Yo!

I'm new to this site, but I have been playing the NES version of MULE and have always been a fan of its simplistic yet elaborate design. I was always disappointed that there were 8 different races, but no real difference between them other than the way they looked.
I dunno how many times race attributes have been suggested or even if they've been suggested at all on this site, but I've come up with ideas for each race awhile ago, after reading character descriptions, that might be beneficial, and I'd like to post them here to see what the pro MULE players think.
Each race as listed below will include:
-description; the ones used below are taken from the NES version, though they are fairly similar to the site versions
-
suggested ability; all are open open to debate and can/will more than likely be slightly altered based on discussion and suggestion
-note; just a brief little side-note mentioning specific aspects
note on Random Variation:
in many of the suggested character abilities listed below, their race attributes slightly alter the random variation of a plot which is d7-4 (roll a 7-sided die and then subtract 4 to give +3/-3 production per plot). for more information on Random Variation, read the "How-go-play?" page under section IV part 3.
The abilities listed below will use a similar "d7-4" system as if a die was being rolled to determine this variation. (I'm making a huge assumption here since I have no idea how the core coding works

but the die rolling system itself works the exact same way Random Variation does, so I'll go with it.)
Bonzoid
descrip = from the Armpull galaxy, Bonzoids love climbing and are often found hanging around the mountains
ability = +20% movement speed across mountain plots and receives bonus production of any product on a mountain plot, +1 to Random Variation roll per mountain per plot (example: a plot with no mountains normally has d7-4; a plot with two mountains has d7-4+2, or d7-2, when playing as a Bonzoid)
note = the bonus was originally "+10%" rather than the current "+1 Random Variation"; the reason for this change is that a % bonus would only have really affected Smithore (and possibly Crystite) production, making the bonus useless for other products; granted other products aren't the best to produce on mountain plots, but at least the bonus the way it is now makes other products feasible at the very least which would allow Bonzoids to live purely off of the mountain plots.
Flapper
descrip = from the Boird-Drop galaxy, all flappers receive and extra $600 in their nest egg!
ability = +$600 at the beginning of the game
note = definitely open to debate/change--I was just going by the obvious part of the NES description
Gollumer
descrip = from the Neckite galaxy, Gollumers love land and they are willing to stick their neck out to get it
ability = priority in land grants
note = though this might seem difficult to execute in the game engine, I happen to be a bit of a JAVA programmer myself; though it might take a little work, it would in fact not be too difficult at all. my idea would be to create two different land-grant phases: one separate phase at the beginning of each turn for just the Gollumers, and then another phase immediately after for all other races. (This is yet another one of those things where I would have to see the core coding of the game to see how/if it would work

)
Humanoid
descrip = from the Earth systems, start with $400 less because they are too smart
ability = -$400 at the beginning of the game; +1 to "Random Variation" rolls for all plots owned by the Humanoid
note = another one that is definitely open to debate/change
Leggite
descrip = from the Afcany plains, Leggites have their feet on the ground, heads in the clouds, and legs everywhere
ability = +25% movement speed during player's phases; bonus is still received through riverbed/mountain plots, but movement reduction IS applied to this bonus
note = this would be useful when attempting to catch the mountain wompus

and when time is short, or running short, during your turn
Mechtron
descrip = Evolved from a robotic mutation, Mechtrons are quick deciphers and efficient doers
ability = no special abilities, but allow players to choose this race
note = this would be the true handicap race, having no bonuses at all and allowing for completely fair play
Packer
descrip = from the Silicon system, they love food and make excellent farmers, when they don't gobble their crop
ability = requires 1 extra food unit per turn excluding the first turn of the game; changes the d7-4 Random Variation on food-producing plots to d6-2
note = this ability actually changed the die used to calculate Random Variation; instead of using a 7-sided die, it uses a 6-sided die. I'm not entirely sure how, or even IF, this one would work; I would, once again, have to see the core coding to determine that (and somehow I don't think the creators are going to let me

)
Spheroid
descrip = from the Rolldoe system, Spheroids are well-rounded pioneers that hate square corners and straight lines.
ability = plots that are not adjacent to other plots owned by the Spheroid gain +1Unit production excluding the first turn of the game
note = adjacent plots would be the 4 directly next to it and not the 4 corners, since there is only so much room on the planet. this one kinda had me at a loss and completely unsure of what its ability should be, but I finally came up with something that might work
I also have general suggestions for selecting races:
-allow players to change their race (with limits, of course; something like once every 30 days might be reasonable)
-host has option to allow race abilities to be active
-if race abilities are active, host has option to allow only certain races to participate
(special thanks to kipley and Rogue Cat for their input which has inspired many changes in my suggestion so far)
Again, feel free to discuss these abilities and make suggestions of your own; all are open to debate and can/will more than likely be changed anyway.