Can you believe it’s the end of the year already? With the holidays fast approaching, it’s time for our traditional review of how the year went, with a little glimpse towards the future.
After Aquatics shipped at the end of 2021, I started taking over more of Stellaris development in preparation forseizing control taking over as Game Director in early 2022, freeing Daniel Moregård to move on to his next project. I’m quite thankful for the opportunity, and very happy to be given the game in the state that it was in - thanks to the efforts of the Custodian Initiative and the rest of the team, I had a pretty easy time sliding in.
Let’s take a look at what happened during the year, and a glimpse at the near future.
In Libra, Unity became a core resource, the Spiritualist ethic became more viable, Planetary Ascension was added, and changes were made to Bureaucracy and Empire Size. The Permanent Employment civic was added, and there were some major AI improvements.
We also had another Stellaris Dev Clash, full of many Earths and some cruel betrayals. (And tragic moments, like when I ran out of lines to The Final Countdown for my fleet names.)
Some of these changes were made laying the foundation for further planned changes in 3.4 Cepheus alongside Overlord.
Prior to 3.4, being vassalized was essentially a delayed Game Over - at some point your overlord would integrate you and you would suddenly lose. The restrictions on subjects were also far too strong - as you were unable to expand or really pursue any diplomatic activities, you had little hope of escaping that fate.
One of Overlord’s primary focuses was to make it possible to enjoy playing in either role. Specialist Empires and Agreement Negotiation went a long way to achieve that goal.
Hyper Relays and Orbital Rings provide useful mid-game constructions which change the game significantly when they arrive. There was also more AI work, and some quality of life improvements like Construction Ship Automation and improvements to Planetary Automation.
Cepheus also brought us the Situations system, a powerful tool for content that we’ll be using for a long time.
The WIP situations didn’t seem too bad…
Cepheus also brought us the biggest hotfix I’ve ever done in twenty-something years in the gaming industry, which fixed a huge number of launch issues. I’m very proud of how the community was able to help us identify the problems and the team came together to fix them ridiculously quickly, but I also accept the blame for the need for it. I approved (and pushed for) several changes and additions after I should have frozen development, some of which destabilized the build. These processes exist for a reason, and we will continue sticking to them and err on the side of caution whenever possible.
In the end, I’m quite happy with where Overlord landed, with most of the major issues resolved within the first few weeks, though getting the right balance for AI vassalization acceptance has been an ongoing challenge.
Overlord also produced my favorite Stellaris trailer thus far:
Treacherous little foxes!
Rise a Knight!
The Toxoids Species Pack brought the biggest narrative origin we’ve ever created, and another that killed more leaders by the end of the first month than you generally lose in an entire game.
3.5 Fornax included more AI, performance, and automation work too, to the point where we felt we had to add an easier Civilian difficulty setting and lower the default setting. We also added some more increased difficulty settings at the same time, including Difficulty Adjusted AI Modifiers and All Crises.
Names that inspire terror in your enemies.
Orion also added things like Galaxy Shapes, reworks to the psionic covenants, the Holy Covenant spiritualist Federation type, and accessibility improvements like our first iteration on Text-to-Speech.
It’s hard to describe how tremendously successful the Orion Open Beta was. Within the first couple of days we had already smashed our unique user and feedback goals for the entire month.
Thank you once again for all of your help making 3.6 Orion as good a release as it could be.
As mentioned last week, we’re holding a Mod Jam over the holidays and signups have started. Modders will get three weeks to make... Something.
The winning contribution (by community vote) will get a TUF H3 Wireless Headset from our sponsors at ROG, while 2nd and 3rd place will each get a ROG Keris Wireless Gaming Mouse!
The topic will be announced tomorrow, so check the thread out and join in!
In case you’re wondering exactly how much "a lot" is…
Known issue
Changes and additions
The Stellaris 3.6 “Orion” update includes many changes to combat. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types.
COMBAT REBALANCING
FEATURES
IMPROVEMENTS
BALANCE
AI
STABILITY
PERFORMANCE
UI
BUGFIXES
MODDING
Bugfixes
Balance
Stability
Modding
That's 30 pages of patch notes, roughly the equivalent of 4.28 Pierres.
As a direct result of how successful the Orion Open Beta was, we’ve decided to push a few things to another Open Beta today. These primarily consist of changes to how AIs calculate acceptance, as well as an economic change that sets a floor to how low cost reductions can go.
Balance
Bugfixes
AI
Modding
INSERT MANDATORY DOGGO
What is this stuff?
Dev Diaries will return on the 12th of January. See you next year!
After Aquatics shipped at the end of 2021, I started taking over more of Stellaris development in preparation for
Let’s take a look at what happened during the year, and a glimpse at the near future.
2022 Q1: 3.3 Libra and the Dev Clash
The beginning of the year brought us our first Open Beta of the year and 3.3 Libra.In Libra, Unity became a core resource, the Spiritualist ethic became more viable, Planetary Ascension was added, and changes were made to Bureaucracy and Empire Size. The Permanent Employment civic was added, and there were some major AI improvements.
We also had another Stellaris Dev Clash, full of many Earths and some cruel betrayals. (And tragic moments, like when I ran out of lines to The Final Countdown for my fleet names.)
Some of these changes were made laying the foundation for further planned changes in 3.4 Cepheus alongside Overlord.
2022 Q2: 3.4 Cepheus and Overlord
In May we released 3.4 Cepheus alongside the Overlord expansion.Prior to 3.4, being vassalized was essentially a delayed Game Over - at some point your overlord would integrate you and you would suddenly lose. The restrictions on subjects were also far too strong - as you were unable to expand or really pursue any diplomatic activities, you had little hope of escaping that fate.
One of Overlord’s primary focuses was to make it possible to enjoy playing in either role. Specialist Empires and Agreement Negotiation went a long way to achieve that goal.
Hyper Relays and Orbital Rings provide useful mid-game constructions which change the game significantly when they arrive. There was also more AI work, and some quality of life improvements like Construction Ship Automation and improvements to Planetary Automation.
Cepheus also brought us the Situations system, a powerful tool for content that we’ll be using for a long time.

The WIP situations didn’t seem too bad…
Cepheus also brought us the biggest hotfix I’ve ever done in twenty-something years in the gaming industry, which fixed a huge number of launch issues. I’m very proud of how the community was able to help us identify the problems and the team came together to fix them ridiculously quickly, but I also accept the blame for the need for it. I approved (and pushed for) several changes and additions after I should have frozen development, some of which destabilized the build. These processes exist for a reason, and we will continue sticking to them and err on the side of caution whenever possible.
In the end, I’m quite happy with where Overlord landed, with most of the major issues resolved within the first few weeks, though getting the right balance for AI vassalization acceptance has been an ongoing challenge.
Overlord also produced my favorite Stellaris trailer thus far:
2022 Q3: 3.5 Fornax and Toxoids
After the summer we surprised everyone with back-to-back releases.The Toxoids Species Pack brought the biggest narrative origin we’ve ever created, and another that killed more leaders by the end of the first month than you generally lose in an entire game.
3.5 Fornax included more AI, performance, and automation work too, to the point where we felt we had to add an easier Civilian difficulty setting and lower the default setting. We also added some more increased difficulty settings at the same time, including Difficulty Adjusted AI Modifiers and All Crises.

Names that inspire terror in your enemies.
2022 Q4: 3.6 Orion
It was only a few weeks after Toxoid’s release that we jumped straight into our next Open Beta. With a major fleet rebalancing and reworks to how Ascension Paths worked, we wanted to gather a lot of feedback as early as possible, with time for some iteration.Orion also added things like Galaxy Shapes, reworks to the psionic covenants, the Holy Covenant spiritualist Federation type, and accessibility improvements like our first iteration on Text-to-Speech.
It’s hard to describe how tremendously successful the Orion Open Beta was. Within the first couple of days we had already smashed our unique user and feedback goals for the entire month.
Thank you once again for all of your help making 3.6 Orion as good a release as it could be.
2022 Mod Jam
As mentioned last week, we’re holding a Mod Jam over the holidays and signups have started. Modders will get three weeks to make... Something.
The winning contribution (by community vote) will get a TUF H3 Wireless Headset from our sponsors at ROG, while 2nd and 3rd place will each get a ROG Keris Wireless Gaming Mouse!
The topic will be announced tomorrow, so check the thread out and join in!
2022 Overall
That sounds like a lot. It was a lot. We had a very good year, and I feel that the Custodian Initiative has proven itself handily.In case you’re wondering exactly how much "a lot" is…
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# Features
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# Unity Rework
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# Necroids Species Pack Features
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# New Content
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# Balance
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# AI
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# UI
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# Stability
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# Performance
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# Bugfix
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# Modding
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######################### VERSION 3.3.1 ###########################
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# Features
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# Unity Rework
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- Some technologies that increased unity production now instead increase Edict Fund by 20.
- Autochthon Monument, Corporate Monument, and Simulation Site building lines now generate a small amount of Unity and increase Unity generation from jobs on their planet.
- Autochthon Monuments and other similar buildings now produce Unity based on the number of Ascension Perks the Empire has taken.
- Cutthroat Politics now also reduces Edict Upkeep by 20%.
- Executive Vigor Ascension Perk now grants 100 Edict Fund instead of 2 Edict Capacity.
- Grand Council and Harmonious Directives Traditions now grant 50 Edict Fund instead of 1 Edict Capacity.
- Imperial Cult Civic now grants 100 Edict Fund instead of 2 Edict Capacity.
- Inwards Perfection now grants 50 Edict Fund instead of 1 Edict Capacity.
- Planetary Unification now grants +5% Unity production and a one time Unity award instead of +2 Unity.
- Brand Loyalty civic now grants 25 Edict Fund instead of 1 Encryption. Subsumed Will and OTA Updates now also grant 25 Edict Fund.
- Capital designations now provide production bonuses.
- Feudal Society now also reduces Leader hiring costs by 50%, waives Unity upkeep costs for employed Leaders, causes employed Governors to instead generate Unity equal to their skill level, but removes the ability to dismiss Leaders.
- Finishing tradition trees now unlocks the ability to select previously locked Federation types.
- The Imperial Authority now gains increased Influence from Power Projection.
- Added Planetary Ascension Tiers to enhance Planet Designations through Unity
- Reforming government now costs Unity. The cost is based on Empire Size.
- Renamed Administrator jobs to Politicians. Assigned Bureaucrats, Priests and other related jobs to the new Administrator economic category.
- Resettling pops that previously cost Influence now costs Unity. Abandoning colonies still costs Influence.
- Unity Ambitions and Campaigns now function like Toggled Edicts and last until canceled with upkeep rather than costs.
- From Beta: Increased Spiritualist discounts on edict cost and upkeep to -10%/-20% from -5%/-10%. Cutthroat Politics now grants -20% edict upkeep.
- Hive empires can now build a variant of the Autochthon Monument line called Sensoriums.
- Leaders have a base cost of 100 unity and cost 50 additional unity for every leader owned leader, not counting the ones you start with. The cost goes down whenever a leader dies or is fired.
- Memorialists and Death Cults can now choose whether to build their specialized Unity buildings or regular ones. Memorialist buildings now replace the Autochthon Monument line.
- Merchant Guilds no longer produce bonus unity.
- Rulers now provide +5 Edict fund per level instead of their previous Edict Duration and Unity Boost.
- Suppressing or Promoting factions no longer costs Influence.
- Known Issue: Unity costs for Faction Manipulation is not yet in place.
- Technocracy no longer generates unity. Instead the Civic now doubles the chance that your scientists will discover a technology from within their expertise. The civic only requires you to be partially materialist.
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# Necroids Species Pack Features
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- New Civic: Permanent Employment added.
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# New Content
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- Added 2 new bespoke star systems and 3 new anomalies to be discovered: “Temporal Prism”, “Lost Soul” and “Ancient Vending Machine”. Also added a colony event chain, “Insidious Ophidians”.
- 2 new archeology sites were added to the base game: “The Mask of Transformation” and “Rage Sage”.
- Added Plantoid, Lithoid, Necroid, and Aquatic pre-sapient pops to discover for owners of the respective Species Packs.
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# Balance
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- Activating an edict now requires one months upkeep cost worth of stockpiled resources.
- The Hydrocentric Ascension Perk now allows empires to flood habitats, making them suitable for Aquatic species.
- Edicts can now have a cooldown before they can be disabled.
- AI Megacorps should spawn half as often as before now.
- Increased the likelihood of getting endgame crises that are not the Unbidden.
- Beta: Empire Sprawl has no effects under 100 rather than 50.
- Beta: Increased Unity production of Bio-Trophies from 1 to 3.
- Beta: Reduced the costs of higher tier edicts and campaigns.
- Scientists currently researching a technology can now gain new traits as they level up
- Distinguished Admiralty now gain +2 starting level to their Admirals and Generals.
- Fixed unmodifiable traits so that you can now correctly remove special habitability traits, along with various other traits that you were not meant to be able to add but it was fine to remove. Also allowed you to apply existing species templates containing such traits to the rest of the species. (This mainly covers flavour-based traits - there are still some such as Mechanical or Psionic or Necrophage which you will not be able to add or remove via species modification)
- From Beta: Empire Size effects on edicts, campaigns, and ambitions now directly affect the base costs of these, so bonuses like Spiritualist ethic's cost reductions now reduce costs and upkeep by the expected percentages.
- Increased political power of ruler and specialist strata under Decadent Lifestyle.
- Increased the consumer goods upkeep of Decadent Lifestyle.
- Integrated Preservation no longer increases admin cap, instead it gives your empire a flat 30% increase to Automatic Resettlement Chance.
- It now costs 25/50 influence to upgrade a habitat in addition to the alloy cost.
- Leaders now only stay in the active pool for 1 year, hire them quickly before they leave!
- Beta: Megastructures no longer have a unity upkeep
- Pearl Divers now produce one more trade value (3 by default) and will not steal Angler jobs when food is short anymore.
- Reduced campaign costs and ambitions costs significantly, re-added Edict Cost Reduction to spiritualists for Unity Ambitions and Sacrifices.
- Regenerative Hull Tissue, Nanite Repair System and Nanobot Cloud have had their values sliced in half however they now heal on a percentage basis rather than a static one leading to a net buff in most situations.
- Servile pops should no longer retain the trait if they become zombies.
- Spiritualist empires can now acquire the technologies associated with the Autochthon Memorial and similar buildings, as well as their faith based line.
- Spiritualists are no longer allowed to take ‘Byzantine Bureaucracy’ since they don't have Bureaucrats.
- Telepaths now give +5% planetary output and get bonuses from planet administrator modifiers
- The "Sell to Private Collector" minor artifact decision now grants a flat 500 energy and has a 6 month cooldown.
- The Here Be Dragons endgame trigger now lets Machine Intelligences with the Synthetic Age ascension perk reach it after 4 ascension perks rather than 6.
- The Living Metal technology can now be discovered as long as you have some within your borders.
- The Void Dweller finisher from the Expansion tradition tree now also discounts upgrading habitats.
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# AI
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- AI can now create more specialized planets by switching place of buildings on two different planets with each other.
- AI will no longer instantly buy ever single slave pop on the slave market.
- AI will now prioritize its alloy expenditure in a more sensible way, focusing on ships then starbases modules/upgrades and only building defense platforms as a last resort.
- AI bonus willingness to choose rare tech has been reduced from 400% to 50%, AI would often spend a very long time researching expensive rare tech in the early game if they had the chance.
- AI is now much more likely to pick cheaper research options when all else equals.
- AI will now take into account free jobs and items in the construction queue when setting its economic targets.
- AI empires are now more likely to pick the mind over matter ascension perk when available.
- AI empires are now much more likely to finish their ascension path.
- AI empires that require food will no longer build bioreactors.
- AI empires who are not using food will now delete agricultural districts if they happen to have one, for example when they conquer.
- AI ethics such as militarist, spiritualist and materialist will now have an effect on the AI overall economical strategy where they will have additional focus on alloys, unity or science respectively.
- AI fleets who are following a player fleet with "take point" will now merge with each other when they reach the player fleet.
- AI fleets will now follow the player more closely with a follow command when they are in the same system.
- AI is now much more likely to prioritize surveying a system if they know there is a colonizable planet there resulting in faster expansion.
- AI rogue servitor empires will now build an organic sanctuary on each planet that has upgraded their capital building, and build additional ones on planets with high science or industrial output.
- Overhauled AI weightings for picking techs so that it favors technologies that increase research speed instead of almost always researching weapons (faster research means better weapons in the long run). Also fixed various bugs with this, for example extremely low weightings on researching robotics.
- AI can now balance how many pops it needs that produce amenities better (mostly relevant for Hiveminds, so they don’t put ALL their pops on amenity creating jobs).
- AI will no longer destroy superfluous buildings and districts during a temporary occupation of a planet.
- AI will now demolish superfluous districts, commonly obtained during conquest and purging the previous owners.
- AI will now favor the trade policy which generates consumer goods over the default wealth creation policy.
- AI will now favor researching techs unlocking the weapon type they favor (according to their personality).
- AI will now make sure planets contain at least one free building slot if it has unemployed pops and it is unable to find any possible construction which contributes to the AI's economic plan.
- AI will now only build defense platforms if they have maxed out their fleet cap.
- AI will now only upgrade fleets if there would a substantial benefit (+30% fleet power determined by define SHIP_FLEET_POWER_UPGRADE_THRESHOLD )
- AI will now remember if they have fought against a crisis together with the player and continue following their fleets as long as the threat of the crisis remains.
- AI will now spend more of its alloys on upgrading starbases when they have reached their fleet cap.
- AI will now more reliably build habitats again.
- Ai budget for alloys will now heavily favor building colony ships if we have claimed planets we want to colonize.
- AI now understands how to evaluate energy grids and other buildings that apply modifiers to the planet (so now it can create specialized planets better).
- Allied AI will now help its allies defend against the mid and late game crisis.
- AI is now much more likely to prioritize surveying a system if they know there is a colonizable planet there resulting in faster expansion.
- AI will now look at the individual unemployed pop when considering what job to create for it, solving various issues where jobs were created for pops who could not work them.
- Fixed AI often aborting jump drive orders during windup.
- Fixed Lithoid Tree of Life food building and destruction loop
- Fixed a bug where the AI would sometimes try to replace one lost science ship with an excessively high number thereof.
- Fixed an issue where AI can not build any buildings when negative on food and consumer goods at the same time.
- Fixed an issue where AI would continuously upgrade buildings and create an excessive amount of jobs.
- Fixed an issue where AI would incorrectly multiply the trade value generated by a building by the number of jobs provided by the building twice.
- Fixed an issue where AI would only consider solving amenities issues with buildings if there was no unemployment.
- Fixed an issue where AI would put too many pops working amenities jobs.
- Fixed an issue where hive minds were unable to build the spawning pool.
- Fixed an issue where repeatable tech were getting an extra chance to be research as if they were rare techs.
- Fixed an issue where the AI did not colonize low habitability planets when there are no other options causing doomsday origin empires in particular to often experience a very swift end to their species.
- Fixed an issue where the AI would not budget to use ship boost edicts.
- Fixed an issue with AI budgeting preventing it from using terraforming gasses when it wanted to.
- Fixed several issues where AI would get stuck and not build any modules or upgrade any starbases when there were open module slots which were unable to be filled according to the AI's starbase template.
- Improved "Take Point" Follow behavior for fleets.
- Improved AI construction ship behavior, construction ships will now prioritize tasks that are close to them and avoid going to another system that already has a construction ship in it. Heavily increased priority of building starbases in systems with planets.
- Increased allowed budget for alloys on planet construction which prevented AI from building energy grids.
- Life Seeded AIs now always want the World Shaper ascension perk.
- Lithoid empires are now more liberal in spending minerals on their colony ships.
- Reduces AI willingness to take a lot of planets with very low habitability.
