*** RELEASED 1/27/2022 ***
These are all the changes from the last public update (0.65)
Features
- Baratak Grove civilization- The Baratak are a plant-based species designed on the strength of their worlds. If their homeworlds are healthy, they will be healthy. If not, they will struggle. Key to this is pollution and players should make careful choices when deciding what pollution to allow on their worlds, especially their core worlds. You may want to avoid heavy manufacturing and place nature preserves, and generally avoid making Volcanic worlds into Core Worlds regardless of how good they are.
But, when you do find a good planet the Baratak are better than any other faction at maximizing its value but being able to convert nearby dead planets into living planets that can feed into their Core World. Their Command Ships also focus on being able to strengthen their worlds.
- Pollen- Boosts Growth and Food of nearby worlds.
- Bullate- A regenerating warship.
- Solar Wind- Dramatically reduces decay of nearby colonies. This is an early game ship and particularly great for parking in a solar system where you have promising colonies but you haven't placed a Core World there yet.
- Thorn of Nan- A powerful warship.
- Umbel Garden- Reduces Decay and Pollution of nearby worlds.
- Sower of Seeds- Able to spawn Colony ships.
- Galactic Canopy- Reduces Pollution and boosts approval of nearby worlds.
- Terran Resistance civilization- Fellow humans in the universe, but less diplomatic and more guarded than the Terran Alliance. Though they lack the influence of the Alliance their have a strong military, especially their Command ships. Which earn double the normal experience and all gain powerful bonuses as they level.
- Onyx Hive civilization- This civilization survives on Promethion. The more they have, the higher their Growth rate, making them infertile and stagnant when their Promethion stores are low and prolific when they are high. Their ships are also durable, receiving double the normal amount of hit points, but can't be repaired.
- Manti Cluster civilization- They are an aquatic defensive civilization combining both the Paranoia trait and the Warriors trait, making them very difficult to uproot once they are dug in.
- Altarian Republic civilization- The diplomatic Altarians are twice as likely to be ideological as other species. Making them more likely to approve or dislike their civilization depending on your choices.
- Torian Regime civilization- The Torians are another Aquatic faction that will be fighting for those powerful Oceanic worlds in the early game. Their Fertile trait makes them particularly suited to do so as they start with extra citizens and have an increased growth rate.
- Krynn Syndicate civilization- The Kyrnn are not a species, they are a movement. When you start the game you will start with a random collection of species for your citizens and leaders, allowing you to draw on each species strengths to specialize your civilization.
- Iconian Refuge civilization- Being Paranoid and Xenophobic makes the Iconians the worst cultural civilization in the game. They will have a difficult time expanding and forming alliances but their significant research bonus makes them a threat if they are left alone to grow. They are happiest when starting in a Sector by themselves and most at risk when surrounded by close neighbors.
- Tech Navigator- You can now explore the entire tech tree. (coming soon)
- Factions- Every civilization has 4 internal factions that you can assign leaders to. The bonuses from these factions depend on that faction's favor toward you (earned from events) and the stats of the leaders assigned to them. Some factions and specific to only a certain civilization. For example, the Church of the Way is very powerful but unique to the Krynn. Your citizens might be members of these factions too, and if so their approval will be modified by your favor with that Faction.
- Endless Emporium- Reduces Galactic Bazaar prices and increases Income.
- Natural League- Boosts Growth and reduces Food.
- Freemind Center- Boosts Tourism and Ship Range.
- Warforged- Boosts Ship Construction and increases Crime.
- Children of the Precursors- Increases Maintenance and resources from Relics.
- Shimmering Depths- Increases Growth and Reduces Pollution.
- Church of the Way- Boosts Approval and Influence.
- Cutters Guild- Increases Crime and Manufacturing.
- Spacing Guild- Increases Moves, reduces Growth.
- Conversion Core (Yor)- Increases Influence, reduces Income.
- Production Core (Yor)- Increases Manufacturing, reduces Research.
- Empathy Society (Mimot)- Increases Approval, reduces Manufacturing.
- The Science Team! (Terran Alliance)- Increases Research, reduces Manufacturing.
- Media Alliance (Terran Alliance)- Increases Influence, reduces Diplomacy.
