I've been looking for ways to spice up the game in my modding efforts, and one of those ways is to alter how certain civilizations create a stable economy. There is of course the one supremely obvious way, kill a civ's straight economic capacity and jack their trade to new records; which is of course a little more involved than that's the gist of it.
Aside from that, there's realistically not much wiggle room in the game's model for alternative methodologies. I came up with an awesome idea to create ship or starbase modules that I would call "Raider Modules" for militaristic and conquest-oriented societies that would generate income but take up so much space that such ships wouldn't be good for actual combat. That of course obviously wasn't possible, as I soon discovered.
So I've come up with another possible option, but this one's more complicated to implement and I don't want to make the attempt without a little more info. The three temples, Good, Neutral, and Evil, take a small slice from the tourism of other empires and give you a bonus. The idea is to create a series of "Raiding Centers" that will take even smaller slices from opponents and grant bonuses smaller than those of the temples, but ultimately enough that one-per-planet can make up the key bulk of the empire's economic needs at any given average technological level.
The modding guide by CariElf states that the two tags for that penalty and bonus are hardcoded to the temple internal names. I take this to mean that only those internal names can make use of those tags in an entry. I-Mod's .xml Reference Project has nothing to say on the matter either way.
My question is obviously, is that actually the case? Is it impossible to append those tags to other additional improvements?
Additionally, if it IS possible to do this, what do you all think of the idea in general? Do you think it would add something worthwhile to the game in terms of differentiating the militaristic races in a more interesting and mechanically viable way?