- Removed weighted random from AI construction as it now more correctly prioritizes which buildings to build.
- The AI will now use minor artifact decisions with extra focus put on Arcane Deciphering.
- Total overhaul for scripted AI tech selection. The important techs are now: extra research speed, extra resource production, resource producing buildings, ship types and starbase types.
- Updated AI construction ship logic so that they will keep working around the system they have been sent to instead of going back and forth between the empire borders (which was a very inefficient way of building stations)
- Updated AI tradition selection to align better with the current state of the game.
- Adjusted AI tradition tree and ascension perk selection.
- Nanite repair system will no longer be used by the auto designer when the empire does not have access to nanite income.
- Fixed an issue where AI necroid empires didn't build chamber of elevation on their planets.
- Fixed an issue where clone army origin species would not always build ancient clone vats on their new colonies when possible.
- Fixed an issue where the AI were not allowed to build Gaia Seeders.
- Fixed an issue where the AI would incorrectly evaluate the potential resources gained by constructing a building.
- Fixed an issue where the AI would sometimes revert to obsolete fallback behavior when deciding what to build.
- Trade value is now affected by difficulty bonus. This will make non hive mind empires more competitive on higher difficulty settings compared to hive mind AI empires.
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# UI
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- You can now see Unbidden anchor systems on the galactic map.
- Clicking the fleet size icon in the top bar now opens the fleet manager.
- Improved legibility of approximate job output indicators on districts and buildings, and made those on buildings also show country modifiers (those on districts already did).
- Optimized elements for leader upkeep and age to fit localization better and avoid UI overlaps.
- Technologies which let you clear blockers now give a tooltip which says how many such blockers are on your colonies.
- Tooltips should no longer show any percentage values with decimals.
###################
# Stability
###################
- Fixed a bug where the closest_system effect could cause an OOS (it would OOS when hovering over the tooltip of certain events).
- Fixed a crash if script tried to change the species rights of a country (e.g. pirates) without species rights.
- Fixed a crash that would occur if a timed modifier element in the expansion planner was hovered after the modifier expired.
- Fixed an OOS if you ever use every_system_in_cluster in a tooltip (luckily, we never did that)
- Fixed crash when using pass_targeted_resolution in events
###################
# Performance
###################
- Reduced frame rate impact of opening planet view.
- Optimized (slowed down) recalculations of species view and colonization menu so that they don’t tank framerate.
- Refactored bonus resources that civics grant to jobs.
- Refactored unemployment benefits from living standards.
- Refactored Living Standards to use pop modifiers on the living standards script, instead of being checked for each pop category.
- Updated ship shader to support empire color in emissive, decreasing the amount of draw calls for Aquatic ships.
- Greatly improved performance of upgrading fleets. This mainly affects the tooltip of the UI (which was very expensive when hovered over), but also saves some time each time the AI attempts to upgrade its fleets.
###################
# Bugfix
###################
- Beta: Bio-Trophies now cost Unity to resettle instead of Influence.
- Fixed Shared Burdens not providing unity for unemployed pops.
- Fixed an issue where pops would mass switch from one job to another (for example maintenance drones).
- Fixed modifiers for Police State civic.
- Reduced Unity gained from the Trade League trade policy.
- Trade value from jobs now get a penalty from low planet habitability.
- Colony designations that increase unity from Administrator jobs now have weighting for spiritualist, hive and machine empires.
- Fixed order of Galaxy Size options in galaxy setup not being ordered based on the number of stars.
- “Synths Scuttle Starbase" now refers to the starbase orbiting a star, rather than a planet.
- Assorted, minor fixes to grammar and punctuation.
- Added Planetary Automation behavior for districts that grant Bio-Trophy jobs.
- Added missing custom icon for ship component "Nanite Repair System".
- Beta: Rogue Servitors can now upgrade their Simulation Centers.
- Beta: Rogue Servitors now have access to the correct Unity producing buildings.
- Blocked ascension tier upgrade on unowned planets.
- Blocked building ships in occupied shipyards.
- Chronicle Drones now care about photosynthesis.
- Citizen Service Soldiers now produce their unity.
- Colonizing Consecrated planets no longer enables breaking the Consecrated Worlds limit.
- Deluging primitives now removes the observation outpost.
- Democratic manadates now check for uncapped rural districts, allowing democratic candidates on shattered rings to usher in a new age of digging too deep and too greedily!
- Save files can no longer be ‘resumed’ if the required dlcs are not available.
- Edicts are now canceled if an empire can not sustain the upkeep.
- Enhanced the memory of Memorialist Hive Minds (they can now correctly build the special Memorialist buildings)
- Ensured that the Arcology Project checks for agricultural districts on Wet Aquatic worlds.
- Venus realized that they were larger than Earth and has decided to shrink to a more appropriate size.
- Fixed "The Library" dig site occasionally granting unaccessible deposits.
- Fixed Criminal Heritage Galactic Emperors.
- Fixed Curators retelling the wrong info when asking again about the Scavenger's origins.
- Fixed Defense Grid Supercomputer not immediately applying its effect upon construction.
- Fixed Megacorp Death Cults not starting with a Sacrificial Temple".
- Fixed Memorialists seeing that some techs unlocked buildings they could not build.
- Fixed Planetary Unification tech description overflowing the box.
- Fixed Sociocultural History tech showing it unlocked the Bounty Sacrifice twice.
- Fixed a bug where system wide auras sometimes persisted after leaving a system.
- Fixed a bug where you could end up with multiple Zroni homeworld systems.
- Fixed an issue where Medical Workers' habitability bonuses would not affect habitability impacts on pop growth correctly.
- Fixed an issue where a ghost Unbidden Portal would continue spawning ships.
- Fixed an issue where only the fleets of the main attacker would go MIA in enemy territory when a new war starts.
- Fixed an issue where scientists would only get expertise traits based on the fields they were not actively working on.
- Fixed automatic ship design name generation often generating a design with an invalid name (i.e. one your empire was already using somewhere) when using certain name lists.
- Fixed clicking top bar influence icon opening the edicts view.
- Fixed expired timed modifiers being visible in the expansion planner.
- Fixed fleet upgrade button telling you your ships were already upgrading telling you your ships were already upgrading twice.
- Fixed it being possible to build ships in occupied mega shipyards.
- Fixed it being possible to upgrade the ascension tier of planets not owned by the player.
- Fixed leader cost sorting option in the leader view sorting by energy instead of unity.
- Fixed looping checkbox clicked audio in the Apply Species Template view.
- Fixed potential issue where Sentinels (crisis-fighters) used the same global event target as Sentinels (stone soldiers from an arc site).
- Fixed reinforcements not arriving to the target fleet and instead showing up at the station when an evasive path was needed in order to get to the target fleet.
- Fixed reinforcements not using evasive path.
- Fixed several places where tooltips in the contacts or diplomacy views would mistake guaranteeing and being guaranteed, and supporting independence or having one's independence supported.
- Fixed some inconsistencies with whether Aquatic habitability modifiers were applied and displayed.
- Fixed some megastructures not animating properly.
- Fixed some misgenderings of rulers in German espionage and Galactic Imperium events.
- Fixed some spacing issues in the localisation of the fire event effect in foreign languages.
- Fixed species modification planetary trait list sometimes overflowing.
- Starbase modifiers should now be applied more quickly after changing.
- Fixed starbase modifiers not always being properly updated when removing buildings or components.
- Fixed the Manifesti faction demanding you outfit your ships with the Gestalt equivalent of sapient combat computers.
- Fixed the species gender selector not having the correct impact on certain Vanilla species' leader portraits.
- Fixed the tooltip of Open Border policies sometimes helpfully telling you that your country was default (in a way that isn't translated to other languages)
- Fixed trade UI showing negative values for Collection Range and Protection Range under some circumstances
- Fixed transport ship jump drive cooldown resetting when invading a planet.
- Fixed unlocalised text "UNKOWN_ORDERS" in a certain tooltip in the fleet interface
- Fixed various living standards incorrectly providing unity instead of a happiness penalty for unemployed pops.
- Fixed wrong color of font used in the Alien Box event in Brazilian Portuguese
- Fixing missing line break for the alert about Necrophyte Shortages in Chinese
- From Beta: Chronicle Drone and Death Chronicles now have the same production.
- From Beta: Chronicle Drones are now Administrators
- Great Khan will no longer turn hostile towards their own satrapies
- Increased reward of the "Shattered World" anomaly event from 3 to 5.
- Beta: Life-Seeded Permanent Employment Megacorps will no longer all be zombies.
- Loading... New Rogue Servitor Planetary Automation Algorithms installed. Bio-Trophy district management for habitats and city worlds updated... Have a nice day.
- Machine Intelligence empires with the Rogue Servitor civic won't be forced to burn organics during the Primordial Soup event.
- Masters Writing of War and Politics now also cost unity.
- Nanite repair system will no longer be picked by the ship auto design if you do not have nanite income.
- Pop job weight for enforcers is now adjusted based on if there is crime or not.
- Posthumous Employment Centers can now be seen even if you can't build them yet.
- Religious Arcologies should now provide appropriate jobs for Death Cults.
- Revolts in systems with enclave stations will no longer be granted ownership of the enclave station (it will remain in the hands of the enclave).
- Sacrifices now have a unity cost.
- Science ships no longer get a free survey completion when their target system gets taken over by someone else.
- Streamlined "Unknown Contact" event chain by turning the "Study the Living Sea" planetary decision into a special project.
- Taking "The Flesh is Weak" no longer makes your species lose its gender presets.
- The Caravaneers will no longer turn Gestalt Rulers psionic.
- The Materialist faction is now happy that you’ve discovered the secrets of the precursors even if those precursors are the Baol or the Zroni.
- The Nemma World colony event will now actually fire.
- The Rubricator is no longer lost to the player if a non-default empire kills Shard.
- The orbital station on New Baldarak (which is rendered useless by the events that create New Baldarak) is now correctly removed.
- The portrait selection view for empire creation now gets a scrollbar if the number of portraits exceeds the two visible rows.
- The project for reanimating Hrozgar now uses the correct art.
- Transport Fleets should handle Landing armies better, notably when in ‘Aggressive Stance’.
- Updated various job weights
- Void dwellers no longer start with a broken Posthumous Employment Center.
- You can now build a Fleet Academy if you have queued a Shipyard (you don't need to wait for it to complete)
- You cannot drag and drop ships into someone else's fleet anymore.
- Zombies can no longer colonize planets.
- Added a missing line break in the Take Point button's tooltip.
- Added missing tooltip when hovering the shipyard tab of a mega shipyard owned by another empire.
- Added missing description for "Precognitive Interface" and "Psi Jump Drive" components in the Technology menu.
- Added missing description for "The Sentinels" planetary feature.
- Added missing description for deposit "Project Cornucopia".
- Added missing galaxy settings tooltips to the galaxy creation screen, both in Multiplayer and in single player.
- Added missing header in the description of "Omega Theory" technology.
- Added missing header in tooltip description of "Defense Platform" and "Habitat".
- Added missing information about required DLC for the Corporate Authority.
- Clarified the tooltip for automatic development to be clear when you had it turned on or not.
- Fixed Angler job name not displaying in FR
- Fixed Megastructure view description resetting so that it no longer shows the wrong description when switching between different kinds of Megastructures.
- Fixed Megastructure view description sometimes not reflecting the selected Megastructure.
- Fixed Megastructure view not always using the default image when no structure specific image exists.
- Fixed a Galcom resolution tooltip saying that the empire was already supporting the resolution when in fact it was meant to say it was already opposing it.
- Fixed a bunch of empire names being missing (and therefore English) in Chinese. Mainly Machine Empires and the Galactic Imperium.
- Fixed a bunch of issues in various federation law acceptance tooltips (several had missing or hard to interpret and ugly information).
- Fixed a dev comment being present in an event text when you encounter an empire with Here Be Dragons during First Contact.
- Fixed a missing species name in event The Dragon has Landed.
- Fixed an issue where the tooltip breakdown for the habitability of an uninhabited planet was missing country modifiers.
- Fixed an unlocalised tooltip in non-English versions of the game when hovering over a megastructure's effects.
- Fixed broken localization reference in Doomsday Origin.
- Fixed cases of unlocalised text when the Galactic Community or Empire tried to build too many Titans for its Defense Force.
- Fixed gender selection tooltip in empire creation stating that clicking a non selected gender will revert to default gender settings.
- Fixed grammar of adding a single clue to an arc site or insight to a first contact.
- Fixed incorrect description of traits "Inspired Researcher" and "Inspired Surveyor".
- Fixed it being possible to get unlocalised "Greetings!" in other languages when you opened diplomatic interactions with other empires for the first time.
- Fixed missing loc string for Nemma Mining Operation deposit.
- Fixed missing localization for PLANET_ASCENSION_TIER_EFFECT_DESC in the tooltip for planetary designation.
- Fixed that an empty broken Federation details tooltip would show up if you tried to look at the federation of a country with no federation in the contacts view.
- Fixed the tooltip of Integrated Preservation tradition.
- Removed references to edicts and factions from influence tooltip.
- Shortened string SLAVE_MARKET in French.
- The description for the Imperial Navigation System no longer speaks of the Community of old.
- The tooltips giving estimated job upkeep and production are now better at dealing with stuff like rogue servitors (where it would previously estimate based on an organic pop which could not work the job, sometimes giving the tooltip a food upkeep instead of a minerals one).
- Fixed "Tebri" and "Tebiron" (prescripted empire planet and system names) being untranslated in Chinese.
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# Modding
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- Added support for "is_essential" property on buildings which when added to the AI build queue will remove all non essential build tasks.
- Added "random" toggle to scripted loc. If you set "random = no", it will pick the loc key with the highest weight, or the first valid one if no weights are specified, rather than acting as a weighted random.
- Added ai_ignore_was_human console command for toggling ai passiveness after taking over a human controller empire on/off.
- Added complex_trigger_modifier to mtth functions: now you can use complex_trigger_modifier = { trigger = num_favors parameters = { who = from } trigger_scope = owner mode = add potential = { <triggers> } } in places where you could use modifier = { factor = 1 <triggers> }.
- Added downgrade_all_buildings and downgrade_buildings_of_type effects.
- Added error logging for when a window uses a scroll bar but does not have a background.
- Added is_starbase_type trigger.
- Added resource_revenue_compare and resource_expenses_compare triggers.
- Added script_values, which are like ai_weight versions of scripted triggers. You can refer to them by key to get a number via value:my_value.
- Added skip_federation_cooldowns console command.
- Easier mod overwriting of objects that dynamically add modifiers.
- Enabled further mathematical operations in many modifier = { factor = x } fields. The full list is now: set, mult/factor, add, subtract, divide, modulo, round_to, round = yes, floor = yes, ceiling, max, min, abs = yes (all taking a number on the right, except where otherwise specified)
- Enabled scripted localization for base scopes, meaning that "Root." is no longer needed in some localization strings.
- Enabled the use of the "distance" trigger in script maths (e.g. export_trigger_value_to_variable).
- Exposed the default megastructure portrait key as a define.
- Extensive defines to modify the math around the planetary ascension.
- Fixed a number of potential crashes on startup due to interactions between the load order and a number of effects and triggers.
- Fixed a tooltip crash firing a nonexistent event.
- Fixed a variety of issues with the use of variables as multipliers in triggered resource tables.
- Fixed ambient objects' scale_to_size making ambient objects appear a different size the first time you looked at a solar system than subsequent times.
- Fixed crash when closing TweakerGUI.
- Fixed issues where mods overwriting objects (e.g. jobs) that dynamically add modifiers would cause issues where the added modifiers would not work.
- Fixed station_modifier and triggered station modifiers on starbase modules or buildings, not immediately applying their effects upon construction.
- In value-based triggers where you would say e.g. num_pops > 32, you can now no longer say num_pops > from, but you can instead say num_pops > from.trigger:num_pops. This change was doing for technical reasons, to save on memory usage by not saving two event targets in each trigger.
- Often-reused scripted effects and triggers will now no longer show misleading file locations in error logs.
- Renamed election cost modifier country_election_influence_cost_mult to country_election_cost_mult to not reference influence, as it now costs unity.
- Replaced the modification boolean flag for traits with the additional triggers species_possible_add, species_possible_merge_add and species_possible_merge_remove.
- Stopped some weight/chance fields inexplicably returning 1 even when script said the base should be 0.
- Variables that accepted "trigger:<trigger>" now also accept "modifier:<modifier>".
- You can no longer use "count" in any_x triggers. You should use count_x instead (which uses much better code).
- You can now again specify that a leader made with clone_leader is an event leader (or immortal).
- You can now use count_x script lists in export_trigger_value_to_variable.
- You can now use script values in ships' empire_limit.
- AI economic plan and AI build plan tooltip now shows sub plans and the current income targets, also now able to name sub plans.
- Job reassignment reworked to reevaluate between each change, this means that you can now script more dynamic job weight behaviors without causing mass migration of pops from one job to another. For example, you can base energy credit weight based on empire deficit/surplus or you can base amenities job weight on the planet amenity level.
- Fixed localization issues affecting articles in French, Russian, and Brazilian Portuguese
- Fixes a crash that would occur when attempting to apply a species template to a species with a different amount of traits than what is in the template.
- Fixed species template application trait add/remove checks being inverted.
Balance
Bugfix
AI
- Planetary Ascension Tier costs have been adjusted. The effect the number of Ascensions has on the cost has been dramatically reduced, but the effect Empire Size has on the costs has been increased.
- Colonists now only produce 3 amenities to be more in line with other amenity producing jobs. Reassembled Ship Shelter produces 7 to make up for it.
- Embracing a Faction now costs Unity rather than Influence.
- Promoting and Suppressing Factions intentionally remains free, other than causing the factions distress.
- Edicts no longer increase empire size from systems or pops.
- Sacrificial edicts now increase the unity output of death priests by +3 Unity while the edict is in effect.
- Galactic Memorial now provides 3 Unity per Ascension Perk instead of 2.
Bugfix
- Fixed starbase modifiers not updating when ruler dies, picking ascension perk and researching new technologies.
- Fixed an issue where edicts would get disabled if the player had a deficit of any resource.
- Fixed timed edicts expiring one day after being enabled.
- Death Chroniclers and Chronicle Drones now correctly provide both Amenities and Stability.
AI
- Fixed an issue where AI empires would not upgrade their mineral purification plant building.
- Fixed an issue where AI would get stuck in a loop building and destroying the food processing plant for void dweller empires.
- Fixed an issue where AI empires would put too many planets on the factory world designation.
- Fix to address performance impact on mid- to late-game saves.
Known issue
- Under certain circumstances Starbase modifiers may not immediately update, such as after the death of a ruler or activating edicts like Fortify the Border. Saving and loading or queuing a starbase module will refresh and correct the modifiers.
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Overlord Expansion Features
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Similar to how Federations advance or degrade based on Cohesion, Specialist Empires improve based on loyalty, gaining additional perks and strengthening their bonuses and penalties as they level up through three tiers.
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3.4 “Cepheus” Features and Changes
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The default terms of some contracts have been updated to fit the new system, and some specific terms or settings require Overlord.
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Balance
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AI
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UI
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Performance & Stability
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Other Improvements
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Bug Fixes
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Modding
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Balance
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Bug Fixes
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Modding
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Balance
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Bug Fixes
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######################### VERSION 3.4.0 ###########################
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Overlord Expansion Features
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- Three new advanced subject types called Specialist Empires have been introduced, which excel in certain areas while having deficiencies in others.
- Bulwark - A bastion of defense that leaves basic resource acquisition to others.
- Prospectorium - Excels at resource acquisition but has weaker research.
- Scholarium - Specializes in research but relies on their allies for military support.
Similar to how Federations advance or degrade based on Cohesion, Specialist Empires improve based on loyalty, gaining additional perks and strengthening their bonuses and penalties as they level up through three tiers.