- Banking Clan (Corporate Sector)- Increase Income, reduces Diplomacy.
- The Freemarket Society (Corporate Sector)- Increases Income, reduces Approval.
- Thrive Group- Increases Population Capacity, reduces Mining.
- Ecologism- Reduces Pollution, increases Approval.
- Slaver's Guild- Increases Manufacturing, reduces Maintenance.
- Superiority League- Increases Research, reduces Growth.
- Technological Singularity- Increases Research, increases Maintenance.
- The Mining Guild- Increases Mining, reduces Approval.
- Warrior Caste- Increases Ship Hit Points, reduces Control.
- Player Power List- Now from the player panel you can see the relative strength of all known players and click to go to diplomacy with them.
- New Policies- More early sand midgame policies have been added.
- Genius Grants- Increases Research at a significant cost.
- Planetary Stimulus- Increases planet construction.
- Infrastructure Support- A more advanced policy for further boosting construction.
- Military Stimulus- Increases ship construction.
- Fleet Buildup- A more advanced policy for further boosting ship construction.
- Cultural Heritage Protection- +10 Influence per turn from your homeworld.
- Genetic Manipulation- +2 Intelligence for all Citizens and Leaders.
- Print money- Gives you 1000 credits but lowers approval for 52 turns but the cooldown is only 25 turns which means you can stack the misery if you want!
- Grove Growth- Species with the Spore ability can use this. Food production +50%.
- Empathic Connection- Species with the Empathy trait can use this. Approval +30%.
- Fast Exploration- Species with Explorers trait can use this. All ships get +2 moves but lose half their HP while enacted.
- Hull Reinforcing- Drath (war profiteering) can use this. +25 HP to all ships.
- Focus on Innovative individuals- Species with inspiration trait can use this. All planets get +1 to tech.
- Environmental Exploitation- Gross Income +5 but pollution goes up 25%. Anyone can do this. Even you.
- Asteroid Exploitation- Species with Archeology trait can use this. Asteroids give 1 raw material instead of 0.1 each.
- Subspace Sensor installation- Species with starfaring trait can use this. Doubles sensor range.
- Population boom- Species with fertile trait can use this. People are..encouraged to..er...breed. Approval +10%. Wealth -20% (people are busy). Population growth +200%.
- Shoddy Construction- Species with Proliferation trait can use this. Improvement cost is cut in half but maint on buildings that have maint is quadrupled while enacted (of course, you can turn this off later..).
- Endless Feast- Species with ravenous trait can use this. While enacted, sentient forms of food are..ahem..imported. Food income +1 per planet. Approval +20%. Diplomacy -2. Don't judge me!
- Singular Purpose- Species with Unrelenting trait can use this. While enacted, civ gets +1 control per turn.
- Extreme Automation- Robot races can increase their manufacturing by 50% though it costs 20% income.
- Ship specifications- Requires Space Doctrine tech. Ship HP +20% but increases ship costs by 10%.
- IP Theft- Civilizations with resourceful trait can use this. Research +20% but diplomacy -1.
- Laissez-faire- Species with wealthy trait can use this. Colony money income doubled but pollution increased by 20% and crime increased by 10%.
- Remote Navigation- Robot races can add +1 moves to their ships.
- Professionalism- Species with the loyalty trait can enact this. Experience increased by 50% by ships while enacted.
- Greatly improved performance
- New Events
- Mimot Faux Pas
- Archive Location
- Culture Wars
- New Executive Orders
- Forced Overtime- Boost production of a shipyard (though your people wont be happy).
- Draft Civilian Ships- When you really need to get some emergency defenders.
Fixes
- Fixed a missing entry on the Exhort governors tooltip
- Fixed the Orbital Manufacturing tech
- Fixed techs that boosted asteroid mining
- Fixed an issue where leader events were happening way too often.
- Fixed an issue causing the AI to spend into negative control.
- Fixed a stuck turn issue.
- Fixed an issue with the Intimidating culture trait causing all players to go to war if someone declares war on you
- Fixed some obsolete Manti ships.
- Map generation now shuffles players before placing (previously you would see the same AI showing up in your starting sector).
- Sieges are now ended if peace is declared between the players.
