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In "shopEntryList":
Just add, for example, "oCrewTechnoEnergist" in one of the 9 slots and set the "shopEntryQuantity" to 1 for that slot.
...same for systems: just add "oSysHullReaper" and set qt to 1.
It gets a bit wonky when you add crew directly to the ship, better to add them to a store and buy them. So they can get generated correctly, with keywords and abilities.
Here's all systems and items for reference: https://stuff-for-games.github.io/VoidWarRef/
Don't forget to add the "o" in front of everything!
gives +1 DPS and +10HP to all Demonic crew
Coagulate: 3840
Auto-Disruptor: 3053
Auto-Disruptor: 3053
Energy Beam I: 2599
Energy Beam I: 2599
Antimatter Bomb: 3395
Cybernetic
Tactical Exoskeleton: 4410
Soul Thresher: 4650
Riot Shield: 2612
Translocator: 4328
"oModule_fightStartDamageEnemies" x3 is absolutely cheating
"oModule_spellEvasion" x1 and "oModule_sensorVisionGainEvasion" x2 makes it pretty easy without impacting the gameplay too much
"oModule_forceShieldOnWeaponShot" x3 is also cheating, the circles are pretty annoying though
oCrewTechnoPeon "baseName":"Engineer"
oCrewTechnoTreadCombat "baseName":"Combat Husk"
oCrewTechnoTread "baseName":"Servo-husk"
oCrewTechnoPriest "baseName":"Hex Priest"
oCrewTechnoPriest2 "baseName":"Cyberpriest"
oCrewTechnoEnergist "baseName":"Flux-Priest"
oCrewTechnoDom "baseName":"Assault Cyborg"
oCrewPlgMed1 "baseName":"Gorgothian Legionnaire"
oCrewEmpMage0 "baseName":"Imperial Scribe"
oCrewEmpMed2 "baseName":"Imperial Marshal"
oCrewEmpMed1 "baseName":"Imperial Enforcer"
oCrewEmpMed0 "baseName":"Imperial Recruit"
oCrewRaiderMed0 "baseName":"Corsair"