- New Constructions and Megastructures
- Hyper Relays - Chained together, Hyper Relays permit high speed fleet travel and projection of effects to systems connected via the network.
- Orbital Rings - Built around your worlds, Orbital Rings act similarly to Starbases and allow further development or defense of these core planets.
- Quantum Catapult - The galaxy is within reach as the Quantum Catapult lets you fling ships across the galaxy, though with questionable accuracy. Yeet.
- New Enclaves
- Salvager Enclave - A generally friendly bunch of tinkerers, obsessed with engineering, battle debris, and restoring or scrapping antiquated ships.
- Shroudwalker Enclave - Disciples of the Shroud, the Shroudwalkers can call upon its powers to create shroud tunnels, or to attempt to divine the future - if you dare.
- Mercenary Enclave - Empires can release a fleet to create a self-reinforcing Mercenary Enclave that brings dividends back to their patron. But remember, business is business, and concepts like loyalty don’t pay the bills.
- New Origins
- Imperial Fiefdom - Your first steps into space were brutally short. Immediately subjugated alongside several others by a powerful and decadent overlord, you begin the game as a Specialist Empire of your choice.
- Teachers of the Shroud - Your civilization was identified as a civilization of interest long ago by the Shroudwalkers, who carefully nurtured your development as their visions instructed. Your species begins with the Latent Psionics trait and in contact with the Shroudwalker coven.
- Slingshot to the Stars - The Slingshot to the Stars origin explores how a nearby Quantum Catapult could shape your civilization. The histories of your people are filled with tales of brilliant lights flashing across the sky before the long seasons of darkness.
- Subterranean - The underground homes of Subterranean empires grant defensive and mining benefits while allowing them to avoid hostile environments on the surface, at the cost of slower expansion.
- Progenitor Hive - Hive-Mind only (also requires Utopia). The hive relies on the presence of the powerful offspring of the progenitor, guiding the hive’s will with incredible skill. Protect them well, for the drones are lost without their presence.
- New Ascension Perk - Profit from conflict with the Lord of War Ascension Perk.
- Overlords can now build a holding on Subject Planets, these are the holdings included in Overlord:
- Orbital Assembly Complex
- Propaganda Office
- Satellite Campus
- Ministry of Energy
- Ministry of Extraction
- Ministry of Production
- Splinter Hive - Hive-Mind Overlord only
- Distributed Processing - Machine Intelligence Overlord only
- Offspring Nest - Requires the Progenitor Hive origin
- Offworld Foundry - Requires a Prospectorium subject
- Vigil Command - Requires a Bulwark subject
- Ministry of Science - Requires a Scholarium subject
- New Galactic Community Resolutions - Debate the place of Mercenaries and the rights and responsibilities of subjects and overlords with three new lines of Resolutions.
- New music tracks - 4 new songs added to the game and Original Soundtrack
- New Achievements - Show the galaxy who leads them with 11 new Steam achievements.
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3.4 “Cepheus” Features and Changes
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- Situations - Include a new system for tracking and interacting with ongoing stories in your empire
- Deficit Situations will trigger if you have a negative monthly balance of a resource and it runs out.
- Revolt Situations may trigger on planets with low stability, overhauling previous rebellion mechanics.
- Machine Uprising Situation replaces old Machine Uprising event (requires synthetic dawn)
- Leviathan Situations celebrate your great triumphs when besting such mighty beasts.
- Other narrative Situations have been implemented to add even more flavor to your campaigns.
- Negotiation of Subjugation Agreements - The terms of subjugation agreements can now be negotiated and changed. Some terms that can be altered include:
- Integration Possibility
- Diplomatic Freedom
- Ability to Expand
- Resource Subsidies and Tithes
- Defensive and Offensive War Responsibilities
- Overlord Holding Limit
- Sensor Sharing
The default terms of some contracts have been updated to fit the new system, and some specific terms or settings require Overlord.
- Allegiance Wars - The Pledge Secret Fealty diplomatic action has been added, which allows subject empires to secretly plot with a new overlord. This permits a War of Allegiance - a new war goal that allows empires to fight other Overlords for control of subjects that have pledged secret fealty to them. All subjects that have pledged secret fealty will turn on their former overlord during the war.
- Subject Changes/Improvements:
- New holdings that may require certain civics, origins, or DLC:
- Overlord Garrison
- Emporium
- Aid Agency
- Ranger Lodge - Environmentalist Civic
- Noble Chateaus - Aristocratic Elite Civic
- Recruitment Center - Citizens Service Civic
- Gaia Seeder Outpost - Idyllic Bloom Civic (requires Plantoids)
- Tree of Life Sapling - Tree of Life Origin (requires Utopia)
- Dread Outpost - Reanimators Civic (requires Necroids)
- Sacrificial Shrine - Death Cult Civics (requires Necroids)
- Reemployment Center - Permanent Employment Civic (requires Necroids and Megacorp)
- Franchising HQ - Franchising Civic (requires Megacorp)
- Communal Housing Outreach - Shared Burdens Civic (requires Utopia)
- Organic Haven - Rogue Servitor Civic (requires Synthetic Dawn)
- Experimental Crater - Calamitous Birth Origin (requires Lithoids)
- Subjects now have a Loyalty value, rather than loyalty solely depending on their opinion of their overlord.
- Subjects’ ethical compatibility with their Overlords may result in a monthly loyalty bonus or penalty.
- Having more than one subject adds a monthly loyalty penalty to all subjects, which can be worked around with various civics and or the Shared Destiny ascension perk.
- Subjects and Overlords have a bonus to infiltration growth on each other.
- Operations on your subject or Overlord are reduced in difficulty.
- Additional trade deal options between subjects and Overlords have been added.
- Releasing a sector as subject now grants an initial 100 intel on that subject.
- Integration is disabled by default.
- Sectors released as subjects can now inherit the following origins from their parent empire, where appropriate - Progenitor Hive, Subterranean, Void Dweller, or Calamitous Birth.
- Gateways (and Hyper Relays) can now be built in subject space.
- AI Subjects of Player Empires now receive AI bonuses as if the difficulty level of the game were one level lower, rather than losing their bonuses entirely.
- New holdings that may require certain civics, origins, or DLC:
- MegaCorp Improvements as both Overlords and Subjects:
- Empires that are the target of Impose Ideology wars or those created from Status Quo peace deals are no longer rival Megacorps, but instead Oligarchies with the Merchant Guilds civic.
- Corporate Overlords can establish branch offices in their non-corporate subjects without having to sign a Commercial Pact. Likewise, corporate subjects with a non-corporate overlord can open branch offices in their overlord and fellow subjects.
- Major improvements to Planetary Automation:
- Planetary Automation scripts based on designation are now more focused regarding what they build.
- Right clicking on the planetary automation button will now open a menu which allows you to customize your focus of planetary automation: for instance, as well as the designation based focus (“build more minerals buildings”), it lets you enable handling of amenities and housing, crime, as well as more specialized building options such as psi corps.
- Sector automation and planetary automation have been unified into the same system (sector automation will activate planetary automation for all planets in the sector, and assign relevant planetary designation types to the planets unless overridden.)
- Additional planetary or sector automation options have been added:
- Added a Unity sector automation setting
- Forge, Factory and Industrial designations are now available on Ring Worlds
- Fortress world designation is now available on Machine Worlds and Hive Worlds
- Automatic Resettlement Improvements
- The Auto Resettlement formula for picking which planet pops will be resettled to has been improved: it is now easier to steer pops towards your capital and other special worlds (e.g. ring worlds).
- Pops will now pick which planet to auto-migrate to based on which planet has the most free jobs, rather than the least. They also now take free housing into account better
- "Ideal" worlds such as ring worlds, gaia worlds, hive worlds and machine worlds now have a 50% higher score when pops are deciding where to automatically resettle to. So they are more likely to want to move to your newly-founded ring world, for instance. Capital world planet designations also have a +10% score, and freshly founded colonies have 25% from their designation.
- The resettlement tooltip (found by hovering over unemployment in the planet view) now provides far greater insights into how the system works, including showing the reasons pops cannot automatically resettle or the planet they are most likely to resettle to.
- The outliner has been updated so planets with unemployed pops that are auto-migrating are now shown a yellow suitcase. The red suitcase should only appear if the planet actually requires your attention to resolve the unemployment problem.
- The Auto Resettlement formula for picking which planet pops will be resettled to has been improved: it is now easier to steer pops towards your capital and other special worlds (e.g. ring worlds).
- Various AI improvements with a focus on military behavior - full details in section below
- Added 73 new flag emblems, 63 new flag backgrounds and 47 new flag colors (including white!).
- 12 new emblems each to match the Plantoid, Lithoid, Necroid, Aquatic, and Imperial shipsets
- 6 new emblems for the Corporate and Legion categories
- 1 new emblem for Paradox Arctic in Umeå
- Added improved human portraits, with 5 phenotypes, 5 eye colors, 7 clothing styles and many, many hairstyles (including facial hair)!
- Added Japanese and Korean language support.
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Balance
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- Subjugation casus belli is now automatically granted towards inferior empires.
- The Parliamentary System civic now allows factions to be generated much earlier in the game.
- Defense Platforms now have increased range, fire rate, tracking, and hull points, and are faster to build.
- Base market price for slaves doubled from 500 to 1000 energy credits to make selling pops more viable. Slave traits cost Modifiers for the Slave Market have been increased by roughly 10 times for positive ones and 4 times for negative traits.
- Endgame Crises can now happen after 25 years rather than 50 of the End Times.
- The Plunder wargoal now increases the chance to steal relics (that aren't the Galatron) to 50%.
- The Numistic Administration trait no longer provides an increase to energy output, it now provides a +33% output to trade value from jobs.
- Removed the requirement to have an upgraded capital building in order to build research labs or rare resource manufacturing buildings
- The Shared Destiny AP no longer affects subject integration cost or trust, instead removes the monthly loyalty penalty from having multiple subjects. Additionally, it can now be taken by Corporate empires.
- The Grasp the Void AP now grants increased draw weight for FTL travel techs.
- The Unbidden can no longer spawn in pulsar systems (as the star will disable their Dimensional Portal's shields)
- Resistance is Frugal no longer grants your strongholds a unity production of 3, instead it gives you 0.5 unity for each defensive army you have.
- Strength of Legions and Warbots now start with rank 3 Admirals and Generals.
- Espionage Operations now cost Influence to start rather than Energy Credits. Costs have been reduced by a factor of 10.
- Low Military Intel is now gained at 30 Intel instead of 40 and Medium Military Intel is now gained at 60 Intel instead of 70. The effects of Medium and High Military Intel have been swapped - medium now allows you to view ship loadout, high now grants visibility of location of military fleets.
- Added a nanites deposit to the Scavenger Bot system so you can use the reward you get for killing it.
- The Subterranean empire from the Seismic Disturbances event chain now spawns with the new Subterranean origin.
- Numistic Data Modeling technology now provides +5% Trade Value.
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AI
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- With sufficient Intel, there will now be a notification that the AI is planning to declare war on the player.
- Fixed a variety of AI military fleet behavior issues, including:
- AI will be better at merging fleets where that makes sense (e.g. during peacetime, or when they have the same mission)
- Fixed issues where your allies would follow your take point command even though they were not hostile to your targets, and several other issues with take point and follow fleet behavior
- AI will now more actively engage hostile crises if they or their allies have been attacked by them
- Fixed an issue where an AI fleet could get trapped in an enemy system by a disabled starbase. It will now approach the starbase to capture it.
- AI will now enable buildings that have been disabled.
- AI will now scale the production of rare resources according to the size of their economy.
- Moderately reduced the frequency of how often AI will sell slaves on the market.
- AI will now only consider jobs producing at least 3 amenities when doing the planet amenity balancing logic.
- AI will now declare "death spiral status" if they have 0 minerals and a negative mineral income. Jobs consuming minerals will be deprioritized until a sufficient mineral income has been reached and the empire can start rebuilding itself.
- The AI will now wait for a period of time before changing planet designations when taking over a player empire in multiplayer.
- AI members of a federation will no longer propose a vote on a law change that has been proposed in the last 10 years by anyone in the Federation.
- The player now gets a notification when the AI has recalled their embassy.
- AI will now only propose an embassy if they have a positive +50 relation and remove their embassy if they have lower than -50
- The AI is now better at dealing with non-standard colony ships (e.g. private colony ships, Lithoid colony asteroids).
- AI will now sell resources more aggressively to buy what they need in order to recover from death spiral type situations.
- Fixed several issues with Galactic Community voting, AI will no longer propose resolutions against their alignment, AI can recall their proposals or vote against their own proposals in some situations where it makes sense. Tooltips will now show the reasons an AI empire is voting the way they are.
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UI
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- Added new section in outliner for loaned out fleets (lease timer and its tooltip).
- The alert for diminishing resource stockpiles now properly only lists resources which you will imminently run out of.
- Added tooltips for agreement presets and specialist types to the Agreements view.
- The outliner will now tell you about blockers you can remove if you are approaching the planet's carrying capacity and therefore suffering growth penalties.
- Improved the layout of the Host DLC icons and surrounding elements in the Multiplayer Lobby.
- Moved the “Copy Server ID” functionality to a separate button in the multiplayer lobby.
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Performance & Stability
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- Optimized calculations for whether you are in breach of any galcom resolutions, which should provide a boost if many sanctions have been passed.
- Improved the performance of using triggered economic category modifiers.
- Improved performance of bypass handling in pathfinding to account for the fact that there are now many more of them in the galaxy (via hyper relays).
- Adjusted various ship textures for improved performance.
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Other Improvements
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- Significantly improved pop job assignment weightings:
- Automatic scripted handling of resource output, trade and amenity bonuses and penalties from traits, i.e. pops with the better traits for the job will more reliably take the job. This eliminated many errors where we had imperfectly attempted to achieve this result in a much less robust and more verbose way.
- Weighting now takes into account output penalties from low habitability
- If you are in deficit, jobs producing that resource will now be weighted significantly higher, so your pops won't ignore mining jobs while your empire burns for lack of miners.
- Added new Subjugation War Terms policy, which sets the default Agreement Terms used when subjugating other empires through war.
- You can now nominate other empires to Custodianship, provided they meet the requirements.
- Idyllic Bloom has been improved by allowing construction of the Gaia-Seeder buildings (and holding!) to be built on a wider range of planet types, in exchange for increased upkeep, depending on the empire’s terraforming technology. In addition, the civic can now be combined with the Life-Seeded and Shattered Ring origins. Finally, Idyllic Bloom empires start with a Phase 1 Gaia-Seeder on their capital where appropriate.
- Shroud Entities that propose Covenants will now prefer empires that have ethics or civics that match their outlook. The End of the Cycle is more likely to offer a Covenant if another empire is a level 5 crisis.
- Several improvements to Baol/Zroni spawning: they will no longer spawn arc sites in your capital system, one of the Baol arc sites is now vastly less likely to spawn in someone else's territory, and they are a bit less likely to all spawn in a heap in neighboring systems.
- Modifiers giving administrator output now correctly reflect the sort of administrators the empire uses.
- Individual names for game objects can now be localized, allowing players to read names in their own language.
- Renamed the Corporate and Gestalt versions of Catalytic Processing to Catalytic Recyclers and Organic Reprocessing respectively.
- Improved emissive areas for certain ships and turrets.
- Quget.
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Bug Fixes
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- Federation allies in Common Ground and Hegemony origins no longer start with 0 resources (sometimes therefore falling into deficit immediately)
- Multi-path jumps should now show proper arrows.
- Bypass travel times are now correctly specified in days.
- War exhaustion icon now displays the correct values when resuming a saved game.
- Fixed the appearance of invalid em dash characters in a Crisis diplomacy message and a First Contact/Diplomacy tutorial event.
- Update to VIR's diplomatic tact subroutines: the tutorial no longer refers to enclaves as likely possessing an animal intelligence.
- Added a scrollbar to planetary production resources in planetview so they don't overflow.
- Fixed a variety of issues and oversights where the job weight scripts would not take into account all production bonuses given by traits.
- Fixed certain megastructure construction positions.
- Planet automation can now use resources from the shared stockpile even when not part of a sector.
- Fixed some cases where you would get popups that instantly disappeared while being in a federation.
- Fixed DLC icons in the Multiplayer lobby sometimes escaping outside of their container.
- Fixed Ancrel.4078 "Fire" event triggering for species that don't eat food.
- Fixed order of repaired ringworld segments for ruined and partially ruined ringworlds.
- Deviant drones no longer provide trade value based off their living standards.
- Gestalts can no longer get the Numistic Data Modeling tech.
- Fixed rare case where the empire flag would be randomized for empires created in MP.
- Fixed certain colony designation effects not having Planetary Ascension multipliers applied to them,
- Fixed a bug where empires could sometimes (e.g. on revolts) end up registering as owning more starbases than they actually did for a time.
- Fixed the ship reinforce button sometimes telling you repeatedly that there are no available shipyards.
- Enrolled engineers in the Curator's seminar on "Ringworld Repairs and You!" (Repaired ringworlds from the shattered ring origin and alpha refuge no longer have display issues).
- The shard will no longer inform the player twice about its demise.
- Fixed an issue where the list of supporters for an upcoming resolution in the Galactic Community didn't refresh correctly when clicking between two Resolutions with the same number of supporters.
- Fixed armies being mistaken for buildings in some build queue tooltips
- Here Be Dragons empires are now less amazed to see an Ether Drake (it's still a remarkable occurrence, but not something the likes of which they've never seen before)
- Fixed an issue where only one pop would switch jobs when shift-clicking to change job priority
- Sectors released as subjects by empires with the Pompous Purist civic will have the civic removed.
- Fixed some issues with AI Uprising Empires, where the created empire would have unreasonably large fleets, but could also immediately go bankrupt in several resources.
- Fixed issue with scrollbars ending up outside of the technology window in the "researched” tab of the technology view.
- Fixed Starbase triggered station modifiers not always applying properly (which means that now e.g. Offworld Trading Companies have an effect again)
- Fixed some cases where countries would have policies set that they were not meant to be allowed to choose.
- Fixed players being unable to replace e.g. a Mining District with an Industrial District if they were already replacing two Generator Districts with Industrial Districts.
- Fixed scrollbar for DLC feature descriptions not being reset.
- Fixed unlocalized DLC names in Multiplayer lobby.
- Fixed tooltips for Mortal Initiates.
- Fixed truncated data percentage in fleet view (in simple chinese).
- Fixed fleet orders and activity text localisation overlaps.
- Non-Disclosure Agreements in the Subterfuge traditions now correctly states that it increases Infiltration Required for hostile operations, rather than saying it increased the cost.
- Added alternate text and event rewards for when Gestalt empires with the Doomsday origin colonize their first planet.
- Transit Hubs no longer have incorrect and outdated text referring to previous versions of the automatic resettlement system.
- Improved tooltips for Plunder wargoal.
- Fixed federation background not rendering correctly
- Fallen Empires spawned from the Scion origin have the correct graphical culture.
- Fixed some issues where Artificers had the Artisan icon in certain texts
- Fixed missing modifier icon for Ancient Trading Route
- Fixed a rendering issue with drop pods.
- Fixed a rendering issue with the mammalian orbital habitat.
- Fixed some megastructures not animating properly.
- Fixed hyperlane shader.