- Fixed an issue getting control from minor faction quests.
- Fixed an issue with leader backgrounds that didn't fit the area.
- Fixed an issue where faction specific music wasn't playing on the choose faction screen.
- Fixed an issue where colonies would not sponsor any core world when changing hands.
- Fixed some alien encounter events that were occurring too early.
- Fixed control relics not providing control each turn.
- Fixed an issue where you couldn't assign governors from the governor screen.
- Fixed an issue where some ships were shooting invisible missiles.
- Fixed an issue where you would always get the "Available Leader" alert.
- Fixed an issue where Drengin and Arcean citizens weren't getting an Approval boost for being soldiers.
- Crash fixes.
- Fixed an issue with increased range from some techs and the Minister of Exploration.
- Fixed an issue where Asteroids might not decay.
- Fixed an issue where weapon upgrades from events weren't remaining.
- Fixed an issue with some event choice tooltips not showing all the bonuses.
- Fixed an issue where Terran Command ships.
- Lots of typo fixes (special thanks to IDKodiak).
- Fixed an issue sizing planet terrain tooltips.
- Fixed a bug where the "needs more defenders" value was inverted...
- Fixed a few crash issues.
- Fixed bug that caused the pirates not to move.
- New starting executive order: Print money. Gives you 1000 credits but lowers approval for 52 turns but the cooldown is only 25 turns which means you can stack the misery if you want!
- Fixed Research Grants policy to work.
- Fixed Genius grants policy to work.
- Throttled calls to message pump to reduce fan noise on PCs and make system more responsive.
- Added a MapSizePacingAdjustment() API to make it easier for devs to adjust pacing based on map size.
- Fixed some of the random events to only occur on core worlds.
- Fixed bug where you could have more policy slots in theory than you could place resulting in a broken game.
- Fixed a bug trying to talk to Minor Civilizations.
- Fixed a bug keeping the Military Stimulus policy from working.
- Fixed broken Faction tooltips.
- Fixed a bug where you could assign multiple commanders to a command ship (you are all cheaters!).
- Fixed an issue where the habitable planet frequency slider wasn't working.
- Fixed an issue keeping the Martial Law executive order from being enabled.
- Fixed an issue keeping the Colonial Supplies executive order from being enabled.
- Disabled code that was either preventing ships from moving or forcing them back into orbit.
- Fixed a bug that allowed you to redo the missing colonist event.
- Fixed missing tech icons on the tech screen.
- Fixed an issue that made Venus look closer to the sun than Mercury.
- Switched the new generation event to only trigger on core worlds.
- Fixed the Swamped event not correct giving a ship component.
- Fixed an issue where factions could break if you loaded from saved custom settings.
- Fixed an issue where some civilization's armed shuttles were using bomber descriptions.
- Fixed an invalid faction color.
- Added missing leader descriptions.
- Updated some technology descriptions to better match what they do.
- Fixed missing thumbnail on the YOR homeworld.
- Fixed spacing issue where foreign trade offers with dialog had the dialog text overlapping the relation bar.
- Crash fixes.
-
Balance
- Starbase Factory now only requires modules
- Added a Paradise planet type
- Improved planet classes (good planets have more tiles)
- Planets generally provide more Tech
- Lowered Population growth
- Self-Governance cultural trait provides a free leader.
- Eureka cultural trait provides +30 research.
- Deep Investigation cultural trait increased from +1 Research per anomaly to +3.
- Breakthrough cultural trait increased from +50 research to +60.
- Kindness cultural trait provides +1 diplomacy.
- Increased the Approval penalty from the Conscription policy to +3% and the manufacturing bonus to +15%.
- Cultural Values policy now gives a diplo penalty
- Slave Labor policy now gives a cruelty boost and a diplo penalty
- Increased the diplo penalty on the Foreign Dumping policy
- Free Trade policy now gives a Liberty bonus and crime increase
- Conscription policy now gives an approval penalty.
- Rebalanced all starting galaxy settings sliders.
- Increased the speed of travel through hyperlanes significantly.
- Fixed an issue causing infant space monsters to get too powerful.
- Reduced the manufacturing cost of supply ships form 200 to 125.
- Starbase related techs give out modules.
