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The kValues and eValues[]

In the game files you will see things like kCollector, kRefinery, kScout & eMotherShip, eCollector, eScout (the e's mostly in the classdef.lua file).

The kValues[]

The k's are assigned in a race's ai_build file, for example in scripts/races/{racename}/scripts/ai_build.lua you should see.

kCollector = HGN_RESOURCECOLLECTOR
kRefinery  = HGN_RESOURCECONTROLLER
kScout = HGN_SCOUT
kInterceptor = HGN_INTERCEPTOR
kBomber = HGN_ATTACKBOMBER
kCarrier = HGN_CARRIER
kShipYard = HGN_SHIPYARD
kDestroyer = HGN_DESTROYER
kBattleCruiser = HGN_BATTLECRUISER

In this example its using the hiligram ships. The variables like HGN_RESOURCECOLLECTOR are generated by the engine when generating the ships.

The eValues[]

Unknown
kValue number
eMotherShip 0
eCollector 1
eRefinery 2
eBuilder 3
eDropOff 5
eScout 4
eAntiFighter 10
eAntiCorvette 11
eAntiFrigate 12
eFighter 6
eFrigate 7
eCorvette 8
eCaptial 9
ePlatform 13
eNonThreat 14
eSalvageDropOff 15
eHyperspaceGate 16
eCapture 17
eShield 18
eSubSystemAttackers 19
eNonCriticalSubSys 20
eGoodRepairAttackers 21
eMaxCount 22
eMaxUserCount 32

Thanks to Greavesy for the image :)

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