###################
Modding
###################
- Script Values, Variables and Modifiers:
- Added scripted_modifier directory where you can define new modifiers you can use in static_modifiers and apply via modifier:<modifier>
- Solved issues where certain modifiers (or static modifiers in modifier fields) were not useable in certain places due to load order issues
- Added the ability to use mult = value:script_value in triggered modifiers
- Added support for “square = yes”, “square_root = yes”and “pow = x” in script values
- The game will no longer spit out errors about event targets if you try to feed a parameter with decimal places (e.g. 0.5) into a script value
- Added trigger check_economic_production_modifier_for_job to simplify job weights; rolled out script values across job weight calculations
- Amended the distance_to_empire to support use of script values (both it in them and them in it)
- Agreements, Subject Types and other Subjugation Topics:
- Added new 'agreement' scope type
- Added new database in common/agreement_presets for scripting presets of subject agreements
- Added new database in common/agreement_term_values for scripting different options for subject agreement terms
- Added new static database in common/agreement_terms for scripting terms for subject agreements
- Replaced triggers can_be_subject, is_subject_type, and has_tributary with as scripted triggers
- Added new 'subjects' trigger to check how many subjects a country has, regardless of agreement preset
- Added agreement_event as an event type, along with an agreement_event effect
- Added on_agreement_change_accepted on action that triggers when a subject agreement negotiation has been accepted
- Added remove_secret_fealty effect to remove a secret fealty pact between two countries
- Added trigger has_secret_fealty_with to check if there is a secret fealty between two empires
- Add 'has_monthly_loyalty' trigger to check a subject's monthly loyalty
- Add 'has_loyalty' trigger to check a subject's loyalty
- Added an agreement_preset trigger for checking the selected preset in the agreement scope
- Added new effect for setting the preset of a subject agreement
- Added the effect set_agreement_terms for setting the terms of a subject agreement
- Added a trigger to check if a subject agreement has an active specialization for a specified specialist type
- Added a trigger to check the specialist level of a subject agreement
- Added a trigger to check if a subject agreement has a specific specialist perk active
- Added use_demanded_terms parameter to set_subject_of effect for applying agreement terms of previously demanded agreement diplo action
- Added highly scriptable Situations system with many flexible parameters, effects and triggers
- Situations are now their own scope (accessible via “any_situation”)
- You can fire a new Situation via start_situation effect
- The properties of the Situation are customizable in the common/situations folder. A documentation file provides full information on what parameters are available within the system (e.g. how fast the Situation progresses, what happens at various stages of it, and how the interface should look)
- Added ImGui UI System
- DearImGui is a third party UI development tool that helps us rapidly develop debug UIs.
- Use “ImGui show” command to view a list of available views.
- Use “ImGui show <view name>” to open an ImGui view.
- Current release contains demo views and a “fleets” view for viewing internal fleet and ship data.
- You can now specify a pop faction as the location of your event and the button will take you there.
- Added scripted checks to diplomatic actions such that it is possible to forbid AI from doing diplomatic actions via script.
- Country types can now be given limited_military_construction and limited_leaders, which will let them build fleets and hire leaders but bypasses most other construction.
- Turned effects store_galactic_community_leader_backup_data and restore_galactic_community_leader_backup_data into scripted effects using new, more flexible effects for storing and restoring backup data of a country
- Added on_colony_yearly_pulse
- Added on_colony_25_years_old on_action
- Added planet_garrison_strength trigger
- Converted has_citizenship_rights from a scripted trigger into a trigger. This makes its performance significantly better (useful as it is checked a lot)
- Added disable_building and ruin_building effects
- You can now use num_districts in country scope
- Global script variables can now be accessed in localization with $@VariableName$
- Added "direction = corewards/rimwards" parameter to spawn_system
- Added trigger to check if a country has a Secret Fealty pact from a subject of the target country
- Error logs within scripted effects and triggers will now have useful file locations again
- Shifted script for how many of each ship an AI wants to build from country_types to ship_sizes.
- Shifted script for which armies an AI wants to build to the army_types entries from country_types
- It is now possible to limit which ships an aura will affect by using a 'limit' trigger in the aura block of the ship component script
- Add support for scoping to last_created_design
- Add script lists for owned ship designs
- Added remove_ship_design and remove_global_ship_design effects
- Added modifiers ship_friendly_territory_fire_rate_mult, ship_friendly_territory_accuracy_add, ship_friendly_territory_accuracy_mult, ship_friendly_territory_evasion_add, ship_friendly_territory_evasion_mult, ship_friendly_territory_shield_add, ship_friendly_territory_shield_mult, ship_friendly_territory_tracking_add, ship_friendly_territory_tracking_mult that is only active while in a friendly territory
- Added count_starbase_buildings trigger
- System scope is now supported on count_starbase_buildings and count_starbase_modules.
- Added owner_type option to buildings to specify if a building is a holding or not
- Added effects add_starbase_component and remove_starbase_component to add and remove ship components to starbases that are standalone from modules and buildings
- Added empire and ship wide windup modifiers for all bypass types. Following the "mod_<bypass_type>_<empire|ship>_windup format
- Added quantum catapult modifiers
- Added on_pop_resettled on_action
- Added the ability to do country_add_ethic = random
- Added triggers num_researched_techs_of_tier and can_research_tier
- Added a replaceable block to starbase modules taking scope From: Starbase, FromFrom: Starbase.Owner
- Added a script folder common/tradable_actions that can be used for scripting actions that can be traded in trade deals
- Improved performance of checking “all” on count_x script lists, and also fixed some cases where it was not possible for it to return true.
- Added define for how long the AI will wait before proposing a federation law change after a change in that category has been proposed: AI_FEDERATION_PROPOSE_LAW_CATEGORY_COOLDOWN
#################################################################
######################### VERSION 3.4.1 ###########################
####################################################################################
Balance
###################
- Default oppressive subjugation terms for AI empires now no longer have the Integration Permitted term, instead they have a Basic Resources Tithe (15% for vassals, 45% for Subsidiaries). The Integration Permitted term still applies for player empires.
- The Shroudwalker teacher planet modifier now gives increased weight to draw psionic technologies.
- Bailouts from deficits now scale by the number of decades since the start of the game.
###################
Bug Fixes
###################
- Restored the "go to" button's tooltip in the situation log for non-situations
- Fixed an out of sync when the Khan started vassalizing empires
- Fixed effects from certain Situations not applying until the 2nd stage was reached
- Blocked overlords and subjects from rivaling each other.
- Fixed Bulwark Advisory cost not being calculated correctly.
- Leaders from non-psionic species now shouldn't get the Psionic trait if another sub-species awakens. (E.g. leaders in COM won't gain the Psionic trait if the UNE undertakes Psionic Ascension).
- Fixed broken Prospectorium Advisory modifier
- Subjects without independent diplomacy can now revoke pledges of secret fealty.
- Added a missing name string, "Empire", which forms part of randomly-generated names for empires with the Imperial authority.
- Cave Dweller growth penalty doesn't apply to lithoids.
- Bulwark Disintegrator Fields are no longer removed if a tier 3 bulwark conquers a system from another tier 3 bulwark.
- Fixed the title truncation in simple chinese in the Espionage Operations view.
- Overlords cannot sign defensive pacts with their subjects and vice-versa.
- Overlords cannot invite their subjects to form a federation with them.
- Subjects cannot surrender to the Khan.
- Destroying an orbital ring now leaves behind a ruined version to be repaired.
- Repairing a ruined orbital ring now removes the orbiting debris.
- Food processing tech no longer shows physics icon for holdings.
- Fixed Salvagers accepting reduced payment for engineering insights.
- Fixed Shroudwalkers not accepting payment for certain divination services.
- Fixed Subterranean modifier only applying to building costs instead of building and district costs.
- The loyalty value shown in the holdings tab should now correctly display loyalty gained from the holdings
- Fix inconsistent agreement terms when creating agreements from non-diplomatic actions
- Fixed Situation outcome time indicator being bugged when the Situation was ticking downwards
- Fixed an outcome to the Living Snow event chain now firing
###################
Modding
###################
- Enabled scripted loc in the persistent name system (so you can name your stuff using scripted loc, so long as it doesn't have brackets within the scripted loc)
#################################################################
######################### VERSION 3.4.2 ###########################
####################################################################################
Balance
###################
- Allegiance Wars can now be resolved with a Status Quo peace deal. With this, the rebelling subject(s) remain under their original overlord, but have the Failed Betrayal (Status Quo) modifier, which prevents swearing Secret Fealty to another empire, applied for 5 years.
- Offspring ships have the following adjustments:
- +50% Hull, Shields, Armor, Damage and Bombardment Damage
- The base cost off Offspring ships is doubled (e.g. for corvettes it is 60 alloys + component cost)
- The upkeep cost of Offspring ships is doubled.
###################
Bug Fixes
###################
- Fixed hired merc fleets being unable to bombard planets.
- Fixed tooltip for Failed Betrayal modifier.
- Progenitor Hive tooltip now states that it can release sectors as subjects.
- Claims in an Allegiance Wars are only ceded when occupied.
- Technologies that affect corvettes, destroyers, cruisers and battleships now also affect Offspring versions of these ships.
#################################################################
######################### VERSION 3.4.3 ##########################
#################################################################- Revolt and Planet Stability related fixes and changes:
- When planets revolt, there is now an option to declare war on the new country immediately rather than being subjected to a 10-year truce. The revolting planet counts as the aggressor. (if the planet joins another empire, and you choose war with them, the other country is now considered the aggressor).
- Revolt Situations no longer cause escalating stability maluses, as these could make it impossible to stop a revolt. They now give a flat 10 stability malus at all stages.
- The modifier a pop gets from its faction's happiness now updates properly (so if you make a faction happier, it will correctly make its pops happier now).
- Fixed it being possible for a Revolt Situation to start and immediately cancel. (They will now only start if the planet is calculated to be currently capable of succeeding the revolt)
- Planets with Culture Shock can now only start a revolt situation after 8 years of unrest, rather than 1, as it could be quite hard to avoid a revolt on these planets. Otherwise newly-conquered planets have 4-year cooldowns.
- Improved AI decision making on Revolt Situations.
- Fixed cases where rebels and released empires would have traditions and techs they should not have had access to (e.g. if non-gestalt pops rebelled against a gestalt empire).
- Fixed cases where rebels and released empires would use their parent countries scientists for research. I.e. the researcher would be active in both countries, until one country changed their task.
- Cleaned up some unclear language in the tooltip for Revolt Situation progress (the one describing what you can do about it).
- Void Dwellers now replace the 1 Politician (or Executive) job from Habitat Administration buildings with two Colonist jobs, which should increase their overall stability in the early game.
- Doomsday origin starting planets will no longer clamor to revolt. (Revolt Situations are disabled on them.)
- Deficit related fixes and changes:
- To help them to deal with unexpected deficits, Empires can now purchase basic or advanced resources (specifically food or consumer goods) from the internal market if they have expenses of that type, even if they do not produce any themselves.
- Fixed never-ending deficits - if you go into a deficit of a resource you do not produce at all, and then stop spending it (i.e. end up with both expenses and income of 0), the deficit will now resolve itself in a few months. This solves issues with machines having inexplicable food and consumer goods deficits, as well as cases where people over-spend rare resources they gained via event.
- All resources provided for deficit bailouts now scale with the game year, instead of just those for the situation that completed.
- Fixed a case where the situation approach to cut the maintenance of habitats would count double.
- Fixed stray reference to Minerals in the Consumer Goods Deficit Situation.
- Subject and Agreement related fixes and changes:
- Subjects should no longer flip-flop between regular subject types and protectorate.
- Fix issue where a new subject created from a Status Quo would be made up of the wrong systems.
- Subjects can no longer sign Defensive Pacts or Guarantee Independence of other empires.
- Releasing a sector as a subject or enlightening a pre-ftl civilization now ignores the cooldown on agreement negotiation.
- Increased the effects of Relative Power on AI acceptance of agreement negotiation.
- Added base acceptance for subsidiary.
- Tweaked AI acceptance of resource contribution terms, making them more likely to accept harsher tithes/subsidies.
- AI overlords and subjects will now be more likely to accept specialist subject types that disagree with their ethics.
- Set minimum Advanced Resources tax for Prospectorium to 15% from 30%
- Fixed ACTION_DEMAND_SUBJUGATION_NOTIFICATION and ACTION_ASK_TO_BECOME_SUBJUGATED_NOTIFICATION loc keys.
- Fix for trade deals that are accepted and then canceled immediately.
- Fixed AI not taking relative power into account when considering subjugation proposals.
- You can no longer set the priority of overlord catalytic or metallurgist jobs.
- Overlord catalytic jobs no longer have the pre-3.4 penalties for food deficits.
- Corporate overlords now have access to the protectorate subject type.
- Slaves can now be "employed" as mind-thralls.
- Fixed issue when removing/replacing overlord removes the corporate holdings.
- The Divided Patronage loyalty penalty is now correctly removed from existing subjects when taking Shared Destiny, Feudal Society or Franchising.
- You can no longer immediately see the secret fealty status of sectors released as subjects.
- Rebalanced trade weights for specialist subject leaders.
- Subjects that are converting to a specialist subject can continue conversion even if they should flip to a protectorate.
- Subjects that are converting to a specialist subject cannot flip to a protectorate due to low tech level.
- Empires can no longer have negative diplomatic weight.
- Game Stability related fixes and changes:
- Fixed crash connected with resettling the last pop of a species.
- Fixed a rare crash in the Situations interface.
- Fixed crash with modded shipsets.
- Fixed a crash that would happen when generating very large galaxies with high hyperlane density.
- Fixed a crash related to Federation Laws.
- Ship related fixes and changes:
- Ship starting experience modifiers now work when provided empire-wide (e.g. Fleet Supremacy edict)
- Fixed tracking not countering evasion.
- Added missing ship components for Offspring ships.
- Mercenary fleets are now buffed by Offspring Auras
- Added missing L2 Battleship section for Offspring Battleships.
- Fixed ship build and upgrade cost modifiers not being applied correctly when retrofitting ships.
- Fixed certain AIs (the ones with Calamitous Birth and Private Colony Ships) never colonizing.
- You can no longer found mercenary enclaves using fleets belonging to your federation or the galactic community.
- Other fixes and changes:
- Legacy Human portraits have been re-added as an option in empire creation.
- Fixed pops that grow as specialists on Colonies.
- Fixed pops which go into a loop of swapping jobs with unemployed specialists constantly resetting strata demotion timers.
- Amenity job management is now activated even when there are no resources available for planet automation.
- Fixed an issue where planet automation could not use resources from their local sector stockpile.
- Planet automation will now check that the unemployed pops can work the jobs that the automation would build, e.g. preventing specialist job creation for slave pops.
- Reduced the amount of research given by merc dividends.
- Fixed an issue where systems with primitives in them would not be transferred correctly during a status quo war resolution.
- Non-Prophet Organization now correctly checks for the Teachers of the Shroud origin.
- Fixed the Stellar Performance achievement not being awarded properly.
- Subterranean empire are now shown uncapped mining districts on uncolonised worlds.
- The Crystalline Bane modifier is now removed if you kill the Crystal Kraken in a dishonorable manner.
- Progenitor Nest deposit is no longer removed when terraforming a planet into a hive-world.
- Hive worlds now provide an offspring drone for progenitor hives instead of a spawning drones.
- Fixed the Cyro Pod warrior event for xenophobes.
- Meeting the artist enclave now sets the correct flag.
- Added tooltip on create office branch button when players could not open a branch office.
- Shroudwalker greeting event now fires only once.
- Fixed tooltip for starbase resource silos.
#################################################################
######################### VERSION 3.4.4 ##########################
#################################################################- Improvements
- Automated Exploration and Automated Research are now available from the start of the game rather than being tech-locked.
- Construction ships now have an Automated Construction mode, which will automatically build Research and Mining Stations over appropriate deposits. (It will not automatically build Observation Stations, Hyper Relays, or other constructions.)
- Imperial Fiefdom changes
- The Imperial Fiefdom overlord is now barred from terms that allow it to join offensive wars of their subjects.
- Every member of the empire that does not start with the overlord nearby will start with a small overlord colony/outpost in the vicinity.
- The overlord's empire will be connected by 'Derelict Gateways' that the overlord can use, but which become ruined once the civil war starts
- Changed it so players can remain loyal to the overlord when the civil war begins, if they so wish. The AI will always go independent.
- Added Hydroponics Station designation for habitats. This designation removes 2 housing from Habitation Districts in exchange for adding 1 farmer jobs.
- Planetary automation will now seek to clear blockers as soon as there is any need. It now uses the same formula as the indicator on the outliner: i.e. if it is limiting the number of districts OR if there are buildings that could be built by clearing the blockers OR if planet growth speed is reduced (previous behaviour was to only check the first of those).
- Made some clarifications for the Shroudwalkers, so it is clearer what asset you are getting from them and how the planet modifier works.
- Criminal pops no longer reduce the efficiency of criminal syndicate branch offices.
- Added Quantum Catapult event art.
- added Hyper Relay event art image.
- New Overlord music track will now play in the main menu
- Empires created by releasing sectors or from status quo peace deals now have some starting resources to not immediately suffer deficits.
- Clarified that Subjugation War Terms only apply to Vassals and Subsidiaries.
- The tooltips for Resource Contribution terms now inform you that they block trade deals for the resources involved.
- The Reemployment Center holding now shows when the next zombie will be created.
- Spawning Pools and Progenitor Nests are now under the Pop Assembly building category.
- Added subjugation agreement caps of +1,000 / -10,000.
- Refined the Teachers of the Shroud requirements tooltip.
- Clarified that Progenitor Hives can only release sectors if they do not have the devouring swarm civic.
- Players will now be notified when their Overlord has built Holdings on their planet
- Starbase Transit Hubs now also fulfill the necessary requirement for slaves or non-sapient robots to automatically migrate from planets in the system.
- The dividend event now specifies which enclave is paying its dues.
- AI logic for voting on Free Migration has been adjusted to more strictly align with Xenophile/Xenophobe ethics.
- AI 10 year voting cooldown extended to now apply to other diplo actions like declaring war.
- Clarified the tooltip for the Strip Mine decision.
- Added a setting to Galaxy Setup that permits the disabling of L-Gates.
- Planetary Automation will now build pre-emptively if there are 0 jobs available on a planet or if there is an unemployed pop that can work a job from the suggested building. This should solve both the case where we shouldn't make specialist jobs for slaves but also allows us to preemptively build more jobs to allow for auto migration.
- Added an Upgrade module to the Planetary Automation such that players can now enable/disable automatically upgrading buildings on their planets.
- Vassal loyalty tooltip in subjugation view now includes full breakdown information.
- Subjects are now informed that they have a -50% penalty to diplomatic weight.
- Namelists Hive Mind 1 and Hive Mind 2 now feature names unique to each ship size (Corvette, Destroyer, etc.).
- If you don't use Consumer Goods and conquer a planet with factories on it, they will be removed.
- Balance
- Ships now gain 5 exp per day in battle instead of 1.
- Doubled the base unity output of telepaths.
- Unified effects for Citadel of Faith, Auto-Curating Vault and equivalent buildings.
- The Shroudwalkers have learned their lesson, and will no longer teach any Fanatic Purifiers about the Shroud. The Fanatic Purifiers will have to look for another origin now.
- Bulwark Battlewright aura now provides 0.25% hull regen per day.
- Bulwark Watch network effect no longer spawns too many armies. Instead it increases planetary stability by 5.
- Being an overlord now imparts a -1000 penalty when attempting to subjugate other overlords diplomatically.
- The Ministry of Science and Vigil Command now have an empire limit of 1.
- The upkeep of Overlord Beholder jobs now scale with the tier of the Bulwark subject (and thus the increase in the defensive platform cap).
- Reworked the Ministry of Science holding. It no longer provides increased research speed for the overlord depending on the number of science ships in orbit of the subject's planet. Instead it now gives subject researchers (or calculators or brain drones) research output for the overlord, with an appropriate increase in upkeep.
- The Orbital Assembly Complex now increases the effects of modules built on the planet's orbital ring.
- Habitation Modules provide +0.5 building slots.
- Orbital Shipyards gain +1 Shipyard capacity.
- Orbital Anchorages provide +2 Naval Capacity.
- Planetary Defense Guns and Batteries support +1 Defensive Platforms.