- Lowered the construction costs of early game improvements.
- Mountain tiles now provide +1 Wealth.
- Plains tiles now provide +1 research and +1 manufacturing.
- Governors no longer provide resistance.
- Reduced the min distance between stars.
- Increase the number of stars by setting.
- Map generation distributes objects more evenly.
- Increased the Colonization event chance from 10% to 25%.
- Commanders no longer give an exp bonus based on their Int
- Commanders now give a much larger Attack bonus based on their Resolve (the point of these two changes is to push leaders with different stats to be much better at specific things, rather than generally good overall. ie: high int leaders don't really matter for commanders, but a high resolve leader is amazing).
- Added the Colonial Clinic as an improvement for new worlds.
- Increased moves for the starting probe.
- Rebalanced all Executive Orders.
- Halved the speed of pirates.
- Halved the hit points of Pirate starbases.
- Reduced the free freighters from the Ministry of Trade tech from 2 to 1.
- Adjusted the amount of starting locations based on sector sizes.
- Fixed some broken planet halo sizes.
- Yor no longer require a tech to construct new citizens.
- Base technology rate for adjusting for map size changed from 500 to 1200 since GC4 has sectors and most of the "hexes" aren't real. This drastically reduces the # of turns to get techs.
- Galaxy setup screen now automatically adjusts player counts based on the actual # of usable hexes in the universe.
- Adjusted the number of players recommended to take into account both the size of the sectors AND the number of sectors.
- New # of stars calculation for map generation so that there is a much greater variance in star frequency based on sector count and sector sizes.
- Nebula spawning redone to deal with the sectors (basically, the area outside sectors are still technically hexes and this needs to be deal with when spawning things).
- Taxes have a much bigger effect on approval than previous.
- Research and Manufacturing are now knee-capped by approval. I.e. a 55% approval means your research on a planet is adjusted to 0.55 of what it would have been. (lots of rebalancing to deal with this incoming).
- Colonies (not core worlds) get a free +1 good so that they're not so bloody miserable all the time (they're still pretty miserable but sheesh).
- Colonies (not core worlds) get a free 0.1 per planet class of goods to make the approval rate of say Paridia a very different thing than say Ceti Alpha V.
- Write a new heuristic (i.e. crappy) tile distance calculator that will need to be improved to determine how far away a tile is when it's in another sector (since, again, the space between sectors are technically tiles and we need to largely ignore this distance and deal with where the different subspace stream lanes are. This way, the AI will go into other sectors far more readily. THIS NEEDS TO BE IMPROVED ON.
- Uncolonized planets that can be colonized have a whiter, more easy to see glow around them.
- Small ships now require orbital manufacturing to research (Was artificial gravity which already gives a +1 to moves).
- Big rebalance to planet classes (crappy worlds are still 1 to 3 but the good ones are now much higher).
- Colonies do not have their output affected by approval. Thus, a core world, at first, is actually worse than a colony before it gets improved on.
- Big balance pass on the mineral, food, wealth and tech defaults of planets in order to deal with the approval affecting outputs. This also results in more variance and distinction between worlds (Which is fun)
- High quality planets are now visibly larger on the map to make them easier to spot.
- Taxation rate high changed from 0.75 to 0.67
- Taxation rate max changed from 1 (100%!) to 90%.
- Max starvation penalty reduced from 30% to 20%. (though this may creep upward again, we'll see).
- Rebalanced the default strategic zoom settings so that dead planets and other stuff all disappear at different rates.
- Changed "income" to revenue in various places.
- Expectations rebalance across all civs now that approval is such a big deal.
- Control relics produce 0.1 control per turn, not 1 per turn.
- Balance pass on cluster sizes to make the sizes more distinct.
- Vastly reduced the amount of nebula based on player settings (pick abudant if you want it to be abundant).
- Top to bottom revisit of the # of stars, planets, etc. that are generated at the start of the game based on player settings, # of sectors, starting sector, etc.
- Asteroid fields can get bigger.
- Significant reduction in the # of anomalies on occasional and lower (basically far more variance based on the setting).
- Hyperlanes allow you to move 20 times faster instead of 10 times faster.
- Core capitals now cost 1 maint.
