To Wyvern regarding scripts. A simple exception for an abandoned base would be enough (supply reduction script).
Talking about hull remover... well, it would be difficult to assign all the ship classes to each faction and keep tracking it. So i prefer a script that removes the hull if there are more than 1 of such hulls on the base.
Hm. Okay. Will keep things simple at least to start with. I'd actually have something to hand you on this, if I hadn't spent all my time trying to track down exactly how I ended up seeing zero-size crew stacks. (So far, I still have no idea. May just give up on that for now and prioritize getting you something useful instead of tracking down an error I can't reliably replicate.)
As for assigning ship classes to each faction: this is kindof already done; you've got lists in each of the convoy files. All I'd need to do is refactor those to be specified in a single file, and presto. Still, I'll give you the simpler "if too many total hulls, remove some duplicates" code first.
Side comment: is it just me, or does the France class destroyer say "UIN" on one side and "?IU" on the other? (Just in case the font doesn't come out right, that's supposed to be an upside-down N, followed by IU, in the second quoted item there.)
@n4arf: Yeah, taking out the mothership is tricky; my first time around, I used a Germany class cruiser with heavy lasers and magna cannons - basically specialized it with long-range anti-armor burst weaponry, to maximize damage dealt during the short intervals when I could afford to turn fortress shields off. Really, any ship with fortress shields has at least a chance... so I should try for a kill sometime using, say, RSF or XLE ships. Should make for more of a challenge. ...Or just mod the mothership's base variant to have all the hull mods I install on mine.