- Halved the hull and armor regen provided by Regenerative Hull Tissue, Nanite Repair System, Nanobot Cloud, Mercenaries, and Devouring Swarm. This will also affect the regeneration of leviathans and other entities that make use of these ship components.
- Retrofitting ships will no longer pay out the resources left over after the retrofit costs have been applied.
- Effects that granted modifiers to ship upgrade costs have been replaced with other modifiers. It should no longer be possible to be in a situation where it is cheaper to build empty ships and then upgrade them than to build the intended design right away.
- Significantly reduced the amount of time it takes to build Ion Cannons.
- Reduced weighting for clerks as pops seemed to really want to work as them instead of miners.
- Merc dividends no longer give ships when the patron is near or above their naval cap.
- Moved bonus resource storage for silos from tech_global_production_strategy to tech_construction_templates.
- If you declare a force ideology war on an empire, all non-gestalt overlords and subjects that are called into the war will also be subject to the force ideology effect.
- The Traditionalist faction in empires with the Teachers of the Shroud origin now approves of following the teachings of the Shroudwalkers.
- Bugfixes
- Fixed the notification message for forced approval of a negotiated agreement (due to lack of influence) saying the proposal was declined. Note that this fix is only applied to the english localization and will be applied in other languages in a future patch.
- Fixed ETA not being displayed in the fleet view.
- Progenitor Hives can now lease fleets without them being debuffed.
- AI will now no longer stop all colonisation during lategame crises. (Its instruction to not attempt to colonise and instead focus on war now expires in the midgame)
- The Khan should no longer be hostile to mercenaries.
- The Khan no longer counts as a Satrapy and thus can invade planets.
- Admirals no longer abandon their post on leased fleets.
- Planetary automation will no longer seek to build gene clinics if you are a synthetically-ascended empire.
- Fixed issue where planetary automation would upgrade Necrophage Centers of Elevation (which is often undesirable as it may lead to you running out of necrophytes)
- Newly colonized planets will now have their planet automation turned on if they are in an automated sector.
- You can no longer build an orbital ring around a planet with a destroyed orbital ring.
- When an orbital ring is destroyed, the planet owner now gains ownership of the ruined ring immediately.
- The Salvagers no longer introduce themselves to void dwelling empires as soon as they finish researching any technology.
- Mercenary fleet contracts can now be terminated after vassal has been integrated.
- Added missing localization for Imperial Fiefdom opinion modifiers.
- Traditions will now be properly transferred to vassals created from sectors
- Fixed "Proceed" button in the vassal agreement terms renegotiation menu sometimes being inactive when it shouldn’t.
- Fixed template with an unnamed flag causing issues when loading affected game saves from previous versions.
- Fixed modifying a species (via the species modification interface) applying default species rights instead of the rights of the species you were modifying (particularly painful if default rights were assimilation)
- Fixed possibility to set gender specific ruler titles, for example King and Queen.
- Fixed some issues with display of leader names.
- Corrected “Message in the Canopy” archaeology site outcome options.
- You can no longer declare wars of vassalisation against Inward Perfectionists.
- Fixed relay network modifiers being removed after specialist vassal levels up.
- You cannot use a secret fealty wargoal if you are at war with the overlord of the empire that has sworn fealty to you.
- Expel Corporation wars now close branch offices on your planets and those of your subjects belonging to the targeted MegaCorp.
- The Manifesti faction now use their faction icon.
- Pacifier colossus weapon can now target machine and hive worlds.
- The Traditionalist faction in empires with the Teachers of the Shroud origin now approves of following the teachings of the Shroudwalkers.
- Changed Subjugation War Terms to no longer apply invalid terms for Subsidiaries (such as integration allowed).
- Become the Crisis Bring into the Fold wargoal now respects your subjugation policy.
- Become the Crisis Bring into the Fold wargoal now causes subjugated empires to become subsidiaries if the BtC empire is a megacorp.
- Empires that are Brought into the Fold by a Scion now correctly convert to the Scion preset (as do their subjects).
- Subjects that bounce between vassal/subsidiary and protectorate states should now correctly gain the protectorate bonuses whenever they become a protectorate.
- Subsidiaries created via subjugation war now inherit the base subsidiary agreement restrictions.
- Fixed slave armies not being trainable.
- Splitting Imperial Fiefdom Overlord can no longer cause systems with shared ownership of planets.
- Hive-minds that reform into having the Memorialist civic no longer need to restart the game to build galactic memorials.
- Implemented the Subterranean Nation modifier directly into the origin so any empire that inherits the origin will gain the modifiers.
- Subterranean/Mantle Dwellers now correctly have the Cave Dweller trait.
- Fixed Terravores claiming that they could build Organic Sanctuary holdings.
- The tooltip for Habitat Administration buildings now lists the effects of colonist jobs for Void Dwellers.
- The job description of colonists now states that they can provide minerals instead of food.
- Fixed megacorps creating more megacorps from wars in some cases where the origins of the newly created empires weren't set correctly.
- Signs of the Locus now checks for the correct diplomatic stance. In addition, it now checks your border policy as well.
- Strongholds no longer benefit from Resistance is Frugal
- Borderless Authority and Personal Oversight correctly increase the number of subject holdings overlords can build.
- Fixed "Shroud Stench" planetary modifier lacking an icon
- Updated tooltip for how to unlock branch office buildings.
- Resized and moved the upgrade button for orbital rings.
- Fixed a tooltip in the Situations interface showing erroneous information ("outcome in -65 months") if the Situation was ticking down
- Fixed some issues with the setup of the starting Ring World in advanced AI empires
- Fixed Gestalt Empire Governors Skill tooltips saying Crime instead of Deviancy
- Fixed incorrect description string variable in the "Atmospheric Nanobot Dispersal"
- Fixed Emergency Election button showing two Unity symbols
- Mercenary armies now properly spawn at the client capital.
- Pressing ESC during mercenary diplomacy should now bring you back to the main menu or close the diplomacy window.
- Tactical advice against the gray tempest is only available when the gray tempest is triggered, not just when the L Cluster is opened.
- Patrons can no longer recall fleets that they themselves are hiring.
- Mercenary admirals now have suitable loc for their profession.
- Fixed some cases where our tooltip system would unnecessarily generate "all of the following must be true" (when there was only one condition)
- Fixed incomplete information about what Telepaths do when looking at buildings that provide them
- Mercenary Enclaves are no longer listed as Honorbound Warriors in the contacts list.
- Fixed incorrect tooltip when scrapping robots during the alloy deficit situation
- You can no longer force ideology on gestalt empires by declaring war on their subjects.
- Fixed issue with some of the modifiers of modules not applying to the Starbase.
- Fixed Insidious Ophidians event chain accidentally removing the "Poor Quality Minerals" permanent planetary modifier.
- Fixed a case where specialist subjects leveling up could end up disabling relay network effects.
- The Spiritualist Fallen Empire has figured out what Star Eaters are and will now Awaken if you use one to blow up one of their holy worlds.
- Fixed new districts sometimes not appearing after the Superfluous Terraforming Equipment event.
- It is no longer possible for Overlords to transfer more science than they generate to their subjects.
- Fixed not being able to order ship construction in Mega Shipyards after they had been conquered.
- Fixed broken tooltip for destroyed orbital rings.
- Medium Crystal Plating no longer displays the tooltip for the Bulwark Battlewright.
- Mercenary Captains no longer display unlocalized text.
- Fixed the tooltip for the tier 3 orbital ring requesting the wrong capital building.
- Fixed the message response icon on diplomatic notifications blocking click input on the lower half of the notification.
- The No Holding text in the agreements tab is now yellow instead of placeholder pink.
- Fixed missing prescripted empire leader names.
- Fixed ship building buttons in Mega Shipyard view being cut off
- Game Stability related fixes and changes:
- Fixed multiplayer out of sync caused by FLEET_ORDERS upon hotjoining
- Fixed multiplayer out of sync on the monthly tick after hotjoining (due to Situations, usually one or more of ECONOMY, POP_MODIFIERS, COUNTRY_RESOURCES or NUM_SITUATIONS)
- Fixed crash occurring when viewing a system destroyed by a star eater that contained a quantum catapult and simultaneously opening the load menu.
- Fixed crash due to invalid-read CQuantumCatapultFleetOrderButton::IsValid
- Fixed crash due to invalid-write CPlanet::RepairSavegameClearInvalidAndNullDeposits
- Fixed crash from having a subject with 0 empire size.
- Modding
- Overlord Holding buildings and Branch Office buildings now support empire_limit = { }
- Added is_human_species scripted trigger if you want additional portraits to be considered humans.
- Added on_fleet_lease_started/ended on_actions for more friendly mod compatibility.
- Fixed load order issues with check_modifier_value.
- Fixed localize_with_value_key and min_mult in scripted modifiers.
- Added GetOriginName localisation command (to clarify an error log).
- Added "has_subject = <country>" trigger to go with has_overlord.
- Greatly improved scope error logging for event targets and script values.
- Added on_starbase_disabled on action and stopped firing on_starbase_destroyed when a starbase is only disabled.
#################################################################
######################### VERSION 3.4.5 ##########################
#################################################################- Megacorps should no longer create rival Megacorps after winning an Impose Ideology war.
- Fixed War Names sometimes being empty on the war pin tooltip.
- Fixed Out of Sync upon hotjoining as an Overlord.
- Fixed Out of Sync after triggering a revolt.
#################################################################
Feature changes and additions
UI
Improvements
Balance
AI
Bugfix
Modding
Performance
######################### VERSION 3.5.1 ##########################
#################################################################Feature changes and additions
- “All Crises” Galaxy Setting
- If enabled, the three Endgame Crises will happen consecutively (i.e. once one is defeated, the next can spawn), each 1.5x as strong as the previous one.
- Added the Ranger Lodge building for the Environmentalist civic granting you unity for each natural blocker left on the planet.
- New Unique Star Systems:
- 2 Systems with unique Archaeological Sites
- 3 Systems where one can easily pick up some ship technology
- 3 Systems with extra habitable planets
- New Archaeological Sites:
- Larionessi Refuge - A forgotten civilization of Hive Minds waiting for someone to aid them
- Zevox - A Shroud entity that is only willing to talk to machine empires
- New anomaly: Singing Planet
- Reimplemented Culture Workers. Culture Worker jobs are now provided by Monuments in addition to the Ministry of Culture, with the following effects:
- Base Output/Upkeep:
- 10% governing ethics attraction.
- 4 Unity Output
- 3 CG Upkeep
- In addition, Culture Workers have variable outputs depending on your empire ethics. These modifiers are doubled for Fanatic ethics.
- Spiritualist: -2.5% Amenity Usage (Planet)
- Materialist: +2 Amenities (Planet)
- Militarist: +1 Naval Capacity (Empire)
- Pacifist: +2.5% Trade from Living Standards (Planet)
- Xenophobe: +2.5% Citizen Happiness (Planet)
- Xenophile: -2.5% Pop Upkeep (Planet)
- Egalitarian: -2.5% Pop Housing Usage (Planet)
- Authoritarian: +3 Edict Fund (Country)
- As Galactic Memorials replace normal Monuments, Death Chroniclers have been changed as well, they are now considered Culture Worker jobs and as such inherit the same ethics-based modifiers given above, with the following base output and upkeep:
- 4 Unity Output
- +2.5% Stability
- 3 CG Upkeep
- The gestalt equivalents of Monuments now give Evaluator jobs which provide Unity and Amenities. As expected, Chronicle Drones are now in the Evaluator category and likewise produce Unity, Stability and Amenities.
- Base Output/Upkeep:
- You can now purchase the services of a Salvage Overseer from the Salvager Enclave. They will improve your scavenging efficiency from debris.
- New leader trait: Mindful. Scientists with this trait take longer to excavate archaeological dig sites, but are more likely to encounter anomalies.
- Consecrating Planets now has a special visual effect based on the quality of the world. Fallen Empire Holy Worlds have the max intensity.
- Relic Rebalance Pass (Additions and Changes are in bold. Removal is strikethroughed)
- Javorian Pox:
- Passive:
- Grants Bombardment Stance
- +20 Leader Lifespan
- Increased likelihood of finding biology techs.
- Active:
- 50% increased biology research
Grants Bombardment Stance
- Passive:
- The Last Baol:
- Active:
- The active decision takes 2 yearsto create a Gaia world
- If the decision is activated on a Gaia World, all organic pops on the world get an empowered Gaia World Habitability preference granting them +5% resource output on Gaia Worlds.
- The Nu-Baol will be hivemind if you are a hivemind
- The active decision takes 2 yearsto create a Gaia world
- Active:
- Yuht Cryo Core:
- Passive:
- +1 pop on every new colony
- +20% Energy Weapon Fire Rate
- Passive:
- Psionic Archive:
- Passive:
- Unlocks an edict granting leader XP, longevity, and accident prevention for a zro upkeep.
- #Note Gestalts can find the tech for mining zro if they have this relic.
- +5 Ruler Max Level
- -50% Shroud Cooldown
- Better Shroud odds
- Unlocks an edict granting leader XP, longevity, and accident prevention for a zro upkeep.
- Active:
- The knowledge option now always levels your ruler up a level instead of granting a flat xp bonus.
- Passive:
- Cybrex Warforge:
- Passive:
5% Increased Alloy Output- Allows the building of the most powerful buildable army in the game.
- Active:
Spend 10000 minerals and gain 5000 alloys.- Spend 2000 minerals and gain 1000 alloys.
- Effect Increases by 2000 minerals and 1000 alloys each time it’s activated up to a cap of 20,000 alloys.
- Passive:
- Vultaum Reality Perforator:
- Active:
- Grants one of 4 random buffs lasting for
12 - 5 years.
- Grants one of 4 random buffs lasting for
- Active:
- Blade of the Huntress:
- Passive:
- +25% Army Morale
- +2 Planet Sensor Range
- 10% Increased Diplomatic Weight
- Passive:
- Omnicodex:
- Passive:
- Gain 1 Gene Modification Point
- If you are a robot empire: Gain +25 Opinion with all non robot empires
- Active:
- Adds 3 pops of a random species to a specified planet
- If you are a hivemind they are also hive-minded
- Adds 3 pops of a random species to a specified planet
- Passive:
- Ether Drake Trophy:
- Active:
- 10% more happiness to every planet
- 10 stability to every planet.
- Active:
- The Surveyor:
- Active:
- Can grant
3-51-3 rare resource deposits
- Can grant
- Active:
- Head of Zarqlan:
- Now can spawn for the AI 25% of the time so the player is not guaranteed to find it every game.
- Passive:
40% Spiritualist Ethics Attraction- 150 opinion with Holy Guardians
- Holy Worlds become colonizable
- Active:
- Gain a larger and larger fleet after each activation up to the 5th activation.
- 75% Spiritualist Ethic Attraction for 10 years
- The Defragmentor:
- Passive:
- -10% job, building and district upkeep.
- Passive:
- Khan’s Throne:
- Passive:
- Owning the Khan’s Throne allows for selection on the Satrapy subject type, which gives the Overlord additional naval capacity equal to 30% of the subject’s.
- Passive:
- Extradimensional Warlock:
- Passive:
15%+30% Sublight speed- +20% Weapon Range
- Active:
- +100% more jumpdrive range
- -50% jump cooldown reduction
- +75% more accuracy and range on your Quantum Catapult
- Passive:
- Prethoryn Brood-Queen:
- Passive:
+30 Society Research- +50% Society Research
- +5% Prethoryn Weapon Fire Rate, increased with every activation
- Active:
- Spawns a sizeable fleet, some of which are of the carrier variety
- Passive:
- Isolated Contingency Core:
- Passive:
- +100% Pop Assembly Speed
- Allows the construction of 2 of each megastructure instead of 1.
- Passive:
- Javorian Pox:
- 16 New Achievements added to Species Packs and Synthetic Dawn
- Aquatics
- Holy Water - Drench a Fallen Empire’s holy world.
- There be Dragons - Own 13 dragons and have them in your capital system.
- Fishing for Trouble - As an angler empire, provoke a Fallen Empire into declaring war on you and win.
- Necroids
- There’s a Zombie on my Lawn - As a Necroid empire, eradicate a Plantoid empire, or vice-versa, without blowing up their final planet.
- With Great Power - As a Necrophage Origin do not invade any pre-ftl civilisations and defeat the crisis OR have at least 10 observation stations around pre-ftl worlds.
- Recent History - As a Memorialist empire have Galactic Memorials on five tomb worlds that did not start the game as tomb worlds.
- Lithoids
- Room for Desert - Consume another empire’s desert homeworld.
- Can you Smell What the Lithoids are Cooking? - As a Lithoid empire, keep another Lithoid pop as Livestock or Process them.
- Rock Beats Paper - As a Lithoid empire, show the Galactic Community exactly what you think of that strongly worded letter.
- Plantoids
- Fixer Upper - As an Idyllic Bloom empire, own and convert the junk worlds of the Ketling Star Pack into Gaia Worlds.
- Growing Like Weeds - As a budding species, that does not have the Clone Army origin, achieve a base organic pop assembly of at least 10/month on your capital.
- Tend the Garden - Become the custodian of Wenkwort Artem, designating it a resort world with a Ranger Lodge and all original blockers present.
- Humanoids
- Directive 67 - As a Clone Soldier empire, denounce a Spiritualist fallen empire as a crisis in the Galactic Community then destroy them, without blowing up their final planet.
- Destroy the People of Earth! - As the Commonwealth of Man, destroy the United Nations of Earth, without blowing up their final planet, while your ruler is a human with a symbiotic brainslug.
- Strange Mood - As a Master Crafter empire, fully construct a megastructure while you have a Covenant with a Shroud entity.
- Synthetic Dawn:
- Machine Supremacy - Win the game as a machine uprising.
- Aquatics
- Lithoids now have access to the Radiotrophic and Crystallization traits for owners of the Plantoid Species Pack. The former behaves as the Plantoid trait of the same name, but reduces mineral upkeep instead of food upkeep. The latter acts as the Budding trait, but with a Lithoid-specific name and icon.
UI
- Megastructures are now listed in the Outliner.
- Starbase outliner will now indicate if a starbase can be upgraded
- Made it possible to directly demolish upgraded ruined buildings.
- The tooltip and description for Commercial Pacts will now give info on what the best locations for new Branch Offices in their empire if you are a megacorp and have sufficient intel.
- Added an icon to the situation progress elements that more clearly shows if situation progress has halted.
- Added planetary designation icon to the species modification UI
Situation tooltips will now display time until the next stage as well as until the situation is completed. - Robot empires now include robot species in system view habitability calculations.
- Fixed UI overlap between long planet names and resource icons in the Planets & Sectors view.
- Fixed Galactic Community UI member list overflowing when there are more than 32 empires in the community.
- Fixed tooltip displays for empire modifiers in deposits (it will list them as country modifiers rather than confusingly lumping them in with planet modifiers).
- Restored outliner planet blockaded icon (it erroneously said the enemy had landed armies when it merely had armies in orbit) .
- The outliner will now no longer cut off the size of fleets above 100k.
- Tooltip for cannot afford fleet reinforcement now says what resources you are lacking
- Fixed army outliner showing the wrong system name for armies while they were invading planets.
- Fixed some visual issues when scrolling the Observation Outpost Outliner.
- Fixed overlap in Planet Outliner where if you colonized certain planets e.g. Grunur Prime, it would show the progress bar for colonization and an icon for it being desirable to clear blockers overlapping each other.
- Tooltip now correctly states maximum ship count allowed when ship size limit is reached`.
- Fixed tech entries sometimes using more space than required.
- Fixed windows not always resetting their scrollbar after changing size.
- Fixed starbase module constructions not showing up in the outliner as being in progress.
- Fixed the megastructure galaxy map icon opening hyper relays rather than larger megastructures when clicked.
Improvements
- Reworked Terraforming Candidates to be distributed at game start rather than through finding anomalies, as this allows for more predictable outcomes.