- Core capitals provide +1 raw minerals.
- Civilization capital provides +10 wealth to get the player started.
- Various galactic wonders are now moved up into the tech tree so that there are more interesting choices early on.
- Research mission cost increased from 90 to 100.
- Treasure mission cost increased from 80 to 120.
- Promethius stone now provides 3 wealth to a core world.
- Xanthium deposits now provide 1 mineral to a core world.
- Techapod hives now proivides 1 mineral to a core world.
- Removed maint from many of the improvements.
- Reduced the cost of improvements in general to deal with the generally lower manufacturing (due to approval).
- Reduced the tech inflation multiplier so that late game techs aren't quite so crazy expensive.
- Population growth multiplier reduced from 2.0 to 1.5 (population will grow a lot faster).
- Rushing on planets and shipyards only cost 1 control rather than 25 and 20 respectively.
- Elimination of "galaxy size" pick. Now, players choose # of sectors and the size of their starting sector. Those two now generate the galaxy size.
- Planet class now described on how good it is instead of using a size (a planet class 26 is awesome, not "big").
- Eliminated screen dirt of displaying the rarity of a tech on the card. The rarity icon is sufficient and the mouse over now displays the rarity label.
- Changed "player" to civilization.
- Added some missing descriptions
- Cultural Value protection policy now requires ministry of culture tech
- Research grants now requires research districts tech.
- Planetary Stimulus policy can't be used by robots.
- Military Stimulus now requires armed shuttles tech.
- Rationing policy now requires planetary mobilization tech.
- Unregulated Corps policy now requires orbital manufacturing tech.
- Unregulated research now requires WeakAI tech.
- Slave Labor tech now virtually eliminates planetary maint.
- Genetic Manipulation policy now requires Planetary Adaptation tech.
- Coerced colonization can only be used by carbon based lifeforms but not ones with fertile ability (they have pop boom).
- Experimental drive HP penalty reduced from 50% to 20%.
- Conscription now requires Planetary Invasion tech.
- Drengi buffed a lot because it sucks so much otherwise.
- Policies the player can't currently enact are now hidden to make the screen more readable.
- Removed the governor powers from the planet screen.
- Updated planet art for home worlds.
- Xeno Entertainment gives a 10% approval bonus.
- Moved Subspace Streaming tech to immediately follow the scanning tech.
- New technology: Space Doctrine.
- New technology: Flexible Bulkheads: +1 component slots to all ship sizes. [uncommon]
- New technology: Extreme Miniaturization: 1 + 25% more component slots to all ship sizes. [rare].
- Civ capital no longer requires maint.
- Players start with a single policy slot (instead of none).
- Tooltip system updated to intelligently place itself so that it's not showing up on top of the control
- Ship XP is now evenly divided between participants rather than based on damage dealt.
- Updated tech short descriptions to be more descriptive.
- Hyperwave radio policy slots opened reduced from 2 to 1 (since players now start with 1 slot)
- Other species have lower expectations (so that they're not so annoying on your planets)
- Colonial Bureaucracy now adds a policy slot.
- Colonial Bureaucracy now requires leadership recruiting
- Political Capital now opens a policy slot.
- Colonial Law and policy now opens a policy slot
- Ministry of defense tech moved from requiring Ministery of Finance to Leadership recruiting
- Removed "Ministry of Truth" (until we can find something interesting for it)
- Domestic policy doctrine opens a policy slot
- Colonial Governance opens a policy slot
- Ministry of Culture moved from using leadership recruiting as a prreeq to Xeno Entertainment
- Xeno Religions tech now requires ancient civ trait
- Black Market tech now requires War profiteering ability
- Removed "Marketing" tech until we can find something useful for it.
- Space Doctrine now adds a policy slot
- Planetary Shock and Awe tech moved to require Planetary Siege TEch
- Systems of Control now require Unrelenting civ trait.
- Supply depot cost reduced from 50 to 28 to help get new worlds going faster
- Supply depot manufacturing level bonus increased from 1 to 2.
- Virtual World is now classified as an Approval improvement instead of a research one
- Upgrading of Entertainment districts moved from Colonial Bureaucracy to Xeno Entertainment
- Prestige victory now scaled by MapSizePacing.
