Capital Identities is a mod that I've been working on for a while that adds a fifth passive ability to each capitalship and titan that does something unique. Each ability is based upon the lore of the ship. For instance, Antoraks operate best alone, Kols inspire allies, the Evacuator can rule a planet from orbit, etc.
The precise changes can be found here.
As always, I have the mod in BIN form for faster loading but have ConvertBinToText.bat for those who with to look at my process.
Rebellion Logic Gates
One of the original intents for this mod was to have the Dunov function as a giant trade ship, transporting goods between ice and volcanic worlds. Though I never finished this (though perhaps I will some day), I did however learn quite a bit in the process as far as how to perform logical operations with the conditional application of buffs in the game. Perhaps some day I will upload the diagram of the entire buff chain for the ability which takes up 5-6 pages of a notebook.
Here is an image that displays some of the methods for creating logic gates via buff chains. Buffs can be used for all sorts of things and can certainly be used for computation. Simply think of the presence of a buff on an object as a 1 and the lack thereof as a 0. At this point, buff computing is actually quite similar in thought process to electronic computation, though with significantly less math.
CI as a mod will likely not be further developed because of the quirkiness of RemoveBuffOfType.