&lt;br /&gt;
=== GShipList ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 116&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
list all ships with&lt;br /&gt;
* shipname&lt;br /&gt;
* raceID&lt;br /&gt;
* shipID&lt;br /&gt;
* fleetID&lt;br /&gt;
* shield&lt;br /&gt;
* hull&lt;br /&gt;
* ship type (manufactoring type / =shiplistID in shiplist.sst)&lt;br /&gt;
* experience bonus for beam accuracy&lt;br /&gt;
* experience bonus for torpedo accuracy&lt;br /&gt;
* experience bonus for defense&lt;br /&gt;
* crew experience value&lt;br /&gt;
* crew experience level&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0074&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0027 = shipname&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x0029 = raceID (only for ship icon)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002A to 0x002B = shipID (NOT shiplist.sst ID)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = experience bonus for beam accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0030 to 0x0033 = experience bonus for torpedo accuracy&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0034 to 0x0037 = experience bonus for defense&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = shield (can lead to crash if wrong)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = hull (leads to crash in tactical fight if too high)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = crew experience value&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = crew experience level (0=green,.. , 4=legendary) accessed for stars, raid, intercept &amp;amp; damage control&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0055 = ship type (manufactoring type, used as shiplistID in stbof.res, e.g. in shiptech.sst and is in same order as in UE)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0056 to 0x0073 = unknown&lt;br /&gt;
&lt;br /&gt;
=== GTForceList = GWTForce ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 108&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
differences only exist in behavior&amp;lt;br/&amp;gt;&lt;br /&gt;
in later turns there might remain fragments of old turns at the end of the list - they get ignored by botf&amp;lt;br/&amp;gt;&lt;br /&gt;
lists all fleets&lt;br /&gt;
* fleetID&lt;br /&gt;
* shipIDs&lt;br /&gt;
* raceID&lt;br /&gt;
* sector row&lt;br /&gt;
* sector column&lt;br /&gt;
* scanrange&lt;br /&gt;
* flightrange&lt;br /&gt;
* speed&lt;br /&gt;
* order (evade, attack,...)&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x006C&amp;lt;br/&amp;gt;&lt;br /&gt;
data fragments at the end of the file happen if fleet count decreases&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0003 = fleetID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = ship count of that fleet&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = shipID of first fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x000F = shipID of second fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0010 to 0x0013 = shipID of third fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0014 to 0x0017 = shipID of fourth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0018 to 0x001B = shipID of fifth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x001C to 0x001F = shipID of sixth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0020 to 0x0023 = shipID of seventh fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0027 = shipID of eighth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0028 to 0x002B = shipID of ninth fleet slot, if unused FF FF FF FF&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x002C to 0x002F = order/command - seems only to define the display: systemattack remains if changed&amp;lt;br/&amp;gt;&lt;br /&gt;
* 00 = invalid&lt;br /&gt;
* 01 = terraform&lt;br /&gt;
* 02 = colonize&lt;br /&gt;
* 03 = rade&lt;br /&gt;
* 04 = intercept&lt;br /&gt;
* 05 = evade&lt;br /&gt;
* 06 = attack&lt;br /&gt;
* 07 = build outpost&lt;br /&gt;
* 08 = build starbase&lt;br /&gt;
* 09 = crew training&lt;br /&gt;
* 0A = expand&lt;br /&gt;
* 0B = invalid&lt;br /&gt;
* 0C = scrap&lt;br /&gt;
* 0D = into wormhole&lt;br /&gt;
* 0E = attack system&lt;br /&gt;
* &amp;gt;0E = invalidOffset 0x0030 to 0x0033 = unknown&lt;br /&gt;