- Balance pass on Prestige victory contributors
- Tech research cost now uses MapSizePacingAdjustment() resulting in much better pacing for research times.
- Max approval rating reduced from 100% to 99% (this isn't a North Korean election).
- Asteroids are more common
- Marginal planets have a smaller halo than better quality planets.
- Genius Grants policy now provides +1 to annovation awareness.
- Culture rings on starbases no longer require maint.
- Basic defensive armor now unlocked with Defensive Studies
- Updated prestige victory tooltip to be more descriptive
- Went through and updated all the alien text dialog to and from the player.
- Added a bunch of new alien dialog for the greetings screen.
- Added a bunch of new alien dialog for the diplomacy screens (both main and other topics) [really this is like 50 bullet points here but suffice to say, lots of new text].
- Wrote specific AlienX talking to AlienY dialogs (like Drengin talking to a player playing as the Torians for instance) in many places.
- New file: FlavorText_UnknownAliens which provided unique descriptions written by Chris Bucholz of the various aliens.
- Fixed typos in events.
- Fixed the rush tooltip to have it be X out of Y and to have a space after the number but before "credits".
- Updated the flavor text system to support strings that have no preference weight provided. This means a lot of additional variance in the text players will see.
- Added new quest events based on each category of ideology. These will need testing and we still need to address the too much repeating quests issue.
- Culture Ring modules now produce 1 influence per turn for colonies in their area.
- New module: Cultural Awareness module. Requires Universal Translator.
- Removed Harmony Crystal requirement from Cultural Forum module
- Adjusted star cluster sizes to feel better at different settings.
- Tiny, Small, Medium ships no longer cost maint. Large and huge ships cost 2.
- Prestige Victory adjusted so that citizens only count for .5 points per citizen.
- Made low quality planets visibly smaller on the map and in the planet list so that players can tell they aren't good core world candidates at a glance. (except for Artemis and Mars).
- Increased the number of stars at various sector sizes.
- Fixed issue where no matter what, a single sector map was always huge.
- Colony default crime reduced from 10% to 2% because sheesh, not every planet is space Detroit!
- Culture (influence) districts now arrive with Universal Translator tech instead of Political Capital.
- Rush cost mult increased from 2 to 4.
- Pressure scientists executive order moved to require Xeno Research. (otherwise this is just a no brainer for the first turn).
- Rerolling techs increases the research cost more.
- Reduced the leader cost modify on the Merit and Incentives culture traits.
- Reduced the Control bonus from the AI Overseer and Bureaucratic Office improvements.
- Governments removed.
- Call Election removed.
- Yor civilization now more evil than ever
- Default civilizations updated to use the new factions
- XP needed to go up a level increased. (probably not enough)
- Faction Leaders give a diminishing return (i.e. adding 20 leaders to say Warforged will have a diminishing benefit)
- Lots of new flavor text based on race. Special focus on the Festron this time.
- Changed references of "empire" to "civilization" when found.
- New Policy: Xeno Harvesting (don't ask).
- Removed "Gun rights" policy.
- Balance pass on policy benefits.
- Planetary Stimulus policy now requires Colonial Bureaucracy tech.
- Defensive Measures policy now requires Defensive Studies tech.
- Heart of the Empire policy cannot be used by Relelentless trait civs and can only be used by carbon based life forms.
- Factions screen (for leader management) reworked to fix cut off text and make more pleasing.
- Civilization manager (policy screen) eliminates the ideological bars and governments for easier viewing.
- General reworking of Civ Manager (policy screen) for easier viewing and have more space.
- Made sure techs don't provide more than 7 policy unlocks.
- Criminal chance for Yor is now 0. Because they're the Yor!
- Balance pass on all planets to make their production more in line with the more gentle approval penalty.
- Added missing descriptions to several stat types.
- Added a tiny bit of pollution to various manufacturing improvements.
- UI updated to say N of M players instead of max players.
- Added a Culture Point to the Minister of Culture tech.
- Added a Culture Point to the Cultural Assimilation tech.
- Added a Culture Point to the Cultural Affinity tech.
- Added the Stellar Resorts tech.
- Added the Shared Ideology tech.