- The Caravaneers will now give you the privilege to spend energy to buy reliquaries directly. At a nominally increasing fee of course.
- Integrating a vassal now grants you any relics that they own.
- Added Galaxy/System view switching shortcut on Mouse4.
- Added pause/unpause shortcut on Mouse5.
- Small portrait images in the UI now crops to focus on the face of the character.
- Players who patronize the Artisan Enclave will no longer receive the event "Lackluster Update" as their first newsletter from that troupe.
- Auto-survey now explores fog-of-war (e.g. within empires with open borders) when it cannot find systems to survey.
- Science ships on auto-survey will now collaborate if they can't find separate systems to survey.
- The Salvager Enclave will now invite you to renew the Salvager Overdrive and Salvager Insights modifiers once they expire and become available again, assuming you remain in good standing with them.
- Consecrating Planets now has a special visual effect based on the quality of the world. Fallen Empire Holy Worlds have the max intensity.
- Added Observer events which will notify spectating players whenever a starbase belonging to the Salvager or Shroudwalker enclave has been destroyed.
Balance
- AIs are now significantly less eager to become vassals.
- The acceptance penalty for vassalizing an AI Overlord can now be overcome by other terms.
- Marketplace of Ideas now gives 0.25 unity, up from 0.125. Trade League trade conversions now give 0.2 consumer goods and unity, instead of 0.25 CGs and 0.125 unity.
- Capped the maximum effects of sacrifice edicts at an effective 15% of your empire population.
- Agrarian Idyll and Anglers are no longer mutually exclusive. When combined, Anglers and Pearl Divers also provide from the bonus Amenities that Farmers would produce.
- Pop assembly's priorities for picking which species to assemble have been re-examined. It will now favor species which match your planet's colony designation. It will no longer attempt to balance growth on the planet between over and underrepresented species (like pop growth does), and it will now be slightly biased towards your empire's founder species (relevant mainly if you are doing organic assembly)
- Synapse Hub now provides +1 Unity per synapse drone.
- Added ship-size costs for debris resources to non-default ships.
- Leviathan Changes:
- The Automated Dreadnought now has increased armor, shield and hull values.
- The Automated Dreadnought has been upgraded to use dark matter components, an Inspiring Presence titan aura and a Perdition Beam.
- The Tiyanki Matriarch now has 4× hull/armor regen.
- The Spectral Wraith now has 80,000 HP.
- The Spectral Wraith is now neutral to most galactic fauna and enclaves. No more killer Artisan Troupe!
- The Voidspawn has swapped out three of its missile launchers for artillery.
- Difficulty settings changes
- New Difficulty level: Civilian - easier than Cadet.
- Default difficulty setting is now Cadet instead of Ensign.
- Added Difficulty Adjusted AI Modifiers as a game setting. Empire wide Economic Modifiers are multiplied by Difficulty Bonus for AI Empires. This makes Late-Game AI economies significantly stronger. For example, a Technology which gives +20% mining will instead give +40% mining for AI Empires on Grand Admiral.
- Added Mid Game Scaling Difficulty option. AI bonuses from the Difficulty setting scale up over time, starting at zero and reaching maximum at the Mid-Game Start Year.
- Deluging a Holy World is no longer okay.
- Increased the cap of how much unity you can gain from momentous event rewards.
- The random event "Fire" is now available to archaeology sites other than "Sentinels", so long as they meet its criteria regarding food.
- There is now a one year cooldown on upgrading Mercenary Enclaves.
- The Trader Enclaves once again think fondly of their regular customers. Their Opinion of you stands to increase each full year for as long as you have a trade deal with them. The more product you buy each month, the more Opinion is gained (maximum: +3 Opinion per year).
- Rogue Servitors now have the Sanctuary World designation which buffs Bio-Trophies instead of the Unification Center designation.
- Reworked the Divine Sovereign event to be consistent with the Galactic Sovereign event. It now provides the Divine Sovereign civic granting +10% Unity and +25% Governing Ethics Attraction without taking up a civic slot.
- Halved the cost of the Migrating Forest special projects.
- S875.1 Warform now has a reactor and sensors.
- R44 class raider now has two afterburners.
- Yojimbo class escort now uses an artillery combat computer.
- Culture Workers and Evaluators now count as Administrator jobs for multiplicative modifiers.
- The happiness penalty from the Wasteland Radiation modifier is now offset by the Radiotrophic trait.
AI
- Added a 10 year cooldown before AI can propose a Diplomatic Action which was previously timed out by the player.
- AI will no longer leave federations because it does not like a subject empire within the federation.
- AI is now more liberal at spending their stockpiled food on clone vats if they have them researched.
- AI will now try to assign otherwise idle fleets to the nearest fleet group as auxiliaries during war, which will make them follow other fleets with current military objectives, effectively reducing the amount of AI fleets idling during wars.
- AI will no longer create mercenary enclaves if it is set to attack neutrals (and therefore would immediately try to destroy the merc enclave). This would happen with Metalheads and Become the Crisis countries. The AI will also no longer make merc enclaves during wars as it needs the fleets for fighting.
- AI will now actively attempt to increase its fleet capacity via buildings such as strongholds when they have researched a repeatable technology in the end game.
- AI will now downgrade Bastion type Starbases which are no longer close enough to a valid threat in order to free up their Starbase capacity.
- AI will now have a higher acceptance to status quo if they are in an unreachable war for an extended period, fixing issues where AI empires need to wait for war exhaustion to reach 100% before setting a status quo.
- AI is now much more likely to use the Indentured Servitude slavery type.
- Clone Origin and Necroid Empires will now be more diligent about constructing their Ancient Clone Vats and Chamber of Elevation buildings.
- Fixed AI not being able to use defense platforms and made it focus on building those in the capital system and on Bastion starbases.
- Fixed an issue where the AI would sometimes build holo theaters even when they had open entertainer jobs.
- Fixed Here Be Dragons AI not breeding baby dragons.
- Fixes an issue where AI would rather downgrade an existing starbase than canceling the construction of a new one when over the starbase cap.
- Hive mind AI will no longer build solar panels on their anchorage starbases.
- Improved AI's budgeting and rationale for building orbital ring modules and buildings, so it will now build the most useful ones more consistently.
- Improvements to AI logic for building megastructures. It will no longer cease building any other megastructures because it is currently making a hyper relay, and it will now build habitats and hyper relays even if it is capped by the megastructure build limits.
- Made the AI more likely to build defensive platforms if it is near but not at the naval cap.
- Made the AI more likely to try and upgrade orbital rings (and less likely to attempt to downgrade them, which was meant to be impossible).
- Necroid Empires will now force grow their subservant species on their planets.
- Necrophage empires will now correctly use their special necroid purge type on all species that are not their subspecies.
- Pacifists now have an increased desire to build bastion starbases, changed from Militarists.
- Removed AI directive to delete all its upgraded buildings using a special resource if it fell into a deficit in that resource. Going bankrupt will downgrade all those buildings anyway, and downgrading is less disruptive than deleting.
- Improved how Crises take over systems with colonies in them.
Bugfix
- Fixed GDF and Imperial Armada fleets counting towards the empire's fleet size.
- Federations and GDFs can now have ship size caps the same way Countries can.
- Fixed stone age primitives spawning postatomic armies.
- Fixed some issues with anomaly randomisation which meant that certain anomalies were disproportionately likely or unlikely to spawn.
- Fixed occupied shipyards continuing to produce queued ships.
- Drenching a crisis world will now correctly credit you with its destruction.
- Fixed it sometimes not being possible to move the camera using WASD controls after loading a save.
- Superfluous Terraforming Equipment will no longer fire on planets that aren't already colonized.
- Fixed it not being possible to disband singular defense platforms.
- All unity buildings are now listed in the Unity category.
- A random event offering Minor Artifacts during the "Message in a Bottle" archaeology site no longer appears outside the "Ancient Relics" DLC. The event text now also correctly refers to the host star system.
- Fixed "Cloud, Snagged" special project being gated behind scientist's level.
- Stopped "Invasive Exofungus" anomaly from spawning on Ecumenopolis and Relic worlds.
- Trader Enclaves no longer play quite so fast and loose with 'caveat emptor' when it comes to hiring out Governors. Gestalt empires will now be asked to confirm their choice to buy, given they have no inherent need for 'trade'.
- Unity automation will now attempt to build organic sanctuary buildings and districts.
- Adjusted the set of random events which may occur during the archaeology phase of the Research Co-operative joint operation. Participating empires will no longer be offered Minor Artifacts if they do not have the "Ancient Relics" story pack in play.
- Azizians should no longer try to appear on a planet that is being colonized.
- Devouring Swarm or Terravore necrophages now start with a Synaptic Node building.
- Industrial districts no longer show the approximate output for jobs that they don't provide depending on planetary designation.
- Fixed an issue which could prevent progress past stage 2 of "The Sentinels" arc site.
- The Gestalt Consciousness ethic now states that pops will not require Consumer Goods.
- Fixed an issue where releasing a vassal would delete all farming jobs in the process.
- You can no longer declare war on the subject of a federation member, if that subject is not a federation member.
- Positronic Implants no longer shows that it unlocks automatic research.
- Fixed leaders dying while in the leader pool sometimes remaining there as a blank leader aged -1 (potentially forever).
- Fixed a bug where Planet Automation would construct Healthcare or Entertainer jobs even though there were free jobs of those types during an amenity deficit.
- Fixed an issue where non-citizen pops could often have more power within pop factions than citizen pops of an equivalent social strata.
- Fixed an issue with planet automation for hive minds where they would build extra maintenance drone jobs while they had deprioritized maintenance drones.
- Fixed Insidious Ophidians potentially firing multiple times in one playthrough.
- Fixed several issues where Planet Automation would both sometimes refuse to build Arcology Leisure District or build way too many.
- Fixed some issues with job weights where workers with the "very strong" trait would register as being good at specialist jobs for weight purposes (even though the modifier only boosts worker jobs), and other similar cases.
- Fixed synthetic ascension resulting in potentially unlocalised body parts in events (as in, the text would read " _hand")
- Fixed Target Uplink Computers not applying to defense platforms.
- Fixed the scouring of the Tiyanki home system happening repeatedly.
- Fixed weighted random formula often not returning a weighted random result correctly. This had various impacts, e.g. the AI would be biased towards ascension perks early in the list while choosing which one to pick.
- Halved the default max distance of the spawn_system effect. This reduces the chance that systems spawned from events during the game will end up an awkwardly long distance from where they were spawned (e.g. poking halfway into the galactic core, or well off the edge of the galaxy)
- Nivlacs are now correctly blocked from reproducing only in driven assimilator empires.
- Fixed an error in which the "Never Forget" archaeological site would spawn even if the player does not own the "Ancient Relics" story pack, despite offering rewards which require that DLC.
- Fixed is_democracy scripted trigger.
- Fixed being able to build multiple megastructures in a single system.
- Fixed some regular unity buildings converting into monuments.
- Hydroponics station now correctly provides agri-drones for gestalt empires.
- Lore text for the Ix'Idar Star Collective now refers to the correct star, i.e. the Athrak system.
- The "Genius Caeli" archaeological site (part of the Research Co-operative joint operation) now offers Research rewards to participants who are playing without the "Ancient Relics" DLC.
- You can no longer build hyper relays in systems that do not have any hyperlanes.
- Planet Automation will no longer construct amenity jobs during the same monthly update as it has changed priority of amenity jobs on the planet, solving several bugs where planet automation would construct too many amenity jobs.
- Species modification now applies to pops currently being assembled or grown too (i.e. you won't end up with one of the old species left on the planet anymore).
- The alerts for ships MIA while reinforcing and Council Elections being imminent no longer fire negative alert sounds.
- You can no longer nominate subjects, BtC empires or those with Pompous Purists to be the Custodian.
- Removed a scripted check which was preventing archaeological sites from spawning randomly in the galaxy. As a result, 8 more arc sites may now appear across the galaxy. This is in addition to other such sites which were developed later on, and were made explicitly available outside of the "Ancient Relics" story pack. Arc sites which are unique to that story pack (such as "Moon Bump", "The Rubricator" and the precursor sites) still require ownership of that DLC.
- Fixed fleet power from GDF and Imperial Armada fleets being considered when determining the strongest empire in a Federation.
- Fixed an issue in which enclaves might spawn within the borders of Fallen Empires if they, in turn, were spawned as part of the Scion origin.
- Fixed the layout of a Shroudwalker Enclave solar system which was spawning crystalline asteroids in unusual orbits.
- Fixed the layout of various Imperial Fiefdom solar systems, which spawned asteroids outside their intended orbits.
- Fixed cases where the orbital ring would not be correctly set to a planet's new owner (e.g. if taken in a revolt). Also made the orbital ring of a planet rendered ownerless become a ruined ring.
- Fixed advisor audio not playing when elightening a species.
- Fixed border graphics not being removed when the last system in an empire loses its owner without also being moved to a new owner.
- Fixed a case where the Baol relic could bug out and not give you what you paid for.
- It is no longer possible to apply a species template that has negative available trait points.
- Fixed buzzing audio when the ship designer was open in the galaxy view.
- Fixed it being possible to species mod Aquatic onto species which lacked Ocean world preferences.
- Fixed Xenophobic Necrophages being unable to assemble robots.
- Fixed Envoys being unaffected by Synthetic Ascension.
- Fixed incorrect announcer voice line being played when a defense platform was destroyed.
- Fixed issue where crisis fleets wouldn't correctly destroy already disabled starbases, causing them to idle forever.
- Fixed various localization, spelling, and overlap issues.
- Fixed various crashes and out of syncs.
- Fixed missing time unit in lithoid trait description.
- Assorted minor grammar fixes in events relating to The Rubricator.
- Fixed incorrect tooltip for the ambient object "Abandoned Observation Outpost".
- Fixed missing tooltip title in empire creation screen.
- Fixed "Sensor Malfunction" event tooltip not referring to the correct target.
- Starbase capacity tooltip no longer mentions pops.
- Overlord Mortal Initiate Drones are no longer called Overlord Bio-Trophies.
- Tooltips for Corporate Subjugation Policies now explicitly say if they are Oppressive, Balanced or Benevolent.
- Fixed frame colors for Wenkwort modifiers.
- XP is now appropriately capitalized in the Agreement tooltips.
- Fixed a case of modifier source names not showing up (if the modifier came from a planet designation's triggered effects)
- Fixed habitats' initial names
- Fixed megacorp impose ideology (again!)
- Fixed tooltip display for "Clear Blocker Speed" modifier so that it will show the actual time the blocker will take to clear in interfaces.
- Fix issue with "..." showing up incorrectly for some text boxes, as well as some text box overruns.
- Fix missing explanation in tooltip for when a building cannot be repaired.
Modding
- Added can_be_upgraded trigger for fleets, ships and megastructures.
- Added ai_force_species script files that allow for AI empires to force grow specific species on each planet’.
- Fixed situation effects not firing when entering multiple stages in a single tick.
- Shifted handling of technology flags for advanced genemodding and habitability modifications to game rules.
- Added triggered trait costs, i.e. cost = { modifier ... } for traits.
- The trait picking UI will now let you add trait A and trait B in one go even if trait B requires trait A.
- Added ability to have @scope in event targets and global event targets.
- Added ability to define a custom_tooltip for planetary features.
- Added a separate has_deficits flag in country_types to handle whether countries use deficit mechanics.
- Added built_on_planet trigger for megastructures.
- Added country_naval_capacity_contribution_from_subjects_mult and country_naval_capacity_contribution_to_overlord_mult modifiers, which add a percentage of the subjects' naval capacity to the overlord, without reducing the naval capacity of the subject. Note that these modifiers are not intended to be negative.
- Added "direction = corewards/rimwards" parameter to spawn_system.
- Added effect to set a leader immortal, as well as a trigger to check if the leader is immortal.
- Added has_forbidden_jobs trigger which checks if a planet has a deprioritized job of a certain type.
- Added on_activate for policies that will fire when the policy group is first initialized for a country.
- Added random/every/any_archaeological_site.
- Added script command "inline_script" which allows scripts to "copy" in blocks of scripts from the "common/inline_scripts" folder.
- Added script list for owned_nonprimary_starbase, since owned_starbase only returns primary starbases (so no orbital rings).
- Added triggers max_starbase_capacity, used_starbase_capacity_integer and used_starbase_capacity_percent.
- Added width and density values to asteroid belts allowing you greater control if not declared default is set to 1.
- check_economic_production_modifier_for_job now correctly factors in triggered pop modifiers from traits. It also should be slightly faster.
- Fixed starbase module on_finished/aborted/queued/unqueued.
- Habitability ceiling and floor modifiers can now be applied directly to a planet (not just to a species).
- modify_species now correctly lets you specify multiple add_trait or remove_trait entries.
- Switched planet class check for habitat capitals to a scripted trigger.
- on_planet_ownerless/transfer/conquer on_actions now have the former owner in fromfrom scope.
- Released script profiler to public, you can enable it with console command "script_profiler".
- Situations now have dynamic end values (generated from the end value of the final stage).
- Added effect to enable possibility to set/update settings of the fleet after its creation.
- Renamed bordering_country list building trigger to country_neighbor_to_system, also fixed it's behavior.
- Added num_deposits trigger.
- Allowed you to use script values in loc by defining them as a value in a scripted loc entry.
- Added support for "completion_sound" to observation missions.
Performance
- Parallelised batch modifier updates (large reduction of lag spike potential in the late game).
- Fixed a problem with multithreading that meant that sometimes all threads would just wait a while for each other for up to 20 milliseconds.
- Cached colonies in system so that the game can iterate through colonized planets instead of going through all the planets in the system and working out if they were colonized.
- Cached updating of starbase type, which was previously calculated on the fly when needed - slowing down e.g. outliner updates.
- Cached wars list instead of recalculating it repeatedly whenever a country had to see if it was in a certain (or any) war.
- Fixed a lag spike that could happen when the AI considered where to build megastructures.
- Improved performance of checking whether a country can use a certain hyper relay or gateway.
- Improved performance of the game checking if a planet is a colony, slightly (it does this a lot, so this speeds up e.g. intel updating non-negligibly).
- Multithreaded working out trade value and resources for systems' map icon displays on the galaxy map.
- Now AI finds the best potential office branch 4x faster. Reduced number of the systems used to calculate the distance to the target planet by using only border systems of the current empire.
- Optimized a few events frequently called via on_planet_surveyed (since planets can be surveyed and unsurveyed via the intel system).
- Parallelised calculations for how much a Situations should progress on the monthly tick (i.e. reduced Situations' potential impact on monthly ticks).
- Parallelised strike craft movement.
- Reduced the performance cost of auto migration on the monthly tick (by about half).
- Shifted country migration caching from serial to parallel.
- Shifted most of spynetworks' daily updates from serial to threaded.
- Shifted ship jump drive and experience calculations to parallel.
- Shifted some parts of planets' handling of monthly pop growth to parallel to speed up the monthly tick a little bit.
- Sped up monthly tick a bit by multithreading country opinion caching that is done then.
- Threaded daily checks of policies' validity.
#################################################################
Bugfix
######################### VERSION 3.5.2 ##########################
#################################################################Bugfix
- The Toxic Entity will no longer bless those unworthy. (You cannot select a Toxic God solar system initializer without the Knights of the Toxic God origin)
- Crisis will now destroy the starbases of the systems it invades, fixing an issue where the AI would sometimes not land their armies on colonies properly.
- You can no longer put the Toxic God's strike craft on your ships if you defeat the Prethoryn
#################################################################
Improvements
Balance
Planet Automation
Bugfix
AI
Modding
######################### VERSION 3.5.3 ##########################
#################################################################Improvements
- You will no longer get alerts about envoys dying.
- AI will now research debris.
Balance
- Shared Burden now doubles the unity gained from the egalitarian faction.
