2.0.3:
-Reduced Converted Hull Laser, Sajuuk-Kaar Laser System, and Skaal Laser System's damage output to 2000 and flux/sec value to 6000 (8000 for Converted Hull Laser)
-Increased Pulsar Beam price, ordinance point cost, reduced turn rate from 100 to 25, reduced beam speed to 5000
-Increased Sustained Ion Beam price, reduced damage to 75 from 750, increased EMP damage to 400, reduced flux/sec to 400 from 500
-Increased Sustained Ion Beam XL price, reduced damage to 100, increased EMP damage to 500, reduced flux/sec to 550 from 850
-Reduced Singularity Cannon damage/shot to 600 from 800
-Reduced Tarii Wing hitpoints to 500 from 750, armor rating to 35 from 100, max flux to 500 from 1000, flux dissipation to 50 from 100
-Reduced Toba Wing hitpoints to 750 from 1000, armor rating to 75 from 150, max flux to 500 from 1000, flux dissipation to 60 from 120
-Reduced Heeshk Wing hitpoints to 600 from 750, armor rating to 50 from 75, max flux to 250 from 500, flux dissipation to 50 from 100
-Reduced Raachok Wing hitpoints to 250 from 300, armor rating to 20 from 30, max flux to 250 from 500, flux dissipation to 35 from 100
-Reduced Fleet Point cost for all wings by 2, reduced range to 4200 from 5000
-Removed blueprint tag from Space Station, Mining Station, and Fighter Wing hulls
-Moved Black Swan and Goliath ships to the Pirate BP set
-Added Peak CR time to Neerin, Koshiir, Qwaar, Kuun-Lan, Wodaan, Taiid, Sajuuk, Sajuuk-Kaar, Black Swan, Goliath (battlecruisers = 540, capitals = 720)
-Rounded Peak CR time for all other ships to nearest vanilla value (350 -> 420, 500->540)
-Increased monthly/recovery supply cost for all ships by a factor of 2x-3x depending on the ship to keep in line with vanilla equivalent values
-Increased ship value for all ships to be more in line with vanilla values

2.0.2:
-Changed AI core multipliers to sane values

2.0.1:
-Recompiled all java files into one single Jar for greater portability
-Nexerelin checking works properly now without nexerelin, thanks to the magic of Jars
-Cleaned up code involving import functions, as previous issue was solved
-Added more conditions to the Hiigaran system to make them more economically viable and realistic

2.0.0:
-Updated Polaris economy data
-Changed Polaris generation data to account for new industries
-Changed Polaris generation data to use vanilla planets for now, due to a compilation error
-Updated mod plugin file with GraphicsLib and Nexerelin compatibility checks, should properly generate in Nexerelin games now
-Updated AddMarketplace.java with industry data (thanks to Cycerin and Blackrock Drive Yards whose code I shamelessly copied)
-Added basic Nexerelin Faction Compatibility
-Added full starting ship sets and blueprints for Nexerelin
-Updated ShipData.csv with 0.9a categories
-Updated WingData.csv with 0.9a categories
-Updated weapon_data.csv with 0.9a categories
-Reduced Weapon value by a factor of 10
-Moved Ship Roles from faction to default_ship_roles.json
-Updated .faction file to fit new format
-Moved Description from .faction file to descriptions.csv
-Added "goal_variant = true" to all variant files so they show up in autofit
-Added fighter bays to all carriers
-Greatly increased max burn speed for all ships to match vanilla. Previously was getting max burn of 3 for large ships. ick