- Removed some obsolete techs.
- You no longer start with a Culture Point.
- Reduced the number of turns needed to complete some of the galactic achievements.
- Unwavering ability adds +100 to rebellion resistance (Takes much longer to culture flip)
- Assigning a diplomat benefit increased from +1 to +3 relation points.
- Shared borders diplomatic penalty reduced from -2 to -1.5
- Want to conquer the galaxy effect on relations reduced from -2 to -1.5
- Civs with "Cruel" AI trait double the effect of the above.
- Base culture flip resistance increased from 10 to 100 (much slower to culturally flip a planet so that when you conquer a planet it doesn't just flip back).
- War endurance increased for most civs so that they won't ask for peace unless there's been a genuine change in status.
- Enforce the habitable planet counts so that occasional really means it.
- Balance pass across habitable planet settings now that the setting is being enforced.
- The influenceRadiusRoot changes over the course of the game so that all the players borders eventually grow to fill the map.
- Diplomatic modifiers scale over the course of the game via # of turns.
- Added a Ministry of Tourism
- Removed the Ministry of Recruitment
- Renamed some techs to be consistent (if a tech says "Ministry of..." it unlocks a Minister, etc)
- Reduced Bob improvement from 4x research to 2x research.
- Rebalanced prestige victory.
- Medium hull cost reduced from 60 to 30
- Medium hull design slots increased from 5 to 6
- Large hull size reduced from 120 to 60 (this will probably get more adjustments)
- Large hull design slots increased from 8 to 9
- Huge hull size cost reduced from 240 to 120 (this will probably be adjusted)
- Huge hull slots increased from 11 to 12.
- Strip mining increases pollution by 1%.
- The range of Pirates, Space Monsters and Precursor Sentinels slowly expands as the game goes on.
- Hull Support ship component is no longer limited to 1 per ship (feel free to load up your slots on HP).
- Foundry ship component now available in design (increases ship repair).
- Boost Engine ship component available in ship design (+1 moves, add as many as you want).
- Unshielded Thruster ship component added in ship design (+3 moves, -20% HP).
- Radar Array ship component (+2 Sensor range) Thulium cost removed.
- Subspace Sensor ship component (+4 Sensor range) added with a Thulium prereq.
- Beam Amplifier ship component added to ship design (+20% Beam attack, requires Elerium).
- Prism Cage ship component added to ship design (+30% Beam attack, -20% HP).
- Missile Amplifier ship component added to ship design (+20% Missile attack, requires Antimatter).
- Demolition Charges ship component added to ship design (+30% Missile attack, -20% HP).
- Kinetic Amplifier ship component added to ship design (+20% Kinetic attack, requires Durantium).
- Serrated Munitions ship component added to ship design (+30% Kinetic attack, -20% HP).
- Tiny hull slots reduced from 2 to 1.
- Small ship HP increaased from 12 to 16.
- Removed one per ship limitation on defenses.
- the YOR start with a durantium cloud on their homeworld.
- Planets with specific layouts (like Earth) can now still receive special tiles.
- Colonial Generator improvement added
- Durantium Processor improvement added (converts 3 durantium into production)
- Reinforced Hull ship component added. Requires 1 Durantium.
- Rush cost multiplier increased from 4 to 5.
- Carrier tech moved later in the tree.
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UI
- New event art added.
- Added a bunch of new tech art.
- Colony list now shows yields for all your colonies.
- Fixed the gap on the bottom of the fleet context card.
- Added a logistics icon to the fleet context card.
- Updated the end game summary screen.
- Switched the order of the Mode buttons.
- Fixed the Influence output name.
- Improved the desc on the sentry command.
- New tile layout for Earth.
- All colonizable planets now have halos.
- Increased the size of colonizable planets.
- Improved Govenror and Commander descriptions.
- New first trade route movie.
- Updated robot advisor animations.
- Players can now see the battles they are involved in.
- Battle notifications stick around for users to see and review.
- Ranged-attack battle actions have a notification and bring the camera over.
- Added citizen/leader names for the Drath.
- Added tootip descriptions for abilities that modify leader costs.
- Improved the event tooltip to autosize if more room is needed.
- All new icons for the civilization traits.