- Ensured consistency in the Toxic God starting resources: the home system will now always contain a +3 alloys deposit. A nearby one will contain another +2 and a further +6 energy.
- Federation subjects that cannot vote can no longer persuade federation members that someone should not be invited into a federation
- Capped Noxious happiness bonus at 40%.
- Vassals that leave an overlord's war by a change in the agreement will now get a truce with every opponent.
Planet Automation
- Removed out dated sector automation logic which was activated for planets when sector automation was enabled but planet automation was deactivated
- Clarified the tooltip explaining when planetary automation will create new jobs
- Planet Automation Crime module will now forbid enforcer jobs if you have 0 crime and allow enforcer jobs if you have more than 27 crime
- Added a Planet Automation setting which allows for construction even during resource deficits
- Changed how Planet Automation is presented in the Planet View to more clearly show that there are settings that the player can use
Bugfix
- Fixed Toxoid presapients having Aquatic portraits.
- Fixed gateway tags not showing up in the solar system map.
- Fixed megastructure outliner right click not focusing on the megastructure (as is standard for other outliner objects).
- Fixed one of the outcomes of the Ancient Robot World arc site featuring visual bugs (placeholder model due to not having a correct graphical culture set).
- Updated tooltip for Mutagenic Spa to match values given by Bath Attendant jobs.
- All resolutions in the Galactic Market category now require the market to be formed in order to be proposed.
- Fixed farm appendages bonus from “Damn the Consequences” edict.
- Fixed low maintenance to be an actual bonus.
- Added the actual effect of Damn the Consequences to its effect tooltip.
- Fixed Situation modifiers not updating in some circumstances when you changed Approach or Stage.
- The Debris Field anomaly will now reliably fire an event when you research it.
- Fixed copy paste error in Toxoids 3 name list (male regnal names).
- Fixed the Toxic God branch office building not reliably boosting quest progress, depending on your chosen civics.
- Fixed radiotrophic simple drones for lithoid hive minds having their mineral upkeep increased instead of decreased.
- You can now only consecrate one habitat per activation of the Toxic Maw.
- Updated the tooltip for requiring additional activations of the Toxic Maw.
- The Prethoryn Brood Queen relic now correctly sets the relic activation cooldown timer.
- Machine Intelligence pops are now correctly purged again when conquered by an organic empire.
- Fixed Heritage Sites and Hypercomms Forums not converting to Pillar of Quietuses and Galactic Memorials respectively.
- Fixed an ungrammatical pronoun being used in one of the early Toxic Knights quests.
- The primitive habitats in Federation's End system are no longer in danger of being turned into barren worlds by asteroids.
- Fixed a stray “?” in the event where the Shroudwalker enclave is destroyed.
- Corrupt Survey Data event can no longer happen on planets with moons, as it would leave the moon orbiting nothing, and due to cost cuts we can assume that the holographic projection couldn't also cover the moon.
- Fixed the Toxic Knights end bugging out if you *SPOILERS* using a mercenary fleet.
- Clarified the negative happiness impacts of the Noxious trait in a pop's happiness breakdown.
- Fixed misleading tooltip for why an AI will say no to your request to join their federation (it suggested they did not want to be a federation partner with a current member, but actually it meant that that member did not want to be a federation partner with you).
- Fixed Luminous Blades modifier stating it was a bit more effective than it actually was.
- Fixed megashipyards not benefitting from certain country-wide ship cost and build speed modifiers.
- Fixed cases where if a hive forced a regular empire to release a vassal with a status quo peace deal, the resulting empire would be a hive empire without hive pops. (Also fixed it for machines, and for the opposite case of regular empires attacking or machines).
- Added missing effect to the tooltip of the Psionic Archive relic.
- You can now once again apply species templates that would remove beneficial traits, so long as you were able to make the template a valid combination in the first place.
- Leader and envoy portraits now switch correctly after undergoing synthetic ascension.
- Science ship modifiers are no longer doubled in the tooltip.
- You should no longer be able to have multiple monuments on a single planet (again).
- Fixed issue where invalid research alternatives may be left in TechStatus after adding pre-learned technologies at start of game.
- Spiritualist Empires now care about Relentless Industrialism on their holy worlds.
- Chemical Bliss no longer states that it causes unemployed pops to produce unity.
- Fixed various crashes.
AI
- Increased the monthly random chance that an AI will decide to start preparing for war.
- AI empires will now bring their assault armies towards the enemy during war preparation phase.
- Reduced the maximum AI war preparation period from 60 months to 30 months.
- Fixed an issue where AI would use their "prepare for war" gather logic even during an ongoing war.
- Fixed an issue where the AI would try and gather their fleets for an upcoming war in a system which they could not access.
- Fixed AI sometimes not hiring enough scientists to keep researching.
- Fixed some cases where AI would inexplicably spam admirals.
- AI hive-mind will no longer destroy hive warrens.
- Fixed AI not allocating at least the desired_min to its budgets. Double-allocating resources is less risky than having it not be respected, as with the Influence budget there's a fair chance that the desired minimum may never be hit
- Improved AI's early game alloy expenditure (it wanted to put a lot into buildings even though most of the time none of the buildings cost alloys)
- Xenophile empires are now more likely to build trading hub type starbases, changed from materialists.
- Fixed issues with starbase module logic which made AI forbidden from building anything on certain starbases.
- Fixed an issue where AI fleets would get stuck in a loop of resetting their move orders during hyperlane windup time.
- Fixed an issue where AI empires were not allowed to downgrade shipyard type starbases if they had an ongoing construction of ships which made AI empires have much more shipyards than intended.
- Fixed an issue where bombarding AI fleets would get stuck in a loop of flying between the starbase in the system and orbiting the bombardment target when they were waiting for assault armies to invade their bombardment target planet.
- Added additional logic for AI to merge fleets which are close to each other during wars to reduce the amount of small AI fleets.
- Fixed an issue where AI empires would incorrectly try and merge their assault armies together by using FTL reinforcement mechanic, causing their ground troops to be indefinitely stuck in MIA mode.
- Fixed several issues with AI regrouping logic where fleets would suicide one by one instead of grouping up together before attacking.
- AI empires who do not use food will no longer build hydroponics on starbases.
Modding
- Added show_in_outliner (default: yes) to determine whether a megastructure type should be shown in the outliner
- Specifying a "key" in a triggered modifier will now at least some of the time make the modifier have that key as its "name"
- Fixed the script profiler (previous results using it should be disregarded)
- Added ability for planet automation to forbid and allow jobs
- Added upgrade_trigger block for planet automation which allows for individual logic of when buildings should be allowed to be upgraded
############################################################
#################### VERSION 3.6.0 - Orion ######################
############################################################
Changes and additions
The Stellaris 3.6 “Orion” update includes many changes to combat. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types.
COMBAT REBALANCING
- Ship Roles can now be selected to auto-design ships that actually fulfill certain roles, such as Artillery, Brawler, Torpedo, and so on. If you do not possess any weapons that fulfill the selected role, it’ll do its best with what you have.
- Added a new ship size: Frigates are an advanced form of Corvette specialized in delivering G class weapons.
- Torpedoes now gain a multiplicative damage bonus to their damage based on the ship size of the target, as do Prethoryn missiles. The Unbidden also get a reduced variant of this. This bonus is capped at +800% damage.
- Torpedoes now have a maximum firing arc of 25 degrees and a shorter maximum range.
- Energy Torpedoes such as Proton and Neutron Launchers have been changed into G class weapons with a minimum range. Damage has been adjusted to be balanced as a Torpedo class weapon, and like the new Torpedoes, they deal increased damage to larger targets. Unlike standard torpedoes, they remain instant hit weapons for now.
- Some sources of Evasion have been replaced with other effects.
- Small weapons of a category now have a slightly faster refire rate, Large weapons of a category now have a slightly slower refire rate.
- Added a minimum range to all Large weapons except Lasers and Autocannons.
- Weapon component tooltips now display minimum range and firing arc.
- Significant adjustments have been made to various ship combat behaviors.
- Ship combat computers now ignore certain weapons for desired range purposes, and base their desired distance on the actual loadout of the ship. "Swarm" and "Torpedo" behavior will charge in, "Picket" and "Line" behaviors will attempt to stay at the range of their median range weapons, and "Artillery" and "Carrier" will try to stay at the range of their longest ranged weapons.This generally increases the desire for ships to remain at range if possible.
- Artillery and Carrier combat computers now use the new maintain_range combat behavior, which attempts to back off if at less than roughly half their desired range.
- Strike Craft no longer intercept missiles, but will continue to fight each other. Reduced the health and refresh rate of most strike craft.
- Flak Batteries now more strongly counter Strike Craft, while Point Defense now more strongly counter missiles and torpedoes. Strike Craft are more reliant on Shields, Missiles and Torpedoes are more reliant on Armor. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft.
- Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening.
- Autocannons now have a faster fire rate (and thus are very high damage for their weapon size, but have very short range).
- Added Medium and Large Autocannons.
- Disruptors and Autocannons are now considered Brawling weapons, with short range but faster attacks.
- Mining lasers are now classified as Brawling weapons. Refire rate and general stats have been adjusted.
- With the exception of Autocannons, Kinetic and Missile weapons no longer have bonus hull damage.
- Lasers now deal 25% bonus hull damage.
- Increased the power consumption, cost, and damage of Plasma weapons to differentiate them more from other energy weapons.
- Ships now get a limited number of disengagement opportunities. All current drives provide 1 disengagement roll once the ship takes hull damage below its disengagement threshold, and the Hit and Run war doctrine grants all of your ships an additional attempt. Civilian ships set to evasive will continue to try to disengage with each hit.
- The Hit and Run doctrine provides +2 Disengagement Opportunities.
- Admirals now grant their fleet +1 Disengage Opportunity at levels 5 and 10.
- The Enigmatic Encoder now proves +1 Disengagement Opportunity rather than evasion.
- Armor components now grant twice as much armor as before. Shield components now grant +50% more than before, but regen remains the same. Hull components grant less than before.
- Hull Technologies now give 10% hull instead of fixed values.
- Armor and Hull regen now behave like shields - five times faster outside of combat. (Regen values are now 20% of the previous values for most components.)
- Missiles now fit into S weapon slots and have had their damage modified accordingly, Swarmer Missiles go into M. Torpedoes (and Proton/Neutron Launchers) are now the only weapons that fit into the G slot.
- Adjusted the maximum range of all non-torpedo missiles. Reduced the range of torpedoes. Decreased Missile Accuracy from 100% to 85%.
- Made XL weapons more likely to target battleships and titans.
- Massively increased the chances to lose or damage ships when a fleet uses emergency FTL to escape a battle.
- Reduced the time before emergency FTL can be initiated during combat.
- Ships should try to spread out a little further away from one another in combat.
- Ion Cannons now have 3 Aux slots. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot.
- Adjusted power costs for Aux slot utilities.
- It is no longer possible to kill a dragon by distracting it with a large fleet of transport ships.
- The cap to the Force Disparity bonus for fleets that are significantly outnumbered has been dramatically increased.
FEATURES
- Reworked the Ascension Paths from Utopia into tradition trees.
- Added a version of the Synthetic ascension path for machines to Synthetic Dawn.
- Added Conclave Federation Election type to Federations.
- Added Ascensionists civic to Utopia for regular empires and equivalents for hives and machines. Provides +25% planetary ascension effects, -10% ascension cost, and reduces the additional cost of traditions from empire size by 25%.
- The Epi-Genetic Triggers technology and Genetic Resequencing tradition now both allow the removal of pre-sapient traits from species via species modification. The Servile trait from the Syncretic Evolution origin and traits bestowed by the Enigmatic Cache count as pre-sapient traits for this.
- Added various new galaxy shapes, such as 3 and 6 arm spirals, and some more experimental and irregular shapes.
- Galaxies now default to Spiral (2-Armed) rather than Elliptical. Tiny Galaxies now support Spiral (2-Armed) galaxies.
- Added an archaeology site in a new solar system with a debris belt.
- Added support for Text To Speech in various views containing longer texts.
- Added the Cordyceptic Drones civic to Necroids for hiveminds, allowing them to reanimate all organic space fauna..
- Added an event on game start with Common Ground origin to let you pick your federation type.
- Implemented new event chains.
IMPROVEMENTS
- Added Slave Revolt content into the general Separatist Revolt Situation as a variety when slaves try to revolt.
- Added "planet revolt" VO to planetary revolt situation
- The habitability planet icons in the system view can now be clicked just like on the galaxy map.
- Added a Planet Automation setting which allows for construction even during resource deficits.
- Added tooltip for Detox saying how many Toxic Terraforming Candidates you have within your borders.
- Machine name lists now use hexadecimal and 0-based sequential names.
- Made auto-migration happen via weighted random (so the destination planet will be algorithmically chosen from among the valid destinations, rather than pops always favoring a certain planet until it is full even when multiple are available).
- Changed how Planet Automation is presented in the Planet View to more clearly show that there are settings available.that the player can use.
- Planet Automation Crime Management will now forbid enforcer jobs if you have 0 crimes and allow enforcer jobs if you have more than 27 crime.
- The tooltip for planetary automation designation setting now explains when it will create new jobs.
- Added a new event image for reanimation related events
- Added the Parasitic Overmind Government type.
- Explicitly prevented various scripted solar systems from spawning inside Marauder territory. These include Amor Alveo, Wenkwort, the Caravaneer capital, and Lost Colony origin systems.
- Delayed the start of precursor events for empires with the On the Shoulders of Giants origin. Players who are busy exploring their own backstory may begin exploring those of the broader galaxy after completing the 'Intercepting History' event chain, at which point Precursor events are 3x more likely to appear.
- Habitats built in orbit of large zro, alloy or dark matter deposits now also collect these deposits.
BALANCE
- Occupied planets no longer produce or consume resources from buildings or pops.
- Added nanite autocannons and flak cannons as a reward for killing the scavenger bot.
- The Aquatic trait now costs 2 points.
- Driven Assimilators can now assimilate other machines after taking Synthetic traditions.
- Added a Robot Assembly Complex building that gives 2 roboticist jobs. This is unlocked by a new Robotic Assembly Systems technology.
- The Logic Engines trait is now allowed on droids.
- Tweaked Galactic Market location formula to far more strongly favor trade value in its criteria.
- Capped Federation Experience at 2000 above what is required for level 5, so that level 5 federations with AIs are no longer one of the most fragile configurations known to man.
- If a species cannot live on a planet, it is now the first to be purged from it (this closes a Clone Army exploit related to slowly purging other species instead).
- Artificers now no longer produce engineering research.
- Made Zro Distillation more likely to appear if you have a Shroudwalker teacher.
- Pearl Divers have had their CG output increased, with a corresponding increase in food/mineral upkeep. Their trade value output has been reduced.
- Splinter Hive holdings now require at least 30 pops present on the subject planet to be constructed.
- The Toxic Entity now has an acidic gland dealing 1.25% hull damage per day to all ships in the same system. This does not apply to the player controlled variant.
- A large number of tweaks to the ethic assignment weights. Includes making certain weights based on diplomacy with empires of a particular ethos have an impact that is more dependent on the number of empires you are engaged in such diplomacy with.
- Fixed some oddities that hampered authoritarianism, e.g. now relations with authoritarian empires boosts authoritarianism, and if you are authoritarian, it will no longer boost egalitarianism for you to give your pops good living standards. Finally, also added some weights based on the job the pop is actively working (e.g. priests, nobles and soldiers)
- Certain technologies are no longer cheaper than other technologies in the same tier.
- Food Processing Centers, Mineral Purification Hubs, Energy Nexuses, Alloy Nano-Plants, Civilian Repli-Complexes, The Auto-Curating Vault, Citadel of Faith, Corporate Vault and Alpha Hub now have increased cost and upkeep on ringworlds, in exchange for providing the benefits normally giving by their related orbital ring buildings.
- Ringworld colony designations and ecumenopolis planet class now provide both mechanical and organic pop assembly.
- Colony designations on ring worlds now provide +10% pop growth and assembly speed (this can be multiplied through planetary ascension). The default "ring world" designation provides +15%
- Ecumenopolises now give +25% growth and assembly speed, rather than +50% growth (and no assembly)
- Efficient Bureaucracy civic now grants Bureaucrats, Priests, Managers and Death Priests with Edict Fund production that scales with modifiers to their Unity production.
- Imperialist and Supremacist factions will now be pleased forever if you defeat a Leviathan, not just for 20 years. They are also a bit less selective about which Leviathans they are pleased about you killing (i.e. the list has been updated for those added since the Leviathans DLC)
- Several factions now care about the type of federation you are in, if it is one attached to a particular ethic
- The Imperialist faction will now care about how much of your fleet power you are using.
- Factions will now disband and not reform if they can command the support of less than 3% of the electorate.
- Halved the culture worker modifiers for Egalitarians, Xenophobes and Xenophiles.
- Doubled the culture worker modifier for Pacifists.
- Increased the time it takes to do first contact with other civilisations by about 30%.
- Slightly increased the chance of having a unique first contact event chain.
- It is now allowed for the galaxy to contain multiple void dweller empires.
- Moved the repeatable technologies for strike craft into Society - Military Theory.
- Reduced governing ethics attraction of newly-conquered pops.
- Removed defense platform cost and upkeep reductions from Bulwarks. Bulwarks now gain inherent shield and armor hardening as they level up.
- Strategic resource planetary automation will no longer fill fortress designation planets with refineries instead of strongholds.
- Subjects that are not disloyal will now gain ethics attraction corresponding to their overlord's ethics (this was already the case for spiritualism, now it is the case for all ethics).
- The Cybrex and Sentinel factions now scale to a limited degree based on the setting for endgame crisis difficulty (their difficulty = square root of crisis difficulty).
- Martial Law, Hunter Killer Drones and Compliance Drones planet modifiers now provide penalties to both mechanical and organic pop assembly.
- Zro distillation technology no longer explicitly requires Psionic Theory, but is extremely rare without it.
- Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap).
- Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots.
- Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system.
- Larger Extradimensional ships and structures now have a point defense solution. Bzzt.
- Special endgame crisis factions such as the Aberrant, Cybrex and Sentinels now show up a bit earlier during the endgame crisis on large galaxy maps.
- Presapient traits now have no trait point or trait pick cost.
- Ascension Paths:
- Assimilation tooltips now state if they will remove psionic or cybernetic traits.
- You can now psionically awaken cyborgs. Doing so removes any cybernetic implants they have.
- Installing cybernetic implants in a psionic species now prevents them from having any psionic abilities.
- Non-hive-mind cybernetically ascended empires can now remove the hive-mind trait from hive-minded cyborg pops by assimilation.
- The budding trait is no longer mutually exclusive with the vat-grown trait. The polymelic trait is now mutually exclusive with all versions of the budding traits.
- Rebalanced the Cyborg, Erudite, Psychic and Synthetic leader traits.
- AI Opinions:
- Dramatically increased the absolute value of most opinion modifiers.
- Increased the opinion modifiers granted from first contact, decreased the base rate at which they decay and made the decay rate modified by improving/harming relations.
- Increased the opinion penalty for undertaking Become the Crisis.
- Maximum opinion from Improve Relations has been increased to 150. Minimum opinion from Harm Relations has been decreased to -150. Previous values were 100 and -100 respectively.
- Opinion modifiers from espionage operations now have their decay rate affected by improving and harming relations.
- Opinion modifiers from Galactic Imperium interactions now have their decay rate affected by improving and harming relations.
- Refactored opinion modifiers from Galactic Imperium.
- Only xenophobes are now happy if the caravaneers are destroyed.
- Xenophile, pacifist and corporate are upset if the caravaneers are destroyed.
- Traditions:
- Rebalanced Harmony, Prosperity, Mercantile, Versatility, Synchronicity and Adaptability traditions.