Offset 0x0034 to 0x0037 = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0038 to 0x003B = sector row (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x003C to 0x003F = sector column (GTForceList =&amp;gt; next turn, GWTForce =&amp;gt; actual turn)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0040 to 0x0043 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0044 to 0x0047 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0048 to 0x004B = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x004C to 0x004F = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0050 to 0x0051 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0052 to 0x0053 = scan range, keeps only one turn&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0054 to 0x005D = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x005E to 0x005F = flight range, keeps only one turn (short = 00 00, middle = F03F, high = 0040)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0060 to 0x0065 = unknown&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0066 to 0x0067 = speed, keeps only one turn (0 = 00 00, 1 = F0 3F, 2 = 00 40, 3 = 08 40, 4 = 10 40)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0068 to 0x006B = cloaking (01 00 00 00 = cloaked, else 00 00 00 00)&lt;br /&gt;
&lt;br /&gt;
=== GTFStasisHd ===&lt;br /&gt;
number of starbases/outposts (guessed)&lt;br /&gt;
&lt;br /&gt;
=== GTFStasisHd ===&lt;br /&gt;
unexplored&lt;br /&gt;
&lt;br /&gt;
=== starBaseInfo ===&lt;br /&gt;
unexplored&lt;br /&gt;
* outpostID&lt;br /&gt;
&lt;br /&gt;
=== monster.lst ===&lt;br /&gt;
unexplored&lt;br /&gt;
&lt;br /&gt;
== AI / Agents ==&lt;br /&gt;
&lt;br /&gt;
=== AINumAgents ===&lt;br /&gt;
number of AI agents&lt;br /&gt;
&lt;br /&gt;
=== AIAgtIdCtrl ===&lt;br /&gt;
next agentID (for filenames)&lt;br /&gt;
&lt;br /&gt;
=== AIAgent0 to AIAgent[NumAgents] ===&lt;br /&gt;
mostly unexplored&lt;br /&gt;
* agentID&lt;br /&gt;
* raceID&lt;br /&gt;
&lt;br /&gt;
Offset 0x0000 to 0x0003 = agentID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = 01 00 00 00 if major, 02 00 00 00 if minor&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x000C to 0x00CB = unknown&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0.cnt to AgtSy[NumAgents].cnt ===&lt;br /&gt;
number of systems to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSy0 to AgtSy[NumAgents] ===&lt;br /&gt;
starIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0.cnt to AgtSh[NumAgents].cnt ===&lt;br /&gt;
number of ships to control&lt;br /&gt;
&lt;br /&gt;
=== AgtSh0 to AgtSh[NumAgents] ===&lt;br /&gt;
shipIDs to control&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0.cnt to AgtDp[NumAgents].cnt ===&lt;br /&gt;
number of entrys in AgtDpxx&lt;br /&gt;
&lt;br /&gt;
=== AgtDp0 to AgtDp[NumAgents] ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 266&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
unknown - mayby diplomatics&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0.cnt to AgtTk[NumAgents].cnt ===&lt;br /&gt;
number of tasks for that agent&lt;br /&gt;
&lt;br /&gt;
=== AgtTk0 to AgtTk[NumAgents] ===&lt;br /&gt;
TaskIDs (for TskSh and TskSy filenames)&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt.cnt ===&lt;br /&gt;
number of AI controled systems&lt;br /&gt;
&lt;br /&gt;
=== AISysUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 12&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
starIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt.cnt ===&lt;br /&gt;
number of AI controled ships&lt;br /&gt;
&lt;br /&gt;
=== AIShpUnt ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 24&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
shipIDs to manage (for whatever) / partially unexplored&lt;br /&gt;
&lt;br /&gt;
stored in blocks of 0x0018&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0000 to 0x0001 = shipID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0002 to 0x0003 = unknown (if not 05 00 for colony ships, AI doesn&#039;t colonize)&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0017 = unknown&lt;br /&gt;
&lt;br /&gt;
=== AINumTasks ====&lt;br /&gt;
number of Tsk-files&lt;br /&gt;
&lt;br /&gt;
==== AITaskIDCtr ===&lt;br /&gt;
next TskID for filename (of TskSh/TskSy)&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== provInfo0 to provInfo4 ===&lt;br /&gt;
lists starIDs of every major empire&lt;br /&gt;
* star count&lt;br /&gt;
* starIDs&lt;br /&gt;
&lt;br /&gt;
=== ordInfo ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;hexview width: 84&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
mostly unknown, includes peace proposals&lt;br /&gt;
* raceID&lt;br /&gt;
* turn of occurance&lt;br /&gt;
* starID&lt;br /&gt;
&lt;br /&gt;
has variable blocksizes!&amp;lt;br/&amp;gt;&lt;br /&gt;
on turn 1 there&#039;s only one for each major starsystem with a blocksize of 0x0054&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0004 to 0x0007 = turn of occurance&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0008 to 0x000B = raceID&amp;lt;br/&amp;gt;&lt;br /&gt;
Offset 0x0024 to 0x0025 = starID&lt;br /&gt;
&lt;br /&gt;
=== SeedInfo ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== result.lst ===&lt;br /&gt;
completely unknown&lt;br /&gt;
&lt;br /&gt;
=== incident.dat ===&lt;br /&gt;
completely unknown but normally it&#039;s 00 00 00 00&lt;/div&gt;</summary>
		<author><name>DCER</name></author>
	</entry>
</feed>