- Space monster ships now have appropriately monster names.
- Nested tooltip safezone only protects against collapse of stack when there are no tooltips below the mouse. (ie: if you are mousing over another thing with a tooltip that thing will show instead of the nested tooltip).
- Improved description for asteroids.
- Advisors will now recommend making promising planets into Core Worlds.
- Updated the fleet details screen to work better with Commanders.
- New starbase icons.
- Updated nested tooltip system.
- After you construct a starbase you are taken directly to the starbase screen.
- When you have a planet selected it defaults to showing the ships in orbit on that planet.
- Much better Nested Tooltip support.
- Update Range line to not be so pixelated.
- Tweaked main map ships sizes (made them not so tiny).
- Lots of new flavor text.
- Standardized planet and halo sizes.
AI
- Fixed an issue causing the AI to spend into negative control.
- AI is more aggressive.
- Balanced Audio between faction themes.
- AI does a better job of selecting options from events.
- AI does a better job of hiring leaders.
- Fixed an issue keeping the AI from using special ship abilities effectively.
- AI does a better job of constructing starbases for mining.
- AI does a better job of using supply ships.
- Fixed an AI error where it would send a colony ships to a core world without realizing it had another already on the way.
- Improved AI fleet decisions.
- AI's "ripe for conquest" calculation ramps up rather than suddenly turning on.
- AI deals with starvation much better (food starvation not some sort of fancy CPU starvation or whatever). Not real food but the food in the game.
- AI targets low taxes rather than medium taxes.
- AI now uses the AI Preference tech for choosing executive orders to use.
- AI much more likely to build constructors when there are resources and stuff to go get.
- AI will abort building endless "defender" (the little ships) if it can't find something else to do and instead will try to produce mission ships or other types of ships.
- AI more willing to build ships that take longer to build if they're at peace.
- AI more likely to build supply ships if the other core world isn't too far away.
- Fixed bug that resulted in AI not rushing ships if it was rich.
- AI uses heuristic tile distance calculator for dealing with tiles that are in other sectors.
- AI will only used cached battle ratings rather than recaluclating (massive turn speed boost).,
- AI builds a lot more scouts.
- AI much more likely to go to war with other civs (and the player) if they really hate that civ and they have good miltiary power.
- AI much better about building resource mining starbases
- AI much better about building asteroid bases.
- Big AI update to how it decides what ships to build (this will likely need additional iteration)
- Fixed bug where AI was not clearing the # of ships it thought it had in orbit.
- AI much better at handling tax increases and decreases
- AI no longer uses AIstrategydefs (which are a pain to maintain) as a template on what to build and instead builds a strategy in code based on lots and lots of factors for much smarter AI performance.
- AI puts more effort into reviewing approval for determining its tax rate.
- Improved AI function for evaluating travel between sectors.
- Put in error checking code to prevent AI from seeing any planets it hasn't explored.
- AI much much better at conducting galactic wars with its ships
- Cruel AI players don't care about defending class 1 planet colonies. Sorry. You're screwed.
- Aggressive civs don't build defensive-oriented ships.
- AI much better at managing its planets
- AI way less likely to declare war until they have a decent military.
- Strip mining increases pollution by 1% (instead of 20%) (it adds up)
- AI smarter about what durational projects it will run.
- General planet improvement balance pass based on new economic factors.
- AI does a better job of managing production.
- AI is more likely to want to build larger ships.
- AI does a better job of claiming resources.
- AI won't taunt as frequently (for every captured colony).
- Shipclass building for AI is more balanced and smarter.
- Added more unique responses for the Terran player.
- AI slightly more likely to build constructors during wartime.
- AI values resources higher for choosing shipyards.
- When planets are captured or culture flipped they now capture a portion of the former players culture (so they don't flip back as easily).
- Improvements to AI researching.
- Changed code so that only defenders are not considered for movement once in orbit.
- Fixed an issue that kept AI ships in orbit from ever leaving orbit.
- Better AI evaluation of techs.
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Audio
- Added a sfx for the antimatter explosion.
- Rebalance of music tracks.
- Lots of new SFX.
- New ship movement sounds.
Ships
- New art for the Drengin command ships
- Updated Terran constructor.