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I *DID* end up making Darloks, though obviously the conversion was not perfect. I figured that Influence was the closest thing to Spying in the game, so I made Darloks the masters of Influence, and gave them civics like Cutthroat Politics. Have not yet seen how they play out but it could be interesting playing a highly Influential stellar empire. Of course I put them on a swamp homeworld.
I'm currently working on Orion and the Guardian. Once I have that I'll revisit the Meklars.
One comment on the Meklars. I don't think it would be out of line to make them a machine empire that had the Assimilators civic, which means they start with some cybernetic bio-pops. Early in the lore, and also in the more recent game, it was said that SOME of the Meklar were cybernetic beings and SOME of them had fully converted to machine beings. So I think this setup would fit them. Although they would need some mechanism to get regenerating ships to get the full "feel" for them.
Overwritten files are 00_species_archetypes, 04_species_traits and all the prescripted countries (I'll add this info to the mod description). I also changed the default research options.
As for the species mod without the extras, what do you mean exactly? Other than the traits/civics (without which the species themselves wouldn't work), there is not much more.
Is it possible to retain the species mod without the extras as a submod?
Are any files overwritten?