- Origins:
- Mechanists: Now provides +15% robot assembly speed and +1 robot trait pick as origin modifiers instead of -5% robot upkeep. The starting robots now have the bulky and high maintenance traits and the matching trait for whichever worker job they hold. Finally, they now have Robomodding as a guaranteed research option from the start of the game.
- Shattered Ring: The number of segments that are colonizable on game start now depends on the Guaranteed Habitable Worlds setting. These segments have a large amount of blockers including some that require advanced technology to clear, but impact the habitability of the segment. Shattered Ringworld segments are no longer ideal worlds, but have a base of 100% habitability. Repairing shattered ringworld segments now qualify you for the Galactic Wonders AP. The cost and time to restore the shattered ringworld segments has been reduced by 25%.
- Corpse-Filled blockers now take a year to clear.
AI
- AI will now value you offering them fleets. This fixes several cases where you could cheese the AI with worthless offers (e.g. fleets that you have just disbanded, or fleets that have no FTL drive, or are 100% of your total fleet despite being just 1 ship)
- Added base unity target for machine empires so they can afford more leaders in the early game.
- AI assault transports will now go ahead and invade planets if they have enough strength even if they have additional reinforcements on they way.
- AI will no longer assign excessive amounts of fleets to bombard the same planet.
- AI will no longer get stuck trying to activate tradition trees it was blocked out from activating, like the ascension perk trees. (This previously mainly affected modded games).
- AI will now build armies based on the size of their economy.
- AI will now correctly avoid superior enemy forces when pathing to link up with their fleet group
- AI will now use war time edicts, and pay for their strategic resource from their stockpile without constructing additional rare resource producing buildings.
- AIs lacking rare resources will no longer create ship designs that rely on them.
- Fixed an issue where the Prethoryn Scourge did not run all of its AI code sometimes making it less effective.
- Fixed an issue where AI would sometimes build strongholds even though their economy plan for navy cap was not activated.
- Made the AI generally want more battleships, and generally varied the AI's desire for a certain distribution of ship sizes between personalities.
- Made strategic AI take friendly following fleets into account when computing fleet power.
- Empires will now support crisis decelerations against empires they are at war with.
- Fixed issues with AI's difficulty-adjusted economic modifiers, and certain misevaluations of modifier benefits in its economic strategy
STABILITY
- Fixed Out of Sync involving branch office power production.
- Fixed a crash when ascending planets
- Eliminated potential out-of-sync due to diplomatic relations.
PERFORMANCE
- Fixed lag from having a combination of a large number of species and a large number of colonisable planets.
- Opening the fleet manager in the late game will now have a much-reduced impact on frame rate
- Reduced UI frame rate lag from several sources (notably related to fleets and calculations of whether and where any reinforcements can be recruited)
- Further improved the performance of using triggered economic category modifiers.
- Made mean time to happen events early out if they have fire_only_once and have already fired. (I.e. they will stop draining performance once no longer relevant).
- Slightly sped up the calculation of pop job weights when updating them from serial (i.e. not during the monthly batch parallel update)
- Added caching to AI fleet power calculations.
UI
- Added terraforming candidate icon to galaxy map and system view.
- Reduced notification spam from empires having certain CBs on you.
- Selecting fleets from the galaxy map will now no longer select fleets merging with larger ones. This permits selecting all large fleets in a system without disrupting any fleets that are on their way to merge with them.
- Caravaneers now tell you when you will be allowed to open another Reliquary in the tooltip where they say they can't offer one right now as they need more time to prepare.
- Added planetary designations to the dropdown list for selecting planets in the resettlement view, and generally made it look a bit nicer.
- Tooltips regarding offering or receiving Federation Association status now explain that this is basically a non-aggression pact
- Added a more helpful tooltip to the Inter-Dimensional Trade modifiers.
- The technology card UI will now resize dynamically depending on the size of the content in the card.
- Fixed selected technology card scroll bar overlapping the unlocked content icons.
- Fixed mouse shortcut tooltip for pausing the game being displayed in multiplayer even though it cannot be used in multiplayer.
- Added a tooltip for war demand achievement acceptance that lists systems you lack claims on.
- Added information on potential branch offices for megacorps to the "Kick from Federation" diplo action's tooltip, since Commercial Pacts between federation members are not a thing
- Added a Terraforming Candidate filter to the Expansion Planner view.
- First Contact event chains will now progress if there is a purely random event with only one option. (Note that this only covers events between stages, not the ones that end stages, which may also only have one option). You can tell if your first contact chain is not blocked by a pending event by the alert looking less urgent.
- Fixed the tooltip for commercial pacts showing the wrong value for how much you would benefit in terms of trade income.
- Fixed it being possible for subjects to press the "Build Holdings" button in the Agreements view.
- Added modifier details to production and upkeep of building tooltips.
- Added modifier details to production and upkeep of district tooltips.
BUGFIXES
- Fixed strike crafts flying far below the fleet during combat.
- Added check for disabled fleet when ships are destroyed and end combat if the last ship is disabled. This may solve some instances of the “invincible fleet” bug.
- The last pop on a planet will no longer auto-migrate away.
- The asteroid colony event will no longer get distracted when shot and is now slower to allow for more time to react.
- The Holy Guardians will no longer mind if you turn their Holy Worlds into other planet types as long as you have the Head of Zarqlan. MAY HIS WILL BE DONE
- Fixed planetary ascension modifiers increasing rather than decreasing empire sprawl.
- Auto-designed ships can no longer equip space amoeba weapons.
- Fixed it being possible to get Slave Optimization agenda and Iron Fist trait without actually having any slaves.
- Added missing megastructures to the Giga-Engineering achievement check.
- Repairing the Shattered Ring now makes it have an appearance that matches your empire’s scheme (as restoring ruined ring worlds does).
- Fixed the possibility that the automatically-spawned Commonwealth of Man or United Nations of Earth could spawn next to a xenophobic fallen empire.
- You will no longer get a notification of another empire completing their gateway construction when you are the first to make a gateway and it activates some other gateway.
- C.A.R.E. Relic World now has Dense Ruins rather than Former Relic World (which it could then get twice if you made it an ecumenopolis)
- Fixed a case where the Caravaneers would ask an empire they had never met to relocate there after their home system was destroyed.
- It is no longer possible to engage the Marauders in conversation multiple times, simultaneously.
- Fixed some cases where orbital deposits could spawn on habitable planets.
- Expand the Planetary Sea is now no longer available on a planet you are terraforming.
- Renamed the 'Planetary Government' and 'Planetary Unification’ technologies for Machine and Hive Mind empires. Machines now begin with 'Planetary Instantiation', and may research 'Uniform Data Standards' as before. Hive Minds begin with 'Planetary Plexus', and now refer to the subsequent technology as 'Evolutionary Convergence'. The actual effects of these technologies remain unchanged.
- Fixed that the ruined quantum catapult in the salvager system spawned above the black hole.
- Tweaked a solar system generated as part of the Imperial Fiefdom origin. The vassal's neighborhood gas giants are no longer quite as close to consuming nearby asteroid belts.
- Marauder clans may no longer spawn in systems which are adjacent to player empires.
- Fixed "blocker cleared" VO not playing.
- Fixed STT button not being clickable in the multiplayer lobby.
- Fixed STT button being malplaced in the multiplayer lobby.
- Fixed an issue which would prevent the Galactic Rebellion from forming if its instigator was the only independent (i.e. non-subjugated) empire left in the galaxy.
- The Spiritualist Awakened Empire should no longer be capable of making a gestalt consciousness turn into a spiritualist empire.
- Fixed some issues with intel logic that could mean that occupied planets could be set to flip between surveyed and unsurveyed each day.
- Executing the envoy that hand-delivered a strongly worded letter no longer incorrectly locks policies that are not causing you to be in breach of galactic law.
- Eating the envoy that hand-delivered a strongly worded letter now locks policies that are causing you to be in breach of galactic law.
- Pacifist Xenophobe empires are no longer in two minds about those who choose to destroy Caravaneer fleets. Pacifism wins out and they now only hold a negative Opinion towards such empires, rather than both positive and negative.
- Reunited the ‘Code Changes’ and ‘Incompatible Code’ empire modifiers with their missing icons.
- First Contact events involving the Shroudwalker and Salvager enclaves now play appropriate sound effects.
- Fixed the broken ringworld segment for the fallen machine intelligence from hiding behind the other segments.
- Empires released by those that have the Divine Sovereign civic will no longer inherit the Divine Sovereign civic.
- Devouring Swarms should no longer come and inspect your ringworlds.
- Fixed an unsupported glyph appearing in place of apostrophes in assorted 'Specialist Subject' events.
- Fixed Corporate Dominions required to have finished Mercantile Traditions to form a Trade League.
- The unbidden no longer have an increased opinion of you if you destroy the Caravaneer's home.
- Added missing flags for Could Be Worse to the Knights' version of Venus and the toxic planets in the Toxic Entity's system.
- Colony event "Wasteland Radiation" won't trigger anymore if your species is immune to radiation.
- Completing the Flesh is Weak special project will no longer allow psionic pops to keep the psionic trait when they gain the cybernetic trait.
- Contingency Worlds now become ordinary colonizable worlds upon losing their Pops.
- Colonies that are depopulated in the middle of ground combat will now correctly end the battle.
- Fixed generated war names when a crisis is declared by the Galactic Community.
- Fix for when becoming a vassal resets all Policies and Species rights to Default.
- Fixed issue with war names using the wrong Empire's name.
- Fixed "Crystal Ball" event not triggering correctly upon entering the Crystalline Home System.
- Fixed being unable to reorder the build queue of your branch offices and subject holdings.
- Fixed colony auto designations really thinking you wanted hydroponics stations.
- Fixed galcom resolution Neutral Defenders, Tiyanki Pest Control and the Tiyanki Conservation Act not correctly unlocking sanctions.
- Fixed missing alpine world modifier in Contingency's habitability preference.
- Fixed missing goto button for "Mineral Factorial" anomaly event.
- Habitats built in orbit of planets with multiple deposit types, such as the mixed energy and alloy deposit spawned as part of the Knights of the Toxic God origin can now only have one of research, mining or generator districts instead of overflowing with too many district types
- If you open a Vault on a tomb world Earth, you will now find Humans inside rather than random aliens (unless Humans already exist in the galaxy).
- Lead ships should no longer run into the enemy disregarding their combat computer.
- Percentage based hull, armor, and shield regen modifiers now show their values correctly. (As +1% rather than +0.01%)
- planet_stability_add modifier now has a single decimal place, meaning that Death Chronicler and Chronicle Drone jobs are correctly shown to be producing 2.5 stability instead of 2.
- Fixed localization for the Trader Proxy Office.
- The Horizon Signal events converting your empire species' portraits wholesale now give you a little bit of warning ("This may have significant and unpredictable consequences")
- Removed out dated sector automation logic which was activated for planets when sector automation was enabled but planet automation was deactivated.
- Robot empires will now take planet habitability into account correctly for auto-survey targets.
- Shroud Chosen Leaders will no longer lose their chosen trait on becoming rulers.
- Stopped you getting the Xeno Comedy event as a gestalt empire as it didn't really work flavour-wise for them.
- Synth ascension now gives a warning for the Overtuned origin.
- You can now crack pre-ftl worlds within your borders.
- Using planet crackers against pre-ftl civilizations now requires the Unrestricted Native Interference policy.
- Fixed caravaneer diplomacy view not having a close button.
- A fleet moving towards an orbital object that gets destroyed will now move to the star of the same system, rather than stopping.
- Adjusted fleet view textbox max height to remove truncation in Korean.
- Fixed unavailable resource terms in agreements being considered when validating agreement proposals.
- Defense platforms no longer sail away when in combat but too far away from engaging the enemies.
- Corrected the caravaneers focus button sprite and added a location for every related diplomacy event script so that the button shows up.
- Pops employed at removed jobs now gets fired instead of sticking around.
- Fixed species modification window not showing all species traits if you had a large number of traits.
- Thought Enforcement edict is now available even if you haven't made contact with another empire.
- Fixed the ‘disband fleet’ button in the fleet view using the disband ship icon.
- The option to close communications with Mercenary Enclaves upon first greeting them has been moved to the bottom of the event screen, in line with other, similar events.
- Corrected SPQR family name gender.
- Daemons will no longer use any random namelist.
- Fixed inconsistent coloring in leader trait descriptions.
- Fixed the diplomatic mapmode showing tooltips saying you were in a Commercial Pact with someone if you had a Research Pact with them, and vice versa.
- The tooltip for planetary ascension upgrade will no longer show upgrade info for the non existent tier 11.
- Fixed missing X on Xeno-Compatibility tooltip for non-xenophiles.
- Fixed a tooltip for the Life-Seeded Origin which would appear to repeat a query on the Relentless Industrialists civic.
- Added missing tooltip for district sorting in expansion planner.
- Fixed the tooltip for the Megacorp authority in empire creation not explaining why it was unavailable if the Megacorp DLC was not enabled.
- Currently picked anomaly scientist's skill icon now has the correct tooltip.
MODDING
- Fixed num_free_districts sometimes providing erroneous results if used with districts that were not capped by modifiers.
- Made excessively confusing way of doing tradition tooltips make you have to explicitly tell the game you want to overwrite the automatic modifier and effects tooltip with a custom one (custom_tooltip). Also added custom_tooltip_with_modifiers and made on_enabled show up in the tooltip too
- Added government_election_years_add and government_election_years_mult.
- Added ability to script in modifiers on ship sections.
- Added support for sound_is_advisor on show_sound in events.
- Added on_resolution_passed and on_resolution_failed on_actions.
- Added position_on_current_resolution and position_on_last_resolution.
- Added a quick open option for IMGUI views related to selectable entities ingame. Holding ctrl + alt and selecting a ship or fleet will now open the IMGUI debug view for fleets and ships.
- Split if_resolution into a separate if_scaled_resolution. This allows for separation of pure and scaled resolution conditions in GUI script.
- Added <resolution_category>_vote_strength_mult modifier.
- Added a galaxy_shape trigger.
- Added a is_capitalist scripted trigger to check for corporate authority, merchant guild civic or corporate dominion civic.
- Added a valid_leader parameter to federation types to limit the leadership candidates.
- Added ability for planet automation to forbid and allow jobs.
- Added additional_crisis_strength trigger.
- Added console commands "text_to_speech_raw" and "text_to_speech_loc".
- Added country scope num_planetary_ascension_tiers trigger.
- Added envoy_cohesion_effect_mult modifier for federations.
- Added federation_experience_add modifier.
- Added modifiers planetary_ascension_effect_mult and planetary_ascension_cost_mult.
- Added set_variable_to_random_value effect.
- Added triggered_ship_modifier in component templates.
- Added upgrade_trigger block for planet automation which allows for individual logic of when buildings should be allowed to be upgraded.
- Fixed last_added_deposit
- Fixed print_scope_trigger not working
- Fixed root and from scopes within create_leader and create_ship
- Fixed show_in_outliner in megastructures not actually working.
- If you add too many options in an archaeology site or first contact, it now adds a scrollbar for those that don't fit in the interface.
- Made galaxy shapes (map/galaxy) into regular database objects. This means you can define new ones.
- Made the fail text of a tradition's "possible" check show up in tooltips.
- Moved most pop upkeep and resource production to inline script.
- Removed pop_assembly_speed modifier. You should use planet_pop_assembly_(organic_)mult instead. The sole difference previously was the former only worked in species traits (the untriggered sections) and the latter worked everywhere else (but not species traits). The error log didn't warn you of this, either. So now the latter works everywhere and the former no longer exists.
- Added destroy and abort triggers for starbase modules and buildings.
- Ship roles can now affect weapon selection. Added a define for the ship roles effect on the weapon selection.
- Integrated ship roles to the remaining components and their selection process with an additional define for utility components.
- Ethics are now individually overwritable.
- Added size_damage_factor to weapon components, which modifies damage based on the ship size. At 0, there is no effect. Positive values multiply the weapon damage by the value times the target ship size. (Ship size is treated as a minimum of 1 for these calculations.)
- Added point_defence_targets to component template, which sets valid targets for PD weapons. "missile" and "strike craft" are valid options. See 00_weapons_pointdefence.txt and 00_strike_craft.txt for examples.
- Localization can now handle grammatical cases and complex grammatical dependencies.
- Added support for grammatical gender and plural in names.
- Added a tag system to enable localization to be aware of names' grammatical genders and similar attributes.
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#################### VERSION 3.6.1 ######################
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Bugfixes
- Fixed DLC being listed as “corrupted” in the launcher due to checksum mismatch.
- Added missing French scripted localization.
- Fixed adjective generator in the empire creator not working for some languages.
- Several ship sizes that lacked role definitions now have them.
- AI will no longer rent mercenary reinforcement fleets enroute to the main fleet.
- Fixed graphical artifact appearing in the ship browser.
- Fixed overlapping portraits sometimes appearing in the first contact view.
- Fixed subjects being able to become the federation president in arena combat successions.
- Empty fleet templates generated automatically will now be cleared after a set amount of time.
- Machine uprisings can now spawn fleets with all unlocked ship types.
- Fixed mechanical fallen empires missing part of their ringworlds.
- Pre-FTL civilizations should now generate defensive armies.
- Prevented AI Cyborg Hivemind empires from assimilating already cyborg hivemind pops, which could get them stuck in endless assimilation.
- Blocked pops with the Psionic trait to also receive the Latent Psionic trait.
- Gateway Sites and Ruined Gateways show up in outliner.
Balance
- Juggernauts now have the same base maximum speed as Battleships and Titans.
Stability
- Fixed a crash when older custom names contained certain special characters <3
Modding
- Fixed crash when overwriting e.g. certain pop jobs or districts individually
- Fixed is_ringworld trigger being overwritten by a scripted trigger
That's 30 pages of patch notes, roughly the equivalent of 4.28 Pierres.
AI Open Beta (Checksum: 0f55)
As a direct result of how successful the Orion Open Beta was, we’ve decided to push a few things to another Open Beta today. These primarily consist of changes to how AIs calculate acceptance, as well as an economic change that sets a floor to how low cost reductions can go.
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################ VERSION 3.6.1 + Open Beta ##################
############################################################
Balance
- Capped resource upkeep/cost/production reduction modifiers to -90%
- A pass on automated colony designation has been made to improve decision making and utilize newer scripting techniques.
- The Refinery planet and habitat designations now grant 15% bonuses to refiners, translucers, chemists, and all strategic resource mining professions. The benefit from Environmental Ordinance Waivers has been increased from +5% to +10%.
- The default Habitat designation now acts similarly to the default Colony, providing stability and amenities while the habitat population is low.
Bugfixes
- Switched a number of leviathans (and their reanimated versions) to line computers instead of artillery.
- Planetary and Sector Automation should once again upgrade Capital buildings.
- Fixed a bug preventing many colony designations from being selected by auto-designation if Sector Automation was active.
AI
- AI now bases acceptance for taxes/subsidies on economic impact to itself, rather than Loyalty alone.
- AI overlords now value agreements that improve subject Loyalty, depending on the overlord’s personality and the subject’s power level.
- AI acceptance of discrete agreement terms can now be scripted like Loyalty can, separately for subjects and overlords.
Modding
- Significant revisions have been made to Static Galaxy creation to bring them in line with Random Galaxy creation.
- Fixed a number of bugs where empires were not set up properly for static galaxies. E.g. they were not given starbases, and secondary species were ignored.
- Various galaxy generation and game start on_actions are now called during static galaxy generation as they would be normally.
- Added an "effect = {}" field for static galaxy systems that will execute on that system after the galaxy is generated
- Added a commented out simple example static galaxy for reference.
Please note that the 3.6 Orion Open Beta (checksum: 0f55) is an optional beta patch. You have to manually opt-in to access it.
Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch.
Don't forget to turn off your mods, they will break.
Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch.
Don't forget to turn off your mods, they will break.
2023 Q1: 3.7 Canis Minor

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Dev Diaries will return on the 12th of January. See you next year!